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| Camera (const std::string &name) |
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| Camera (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 &) override |
| | The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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virtual bool | is_singleton () const override |
| | If true only a single object of this type is allowed in a given GameObjectManager.
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| virtual bool | is_saveable () const override |
| | Indicates if the object will be saved. More...
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virtual std::string | get_class () const override |
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virtual std::string | get_display_name () const override |
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virtual ObjectSettings | get_settings () override |
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virtual void | after_editor_set () override |
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virtual const std::string | get_icon_path () const override |
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void | reset (const Vector &tuxpos) |
| | reset camera position
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const Vector & | get_translation () const |
| | return camera position
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void | set_translation (const Vector &translation) |
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void | shake (float duration, float x, float y) |
| | shake camera in a direction 1 time
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void | scroll_to (const Vector &goal, float scrolltime) |
| | scroll the upper left edge of the camera in scrolltime seconds to the position goal
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void | move (const int dx, const int dy) |
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void | reload_config () |
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Vector | get_center () const |
| | get the coordinates of the point directly in the center of this camera
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void | set_mode (Mode mode_) |
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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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| void | save (Writer &writer) |
| | This function saves the object. More...
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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 | has_settings () const |
| | Indicates if get_settings() is implemented. More...
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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 | remove_me () |
| | schedules this object to be removed at the end of the frame
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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 |
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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 | 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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| | ExposedObject (Camera *parent) |
| | Constructor. More...
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| virtual void | expose (HSQUIRRELVM vm, SQInteger table_idx) override |
| | Exposes the parent GameObject to the script Interface. More...
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| virtual void | unexpose (HSQUIRRELVM vm, SQInteger table_idx) override |
| | Un-exposes the parent GameObject to the script Interface. More...
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void | init_path (const ReaderMapping &mapping, bool running_default) |
| | For compatibilty reasons this needs to get the GameObjects main mapping, not the (path ...) mapping.
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void | init_path_pos (const Vector &pos, bool running=false) |
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Path * | get_path () const |
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PathWalker * | get_walker () const |
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std::string | get_path_ref () const |
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