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duncan
Mom and Dad were wrong!
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#include <gamestate.h>


Public Member Functions | |
| GameState () | |
| void | resize (unsigned int, unsigned int) |
| void | set_ip (const std::string &) |
| void | set_name (const std::string &) |
| void | set_dim (unsigned int, unsigned int) |
| void | on_packet (net::data_t *, size_t, net::index_t) |
| void | on_connect (net::index_t) |
| void | on_disconnect (net::index_t) |
| void | on_press (unsigned int, bool) |
| void | on_release (unsigned int, bool) |
| void | on_progress (double, double) |
| void | on_push () |
| void | on_pop () |
| void | on_active () |
| State::Action | update () |
| void | draw () |
The main game state.
Connect to a server and provide an interface for the user to player the game.
see LICENSE
| GameState::GameState | ( | ) |
Initialise members.
| void GameState::draw | ( | ) | [virtual] |
Draw the world and the chat.
Reimplemented from client::State.
| void GameState::on_active | ( | ) | [virtual] |
Set action to default.
Reimplemented from client::State.
| void GameState::on_connect | ( | net::index_t | peer | ) | [virtual] |
Handle a successful connection to the server.
| peer | peer id of server |
Reimplemented from net::PacketListener.
| void GameState::on_disconnect | ( | net::index_t | peer | ) | [virtual] |
Handle a disconnection from the server.
| peer | peer id of server |
Reimplemented from net::PacketListener.
| void GameState::on_packet | ( | net::data_t * | buf, |
| size_t | size, | ||
| net::index_t | peer | ||
| ) | [virtual] |
Handle any packets sent from the server.
| buf | packet data |
| size | size (in bytes) of the packet |
| peer | peer id of server (should be 0) |
Reimplemented from net::PacketListener.
| void GameState::on_pop | ( | ) | [virtual] |
Disconnect from the server when this state is popped.
Reimplemented from client::State.
| void GameState::on_press | ( | unsigned int | wh, |
| bool | repeat | ||
| ) | [virtual] |
Handle key presses.
| wh | pressed key |
| repeat | whether the keypress was due to auto-repeat |
Reimplemented from client::InputListener.
| void GameState::on_progress | ( | double | dlnow, |
| double | dltot | ||
| ) | [virtual] |
Display the progress of any downloads.
| dlnow | current number of bytes downloaded |
| dltot | total size of file to be downloaded |
Reimplemented from dl::DownloadListener.
| void GameState::on_push | ( | ) | [virtual] |
Attempt to connect to the server when this state is pushed.
Reimplemented from client::State.
| void GameState::on_release | ( | unsigned int | wh, |
| bool | repeat | ||
| ) | [virtual] |
Handle key releases.
| wh | released key |
| repeat | whether the key release was due to auto-repeat |
Reimplemented from client::InputListener.
| void GameState::resize | ( | unsigned int | r, |
| unsigned int | c | ||
| ) | [virtual] |
Resize the windows.
| r | number of rows |
| c | number of columns |
Reimplemented from client::State.
| void GameState::set_dim | ( | unsigned int | r, |
| unsigned int | c | ||
| ) |
Set the dimensions of the window.
| r | number of rows |
| c | number of columns |
| void GameState::set_ip | ( | const std::string & | str | ) |
Set the IP address of the server.
| str | IP address of the server |
| void GameState::set_name | ( | const std::string & | str | ) |
Set the player's name.
| str | name of player |
| State::Action GameState::update | ( | ) | [virtual] |
Update the connection in order to receive any packets.
Reimplemented from client::State.
1.7.4