The big honcho. This is the primary state that runs a majority of the time.
More...
#include <MainGame.hpp>
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virtual | ~MainGame () |
| Destroy the Main Game state. More...
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virtual const char * | name () const override |
| Returns "MainGame". More...
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virtual void | activate (bl::engine::Engine &engine) override |
| Activates the state. More...
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virtual void | deactivate (bl::engine::Engine &engine) override |
| Deactivates the game state. More...
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virtual void | update (bl::engine::Engine &engine, float dt, float) override |
| Updates all of the primary systems. More...
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The big honcho. This is the primary state that runs a majority of the time.
Definition at line 22 of file MainGame.hpp.
◆ ~MainGame()
game::state::MainGame::~MainGame |
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virtual |
Destroy the Main Game state.
Definition at line 45 of file MainGame.cpp.
◆ activate()
void game::state::MainGame::activate |
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bl::engine::Engine & |
engine | ) |
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overridevirtual |
◆ create()
Creates the main game state. The game state must be initialized before invoking the main game state.
- Parameters
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systems | The primary systems object |
- Returns
- bl::engine::State::Ptr The main game state
Definition at line 35 of file MainGame.cpp.
◆ deactivate()
void game::state::MainGame::deactivate |
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bl::engine::Engine & |
engine | ) |
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overridevirtual |
◆ name()
const char * game::state::MainGame::name |
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const |
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overridevirtual |
◆ update()
void game::state::MainGame::update |
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bl::engine::Engine & |
engine, |
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float |
dt, |
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float |
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overridevirtual |
Updates all of the primary systems.
- Parameters
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engine | The game engine |
dt | Time to step forward in the game world |
Implements game::state::State.
Definition at line 67 of file MainGame.cpp.
◆ systems
The documentation for this class was generated from the following files: