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Arcade Shooter
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Base class for all projectile types. More...
#include <Projectile.h>
Public Member Functions | |
| virtual void | Update (const GameTime *pGameTime) |
| Called when the game determines it is time to draw a frame. 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, bool wasShotByPlayer=true) |
| Activates the projectile. More... | |
| virtual float | GetDamage () const |
| Gets the damage of the projectile. More... | |
| virtual std::string | ToString () const |
| Gets a string representation of the projectile. More... | |
| virtual CollisionType | GetCollisionType () const |
| Gets the collision type mask. More... | |
| virtual bool | IsDrawnByLevel () const |
| Determines if the level should draw the projectile. More... | |
| virtual void | SetManualDraw (const bool drawManually=true) |
| Sets if the level should draw the projectile. 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... | |
Static Public Member Functions | |
| static void | SetTexture (Texture *pTexture) |
| Sets the texture of the player ship. 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... | |
Protected Member Functions | |
| virtual void | SetSpeed (const float speed) |
| Sets the speed of the projectile. More... | |
| virtual void | SetDamage (const float damage) |
| Sets the amount of damage the projectile inflicts. More... | |
| virtual void | SetDirection (const Vector2 direction) |
| Sets the direction of the projectile. More... | |
| virtual float | GetSpeed () const |
| Gets the speed of the projectile in pixels per second. More... | |
| virtual Vector2 & | GetDirection () |
| Gets the direction of the projectile. More... | |
| virtual bool | WasShotByPlayer () const |
| Determines if the projectile was shot by a player. More... | |
| virtual CollisionType | GetProjectileType () const |
| Gets the collision type mask for the projectile. More... | |
| virtual std::string | GetProjectileTypeString () const |
| Gets a string representation of the projectile. More... | |
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... | |
Base class for all projectile types.
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virtual |
Activates the projectile.
| position | The starting position of the projectile. |
| wasShotByPlayer | Indicates if the player fired the projectile. |
Reimplemented in Sample::Missile.
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Called when the game determines it is time to draw a frame.
| pSpriteBatch | The game's sprite batch, used for rendering. |
Reimplemented in Sample::Missile.
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Gets the collision type mask.
Implements ShooterLibrary::GameObject.
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inlinevirtual |
Gets the damage of the projectile.
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inlineprotectedvirtual |
Gets the direction of the projectile.
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inlineprotectedvirtual |
Gets the collision type mask for the projectile.
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inlineprotectedvirtual |
Gets a string representation of the projectile.
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inlineprotectedvirtual |
Gets the speed of the projectile in pixels per second.
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inlinevirtual |
Determines if the level should draw the projectile.
Reimplemented from ShooterLibrary::GameObject.
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inlineprotectedvirtual |
Sets the amount of damage the projectile inflicts.
| damage | The damage that the projectile inflicts. |
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inlineprotectedvirtual |
Sets the direction of the projectile.
| direction | The normalized direction vector. |
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inlinevirtual |
Sets if the level should draw the projectile.
| drawManually | True should be passed if you want to manually render the projectile. False if you want the level to be responsible. |
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inlineprotectedvirtual |
Sets the speed of the projectile.
| speed | The desired speed in pixels per second. |
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inlinestatic |
Sets the texture of the player ship.
| pTexture | A pointer to the texture resource. |
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virtual |
Gets a string representation of the projectile.
Implements ShooterLibrary::GameObject.
Reimplemented in Sample::Missile.
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virtual |
Called when the game determines it is time to draw a frame.
| pGameTime | Timing values including time since last update. |
Reimplemented in Sample::Missile.
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inlineprotectedvirtual |
Determines if the projectile was shot by a player.
1.8.13