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Space Fighter
A "shmup" game for Computer Programming C++
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Katana Engine is a library of classes, interfaces, and value types that provides a foundation for developing two-dimensional games in C++. More...
Classes | |
| class | Animation |
| Represents timing and framing values for texture animations. More... | |
| class | AudioSample |
| Represents a 2D grid of texels. More... | |
| class | Color |
| Represents a four-component color using red, green, blue, and alpha data. More... | |
| class | Font |
| Represents a font or true-type font. More... | |
| class | Game |
| Base class for all games. Provides graphics initialization, game loop, and rendering code. Inherit from this class when creating your own game. More... | |
| struct | GamePadButtons |
| Identifies whether buttons on an Xbox Controller are pressed or released. More... | |
| struct | GamePadDPad |
| Identifies which directions on the directional pad of an Xbox Controller are being pressed. More... | |
| struct | GamePadState |
| Represents specific information about the state of an Xbox Controller, including the current state of buttons and sticks. More... | |
| struct | GamePadThumbSticks |
| Structure that represents the position of left and right sticks (thumbsticks) on an Xbox Controller. More... | |
| struct | GamePadTriggers |
| Structure that defines the position of the left and right triggers on an Xbox Controller. More... | |
| class | GameTime |
| Contains timing values for game updates and rendering. More... | |
| class | IAttachable |
| Interface for an object that can have items attached to it. More... | |
| class | IAttachment |
| Interface for a particle emitter. More... | |
| class | InputState |
| Handles the state of multiple player input devices. More... | |
| class | IParticle |
| Interface for a particle. More... | |
| class | IParticleInitializer |
| Interface for a particle initializer. More... | |
| class | IParticleRenderer |
| Interface for a particle renderer. More... | |
| class | IParticleUpdater |
| Interface for a particle updater. More... | |
| class | Math |
| Provides commonly used floating point functions and constants. More... | |
| class | MenuItem |
| Class for menu items contained in a MenuScreen. More... | |
| class | MenuScreen |
| Base class for all game menu screens. More... | |
| class | Particle |
| Instantiate a basic particle. More... | |
| class | ParticleEmitter |
| Class for emitting particles. More... | |
| class | ParticleInitializer |
| Basic particle initializer. More... | |
| class | ParticlePool |
| Class that manages a pool of particles. More... | |
| class | ParticleRenderer |
| Basic particle updater. More... | |
| class | ParticleUpdater |
| Basic particle updater. More... | |
| class | Point |
| Defines a point in 2D space. More... | |
| class | Region |
| Defines a rectangular region defined by a point, height, width. More... | |
| class | RenderTarget |
| Contains a 2D texture that can be used as a render target. More... | |
| class | Resource |
| Base class for all resource types to be managed by the ResourceManager class. More... | |
| class | ResourceManager |
| Loads and manages the lifespan of objects from external files. More... | |
| class | Screen |
| Base class for all game screens and menus. More... | |
| class | ScreenManager |
| Updates, renders, and manages transitions between instances of the Screen class. More... | |
| class | SpriteBatch |
| Enables a group of sprites to be drawn using the same settings. More... | |
| class | Texture |
| Represents a 2D grid of texels. More... | |
| class | Vector2 |
| Defines a vector with 2 components (x and y). More... | |
Typedefs | |
| typedef void(* | OnSelect) (MenuScreen *pMenuScreen) |
| Callback function for when a menu item is selected. | |
| typedef void(* | OnExit) (Screen *pScreen) |
| Callback function for when Exit() is called on a screen and it begins to transition out. | |
| typedef void(* | OnRemove) (Screen *pScreen) |
| Callback function for when a screen has completely exited and is about to be removed by the screen manager. | |
Enumerations | |
| enum class | ButtonState { PRESSED , RELEASED } |
| Defines the possible states of a Button. More... | |
| enum class | Button { A , B , X , Y , START , BACK , LEFT_STICK , LEFT_SHOULDER , RIGHT_STICK , RIGHT_SHOULDER , DPAD_UP , DPAD_DOWN , DPAD_LEFT , DPAD_RIGHT } |
