Arch Game Engine
0.2
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Class for declaring an engine, which does basic SDL commands like creating the window and renderer. More...
#include <engine.h>
Classes | |
struct | color |
Public Member Functions | |
~Engine () | |
Decontructs renderer and window and then quits SDL. | |
void | setGravity (double g) |
void | setFrameRate (int f) |
double | getGravity () const |
SDL_Renderer * | init (string s, const int &w, const int &h, int flag) |
Create a window with a given name, width, height, and anyother SDL_Window flags. | |
SDL_Renderer * | init (string s, const int &w, const int &h, int flag, int it) |
Create a window with a given name, width, height, SDL_Window flags, and specified SDL_Init flags. | |
SDL_Renderer * | init (string s, const int &w, const int &h, int flag, int x, int y) |
Create a window with a given name, width, height, SDL_Window flags, and specified x and y coordinate. | |
SDL_Renderer * | init (string s, const int &w, const int &h, int flag, int x, int y, int it) |
Create a window with a given name, width, height, SDL_Window flags, specified x and y coordinate, and SDL_Init flags. | |
void | setName (string s) |
Set window name. | |
void | setPos (int x, int y) |
Set window position. | |
void | setSize (int w, int y) |
Set window size. | |
SDL_Renderer * | getRenderer () |
Returns screen renderer. | |
SDL_Window * | getWindow () const |
Returns screen window. | |
void | setColor (Uint8 r, Uint8 g, Uint8 b) |
Sets SDL color. | |
void | loopStart () |
Call this at the beginning of a loop to initilaize the loop. | |
void | render () |
Call this at the end of the game loop to render. | |
void | update () |
Get fps. More... | |
void | setBackground (Background b) |
Set background. | |
void | setBackground (string filename) |
Set background with filename. | |
Background | getBackground () const |
Get background. | |
void | drawBackground () |
Draw background. | |
void | draw (Object obj) |
Draw an object on the screen. | |
void | draw (vector< Object > objs) |
Draw a vector of Objects. | |
void | draw (vector< vector< Object >> objs) |
void | draw (Object obj, int key) |
Draw an object with a pass key before/during splash. | |
void | draw (Level lvl) |
Draw the level. | |
void | draw (const char *text, int x, int y, int r, int g, int b) |
Write to the screen with a char, coordinates, color, ttf file. | |
void | splash () |
Calls splashscreen at the beginning of the game. This is automatically called unless deactivated. | |
void | bypassSplash (int key) |
Deactives the splashscreen, requires key. | |
bool | hasSplashed () |
Check if the splashscreen has occured. | |
void | debugMode (bool d) |
Active debugger with Boolean. | |
void | loadFont (char *font_path) |
void | hideMouse () |
void | showMouse () |
bool | getRunning () const |
void | setRunning (bool r) |
void | setGLView (int a, int b, int c, int d, int e, int f, int g, int h, int i) |
void | setGLMode (bool m) |
int | getFPS () const |
void | loop () |
int | getTicks () |
void | delay (int time) |
void | enableTransparency () |
void | setGamestate (int s) |
int | getGameState () |
void | setSplashColor (int r, int g, int b) |
Class for declaring an engine, which does basic SDL commands like creating the window and renderer.
void Engine::update | ( | ) |
Get fps.
Update loop time.
Definition at line 134 of file engine.cpp.