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Space Fighter
A "shmup" game for Computer Programming C++
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| CCollisionManager | Represents a collision manager that can be used to manage collisions between game objects |
| CCollisionType | Represents a type of collision |
| CKatanaEngine::Color | Represents a four-component color using red, green, blue, and alpha data |
| CExplosion | Represents an explosion animation in the game |
| ▼CKatanaEngine::Game | Base class for all games. Provides graphics initialization, game loop, and rendering code. Inherit from this class when creating your own game |
| CSpaceFighter | The main game class for the Space Fighter game |
| ▼CGameObject | Represents a game object in the game. This is the base class for all objects that can be updated, rendered, and checked for collisions |
| CProjectile | Represents a projectile that can be fired by a weapon |
| ▼CShip | Represents a ship in the game |
| ▼CEnemyShip | Represents an enemy ship |
| CBioEnemyShip | Represents an enemy ship that is biological in nature |
| CPlayerShip | Represents the player's ship |
| CKatanaEngine::GamePadButtons | Identifies whether buttons on an Xbox Controller are pressed or released |
| CKatanaEngine::GamePadDPad | Identifies which directions on the directional pad of an Xbox Controller are being pressed |
| CKatanaEngine::GamePadState | Represents specific information about the state of an Xbox Controller, including the current state of buttons and sticks |
| CKatanaEngine::GamePadThumbSticks | Structure that represents the position of left and right sticks (thumbsticks) on an Xbox Controller |
| CKatanaEngine::GamePadTriggers | Structure that defines the position of the left and right triggers on an Xbox Controller |
| CKatanaEngine::GameTime | Contains timing values for game updates and rendering |
| ▼CKatanaEngine::IAttachable | Interface for an object that can have items attached to it |
| CShip | Represents a ship in the game |
| ▼CKatanaEngine::IAttachment | Interface for a particle emitter |
| ▼CWeapon | Base class for all weapons that can be fired by a game object |
| CBlaster | Represents a blaster weapon that can be fired by a game object |
| CKatanaEngine::InputState | Handles the state of multiple player input devices |
| ▼CKatanaEngine::IParticle | Interface for a particle |
| CKatanaEngine::Particle | Instantiate a basic particle |
| ▼CKatanaEngine::IParticleInitializer | Interface for a particle initializer |
| CKatanaEngine::ParticleInitializer | Basic particle initializer |
| ▼CKatanaEngine::IParticleRenderer | Interface for a particle renderer |
| CKatanaEngine::ParticleRenderer | Basic particle updater |
| ▼CKatanaEngine::IParticleUpdater | Interface for a particle updater |
| CKatanaEngine::ParticleUpdater | Basic particle updater |
| ▼CLevel | Represents a level in the game |
| CLevel01 | The first level of the game |
| CLevel02 | The second level of the game |
| CKatanaEngine::Math | Provides commonly used floating point functions and constants |
| CKatanaEngine::MenuItem | Class for menu items contained in a MenuScreen |
| CKatanaEngine::ParticleEmitter | Class for emitting particles |
| CKatanaEngine::ParticlePool | Class that manages a pool of particles |
| CKatanaEngine::Point | Defines a point in 2D space |
| CKatanaEngine::Region | Defines a rectangular region defined by a point, height, width |
| ▼CKatanaEngine::Resource | Base class for all resource types to be managed by the ResourceManager class |
| CKatanaEngine::Animation | Represents timing and framing values for texture animations |
| CKatanaEngine::AudioSample | Represents a 2D grid of texels |
| CKatanaEngine::Font | Represents a font or true-type font |
| ▼CKatanaEngine::Texture | Represents a 2D grid of texels |
| CKatanaEngine::RenderTarget | Contains a 2D texture that can be used as a render target |
| CKatanaEngine::ResourceManager | Loads and manages the lifespan of objects from external files |
| ▼CKatanaEngine::Screen | Base class for all game screens and menus |
| CGameplayScreen | The gameplay screen for the Space Fighter Game. It is responsible for creating and loading levels |
| ▼CKatanaEngine::MenuScreen | Base class for all game menu screens |
| CMainMenuScreen | The main menu screen for the game |
| CKatanaEngine::ScreenManager | Updates, renders, and manages transitions between instances of the Screen class |
| CKatanaEngine::SpriteBatch | Enables a group of sprites to be drawn using the same settings |
| CTriggerType | Represents a type of trigger, which can be used to activate weapons |
| CKatanaEngine::Vector2 | Defines a vector with 2 components (x and y) |