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Arcade Shooter
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Class for power ups. More...
#include <PowerUp.h>
Public Member Functions | |
| virtual void | Update (const GameTime *pGameTime) |
| Called when the game has determined that game 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 void | Activate (const Vector2 position, Level *pLevel) |
| Activates the power up. More... | |
| virtual ShooterLibrary::CollisionType | GetCollisionType () const |
| Gets the collision type mask. More... | |
| virtual std::string | ToString () const |
| Gets a string representation of the power up. More... | |
Public Member Functions inherited from ShooterLibrary::GameObject | |
| virtual void | SetDeactivateCallback (OnDeactivate callback) |
| Sets the callback function for when the menu item is selected. More... | |
| virtual void | Update (const GameTime *pGameTime) |
| Updates the game object. More... | |
| virtual void | Draw (SpriteBatch *pSpriteBatch)=0 |
| Renders the game object. More... | |
| virtual bool | IsActive () const |
| Determines if the game object is active. More... | |
| virtual void | Activate () |
| Activates the game object. | |
| virtual void | Deactivate () |
| Deactivates the game object. | |
| virtual Vector2 & | GetPosition () |
| Gets the position of the game object. More... | |
| virtual Vector2 & | GetPreviousPosition () |
| Gets the previous position of the game object. More... | |
| virtual Vector2 | GetHalfDimensions () const |
| Gets the half dimensions of the game object. More... | |
| virtual uint32_t | GetIndex () const |
| Gets the index of the game object. More... | |
| virtual float | GetCollisionRadius () const |
| Gets the collision radius. More... | |
| virtual void | Hit (const float damage) |
| Hits the object, dealing damage to it. More... | |
| virtual bool | HasMask (CollisionType mask) const |
| Determines if the object contains part of a collision bit-mask. More... | |
| virtual bool | IsMask (CollisionType mask) const |
| Determines if the object matches a collision bit-mask. More... | |
| virtual bool | IsDrawnByLevel () const |
| Determines if the level should draw the game object. More... | |
Static Public Member Functions | |
| static void | SetTexture (Texture *pTexture) |
| Sets the texture of the power up. More... | |
| static void | SetGlowTexture (Texture *pTexture) |
| Sets the glow texture of the power up. More... | |
Static Public Member Functions inherited from ShooterLibrary::GameObject | |
| static void | SetCurrentLevel (Level *pLevel) |
| Sets the current game level. More... | |
| static Level * | GetCurrentLevel () |
| Gets the current level. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from ShooterLibrary::GameObject | |
| virtual void | SetCollisionRadius (const int radius) |
| Sets the collision radius for the object. More... | |
| virtual void | SetPosition (const float x, const float y) |
| Sets the screen position of the object. More... | |
| virtual void | SetPosition (const Vector2 &position) |
| Sets the screen position of the object. More... | |
| virtual void | TranslatePosition (const float x, const float y) |
| Offsets the current screen position of the object. More... | |
| virtual void | TranslatePosition (const Vector2 &offset) |
| Offsets the current screen position of the object. More... | |
| virtual bool | IsOnScreen () const |
| Determines if the game object is on the screen. More... | |
Class for power ups.
Activates the power up.
| position | The position to place the power up. |
| pLevel | The level that contains the power up. |
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virtual |
Called when the game determines it is time to draw a frame.
| pSpriteBatch | The game's sprite batch, used for rendering. |
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inlinevirtual |
Gets the collision type mask.
Implements ShooterLibrary::GameObject.
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inlinestatic |
Sets the glow texture of the power up.
| pTexture | A pointer to the texture resource. |
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inlinestatic |
Sets the texture of the power up.
| pTexture | A pointer to the texture resource. |
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inlinevirtual |
Gets a string representation of the power up.
Implements ShooterLibrary::GameObject.
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virtual |
Called when the game has determined that game logic needs to be processed.
| pGameTime | Timing values including time since last update. |
1.8.13