LPCGame
A Simple 2d Game Engine
|
Runs the editor state. More...
#include <editorstate.h>
Inherits State.
Public Member Functions | |
std::string | Run () |
Json::Value | Save () |
void | Load (Json::Value val) |
![]() | |
void | SetExit (std::string val) |
void | UnsetExit () |
Set exit to false. | |
std::shared_ptr< EntityManager > | Manager () |
Get the State's EntityManager. | |
void | SetName (std::string name) |
std::string | Name () |
Get the state's name. | |
Protected Member Functions | |
void | Init () |
Initialize state memory. | |
void | Free () |
Free state memory. | |
![]() | |
virtual void | LogicUpdate () |
virtual void | RenderUpdate () |
Call the script's RenderUpdate function. | |
Additional Inherited Members | |
![]() | |
std::shared_ptr< EntityManager > | mManager |
std::shared_ptr< Camera > | mCamera |
std::string | mName |
bool | mExit |
std::string | mExitCode |
LuaScript | mScript |
The state's script. | |
Runs the editor state.
Runs the editing state, which allows for map creation and addition or removal of gameobjects
|
protectedvirtual |
Initialize state memory.
The state's rendering thread, takes care of drawing all objects and providing framerate limiting condition variable notifications to all other threads NOT USED AT THE MOMENT The state's physics thread, takes care of updating and moving all objects and managing physics between the objects NOT USED AT THE MOMENT
Reimplemented from State.
|
virtual |
Load the state data from a Json::Value
val | The Json::Value containing the data to load |
Reimplemented from State.
|
virtual |
|
virtual |
Write the state data to a Json::Value and return it so it can be loaded later
Reimplemented from State.