17 #ifndef HEADER_SUPERTUX_OBJECT_WIND_HPP 18 #define HEADER_SUPERTUX_OBJECT_WIND_HPP 20 #include "squirrel/exposed_object.hpp" 21 #include "scripting/wind.hpp" 22 #include "supertux/moving_object.hpp" 34 virtual void update(
float dt_sec)
override;
39 virtual std::string get_class()
const override {
return "wind"; }
40 virtual std::string get_display_name()
const override {
return _(
"Wind");}
65 Wind& operator=(
const Wind&) =
delete;
Defines an area that will gently push Players in one direction.
Definition: wind.hpp:27
virtual bool has_variable_size() const override
Does this object have variable size (secret area trigger, wind, etc.)
Definition: wind.hpp:38
Simple two dimensional vector.
Definition: vector.hpp:24
virtual void draw(DrawingContext &context) override
The GameObject should draw itself onto the provided DrawingContext if this function is called...
Definition: wind.cpp:92
This class binds a certain GameObject class to a scripting class.
Definition: exposed_object.hpp:45
Definition: object_settings.hpp:35
void start()
start blowing
Definition: wind.cpp:116
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
Base class for all dynamic/moving game objects.
Definition: moving_object.hpp:31
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it's state.
Definition: wind.cpp:74
virtual HitResponse collision(GameObject &other, const CollisionHit &hit) override
this function is called when the object collided with any other object
Definition: wind.cpp:101
Definition: reader_mapping.hpp:31
void stop()
stop blowing
Definition: wind.cpp:122
This class provides functions for drawing things on screen.
Definition: drawing_context.hpp:42
This class collects data about a collision.
Definition: collision_hit.hpp:44