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#include <Level.hpp>
Public Member Functions | |
virtual void | clear () |
Clearing the level from all its data. | |
virtual void | drawLoadingPercentages (s32 Loading_Percent=0, const wchar_t *msg=L"Loading, Please wait...") |
virtual ILevelManager * | getLevelGraph () const |
Returns the level graph of the current level. | |
virtual f32 | getLevelSpeed () |
Returns the current speed of the level. | |
virtual void | init () |
Initiate the level, creating its level graph. | |
virtual bool | isPaused () |
Returns whether the level is paused or not. | |
Level (GameManager *pMngr) | |
Constructor. | |
virtual void | load ()=0 |
Load everything the level needs. | |
virtual void | OnEvent (const NGEReceiver *event) |
virtual void | pauseLevel () |
Pauses the level meaning no processing (like rendering) is done on the level. | |
virtual void | resumeLevel () |
Resume a previoused paused level, resuming all the processing process. | |
virtual void | run () |
Processing the level's data. | |
virtual void | setLevelSpeed (f32 speed=1.f) |
Sets the rendering speed of the level. | |
virtual | ~Level () |
Destructor. | |
Protected Member Functions | |
virtual void | OnPause () |
Each paused game frame this method will be called. | |
Protected Attributes | |
array< E_DEBUG_LEVEL_TYPE > | m_aDebugData |
bool | m_IsPaused |
f32 | m_LastLevelSpeed |
f32 | m_LevelSpeed |
ITexture * | m_pLastShot |
ILevelManager * | m_pLevelGraph |
GameManager * | m_pManager |
Because every level loads different objects the Level::load() method is pure virtual. Basically every level should implement the loading and the Level class will take care of the rest.
Definition at line 24 of file Level.hpp.
nge::game::Level::Level | ( | GameManager * | pMngr | ) |
Constructor.
virtual nge::game::Level::~Level | ( | ) | [virtual] |
Destructor.
virtual void nge::game::Level::clear | ( | ) | [virtual] |
virtual void nge::game::Level::drawLoadingPercentages | ( | s32 | Loading_Percent = 0 , |
|
const wchar_t * | msg = L"Loading, Please wait..." | |||
) | [virtual] |
virtual ILevelManager* nge::game::Level::getLevelGraph | ( | ) | const [virtual] |
Returns the level graph of the current level.
virtual f32 nge::game::Level::getLevelSpeed | ( | ) | [virtual] |
Returns the current speed of the level.
virtual void nge::game::Level::init | ( | ) | [virtual] |
virtual bool nge::game::Level::isPaused | ( | ) | [virtual] |
Returns whether the level is paused or not.
virtual void nge::game::Level::load | ( | ) | [pure virtual] |
virtual void nge::game::Level::OnEvent | ( | const NGEReceiver * | event | ) | [virtual] |
virtual void nge::game::Level::OnPause | ( | ) | [protected, virtual] |
Each paused game frame this method will be called.
This method draw the pause screen
virtual void nge::game::Level::pauseLevel | ( | ) | [virtual] |
Pauses the level meaning no processing (like rendering) is done on the level.
virtual void nge::game::Level::resumeLevel | ( | ) | [virtual] |
Resume a previoused paused level, resuming all the processing process.
virtual void nge::game::Level::run | ( | ) | [virtual] |
Processing the level's data.
All rendering of the level is done here
virtual void nge::game::Level::setLevelSpeed | ( | f32 | speed = 1.f |
) | [virtual] |
Sets the rendering speed of the level.
array<E_DEBUG_LEVEL_TYPE> nge::game::Level::m_aDebugData [protected] |
bool nge::game::Level::m_IsPaused [protected] |
f32 nge::game::Level::m_LastLevelSpeed [protected] |
f32 nge::game::Level::m_LevelSpeed [protected] |
ITexture* nge::game::Level::m_pLastShot [protected] |
ILevelManager* nge::game::Level::m_pLevelGraph [protected] |
GameManager* nge::game::Level::m_pManager [protected] |
The NUSoftware Game Engine Documentation © 2007-2008 by Tomer Nosrati. Generated
on Sat Apr 26 16:52:36 2008 by Doxygen
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