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Public Member Functions | Protected Member Functions | List of all members
ParticleSystem_Interactive Class Reference

This is an alternative class for particle systems. More...

#include <particlesystem_interactive.hpp>

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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...
 
- Public Member Functions inherited from ParticleSystem
 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
 
- 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 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...
 
GameObjectManagerget_parent () const
 

Protected Member Functions

virtual int 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
 

Additional Inherited Members

- 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 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

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.

Member Function Documentation

◆ draw()

void ParticleSystem_Interactive::draw ( DrawingContext context)
overridevirtual

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

Reimplemented from ParticleSystem.

Reimplemented in CustomParticleSystem, and RainParticleSystem.

◆ get_class_types()

virtual GameObjectClasses ParticleSystem_Interactive::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.

Reimplemented in CustomParticleSystem, RainParticleSystem, and CustomParticleSystemFile.


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