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CustomParticleSystem Class Reference

A ""CustomParticleSystem"" that was given a name can be controlled by scripts. More...

#include <custom_particle_system.hpp>

Inheritance diagram for CustomParticleSystem:
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Classes

class  ParticleProps
 

Public Member Functions

 CustomParticleSystem (const ReaderMapping &reader)
 
virtual void draw (DrawingContext &context) override
 The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
 
void reinit_textures ()
 
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_exposed_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 void save (Writer &writer) override
 This function saves the object. More...
 
virtual ObjectSettings get_settings () override
 
virtual const std::string get_icon_path () const override
 
void ease_value (float *value, float target, float time, easing func)
 
void clear ()
 Instantly removes all particles of that type on the screen.
 
void spawn_particles (int amount, bool instantly)
 Spawns particles, regardless of whether or not particles are enabled. More...
 
int get_max_amount () const
 
void set_max_amount (int amount)
 
std::string get_birth_mode () const
 Returns "None", "Fade", "Shrink".
 
void set_birth_mode (const std::string &mode)
 
std::string get_death_mode () const
 Returns "None", "Fade", "Shrink".
 
void set_death_mode (const std::string &mode)
 
std::string get_rotation_mode () const
 Returns "Fixed", "Facing", "Wiggling".
 
void set_rotation_mode (const std::string &mode)
 
std::string get_collision_mode () const
 Returns "Ignore", "Stick", "StickForever", "BounceHeavy", "BounceLight", "Destroy".
 
void set_collision_mode (const std::string &mode)
 
std::string get_offscreen_mode () const
 Returns "Never", "OnlyOnExit", "Always".
 
void set_offscreen_mode (const std::string &mode)
 
bool get_cover_screen () const
 
void set_cover_screen (bool cover)
 
float get_delay () const
 
void set_delay (float delay)
 
void fade_delay (float delay, float time)
 
void ease_delay (float delay, float time, const std::string &easing)
 
float get_lifetime () const
 
void set_lifetime (float lifetime)
 
void fade_lifetime (float lifetime, float time)
 
void ease_lifetime (float lifetime, float time, const std::string &easing)
 
float get_lifetime_variation () const
 
void set_lifetime_variation (float lifetime_variation)
 
void fade_lifetime_variation (float lifetime_variation, float time)
 
void ease_lifetime_variation (float lifetime_variation, float time, const std::string &easing)
 
float get_birth_time () const
 
void set_birth_time (float birth_time)
 
void fade_birth_time (float birth_time, float time)
 
void ease_birth_time (float birth_time, float time, const std::string &easing)
 
float get_birth_time_variation () const
 
void set_birth_time_variation (float birth_time_variation)
 
void fade_birth_time_variation (float birth_time_variation, float time)
 
void ease_birth_time_variation (float birth_time_variation, float time, const std::string &easing)
 
float get_death_time () const
 
void set_death_time (float death_time)
 
void fade_death_time (float death_time, float time)
 
void ease_death_time (float death_time, float time, const std::string &easing)
 
float get_death_time_variation () const
 
void set_death_time_variation (float death_time_variation)
 
void fade_death_time_variation (float death_time_variation, float time)
 
void ease_death_time_variation (float death_time_variation, float time, const std::string &easing)
 
float get_speed_x () const
 
void set_speed_x (float speed_x)
 
void fade_speed_x (float speed_x, float time)
 
void ease_speed_x (float speed_x, float time, const std::string &easing)
 
float get_speed_y () const
 
void set_speed_y (float speed_y)
 
void fade_speed_y (float speed_y, float time)
 
void ease_speed_y (float speed_y, float time, const std::string &easing)
 
float get_speed_variation_x () const
 
void set_speed_variation_x (float speed_variation_x)
 
void fade_speed_variation_x (float speed_variation_x, float time)
 
void ease_speed_variation_x (float speed_variation_x, float time, const std::string &easing)
 
float get_speed_variation_y () const
 
void set_speed_variation_y (float speed_variation_y)
 
void fade_speed_variation_y (float speed_variation_y, float time)
 
void ease_speed_variation_y (float speed_variation_y, float time, const std::string &easing)
 
float get_acceleration_x () const
 
void set_acceleration_x (float acceleration_x)
 
void fade_acceleration_x (float acceleration_x, float time)
 
void ease_acceleration_x (float acceleration_x, float time, const std::string &easing)
 
float get_acceleration_y () const
 
void set_acceleration_y (float acceleration_y)
 
void fade_acceleration_y (float acceleration_y, float time)
 
void ease_acceleration_y (float acceleration_y, float time, const std::string &easing)
 
float get_friction_x () const
 
void set_friction_x (float friction_x)
 
void fade_friction_x (float friction_x, float time)
 
void ease_friction_x (float friction_x, float time, const std::string &easing)
 
float get_friction_y () const
 
void set_friction_y (float friction_y)
 
void fade_friction_y (float friction_y, float time)
 
void ease_friction_y (float friction_y, float time, const std::string &easing)
 
float get_feather_factor () const
 
void set_feather_factor (float feather_factor)
 
void fade_feather_factor (float feather_factor, float time)
 
void ease_feather_factor (float feather_factor, float time, const std::string &easing)
 
float get_rotation () const
 
void set_rotation (float rotation)
 
void fade_rotation (float rotation, float time)
 
void ease_rotation (float rotation, float time, const std::string &easing)
 
float get_rotation_variation () const
 
void set_rotation_variation (float rotation_variation)
 
void fade_rotation_variation (float rotation_variation, float time)
 
void ease_rotation_variation (float rotation_variation, float time, const std::string &easing)
 
float get_rotation_speed () const
 
void set_rotation_speed (float rotation_speed)
 
void fade_rotation_speed (float rotation_speed, float time)
 
void ease_rotation_speed (float rotation_speed, float time, const std::string &easing)
 
float get_rotation_speed_variation () const
 
void set_rotation_speed_variation (float rotation_speed_variation)
 
void fade_rotation_speed_variation (float rotation_speed_variation, float time)
 
void ease_rotation_speed_variation (float rotation_speed_variation, float time, const std::string &easing)
 
float get_rotation_acceleration () const
 
void set_rotation_acceleration (float rotation_acceleration)
 
void fade_rotation_acceleration (float rotation_acceleration, float time)
 
void ease_rotation_acceleration (float rotation_acceleration, float time, const std::string &easing)
 
float get_rotation_decceleration () const
 
void set_rotation_decceleration (float rotation_decceleration)
 
void fade_rotation_decceleration (float rotation_decceleration, float time)
 
void ease_rotation_decceleration (float rotation_decceleration, float time, const std::string &easing)
 
std::unique_ptr< ParticlePropsget_props () const
 
void set_props (ParticleProps *props)
 
- Public Member Functions inherited from ParticleSystem_Interactive
 ParticleSystem_Interactive (const ReaderMapping &mapping)
 
- Public Member Functions inherited from ParticleSystem
 ParticleSystem (const ReaderMapping &reader, float max_particle_size=60)
 
 ParticleSystem (float max_particle_size=60)
 
void set_enabled (bool enable)
 
bool get_enabled () const
 
int get_layer () const
 
- Public Member Functions inherited from GameObject
 GameObject (const std::string &name)
 
 GameObject (const ReaderMapping &reader)
 
virtual void finish_construction ()
 Called after all objects have been added to the Sector and the Sector is fully constructed. More...
 
UID get_uid () const
 
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...
 
virtual GameObjectTypes get_types () const
 Get all types of the object, if available. More...
 
int get_type () const
 Returns the type index of the object.
 
virtual void after_editor_set ()
 
virtual void on_flip (float height)
 When level is flipped vertically.
 
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 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 save_state ()
 Save/check the current state of the object. More...
 
virtual void check_state ()
 
virtual void editor_delete ()
 The editor requested the deletion of the object.
 
virtual void editor_select ()
 The user clicked on the object in the editor and selected it.
 
virtual void editor_deselect ()
 The object got deselected.
 
virtual void editor_update ()
 Called each frame in the editor, used to keep linked objects together (e.g. More...
 
