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Arcade Shooter
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Base class for all shooter levels. More...
#include <Level.h>
Public Member Functions | |
| virtual void | LoadContent (ResourceManager *pResourceManager) |
| Called when resources need to be loaded. More... | |
| virtual void | UnloadContent () |
| Called when resources need to be unloaded. Override this method to unload any game-specific resources. | |
| 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 | AddGameObject (GameObject *pGameObject) |
| Adds a game object so it can be managed by the level. More... | |
| virtual void | Complete () |
| Should be called when the victory conditions are met for the level. | |
| virtual void | UpdateSectorPosition (GameObject *pGameObject) |
| Updates an object's position on the sector grid. More... | |
| template<typename T > | |
| T * | GetClosestObject (const Vector2 position, const float range) |
| Get the closest active game object of a specific type. More... | |
Protected Member Functions | |
| virtual void | InitializeCollisionManager () |
| Initailizes the level's default CollisionManager. | |
| virtual CollisionManager * | GetCollisionManager () |
| Gets the CollisionManager for testing collisions between game objects. More... | |
| virtual ParticleManager * | GetParticleManager () const =0 |
| Gets the ParticleManager for loading the level's resources. More... | |
| virtual void | AddProjectilePool (ProjectilePool *pProjectilePool) |
| Adds a pool of projectiles to the level. More... | |
| virtual void | SetBackground (Background *pBackground) |
| Sets the background object for the level. More... | |
Base class for all shooter levels.
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inlinevirtual |
Adds a game object so it can be managed by the level.
| pGameObject | A pointer to the GameObject that will be added to the level. |
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inlineprotectedvirtual |
Adds a pool of projectiles to the level.
| pProjectilePool | The pool to add. |
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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. |
Reimplemented in Sample::Level.
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inline |
Get the closest active game object of a specific type.
| position | The position from which to determine the closest object. |
| range | The maximum distance to allow the search to return an object. If the range is negative or zero, the diagonal screen size is used. |
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inlineprotectedvirtual |
Gets the CollisionManager for testing collisions between game objects.
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protectedpure virtual |
Gets the ParticleManager for loading the level's resources.
Implemented in Sample::Level.
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virtual |
Called when resources need to be loaded.
| pResourceManager | The game's resource manager, used for loading and managing game resources. |
Reimplemented in Sample::Level, and Sample::Level01.
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inlineprotectedvirtual |
Sets the background object for the level.
| pBackground | The level's background. |
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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. |
Reimplemented in Sample::Level.
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virtual |
Updates an object's position on the sector grid.
| pGameObject | The game object who's position will be updated. |
1.8.13