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java.lang.Objectcom.jmex.game.state.GameState
com.jmex.game.state.BasicGameState
com.jmex.game.state.CameraGameStateDefaultCamera
public abstract class CameraGameStateDefaultCamera
Field Summary |
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Fields inherited from class com.jmex.game.state.BasicGameState |
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rootNode |
Fields inherited from class com.jmex.game.state.GameState |
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active, name, parent |
Constructor Summary | |
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CameraGameStateDefaultCamera(java.lang.String name)
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Method Summary | |
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Node |
getRootNode()
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protected void |
initZBuffer()
Creates a ZBuffer to display pixels closer to the camera above farther ones. |
protected abstract void |
onActivate()
Points the renderers camera to the one contained by this state. |
protected void |
onDeactivate()
Derived classes can put special actions they want to perform when deactivated here. |
void |
render(float tpf)
Calls stateRender(float), then renders the rootNode. |
void |
setActive(boolean active)
Overwritten to appropriately call switchTo() or switchFrom(). |
protected void |
stateRender(float tpf)
This is where derived classes are supposed to put their render logic. |
protected void |
stateUpdate(float tpf)
This is where derived classes are supposed to put their game logic. |
void |
update(float tpf)
Calls stateUpdate(float), then updates the geometric state of the rootNode. |
Methods inherited from class com.jmex.game.state.BasicGameState |
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cleanup |
Methods inherited from class com.jmex.game.state.GameState |
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getName, getParent, isActive, setName, setParent |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
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public CameraGameStateDefaultCamera(java.lang.String name)
Method Detail |
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public Node getRootNode()
getRootNode
in class BasicGameState
protected void initZBuffer()
public void setActive(boolean active)
setActive
in class GameState
active
- Whether or not you want this GameState to be updated and rendered.GameState.setActive(boolean)
public final void update(float tpf)
update
in class BasicGameState
tpf
- The elapsed time since last frame.GameState.update(float)
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stateUpdate(float)
public final void render(float tpf)
render
in class BasicGameState
tpf
- The elapsed time since last frame.GameState.render(float)
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stateRender(float)
protected void stateUpdate(float tpf)
Much like the structure of SimpleGame
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tpf
- The time since the last frame.protected void stateRender(float tpf)
Much like the structure of SimpleGame
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tpf
- The time since the last frame.protected abstract void onActivate()
protected void onDeactivate()
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