Asteroids game
Now, we have everything in place to deal with the actual game. Essentially, the game contains a lot of the previous examples stitched together to run in common and implement different aspects of the application. The glue that defines the game logic is in the class clGameManager
, which is defined in Game.cpp
and Game.h
. The actual boid-like entities are implemented in Actors.cpp
and Actors.h
. Let's start with the base class iActor
:
class iActor: public iIntrusiveCounter { public: iActor(): m_Pos(0), m_Vel(0), m_Accel(0) {}
The major difference from all the previous examples is that there is no Render()
method in this game framework. Instead, all entities should know how to attach to and detach from a scene graph. These methods are overridden in subclasses and vary between different types of actors:
virtual void AttachToScene( const clPtr<clSceneNode>& Scene ) = 0; virtual void DetachFromScene( const clPtr<clSceneNode>& Scene ) = 0;
Some code is...