TheAtlasEngine
 
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atlas::world Class Reference

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< sceneget_scene (const std::string &p_tag)
 get_scene allows for specifically querying for current scenes
 

Detailed Description

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.

Member Function Documentation

◆ add_scene()

void atlas::world::add_scene ( const ref< scene > &  p_scene_context)

Creating a scene, then we add that scene onto this world.

Warning
TODO: This is not how we want to currently create and add scenes as this is quite problematic. Should direct attention to this soon.

◆ get_scene()

ref< scene > atlas::world::get_scene ( const std::string &  p_tag)
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

◆ name()

std::string atlas::world::name ( ) const
inline
Returns
the name of world

The documentation for this class was generated from the following file: