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

Public Member Functions

void goto_node (int node_no)
 Move tilemap until at given node, then stop.
 
void start_moving ()
 Start moving tilemap.
 
void stop_moving ()
 Stop tilemap at next node.
 
int get_tile_id (int x, int y) const
 returns tile ID in row y and column y (of the tilemap)
 
int get_tile_id_at (float x, float y) const
 returns tile ID at position pos (in world coordinates)
 
void change (int x, int y, int newtile)
 replaces the tile by given tile in row y and column y (of the tilemap)
 
void change_at (float x, float y, int newtile)
 replaces the tile by given tile at position pos (in world coordinates)
 
void fade (float alpha, float seconds)
 Start fading the tilemap to opacity given by alpha. More...
 
void tint_fade (float seconds, float red, float green, float blue, float alpha)
 Start fading the tilemap to tint given by RGBA. More...
 
void set_alpha (float alpha)
 Instantly switch tilemap's opacity to alpha. More...
 
float get_alpha () const
 Return tilemap's opacity. More...
 
void set_solid (bool solid)
 Switch tilemap's real solidity to the given bool. More...
 
- Public Member Functions inherited from scripting::GameObject<::TileMap >
 GameObject (UID uid)
 
::TileMapget_object_ptr () const
 

Additional Inherited Members

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

Member Function Documentation

§ fade()

void TileMap::fade ( float  alpha,
float  seconds 
)

Start fading the tilemap to opacity given by alpha.

Destination opacity will be reached after seconds seconds. Also influences solidity.

§ get_alpha()

float TileMap::get_alpha ( ) const

Return tilemap's opacity.

Note that while the tilemap is fading in or out, this will return the current alpha value, not the target alpha.

§ set_alpha()

void TileMap::set_alpha ( float  alpha)

Instantly switch tilemap's opacity to alpha.

Also influences solidity.

§ set_solid()

void TileMap::set_solid ( bool  solid)

Switch tilemap's real solidity to the given bool.

Note that effective solidity is also influenced by the alpha of the tilemap.true: make tilemap solid, false: disable solidity

§ tint_fade()

void TileMap::tint_fade ( float  seconds,
float  red,
float  green,
float  blue,
float  alpha 
)

Start fading the tilemap to tint given by RGBA.

Destination opacity will be reached after seconds seconds. Doesn't influence solidity.


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