Arcade Shooter
Sample::Missile Member List

This is the complete list of members for Sample::Missile, including all inherited members.

Activate(const Vector2 &position, bool wasShotByPlayer=true)Sample::Missilevirtual
ShooterLibrary::GameObject::Activate()ShooterLibrary::GameObjectinlinevirtual
Deactivate()ShooterLibrary::GameObjectvirtual
Draw(SpriteBatch *pSpriteBatch)Sample::Missilevirtual
ShooterLibrary::GameObject::Draw(SpriteBatch *pSpriteBatch)=0ShooterLibrary::GameObjectpure virtual
GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObject
GetCollisionRadius() constShooterLibrary::GameObjectinlinevirtual
GetCollisionType() constShooterLibrary::Projectilevirtual
GetCurrentLevel()ShooterLibrary::GameObjectinlinestatic
GetDamage() constShooterLibrary::Projectileinlinevirtual
GetDirection()ShooterLibrary::Projectileinlineprotectedvirtual
GetHalfDimensions() constShooterLibrary::GameObjectvirtual
GetIndex() constShooterLibrary::GameObjectinlinevirtual
GetPosition()ShooterLibrary::GameObjectinlinevirtual
GetPreviousPosition()ShooterLibrary::GameObjectinlinevirtual
GetProjectileType() constShooterLibrary::Projectileinlineprotectedvirtual
GetProjectileTypeString() constShooterLibrary::Projectileinlineprotectedvirtual
GetSpeed() constShooterLibrary::Projectileinlineprotectedvirtual
GetTarget() constSample::Missileinlineprotected
HasMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
Hit(const float damage)ShooterLibrary::GameObjectinlinevirtual
IsActive() constShooterLibrary::GameObjectinlinevirtual
IsDrawnByLevel() constShooterLibrary::Projectileinlinevirtual
IsMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
IsOnScreen() constShooterLibrary::GameObjectprotectedvirtual
Missile() (defined in Sample::Missile)Sample::Missile
Projectile() (defined in ShooterLibrary::Projectile)ShooterLibrary::Projectile
ResetTargetingDelay()Sample::Missileinlineprotected
SetAngle(const float angle)Sample::Missileinlineprotected
SetAnimation(Animation *pAnimation)Sample::Missileinlinevirtual
SetCollisionRadius(const int radius)ShooterLibrary::GameObjectinlineprotectedvirtual
SetCurrentLevel(Level *pLevel)ShooterLibrary::GameObjectinlinestatic
SetDamage(const float damage)ShooterLibrary::Projectileinlineprotectedvirtual
SetDeactivateCallback(OnDeactivate callback)ShooterLibrary::GameObjectinlinevirtual
SetDirection(const Vector2 direction)ShooterLibrary::Projectileinlineprotectedvirtual
SetEmitter(Emitter *pEmitter)Sample::Missileinlinevirtual
SetManualDraw(const bool drawManually=true)ShooterLibrary::Projectileinlinevirtual
SetPosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
SetPosition(const Vector2 &position)ShooterLibrary::GameObjectprotectedvirtual
SetRange(const float range)Sample::Missileinlineprotected
SetSpeed(const float speed)ShooterLibrary::Projectileinlineprotectedvirtual
SetTarget(GameObject *pTarget=nullptr)Sample::Missileinlineprotected
SetTexture(Texture *pTexture)ShooterLibrary::Projectileinlinestatic
SetTurnSpeed(const float turnSpeed)Sample::Missileinlineprotected
ToString() constSample::Missileinlinevirtual
TranslatePosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
TranslatePosition(const Vector2 &offset)ShooterLibrary::GameObjectprotectedvirtual
Update(const GameTime *pGameTime)Sample::Missilevirtual
ShooterLibrary::GameObject::Update(const GameTime *pGameTime)ShooterLibrary::GameObjectvirtual
WasShotByPlayer() constShooterLibrary::Projectileinlineprotectedvirtual
~GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObjectinlinevirtual
~Missile() (defined in Sample::Missile)Sample::Missileinlinevirtual
~Projectile() (defined in ShooterLibrary::Projectile)ShooterLibrary::Projectileinlinevirtual