Dauphine  0.1
A platforming/stealth game in a medieval fantasy setting, developed with SDL2.
Public Member Functions | Private Attributes | List of all members
GStateSplash Class Reference

The state for the initial splash screen. More...

#include <GStateSplash.h>

Public Member Functions

 GStateSplash ()
 The constructor. More...
 
virtual ~GStateSplash ()
 The destructor.
 
virtual void load ()
 Loads the level. More...
 
virtual void update (const double dt_)
 Updates the objects within the StateGame. More...
 
virtual void unload ()
 Unloads everything that was loaded. More...
 
virtual void render ()
 Renders the state. More...
 
- Public Member Functions inherited from StateGame
virtual ~StateGame ()
 The destructor.
 
void addEntity (Entity *const entity)
 Adds an entity to the vector.
 
void cleanEntities ()
 Deletes all the entities inside the vector.
 

Private Attributes

int current
 Determines which is the current splash image. More...
 
double passedTime
 The time already elapsed since the beggining of the splash. More...
 
double lifeTime
 The amount of time the splash will be shown. More...
 
Spriteimages [NUMBER_OF_SPLASH_IMAGES]
 Contains all the splash images. More...
 
double ix
 

Additional Inherited Members

- Protected Attributes inherited from StateGame
std::vector< Entity * > entities
 List of all the entities in the state. More...
 

Detailed Description

The state for the initial splash screen.

Game state that will contain the initial splash images, before the main menu state is called.

Constructor & Destructor Documentation

GStateSplash::GStateSplash ( )

The constructor.

Initializes all the attributes.

Member Function Documentation

void GStateSplash::load ( )
virtual

Loads the level.

From the Splash.lua script, loads all the necessary objects.

Implements StateGame.

void GStateSplash::render ( )
virtual

Renders the state.

Always renders on 0,0 position.

See Also
Sprite::render

Implements StateGame.

void GStateSplash::unload ( )
virtual

Unloads everything that was loaded.

See Also
GStateSplash::load

Implements StateGame.

void GStateSplash::update ( const double  dt_)
virtual

Updates the objects within the StateGame.

Parameters
dt_: Delta time. Time elapsed between one frame and the other.

Implements StateGame.

Member Data Documentation

int GStateSplash::current
private

Determines which is the current splash image.

Sprite* GStateSplash::images[NUMBER_OF_SPLASH_IMAGES]
private

Contains all the splash images.

double GStateSplash::lifeTime
private

The amount of time the splash will be shown.

double GStateSplash::passedTime
private

The time already elapsed since the beggining of the splash.


The documentation for this class was generated from the following files: