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Jagguar Game Engine
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#include <Engine.hpp>

Public Member Functions | |
| Engine () | |
| ~Engine () | |
| void | Input (bool *quit, bool *editing) |
| void | Update () |
| void | Render () |
| void | MainGameLoop () |
| void | Start () |
| void | Shutdown () |
| void | InitializeGraphicsSubSystem () |
| void | InitializePhysicsSubsystem () |
| void | InitializeGUI () |
| GameObject * | createFly (Vec2D spawnPos) |
Private Attributes | |
| SDLGraphicsEngineRenderer * | mRenderer = nullptr |
| PhysicsEngine * | mPhysics = nullptr |
| GameMakerGUI * | mGUI = nullptr |
| std::vector< GameObject * > | m_gameobjects |
| bool | runGame = true |
The main game engine class. Holds all objects relevant to the game and runs them based on a clock.
| Engine::Engine | ( | ) |
Constructor of Engine
| Engine::~Engine | ( | ) |
Destructor
| GameObject * Engine::createFly | ( | Vec2D | spawnPos | ) |
Create a new bespoke Fly GameObject at the given location. Used to create the demo scene.
| spawnPos | the position to place the new GameObject |


| void Engine::InitializeGraphicsSubSystem | ( | ) |
Request to startup the Graphics Subsystem.
| void Engine::InitializeGUI | ( | ) |
Request to startup the GUI Subsystem.

| void Engine::InitializePhysicsSubsystem | ( | ) |
Request to startup the Physics Subsystem.


| void Engine::Input | ( | bool * | quit, |
| bool * | editing | ||
| ) |
Gets user input


| void Engine::MainGameLoop | ( | ) |
Main Game Loop that runs forever

| void Engine::Render | ( | ) |
Per frame render. Renders everything


| void Engine::Shutdown | ( | ) |
Initialization and shutdown pattern. Explicitly call 'Shutdown' to terminate the engine
| void Engine::Start | ( | ) |
Initialization and shutdown pattern. Explicitly call 'Start' to launch the engine

| void Engine::Update | ( | ) |
Per frame update


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private |
Holds all game objects
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private |
Displays editor
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Calculates all collisions
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Object that renders all objects
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Used to pause/play the game