Manages the active particles in a particle system.
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#include <ParticleManager.h>
Manages the active particles in a particle system.
◆ ParticleManager()
| KatanaEngine::ParticleManager::ParticleManager |
( |
Game * |
pGame | ) |
|
Instantiate a particle manager object.
- Parameters
-
| pGame | A pointer to the game instance. |
◆ AddParticle()
| virtual void KatanaEngine::ParticleManager::AddParticle |
( |
Particle * |
pParticle | ) |
|
|
inlinevirtual |
Add a particle to be managed.
- Parameters
-
| pParticle | A 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
-
| pSpriteBatch | The 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 |
◆ Update()
| void KatanaEngine::ParticleManager::Update |
( |
const GameTime * |
pGameTime | ) |
|
|
virtual |
Called when the game has determined that screen logic needs to be processed.
- Parameters
-
| pGameTime | Timing values including time since last update. |
The documentation for this class was generated from the following files: