Arcade Shooter
Sample::PowerUp Member List

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

Activate(const Vector2 position, Level *pLevel)Sample::PowerUpvirtual
ShooterLibrary::GameObject::Activate()ShooterLibrary::GameObjectinlinevirtual
Deactivate()ShooterLibrary::GameObjectvirtual
Draw(SpriteBatch *pSpriteBatch)Sample::PowerUpvirtual
ShooterLibrary::GameObject::Draw(SpriteBatch *pSpriteBatch)=0ShooterLibrary::GameObjectpure virtual
GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObject
GetCollisionRadius() constShooterLibrary::GameObjectinlinevirtual
GetCollisionType() constSample::PowerUpinlinevirtual
GetCurrentLevel()ShooterLibrary::GameObjectinlinestatic
GetHalfDimensions() constShooterLibrary::GameObjectvirtual
GetIndex() constShooterLibrary::GameObjectinlinevirtual
GetPosition()ShooterLibrary::GameObjectinlinevirtual
GetPreviousPosition()ShooterLibrary::GameObjectinlinevirtual
HasMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
Hit(const float damage)ShooterLibrary::GameObjectinlinevirtual
IsActive() constShooterLibrary::GameObjectinlinevirtual
IsDrawnByLevel() constShooterLibrary::GameObjectinlinevirtual
IsMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
IsOnScreen() constShooterLibrary::GameObjectprotectedvirtual
PowerUp() (defined in Sample::PowerUp)Sample::PowerUp
SetCollisionRadius(const int radius)ShooterLibrary::GameObjectinlineprotectedvirtual
SetCurrentLevel(Level *pLevel)ShooterLibrary::GameObjectinlinestatic
SetDeactivateCallback(OnDeactivate callback)ShooterLibrary::GameObjectinlinevirtual
SetGlowTexture(Texture *pTexture)Sample::PowerUpinlinestatic
SetPosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
SetPosition(const Vector2 &position)ShooterLibrary::GameObjectprotectedvirtual
SetTexture(Texture *pTexture)Sample::PowerUpinlinestatic
ToString() constSample::PowerUpinlinevirtual
TranslatePosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
TranslatePosition(const Vector2 &offset)ShooterLibrary::GameObjectprotectedvirtual
Update(const GameTime *pGameTime)Sample::PowerUpvirtual
ShooterLibrary::GameObject::Update(const GameTime *pGameTime)ShooterLibrary::GameObjectvirtual
~GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObjectinlinevirtual
~PowerUp() (defined in Sample::PowerUp)Sample::PowerUpinlinevirtual