supertux
Public Member Functions | List of all members
scripting::Player Class Referencefinal
Inheritance diagram for scripting::Player:
scripting::GameObject<::Player >

Public Member Functions

bool add_bonus (const std::string &bonus)
 Set tux bonus. More...
 
bool set_bonus (const std::string &bonus)
 Replaces the Tux's bonus with another bonus. More...
 
void add_coins (int count)
 Give tux more coins. More...
 
int get_coins () const
 Returns the number of coins the player currently has.
 
void make_invincible ()
 Make tux invincible for a short amount of time.
 
void deactivate ()
 Deactivate user/scripting input for Tux.
 
void activate ()
 Give control back to user/scripting.
 
void walk (float speed)
 Make Tux walk.
 
void set_dir (bool right)
 Face Tux in the proper direction.
 
void set_visible (bool visible)
 Set player visible or invisible.
 
bool get_visible () const
 returns true if Tux is currently visible (that is he was not set invisible by the set_visible method)
 
void kill (bool completely)
 Hurts Tux, if completely=true then he will be killed even if he had grow or fireflower bonus.
 
void set_ghost_mode (bool enable)
 Switches ghost mode on/off. More...
 
bool get_ghost_mode () const
 Returns whether ghost mode is currently enabled.
 
void kick ()
 start kick animation
 
void do_cheer ()
 play cheer animation. More...
 
void do_duck ()
 duck down if possible. More...
 
void do_standup ()
 stand back up if possible.
 
void do_backflip ()
 do a backflip if possible.
 
void do_jump (float yspeed)
 jump in the air if possible sensible values for yspeed are negative - unless we want to jump into the ground of course
 
void trigger_sequence (const std::string &sequence_name)
 Orders the current GameSession to start a sequence.
 
void use_scripting_controller (bool use_or_release)
 Uses a scriptable controller for all user input (or restores controls)
 
bool has_grabbed (const std::string &name) const
 Check whether player is carrying a certain object. More...
 
void do_scripting_controller (const std::string &control, bool pressed)
 Instructs the scriptable controller to press or release a button.
 
float get_velocity_x () const
 
float get_velocity_y () const
 
- Public Member Functions inherited from scripting::GameObject<::Player >
 GameObject (UID uid)
 
::Playerget_object_ptr () const
 

Additional Inherited Members

- Protected Attributes inherited from scripting::GameObject<::Player >
UID m_uid
 

Member Function Documentation

§ add_bonus()

bool Player::add_bonus ( const std::string &  bonus)

Set tux bonus.

This can be "grow", "fireflower" or "iceflower" at the moment

§ add_coins()

void Player::add_coins ( int  count)

Give tux more coins.

If count is a negative amount of coins, that number of coins will be taken from the player (until the number of coins the player has is 0, when it will stop changing).

§ do_cheer()

void Player::do_cheer ( )

play cheer animation.

This might need some space and behave in an unpredictable way. Best to use this at level end.

§ do_duck()

void Player::do_duck ( )

duck down if possible.

this won't last long as long as input is enabled.

§ has_grabbed()

bool Player::has_grabbed ( const std::string &  name) const

Check whether player is carrying a certain object.

Parameters
nameName of the Portable object to check for

§ set_bonus()

bool Player::set_bonus ( const std::string &  bonus)

Replaces the Tux's bonus with another bonus.

This can be "grow", "fireflower" or "iceflower" at the moment

§ set_ghost_mode()

void Player::set_ghost_mode ( bool  enable)

Switches ghost mode on/off.

Lets Tux float around and through solid objects.


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