supertux
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Defines an area where a certain particle type can spawn. More...
#include <particle_zone.hpp>
Classes | |
class | ZoneDetails |
Returns the target X position of the zone. More... | |
Public Types | |
enum | ParticleZoneType { Spawn, Life, LifeClear, Killer, Destroyer } |
Public Member Functions | |
ParticleZone (const ReaderMapping &reader) | |
virtual void | update (float dt_sec) override |
This function is called once per frame and allows the object to update it's state. More... | |
virtual void | draw (DrawingContext &context) override |
The GameObject should draw itself onto the provided DrawingContext if this function is called. More... | |
virtual bool | has_variable_size () const override |
Does this object have variable size (secret area trigger, wind, etc.) | |
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 HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
this function is called when the object collided with any other object | |
virtual ObjectSettings | get_settings () override |
virtual GameObjectTypes | get_types () const override |
Get all types of the object, if available. More... | |
virtual int | get_layer () const override |
Rectf | get_rect () |
ZoneDetails | get_details () |
Scriptable Methods | |
void | set_enabled (bool enabled) |
Sets whether or not particles can spawn in this area. | |
bool | get_enabled () const |
Returns whether or not particles can spawn in this area. | |
void | set_particle_name (std::string &particle_name) |
Sets the name of the particle object for this area. | |
const std::string & | get_particle_name () const |
Returns the name of the particle object for this area. | |
float | current_x () const |
Move the area around. More... | |
float | current_y () const |
Returns the current Y position of the zone. | |
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MovingObject (const ReaderMapping &reader) | |
virtual void | collision_solid (const CollisionHit &) override |
this function is called when the object collided with something solid | |
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 | collision_tile (uint32_t) override |
called when tiles with special attributes have been touched | |
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 std::string | get_exposed_class_name () const override |
virtual void | editor_select () override |
The user clicked on the object in the editor and selected it. | |
virtual void | on_flip (float height) override |
When level is flipped vertically. | |
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 | 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 | after_editor_set () |
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 |
Static Public Member Functions | |
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) |
Additional Inherited Members | |
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enum | TypeChange { INITIAL = -1 } |
When the type has been changed from the editor. More... | |
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void | set_group (CollisionGroup group) |
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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 |
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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... | |
Defines an area where a certain particle type can spawn.
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inline |
Move the area around.
Multiple calls stack (e. g. calling one before the other finished will play both movements simultaneously)Resize the area. Multiple calls stack (e. g. calling one before the other finished will play both resizes simultaneously)Returns the current X position of the zone
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
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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 MovingObject.
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overridevirtual |
Get all types of the object, if available.
Reimplemented from GameObject.
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overridevirtual |
This function is called once per frame and allows the object to update it's state.
The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.
Implements GameObject.