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| HeavyCoin (const Vector &pos, const Vector &init_velocity) |
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| HeavyCoin (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 | collision_solid (const CollisionHit &hit) override |
| | this function is called when the object collided with something solid
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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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| Coin (const Vector &pos) |
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| Coin (const ReaderMapping &reader) |
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| virtual void | finish_construction () override |
| | Called after all objects have been added to the Sector and the Sector is fully constructed. 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 void | editor_update () override |
| | Called each frame in the editor, used to keep linked objects together (e.g. More...
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virtual void | move_to (const Vector &pos) override |
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void | collect () |
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| MovingSprite (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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| MovingSprite (const ReaderMapping &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) |
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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 std::string | get_default_sprite_name () const |
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std::string | get_sprite_name () const |
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void | change_sprite (const std::string &new_sprite_name) |
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void | spawn_explosion_sprites (int count, const std::string &sprite_path) |
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| MovingObject (const ReaderMapping &reader) |
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| 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...
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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 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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virtual void | editor_select () override |
| | The user clicked on the object in the editor and selected it.
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| GameObject (const std::string &name) |
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| GameObject (const ReaderMapping &reader) |
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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 | 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 | 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 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 | 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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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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