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| Tux (WorldMap *worldmap) |
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| virtual void | draw (DrawingContext &context) override |
| | The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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| virtual void | update (float dt_sec) override |
| | This function is called once per frame and allows the object to update it's state. More...
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virtual bool | is_singleton () const override |
| | If true only a single object of this type is allowed in a given GameObjectManager.
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void | setup () |
| | called prior to first update
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void | set_direction (Direction dir) |
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void | set_ghost_mode (bool enabled) |
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bool | get_ghost_mode () const |
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bool | is_moving () const |
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Vector | get_pos () const |
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Vector | get_tile_pos () const |
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void | set_tile_pos (const Vector &p) |
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void | process_special_tile (SpecialTile *special_tile) |
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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 std::string | get_class () const |
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virtual std::string | get_display_name () const |
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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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virtual ObjectSettings | get_settings () |
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virtual void | after_editor_set () |
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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_select () |
| | The user clicked on the object in the editor and selected it.
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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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