supertux
powerup.hpp
1 // SuperTux
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
13 //
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
16 
17 #ifndef HEADER_SUPERTUX_OBJECT_POWERUP_HPP
18 #define HEADER_SUPERTUX_OBJECT_POWERUP_HPP
19 
20 #include "object/moving_sprite.hpp"
21 #include "supertux/physic.hpp"
22 
23 class PowerUp final : public MovingSprite
24 {
25 public:
26  PowerUp(const ReaderMapping& mapping);
27  PowerUp(const Vector& pos, const std::string& sprite_name);
28 
29  virtual void update(float dt_sec) override;
30  virtual void draw(DrawingContext& context) override;
31  virtual void collision_solid(const CollisionHit& hit) override;
32  virtual HitResponse collision(GameObject& other, const CollisionHit& hit) override;
33 
34  virtual std::string get_class() const override { return "powerup"; }
35  virtual std::string get_display_name() const override { return _("Power-up"); }
36 
37  virtual ObjectSettings get_settings() override;
38 
39 private:
41  virtual void initialize();
42 
43 private:
44  Physic physic;
45  std::string script;
46  bool no_physics;
47  SpritePtr lightsprite;
48 
49 private:
50  PowerUp(const PowerUp&) = delete;
51  PowerUp& operator=(const PowerUp&) = delete;
52 };
53 
54 #endif
55 
56 /* EOF */
Simple two dimensional vector.
Definition: vector.hpp:24
virtual void collision_solid(const CollisionHit &hit) override
this function is called when the object collided with something solid
Definition: powerup.cpp:77
Physics engine.
Definition: physic.hpp:27
virtual HitResponse collision(GameObject &other, const CollisionHit &hit) override
this function is called when the object collided with any other object
Definition: powerup.cpp:88
Definition: object_settings.hpp:35
Definition: powerup.hpp:23
Base class for all the things that make up Levels&#39; Sectors.
Definition: game_object.hpp:46
virtual void draw(DrawingContext &context) override
The GameObject should draw itself onto the provided DrawingContext if this function is called...
Definition: powerup.cpp:170
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it&#39;s state.
Definition: powerup.cpp:139
Definition: reader_mapping.hpp:31
Abstract base class for MovingObjects that are represented by a Sprite.
Definition: moving_sprite.hpp:29
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