Zap::Game Class Reference
#include <game.h>
Inheritance diagram for Zap::Game:
Detailed Description
Base class for server and client
Game subclasses.
The Game base class manages all the objects in the game simulation on either the server or the client, and is responsible for managing the passage of time as well as rendering.
Member Enumeration Documentation
|
- Enumeration values:
-
DefaultGridSize |
|
PlayerHorizVisDistance |
|
PlayerVertVisDistance |
|
PlayerScopeMargin |
|
PlayerSensorHorizVisDistance |
|
PlayerSensorVertVisDistance |
|
MasterServerConnectAttemptDelay |
|
|
Constructor & Destructor Documentation
Zap::Game::Game |
( |
const Address & |
theBindAddress |
) |
|
|
virtual Zap::Game::~Game |
( |
|
) |
[inline, virtual] |
|
Member Function Documentation
Rect Zap::Game::computeWorldObjectExtents |
( |
|
) |
|
|
void Zap::Game::addToDeleteList |
( |
GameObject * |
theObject, |
|
|
U32 |
delay |
|
) |
|
|
void Zap::Game::addToGameObjectList |
( |
GameObject * |
theObject |
) |
|
|
void Zap::Game::removeFromGameObjectList |
( |
GameObject * |
theObject |
) |
|
|
void Zap::Game::deleteObjects |
( |
U32 |
typeMask |
) |
|
|
void Zap::Game::setGridSize |
( |
F32 |
gridSize |
) |
[inline] |
|
F32 Zap::Game::getGridSize |
( |
|
) |
[inline] |
|
U32 Zap::Game::getCurrentTime |
( |
|
) |
[inline] |
|
virtual bool Zap::Game::isServer |
( |
|
) |
[pure virtual] |
|
virtual void Zap::Game::idle |
( |
U32 |
timeDelta |
) |
[pure virtual] |
|
void Zap::Game::checkConnectionToMaster |
( |
U32 |
timeDelta |
) |
|
|
void Zap::Game::setScopeAlwaysObject |
( |
GameObject * |
theObject |
) |
|
|
U32 Zap::Game::getTeamCount |
( |
|
) |
|
|
void Zap::Game::setGameType |
( |
GameType * |
theGameType |
) |
|
|
void Zap::Game::processDeleteList |
( |
U32 |
timeDelta |
) |
|
|
Field Documentation