39 virtual void LoadContent(ResourceManager *pResourceManager);
49 virtual void Update(
const GameTime *pGameTime);
53 virtual void Draw(SpriteBatch *pSpriteBatch);
62 virtual void SpawnExplosion(
const Vector2 position,
const float scale = 1);
97 double m_finalCountdownSeconds;
98 bool m_finalCountdownBegan;
100 std::vector<PlayerShip *> m_playerShips;
101 std::vector<PlayerShip *>::iterator m_playerShipIt;
103 std::vector<PowerUp *> m_powerUps;
104 std::vector<PowerUp *>::iterator m_powerUpIt;
106 std::vector<Explosion *> m_explosions;
107 std::vector<Explosion *>::iterator m_explosionIt;
109 std::vector<ProjectilePool *> m_pDrawPools;
110 std::vector<ProjectilePool *>::iterator m_pDrawPoolIt;
Used to recycle projectiles.
Definition: ProjectilePool.h:20
Sample is a sample game to use as a template for using Katana Engine and Shooter Library.
Definition: Background.cpp:14
virtual ScreenManager * GetScreenManager() const
Gets a pointer to the ScreenManager, for managing game screens.
Definition: Level.cpp:287
The gameplay screen for the sample game.
Definition: GameplayScreen.h:18
Base class for all shooter levels.
Definition: Level.h:21
virtual ParticleManager * GetParticleManager() const
Gets a pointer to the ParticleManager, for managing particle effects.
Definition: Level.cpp:281
virtual void SpawnPowerUp(const Vector2 position)
Adds a power up to the level.
Definition: Level.cpp:248
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that game logic needs to be processed.
Base class for all objects that will be updated and rendered on a GameplayScreen. ...
Definition: GameObject.h:29
virtual uint8_t GetPlayerCount()
Gets the current number of player ships playing the level.
Definition: Level.h:88
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Base class for shooter levels.
Definition: Level.h:26
virtual void HandleInput(const InputState *pInput)
Called when the game has determined that player input needs to be processed.
Definition: Level.cpp:157
virtual void BeginCompletionCountdown()
Begins the count down to the end of the mission.
Definition: Level.h:66
virtual void LoadContent(ResourceManager *pResourceManager)
Called when resources need to be loaded.
virtual void Complete()
Should be called when the victory conditions are met for the level.
Definition: Level.cpp:271
virtual void SpawnExplosion(const Vector2 position, const float scale=1)
Adds an explosion to the level.
Definition: Level.cpp:256
Base class for all projectile types.
Definition: Projectile.h:20
Class for player ships.
Definition: PlayerShip.h:19
virtual void AddPlayerShip(PlayerShip *pPlayerShip)
Adds a player ship to the level's game objects.
Definition: Level.cpp:241