Arcade Shooter
Public Member Functions | Static Public Member Functions | List of all members
Sample::LevelOverScreen Class Reference

The pause menu for the sample game. More...

#include <LevelOverScreen.h>

Inheritance diagram for Sample::LevelOverScreen:
KatanaEngine::Screen

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 GameplayScreenGetGameplayScreen () 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 ScreenManagerGetScreenManager ()
 Gets a pointer to the ScreenManager, for managing game screens. More...
 
virtual GameGetGame () const
 Gets a pointer to the Game. More...
 
virtual ParticleManagerGetParticleManager () 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 RenderTargetGetRenderTarget () const
 Get screen's render target. More...
 
virtual Color GetRenderTargetColor () const
 Get the color that will be used to tint the render target. More...
 

Detailed Description

The pause menu for the sample game.

Constructor & Destructor Documentation

◆ LevelOverScreen()

Sample::LevelOverScreen::LevelOverScreen ( GameplayScreen pGameplayScreen,
const bool  levelCompleted 
)

Instantiate a pause menu screen.

Parameters
pGameplayScreenThe underlaying gameplay screen.
levelCompletedTrue should be passed if the level was completed successfully. False should be passed if the level was lost.

Member Function Documentation

◆ Draw()

void Sample::LevelOverScreen::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.

◆ GetGameplayScreen()

virtual GameplayScreen* Sample::LevelOverScreen::GetGameplayScreen ( ) const
inlinevirtual

Gets the underlaying gameplay screen.

Returns
Returns a pointer to the gameplay screen underneath the pause menu screen.

◆ HandleInput()

void Sample::LevelOverScreen::HandleInput ( const InputState pInput)
virtual

Called when the game has determined that player input needs to be processed.

Parameters
pInputThe current state of all player input devices.

◆ SetGameOverTexture()

static void Sample::LevelOverScreen::SetGameOverTexture ( Texture *  pTexture)
inlinestatic

Sets the texture to display when the game is over.

Parameters
pTextureThe texture to display.

◆ SetLevelCompleteTexture()

static void Sample::LevelOverScreen::SetLevelCompleteTexture ( Texture *  pTexture)
inlinestatic

Sets the texture to display when the level is completed.

Parameters
pTextureThe texture to display.

◆ Update()

void Sample::LevelOverScreen::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: