supertux
Public Member Functions | Protected Attributes | List of all members
MoleRock Class Referencefinal

Badguy "MoleRock" - Rock thrown by "Mole" Badguy. More...

#include <mole_rock.hpp>

Inheritance diagram for MoleRock:
BadGuy MovingSprite MovingObject GameObject CollisionListener

Public Member Functions

 MoleRock (const ReaderMapping &reader)
 
 MoleRock (const Vector &pos, const Vector &velocity, const BadGuy *parent)
 
virtual void initialize () override
 called immediately before the first call to initialize
 
virtual void deactivate () override
 called when the badguy has been deactivated
 
virtual void active_update (float dt_sec) override
 called each frame when the badguy is activated. More...
 
virtual void collision_solid (const CollisionHit &hit) override
 Called when the badguy collided with solid ground.
 
virtual HitResponse collision_badguy (BadGuy &badguy, const CollisionHit &hit) override
 Called when the badguy collided with another badguy.
 
virtual HitResponse collision_player (Player &player, const CollisionHit &hit) override
 Called when the badguy collided with a player.
 
virtual bool updatePointers (const GameObject *from_object, GameObject *to_object)
 
virtual bool is_flammable () const override
 Returns whether to call ignite() when a badguy gets hit by a fire bullet.
 
virtual std::string get_class () const override
 
virtual std::string get_display_name () const override
 
- Public Member Functions inherited from BadGuy
 BadGuy (const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite")
 
 BadGuy (const Vector &pos, Direction direction, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite")
 
 BadGuy (const ReaderMapping &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite")
 
virtual void draw (DrawingContext &context) override
 Called when the badguy is drawn. More...
 
virtual void update (float dt_sec) override
 Called each frame. More...
 
virtual ObjectSettings get_settings () override
 
virtual void after_editor_set () override
 
virtual HitResponse collision (GameObject &other, const CollisionHit &hit) override
 Called when a collision with another object occurred. More...
 
virtual void collision_tile (uint32_t tile_attributes) override
 Called when a collision with tile with special attributes occurred.
 
virtual void kill_fall ()
 Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned upside-down)
 
virtual void run_dead_script ()
 Call this, if you use custom kill_fall() or kill_squashed(GameObject& object)
 
virtual bool can_break () const
 True if this badguy can break bricks or open bonusblocks in his current form. More...
 
Vector get_start_position () const
 
void set_start_position (const Vector &vec)
 
virtual void ignite ()
 Called when hit by a fire bullet, and is_flammable() returns true.
 
virtual void extinguish ()
 Called to revert a badguy when is_ignited() returns true.
 
bool is_ignited () const
 Returns whether this badguys is currently on fire.
 
virtual void freeze ()
 Called when hit by an ice bullet, and is_freezable() returns true. More...
 
virtual void unfreeze ()
 Called to unfreeze the badguy. More...
 
virtual bool is_freezable () const
 
virtual bool is_hurtable () const
 Return true if this badguy can be hurt by tiles with the attribute "hurts".
 
bool is_frozen () const
 
bool is_in_water () const
 
virtual std::string get_water_sprite () const
 Get melting particle sprite filename.
 
void set_parent_dispenser (Dispenser *parent)
 Sets the dispenser that spawns this badguy. More...
 
Dispenserget_parent_dispenser () const
 Returns the dispenser this badguys was spawned by.
 
- 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 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 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 set_pos (const Vector &pos)
 
virtual void move_to (const Vector &pos)
 
virtual bool listener_is_valid () const override
 
Vector get_pos () const
 
const Rectfget_bbox () const
 
const Vectorget_movement () const
 
CollisionGroup get_group () const
 
CollisionObjectget_collision_object ()
 
const CollisionObjectget_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...
 

Protected Attributes

const BadGuyparent
 collisions with this BadGuy will be ignored
 
const Vector initial_velocity
 velocity at time of creation
 
- Protected Attributes inherited from BadGuy
Physic m_physic
 
bool m_is_initialized
 true if initialize() has already been called
 
Vector m_start_position
 
Direction m_dir
 The direction we currently face in.
 
Direction m_start_dir
 The direction we initially faced in.
 
bool m_frozen
 
bool m_ignited
 true if this badguy is currently on fire
 
bool m_in_water
 
std::string m_dead_script
 < true if the badguy is currently in water More...
 
float m_melting_time
 
SpritePtr m_lightsprite
 
bool m_glowing
 
- 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
 

Additional Inherited Members

- Public Attributes inherited from BadGuy
bool m_countMe
 Count this badguy to the statistics? This value should not be changed during runtime. More...
 
- Protected Types inherited from BadGuy
enum  State {
  STATE_INIT, STATE_INACTIVE, STATE_ACTIVE, STATE_SQUISHED,
  STATE_FALLING, STATE_BURNING, STATE_MELTING, STATE_GROUND_MELTING,
  STATE_INSIDE_MELTING, STATE_GEAR
}
 
- Protected Member Functions inherited from BadGuy
virtual bool collision_squished (GameObject &object)
 Called when the player hit the badguy from above. More...
 
virtual HitResponse collision_bullet (Bullet &bullet, const CollisionHit &hit)
 Called when the badguy collided with a bullet.
 
virtual void inactive_update (float dt_sec)
 called each frame when the badguy is not activated. More...
 
virtual void activate ()
 called when the badguy has been activated. More...
 
void kill_squished (GameObject &object)
 
void set_state (State state)
 
State get_state () const
 
bool check_state_timer ()
 
Playerget_nearest_player () const
 returns a pointer to the nearest player or 0 if no player is available
 
bool is_offscreen () const
 initial position of the enemy. More...
 
bool might_fall (int height=1) const
 Returns true if we might soon fall at least height pixels. More...
 
Direction str2dir (const std::string &dir_str) const
 Get Direction from String. More...
 
void update_on_ground_flag (const CollisionHit &hit)
 Update on_ground_flag judging by solid collision hit. More...
 
bool on_ground () const
 Returns true if we touched ground in the past frame This only works if update_on_ground_flag() gets called in collision_solid. More...
 
Vector get_floor_normal () const
 Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above. More...
 
bool is_active () const
 Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
 
void set_colgroup_active (CollisionGroup group)
 changes colgroup_active. More...
 
- 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)
 

Detailed Description

Badguy "MoleRock" - Rock thrown by "Mole" Badguy.

Member Function Documentation

§ active_update()

void MoleRock::active_update ( float  dt_sec)
overridevirtual

called each frame when the badguy is activated.

Reimplemented from BadGuy.


The documentation for this class was generated from the following files: