supertux
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Public Member Functions | |
Coin (const Vector &pos, bool count_stats=true, const std::string &sprite_path="images/objects/coin/coin.sprite") | |
Coin (const ReaderMapping &reader, bool count_stats=true) | |
virtual void | finish_construction () override |
Called after all objects have been added to the Sector and the Sector is fully constructed. More... | |
virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
this function is called when the object collided with any other object | |
virtual void | update (float dt_sec) override |
This function is called once per frame and allows the object to update it's state. More... | |
virtual std::string | get_class_name () const override |
virtual std::string | get_display_name () const override |
Returns the display name of the object, translated to the user's locale. | |
virtual GameObjectClasses | get_class_types () const override |
List notable classes in inheritance hierarchy of class. More... | |
virtual ObjectSettings | get_settings () override |
GameObjectTypes | get_types () const override |
Get all types of the object, if available. More... | |
std::string | get_default_sprite_name () const override |
virtual void | after_editor_set () override |
virtual void | editor_update () override |
Called each frame in the editor, used to keep linked objects together (e.g. More... | |
void | save_state () override |
Save/check the current state of the object. More... | |
void | check_state () override |
virtual void | move_to (const Vector &pos) override |
virtual void | on_flip (float height) override |
When level is flipped vertically. | |
void | collect () |
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MovingSprite (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
MovingSprite (const ReaderMapping &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
MovingSprite (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
MovingSprite (const ReaderMapping &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
virtual void | draw (DrawingContext &context) override |
The GameObject should draw itself onto the provided DrawingContext if this function is called. More... | |
virtual std::string | get_exposed_class_name () const override |
virtual void | on_type_change (int old_type) override |
virtual int | get_layer () const override |
bool | has_found_sprite () const |
const std::string & | get_sprite_name () const |
bool | matches_sprite (const std::string &sprite_file) const |
bool | change_sprite (const std::string &new_sprite_name) |
void | spawn_explosion_sprites (int count, const std::string &sprite_path) |
Sprite * | get_sprite () const |
Get various sprite properties. More... | |
std::string | get_action () const |
Returns the name of the current action of the sprite. | |
void | set_action (const std::string &name) |
Sets the current action of the sprite and resizes the bounding box. More... | |
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... | |
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... | |
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... | |
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... | |
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... | |
void | set_action_centered (const std::string &action, int loops=-1) |
Set new action for sprite and re-center bounding box. More... | |
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) | |
virtual void | collision_solid (const CollisionHit &) override |
this function is called when the object collided with something solid | |
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... | |
virtual void | collision_tile (uint32_t) override |
called when tiles with special attributes have been touched | |
virtual void | set_pos (const Vector &pos) |
virtual void | move (const Vector &dist) |
virtual bool | listener_is_valid () const override |
Vector | get_pos () const |
const Rectf & | get_bbox () const |
const Vector & | get_movement () const |
CollisionGroup | get_group () const |
CollisionObject * | get_collision_object () |
const CollisionObject * | get_collision_object () const |
void | set_parent_dispenser (Dispenser *dispenser) |
Dispenser * | get_parent_dispenser () const |
virtual void | editor_select () override |
The user clicked on the object in the editor and selected it. | |
float | get_x () const |
Returns the object's X coordinate. | |
float | get_y () const |
Returns the object's Y coordinate. | |
void | set_pos (float x, float y) |
Sets the position of the object. More... | |
void | move (float x, float y) |
Moves the object by ""x"" units to the right and ""y"" down, relative to its current position. More... | |
float | get_width () const |
Returns the object's hitbox width. | |
float | get_height () const |
Returns the object's hitbox height. | |
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GameObject (const std::string &name) | |
GameObject (const ReaderMapping &reader) | |
UID | get_uid () const |
virtual void | save (Writer &writer) |
This function saves the object. More... | |
std::string | save () |
virtual std::vector< std::string > | get_patches () const |
Version checking/updating, patch information. | |
virtual void | update_version () |
int | get_version () const |
Returns the current version of the object. | |
int | get_latest_version () const |
Returns the latest version of the object. | |
bool | is_up_to_date () const |
Checks whether the object's current version is equal to its latest one. | |
virtual bool | is_singleton () const |
If true only a single object of this type is allowed in a given GameObjectManager. | |
virtual bool | has_variable_size () const |
Does this object have variable size (secret area trigger, wind, etc.) | |
virtual bool | is_saveable () const |
Indicates if the object will be saved. More... | |
virtual bool | track_state () const |
Indicates if the object's state should be tracked. More... | |
virtual bool | has_object_manager_priority () const |
Indicates if the object should be added at the beginning of the object list. More... | |
virtual bool | has_settings () const |
Indicates if get_settings() is implemented. More... | |
int | get_type () const |
Returns the type index of the object. | |
virtual void | remove_me () |
schedules this object to be removed at the end of the frame | |
bool | is_valid () const |
returns true if the object is not scheduled to be removed yet | |
void | add_remove_listener (ObjectRemoveListener *listener) |
registers a remove listener which will be called if the object gets removed/destroyed | |
void | del_remove_listener (ObjectRemoveListener *listener) |
unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed | |
void | set_name (const std::string &name) |
const std::string & | get_name () const |
Returns the name of the object. | |
virtual const std::string | get_icon_path () const |
virtual void | stop_looping_sounds () |
stops all looping sounds | |
virtual void | play_looping_sounds () |
continues all looping sounds | |
template<typename T > | |
T * | get_component () |
void | add_component (std::unique_ptr< GameObjectComponent > component) |
void | remove_component (GameObjectComponent *component) |
virtual void | editor_delete () |
The editor requested the deletion of the object. | |
virtual void | editor_deselect () |
The object got deselected. | |
GameObjectManager * | get_parent () const |
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void | init_path (const ReaderMapping &mapping, bool running_default) |
For compatibilty reasons this needs to get the GameObjects main mapping, not the (path ...) mapping. | |
void | init_path_pos (const Vector &pos, bool running=false) |
PathGameObject * | get_path_gameobject () const |
Path * | get_path () const |
PathWalker * | get_walker () const |
void | editor_clone_path (PathGameObject *path_object) |
std::string | get_path_ref () const |
void | editor_set_path_by_ref (const std::string &new_ref) |
void | goto_node (int node_idx) |
Moves the path object until at given node, then stops. More... | |
void | set_node (int node_idx) |
Jumps instantly to the given node. More... | |
void | start_moving () |
Starts moving the path object automatically. | |
void | stop_moving () |
Stops moving the path object. | |
Static Public Member Functions | |
static std::string | class_name () |
static std::string | display_name () |
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static void | register_class (ssq::VM &vm) |
static std::string | class_name () |
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static void | register_class (ssq::VM &vm) |
static std::string | class_name () |
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static void | register_class (ssq::VM &vm) |
Friends | |
class | HeavyCoin |
Additional Inherited Members | |
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enum | TypeChange { INITIAL = -1 } |
When the type has been changed from the editor. 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... | |
int | type_id_to_value (const std::string &id) const |
Conversion between type ID and value. More... | |
std::string | type_value_to_id (int value) const |
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void | save_state () const |
void | check_state () const |
void | on_flip () |
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static void | register_members (ssq::Class &cls) |
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std::string | m_sprite_name |
std::string | m_default_sprite_name |
The default sprite for this MovingObject. More... | |
SpritePtr | m_sprite |
int | m_layer |
Sprite's z-position. More... | |
Flip | m_flip |
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CollisionObject | m_col |
Dispenser * | m_parent_dispenser |
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std::string | m_name |
a name for the gameobject, this is mostly a hint for scripts and for debugging, don't rely on names being set or being unique | |
int | m_type |
Type of the GameObject. More... | |
std::vector< std::unique_ptr< FadeHelper > > | m_fade_helpers |
Fade Helpers are for easing/fading script functions. | |
bool | m_track_undo |
Track the following creation/deletion of this object for undo. More... | |
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PathWalker::Handle | m_path_handle |
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overridevirtual |
Called each frame in the editor, used to keep linked objects together (e.g.
platform on a path)
Reimplemented from GameObject.
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overridevirtual |
Called after all objects have been added to the Sector and the Sector is fully constructed.
If objects refer to other objects by name, those connection can be resolved here.
Reimplemented from GameObject.
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inlineoverridevirtual |
List notable classes in inheritance hierarchy of class.
This makes it possible to efficiently look up all objects deriving from a particular intermediate class
Reimplemented from MovingSprite.
Reimplemented in HeavyCoin.
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overridevirtual |
Get all types of the object, if available.
Reimplemented from GameObject.
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overridevirtual |
Save/check the current state of the object.
Reimplemented from GameObject.
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overridevirtual |
This function is called once per frame and allows the object to update it's state.
The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.
Reimplemented from MovingSprite.
Reimplemented in HeavyCoin.