GameObjectManagerget_parent () const
 

Static Public Member Functions

static void register_class (ssq::VM &vm)
 
static std::string class_name ()
 
static std::string display_name ()
 
- Static Public Member Functions inherited from ParticleSystem
static void register_class (ssq::VM &vm)
 
static std::string class_name ()
 
static std::string display_name ()
 
- Static Public Member Functions inherited from GameObject
static void register_class (ssq::VM &vm)
 

Protected Member Functions

virtual int collision (Particle *particle, const Vector &movement) override
 
CollisionHit get_collision (Particle *particle, const Vector &movement)
 
- Protected Member Functions inherited from GameObject
void parse_type (const ReaderMapping &reader)
 Parse object type. More...
 
virtual void on_type_change (int old_type)
 
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
 

Friends

class ParticleEditor
 

Additional Inherited Members

- Protected Types inherited from GameObject
enum  TypeChange { INITIAL = -1 }
 When the type has been changed from the editor. More...
 
- Protected Attributes inherited from ParticleSystem
float max_particle_size
 
int z_pos
 
std::vector< std::unique_ptr< Particle > > particles
 
float virtual_width
 
float virtual_height
 
bool enabled
 Determines whether the system is enabled.
 
- Protected Attributes inherited from GameObject
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...
 

Detailed Description

A ""CustomParticleSystem"" that was given a name can be controlled by scripts.

A ""CustomParticleSystem"" is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via ""sector.name"" from the console.

Member Function Documentation

◆ draw()

void CustomParticleSystem::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Reimplemented from ParticleSystem_Interactive.

◆ ease_acceleration_x()

void CustomParticleSystem::ease_acceleration_x ( float  acceleration_x,
float  time,
const std::string &  easing 
)

Parameters
float$acceleration_x
float$time
string$easing

◆ ease_acceleration_y()

void CustomParticleSystem::ease_acceleration_y ( float  acceleration_y,
float  time,
const std::string &  easing 
)

Parameters
float$acceleration_y
float$time
string$easing

◆ ease_birth_time()

void CustomParticleSystem::ease_birth_time ( float  birth_time,
float  time,
const std::string &  easing 
)

Parameters
float$birth_time
float$time
string$easing

◆ ease_birth_time_variation()

void CustomParticleSystem::ease_birth_time_variation ( float  birth_time_variation,
float  time,
const std::string &  easing 
)

Parameters
float$birth_time_variation
float$time
string$easing

◆ ease_death_time()

void CustomParticleSystem::ease_death_time ( float  death_time,
float  time,
const std::string &  easing 
)

Parameters
float$death_time
float$time
string$easing

◆ ease_death_time_variation()

void CustomParticleSystem::ease_death_time_variation ( float  death_time_variation,
float  time,
const std::string &  easing 
)

Parameters
float$death_time_variation
float$time
string$easing

◆ ease_delay()

void CustomParticleSystem::ease_delay ( float  delay,
float  time,
const std::string &  easing 
)

Parameters
float$delay
float$time
string$easing

◆ ease_feather_factor()

void CustomParticleSystem::ease_feather_factor ( float  feather_factor,
float  time,
const std::string &  easing 
)

Parameters
float$feather_factor
float$time
string$easing

◆ ease_friction_x()

void CustomParticleSystem::ease_friction_x ( float  friction_x,
float  time,
const std::string &  easing 
)

Parameters
float$friction_x
float$time
string$easing

◆ ease_friction_y()

void CustomParticleSystem::ease_friction_y ( float  friction_y,
float  time,
const std::string &  easing 
)

Parameters
float$friction_y
float$time
string$easing

◆ ease_lifetime()

void CustomParticleSystem::ease_lifetime ( float  lifetime,
float  time,
const std::string &  easing 
)

Parameters
float$lifetime
float$time
string$easing

◆ ease_lifetime_variation()

void CustomParticleSystem::ease_lifetime_variation ( float  lifetime_variation,
float  time,
const std::string &  easing 
)

Parameters
float$lifetime_variation
float$time
string$easing

◆ ease_rotation()

void CustomParticleSystem::ease_rotation ( float  rotation,
float  time,
const std::string &  easing 
)

Parameters
float$rotation
float$time
string$easing

◆ ease_rotation_acceleration()

void CustomParticleSystem::ease_rotation_acceleration ( float  rotation_acceleration,
float  time,
const std::string &  easing 
)

Parameters
float$rotation_acceleration
float$time
string$easing

◆ ease_rotation_decceleration()

void CustomParticleSystem::ease_rotation_decceleration ( float  rotation_decceleration,
float  time,
const std::string &  easing 
)

Parameters
float$rotation_decceleration
float$time
string$easing

◆ ease_rotation_speed()

void CustomParticleSystem::ease_rotation_speed ( float  rotation_speed,
float  time,
const std::string &  easing 
)

Parameters
float$rotation_speed
float$time
string$easing

◆ ease_rotation_speed_variation()

void CustomParticleSystem::ease_rotation_speed_variation ( float  rotation_speed_variation,
float  time,
const std::string &  easing 
)

Parameters
float$rotation_speed_variation
float$time
string$easing

◆ ease_rotation_variation()

void CustomParticleSystem::ease_rotation_variation ( float  rotation_variation,
float  time,
const std::string &  easing 
)

Parameters
float$rotation_variation
float$time
string$easing

◆ ease_speed_variation_x()

void CustomParticleSystem::ease_speed_variation_x ( float  speed_variation_x,
float  time,
const std::string &  easing 
)

Parameters
float$speed_variation_x
float$time
string$easing

◆ ease_speed_variation_y()

void CustomParticleSystem::ease_speed_variation_y ( float  speed_variation_y,
float  time,
const std::string &  easing 
)

Parameters
float$speed_variation_y
float$time
string$easing

◆ ease_speed_x()

void CustomParticleSystem::ease_speed_x ( float  speed_x,
float  time,
const std::string &  easing 
)

Parameters
float$speed_x
float$time
string$easing

◆ ease_speed_y()

void CustomParticleSystem::ease_speed_y ( float  speed_y,
float  time,
const std::string &  easing 
)

Parameters
float$speed_y
float$time
string$easing

◆ fade_acceleration_x()

void CustomParticleSystem::fade_acceleration_x ( float  acceleration_x,
float  time 
)

Parameters
float$acceleration_x
float$time

◆ fade_acceleration_y()

void CustomParticleSystem::fade_acceleration_y ( float  acceleration_y,
float  time 
)

Parameters
float$acceleration_y
float$time

◆ fade_birth_time()

void CustomParticleSystem::fade_birth_time ( float  birth_time,
float  time 
)

Parameters
float$birth_time
float$time

◆ fade_birth_time_variation()

void CustomParticleSystem::fade_birth_time_variation ( float  birth_time_variation,
float  time 
)

Parameters
float$birth_time_variation
float$time

◆ fade_death_time()

void CustomParticleSystem::fade_death_time ( float  death_time,
float  time 
)

Parameters
float$death_time
float$time

◆ fade_death_time_variation()

void CustomParticleSystem::fade_death_time_variation ( float  death_time_variation,
float  time 
)

Parameters
float$death_time_variation
float$time

◆ fade_delay()

void CustomParticleSystem::fade_delay ( float  delay,
float  time 
)

Parameters
float$delay
float$time

◆ fade_feather_factor()

void CustomParticleSystem::fade_feather_factor ( float  feather_factor,
float  time 
)

Parameters
float$feather_factor
float$time

◆ fade_friction_x()

void CustomParticleSystem::fade_friction_x ( float  friction_x,
float  time 
)

Parameters
float$friction_x
float$time

◆ fade_friction_y()

void CustomParticleSystem::fade_friction_y ( float  friction_y,
float  time 
)

Parameters
float$friction_y
float$time

◆ fade_lifetime()

void CustomParticleSystem::fade_lifetime ( float  lifetime,
float  time 
)

Parameters
float$lifetime
float$time

◆ fade_lifetime_variation()

void CustomParticleSystem::fade_lifetime_variation ( float  lifetime_variation,
float  time 
)

