This class provides the "DeathMatch" implementation of the GameI interface. More...
#include "GameImpl.hpp"
Public Member Functions | |
void | Initialize (bool AsClient, bool AsServer, ModelManagerT &ModelMan) |
Called to initialize the game. More... | |
void | Release () |
Called to shutdown the game. More... | |
const cf::TypeSys::TypeInfoManT & | GetEntityTIM () const |
Returns the type information manager with the entity hierarchy. More... | |
IntrusivePtrT< GameEntityI > | CreateGameEntity (const cf::TypeSys::TypeInfoT *TI, IntrusivePtrT< cf::GameSys::EntityT > Entity, const std::map< std::string, std::string > &Properties, const cf::SceneGraph::GenericNodeT *RootNode, unsigned long ID, cf::GameSys::GameWorldI *GameWorld) |
Creates a new entity of the given type. More... | |
Public Member Functions inherited from cf::GameSys::GameI | |
virtual | ~GameI () |
The virtual destructor, so that derived classes can safely be deleted via a GameI (base class) pointer. More... | |
Static Public Member Functions | |
static GameImplT & | GetInstance () |
Returns the singleton instance of this class. More... | |
This class provides the "DeathMatch" implementation of the GameI interface.
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virtual |
Creates a new entity of the given type.
TI | The type of entity to create. |
Entity | The associated entity in the cf::GameSys::WorldT. |
Properties | The properties dictionary in the map file of this entity (empty if the entity is created "dynamically"). Contains especially the "classname" key that was used by the caller to determine TI. |
RootNode | The root node of the scene graph of this entity as defined in the map file. NULL if the entity is created "dynamically". |
ID | The global unique ID of this entity (in the current map). |
GameWorld | Pointer to the game world implementation. |
Implements cf::GameSys::GameI.
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virtual |
Returns the type information manager with the entity hierarchy.
Implements cf::GameSys::GameI.
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static |
Returns the singleton instance of this class.
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virtual |
Called to initialize the game.
This function is called exactly once as the very first function after the game has been loaded, not each time a new world is about to be loaded.
AsClient | Tells whether we're running as client. |
AsServer | Tells whether we're running as server. |
ModelMan | The manager for all models that are used in this game. |
Implements cf::GameSys::GameI.
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virtual |
Called to shutdown the game.
This function is called exactly once as the very last function before the game is released, not each time a world is being freed.
Implements cf::GameSys::GameI.