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Signals | Public Member Functions | List of all members
MultiPlayerHud Class Reference

Overlays the screen during multiplayer play and provides information on game progress. More...

Inheritance diagram for MultiPlayerHud:
UiComponent KeyNavFocusArea

Signals

void pauseMenuRequested ()
 Emitted when the pause menu is requested. More...
 
- Signals inherited from UiComponent
void showCompleted ()
 Emitted when the UiComponent has completely shown. More...
 
void hideCompleted ()
 Emitted when the UiComponent has completely hidden. More...
 
- Signals inherited from KeyNavFocusArea
void pressed ()
 Emitted when this area receives a button press. More...
 
void released ()
 Emitted when this area receives a button release. More...
 
void escaped ()
 Emitted when a back navigation event occurs. More...
 

Public Member Functions

void onPlayerScoreChanged (int playerId, int score)
 Updates the gauge of the player when their score changes. More...
 
void onLevelChanged (int completionThreshold)
 Resets the all gauges and sets their new capacity. More...
 
void setPlayerActivation (int playerId, bool active)
 Called to either show or hide a player gauge. More...
 
- Public Member Functions inherited from UiComponent
void show (int time)
 Shows the UiComponent over time milliseconds. More...
 
void hide (int time)
 Hides the UiComponent over time milliseconds. More...
 

Additional Inherited Members

- Properties inherited from UiComponent
string showState
 State transitioned to when show() is called. More...
 
string hideState
 State transitioned to when hide() is called. More...
 
int showDuration
 Time, in milliseconds, that the UiComponent takes to show. More...
 
int hideDuration
 Time, in milliseconds, that the UiComponent takes to hide. More...
 
bool showing
 Whether or not the UiComponent is shown or is transitioning to the showState. More...
 
bool shouldGainFocus
 Whether or not the UiComponent should gain focus when shown. More...
 
Item returnFocusTo
 Item that the component returns focus to if this UiComponent gained focus previously. More...
 
- Properties inherited from KeyNavFocusArea
Item focusUp
 Item to transfer focus to upon an "up" press. More...
 
Item focusDown
 Item to transfer focus to upon an "down" press. More...
 
Item focusLeft
 Item to transfer focus to upon an "left" press. More...
 
Item focusRight
 Item to transfer focus to upon an "right" press. More...
 
bool captureBackNavigation
 Whether or not the back button event is handled. More...
 
int backNavigationMode
 Mode that determines what keys behave as back buttons. More...
 

Detailed Description

Overlays the screen during multiplayer play and provides information on game progress.

The MultiPlayerHud reveals and colors a SimpleFillBar for each player that drops into a multiplayer game. Additionally, a Toast will appear if less than two players have joined and instruct players how to set up a local multiplayer session.

Member Function Documentation

void MultiPlayerHud::onLevelChanged ( int  completionThreshold)

Resets the all gauges and sets their new capacity.

Parameters
completionThresholdNew capacity of the gauge
void MultiPlayerHud::onPlayerScoreChanged ( int  playerId,
int  score 
)

Updates the gauge of the player when their score changes.

Parameters
playerIdId of the player whose score changed
scoreUpdated score of the player
void MultiPlayerHud::pauseMenuRequested ( )
signal

Emitted when the pause menu is requested.

void MultiPlayerHud::setPlayerActivation ( int  playerId,
bool  active 
)

Called to either show or hide a player gauge.

Parameters
playerIdId of the player whose gauge needs updating
activeWhether or not that gauge should be shown