supertux
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Fish, which doesn't harm the player. More...
#include <fish_harmless.hpp>
Public Member Functions | |
FishHarmless (const ReaderMapping &reader) | |
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 std::string | get_overlay_size () const override |
GameObjectTypes | get_types () const override |
Get all types of the object, if available. More... | |
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FishSwimming (const ReaderMapping &reader) | |
FishSwimming (const ReaderMapping &reader, const std::string &spritename) | |
virtual void | collision_solid (const CollisionHit &hit) override |
Called when the badguy collided with solid ground. | |
virtual HitResponse | collision_badguy (BadGuy &badguy, const CollisionHit &hit) override |
Called when the badguy collided with another badguy. | |
virtual void | update (float dt_sec) override |
Called each frame. More... | |
virtual void | active_update (float dt_sec) override |
called each frame when the badguy is activated. More... | |
virtual void | freeze () override |
Called when hit by an ice bullet, and is_freezable() returns true. More... | |
virtual void | unfreeze (bool melt=true) override |
Called to unfreeze the badguy. More... | |
virtual bool | is_freezable () const override |
virtual ObjectSettings | get_settings () override |
virtual std::string | get_default_sprite_name () const override |
void | turn_around () |
void | maintain_velocity (float goal_x_velocity) |
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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") | |
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") | |
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") | |
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") | |
virtual void | draw (DrawingContext &context) override |
Called when the badguy is drawn. More... | |
virtual std::string | get_exposed_class_name () const override |
virtual void | after_editor_set () override |
virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
Called when a collision with another object occurred. More... | |
virtual void | collision_tile (uint32_t tile_attributes) override |
Called when a collision with tile with special attributes occurred. | |
virtual void | kill_fall () |
Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned upside-down) | |
virtual void | run_dead_script () |
Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) | |
virtual bool | can_break () const |
True if this badguy can break bricks or open bonusblocks in his current form. More... | |
Vector | get_start_position () const |
void | set_start_position (const Vector &vec) |
virtual void | grab (MovingObject &object, const Vector &pos, Direction dir) override |
called each frame when the object has been grabbed. More... | |
virtual void | ungrab (MovingObject &object, Direction dir) override |
virtual bool | is_portable () const override |
virtual void | ignite () |
Kills the badguy by igniting it. | |
virtual void | extinguish () |
Called to revert a badguy when is_ignited() returns true. | |
virtual bool | is_flammable () const |
Returns whether to call ignite() when a badguy gets hit by a fire bullet. | |
bool | is_ignited () const |
Returns whether this badguys is currently on fire. | |
virtual bool | is_hurtable () const |
Return true if this badguy can be hurt by tiles with the attribute "hurts". | |
virtual bool | is_snipable () const |
Can enemy be sniped by sliding or swimboosting Tux? Returns false if enemy is spiky or too large. | |
virtual bool | always_active () const |
bool | is_frozen () const |
bool | is_in_water () const |
virtual std::string | get_water_sprite () const |
Get melting particle sprite filename. | |
virtual bool | can_be_affected_by_wind () const |
Returns true if the badguy can currently be affected by wind. | |
virtual void | add_wind_velocity (const Vector &velocity, const Vector &end_speed) |
Adds velocity from wind. | |
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) | |
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 | 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 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 | set_pos (const Vector &pos) |
virtual void | move_to (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) | |
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::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 | 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_deselect () |
The object got deselected. | |
virtual void | editor_update () |
Called each frame in the editor, used to keep linked objects together (e.g. More... | |
GameObjectManager * | get_parent () const |
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virtual MovingObject * | get_owner () const |
virtual bool | is_grabbed () const |
virtual bool | is_hampering () const |
Is the object so heavy/bulky/fragile that Tux can't run while carrying it? | |
Static Public Member Functions | |
static std::string | class_name () |
static std::string | display_name () |
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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 () |
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) |
Protected Member Functions | |
virtual void | initialize () override |
called immediately before the first call to initialize | |
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virtual HitResponse | collision_player (Player &player, const CollisionHit &hit) |
Called when the badguy collided with a player. | |
virtual void | on_flip (float height) override |
When level is flipped vertically. | |
virtual bool | collision_squished (GameObject &object) |
Called when the player hit the badguy from above. More... | |
virtual HitResponse | collision_bullet (Bullet &bullet, const CollisionHit &hit) |
Called when the badguy collided with a bullet. | |
virtual void | inactive_update (float dt_sec) |
called each frame when the badguy is not activated. More... | |
virtual void | activate () |
called when the badguy has been activated. More... | |
virtual void | deactivate () |
called when the badguy has been deactivated | |
virtual std::vector< Direction > | get_allowed_directions () const |
Returns a vector of directions the badguy can be set to. More... | |
void | kill_squished (GameObject &object) |
void | set_state (State state) |
State | get_state () const |
bool | check_state_timer () |
Player * | get_nearest_player () const |
returns a pointer to the nearest player or 0 if no player is available | |
bool | is_offscreen () const |
initial position of the enemy. More... | |
bool | might_fall (int height=1) const |
Returns true if we might soon fall at least height pixels. More... | |
void | update_on_ground_flag (const CollisionHit &hit) |
Update on_ground_flag judging by solid collision hit . More... | |
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... | |
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... | |
bool | is_active () const |
Returns true if we were in STATE_ACTIVE at the beginning of the last call to update() | |
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... | |
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 |
Additional Inherited Members | |
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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 | Type { SNOW, FOREST, CORRUPTED } |
enum | FishYState { DISRUPTED, BALANCED } |
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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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FishYState | m_state |
Timer | m_beached_timer |
Timer | m_float_timer |
float | m_radius |
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Physic | m_physic |
bool | m_is_initialized |
true if initialize() has already been called | |
Vector | m_start_position |
Direction | m_dir |
The direction we currently face in. | |
Direction | m_start_dir |
The direction we initially faced in. | |
bool | m_frozen |
bool | m_ignited |
true if this badguy is currently on fire | |
bool | m_in_water |
std::string | m_dead_script |
< true if the badguy is currently in water More... | |
float | m_melting_time |
SpritePtr | m_lightsprite |
SpritePtr | m_freezesprite |
bool | m_glowing |
bool | m_water_affected |
Timer | m_unfreeze_timer |
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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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MovingObject * | m_owner = nullptr |
Fish, which doesn't harm the player.
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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 FishSwimming.
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inlineoverridevirtual |
Get all types of the object, if available.
Reimplemented from FishSwimming.