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Arcade Shooter
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Class for level 1. More...
#include <Level01.h>
Public Member Functions | |
| Level01 (GameplayScreen *pGameplayScreen) | |
| Instantiate the level. More... | |
| virtual void | LoadContent (ResourceManager *pResourceManager) |
| Called when resources need to be loaded. More... | |
Public Member Functions inherited from Sample::Level | |
| Level (GameplayScreen *pGameplayScreen) | |
| Instantiate the level. More... | |
| virtual void | HandleInput (const InputState *pInput) |
| Called when the game has determined that player input needs to be processed. More... | |
| virtual void | Update (const GameTime *pGameTime) |
| Called when the game has determined that game 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 | SpawnPowerUp (const Vector2 position) |
| Adds a power up to the level. More... | |
| virtual void | SpawnExplosion (const Vector2 position, const float scale=1) |
| Adds an explosion to the level. More... | |
| virtual void | BeginCompletionCountdown () |
| Begins the count down to the end of the mission. More... | |
| virtual void | Complete () |
| Should be called when the victory conditions are met for the level. | |
| virtual ParticleManager * | GetParticleManager () const |
| Gets a pointer to the ParticleManager, for managing particle effects. More... | |
| virtual ScreenManager * | GetScreenManager () const |
| Gets a pointer to the ScreenManager, for managing game screens. More... | |
| virtual void | AddPlayerShip (PlayerShip *pPlayerShip) |
| Adds a player ship to the level's game objects. More... | |
| virtual uint8_t | GetPlayerCount () |
| Gets the current number of player ships playing the level. More... | |
Public Member Functions inherited from ShooterLibrary::Level | |
| virtual void | UnloadContent () |
| Called when resources need to be unloaded. Override this method to unload any game-specific resources. | |
| virtual void | AddGameObject (GameObject *pGameObject) |
| Adds a game object so it can be managed by the level. More... | |
| virtual void | UpdateSectorPosition (GameObject *pGameObject) |
| Updates an object's position on the sector grid. More... | |
| template<typename T > | |
| T * | GetClosestObject (const Vector2 position, const float range) |
| Get the closest active game object of a specific type. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from ShooterLibrary::Level | |
| virtual void | InitializeCollisionManager () |
| Initailizes the level's default CollisionManager. | |
| virtual CollisionManager * | GetCollisionManager () |
| Gets the CollisionManager for testing collisions between game objects. More... | |
| virtual void | AddProjectilePool (ProjectilePool *pProjectilePool) |
| Adds a pool of projectiles to the level. More... | |
| virtual void | SetBackground (Background *pBackground) |
| Sets the background object for the level. More... | |
Class for level 1.
| Sample::Level01::Level01 | ( | GameplayScreen * | pGameplayScreen | ) |
Instantiate the level.
| pGameplayScreen | The gameplay screen that is controlling the level. |
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virtual |
Called when resources need to be loaded.
| pResourceManager | The game's resource manager, used for loading and managing game resources. |
Reimplemented from Sample::Level.
1.8.13