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supertux
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Public Member Functions | |
| SpriteChange (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 void | update (float dt_sec) override |
| This function is called once per frame and allows the object to update it's state. More... | |
| void | set_stay_action () |
| Activates the SpriteChange's stay action, if applicable. | |
| void | clear_stay_action (bool propagate=true) |
| Deactivates the SpriteChange's stay action, if applicable. More... | |
| bool | show_stay_action () const |
| Vector | get_pos () 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 |
| void | save (Writer &writer) |
| This function saves the object. More... | |
| virtual std::string | get_class () const |
| virtual std::string | get_display_name () const |
| 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 ObjectSettings | get_settings () |
| 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 Attributes | |
| bool | m_change_on_touch |
| should tuxs sprite change when the tile has been completely entered, or already when the tile was just touched | |
| SpritePtr | m_sprite |
| sprite to change tux image to | |
| std::string | m_sprite_name |
Additional Inherited Members | |
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 | |
| void worldmap::SpriteChange::clear_stay_action | ( | bool | propagate = true | ) |
Deactivates the SpriteChange's stay action, if applicable.
| propagate | : Also change stay actions in the same stay group |
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
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overridevirtual |
This function is called once per frame and allows the object to update it's state.
The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.
Implements GameObject.
1.8.12