28 static void SetTexture(Texture *pTexture) { s_pTexture = pTexture; }
37 virtual void Update(
const GameTime *pGameTime);
41 virtual void Draw(SpriteBatch *pSpriteBatch);
56 virtual std::string
ToString()
const {
return "Power Up"; }
61 static Texture *s_pTexture;
62 static Texture *s_pGlowTexture;
67 int m_pMagnetDistance;
Sample is a sample game to use as a template for using Katana Engine and Shooter Library.
Definition: Background.cpp:14
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Definition: PowerUp.cpp:63
static const CollisionType POWERUP
Represents a power up.
Definition: CollisionType.h:24
virtual ShooterLibrary::CollisionType GetCollisionType() const
Gets the collision type mask.
Definition: PowerUp.h:52
Base class for all objects that will be updated and rendered on a GameplayScreen. ...
Definition: GameObject.h:29
Base class for shooter levels.
Definition: Level.h:26
static void SetTexture(Texture *pTexture)
Sets the texture of the power up.
Definition: PowerUp.h:28
static void SetGlowTexture(Texture *pTexture)
Sets the glow texture of the power up.
Definition: PowerUp.h:32
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that game logic needs to be processed.
Definition: PowerUp.cpp:25
virtual std::string ToString() const
Gets a string representation of the power up.
Definition: PowerUp.h:56
Class for player ships.
Definition: PlayerShip.h:19
Class for power ups.
Definition: PowerUp.h:18
Defines the types of game objects that can collide with each other.
Definition: CollisionType.h:20
virtual void Activate()
Activates the game object.
Definition: GameObject.h:71