The BaseScene struct provides a basic template for game scenes, including player, enemies, food, and grounds.
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#include <BaseScene.h>
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| BaseScene (SDL_Renderer *renderer, SDL_Window *window) |
| Constructor for BaseScene.
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virtual | ~BaseScene () override |
| Destructor for BaseScene.
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void | Init () override |
| Initializes the scene.
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void | StartUp () override |
| Starts up the scene.
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void | Cleanup () override |
| Cleans up the scene.
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bool | IsCompleted () const override |
| Checks if the scene is completed.
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bool | IsWin () const override |
| Checks if the player has won the scene.
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void | HandleInput (float deltaTime) override |
| Handles player input for the scene.
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void | Render () override |
| Renders all entities in the scene.
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void | Update (float deltaTime) override |
| Updates the state of the scene.
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virtual void | SetupLevel ()=0 |
| Sets up the level-specific entities and logic.
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std::vector< std::shared_ptr< EnemyGameEntity > > | enemies |
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std::vector< std::shared_ptr< FoodGameEntity > > | foods |
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std::unique_ptr< PlayerGameEntity > | mainCharacter |
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std::vector< std::shared_ptr< GroundGameEntity > > | Grounds |
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std::unique_ptr< BackGroundGameEntity > | backGround |
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bool | mRun {true} |
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float | mPoints {0.0f} |
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SDL_Window * | mWindow = nullptr |
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SDL_Renderer * | mRenderer = nullptr |
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bool | isCompleted = false |
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bool | isWin = false |
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The BaseScene struct provides a basic template for game scenes, including player, enemies, food, and grounds.
This structure manages a collection of game entities and implements common scene behaviors such as initialization, input handling, updating state, and rendering. It serves as a base for more specific scene implementations in the game.
◆ BaseScene()
BaseScene::BaseScene |
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SDL_Renderer * | renderer, |
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SDL_Window * | window ) |
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inline |
Constructor for BaseScene.
- Parameters
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renderer | The SDL renderer for drawing entities. |
window | The SDL window for rendering. |
Initializes the scene with the given renderer and window, setting up the basic scene structure.
◆ ~BaseScene()
virtual BaseScene::~BaseScene |
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inlineoverridevirtual |
Destructor for BaseScene.
Handles clean-up and resource deallocation.
◆ Cleanup()
void BaseScene::Cleanup |
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inlineoverridevirtual |
Cleans up the scene.
Deallocates resources and performs any necessary clean-up operations.
Implements Scene.
◆ HandleInput()
void BaseScene::HandleInput |
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float | deltaTime | ) |
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inlineoverridevirtual |
Handles player input for the scene.
- Parameters
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deltaTime | The time since the last update. |
Processes SDL events and updates player states based on input.
Implements Scene.
◆ Init()
Initializes the scene.
Sets up resources and prepares the scene for starting.
Implements Scene.
◆ IsCompleted()
bool BaseScene::IsCompleted |
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const |
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inlineoverridevirtual |
Checks if the scene is completed.
- Returns
- True if the scene is completed, false otherwise.
Implements Scene.
◆ IsWin()
bool BaseScene::IsWin |
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const |
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inlineoverridevirtual |
Checks if the player has won the scene.
- Returns
- True if the player has won, false otherwise.
Implements Scene.
◆ Render()
void BaseScene::Render |
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inlineoverridevirtual |
Renders all entities in the scene.
Draws the background, player, enemies, food, and grounds to the screen.
Implements Scene.
◆ SetupLevel()
virtual void BaseScene::SetupLevel |
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pure virtual |
Sets up the level-specific entities and logic.
This method must be implemented by derived classes to create a specific level's layout and gameplay elements.
◆ StartUp()
void BaseScene::StartUp |
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inlineoverridevirtual |
Starts up the scene.
Loads and initializes all essential entities for the scene.
Implements Scene.
◆ Update()
void BaseScene::Update |
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float | deltaTime | ) |
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inlineoverridevirtual |
Updates the state of the scene.
- Parameters
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deltaTime | The time since the last update. |
Updates the positions and states of all entities in the scene. Handles gameplay logic such as collisions and scoring.
Implements Scene.
The documentation for this struct was generated from the following file: