supertux
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This is an alternative class for particle systems. More...
#include <particlesystem_interactive.hpp>
Public Member Functions | |
ParticleSystem_Interactive (const ReaderMapping &mapping) | |
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_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... | |
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ParticleSystem (const ReaderMapping &reader, float max_particle_size=60) | |
ParticleSystem (float max_particle_size=60) | |
virtual std::string | get_class_name () const override |
virtual std::string | get_exposed_class_name () const override |
virtual ObjectSettings | get_settings () override |
void | set_enabled (bool enable) |
bool | get_enabled () const |
int | get_layer () const |
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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 | update (float dt_sec)=0 |
This function is called once per frame and allows the object to update it's state. More... | |
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... | |
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... | |
GameObjectManager * | get_parent () const |
Protected Member Functions | |
virtual int | collision (Particle *particle, const Vector &movement) |
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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 |
Additional Inherited Members | |
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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) |
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enum | TypeChange { INITIAL = -1 } |
When the type has been changed from the editor. More... | |
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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. | |
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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... | |
This is an alternative class for particle systems.
It is responsible for storing a set of particles with each having an x- and y-coordinate the number of the layer where it should be drawn and a texture.
This version of the particle system class doesn't use virtual screen coordinates, but Interactive ones. Particle systems which need Interactive levels coordinates, such as rain, should be implemented here.
Classes that implement a particle system should subclass from this class, initialize particles in the constructor and move them in the simulate function.
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Reimplemented from ParticleSystem.
Reimplemented in CustomParticleSystem, and RainParticleSystem.
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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 ParticleSystem.
Reimplemented in CustomParticleSystem, RainParticleSystem, and CustomParticleSystemFile.