Arcade Shooter
Sample
PlayerShip
Sample::PlayerShip Member List
This is the complete list of members for
Sample::PlayerShip
, including all inherited members.
Activate
()
ShooterLibrary::GameObject
inline
virtual
AttachWeapon
(Weapon *pWeapon, Vector2 position)
ShooterLibrary::Ship
virtual
ConfineToScreen
(const bool isConfined=true)
ShooterLibrary::PlayerShip
inline
virtual
Deactivate
()
ShooterLibrary::GameObject
virtual
Draw
(SpriteBatch *pSpriteBatch)
Sample::PlayerShip
virtual
ShooterLibrary::GameObject::Draw
(SpriteBatch *pSpriteBatch)=0
ShooterLibrary::GameObject
pure virtual
FireWeapons
(TriggerType type=TriggerType::ALL)
ShooterLibrary::Ship
protected
virtual
GameObject
() (defined in
ShooterLibrary::GameObject
)
ShooterLibrary::GameObject
GetCollisionRadius
() const
ShooterLibrary::GameObject
inline
virtual
GetCollisionType
() const
ShooterLibrary::PlayerShip
inline
virtual
GetCurrentLevel
()
ShooterLibrary::GameObject
inline
static
GetDesiredDirection
() const
ShooterLibrary::PlayerShip
inline
protected
virtual
GetHalfDimensions
() const
Sample::PlayerShip
virtual
GetIndex
() const
ShooterLibrary::GameObject
inline
virtual
GetPlayerIndex
() const
ShooterLibrary::PlayerShip
inline
virtual
GetPosition
()
ShooterLibrary::GameObject
inline
virtual
GetPreviousPosition
()
ShooterLibrary::GameObject
inline
virtual
GetResponsiveness
() const
ShooterLibrary::PlayerShip
inline
protected
virtual
GetSpeed
() const
ShooterLibrary::Ship
inline
protected
virtual
GetWeapon
(const int index)
ShooterLibrary::Ship
inline
protected
virtual
HandleInput
(const InputState *pInput)
Sample::PlayerShip
virtual
HasMask
(CollisionType mask) const
ShooterLibrary::GameObject
inline
virtual
Hit
(const float damage)
Sample::PlayerShip
virtual
Initialize
(Level *pLevel)
Sample::PlayerShip
virtual
ShooterLibrary::PlayerShip::Initialize
()
ShooterLibrary::Ship
protected
virtual
IsActive
() const
ShooterLibrary::GameObject
inline
virtual
IsAIControlled
() const
Sample::PlayerShip
inline
virtual
IsDrawnByLevel
() const
ShooterLibrary::GameObject
inline
virtual
IsInvulnurable
() const
ShooterLibrary::Ship
inline
virtual
IsMask
(CollisionType mask) const
ShooterLibrary::GameObject
inline
virtual
IsOnScreen
() const
ShooterLibrary::GameObject
protected
virtual
LoadContent
(ResourceManager *pResourceManager)
Sample::PlayerShip
virtual
PlayerShip
(const uint8_t playerIndex)
Sample::PlayerShip
PowerUp
()
Sample::PlayerShip
inline
virtual
SetAITarget
(Vector2 position)
Sample::PlayerShip
inline
virtual
SetCollisionRadius
(const int radius)
ShooterLibrary::GameObject
inline
protected
virtual
SetCurrentLevel
(Level *pLevel)
ShooterLibrary::GameObject
inline
static
SetDeactivateCallback
(OnDeactivate callback)
ShooterLibrary::GameObject
inline
virtual
SetDesiredDirection
(const Vector2 direction)
ShooterLibrary::PlayerShip
inline
virtual
SetInvulnurable
(bool isInvulnurable=true)
ShooterLibrary::Ship
inline
virtual
SetMaxHitPoints
(const float hitPoints)
ShooterLibrary::Ship
inline
protected
virtual
SetPlayerIndex
(const uint8_t index)
ShooterLibrary::PlayerShip
inline
virtual
SetPosition
(const float x, const float y)
ShooterLibrary::GameObject
protected
virtual
SetPosition
(const Vector2 &position)
ShooterLibrary::GameObject
protected
virtual
SetResponsiveness
(const float responsiveness)
ShooterLibrary::PlayerShip
protected
virtual
SetSpeed
(const float speed)
ShooterLibrary::Ship
inline
protected
virtual
Ship
() (defined in
ShooterLibrary::Ship
)
ShooterLibrary::Ship
ToString
() const
ShooterLibrary::PlayerShip
inline
virtual
TranslatePosition
(const float x, const float y)
ShooterLibrary::GameObject
protected
virtual
TranslatePosition
(const Vector2 &offset)
ShooterLibrary::GameObject
protected
virtual
Update
(const GameTime *pGameTime)
Sample::PlayerShip
virtual
ShooterLibrary::GameObject::Update
(const GameTime *pGameTime)
ShooterLibrary::GameObject
virtual
~GameObject
() (defined in
ShooterLibrary::GameObject
)
ShooterLibrary::GameObject
inline
virtual
~PlayerShip
() (defined in
Sample::PlayerShip
)
Sample::PlayerShip
inline
virtual
~Ship
() (defined in
ShooterLibrary::Ship
)
ShooterLibrary::Ship
inline
virtual
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