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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TLevelLogic"></a><h1 class="cio">Class TLevelLogic</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleLevels.html">CastleLevels</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TLevelLogic = class(<a class="normal" href="Castle3D.T3D.html">T3D</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Level logic. We use <a class="normal" href="Castle3D.T3D.html">T3D</a> descendant, since this is the comfortable way to add any behavior to the 3D world (it doesn't matter that "level logic" is not a usual 3D object — it doesn't have to collide or be visible).</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="thisitem">TLevelLogic</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#LoadLevelAnimation">LoadLevelAnimation</a></b>(const URL: string; const CreateFirstOctreeCollisions, CreateLastOctreeCollisions: boolean; const AnimationClass: <a href="CastleLevels.html#TCastlePrecalculatedAnimationClass">TCastlePrecalculatedAnimationClass</a>): <a href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#LoadLevelAnimation">LoadLevelAnimation</a></b>(const URL: string; const CreateFirstOctreeCollisions, CreateLastOctreeCollisions: boolean): <a href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#LoadLevelScene">LoadLevelScene</a></b>(const URL: string; const CreateOctreeCollisions: boolean; const SceneClass: <a href="CastleLevels.html#TCastleSceneClass">TCastleSceneClass</a>): <a href="CastleScene.TCastleScene.html">TCastleScene</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#LoadLevelScene">LoadLevelScene</a></b>(const URL: string; const CreateOctreeCollisions: boolean): <a href="CastleScene.TCastleScene.html">TCastleScene</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#Placeholder">Placeholder</a></b>(const Shape: <a href="CastleShapes.TShape.html">TShape</a>; const PlaceholderName: string): boolean; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleLevels.TLevelLogic.html#PlaceholdersEnd">PlaceholdersEnd</a></b>; virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleLevels.TLevelLogic.html#Create">Create</a></b>(AOwner: TComponent; AWorld: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; MainScene: <a href="CastleScene.TCastleScene.html">TCastleScene</a>; DOMElement: TDOMElement); reintroduce; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#BoundingBox">BoundingBox</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleLevels.TLevelLogic.html#World">World</a></b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleLevels.TLevelLogic.html#PrepareNewPlayer">PrepareNewPlayer</a></b>(NewPlayer: <a href="CastlePlayer.TPlayer.html">TPlayer</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleLevels.TLevelLogic.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleLevels.TLevelLogic.html#Time">Time</a></b>: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a> read FTime;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="LoadLevelAnimation"></a><code>function <b>LoadLevelAnimation</b>(const URL: string; const CreateFirstOctreeCollisions, CreateLastOctreeCollisions: boolean; const AnimationClass: <a href="CastleLevels.html#TCastlePrecalculatedAnimationClass">TCastlePrecalculatedAnimationClass</a>): <a href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>;</code></td>
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<p>
Load 3D precalculated animation from (*.kanim) file, doing common tasks. </p>
<ul class="paragraph_spacing">
<li><p>optionally creates triangle octree for the FirstScene and/or LastScene</p></li>
<li><p>call <a class="normal" href="Castle3D.T3D.html#PrepareResources">PrepareResources</a>, with <a class="normal" href="CastleScene.html#prRender">prRender</a>, <a class="normal" href="CastleScene.html#prBoundingBox">prBoundingBox</a>, <a class="normal" href="CastleScene.html#prShadowVolume">prShadowVolume</a> (if shadow volumes possible at all in this OpenGL context)</p></li>
<li><p>Free texture data, since they will not be needed anymore</p></li>
<li><p>TimePlaying is by default <code>False</code>, so the animation is not playing.</p></li>
</ul>
<p> </p>
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<td class="itemcode"><a name="LoadLevelAnimation"></a><code>function <b>LoadLevelAnimation</b>(const URL: string; const CreateFirstOctreeCollisions, CreateLastOctreeCollisions: boolean): <a href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>;</code></td>
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<td class="itemcode"><a name="LoadLevelScene"></a><code>function <b>LoadLevelScene</b>(const URL: string; const CreateOctreeCollisions: boolean; const SceneClass: <a href="CastleLevels.html#TCastleSceneClass">TCastleSceneClass</a>): <a href="CastleScene.TCastleScene.html">TCastleScene</a>;</code></td>
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<p>
Load 3D scene from file, doing common tasks. </p>
<ul class="paragraph_spacing">
<li><p>optionally create triangle octree</p></li>
