17 #ifndef HEADER_SUPERTUX_BADGUY_WILLOWISP_HPP 18 #define HEADER_SUPERTUX_BADGUY_WILLOWISP_HPP 20 #include "badguy/badguy.hpp" 21 #include "object/path_object.hpp" 22 #include "squirrel/exposed_object.hpp" 23 #include "scripting/willowisp.hpp" 42 virtual bool is_freezable()
const override {
return false; }
46 virtual void goto_node(
int node_no);
47 virtual void set_state(
const std::string& state);
48 virtual void start_moving();
49 virtual void stop_moving();
54 virtual std::string get_class()
const override {
return "willowisp"; }
55 virtual std::string get_display_name()
const override {
return _(
"Will 'o' wisp"); }
58 virtual void move_to(
const Vector& pos)
override;
65 virtual HitResponse collision_player(
Player& player,
const CollisionHit& hit)
override;
69 STATE_STOPPED, STATE_IDLE, STATE_TRACKING, STATE_VANISHING, STATE_WARPING,
70 STATE_PATHMOVING, STATE_PATHMOVING_TRACK
76 std::string m_target_sector;
77 std::string m_target_spawnpoint;
78 std::string m_hit_script;
80 std::unique_ptr<SoundSource> m_sound_source;
virtual void deactivate() override
called when the badguy has been deactivated
Definition: willowisp.cpp:169
Base class for moving sprites that can hurt the Player.
Definition: badguy.hpp:31
Simple two dimensional vector.
Definition: vector.hpp:24
virtual void kill_fall() override
Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned ups...
Definition: willowisp.hpp:44
This class binds a certain GameObject class to a scripting class.
Definition: exposed_object.hpp:45
virtual void stop_looping_sounds() override
stops all looping sounds
Definition: willowisp.cpp:293
void vanish()
make WillOWisp vanish
Definition: willowisp.cpp:190
virtual void finish_construction() override
Called after all objects have been added to the Sector and the Sector is fully constructed.
Definition: willowisp.cpp:78
Definition: object_settings.hpp:35
virtual void play_looping_sounds() override
continues all looping sounds
Definition: willowisp.cpp:300
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
A sound source represents the source of audio output.
Definition: sound_source.hpp:25
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: willowisp.cpp:86
virtual bool is_hurtable() const override
Return true if this badguy can be hurt by tiles with the attribute "hurts".
Definition: willowisp.hpp:43
A class for all objects that contain / make use of a path.
Definition: path_object.hpp:28
Definition: willowisp.hpp:27
Definition: reader_mapping.hpp:31
Definition: player.hpp:39
virtual bool is_flammable() const override
Returns whether to call ignite() when a badguy gets hit by a fire bullet.
Definition: willowisp.hpp:41
virtual void activate() override
called when the badguy has been activated.
Definition: willowisp.cpp:155
This class collects data about a collision.
Definition: collision_hit.hpp:44