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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Game Class

This class contains functions to control the game logic of the application. It provides functionality for:

  • Assigning a player to the Engine Camera viewport.
  • Pausing, speeding up and slowing down rendering, physics or game logic.

Usage Example#

The example below creates a PlayerSpectator and sets it as the active Engine Camera. The player is rotated around Y axis with the specified speed, which is set via setScale():

  • Pressing f slows down the game logic, so player's rotation slows down too.
  • Pressing g speeds up the game logic and, therefore, player's rotation.
Source code (C#)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
        // declare a PlayerSpectator
        PlayerSpectator player;

		public override int init()
		{
            // create a new PlayerSpectator instance
	        player = new PlayerSpectator();

	        // set necessary parameters: FOV, ZNear, ZFar, view direction vector and position.
	        player.setFov(90.0f);
	        player.setZNear(0.1f);
	        player.setZFar(10000.0f);
	        player.setViewDirection(new vec3(0.0f, 1.0f, 0.0f));
	        player.setWorldPosition(new dvec3(-1.6f, -1.7f, 1.7f));

	        // set the player to the Game singleton instance
	        Game.get().setPlayer(player.getPlayer());
	        player.release();

			return 1;
		}

		public override int update()
		{
            // slow down the game logic
	        if (App.get().clearKeyState('f') == 1) {
		        Game.get().setScale(0.2f);
		        Log.message("Game logic speed has been decreased. Frame duration is {0} seconds\n", Game.get().getFTime());
	        }

	        // speed up the game logic
	        if (App.get().clearKeyState('g') == 1) {
		        Game.get().setScale(2.0f);
		        Log.message("Game logic speed has been increased. Frame duration is {0} seconds\n", Game.get().getFTime());
	        }
	
	        // rotate the player 45 degrees per second around Y axis 
	        player.setWorldRotation(player.getWorldRotation() * new quat(0.0f, 1.0f, 0.0f, 45.0f * Game.get().getIFps()));  

			return 1;
		}
		
		public override int shutdown()
		{
            // clear the pointer
            player.clearPtr();

			return 1;
		}
	}
}

See Also#

  • The article on the GameIntersection class as a usage example of game intersections
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/systems/ folder:
    • noise_00
    • random_00

Game Class

Properties

Player Player#

The current player assigned to the Engine Camera viewport.
Source code (C#)
Vec3 p0, p1;
// get the current player (engine camera)
Player player = Game.get().getPlayer();
if (player.get() == null)
	return 0;
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player.getDirectionFromScreen(out p0, out p1);
set
Assigns a new player to the Engine Camera viewport.
Source code (C#)
// create a new player
PlayerDummy player = new PlayerDummy();
// set necessary parameters
player.setFov(60.0f);
player.setWorldPosition(new MathLib.dvec3(-1.0f, -1.0f, 1.0f));
// set the player to the Game singleton instance
Game.get().setPlayer(player.getPlayer());
set value - Player to set as a current one.

int Seed#

The seed for pseudo-random number generator.
set
Sets the seed for pseudo-random number generator.
set value - Number used to initialize a pseudo-random sequence of numbers.

float Time#

The current time spent in the game. it is counted off starting from the world loading and does not take game pauses into account.
set
Sets the time value for the game. The time is counted off starting from the world loading and does not take game pauses into account.
set value - Time in seconds.

float Scale#

A value used to scale the frame duration.
set

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. As for physics, in reality it will be simulated with the same fixed physics FPS, but the number of iterations will be two times higher. It is possible to scale the physics FPS separately via engine.physics.setScale() function.

This function scales values set by both the setIFps() and setFTime().

set value - Scaling factor. The provided values is clamped within the range [0;32].

float FTime#

The maximum rendering frame duration (time spent between the previous update and the current one). this function takes time scaling into account. -1 means no fixed frame duration is set.
set
Sets the maximum rendering frame duration (time spent between the previous update and the current one). It restricts the frame rendering rate to a fixed one. There is no difference if the real rendering FPS is lower than the fixed frame FPS. But 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.
set value - Frame time in seconds. -1 removes the FPS limitation.

float IFps#

The scaled inverse FPS value (the time in seconds it took to complete the last frame). This value does not depend on the real FPS the hardware is capable of. -1 means no Inverse FPS value is set.
Source code (C#)
Node node;
// ...
// get an inverse FPS value
float ifps = Game.get().getIFps();
	
// move the node up by 0.1 unit every second instead of every frame
node.worldTranslate(new MathLib.Vec3(0.0f, 0.0f, 0.1f*ifps));
set
Sets the scaled inverse FPS value (the time in seconds it took to complete the last frame). This function sets a fixed FPS that does not depend on the real FPS the hardware is capable of. That is, it forces constant frame time increments between rendered frames, used for animation/expression update etc. To remove the FPS limitation, use -1.

