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Arcade Shooter
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The pause menu for the sample game. More...
#include <LevelOverScreen.h>
Public Member Functions | |
| LevelOverScreen (GameplayScreen *pGameplayScreen, const bool levelCompleted) | |
| Instantiate a pause menu screen. 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 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 GameplayScreen * | GetGameplayScreen () const |
| Gets the underlaying gameplay screen. More... | |
Public Member Functions inherited from KatanaEngine::Screen | |
| virtual void | LoadContent (ResourceManager *pResourceManager) |
| Called when resources need to be loaded. More... | |
| virtual void | UnloadContent () |
| Called when resources need to be unloaded. Override this method to unload any screen-specific resources. | |
| 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)=0 |
| Called when the game has determined that screen logic needs to be processed. More... | |
| virtual void | Draw (SpriteBatch *pSpriteBatch)=0 |
| Called when the game determines it is time to draw a frame. More... | |
| virtual bool | IsExiting () const |
| Determines if the screen is currently exiting. More... | |
| float | GetAlpha () const |
| Gets the overall screen transition alpha value (or opacity). This is handy for fading screens in and out. More... | |
| virtual ScreenManager * | GetScreenManager () |
| Gets a pointer to the ScreenManager, for managing game screens. More... | |
| virtual Game * | GetGame () const |
| Gets a pointer to the Game. More... | |
| virtual ParticleManager * | GetParticleManager () const |
| Gets a pointer to the ParticleManager, for creating and managing particles. More... | |
| virtual void | SetScreenManager (ScreenManager *pScreenManager) |
| Gets a pointer to the ScreenManager, for managing game screens. More... | |
| virtual void | Show () |
| Tells the screen to transition in. | |
| virtual void | Exit () |
| Tells the screen to transition out. When the screen has completed its transition, UnloadContent() will be called, and the ScreenManager will remove it. More... | |
| virtual void | SetExitCallback (OnExit callback) |
| Sets the callback function for when the Exit() is called. More... | |
| virtual void | SetRemoveCallback (OnRemove callback) |
| Sets the callback function for when the screen is about to be removed by the screen manager. More... | |
| virtual double | GetTransitionOutTime () const |
| Get the time in seconds that the screen will transition out. More... | |
Static Public Member Functions | |
| static void | SetGameOverTexture (Texture *pTexture) |
| Sets the texture to display when the game is over. More... | |
| static void | SetLevelCompleteTexture (Texture *pTexture) |
| Sets the texture to display when the level is completed. More... | |
Additional Inherited Members | |
Protected Types inherited from KatanaEngine::Screen | |
| enum | ScreenTransition { ScreenTransition::NONE, ScreenTransition::IN, ScreenTransition::OUT } |
| Defines the state of the transition between screens. More... | |
Protected Member Functions inherited from KatanaEngine::Screen | |
| virtual void | SetPassthroughFlags (const bool draw=false, const bool update=false, const bool handleInput=false) |
| Sets the flags that determine if the underlaying screen should handle input, update, and/or render. More... | |
| virtual void | SetTransitionInTime (double seconds) |
| Set the time in seconds that the screen should transition in. More... | |
| virtual void | SetTransitionOutTime (double seconds) |
| Set the time in seconds that the screen should transition out. More... | |
| virtual double | GetTransitionInTime () const |
| Get the time in seconds that the screen will transition in. More... | |
| virtual ScreenTransition | GetTransition () const |
| Get the current transition state of the screen. More... | |
| virtual float | GetTransitionValue () const |
| Get the interpolated value (between zero and one) of the screen transition. More... | |
| virtual bool | NeedsToBeRemoved () const |
| Determines if the screen has completely faded out and needs to be removed by the ScreenManager. More... | |
| virtual void | UseRenderTarget () |
| Forces all screen rendering to a render target. | |
| virtual RenderTarget * | GetRenderTarget () const |
| Get screen's render target. More... | |
| virtual Color | GetRenderTargetColor () const |
| Get the color that will be used to tint the render target. More... | |
The pause menu for the sample game.
| Sample::LevelOverScreen::LevelOverScreen | ( | GameplayScreen * | pGameplayScreen, |
| const bool | levelCompleted | ||
| ) |
Instantiate a pause menu screen.
| pGameplayScreen | The underlaying gameplay screen. |
| levelCompleted | True should be passed if the level was completed successfully. False should be passed if the level was lost. |
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virtual |
Called when the game determines it is time to draw a frame.
| pSpriteBatch | The game's sprite batch, used for rendering. |
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inlinevirtual |
Gets the underlaying gameplay screen.
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virtual |
Called when the game has determined that player input needs to be processed.
| pInput | The current state of all player input devices. |
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inlinestatic |
Sets the texture to display when the game is over.
| pTexture | The texture to display. |
|
inlinestatic |
Sets the texture to display when the level is completed.
| pTexture | The texture to display. |
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virtual |
Called when the game has determined that screen logic needs to be processed.
| pGameTime | Timing values including time since last update. |
1.8.13