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Public Member Functions | Protected Member Functions | List of all members
ParticleSystem_Interactive Class Reference

This is an alternative class for particle systems. More...

#include <particlesystem_interactive.hpp>

Inheritance diagram for ParticleSystem_Interactive:
ParticleSystem GameObject ExposedObject< ParticleSystem, scripting::ParticleSystem > ScriptInterface RainParticleSystem

Public Member Functions

 ParticleSystem_Interactive (const ReaderMapping &mapping)
 
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_display_name () const override
 
- Public Member Functions inherited from ParticleSystem
 ParticleSystem (const ReaderMapping &reader, float max_particle_size=60)
 
 ParticleSystem (float max_particle_size=60)
 
virtual std::string get_class () const override
 
virtual ObjectSettings get_settings () override
 
void set_enabled (bool enabled_)
 
bool get_enabled () const
 
int get_layer () const
 
- 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
 
virtual void update (float dt_sec)=0
 This function is called once per frame and allows the object to update it's state. More...
 
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...
 
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_select ()
 The user clicked on the object in the editor and selected it.
 
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...
 
- Public Member Functions inherited from ExposedObject< ParticleSystem, scripting::ParticleSystem >
 ExposedObject (ParticleSystem *parent)
 Constructor. More...
 
virtual void expose (HSQUIRRELVM vm, SQInteger table_idx) override
 Exposes the parent GameObject to the script Interface. More...
 
virtual void unexpose (HSQUIRRELVM vm, SQInteger table_idx) override
 Un-exposes the parent GameObject to the script Interface. More...
 

Protected Member Functions

int collision (Particle *particle, const Vector &movement)
 

Additional Inherited Members

- Protected Attributes inherited from ParticleSystem
float max_particle_size
 
int z_pos
 
std::vector< std::unique_ptr< Particle > > particles
 
float virtual_width
 
float virtual_height
 
bool enabled
 
- 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
 

Detailed Description

This is an alternative class for particle systems.

It is responsible for storing a set of particles with each having an x- and y-coordinate the number of the layer where it should be drawn and a texture.

This version of the particle system class doesn't use virtual screen coordinates, but Interactive ones. Particle systems which need Interactive levels coordinates, such as rain, should be implemented here.

Classes that implement a particle system should subclass from this class, initialize particles in the constructor and move them in the simulate function.

Member Function Documentation

§ draw()

void ParticleSystem_Interactive::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Reimplemented from ParticleSystem.


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