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| 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") |
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| 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") |
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| 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") |
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virtual void | initialize () override |
| | called immediately before the first call to initialize
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| virtual void | active_update (float dt_sec) override |
| | called each frame when the badguy is activated. More...
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virtual void | collision_solid (const CollisionHit &hit) override |
| | Called when the badguy collided with solid ground.
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virtual HitResponse | collision_badguy (BadGuy &badguy, const CollisionHit &hit) override |
| | Called when the badguy collided with another badguy.
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| virtual void | freeze () override |
| | Called when hit by an ice bullet, and is_freezable() returns true. More...
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| virtual void | unfreeze () override |
| | Called to unfreeze the badguy. More...
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void | active_update (float dt_sec, float target_velocity) |
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float | get_velocity_y () const |
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void | set_velocity_y (float vy) |
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void | add_velocity (const Vector &velocity) |
| | Adds velocity to the badguy (be careful when using this)
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float | get_walk_speed () const |
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void | set_walk_speed (float) |
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bool | is_active () const |
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| 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") |
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| 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") |
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| 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") |
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| virtual void | draw (DrawingContext &context) override |
| | Called when the badguy is drawn. More...
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| virtual void | update (float dt_sec) override |
| | Called each frame. More...
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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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| virtual HitResponse | collision (GameObject &other, const CollisionHit &hit) override |
| | Called when a collision with another object occurred. More...
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virtual void | collision_tile (uint32_t tile_attributes) override |
| | Called when a collision with tile with special attributes occurred.
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virtual void | kill_fall () |
| | Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned upside-down)
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virtual void | run_dead_script () |
| | Call this, if you use custom kill_fall() or kill_squashed(GameObject& object)
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| virtual bool | can_break () const |
| | True if this badguy can break bricks or open bonusblocks in his current form. More...
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Vector | get_start_position () const |
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void | set_start_position (const Vector &vec) |
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virtual void | ignite () |
| | Called when hit by a fire bullet, and is_flammable() returns true.
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virtual void | extinguish () |
| | Called to revert a badguy when is_ignited() returns true.
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virtual bool | is_flammable () const |
| | Returns whether to call ignite() when a badguy gets hit by a fire bullet.
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bool | is_ignited () const |
| | Returns whether this badguys is currently on fire.
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virtual bool | is_freezable () const |
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virtual bool | is_hurtable () const |
| | Return true if this badguy can be hurt by tiles with the attribute "hurts".
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bool | is_frozen () const |
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bool | is_in_water () const |
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virtual std::string | get_water_sprite () const |
| | Get melting particle sprite filename.
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| void | set_parent_dispenser (Dispenser *parent) |
| | Sets the dispenser that spawns this badguy. More...
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Dispenser * | get_parent_dispenser () const |
| | Returns the dispenser this badguys was spawned by.
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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 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 | set_pos (const Vector &pos) |
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virtual void | move_to (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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| virtual void | finish_construction () |
| | Called after all objects have been added to the Sector and the Sector is fully constructed. More...
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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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| virtual void | editor_update () |
| | Called each frame in the editor, used to keep linked objects together (e.g. More...
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Base class for Badguys that walk on the floor.