#include <objects_common.h>
Inheritance diagram for Object:


| Public Member Functions | |
| Object (Sint16 xpos=0, Sint16 ypos=0, const ParameterMap ¶m=ParameterMap()) | |
| bool | setPos (Sint16 xcord, Sint16 ycord) | 
| SDL_Rect | getCenter () const | 
| Returns the center of an object. | |
| bool | isIn (const SDL_Rect &rect, bool touch=false) const | 
| SDL_Rect * | getPos () | 
| SDL_Rect | getDrawPos () const | 
| const Frame | getFrame () const | 
| string | getName () | 
| EmptyAnimationPtr | loadAnimation (string anim_name, double scale_factor=1, BasePointType abp_type=BP_MD, Uint16 aanimation_type=ATYPE_LOOP, double afps=0, AllignType aallign_type=AT_MD) | 
| Load an animation bound onto this object from an animation data file. | |
| EmptyAnimationPtr | loadAnimation (const Image &abase_image, Uint16 aframes=1, BasePointType abp_type=BP_MD, Uint16 aanimation_type=ATYPE_LOOP, double afps=0, Uint16 astart_pos=0, AllignType aallign_type=AT_MD) | 
| Load an animation bound onto this object. | |
| EmptyAnimationPtr | loadAnimation (const ParameterMap ¶m=ParameterMap()) | 
| Load an animation based on a parameter map. | |
| bool | operator< (const Object &obj) const | 
| Uint16 | getType () const | 
| void | setType (Uint16 newtype) | 
| void | unsetType (Uint16 oldtype) | 
| void | switchType (Uint16 newtype) | 
| bool | updateAnim (Uint16 dt) | 
| bool | setAnim (EmptyAnimationPtr anim, bool start=false) | 
| virtual void | resetAnimState () | 
| Sets the animation back to the default one. | |
| bool | isRunning () const | 
| void | mark_delete () | 
| Mark an object for deletion. | |
| bool | isDeleted () | 
| virtual void | destroy () | 
| void | clearEvents () | 
| virtual void | setEvent (Event *ev) | 
| Uint16 | updateEvents (Uint16 dt) | 
| void | cancelEvent () | 
| Cancel the current event. | |
| void | stopEvent () | 
| End the current event. | |
| bool | getState (Uint32 cstate) const | 
| void | setState (Uint32 cstate) | 
| void | switchState (Uint32 cstate) | 
| void | unsetState (Uint32 cstate) | 
| virtual bool | act (Object *) | 
| virtual void | touch (Object *) | 
| virtual void | enter (Object *) | 
| virtual void | untouch (Object *) | 
| virtual void | leave (Object *) | 
| virtual void | idle (Uint16) | 
| Public Attributes | |
| Uint32 | onum | 
| Static Public Attributes | |
| ParameterMap | default_parameters | 
| Protected Attributes | |
| ParameterMap | parameters | 
| Uint32 | state | 
| Event * | event | 
| SDL_Rect | pos | 
| Uint16 | otype | 
| string | name | 
| bool | delete_flag | 
| EmptyAnimationPtr | anim_orig | 
| EmptyAnimationPtr | animation | 
An object has a graphical representation (animation), a position, an object type, a type and can be entered/left/touched/untouched/activated.
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| Sets the new position. If the coordinates are not in the map area they are corrected to fit into it. 
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| Returns the center of an object. 
 
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| Checks whether this object is partially inside a certain map area. 
 
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| Updates the current animation 
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| Specifies the animation to be run (usually a one time animation) and starts it right away. Should not be used with updateAnimState, set ESTATE_ANIM to deactivate an updateAnimState. This is usually controlled by an AnimationEvent | 
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| Clears the event field (sets it to NULL). This should only be used by the event destructor. 
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| Schedules a new event and cancels any currently running event 
 Reimplemented in Player. 
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| Updates the event (run by the PhysicHandler) and react on the new event state (start, end or cancel an event). 
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| Try to activate any objects in the current position 
 Reimplemented in Bomb, Door, Exit, Heart, Key, Teleporter, Trigger, and Item. 
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| Touch an object, called when the object position overlaps with the position of another object for the first time. Reimplemented in Plant, and Spike. 
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| Enter an object, called when the object center enters another object position for the first time. Reimplemented in Water, and Wind. 
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| Untouch a touched object, called when the object no longer overlaps with another object. | 
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| Leave an object, called when the object center no longer is inside another object. Reimplemented in Water, and Wind. 
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| What should the object do all the time? This is run first of all. 
 Reimplemented in Character, Monster, Erik, Geyser, Plant, Scorch, TriggeredBomb, Zombie, and Player. 
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 1.3.8
 1.3.8