The gameplay screen for the sample game.
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#include <GameplayScreen.h>
The gameplay screen for the sample game.
◆ Draw()
| void Sample::GameplayScreen::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. |
◆ GetLevel()
| virtual Level* Sample::GameplayScreen::GetLevel |
( |
| ) |
|
|
inlineprotectedvirtual |
Get the current level.
- Returns
- Returns a pointer to the level.
◆ HandleInput()
| void Sample::GameplayScreen::HandleInput |
( |
const InputState * |
pInput | ) |
|
|
virtual |
Called when the game has determined that player input needs to be processed.
- Parameters
-
| pInput | The current state of all player input devices. |
◆ LoadContent()
| void Sample::GameplayScreen::LoadContent |
( |
ResourceManager * |
pResourceManager | ) |
|
|
virtual |
Called when resources need to be loaded.
- Parameters
-
| pResourceManager | The game's resource manager, used for loading and managing game resources. |
◆ Update()
| void Sample::GameplayScreen::Update |
( |
const GameTime * |
pGameTime | ) |
|
|
virtual |
Called when the game has determined that game 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: