Unigine::Game Class
Header: | #include <UnigineGame.h> |
This class contains functions to control the game logic of the application. It provides functionality for:
- Assigning a player to the editor_game viewport.
- Pausing, speeding up and slowing down the game logic.
Game Class
Members
Game * get()
Returns a pointer to the Game instance.Return value
Game instance.void setData(const char * data)
Sets user data associated with the world. In the *.world file, the data is set in the data tag.Arguments
- const char * data - User data. Data can contain an XML formatted string.
const char * getData()
Returns user string data associated with the world. This string is written directly into the data tag of the *.world file.Return value
User string data.void setEnabled(int enabled)
Pauses or resumes the current game.Arguments
- int enabled - 1 to resume the game, 0 to pause it.
int isEnabled()
Returns a value indicating if the game is paused or not.Return value
Returns 1 if the game is not paused; otherwise, 0.void setFrame(int frame)
Sets the game frame number.Arguments
- int frame - Frame number.
int getFrame()
Returns the current game frame number.Return value
Frame number.void setFTime(float ftime)
Sets the maximum rendering frame duration value. If the real rendering FPS is higher than the fixed frame FPS, the engine will wait until the fixed frame time is over. To remove fixed frame duration, use -1.Arguments
- float ftime - Frame time in seconds. -1 removes the FPS limitation.
float getFTime()
Returns time spent between a previous update and a current one. This function takes time scaling into account.Return value
Frame time in seconds.void setIFps(float ifps)
Sets the inverse FPS value. This function sets a fixed FPS that does not depend on the real FPS the hardware is capable of. To remove the FPS limitation, use -1.Arguments
- float ifps - Inverse FPS value (1/FPS) in seconds.-1 removes the FPS limitation.
float getIFps()
Returns the scaled (see the setScale() function) inverse FPS value.Return value
Scaled inverse FPS value (1/FPS) in seconds. If the game is paused, 0 is returned.Ptr<Obstacle> getIntersection(const Math::Vec3 & p0, const Math::Vec3 & p1, float radius, int mask, const Vector< Ptr<Node> > & exclude, Math::Vec3 * intersection)
Performs intersection to find if a pathfinding Obstacle is located within the cylinder between two points. The specified obstacles will be ignored.World space coordinates are used for this function.
Arguments
- const Math::Vec3 & p0 - Start point.
- const Math::Vec3 & p1 - End point.
- float radius - Radius of the intersection cylinder.
- int mask - Obstacle intersection mask. The obstacle is ignored if its mask does not match.
- const Vector< Ptr<Node> > & exclude - Array with excluded obstacles. These obstacle nodes are ignored when performing intersection.
- Math::Vec3 * intersection - Intersection point.
Return value
Intersected obstacle.Ptr<Obstacle> getIntersection(const Math::Vec3 & p0, const Math::Vec3 & p1, float radius, int mask, const Ptr<GameIntersection> & intersection)
Performs intersection to find if a pathfinding obstacle is located within the cylinder between two points.
World space coordinates are used for this function.
Usage Example
The following example shows how you can get the intersection point (vec3) of the cylinder between two points with an obstacle. In this example we specify a cylinder from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1) with the specified radius. The executing sequence is the following:
- Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen().
- Create an instance of the GameIntersection class to get the intersection point coordinates.
- Check, if there is an intersection with an obstacle. The Game::getIntersection() function returns an intersected obstacle when the obstacle appears in the area of the cylinder.
- After that GameIntersection instance gets the point of the nearest intersection point and you can get it by using the getPoint() function.
