45 virtual void Update(
const GameTime *pGameTime);
49 virtual void Draw(SpriteBatch *pSpriteBatch);
59 static Texture *s_pGameOverTexture;
60 static Texture *s_pLevelCompleteTexture;
64 bool m_levelCompleted;
66 double m_secondsUntilExit;
static void SetLevelCompleteTexture(Texture *pTexture)
Sets the texture to display when the level is completed.
Definition: LevelOverScreen.h:37
Sample is a sample game to use as a template for using Katana Engine and Shooter Library.
Definition: Background.cpp:14
Base class for all game screens and menus.
Definition: Screen.h:39
virtual void HandleInput(const InputState *pInput)
Called when the game has determined that player input needs to be processed.
Definition: LevelOverScreen.cpp:47
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Definition: LevelOverScreen.cpp:68
The gameplay screen for the sample game.
Definition: GameplayScreen.h:18
static void SetGameOverTexture(Texture *pTexture)
Sets the texture to display when the game is over.
Definition: LevelOverScreen.h:33
virtual GameplayScreen * GetGameplayScreen() const
Gets the underlaying gameplay screen.
Definition: LevelOverScreen.h:54
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that screen logic needs to be processed.
Definition: LevelOverScreen.cpp:55
LevelOverScreen(GameplayScreen *pGameplayScreen, const bool levelCompleted)
Instantiate a pause menu screen.
Definition: LevelOverScreen.cpp:33
The pause menu for the sample game.
Definition: LevelOverScreen.h:19