<li><p>call <a class="normal" href="Castle3D.T3D.html#PrepareResources">PrepareResources</a>, with <a class="normal" href="CastleScene.html#prRender">prRender</a>, <a class="normal" href="CastleScene.html#prBoundingBox">prBoundingBox</a>, <a class="normal" href="CastleScene.html#prShadowVolume">prShadowVolume</a> (if shadow volumes possible at all in this OpenGL context),</p></li>
<li><p>Free texture data, since they will not be needed anymore</p></li>
</ul>
<p> </p>
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<td class="itemcode"><a name="LoadLevelScene"></a><code>function <b>LoadLevelScene</b>(const URL: string; const CreateOctreeCollisions: boolean): <a href="CastleScene.TCastleScene.html">TCastleScene</a>;</code></td>
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<td class="itemcode"><a name="Placeholder"></a><code>function <b>Placeholder</b>(const Shape: <a href="CastleShapes.TShape.html">TShape</a>; const PlaceholderName: string): boolean; virtual;</code></td>
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<p>
Handle a <code>placeholder</code> named in external modeler. Return <code>True</code> if this is indeed a recognized <code>placeholder</code> name, and it was handled and relevant shape should be removed from level geometry (to not be rendered).</p>
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<td class="itemcode"><a name="PlaceholdersEnd"></a><code>procedure <b>PlaceholdersEnd</b>; virtual;</code></td>
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<p>
Called after all placeholders have been processed, that is after <a class="normal" href="CastleLevels.TGameSceneManager.html#LoadLevel">TGameSceneManager.LoadLevel</a> placed initial creatures, items and other stuff on the level. Override it to do anything you want.</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent; AWorld: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; MainScene: <a href="CastleScene.TCastleScene.html">TCastleScene</a>; DOMElement: TDOMElement); reintroduce; virtual;</code></td>
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<p>
Create new level instance. Called before resources (creatures and items) are initialized (override <a class="normal" href="CastleLevels.TLevelLogic.html#PlaceholdersEnd">PlaceholdersEnd</a> if you need to do something after creatures and items are added). You can modify MainScene contents here.
<p>
<p></p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>AWorld</dt>
<dd><p>3D world items. We provide AWorld instance at construction, and the created <a class="normal" href="CastleLevels.TLevelLogic.html">TLevelLogic</a> instance will be added to this AWorld, and you cannot change it later. This is necessary, as <a class="normal" href="CastleLevels.TLevelLogic.html">TLevelLogic</a> descendants at construction may actually modify your world, and depend on it later.</dd>
<dt>DOMElement</dt>
<dd><p>An XML tree of level.xml file. You can read it however you want, to handle additional attributes in level.xml. You can use standard FPC DOM unit and classes, and add a handful of simple comfortable routines in <a class="normal" href="CastleXMLUtils.html">CastleXMLUtils</a> unit, for example you can use this to read a string attribute:
<p></p>
<pre class="longcode">
MyAttribute := DOMElement.AttributeStringDef(<span class="pascal_string">'my_attribute'</span>, <span class="pascal_string">'default value'</span>);
MyRequiredAttribute := DOMElement.AttributeString(<span class="pascal_string">'my_required_attribute'</span>);
</pre>
<p></dd>
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<td class="itemcode"><a name="BoundingBox"></a><code>function <b>BoundingBox</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; override;</code></td>
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<td class="itemcode"><a name="World"></a><code>function <b>World</b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; override;</code></td>
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<td class="itemcode"><a name="PrepareNewPlayer"></a><code>procedure <b>PrepareNewPlayer</b>(NewPlayer: <a href="CastlePlayer.TPlayer.html">TPlayer</a>); virtual;</code></td>
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<p>
Called when new player starts new game on this level. This may be used to equip the player with some basic weapon / items.
<p>This is never called or used by the engine itself. This does nothing in the default <a class="normal" href="CastleLevels.TLevelLogic.html">TLevelLogic</a> class implementation.
<p>Your particular game, where you can best decide when the player "starts a new game" and when the player merely "continues the previous game", may call it. And you may override this in your <a class="normal" href="CastleLevels.TLevelLogic.html">TLevelLogic</a> descendants to equip the player.</p>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Time"></a><code>property <b>Time</b>: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a> read FTime;</code></td>
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<p>
Time of the level, in seconds. Time 0 when level is created. This is updated in our <a class="normal" href="CastleLevels.TLevelLogic.html#Update">Update</a>.</p>
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