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| Boss (const ReaderMapping &mapping, const std::string &sprite_name, int layer=LAYER_OBJECTS) |
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virtual void | boss_update (float dt_sec) |
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virtual void | draw (DrawingContext &context) override |
| Called when the badguy is drawn. More...
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void | draw_hit_points (DrawingContext &context) |
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virtual ObjectSettings | get_settings () override |
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virtual GameObjectClasses | get_class_types () const override |
| List notable classes in inheritance hierarchy of class. More...
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virtual bool | is_flammable () const override |
| Returns whether to call ignite() when a badguy gets hit by a fire bullet.
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virtual bool | is_freezable () const override |
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| BadGuy (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite", const std::string &ice_sprite_name="images/creatures/overlays/iceoverlay/iceoverlay.sprite") |
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| BadGuy (const Vector &pos, Direction direction, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite", const std::string &ice_sprite_name="images/creatures/overlays/iceoverlay/iceoverlay.sprite") |
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| BadGuy (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite", const std::string &ice_sprite_name="images/creatures/overlays/iceoverlay/iceoverlay.sprite") |
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| BadGuy (const ReaderMapping &reader, const std::string &sprite_name, Direction default_direction, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite", const std::string &ice_sprite_name="images/creatures/overlays/iceoverlay/iceoverlay.sprite") |
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virtual void | update (float dt_sec) override |
| Called each frame. More...
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virtual std::string | get_class_name () const override |
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virtual std::string | get_exposed_class_name () const override |
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virtual std::string | get_display_name () const override |
| Returns the display name of the object, translated to the user's locale.
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virtual std::string | get_overlay_size () const |
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virtual void | after_editor_set () override |
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virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
| Called when a collision with another object occurred. More...
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virtual void | collision_tile (uint32_t tile_attributes) override |
| Called when a collision with tile with special attributes occurred.
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virtual void | kill_fall () |
| Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned upside-down)
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virtual void | run_dead_script () |
| Call this, if you use custom kill_fall() or kill_squashed(GameObject& object)
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virtual bool | can_break () const |
| True if this badguy can break bricks or open bonusblocks in his current form. More...
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Vector | get_start_position () const |
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void | set_start_position (const Vector &vec) |
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virtual void | grab (MovingObject &object, const Vector &pos, Direction dir) override |
| called each frame when the object has been grabbed. More...
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virtual void | ungrab (MovingObject &object, Direction dir) override |
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virtual bool | is_portable () const override |
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virtual void | ignite () |
| Kills the badguy by igniting it.
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virtual void | extinguish () |
| Called to revert a badguy when is_ignited() returns true.
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bool | is_ignited () const |
| Returns whether this badguys is currently on fire.
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virtual void | freeze () |
| Called when hit by an ice bullet, and is_freezable() returns true. More...
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virtual void | unfreeze (bool melt=true) |
| Called to unfreeze the badguy. More...
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virtual bool | is_hurtable () const |
| Return true if this badguy can be hurt by tiles with the attribute "hurts".
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virtual bool | is_snipable () const |
| Can enemy be sniped by sliding or swimboosting Tux? Returns false if enemy is spiky or too large.
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virtual bool | always_active () const |
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bool | is_frozen () const |
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bool | is_in_water () const |
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virtual std::string | get_water_sprite () const |
| Get melting particle sprite filename.
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virtual bool | can_be_affected_by_wind () const |
| Returns true if the badguy can currently be affected by wind.
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virtual void | add_wind_velocity (const Vector &velocity, const Vector &end_speed) |
| Adds velocity from wind.
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Physic & | get_physic () |
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| MovingSprite (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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virtual void | on_type_change (int old_type) override |
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virtual int | get_layer () const override |
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bool | has_found_sprite () const |
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const std::string & | get_sprite_name () const |
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virtual std::string | get_default_sprite_name () const |
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bool | matches_sprite (const std::string &sprite_file) const |
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bool | change_sprite (const std::string &new_sprite_name) |
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void | spawn_explosion_sprites (int count, const std::string &sprite_path) |
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Sprite * | get_sprite () const |
| Get various sprite properties. More...
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std::string | get_action () const |
| Returns the name of the current action of the sprite.
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void | set_action (const std::string &name) |
| Sets the current action of the sprite and resizes the bounding box. More...
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void | set_action_loops (const std::string &name, int loops) |
| Sets the current action of the sprite, as well as the number of times it should loop, and resizes the bounding box. More...
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void | set_action (const std::string &name, int loops) |
| Sets the action from an action name, as well as the number of times it should loop. More...
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void | set_action (const std::string &name, const Direction &dir, int loops=-1) |
| Sets the action from an action name and a particular direction in the form of "name-direction", eg. More...
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void | set_action (const Direction &dir, const std::string &name, int loops=-1) |
| Sets the action from an action name and a particular direction in the form of "direction-name", eg. More...
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void | set_action (const Direction &dir, int loops=-1) |
| Sets the action from a string from a particular direction in the form of "direction", e.g. More...
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void | set_action_centered (const std::string &action, int loops=-1) |
| Set new action for sprite and re-center bounding box. More...
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void | set_action (const std::string &action, int loops, AnchorPoint anchorPoint) |
| Set new action for sprite and align bounding boxes at anchorPoint. More...
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| MovingObject (const ReaderMapping &reader) |
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virtual bool | collides (GameObject &, const CollisionHit &) const override |
| when 2 objects collided, we will first call the collision functions of both objects that can decide on how to react to the collision. More...
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virtual void | set_pos (const Vector &pos) |
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virtual void | move_to (const Vector &pos) |
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virtual void | move (const Vector &dist) |
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virtual bool | listener_is_valid () const override |
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Vector | get_pos () const |
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const Rectf & | get_bbox () const |
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const Vector & | get_movement () const |
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CollisionGroup | get_group () const |
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CollisionObject * | get_collision_object () |
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const CollisionObject * | get_collision_object () const |
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void | set_parent_dispenser (Dispenser *dispenser) |
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Dispenser * | get_parent_dispenser () const |
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virtual void | editor_select () override |
| The user clicked on the object in the editor and selected it.
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float | get_x () const |
| Returns the object's X coordinate.
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float | get_y () const |
| Returns the object's Y coordinate.
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void | set_pos (float x, float y) |
| Sets the position of the object. More...
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void | move (float x, float y) |
| Moves the object by ""x"" units to the right and ""y"" down, relative to its current position. More...
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float | get_width () const |
| Returns the object's hitbox width.
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float | get_height () const |
| Returns the object's hitbox height.
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| GameObject (const std::string &name) |
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| GameObject (const ReaderMapping &reader) |
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virtual void | finish_construction () |
| Called after all objects have been added to the Sector and the Sector is fully constructed. More...
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UID | get_uid () const |
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virtual void | save (Writer &writer) |
| This function saves the object. More...
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std::string | save () |
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virtual std::vector< std::string > | get_patches () const |
| Version checking/updating, patch information.
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virtual void | update_version () |
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int | get_version () const |
| Returns the current version of the object.
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int | get_latest_version () const |
| Returns the latest version of the object.
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bool | is_up_to_date () const |
| Checks whether the object's current version is equal to its latest one.
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virtual bool | is_singleton () const |
| If true only a single object of this type is allowed in a given GameObjectManager.
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virtual bool | has_variable_size () const |
| Does this object have variable size (secret area trigger, wind, etc.)
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virtual bool | is_saveable () const |
| Indicates if the object will be saved. More...
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virtual bool | track_state () const |
| Indicates if the object's state should be tracked. More...
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virtual bool | has_object_manager_priority () const |
| Indicates if the object should be added at the beginning of the object list. More...
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virtual bool | has_settings () const |
| Indicates if get_settings() is implemented. More...
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virtual GameObjectTypes | get_types () const |
| Get all types of the object, if available. More...
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int | get_type () const |
| Returns the type index of the object.
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virtual void | remove_me () |
| schedules this object to be removed at the end of the frame
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bool | is_valid () const |
| returns true if the object is not scheduled to be removed yet
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void | add_remove_listener (ObjectRemoveListener *listener) |
| registers a remove listener which will be called if the object gets removed/destroyed
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void | del_remove_listener (ObjectRemoveListener *listener) |
| unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
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void | set_name (const std::string &name) |
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const std::string & | get_name () const |
| Returns the name of the object.
