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| Spotlight (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 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 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_exposed_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 int | get_layer () const override |
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void | set_enabled (bool enabled) |
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bool | is_enabled () |
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void | set_direction (const std::string &direction) |
| Sets the direction of the spotlight. More...
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void | set_angle (float angle) |
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void | fade_angle (float angle, float time) |
| Fades the angle of the spotlight in ""time"" seconds. More...
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void | ease_angle (float angle, float time, const std::string &easing) |
| Fades the angle of the spotlight in ""time"" seconds, with easing. More...
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void | set_speed (float speed) |
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void | fade_speed (float speed, float time) |
| Fades the speed of the spotlight in ""time"" seconds. More...
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void | ease_speed (float speed, float time, const std::string &easing) |
| Fades the speed of the spotlight in ""time"" seconds, with easing. More...
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void | set_color_rgba (float r, float g, float b, float a) |
| Sets the RGBA color of the spotlight. More...
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void | fade_color_rgba (float r, float g, float b, float a, float time) |
| Fades the spotlight to a new RGBA color in ""time"" seconds. More...
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void | ease_color_rgba (float r, float g, float b, float a, float time, const std::string &easing) |
| Fades the spotlight to a new RGBA color in ""time"" seconds, with easing. More...
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void | ease_angle (float time, float target, EasingMode ease=EasingMode::EaseNone) |
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void | ease_speed (float time, float target, EasingMode ease=EasingMode::EaseNone) |
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void | ease_color (float time, Color target, EasingMode ease=EasingMode::EaseNone) |
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| MovingObject (const ReaderMapping &reader) |
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virtual void | collision_solid (const CollisionHit &) override |
| this function is called when the object collided with something solid
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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 | after_editor_set () |
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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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A ""Spotlight"" that was given a name can be controlled by scripts.
A ""Spotlight"" is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via ""sector.name"" from the console.