Arcade Shooter
Classes | Functions
Sample Namespace Reference

Sample is a sample game to use as a template for using Katana Engine and Shooter Library. More...

Classes

class  Background
 Scrolling background for levels. More...
 
class  BioEnemyShip
 Class for bio enemies. More...
 
class  Blaster
 Class for a blaster. More...
 
class  CollisionType
 Defines the types of game objects that can collide with each other. More...
 
class  Explosion
 Base class for explosions. More...
 
class  Game
 Class for sample game. More...
 
class  GameplayScreen
 The gameplay screen for the sample game. More...
 
class  Launcher
 Class for a missile launcher. More...
 
class  Level
 Base class for shooter levels. More...
 
class  Level01
 Class for level 1. More...
 
class  LevelOverScreen
 The pause menu for the sample game. More...
 
class  MainMenuScreen
 The main menu for the sample game. More...
 
class  MenuScreen
 Base class for menu screens in the sample game. More...
 
class  Missile
 Class for missiles. More...
 
class  PauseMenuScreen
 The pause menu for the sample game. More...
 
class  PlayerShip
 Class for player ships. More...
 
class  PowerUp
 Class for power ups. More...
 
class  SmokeTemplate
 Template for smoke particles. More...
 

Functions

void GameplayScreenRemove (Screen *pScreen)
 Callback function for when the gameplay screen is removed from the screen manager. More...
 
void PlayerShootsEnemy (GameObject *pObject1, GameObject *pObject2)
 Callback function for when a player projectile hits an enemy. More...
 
void PlayerCollectsPowerUp (GameObject *pObject1, GameObject *pObject2)
 Callback function for when a player collects a power up. More...
 
void PlayerCollidesWithEnemy (GameObject *pObject1, GameObject *pObject2)
 Callback function for when a player collides with an enemy. More...
 
void Level01Completed (GameObject *pGameObject)
 Callback function for when the level is completed. More...
 
void LevelOverScreenRemove (Screen *pScreen)
 Callback function for when the level over screen is removed from the screen manager. More...
 
void MainMenuScreenRemove (Screen *pScreen)
 Callback function for when the main menu is removed from the screen manager. More...
 
void StartSelect (MenuScreen *pMenuScreen)
 Callback function for when the start item is selected. More...
 
void ExitSelect (MenuScreen *pMenuScreen)
 Callback function for when the exit item is selected. More...
 
void PauseMenuScreenRemove (Screen *pScreen)
 Callback function for when the pause menu is removed from the screen manager. More...
 
void ResumeSelect (MenuScreen *pMenuScreen)
 Callback function for when the resume item is selected. More...
 
void QuitSelect (MenuScreen *pMenuScreen)
 Callback function for when the quit item is selected. More...
 

Detailed Description

Sample is a sample game to use as a template for using Katana Engine and Shooter Library.

Author
Ryan Appel (ryan@.nosp@m.ryan.nosp@m.-appe.nosp@m.l.co.nosp@m.m)

Function Documentation

◆ ExitSelect()

void Sample::ExitSelect ( MenuScreen pMenuScreen)

Callback function for when the exit item is selected.

Parameters
pMenuScreenThe menu screen that contains the menu item.

◆ GameplayScreenRemove()

void Sample::GameplayScreenRemove ( Screen pScreen)

Callback function for when the gameplay screen is removed from the screen manager.

Parameters
pScreenThe screen that is about to be removed.

◆ Level01Completed()

void Sample::Level01Completed ( GameObject pGameObject)

Callback function for when the level is completed.

Parameters
pGameObjectThe game object that completed the level. Usually an enenmy that was destroyed.

◆ LevelOverScreenRemove()

void Sample::LevelOverScreenRemove ( Screen pScreen)

Callback function for when the level over screen is removed from the screen manager.

Parameters
pScreenThe screen that is about to be removed.

◆ MainMenuScreenRemove()

void Sample::MainMenuScreenRemove ( Screen pScreen)

Callback function for when the main menu is removed from the screen manager.

Parameters
pScreenThe screen that is about to be removed.

◆ PauseMenuScreenRemove()

void Sample::PauseMenuScreenRemove ( Screen pScreen)

Callback function for when the pause menu is removed from the screen manager.

Parameters
pScreenThe screen that is about to be removed.

◆ PlayerCollectsPowerUp()

void Sample::PlayerCollectsPowerUp ( GameObject pObject1,
GameObject pObject2 
)

Callback function for when a player collects a power up.

Parameters
pObject1The first game object in the collision.
pObject2The second game object in the collision.

◆ PlayerCollidesWithEnemy()

void Sample::PlayerCollidesWithEnemy ( GameObject pObject1,
GameObject pObject2 
)

Callback function for when a player collides with an enemy.

Parameters
pObject1The first game object in the collision.
pObject2The second game object in the collision.

◆ PlayerShootsEnemy()

void Sample::PlayerShootsEnemy ( GameObject pObject1,
GameObject pObject2 
)

Callback function for when a player projectile hits an enemy.

Parameters
pObject1The first game object in the collision.
pObject2The second game object in the collision.

◆ QuitSelect()

void Sample::QuitSelect ( MenuScreen pMenuScreen)

Callback function for when the quit item is selected.

Parameters
pMenuScreenThe menu screen that contains the menu item.

◆ ResumeSelect()

void Sample::ResumeSelect ( MenuScreen pMenuScreen)

Callback function for when the resume item is selected.

Parameters
pMenuScreenThe menu screen that contains the menu item.

◆ StartSelect()

void Sample::StartSelect ( MenuScreen pMenuScreen)

Callback function for when the start item is selected.

Parameters
pMenuScreenThe menu screen that contains the menu item.