Arcade Shooter
ShooterLibrary::EnemyShip Member List

This is the complete list of members for ShooterLibrary::EnemyShip, including all inherited members.

Activate()ShooterLibrary::GameObjectinlinevirtual
AttachWeapon(Weapon *pWeapon, Vector2 position)ShooterLibrary::Shipvirtual
Deactivate()ShooterLibrary::GameObjectvirtual
Draw(SpriteBatch *pSpriteBatch)=0ShooterLibrary::EnemyShippure virtual
ShooterLibrary::GameObject::Draw(SpriteBatch *pSpriteBatch)=0ShooterLibrary::GameObjectpure virtual
EnemyShip() (defined in ShooterLibrary::EnemyShip)ShooterLibrary::EnemyShip
Fire()ShooterLibrary::EnemyShipinlinevirtual
FireWeapons(TriggerType type=TriggerType::ALL)ShooterLibrary::Shipprotectedvirtual
GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObject
GetCollisionRadius() constShooterLibrary::GameObjectinlinevirtual
GetCollisionType() constShooterLibrary::EnemyShipinlinevirtual
GetCurrentLevel()ShooterLibrary::GameObjectinlinestatic
GetDelaySeconds() constShooterLibrary::EnemyShipinlineprotectedvirtual
GetHalfDimensions() constShooterLibrary::GameObjectvirtual
GetIndex() constShooterLibrary::GameObjectinlinevirtual
GetPosition()ShooterLibrary::GameObjectinlinevirtual
GetPreviousPosition()ShooterLibrary::GameObjectinlinevirtual
GetSpeed() constShooterLibrary::Shipinlineprotectedvirtual
GetWeapon(const int index)ShooterLibrary::Shipinlineprotectedvirtual
HasMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
Hit(const float damage)ShooterLibrary::EnemyShipvirtual
Initialize(const Vector2 position, const double delaySeconds)ShooterLibrary::EnemyShipvirtual
ShooterLibrary::Ship::Initialize()ShooterLibrary::Shipprotectedvirtual
IsActive() constShooterLibrary::GameObjectinlinevirtual
IsDrawnByLevel() constShooterLibrary::GameObjectinlinevirtual
IsInvulnurable() constShooterLibrary::Shipinlinevirtual
IsMask(CollisionType mask) constShooterLibrary::GameObjectinlinevirtual
IsOnScreen() constShooterLibrary::GameObjectprotectedvirtual
SetCollisionRadius(const int radius)ShooterLibrary::GameObjectinlineprotectedvirtual
SetCurrentLevel(Level *pLevel)ShooterLibrary::GameObjectinlinestatic
SetDeactivateCallback(OnDeactivate callback)ShooterLibrary::GameObjectinlinevirtual
SetInvulnurable(bool isInvulnurable=true)ShooterLibrary::Shipinlinevirtual
SetMaxHitPoints(const float hitPoints)ShooterLibrary::Shipinlineprotectedvirtual
SetPosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
SetPosition(const Vector2 &position)ShooterLibrary::GameObjectprotectedvirtual
SetSpeed(const float speed)ShooterLibrary::Shipinlineprotectedvirtual
Ship() (defined in ShooterLibrary::Ship)ShooterLibrary::Ship
ToString() constShooterLibrary::EnemyShipinlinevirtual
TranslatePosition(const float x, const float y)ShooterLibrary::GameObjectprotectedvirtual
TranslatePosition(const Vector2 &offset)ShooterLibrary::GameObjectprotectedvirtual
Update(const GameTime *pGameTime)ShooterLibrary::EnemyShipvirtual
ShooterLibrary::GameObject::Update(const GameTime *pGameTime)ShooterLibrary::GameObjectvirtual
~EnemyShip() (defined in ShooterLibrary::EnemyShip)ShooterLibrary::EnemyShipinlinevirtual
~GameObject() (defined in ShooterLibrary::GameObject)ShooterLibrary::GameObjectinlinevirtual
~Ship() (defined in ShooterLibrary::Ship)ShooterLibrary::Shipinlinevirtual