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supertux
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Public Member Functions | |
| Bullet (const Vector &pos, float xm, Direction dir, BonusType type) | |
| 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 void | collision_solid (const CollisionHit &hit) override |
| this function is called when the object collided with something solid | |
| virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
| this function is called when the object collided with any other object | |
| virtual bool | is_saveable () const override |
| Indicates if the object will be saved. More... | |
| void | ricochet (GameObject &other, const CollisionHit &hit) |
| Makes bullet bounce off an object (that got hit). More... | |
| BonusType | get_type () const |
Public Member Functions inherited from MovingObject | |
| MovingObject (const ReaderMapping &reader) | |
| virtual bool | collides (GameObject &, const CollisionHit &) const override |
| when 2 objects collided, we will first call the pre_collision_check 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 bool | listener_is_valid () const override |
| Vector | get_pos () const |
| const Rectf & | get_bbox () const |
| const Vector & | get_movement () const |
| CollisionGroup | get_group () const |
| CollisionObject * | get_collision_object () |
| const CollisionObject * | get_collision_object () const |
| virtual std::string | get_class () const override |
| virtual ObjectSettings | get_settings () override |
| virtual void | editor_select () override |
| The user clicked on the object in the editor and selected it. | |
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 |
| void | save (Writer &writer) |
| This function saves the object. More... | |
| virtual std::string | get_display_name () const |
| 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 | has_settings () const |
| Indicates if get_settings() is implemented. More... | |
| virtual void | after_editor_set () |
| bool | is_valid () const |
| returns true if the object is not scheduled to be removed yet | |
| void | remove_me () |
| schedules this object to be removed at the end of the frame | |
| 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 |
| 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 | 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... | |
Additional Inherited Members | |
Protected Member Functions inherited from MovingObject | |
| void | set_group (CollisionGroup group) |
Protected Attributes inherited from MovingObject | |
| CollisionObject | m_col |
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 | |
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
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inlineoverridevirtual |
Indicates if the object will be saved.
If false, the object will be skipped on saving and can't be cloned in the editor.
Reimplemented from GameObject.
| void Bullet::ricochet | ( | GameObject & | other, |
| const CollisionHit & | hit | ||
| ) |
Makes bullet bounce off an object (that got hit).
To be called by the collision handler of that object. Note that the hit parameter is filled in as perceived by the object, not by the bullet.
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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.
1.8.12