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| Shard (const ReaderMapping &reader) |
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| Shard (const Vector &pos, const Vector &velocity, const std::string &sprite="images/creatures/crystallo/shard.sprite") |
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virtual void | update (float dt_sec) override |
| This function is called once per frame and allows the object to update it's state. More...
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virtual void | collision_solid (const CollisionHit &hit) override |
| this function is called when the object collided with something solid
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virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
| this function is called when the object collided with any other object
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virtual std::string | get_class_name () const override |
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virtual std::string | get_display_name () const override |
| Returns the display name of the object, translated to the user's locale.
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virtual GameObjectClasses | get_class_types () const override |
| List notable classes in inheritance hierarchy of class. More...
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| StickyObject (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| StickyObject (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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virtual ObjectSettings | get_settings () override |
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virtual void | move_for_owner (MovingObject &object) |
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bool | is_sticky () const |
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| MovingSprite (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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virtual void | draw (DrawingContext &context) override |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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virtual std::string | get_exposed_class_name () const override |
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virtual void | after_editor_set () override |
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virtual void | on_type_change (int old_type) override |
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virtual int | get_layer () const override |
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bool | has_found_sprite () const |
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const std::string & | get_sprite_name () const |
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virtual std::string | get_default_sprite_name () const |
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bool | matches_sprite (const std::string &sprite_file) const |
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bool | change_sprite (const std::string &new_sprite_name) |
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void | spawn_explosion_sprites (int count, const std::string &sprite_path) |
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Sprite * | get_sprite () const |
| Get various sprite properties. More...
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std::string | get_action () const |
| Returns the name of the current action of the sprite.
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void | set_action (const std::string &name) |
| Sets the current action of the sprite and resizes the bounding box. More...
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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...
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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...
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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...
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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...
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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...
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void | set_action_centered (const std::string &action, int loops=-1) |
| Set new action for sprite and re-center bounding box. More...
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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) |
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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 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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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 | save (Writer &writer) |
| This function saves the object. More...
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std::string | save () |
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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 | 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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