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virtual const std::string | get_icon_path () const |
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virtual void | stop_looping_sounds () |
| stops all looping sounds
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virtual void | play_looping_sounds () |
| continues all looping sounds
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template<typename T > |
T * | get_component () |
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void | add_component (std::unique_ptr< GameObjectComponent > component) |
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void | remove_component (GameObjectComponent *component) |
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virtual void | save_state () |
| Save/check the current state of the object. More...
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virtual void | check_state () |
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virtual void | editor_delete () |
| The editor requested the deletion of the object.
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virtual void | editor_deselect () |
| The object got deselected.
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virtual void | editor_update () |
| Called each frame in the editor, used to keep linked objects together (e.g. More...
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GameObjectManager * | get_parent () const |
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virtual MovingObject * | get_owner () const |
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virtual bool | is_grabbed () const |
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virtual bool | is_hampering () const |
| Is the object so heavy/bulky/fragile that Tux can't run while carrying it?
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static void | register_class (ssq::VM &vm) |
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static std::string | class_name () |
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static std::string | display_name () |
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static void | register_class (ssq::VM &vm) |
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static std::string | class_name () |
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static void | register_class (ssq::VM &vm) |
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static std::string | class_name () |
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static void | register_class (ssq::VM &vm) |
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bool | m_countMe |
| Count this badguy to the statistics? This value should not be changed during runtime. More...
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enum | State {
STATE_INIT,
STATE_INACTIVE,
STATE_ACTIVE,
STATE_SQUISHED,
STATE_FALLING,
STATE_BURNING,
STATE_MELTING,
STATE_GROUND_MELTING,
STATE_INSIDE_MELTING,
STATE_GEAR
} |
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enum | TypeChange { INITIAL = -1
} |
| When the type has been changed from the editor. More...
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virtual HitResponse | collision_player (Player &player, const CollisionHit &hit) |
| Called when the badguy collided with a player.
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virtual void | collision_solid (const CollisionHit &hit) override |
| Called when the badguy collided with solid ground.
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virtual void | on_flip (float height) override |
| When level is flipped vertically.
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virtual HitResponse | collision_badguy (BadGuy &other, const CollisionHit &hit) |
| Called when the badguy collided with another badguy.
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virtual bool | collision_squished (GameObject &object) |
| Called when the player hit the badguy from above. More...
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virtual HitResponse | collision_bullet (Bullet &bullet, const CollisionHit &hit) |
| Called when the badguy collided with a bullet.
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virtual void | active_update (float dt_sec) |
| called each frame when the badguy is activated. More...
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virtual void | inactive_update (float dt_sec) |
| called each frame when the badguy is not activated. More...
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virtual void | initialize () |
| called immediately before the first call to initialize
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virtual void | activate () |
| called when the badguy has been activated. More...
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virtual void | deactivate () |
| called when the badguy has been deactivated
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virtual std::vector< Direction > | get_allowed_directions () const |
| Returns a vector of directions the badguy can be set to. More...
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void | kill_squished (GameObject &object) |
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void | set_state (State state) |
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State | get_state () const |
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bool | check_state_timer () |
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Player * | get_nearest_player () const |
| returns a pointer to the nearest player or 0 if no player is available
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bool | is_offscreen () const |
| initial position of the enemy. More...
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bool | might_fall (int height=1) const |
| Returns true if we might soon fall at least height pixels. More...
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void | update_on_ground_flag (const CollisionHit &hit) |
| Update on_ground_flag judging by solid collision hit . More...
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bool | on_ground () const |
| Returns true if we touched ground in the past frame This only works if update_on_ground_flag() gets called in collision_solid. More...
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Vector | get_floor_normal () const |
| Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above. More...
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bool | is_active () const |
| Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
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void | set_colgroup_active (CollisionGroup group) |
| changes colgroup_active. More...
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virtual void | update_hitbox () |
| Update hitbox, based on sprite. More...
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void | set_group (CollisionGroup group) |
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void | parse_type (const ReaderMapping &reader) |
| Parse object type. More...
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int | type_id_to_value (const std::string &id) const |
| Conversion between type ID and value. More...
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std::string | type_value_to_id (int value) const |
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