Parameters
float$lifetime_variation
float$time

◆ fade_rotation()

void CustomParticleSystem::fade_rotation ( float  rotation,
float  time 
)

Parameters
float$rotation
float$time

◆ fade_rotation_acceleration()

void CustomParticleSystem::fade_rotation_acceleration ( float  rotation_acceleration,
float  time 
)

Parameters
float$rotation_acceleration
float$time

◆ fade_rotation_decceleration()

void CustomParticleSystem::fade_rotation_decceleration ( float  rotation_decceleration,
float  time 
)

Parameters
float$rotation_decceleration
float$time

◆ fade_rotation_speed()

void CustomParticleSystem::fade_rotation_speed ( float  rotation_speed,
float  time 
)

Parameters
float$rotation_speed
float$time

◆ fade_rotation_speed_variation()

void CustomParticleSystem::fade_rotation_speed_variation ( float  rotation_speed_variation,
float  time 
)

Parameters
float$rotation_speed_variation
float$time

◆ fade_rotation_variation()

void CustomParticleSystem::fade_rotation_variation ( float  rotation_variation,
float  time 
)

Parameters
float$rotation_variation
float$time

◆ fade_speed_variation_x()

void CustomParticleSystem::fade_speed_variation_x ( float  speed_variation_x,
float  time 
)

Parameters
float$speed_variation_x
float$time

◆ fade_speed_variation_y()

void CustomParticleSystem::fade_speed_variation_y ( float  speed_variation_y,
float  time 
)

Parameters
float$speed_variation_y
float$time

◆ fade_speed_x()

void CustomParticleSystem::fade_speed_x ( float  speed_x,
float  time 
)

Parameters
float$speed_x
float$time

◆ fade_speed_y()

void CustomParticleSystem::fade_speed_y ( float  speed_y,
float  time 
)

Parameters
float$speed_y
float$time

◆ get_acceleration_x()

float CustomParticleSystem::get_acceleration_x ( ) const

Deprecated:
Use the ""particle_acceleration_x"" property instead!

◆ get_acceleration_y()

float CustomParticleSystem::get_acceleration_y ( ) const

Deprecated:
Use the ""particle_acceleration_y"" property instead!

◆ get_birth_time()

float CustomParticleSystem::get_birth_time ( ) const

Deprecated:
Use the ""particle_birth_time"" property instead!

◆ get_birth_time_variation()

float CustomParticleSystem::get_birth_time_variation ( ) const

Deprecated:
Use the ""particle_birth_time_variation"" property instead!

◆ get_class_types()

virtual GameObjectClasses CustomParticleSystem::get_class_types ( ) const
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 ParticleSystem_Interactive.

Reimplemented in CustomParticleSystemFile.

◆ get_cover_screen()

bool CustomParticleSystem::get_cover_screen ( ) const

Deprecated:
Use the ""cover_screen"" property instead!

◆ get_death_time()

float CustomParticleSystem::get_death_time ( ) const

Deprecated:
Use the ""particle_death_time"" property instead!

◆ get_death_time_variation()

float CustomParticleSystem::get_death_time_variation ( ) const

Deprecated:
Use the ""particle_death_time_variation"" property instead!

◆ get_delay()

float CustomParticleSystem::get_delay ( ) const

Deprecated:
Use the ""delay"" property instead!

◆ get_feather_factor()

float CustomParticleSystem::get_feather_factor ( ) const

Deprecated:
Use the ""particle_feather_factor"" property instead!

◆ get_friction_x()

float CustomParticleSystem::get_friction_x ( ) const

Deprecated:
Use the ""particle_friction_x"" property instead!

◆ get_friction_y()

float CustomParticleSystem::get_friction_y ( ) const

Deprecated:
Use the ""particle_friction_y"" property instead!

◆ get_lifetime()

float CustomParticleSystem::get_lifetime ( ) const

Deprecated:
Use the ""particle_lifetime"" property instead!

◆ get_lifetime_variation()

float CustomParticleSystem::get_lifetime_variation ( ) const

Deprecated:
Use the ""particle_lifetime_variation"" property instead!

◆ get_max_amount()

int CustomParticleSystem::get_max_amount ( ) const

Deprecated:
Use the ""max_amount"" property instead!

