Systems

Cross-cutting game systems — how major runtime behaviours are implemented.

While the Classes reference describes individual types, this section explains how multiple classes work together to produce runtime behaviour.

System Interaction Map

SystemReads fromWrites toOwner class
PhysicsWorld (blocks), InputBlupi position/velocityBlupi
Object systemLevel file (ObjectType), Blupi positionScene nodes, event flagsDecor
RenderingWorld, Blupi pos, Decor nodesUrho3D scene graphGalaxyEggbertGame
AudioGame events (jump, collect, die)Urho3D SoundSourceSoundManager
HUDlives_, Decor events, phaseUrho3D UI elementsHUD
CameraBlupi node positionCamera node transformCameraController
SaveGameData (memory)Disk / IDBFSGameData
PhaseDecor events, Input, timerGamePhase, overlaysPhaseManager, GalaxyEggbertGame