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Public Types | Public Member Functions | Static Public Member Functions | List of all members
Spotlight Class Referencefinal

A ""Spotlight"" that was given a name can be controlled by scripts. More...

#include <spotlight.hpp>

Inheritance diagram for Spotlight:
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Collaboration diagram for Spotlight:
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Public Types

enum  Direction { CLOCKWISE, COUNTERCLOCKWISE, STOPPED }
 

Public Member Functions

 Spotlight (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 HitResponse collision (GameObject &other, const CollisionHit &hit_) override
 this function is called when the object collided with any other object
 
virtual std::string get_class_name () const override
 
virtual std::string get_exposed_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 ObjectSettings get_settings () override
 
virtual int get_layer () const override
 
void set_enabled (bool enabled)
 
bool is_enabled ()
 
void set_direction (const std::string &direction)
 Sets the direction of the spotlight. More...
 
void set_angle (float angle)
 
void fade_angle (float angle, float time)
 Fades the angle of the spotlight in ""time"" seconds. More...
 
void ease_angle (float angle, float time, const std::string &easing)
 Fades the angle of the spotlight in ""time"" seconds, with easing. More...
 
void set_speed (float speed)
 
void fade_speed (float speed, float time)
 Fades the speed of the spotlight in ""time"" seconds. More...
 
void ease_speed (float speed, float time, const std::string &easing)
 Fades the speed of the spotlight in ""time"" seconds, with easing. More...
 
void set_color_rgba (float r, float g, float b, float a)
 Sets the RGBA color of the spotlight. More...
 
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...
 
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...
 
void ease_angle (float time, float target, EasingMode ease=EasingMode::EaseNone)
 
void ease_speed (float time, float target, EasingMode ease=EasingMode::EaseNone)
 
void ease_color (float time, Color target, EasingMode ease=EasingMode::EaseNone)
 
- Public Member Functions inherited from MovingObject
 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 Rectfget_bbox () const
 
const Vector & get_movement () const
 
CollisionGroup get_group () const
 
CollisionObjectget_collision_object ()
 
const CollisionObjectget_collision_object () const
 
void set_parent_dispenser (Dispenser *dispenser)
 
Dispenserget_parent_dispenser () const
 
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.
 
- 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 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 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...
 
GameObjectManagerget_parent () const
 

Static Public Member Functions

static void register_class (ssq::VM &vm)
 
static Direction Direction_from_string (const std::string &s)
 
static std::string Direction_to_string (Direction dir)
 
static std::string class_name ()
 
static std::string display_name ()
 
- Static Public Member Functions inherited from MovingObject
static void register_class (ssq::VM &vm)
 
static std::string class_name ()
 
- Static Public Member Functions inherited from GameObject
static void register_class (ssq::VM &vm)
 

Additional Inherited Members

- Protected Types inherited from GameObject
enum  TypeChange { INITIAL = -1 }
 When the type has been changed from the editor. More...
 
- Protected Member Functions inherited from MovingObject
void set_group (CollisionGroup group)
 
- 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
 
- Protected Attributes inherited from MovingObject
CollisionObject m_col
 
Dispenserm_parent_dispenser
 
- 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

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.

Member Function Documentation

◆ draw()

void Spotlight::draw ( DrawingContext context)
overridevirtual

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

Implements GameObject.

◆ ease_angle()

void Spotlight::ease_angle ( float  angle,
float  time,
const std::string &  easing 
)

Fades the angle of the spotlight in ""time"" seconds, with easing.

Parameters
float$angle
float$time
string$easing

◆ ease_color_rgba()

void Spotlight::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.

Parameters
float$r
float$g
float$b
float$a
float$time
string$easing

◆ ease_speed()

void Spotlight::ease_speed ( float  speed,
float  time,
const std::string &  easing 
)

Fades the speed of the spotlight in ""time"" seconds, with easing.

Parameters
float$speed
float$time
string$easing

◆ fade_angle()

void Spotlight::fade_angle ( float  angle,
float  time 
)

Fades the angle of the spotlight in ""time"" seconds.

Parameters
float$angle
float$time

◆ fade_color_rgba()

void Spotlight::fade_color_rgba ( float  r,
float  g,
float  b,
float  a,
float  time 
)

Fades the spotlight to a new RGBA color in ""time"" seconds.

Parameters
float$r
float$g
float$b
float$a
float$time

◆ fade_speed()

void Spotlight::fade_speed ( float  speed,
float  time 
)

Fades the speed of the spotlight in ""time"" seconds.

Parameters
float$speed
float$time

◆ get_class_types()

virtual GameObjectClasses Spotlight::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 MovingObject.

◆ is_enabled()

bool Spotlight::is_enabled ( )

Deprecated:
Use the ""enabled"" property instead! Returns ""true"" if the spotlight is enabled.

◆ set_angle()

void Spotlight::set_angle ( float  angle)

Deprecated:
Use the ""angle"" property instead! Sets the angle of the spotlight.
Parameters
float$angle

◆ set_color_rgba()

void Spotlight::set_color_rgba ( float  r,
float  g,
float  b,
float  a 
)

Sets the RGBA color of the spotlight.

Parameters
float$r
float$g
float$b
float$a

◆ set_direction()

void Spotlight::set_direction ( const std::string &  direction)

Sets the direction of the spotlight.

Parameters
string$direction

◆ set_enabled()

void Spotlight::set_enabled ( bool  enabled)

Deprecated:
Use the ""enabled"" property instead! Enables/disables the spotlight.
Parameters
bool$enabled

◆ set_speed()

void Spotlight::set_speed ( float  speed)

Deprecated:
Use the ""speed"" property instead! Sets the speed of the spotlight.
Parameters
float$speed

◆ update()

void Spotlight::update ( float  dt_sec)
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.


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