◆ get_rotation()

float CustomParticleSystem::get_rotation ( ) const

Deprecated:
Use the ""particle_rotation"" property instead!

◆ get_rotation_acceleration()

float CustomParticleSystem::get_rotation_acceleration ( ) const

Deprecated:
Use the ""particle_rotation_acceleration"" property instead!

◆ get_rotation_decceleration()

float CustomParticleSystem::get_rotation_decceleration ( ) const

Deprecated:
Use the ""particle_rotation_decceleration"" property instead!

◆ get_rotation_speed()

float CustomParticleSystem::get_rotation_speed ( ) const

Deprecated:
Use the ""particle_rotation_speed"" property instead!

◆ get_rotation_speed_variation()

float CustomParticleSystem::get_rotation_speed_variation ( ) const

Deprecated:
Use the ""particle_rotation_speed_variation"" property instead!

◆ get_rotation_variation()

float CustomParticleSystem::get_rotation_variation ( ) const

Deprecated:
Use the ""particle_rotation_variation"" property instead!

◆ get_speed_variation_x()

float CustomParticleSystem::get_speed_variation_x ( ) const

Deprecated:
Use the ""particle_speed_variation_x"" property instead!

◆ get_speed_variation_y()

float CustomParticleSystem::get_speed_variation_y ( ) const

Deprecated:
Use the ""particle_speed_variation_y"" property instead!

◆ get_speed_x()

float CustomParticleSystem::get_speed_x ( ) const

Deprecated:
Use the ""particle_speed_x"" property instead!

◆ get_speed_y()

float CustomParticleSystem::get_speed_y ( ) const

Deprecated:
Use the ""particle_speed_y"" property instead!

◆ save()

void CustomParticleSystem::save ( Writer writer)
overridevirtual

This function saves the object.

Editor will use that.

Reimplemented from GameObject.

◆ set_acceleration_x()

void CustomParticleSystem::set_acceleration_x ( float  acceleration_x)

Deprecated:
Use the ""particle_acceleration_x"" property instead!
Parameters
float$acceleration_x

◆ set_acceleration_y()

void CustomParticleSystem::set_acceleration_y ( float  acceleration_y)

Deprecated:
Use the ""particle_acceleration_y"" property instead!
Parameters
float$acceleration_y

◆ set_birth_mode()

void CustomParticleSystem::set_birth_mode ( const std::string &  mode)

Parameters
string$modePossible values: "None", "Fade", "Shrink".

◆ set_birth_time()

void CustomParticleSystem::set_birth_time ( float  birth_time)

Deprecated:
Use the ""particle_birth_time"" property instead!
Parameters
float$birth_time

◆ set_birth_time_variation()

void CustomParticleSystem::set_birth_time_variation ( float  birth_time_variation)

Deprecated:
Use the ""particle_birth_time_variation"" property instead!
Parameters
float$birth_time_variation

◆ set_collision_mode()

void CustomParticleSystem::set_collision_mode ( const std::string &  mode)

Parameters
string$modePossible values: "Ignore", "Stick", "StickForever", "BounceHeavy", "BounceLight", "Destroy".

◆ set_cover_screen()

void CustomParticleSystem::set_cover_screen ( bool  cover)

Deprecated:
Use the ""cover_screen"" property instead!
Parameters
bool$cover

◆ set_death_mode()

void CustomParticleSystem::set_death_mode ( const std::string &  mode)

Parameters
string$modePossible values: "None", "Fade", "Shrink".

