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supertux
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Public Member Functions | |
| PoisonIvy (const ReaderMapping &reader) | |
| PoisonIvy (const Vector &pos, Direction d) | |
| virtual bool | is_freezable () const override |
| virtual std::string | get_class () const override |
| virtual std::string | get_display_name () const override |
Public Member Functions inherited from WalkingBadguy | |
| WalkingBadguy (const Vector &pos, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite") | |
| WalkingBadguy (const Vector &pos, Direction direction, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite") | |
| WalkingBadguy (const ReaderMapping &reader, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS, const std::string &light_sprite_name="images/objects/lightmap_light/lightmap_light-medium.sprite") | |
| virtual void | initialize () override |
| called immediately before the first call to initialize | |
| 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 void | freeze () override |
| Called when hit by an ice bullet, and is_freezable() returns true. More... | |
| virtual void | unfreeze () override |
| Called to unfreeze the badguy. More... | |
| void | active_update (float dt_sec, float target_velocity) |
| float | get_velocity_y () const |
| void | set_velocity_y (float vy) |
| void | add_velocity (const Vector &velocity) |
| Adds velocity to the badguy (be careful when using this) | |
| float | get_walk_speed () const |
| void | set_walk_speed (float) |
| bool | is_active () const |
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. | |
| virtual bool | is_flammable () const |
| Returns whether to call ignite() when a badguy gets hit by a fire bullet. | |
| bool | is_ignited () const |
| Returns whether this badguys is currently on fire. | |
| 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... | |
| Dispenser * | get_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 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... | |
Protected Member Functions | |
| virtual bool | collision_squished (GameObject &object) override |
| Called when the player hit the badguy from above. More... | |
Protected Member Functions inherited from WalkingBadguy | |
| void | turn_around () |
Protected Member Functions inherited from BadGuy | |
| virtual HitResponse | collision_player (Player &player, const CollisionHit &hit) |
| Called when the badguy collided with a player. | |
| 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... | |
| virtual void | deactivate () |
| called when the badguy has been deactivated | |
| void | kill_squished (GameObject &object) |
| void | set_state (State state) |
| State | get_state () const |
| bool | check_state_timer () |
| Player * | get_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) |
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 Attributes inherited from WalkingBadguy | |
| std::string | walk_left_action |
| std::string | walk_right_action |
| float | walk_speed |
| int | max_drop_height |
| Maximum height of drop before we will turn around, or -1 to just drop from any ledge. | |
| Timer | turn_around_timer |
| int | turn_around_counter |
| counts number of turns since turn_around_timer was started | |
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 | |
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overrideprotectedvirtual |
Called when the player hit the badguy from above.
You should return true if the badguy was squished, false if squishing wasn't possible
Reimplemented from BadGuy.
1.8.12