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    Arcade Shooter
    
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Katana Engine is a library of classes, interfaces, and value types that provides a foundation for developing two-dimensional games in C++. More...
Classes | |
| class | Animation | 
| Represents timing and framing values for texture animations.  More... | |
| class | Color | 
| Represents a four-component color using red, green, blue, and alpha data.  More... | |
| class | Emitter | 
| The source of output for a particle effect.  More... | |
| class | Font | 
| Represents a font or true-type font.  More... | |
| class | Game | 
| Base class for all games. Provides graphics initialization, game loop, and rendering code. Inherit from this class when creating your own game.  More... | |
| struct | GamePadButtons | 
| Identifies whether buttons on an Xbox Controller are pressed or released.  More... | |
| struct | GamePadDPad | 
| Identifies which directions on the directional pad of an Xbox Controller are being pressed.  More... | |
| struct | GamePadState | 
| Represents specific information about the state of an Xbox Controller, including the current state of buttons and sticks.  More... | |
| struct | GamePadThumbSticks | 
| Structure that represents the position of left and right sticks (thumbsticks) on an Xbox Controller.  More... | |
| struct | GamePadTriggers | 
| Structure that defines the position of the left and right triggers on an Xbox Controller.  More... | |
| class | GameTime | 
| Contains timing values for game updates and rendering.  More... | |
| class | InputState | 
| Handles the state of multiple player input devices.  More... | |
| class | Math | 
| Provides commonly used floating point functions and constants.  More... | |
| class | MenuItem | 
| Class for menu items contained in a MenuScreen.  More... | |
| class | MenuScreen | 
| Base class for all game menu screens.  More... | |
| class | Particle | 
| A single component of a particle system.  More... | |
| class | ParticleManager | 
| Manages the active particles in a particle system.  More... | |
| class | ParticleTemplate | 
| Base class for particle templates which are used to control the updating of a corresponding particle type.  More... | |
| class | Point | 
| Defines a point in 2D space.  More... | |
| class | Region | 
| Defines a rectangular region defined by a point, height, width.  More... | |
| class | RenderTarget | 
| Contains a 2D texture that can be used as a render target.  More... | |
| class | Resource | 
| Base class for all resource types to be managed by the ResourceManager class.  More... | |
| class | ResourceManager | 
| Loads and manages the lifespan of objects from external files.  More... | |
| class | RotatingParticle | 
| A particle instance that rotates.  More... | |
| class | Screen | 
| Base class for all game screens and menus.  More... | |
| class | ScreenManager | 
| Updates, renders, and manages transitions between instances of the Screen class.  More... | |
| class | SpriteBatch | 
| Enables a group of sprites to be drawn using the same settings.  More... | |
| class | Texture | 
| Represents a 2D grid of texels.  More... | |
| class | Vector2 | 
| Defines a vector with 2 components (x and y). This is additional information...  More... | |
Typedefs | |
| typedef void(* | OnSelect) (MenuScreen *pMenuScreen) | 
| Callback function for when a menu item is selected.  More... | |
| typedef void(* | OnExit) (Screen *pScreen) | 
| Callback function for when Exit() is called on a screen and it begins to transition out.  More... | |
| typedef void(* | OnRemove) (Screen *pScreen) | 
| Callback function for when a screen has completely exited and is about to be removed by the screen manager.  More... | |
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for developing two-dimensional games in C++.
| typedef void(* KatanaEngine::OnExit) (Screen *pScreen) | 
Callback function for when Exit() is called on a screen and it begins to transition out.
| typedef void(* KatanaEngine::OnRemove) (Screen *pScreen) | 
Callback function for when a screen has completely exited and is about to be removed by the screen manager.
| typedef void(* KatanaEngine::OnSelect) (MenuScreen *pMenuScreen) | 
Callback function for when a menu item is selected.
      
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Defines the buttons for an Xbox Controller.
| Enumerator | |
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| A | Represents the A Button on an Xbox Controller.  | 
| B | Represents the B Button on an Xbox Controller.  | 
| X | Represents the X Button on an Xbox Controller.  | 
| Y | Represents the Y Button on an Xbox Controller.  | 
| START | Represents the start Button on an Xbox Controller.  | 
| BACK | Represents the back Button on an Xbox Controller.  | 
| LEFT_STICK | Represents the left GamePadThumbstick on an Xbox Controller.  | 
| LEFT_SHOULDER | Represents the left shoulder Button on an Xbox Controller.  | 
| RIGHT_STICK | Represents the right GamePadThumbstick on an Xbox Controller.  | 
| RIGHT_SHOULDER | Represents the right shoulder Button on an Xbox Controller.  | 
| DPAD_UP | Represents the up section of the GamePadDPad on an Xbox Controller.  | 
| DPAD_DOWN | Represents the down section of the GamePadDPad on an Xbox Controller.  | 
| DPAD_LEFT | Represents the left section of the GamePadDPad on an Xbox Controller.  | 
| DPAD_RIGHT | Represents the right section of the GamePadDPad on an Xbox Controller.  | 
      
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Defines the keys on a keyboard.
      
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Defines the methods for sorting sprites before rendering.
      
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 1.8.13