Files
OpenRA/OpenRa.Game/World.cs
2009-10-29 22:31:41 +13:00

67 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Windows.Forms;
using OpenRa.Game.Graphics;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
class World
{
List<Actor> actors = new List<Actor>();
List<IEffect> effects = new List<IEffect>();
List<Action<World>> frameEndActions = new List<Action<World>>();
int lastTime = Environment.TickCount;
const int timestep = 40;
public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = a =>
{
a.Health = 0; /* make sure everyone sees it as dead */
foreach (var nr in a.traits.WithInterface<INotifyRemoved>())
nr.Removed(a);
};
public void ResetTimer()
{
lastTime = Environment.TickCount;
}
public void Update()
{
int t = Environment.TickCount;
int dt = t - lastTime;
if (dt >= timestep)
{
lastTime += timestep;
foreach (var a in actors) a.Tick();
foreach (var e in effects) e.Tick();
Renderer.waterFrame += 0.00125f * timestep;
Game.viewport.Tick();
}
foreach (Action<World> a in frameEndActions) a(this);
frameEndActions.Clear();
}
public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
}
}