// AppWorldLogic.cpp
/* ... */
// initialize points of the mouse direction
Vec3 p0, p1;
// get the current player (camera)
PlayerPtr player = Game::get()->getPlayer();
if (player.get() == NULL)
return 0;
// get width and height of the current application window
int width = App::get()->getWidth();
int height = App::get()->getHeight();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = App::get()->getMouseX();
int mouse_y = App::get()->getMouseY();
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0,p1,mouse_x, mouse_y, width, height);
// create an instance of the GameIntersection class
GameIntersectionPtr intersection = GameIntersection::create();
// try to get the intersection with an obstacle
// cylinder has radius 1.5f, intersection mask equals to 1
ObstaclePtr obstacle = Game::get()->getIntersection(p0, p1, 1.5f, 1, intersection);
// check, if the intersection of mouse direction with any obstacle was occurred;
if (obstacle)
{
// show the coordinates of the intersection in console
Log::message("The intersection with the obstacle was here: (%f %f %f)\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z);
}
/* ... */
Arguments
- const Math::Vec3 & p0 - Start point.
- const Math::Vec3 & p1 - End point.
- float radius - Radius of the intersection cylinder.
- int mask - Obstacle intersection mask. The obstacle is ignored if its mask does not match.
- const Ptr<GameIntersection> & intersection - GameIntersection class instance to put the result into.
Return value
Intersected obstacle.float getNoise1(float pos, float size, int frequency)
Returns a noise value calculated using a Perlin noise function.Arguments
- float pos - Float position.
- float size - Size of the noise.
- int frequency - Noise frequency.
Return value
Noise value.float getNoise2(const Math::vec2 & pos, const Math::vec2 & size, int frequency)
Returns a 2D noise value calculated using a Perlin noise function.Arguments
- const Math::vec2 & pos - vec2 point position.
- const Math::vec2 & size - vec2 size of the noise.
- int frequency - Noise frequency.
Return value
2D noise value.float getNoise3(const Math::vec3 & pos, const Math::vec3 & size, int frequency)
Returns a 3D noise value calculated using a Perlin noise function.Arguments
- const Math::vec3 & pos - vec3 point position.
- const Math::vec3 & size - vec3 size of the noise.
- int frequency - Noise frequency.
Return value
3D noise value.void setPlayer(const Ptr<Player> & player)
Sets the current game player.Arguments
- const Ptr<Player> & player - Game player.
Ptr<Player> getPlayer()
Returns the current player.Return value
Current player.unsigned int getRandom()
Returns a pseudo-random unsigned integer number.Return value
Random unsigned integer number.double getRandomDouble(double from, double to)
Returns a pseudo-random double number within a given range.Arguments
- double from - The initial point of the range.
- double to
Return value
Random double integer number.float getRandomFloat(float from, float to)
Returns a pseudo-random float number within a given range.Arguments
- float from - The initial point of the range.
- float to
Return value
Random float integer number.int getRandomInt(int from, int to)
Returns a pseudo-random integer number within a given range.Arguments
- int from - The initial point of the range.
- int to - The end point of the range.
Return value
Random integer number.void setScale(float scale)
Sets a value that is used to scale frame duration. It scales up or down the speed of rendering, physics and game logic. This function can be used to create effects of slow/accelerated motion.For example, if the scale equals 2, the rate of simulation of all effects (such as particles) speeds up to two times faster. This function scales both setIFps() and setFTime() functions. The default is 1.Arguments
- float scale - Scaling factor. The provided values is clamped within range [0;32].
float getScale()
Returns a value used to scale a frame duration.Return value
Value to scale frame duration.void setSeed(int seed)
Sets the seed for pseudo-random number generator.Arguments
- int seed - Number used to initialize a pseudo-random sequence of numbers. Non-negative value should be provided, as unsigned integer is used for it.
int getSeed()
Returns the seed for pseudo-random number generator.Return value
Number used to initialize a pseudo-random sequence of numbers.void setTime(float time)
Sets a specified time value for the game. The time is counted off starting from the world loading and does not take game pauses into account.Arguments
- float time - Time value in seconds.
float getTime()
Returns the current time spent in the game. It is counted off starting from the world loading and does not take game pauses into account.Return value
Time value in seconds.Last update: 2017-07-03
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