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Signals | Public Member Functions | Properties | List of all members
SinglePlayerHud Class Reference

Overlays the screen during single player play and provides additional information for the game. More...

Inheritance diagram for SinglePlayerHud:
UiComponent KeyNavFocusArea

Signals

void pauseMenuRequested ()
 Emitted when the pause menu is opened. 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 score)
 Notifies the HUD that the player's score changed. More...
 
void onLevelChanged (levelName, int completionThreshold, int activationThreshold)
 Notifies the HUD that the level has changed. More...
 
void reset ()
 Resets the HUD. 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...
 

Properties

SinglePlayerFillBar fillBar
 SinglePlayerFillBar that tracks game progress. More...
 
- 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 single player play and provides additional information for the game.

Member Function Documentation

void SinglePlayerHud::onLevelChanged ( levelName  ,
int  completionThreshold,
int  activationThreshold 
)

Notifies the HUD that the level has changed.

Parameters
completionThresholdNew capacity of the gauge
activationThresholdNew activation threshold of the gauge
void SinglePlayerHud::onPlayerScoreChanged ( int  score)

Notifies the HUD that the player's score changed.

Parameters
scoreUpdated score of the player
void SinglePlayerHud::pauseMenuRequested ( )
signal

Emitted when the pause menu is opened.

void SinglePlayerHud::reset ( )

Resets the HUD.

Property Documentation

SinglePlayerFillBar SinglePlayerHud::fillBar

SinglePlayerFillBar that tracks game progress.