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| SnowParticleSystem (const ReaderMapping &reader) |
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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 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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virtual ObjectSettings | get_settings () override |
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virtual const std::string | get_icon_path () const override |
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Public Member Functions inherited from ParticleSystem |
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| ParticleSystem (const ReaderMapping &reader, float max_particle_size=60) |
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| ParticleSystem (float max_particle_size=60) |
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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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| void | set_enabled (bool enable) |
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| bool | get_enabled () const |
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int | get_layer () const |
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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 | after_editor_set () |
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virtual void | on_flip (float height) |
| | When level is flipped vertically.
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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 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_select () |
| | The user clicked on the object in the editor and selected it.
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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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| enum | TypeChange { INITIAL = -1
} |
| | When the type has been changed from the editor. More...
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| void | parse_type (const ReaderMapping &reader) |
| | Parse object type. More...
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virtual void | on_type_change (int old_type) |
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| int | type_id_to_value (const std::string &id) const |
| | Conversion between type ID and value. More...
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std::string | type_value_to_id (int value) const |
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Protected Attributes inherited from ParticleSystem |
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float | max_particle_size |
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int | z_pos |
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std::vector< std::unique_ptr< Particle > > | particles |
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float | virtual_width |
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float | virtual_height |
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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
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| int | m_type |
| | Type of the GameObject. More...
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std::vector< std::unique_ptr< FadeHelper > > | m_fade_helpers |
| | Fade Helpers are for easing/fading script functions.
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| bool | m_track_undo |
| | Track the following creation/deletion of this object for undo. More...
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