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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-22 15:10:49 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-22 15:10:49 +0100 |
commit | d038f192c7dcb453c9fc19082cd1b642c8f70fc8 (patch) | |
tree | bcb539657cd8b35ed742f19e5673c777ab39610c /src/doc/feature/scene.dox | |
parent | c3c3476f1d82aa83d8f8dc706488475dc2cf1e55 (diff) | |
parent | 4117d1d287f1d87efd0577d56819520e981a7f1c (diff) |
merge with `master`
Diffstat (limited to 'src/doc/feature/scene.dox')
-rw-r--r-- | src/doc/feature/scene.dox | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox new file mode 100644 index 0000000..eedc69a --- /dev/null +++ b/src/doc/feature/scene.dox @@ -0,0 +1,67 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_scene Scenes +\ingroup feature +\brief User-defined scenes + +Scenes can be used to implement game environments, and allow arbitrary game objects to be organized +as part of the game structure. Scenes are implemented as derivative classes of Scene, which are +added to the game using the SceneManager. Scenes describe the start of a Scene and cannot modify +GameObjects during runtime of a Scene (use \ref feature_script "Scripting" for this purpose). + +\see SceneManager +\see GameObject +\see Script +\see Scene + +\par Example + +This example demonstrates how to define and add scenes to the loop/scene manager in the `crepe` framework. +Each concrete scene should be derived from Scene. In the example below, the concrete scene is named MyScene. +A concrete scene should, at least, implement (override) two methods, namely load_scene() and get_name(). The +scene is build (using GameObjects) in the load_scene() method. GameObjects should be made using the +component_manager::new_object(). In the example below, two GameObjects (named object1 and object2) are added +to MyScene. object1 and object2 do not have any non-default Components attached to them, however, if needed, +this should also be done in load_scene(). Each concrete scene must have a unique name. This unique name is +used to load a new concrete scene (via a Script). The unique name is set using the get_name() method. In the +example below, MyScene's unique name is my_scene. +After setting up one or more concrete scene(s), the concrete scene(s) should be added to the loop/scene manager. +This is done in your main(). Firstly, the LoopManager should be instantiated. Than, all the concrete scene(s) +should be added to the loop/scene manger via loop_mgr::add_scene<>(). The templated argument should define the +concrete scene to be added. + +```cpp +#include <crepe/api/LoopManager.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Vector2.h> + +using namespace crepe; + +class MyScene : public Scene { +public: + using Scene::Scene; + + void load_scene() { + auto & mgr = this->component_manager; + GameObject object1 = mgr.new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1); + } + + string get_name() const { return "my_scene"; } +}; + +int main() { + LoopManager loop_mgr; + + // Add the scenes to the loop manager + loop_mgr.add_scene<MyScene>(); + + loop_mgr.start(); +} +``` + +*/ +} |