Composing our world
Up to now, we have taken a look at entities and the scene graph, we know how to render and update objects in the world, and we have seen how views and scrolling work. We have a concrete knowledge about many building blocks, now it is time to assemble them to shape a model of our fictional world.
Completely unforeseen, we create a new class called World
. On one side, our World
class must contain all the data related to rendering:
- A reference to the render window
- The world's current view
- A texture holder with all the textures needed inside the world
- The scene graph
- Some pointers to access the scene graph's layer nodes
On the other hand, we store some logical data:
- The bounding rectangle of the world, storing its dimensions
- The position ...
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