Arcade Shooter
Sample::PlayerShip Member List

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

Activate()ShooterLibrary::GameObjectinlinevirtual
AttachWeapon(Weapon *pWeapon, Vector2 position)ShooterLibrary::Shipvirtual
ConfineToScreen(const bool isConfined=true)ShooterLibrary::PlayerShipinlinevirtual
Deactivate()ShooterLibrary::GameObjectvirtual
Draw(SpriteBatch *pSpriteBatch)Sample::PlayerShipvirtual
ShooterLibrary::GameObject::Draw(SpriteBatch *pSpriteBatch)=0ShooterLibrary::GameObjectpure virtual
FireWeapons(TriggerType type=TriggerType::ALL)ShooterLibrary::Shipprotectedvirtual
GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObject
GetCollisionRadius() constShooterLibrary::GameObjectinlinevirtual
GetCollisionType() constShooterLibrary::PlayerShipinlinevirtual
GetCurrentLevel()ShooterLibrary::GameObjectinlinestatic
GetDesiredDirection() constShooterLibrary::PlayerShipinlineprotectedvirtual
GetHalfDimensions() constSample::PlayerShipvirtual
GetIndex() constShooterLibrary::GameObjectinlinevirtual
GetPlayerIndex() constShooterLibrary::PlayerShipinlinevirtual
GetPosition()ShooterLibrary::GameObjectinlinevirtual
GetPreviousPosition()ShooterLibrary::GameObjectinlinevirtual
GetResponsiveness() constShooterLibrary::PlayerShipinlineprotectedvirtual
GetSpeed() constShooterLibrary::Shipinlineprotectedvirtual
GetWeapon(const int index)ShooterLibrary::Shipinlineprotectedvirtual
HandleInput(const InputState *pInput)Sample::PlayerShipvirtual
HasMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
Hit(const float damage)Sample::PlayerShipvirtual
Initialize(Level *pLevel)Sample::PlayerShipvirtual
ShooterLibrary::PlayerShip::Initialize()ShooterLibrary::Shipprotectedvirtual
IsActive() constShooterLibrary::GameObjectinlinevirtual
IsAIControlled() constSample::PlayerShipinlinevirtual
IsDrawnByLevel() constShooterLibrary::GameObjectinlinevirtual
IsInvulnurable() constShooterLibrary::Shipinlinevirtual
IsMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
IsOnScreen() constShooterLibrary::GameObjectprotectedvirtual
LoadContent(ResourceManager *pResourceManager)Sample::PlayerShipvirtual
PlayerShip(const uint8_t playerIndex)Sample::PlayerShip
PowerUp()Sample::PlayerShipinlinevirtual
SetAITarget(Vector2 position)Sample::PlayerShipinlinevirtual
SetCollisionRadius(const int radius)ShooterLibrary::GameObjectinlineprotectedvirtual
SetCurrentLevel(Level *pLevel)ShooterLibrary::GameObjectinlinestatic
SetDeactivateCallback(OnDeactivate callback)ShooterLibrary::GameObjectinlinevirtual
SetDesiredDirection(const Vector2 direction)ShooterLibrary::PlayerShipinlinevirtual
SetInvulnurable(bool isInvulnurable=true)ShooterLibrary::Shipinlinevirtual
SetMaxHitPoints(const float hitPoints)ShooterLibrary::Shipinlineprotectedvirtual
SetPlayerIndex(const uint8_t index)ShooterLibrary::PlayerShipinlinevirtual
SetPosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
SetPosition(const Vector2 &position)ShooterLibrary::GameObjectprotectedvirtual
SetResponsiveness(const float responsiveness)ShooterLibrary::PlayerShipprotectedvirtual
SetSpeed(const float speed)ShooterLibrary::Shipinlineprotectedvirtual
Ship() (defined in ShooterLibrary::Ship)ShooterLibrary::Ship
ToString() constShooterLibrary::PlayerShipinlinevirtual
TranslatePosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
TranslatePosition(const Vector2 &offset)ShooterLibrary::GameObjectprotectedvirtual
Update(const GameTime *pGameTime)Sample::PlayerShipvirtual
ShooterLibrary::GameObject::Update(const GameTime *pGameTime)ShooterLibrary::GameObjectvirtual
~GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObjectinlinevirtual
~PlayerShip() (defined in Sample::PlayerShip)Sample::PlayerShipinlinevirtual
~Ship() (defined in ShooterLibrary::Ship)ShooterLibrary::Shipinlinevirtual