#include <PSPFWorldManager.h>
Public Member Functions | |
virtual | ~PSPFWorldManager () |
~PSPFWorldManager | |
unsigned long | getTime () |
getTime | |
void | AddPSPFWorld (PSPFWorld *w) |
AddPSPFWorld. | |
void | setWorldFocus (unsigned short Index) |
setWorldFocus | |
bool | Run () |
Run. | |
Static Public Member Functions | |
static PSPFWorldManager * | getWorldManager () |
getWorldManager |
virtual PSPFWorldManager::~PSPFWorldManager | ( | ) | [virtual] |
~PSPFWorldManager
Destructor of the class PSPFWorldManager.
static PSPFWorldManager* PSPFWorldManager::getWorldManager | ( | ) | [static] |
getWorldManager
This method return an instance PSPFWorldManager. The WorldManager is responsible for doing all updatings, controlling the imput events, processing and exit.
unsigned long PSPFWorldManager::getTime | ( | ) |
getTime
This method return the time elapsed in milisecond
void PSPFWorldManager::AddPSPFWorld | ( | PSPFWorld * | w | ) |
AddPSPFWorld.
This method adds a PSPFWorld in WorldManager. You should add your phases in WorldManager through this method, so that later you define which phase is the actual, through the setWorldFocus.
w | Instance of a PSPFWorld that will be add. |
void PSPFWorldManager::setWorldFocus | ( | unsigned short | Index | ) |
setWorldFocus
This function defines which of the worlds add in WorldManager will be the active. When define an active world, WorldManager will call the methods this world to process Key, Update and Draw.
Index | Index's world that will be the active. |
bool PSPFWorldManager::Run | ( | ) |
Run.
This method begins the main loop game, doing that WorldManager begins call the methods actual world.