Arcade Shooter
Public Member Functions | List of all members
KatanaEngine::ParticleManager Class Reference

Manages the active particles in a particle system. More...

#include <ParticleManager.h>

Public Member Functions

 ParticleManager (Game *pGame)
 Instantiate a particle manager object. More...
 
virtual void Update (const GameTime *pGameTime)
 Called when the game has determined that screen logic needs to be processed. More...
 
virtual void Draw (SpriteBatch *pSpriteBatch)
 Called when the game determines it is time to draw a frame. More...
 
virtual void AddParticle (Particle *pParticle)
 Add a particle to be managed. More...
 
GameGetGame () const
 Gets a pointer to the Game. More...
 
ResourceManagerGetResourceManager () const
 Gets a pointer to the ResourceManager, for loading and managing resources. More...
 

Detailed Description

Manages the active particles in a particle system.

Constructor & Destructor Documentation

◆ ParticleManager()

KatanaEngine::ParticleManager::ParticleManager ( Game pGame)

Instantiate a particle manager object.

Parameters
pGameA pointer to the game instance.

Member Function Documentation

◆ AddParticle()

virtual void KatanaEngine::ParticleManager::AddParticle ( Particle pParticle)
inlinevirtual

Add a particle to be managed.

Parameters
pParticleA pointer to the particle to be managed.

◆ Draw()

void KatanaEngine::ParticleManager::Draw ( SpriteBatch pSpriteBatch)
virtual

Called when the game determines it is time to draw a frame.

Parameters
pSpriteBatchThe game's sprite batch, used for rendering.

◆ GetGame()

Game* KatanaEngine::ParticleManager::GetGame ( ) const
inline

Gets a pointer to the Game.

Returns
A pointer to the game instance.

◆ GetResourceManager()

ResourceManager * KatanaEngine::ParticleManager::GetResourceManager ( ) const

Gets a pointer to the ResourceManager, for loading and managing resources.

Returns
A pointer to the game's ResourceManager instance.

◆ Update()

void KatanaEngine::ParticleManager::Update ( const GameTime pGameTime)
virtual

Called when the game has determined that screen logic needs to be processed.

Parameters
pGameTimeTiming values including time since last update.

The documentation for this class was generated from the following files: