Arcade Shooter
ParticleManager.h
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2 /* ██╗ ██╗ █████╗ ████████╗ █████╗ ███╗ ██╗ █████╗
3  ██║ ██╔╝ ██╔══██╗ ╚══██╔══╝ ██╔══██╗ ████╗ ██║ ██╔══██╗
4  █████╔╝ ███████║ ██║ ███████║ ██╔██╗ ██║ ███████║
5  ██╔═██╗ ██╔══██║ ██║ ██╔══██║ ██║╚██╗██║ ██╔══██║
6  ██║ ██╗ ██║ ██║ ██║ ██║ ██║ ██║ ╚████║ ██║ ██║
7  ╚═╝ ╚═╝ ╚═╝ ╚═╝/\ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═══╝ ╚═╝ ╚═╝
8  /vvvvvvvvvvvvvvvvvvv \=========================================,
9  `^^^^^^^^^^^^^^^^^^^ /---------------------------------------"
10  Katana Engine \/ © 2012 - Shuriken Studios LLC */
11 
12 #pragma once
13 
14 namespace KatanaEngine
15 {
16 
19  {
20 
21  public:
22 
25  ParticleManager(Game *pGame);
26  virtual ~ParticleManager() { }
27 
30  virtual void Update(const GameTime *pGameTime);
31 
34  virtual void Draw(SpriteBatch *pSpriteBatch);
35 
38  virtual void AddParticle(Particle *pParticle) { m_particles.push_back(pParticle); }
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42  Game *GetGame() const { return m_pGame; }
43 
47 
48 
49  private:
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51  Game *m_pGame;
52 
53  std::vector<Particle *> m_particles;
54  std::vector<Particle *>::iterator m_it;
55 
56  double temp;
57 
58 
59  };
60 }
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that screen logic needs to be processed.
Definition: ParticleManager.cpp:28
ResourceManager * GetResourceManager() const
Gets a pointer to the ResourceManager, for loading and managing resources.
Definition: ParticleManager.cpp:22
Contains timing values for game updates and rendering.
Definition: GameTime.h:17
Manages the active particles in a particle system.
Definition: ParticleManager.h:18
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Definition: ParticleManager.cpp:46
Base class for all games. Provides graphics initialization, game loop, and rendering code...
Definition: Game.h:18
Game * GetGame() const
Gets a pointer to the Game.
Definition: ParticleManager.h:42
virtual void AddParticle(Particle *pParticle)
Add a particle to be managed.
Definition: ParticleManager.h:38
Enables a group of sprites to be drawn using the same settings.
Definition: SpriteBatch.h:44
A single component of a particle system.
Definition: Particle.h:19
Loads and manages the lifespan of objects from external files.
Definition: ResourceManager.h:17
ParticleManager(Game *pGame)
Instantiate a particle manager object.
Definition: ParticleManager.cpp:16
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for dev...
Definition: Animation.cpp:14