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| MovingObject (const ReaderMapping &reader) |
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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 void | collision_solid (const CollisionHit &) override |
| this function is called when the object collided with something solid
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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 | collision_tile (uint32_t) override |
| called when tiles with special attributes have been touched
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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 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 ObjectSettings | get_settings () override |
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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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virtual void | on_flip (float height) override |
| When level is flipped vertically.
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virtual int | get_layer () const =0 |
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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 | update (float dt_sec)=0 |
| This function is called once per frame and allows the object to update it's state. More...
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virtual void | draw (DrawingContext &context)=0 |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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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::string | get_display_name () const |
| Returns the display name of the object, translated to the user's locale.
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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 | after_editor_set () |
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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 HitResponse | collision (GameObject &other, const CollisionHit &hit)=0 |
| this function is called when the object collided with any other object
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Base class for all dynamic/moving game objects.
This class contains things for handling the bounding boxes and collision feedback.
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 GameObject.
Reimplemented in CrusherRoot, StickyTrigger, HeavyCoin, SpritedTrigger, LiveFireDormant, Player, StickyBadguy, LiveFireAsleep, Crusher, HeavyBrick, BadGuy, WillOWisp, Trigger, Dispenser, LeafShot, BonusBlock, Spotlight, MovingSprite, worldmap::SpawnPointObject, MrBomb, Platform, WalkingBadguy, Granito, AmbientSound, DiveMine, MrIceBlock, Decal, SpawnPointMarker, TextArea, Flame, ConveyorBelt, Torch, Climbable, Haywire, LitObject, ScriptedObject, Owl, CorruptedGranito, Dart, GranitoBig, MoleRock, Coin, SkyDive, Snail, Candle, Wind, Stalactite, MagicBlock, UnstableTile, FishJumping, FishSwimming, GhostTree, RootSapling, WalkingCandle, FallBlock, BouncingSnowball, Jumpy, Kugelblitz, PowerUp, Rock, RustyTrampoline, AngryStone, Igel, Root, Tarantula, Zeekling, BigSnowball, LiveFire, Mole, Stumpy, Toad, Yeti, Bumper, Firefly, Key, Lantern, ParticleZone, SSpiky, Totem, InfoBlock, InvisibleWall, Trampoline, SecretAreaTrigger, worldmap::WorldMapObject, GoldBomb, WeakBlock, worldmap::LevelTile, worldmap::SpecialTile, CorruptedGranitoBig, DartTrap, CirclePlatform, Explosion, Ispy, Shard, worldmap::SpriteChange, FishChasing, KamikazeSnowball, Plant, YetiStalactite, Brick, RubLight, worldmap::Teleporter, Crystallo, FlyingSnowBall, RCrystallo, ViciousIvy, WalkingLeaf, ResizeMarker, CaptainSnowball, GranitoGiant, MrTree, SmartBall, Bullet, PushButton, StickyObject, SequenceTrigger, Boss, Ghoul, SCrystallo, Spiky, Block, Flower, HurtingPlatform, Door, FishHarmless, ShortFuse, SmartBlock, SnowBall, InvisibleBlock, ScriptTrigger, Switch, Snowman, MarkerObject, BicyclePlatformChild, PneumaticPlatformChild, TreeWillOWisp, SpecialRiser, WaterDrop, BezierMarker, Star, NodeMarker, GrowUp, and OneUp.