In-Game Logic and Systems (Oglr.InGame)
This section outlines the in-game logic and systems that power the game. It includes core game mechanics, entity management, and input handling.
Game Loop
The game loop is the heart of the game, responsible for updating the game state, rendering the scene, and handling input. It’s implemented in the Game
class within the Oglr.InGame
namespace.
Core Logic:
The game loop follows a standard pattern:
- Input Handling: Input from the player is gathered and processed.
- Logic Update: The game state is updated based on the current time and input.
- Rendering: The game world is rendered on the screen based on the current game state.
The Game
class uses a GameTime
object to manage the passage of time.
// Oglr.InGame/Game.cs
private void Update(GameTime gameTime)
{
// ... input handling and logic update ...
}
private void Draw(GameTime gameTime)
{
// ... render the scene ...
}
Entity Management
The game utilizes a hierarchical entity system for managing game objects. This system provides a flexible structure for organizing and manipulating objects.
Core Concepts:
- Entities: Game objects are represented by
Entity
instances. Each entity has a unique ID, a transform, and a list of components. - Components: Components are modular units of logic that can be attached to entities. Components handle specific functionalities like physics, rendering, or AI.
- Systems: Systems operate on entities based on the components they have. For example, a physics system would only update entities with a physics component.
Example:
// Oglr.InGame/Entity.cs
public class Entity
{
public int Id { get; }
public Transform Transform { get; }
public List<Component> Components { get; }
public Entity(int id, Transform transform)
{
Id = id;
Transform = transform;
Components = new List<Component>();
}
// ... other methods ...
}
Input Handling
The input handling system allows the player to interact with the game. It processes user input from keyboard, mouse, and gamepad.
Core Features:
- Event-Based System: Input events are triggered based on user actions.
- Input Mapping: Input actions can be mapped to specific keys or buttons.
- Input State: The system tracks the current state of input devices.
Example:
// Oglr.InGame/Input/InputManager.cs
public class InputManager
{
public bool IsKeyDown(Keys key)
{
// ... check if the key is pressed ...
}
public bool IsMouseButtonDown(MouseButton button)
{
// ... check if the mouse button is pressed ...
}
// ... other input handling methods ...
}
Level Management
The level management system handles loading and unloading game levels.
Core Functionalities:
- Level Loading: Loads the level data, initializes entities, and sets up the game world.
- Level Unloading: Unloads the level data, cleans up resources, and prepares for the next level.
- Level Transitions: Handles transitions between levels, including fading effects and loading screens.
Example:
// Oglr.InGame/Level/LevelManager.cs
public class LevelManager
{
public void LoadLevel(string levelName)
{
// ... load level data, create entities, and set up game world ...
}
public void UnloadLevel()
{
// ... unload level data, clean up resources ...
}
}
Game State
The game state system manages the overall state of the game, including player data, settings, and progression.
Key Components:
- Player Data: Stores information about the player, such as health, score, inventory, and achievements.
- Game Settings: Manages game options such as difficulty, graphics settings, and audio settings.
- Game Progression: Tracks player progress through the game, including completed levels, unlocked content, and save data.
Example:
// Oglr.InGame/GameState/GameStateManager.cs
public class GameStateManager
{
public PlayerData PlayerData { get; }
public GameSettings GameSettings { get; }
public GameProgression GameProgression { get; }
// ... methods to access and modify game state data ...
}