supertux
Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
EndSequenceFireworks Class Referencefinal
Inheritance diagram for EndSequenceFireworks:
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Collaboration diagram for EndSequenceFireworks:
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Public Member Functions

virtual GameObjectClasses get_class_types () const override
 List notable classes in inheritance hierarchy of class. More...
 
virtual void draw (DrawingContext &context) override
 The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
 
- Public Member Functions inherited from EndSequence
virtual void update (float dt_sec) override
 This function is called once per frame and allows the object to update it's state. More...
 
void start ()
 play EndSequence
 
void stop_tux (int player)
 called when Tux has reached his final position
 
void stop ()
 stop playing EndSequence, mark it as done playing
 
bool is_running () const
 returns true if the ending cinematic started
 
bool is_tux_stopped (int player)
 returns true if Tux has reached his final position
 
bool is_done () const
 returns true if EndSequence has finished playing
 
virtual bool is_saveable () const override
 Indicates if the object will be saved. More...
 
const Controllerget_controller (int player)
 
- 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
 
virtual void save (Writer &writer)
 This function saves the object. More...
 
std::string save ()
 
virtual std::string get_class_name () const
 
virtual std::string get_exposed_class_name () const override
 
virtual std::string get_display_name () const
 Returns the display name of the object, translated to the user's locale.
 
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 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 ObjectSettings get_settings ()
 
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 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 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
 

Protected Member Functions

virtual void starting () override
 called when EndSequence starts
 
virtual void running (float dt_sec) override
 called while the EndSequence is running
 
virtual void stopping () override
 called when EndSequence stops
 
- Protected Member Functions inherited from EndSequence
CodeControllerget_code_controller (int player)
 
- 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
 

Protected Attributes

Timer endsequence_timer
 
- Protected Attributes inherited from EndSequence
bool m_is_running
 true while EndSequence plays
 
bool m_is_done
 true if EndSequence has finished playing
 
std::unordered_map< int, bool > m_tux_is_stopped
 true while tux is allowed to walk
 
std::unordered_map< int, std::unique_ptr< CodeController > > m_end_sequence_controllers
 
- 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...
 

Additional Inherited Members

- Static Public Member Functions inherited from GameObject
static void register_class (ssq::VM &vm)
 
- Protected Types inherited from GameObject
enum  TypeChange { INITIAL = -1 }
 When the type has been changed from the editor. More...
 

Member Function Documentation

◆ draw()

void EndSequenceFireworks::draw ( DrawingContext context)
overridevirtual

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

Reimplemented from EndSequence.

◆ get_class_types()

virtual GameObjectClasses EndSequenceFireworks::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 EndSequence.


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