◆ set_death_time()

void CustomParticleSystem::set_death_time ( float  death_time)

Deprecated:
Use the ""particle_death_time"" property instead!
Parameters
float$death_time

◆ set_death_time_variation()

void CustomParticleSystem::set_death_time_variation ( float  death_time_variation)

Deprecated:
Use the ""particle_death_time_variation"" property instead!
Parameters
float$death_time_variation

◆ set_delay()

void CustomParticleSystem::set_delay ( float  delay)

Deprecated:
Use the ""delay"" property instead!
Parameters
float$delay

◆ set_feather_factor()

void CustomParticleSystem::set_feather_factor ( float  feather_factor)

Deprecated:
Use the ""particle_feather_factor"" property instead!
Parameters
float$feather_factor

◆ set_friction_x()

void CustomParticleSystem::set_friction_x ( float  friction_x)

Deprecated:
Use the ""particle_friction_x"" property instead!
Parameters
float$friction_x

◆ set_friction_y()

void CustomParticleSystem::set_friction_y ( float  friction_y)

Deprecated:
Use the ""particle_friction_y"" property instead!
Parameters
float$friction_y

◆ set_lifetime()

void CustomParticleSystem::set_lifetime ( float  lifetime)

Deprecated:
Use the ""particle_lifetime"" property instead!
Parameters
float$lifetime

◆ set_lifetime_variation()

void CustomParticleSystem::set_lifetime_variation ( float  lifetime_variation)

Deprecated:
Use the ""particle_lifetime_variation"" property instead!
Parameters
float$lifetime_variation

◆ set_max_amount()

void CustomParticleSystem::set_max_amount ( int  amount)

Deprecated:
Use the ""max_amount"" property instead!
Parameters
int$amount

◆ set_offscreen_mode()

void CustomParticleSystem::set_offscreen_mode ( const std::string &  mode)

Parameters
string$modePossible values: "Never", "OnlyOnExit", "Always".

◆ set_rotation()

void CustomParticleSystem::set_rotation ( float  rotation)

Deprecated:
Use the ""particle_rotation"" property instead!
Parameters
float$rotation

◆ set_rotation_acceleration()

void CustomParticleSystem::set_rotation_acceleration ( float  rotation_acceleration)

Deprecated:
Use the ""particle_rotation_acceleration"" property instead!
Parameters
float$rotation_acceleration

◆ set_rotation_decceleration()

void CustomParticleSystem::set_rotation_decceleration ( float  rotation_decceleration)

Deprecated:
Use the ""particle_rotation_decceleration"" property instead!
Parameters
float$rotation_decceleration

◆ set_rotation_mode()

void CustomParticleSystem::set_rotation_mode ( const std::string &  mode)

Parameters
string$modePossible values: "Fixed", "Facing", "Wiggling".

◆ set_rotation_speed()

void CustomParticleSystem::set_rotation_speed ( float  rotation_speed)

Deprecated:
Use the ""particle_rotation_speed"" property instead!
Parameters
float$rotation_speed

◆ set_rotation_speed_variation()

void CustomParticleSystem::set_rotation_speed_variation ( float  rotation_speed_variation)

Deprecated:
Use the ""particle_rotation_speed_variation"" property instead!
Parameters
float$rotation_speed_variation

◆ set_rotation_variation()

void CustomParticleSystem::set_rotation_variation ( float  rotation_variation)

Deprecated:
Use the ""particle_rotation_variation"" property instead!
Parameters
float$rotation_variation

◆ set_speed_variation_x()

void CustomParticleSystem::set_speed_variation_x ( float  speed_variation_x)

Deprecated:
Use the ""particle_speed_variation_x"" property instead!
Parameters
float$speed_variation_x

◆ set_speed_variation_y()

void CustomParticleSystem::set_speed_variation_y ( float  speed_variation_y)

Deprecated:
Use the ""particle_speed_variation_y"" property instead!
Parameters
float$speed_variation_y

◆ set_speed_x()

void CustomParticleSystem::set_speed_x ( float  speed_x)

Deprecated:
Use the ""particle_speed_x"" property instead!
Parameters
float$speed_x

◆ set_speed_y()

void CustomParticleSystem::set_speed_y ( float  speed_y)

Deprecated:
Use the ""particle_speed_y"" property instead!
Parameters
float$speed_y

◆ spawn_particles()

void CustomParticleSystem::spawn_particles ( int  amount,
bool  instantly 
)

Spawns particles, regardless of whether or not particles are enabled.

Parameters
int$amount
bool$instantlyIf ""true"", disregard the delay settings.

◆ update()

void CustomParticleSystem::update ( float  dt_sec)
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.

Implements GameObject.


The documentation for this class was generated from the following files: