53 std::vector<Particle *> m_particles;
54 std::vector<Particle *>::iterator m_it;
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