Arcade Shooter
GameplayScreen.h
1 
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9 
10  Sample © 2017 - Shuriken Studios LLC */
11 
12 #pragma once
13 
14 namespace Sample
15 {
16 
18  class GameplayScreen : public Screen
19  {
20 
21  public:
22 
24  virtual ~GameplayScreen()
25  {
26  delete m_pLevel;
27  }
28 
32  virtual void LoadContent(ResourceManager *pResourceManager);
33 
37  virtual void HandleInput(const InputState *pInput);
38 
42  virtual void Update(const GameTime *pGameTime);
43 
46  virtual void Draw(SpriteBatch *pSpriteBatch);
47 
48 
49  protected:
50 
53  virtual Level *GetLevel() { return m_pLevel; }
54 
55 
56  private:
57 
58  Level *m_pLevel = nullptr;
59 
60  };
61 }
virtual void HandleInput(const InputState *pInput)
Called when the game has determined that player input needs to be processed.
Definition: GameplayScreen.cpp:46
Sample is a sample game to use as a template for using Katana Engine and Shooter Library.
Definition: Background.cpp:14
The gameplay screen for the sample game.
Definition: GameplayScreen.h:18
Base class for shooter levels.
Definition: Level.h:26
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that game logic needs to be processed.
Definition: GameplayScreen.cpp:63
virtual void LoadContent(ResourceManager *pResourceManager)
Called when resources need to be loaded.
Definition: GameplayScreen.cpp:40
virtual Level * GetLevel()
Get the current level.
Definition: GameplayScreen.h:53
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Definition: GameplayScreen.cpp:57