supertux
Public Member Functions | Public Attributes | List of all members
worldmap::SpriteChange Class Referencefinal
Inheritance diagram for worldmap::SpriteChange:
GameObject

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
 

Member Function Documentation

§ clear_stay_action()

void worldmap::SpriteChange::clear_stay_action ( bool  propagate = true)

Deactivates the SpriteChange's stay action, if applicable.

Parameters
propagate: Also change stay actions in the same stay group

§ draw()

void worldmap::SpriteChange::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Implements GameObject.

§ update()

void worldmap::SpriteChange::update ( float  dt_sec)
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.


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