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supertux
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An Ispy: When it spots Tux, a script will run. More...
#include <ispy.hpp>
Public Member Functions | |
| Ispy (const ReaderMapping &mapping) | |
| virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
| this function is called when the object collided with any other object | |
| 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 std::string | get_class () const override |
| virtual std::string | get_display_name () const override |
| virtual ObjectSettings | get_settings () override |
| virtual void | after_editor_set () override |
Public Member Functions inherited from MovingSprite | |
| MovingSprite (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
| MovingSprite (const ReaderMapping &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
| MovingSprite (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
| MovingSprite (const ReaderMapping &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | |
| virtual void | draw (DrawingContext &context) override |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More... | |
| virtual std::string | get_default_sprite_name () const |
| std::string | get_sprite_name () const |
| void | change_sprite (const std::string &new_sprite_name) |
| void | spawn_explosion_sprites (int count, const std::string &sprite_path) |
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 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 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 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 | has_settings () const |
| Indicates if get_settings() is implemented. More... | |
| 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 MovingSprite | |
| void | set_action (const std::string &action, int loops) |
| set new action for sprite and resize bounding box. More... | |
| void | set_action_centered (const std::string &action, int loops) |
| set new action for sprite and re-center bounding box. More... | |
| void | set_action (const std::string &action, int loops, AnchorPoint anchorPoint) |
| set new action for sprite and align bounding boxes at anchorPoint. More... | |
Protected Member Functions inherited from MovingObject | |
| void | set_group (CollisionGroup group) |
Protected Attributes inherited from MovingSprite | |
| std::string | m_sprite_name |
| std::string | m_default_sprite_name |
| The default sprite for this MovingObject. | |
| SpritePtr | m_sprite |
| int | m_layer |
| Sprite's z-position. More... | |
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 | |
An Ispy: When it spots Tux, a script will run.
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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.
Reimplemented from MovingSprite.
1.8.12