LionEngine - The Web Site

Base tools

Introduction

Base tools are provided by the lionengine-game module, giving a balanced game type development with standard classes and architecture. It is also the main dependency of any other game specialized module.

In this section we will see how to use these main tools, and the way of we should use them.


Primary objects

The primary objects are designed to be reused as much as possible, being enough generic and useful.


Factory & handler

The FactoryObjectGame

The FactoryObjectGame improves the FactoryGame by creating typed objects using a generic way. Also, the factory implementation is a bit more easer, as the configuration Media is already provided by the object type.

The only one argument should always be the same, using a SetupGame single argument.

The handler

The HandlerObjectGame allows to handle many objects, in order to update and render them. It is possible to add and remove objects while using the handler. Changes will be performed at the end of the handler update.


Effect system

An effect is a special object representation dedicated to improve the game rendering.

It is designed to be triggered on special event, such as entity death or object trails, and should not stay alive too much time.

It is highly recommended to understand first how is working the factory & the handler system !


Projectile system

The projectile system represents two main components:

The launcher is a special object (LauncherProjectileGame) able to throw ProjectileGame at a defined rate, to a specified destination, which can also be a moving target.

The projectile is a special object (ProjectileGame) that is thrown by a LauncherProjectileGame, with an autonomous update and render, and an adaptable trajectory.

This system also include a ready to use HandlerProjectileGame, which will update and render all active projectiles.

It is highly recommended to understand first how is working the factory & the handler system !


Map system

A map represents a tile composition, where is tile is an image at a specified location, including extra information such as collision. Tiles image are stored in tilesheets.

The tile size determine the final map size, as the map knowns its tiles number and their location.


World container

The WorldGame is used as the main game container, rather than the Sequence, as it supports save and load features. The main goal of a world is to handle the game logic update and render order. With such a class, the Sequence is only used to load a WorldGame, update and render it, nothing more.

Read next page: Platform games

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