31 virtual void Update(
const GameTime *pGameTime);
35 virtual void Draw(SpriteBatch *pSpriteBatch) = 0;
40 virtual void Initialize(
const Vector2 position,
const double delaySeconds);
47 virtual void Hit(
const float damage);
51 virtual std::string
ToString()
const {
return "Enemy Ship"; }
69 double m_delaySeconds;
71 double m_activationSeconds;
virtual void Fire()
Fires the ships weapons.
Definition: EnemyShip.h:43
virtual std::string ToString() const
Gets a string representation of the enemy ship.
Definition: EnemyShip.h:51
virtual void Hit(const float damage)
Hits the ship, dealing damage to it.
Definition: EnemyShip.cpp:56
Shooter Library is a library of classes, interfaces, and value types that provides a foundation for d...
Definition: Background.h:16
virtual double GetDelaySeconds() const
Gets the number of seconds before the enemy activates.
Definition: EnemyShip.h:64
static const CollisionType ENEMY
Represents a enemy.
Definition: CollisionType.h:31
static const CollisionType SHIP
Represents a ship.
Definition: CollisionType.h:33
Base class for enemy ships.
Definition: EnemyShip.h:20
virtual void Initialize()
Initializes the ship.
Definition: Ship.cpp:54
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that game logic needs to be processed.
Definition: EnemyShip.cpp:25
virtual void Draw(SpriteBatch *pSpriteBatch)=0
Called when the game determines it is time to draw a frame.
virtual CollisionType GetCollisionType() const
Gets the collision type mask.
Definition: EnemyShip.h:57
Base class for all ships.
Definition: Ship.h:22
Defines the types of game objects that can collide with each other.
Definition: CollisionType.h:20