50 lines
1.7 KiB
Markdown
50 lines
1.7 KiB
Markdown
---
|
|
title: "World"
|
|
date: 2019-05-22T12:51:08-07:00
|
|
weight: 100
|
|
---
|
|
|
|
World is the pie crust that contains all the delicious Encompass ingredients together.
|
|
|
|
The World's *update* function drives the simulation and should be controlled from your engine's update loop.
|
|
|
|
The World's *draw* function tells the Renderers to draw the scene.
|
|
|
|
In LÖVE, the starter project game loop looks like this:
|
|
|
|
```ts
|
|
export class Game {
|
|
private world: World;
|
|
private canvas: Canvas;
|
|
|
|
...
|
|
|
|
public update(dt: number) {
|
|
this.world.update(dt);
|
|
}
|
|
|
|
public draw() {
|
|
love.graphics.clear();
|
|
love.graphics.setCanvas(this.canvas);
|
|
love.graphics.clear();
|
|
this.world.draw();
|
|
love.graphics.setCanvas();
|
|
love.graphics.setBlendMode("alpha", "premultiplied");
|
|
love.graphics.setColor(1, 1, 1, 1);
|
|
love.graphics.draw(this.canvas);
|
|
}
|
|
}
|
|
```
|
|
|
|
But you can call these methods wherever you see fit.
|
|
|
|
{{% notice tip %}}
|
|
Certain Encompass projects actually have multiple separate Worlds to manage certain behaviors. This is perfectly valid and can be a great way to structure your project, but be warned that it is difficult to share information between Worlds by design.
|
|
{{% /notice %}}
|
|
|
|
**What's that whole dt business about?**
|
|
|
|
*dt* stands for delta-time. Correct usage of delta-time is crucial to make sure that your game does not become *frame-dependent*, which is very bad. We'll talk more about frame-dependence later in the tutorial, but to briefly summarize, if your game is frame-dependent you will run into very frustrating behavior when running your game on different computer systems.
|
|
|
|
That's it! Now that we have these high-level concepts down, let's build an actual, for-real game.
|