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.