Sky Zone Omega - PC Version
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EA_FlamingArrow.h
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1 #pragma once
2 
3 #include <SDL.h>
4 #include "EA_Arrow.h"
5 #include "../../Core/C_Vec2.h"
6 #include "../../ParticleSystem/PS_ParticleEffect.h"
7 
12 class EA_FlamingArrow : public EA_Arrow
13 {
14 public:
27  SDL_Colour minTint, SDL_Colour maxTint, float* universalSpeed);
28 
33 
38  void update(float dt);
39 
44  void draw(SDL_Renderer* renderer);
45 
46 private:
51 };
void update(float dt)
A function that updates the FlamingArrow.
Definition: EA_FlamingArrow.cpp:16
Handles Particle objects and Particle Effect functions.
Definition: PS_ParticleEffect.h:19
C_Vec2 dimensions
The dimensions of the Entity.
Definition: EB_Entity.h:94
PS_ParticleEffect * fireEffect
The fire particle effect.
Definition: EA_FlamingArrow.h:50
Contains the Vec2 structure with functions and overloaded operators.
Definition: C_Vec2.h:7
EA_FlamingArrow(C_Texture *sprite, C_Texture *fireSprite, C_Vec2 pos, C_Vec2 dimensions, C_Vec2 screenDimensions, SDL_Colour minTint, SDL_Colour maxTint, float *universalSpeed)
Constructs the FlamingArrow object.
Definition: EA_FlamingArrow.cpp:3
Contains the data and functions for the Arrow.
Definition: EA_Arrow.h:11
C_Vec2 screenDimensions
The screen dimensions.
Definition: EA_FlamingArrow.h:48
C_Vec2 pos
The position of the Entity.
Definition: EB_Entity.h:92
Contains the data and functions for the FlamingArrow.
Definition: EA_FlamingArrow.h:12
C_Texture * sprite
A pointer to the Entity Texture.
Definition: EB_Entity.h:90
void draw(SDL_Renderer *renderer)
A function that draws the FlammingArrow to the screen.
Definition: EA_FlamingArrow.cpp:33
float * universalSpeed
A pointer for the universal speed of the game.
Definition: EB_Entity.h:98
~EA_FlamingArrow()
Destructs the FlamingArrow object.
Definition: EA_FlamingArrow.cpp:10
Creates a Texture for use with a renderer.
Definition: C_Texture.h:13