| Defines the buttons for an Xbox Controller. More... | |
| enum class | Key { A = 1 , B , C , D , E , F , G , H , I , J , K , L , M , N , O , P , Q , R , S , T , U , V , W , X , Y , Z , NUM_0 , NUM_1 , NUM_2 , NUM_3 , NUM_4 , NUM_5 , NUM_6 , NUM_7 , NUM_8 , NUM_9 , PAD_0 , PAD_1 , PAD_2 , PAD_3 , PAD_4 , PAD_5 , PAD_6 , PAD_7 , PAD_8 , PAD_9 , F1 = 47 , F2 , F3 , F4 , F5 , F6 , F7 , F8 , F9 , F10 , F11 , F12 , ESCAPE = 59 , TILDE , MINUS , EQUALS , BACKSPACE , TAB , OPENBRACE , CLOSEBRACE , ENTER , SEMICOLON , QUOTE , BACKSLASH , BACKSLASH2 , COMMA , FULLSTOP , SLASH , SPACE , INSERT = 76 , DELETE , HOME , END , PGUP , PGDN , Left , Right , UP , DOWN , PAD_SLASH = 86 , PAD_ASTERISK , PAD_MINUS , PAD_PLUS , PAD_DELETE , PAD_ENTER , PRINTSCREEN = 92 , PAUSE , LSHIFT = 215 , RSHIFT , LCTRL , RCTRL , ALT , ALTGR , LWIN , RWIN , MENU , SCROLLLOCK , NUMLOCK , CAPSLOCK , MAX } |
| Defines the keys on a keyboard. More... | |
| enum class | MouseButton { Left = 1 , Right , Center , BACK , FORWARD } |
| Defines the buttons for a mouse. More... | |
| enum class | TextAlign { Left , Center , Right } |
| Defines the states for text alignment. More... | |
| enum class | SpriteSortMode { BackToFront , Deferred , FrontToBack , Immediate , Texture } |
| Defines the methods for sorting sprites before rendering. More... | |
| enum class | BlendState { Alpha , Additive } |
| Defines the way in which textures blending will be calculated. More... | |
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for developing two-dimensional games in C++.
| typedef void(* KatanaEngine::OnExit) (Screen *pScreen) |
Callback function for when Exit() is called on a screen and it begins to transition out.
| typedef void(* KatanaEngine::OnRemove) (Screen *pScreen) |
Callback function for when a screen has completely exited and is about to be removed by the screen manager.
| typedef void(* KatanaEngine::OnSelect) (MenuScreen *pMenuScreen) |
Callback function for when a menu item is selected.
Definition at line 24 of file MenuItem.h.
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Defines the way in which textures blending will be calculated.
| Enumerator | |
|---|---|
| Alpha | Textures will be blended using premultiplied alpha blending. |
| Additive | Textures will be blended using additive blending. |
Definition at line 40 of file SpriteBatch.h.
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Defines the buttons for an Xbox Controller.
| Enumerator | |
|---|---|
| A | Represents the A Button on an Xbox Controller. |
| B | Represents the B Button on an Xbox Controller. |
| X | Represents the X Button on an Xbox Controller. |
| Y | Represents the Y Button on an Xbox Controller. |
| START | Represents the start Button on an Xbox Controller. |
| BACK | Represents the back Button on an Xbox Controller. |
| LEFT_STICK | Represents the left GamePadThumbstick on an Xbox Controller. |
| LEFT_SHOULDER | Represents the left shoulder Button on an Xbox Controller. |
| RIGHT_STICK | Represents the right GamePadThumbstick on an Xbox Controller. |
| RIGHT_SHOULDER | Represents the right shoulder Button on an Xbox Controller. |
| DPAD_UP | Represents the up section of the GamePadDPad on an Xbox Controller. |
| DPAD_DOWN | Represents the down section of the GamePadDPad on an Xbox Controller. |
| DPAD_LEFT | Represents the left section of the GamePadDPad on an Xbox Controller. |
| DPAD_RIGHT | Represents the right section of the GamePadDPad on an Xbox Controller. |
Definition at line 39 of file GamePadState.h.
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Defines the possible states of a Button.
| Enumerator | |
|---|---|
| PRESSED | Represents the pressed state of a Button. |
| RELEASED | Represents the released state of a Button. |
Definition at line 26 of file GamePadState.h.
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Defines the keys on a keyboard.
Definition at line 21 of file KeyState.h.
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Defines the buttons for a mouse.
Definition at line 21 of file MouseState.h.
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Defines the methods for sorting sprites before rendering.
Definition at line 30 of file SpriteBatch.h.
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Defines the states for text alignment.
| Enumerator | |
|---|---|
| Left | Align the text to the left. |
| Center | Align the text to the center. |
| Right | Align the text to the right. |
Definition at line 20 of file SpriteBatch.h.