Arcade Shooter
LevelOverScreen.h
1 
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9 
10  Sample © 2017 - Shuriken Studios LLC */
11 
12 #pragma once
13 
14 namespace Sample
15 {
16  class GameplayScreen;
17 
20  {
21 
22  public:
23 
28  LevelOverScreen(GameplayScreen *pGameplayScreen, const bool levelCompleted);
29  virtual ~LevelOverScreen() { }
30 
33  static void SetGameOverTexture(Texture *pTexture) { s_pGameOverTexture = pTexture; }
34 
37  static void SetLevelCompleteTexture(Texture *pTexture) { s_pLevelCompleteTexture = pTexture; }
38 
41  virtual void HandleInput(const InputState *pInput);
42 
45  virtual void Update(const GameTime *pGameTime);
46 
49  virtual void Draw(SpriteBatch *pSpriteBatch);
50 
54  virtual GameplayScreen *GetGameplayScreen() const { return m_pGameplayScreen; }
55 
56 
57  private:
58 
59  static Texture *s_pGameOverTexture;
60  static Texture *s_pLevelCompleteTexture;
61 
62  GameplayScreen *m_pGameplayScreen;
63 
64  bool m_levelCompleted;
65 
66  double m_secondsUntilExit;
67 
68  };
69 }
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