The function is useful when grabbing the video reel with a fixed FPS value (for example, 25 frames per second). When this mode is activated, engine.game.getFTime() will return a fixed frame time value set with this function.

set value - Inverse FPS value (1/FPS) in seconds.-1 removes the FPS limitation.

int Frame#

The number of the current game frame.
Source code (UnigineScript)
// get the current game frame
int loading_frames = Game.get().getFrame();
// perform asynchronous nodes loading
// ...
// calculate the number of game frames required for nodes loading
loading_frames = Game.get().getFrame() - loading_frames;
set
Sets the game frame with the given number as the current one.
set value - Frame number.

string Data#

User data associated with the game logic. this string is written directly into a *.world file. Namely, into the data child tag of the game tag, for example:
Source code (XML)
<world version="1.21">
	<game>
		<data>User data</data>
	</game>
</world>
set
Sets user data associated with the game logic. This string is written directly into a *.world file. Namely, into the data child tag of the game tag, for example:
Source code (XML)
<world version="1.21">
	<game>
		<data>User data</data>
	</game>
</world>
set value - User data. Data can contain an XML formatted string.

bool IsEnabled#

A value indicating if the game is paused or not.
set
Pauses or resumes the game logic.
set value - 1 to resume the game logic, 0 to pause it.

Members


Game * get ( ) #

Returns a pointer to the Game instance.
Source code (C++)
Game::get()->getIFps();
Returns a pointer to the Game instance.
Source code (C#)
Game.get().getIFps();

Return value

Game instance.

Obstacle getIntersection ( Vec3 p0, Vec3 p1, float radius, int mask, Node[] exclude, Vec3[] intersection ) #

Performs intersection to find if a pathfinding Obstacle is located within the cylinder between two points. The specified obstacles will be ignored.
Notice
World space coordinates are used for this function.

Arguments

  • Vec3 p0 - Start point.
  • 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.
  • Node[] exclude - Array with excluded obstacles. These obstacle nodes are ignored when performing intersection.
  • Vec3[] intersection - Intersection point.

Return value

Intersected obstacle.

Obstacle getIntersection ( Vec3 p0, Vec3 p1, float radius, int mask, GameIntersection intersection ) #

Performs intersection to find if a pathfinding obstacle is located within the cylinder between two points.

Notice
World space coordinates are used for this function.

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:

  1. Define and initialize two points (p0 and p1) by using the Player.getDirectionFromScreen() function.
  2. Create an instance of the GameIntersection class to get the intersection point coordinates.
  3. 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.
  4. After that GameIntersection instance gets the point of the nearest intersection point and you can get it by using the getPoint() function.
Source code (C#)
// AppWorldLogic.cs

/* ... */
// initialize points of the mouse direction
Vec3 p0, p1;

// get the current player (camera)
Player player = Game.get().getPlayer();
if (player == 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(out p0, out p1, mouse_x, mouse_y, width, height);

// create an instance of the GameIntersection class
GameIntersection intersection = new GameIntersection();

// try to get the intersection with an obstacle
// cylinder has radius 1.5f, intersection mask equals to 1
Obstacle obstacle = Game.get().getIntersection(p0, p1, 1.5f, 1, intersection);

// check, if the intersection of mouse direction with any obstacle was occurred;
if (obstacle != null)
{
	// show the coordinates of the intersection in console 
	Log.message("The intersection with the obstacle was here: ({0} {1} {2})\n", intersection.getPoint().x, intersection.getPoint().y, intersection.getPoint().z);
}
/* ... */

Arguments

  • Vec3 p0 - Start point.
  • 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.
  • 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 ( vec2 pos, vec2 size, int frequency ) #

Returns a 2D noise value calculated using a Perlin noise function.

Arguments

  • vec2 pos - vec2 point position.
  • vec2 size - vec2 size of the noise.
  • int frequency - Noise frequency.

Return value

2D noise value.

float GetNoise3 ( vec3 pos, vec3 size, int frequency ) #

Returns a 3D noise value calculated using a Perlin noise function.

Arguments

  • vec3 pos - vec3 point position.
  • vec3 size - vec3 size of the noise.
  • int frequency - Noise frequency.

Return value

3D noise value.

uint 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 (end-point not included).

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 (end-point not included).

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 (end-point not included).

Arguments

  • int from - The initial point of the range.
  • int to - The end point of the range.

Return value

Random integer number.

void GetMainPlayers ( Player[] players ) #

Returns the array of pointers to players that are set as main players.

Arguments

  • Player[] players - Array of pointers to main players.
Last update: 2019-08-16
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