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Platform Data Engine 0.0.1
A data-driven game engine for platformers
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Public Member Functions | |
| Client () | |
| Constructor | |
| void | start () |
| Starts the client, doesn't do anything right now More... | |
| void | stop () |
| Stops the client, doesn't do anything right now More... | |
| void | process (GameWorld *world) |
| Sends data to the server, should be called in a fixed time period loop More... | |
| void | recieve (GameWorld *world) |
| Checks for new data from the server and processes it More... | |
| void | disconnect () |
| Lets the server know we're disconnecting | |
Public Member Functions inherited from PlatformDataEngine::NetworkHandler | |
| const std::string & | getId () |
| void | setId (const std::string &name) |
| virtual void | start ()=0 |
| virtual void | stop ()=0 |
| virtual void | process (GameWorld *world)=0 |
| Process is responsible for sending packets, limited in rate More... | |
| virtual void | recieve (GameWorld *world)=0 |
| Recieve checks for new packets, not limited in rate More... | |
| std::shared_ptr< Connection > | getConnection () |
| Gets the current process connection More... | |
| void | setConnection (std::shared_ptr< Connection > conn) |
| Sets the current process connection More... | |
Additional Inherited Members | |
Protected Attributes inherited from PlatformDataEngine::NetworkHandler | |
| std::shared_ptr< Connection > | m_clientConnection |
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virtual |
Sends data to the server, should be called in a fixed time period loop
| world | The game world |
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Checks for new data from the server and processes it
| world | The game world |
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Starts the client, doesn't do anything right now
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Stops the client, doesn't do anything right now
Implements PlatformDataEngine::NetworkHandler.