Fling Engine
0.00.1
Fling Engine is a game engine written in Vulkan
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A level contains active objects and provides the environment for the player. More...
#include <Level.h>
Inherits Fling::NonCopyable.
Public Member Functions | |
Level (const std::string &t_LevelFile, World *t_OwningWorld) | |
Loads this level based on the given file name. More... | |
~Level () | |
void | Update (float t_DeltaTime) |
Update the BSP of actors and tick every active actor. More... | |
void | Unload () |
Unload the current level and all actors inside of it. More... | |
World * | GetOwningWorld () const |
Get the Owning World object of this level. More... | |
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NonCopyable (const NonCopyable &)=delete | |
NonCopyable (NonCopyable &&)=default | |
NonCopyable & | operator= (const NonCopyable &)=delete |
NonCopyable & | operator= (NonCopyable &&)=default |
Private Member Functions | |
void | LoadLevel () |
Load the level based on the current file name! More... | |
void | PostLoad () |
Any behavior that needs to happen after the level has been fully loaded. More... | |
Private Attributes | |
std::string | m_LevelFileName = "UNLOADED" |
The path to the level file (should be a full path, NOT relative to assets dir) More... | |
World * | m_OwningWorld = nullptr |
The owning work that this level exists in. More... | |
Additional Inherited Members | |
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NonCopyable ()=default | |
virtual | ~NonCopyable ()=default |
A level contains active objects and provides the environment for the player.
You should only load a level through the world.
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explicit |
Loads this level based on the given file name.
t_LevelFile | The path to the level file (should be a full path, NOT relative to assets dir) |
Fling::Level::~Level | ( | ) |
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inline |
Get the Owning World object of this level.
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private |
Load the level based on the current file name!
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private |
Any behavior that needs to happen after the level has been fully loaded.
void Fling::Level::Unload | ( | ) |
Unload the current level and all actors inside of it.
void Fling::Level::Update | ( | float | t_DeltaTime | ) |
Update the BSP of actors and tick every active actor.
t_DeltaTime | Time between previous frame and the current one. |
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private |
The path to the level file (should be a full path, NOT relative to assets dir)
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private |
The owning work that this level exists in.