world represents a larger scope of areas that manages the scene contexts More...
#include <world.hpp>
Public Member Functions | |
| world (const std::string &p_name) | |
| construct a new world with a specified name associated with it | |
| std::string | name () const |
| void | add_scene (const ref< scene > &p_scene_context) |
| Creating a scene, then we add that scene onto this world. | |
| ref< scene > | get_scene (const std::string &p_tag) |
| get_scene allows for specifically querying for current scenes | |
world represents a larger scope of areas that manages the scene contexts
The world is responsible for providing a self-containment of scenes and managing which scenes are current. Based on current scenes are details the world can know about.
Details such as through player transform or navigation that can be done through the world, providing useful information on where a game object in those scenes/levels.
The world responsibility act as the based container of any scene that can be created by the user through editor.
| void atlas::world::add_scene | ( | const ref< scene > & | p_scene_context | ) |
Creating a scene, then we add that scene onto this world.
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inline |
get_scene allows for specifically querying for current scenes
TODO: Eventually this is going to be something defined whether its through the player's navigation system for the world to track where the player is in within the world, then provide the current scene based on that information
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inline |