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Tutorials Component World
As the name suggest a world is... a world. It can be considered like a universe, they both contain everything. The most important is that every living objects in your game will be in a world.
In a game this can be an entire level, multiple parts of one big level or a dungeon.
For example, in a racing game, we can have one world for one race :
Or we can imagine a more complex way to organize our level with multiple worlds. For example in a heroic-fantasy game, we have a big level composed of three main area: a battlefield, a castle and a dungeon. Between each area there is a loading and once an area is completed we can't turn back. Each area is a world and all objects inside a world will only live for this world.
(Note : On the previous example, the root "Multi-Worlds level" doesn't exist in Pulsar. If you want to create a complex level like this one, you have to create yourself a system to manage multiple worlds in one level.)
A world is represented by the World class.
You can create a World instance :
World myWorld = new World();
In order to make the world living, you need to update it. Otherwise it will be static and nothing happen in a static world, it will be probably boring...
You can update a world this way :
// This is the update method of the Game class
protected override void Update(GameTime time)
{
// The world is updated each frame
myWorld.Update(time);
}
In most case the world will need to be updated each frame but it's not necessary depending on your game.