/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/ |
H A D | FallingState.cpp | 45 get_sprites().save_animation_direction(); in start() 46 get_sprites().set_animation_falling(); in start() 58 get_sprites().set_animation_stopped_normal(); in stop() 59 get_sprites().restore_animation_direction(); in stop() 70 if (!is_suspended() && get_sprites().is_animation_finished()) { in update()
|
H A D | RunningState.cpp | 58 get_sprites().set_animation_prepare_running(); in start() 102 double angle = Geometry::degrees_to_radians(get_sprites().get_animation_direction() * 90); in update() 111 get_sprites().set_animation_running(); in update() 163 && direction4 != get_sprites().get_animation_direction()) { in notify_direction_command_pressed() 178 int opposite_direction = (get_sprites().get_animation_direction8() + 4) % 8; in notify_obstacle_reached() 182 get_sprites().set_animation_hurt(); in notify_obstacle_reached() 198 return get_sprites().get_animation_direction8(); in get_wanted_movement_direction8() 365 switch (get_sprites().get_animation_direction()) { in is_cutting_with_sword()
|
H A D | SwordTappingState.cpp | 52 get_sprites().set_animation_sword_tapping(); in start() 89 || get_commands().get_wanted_direction8() != get_sprites().get_animation_direction8() in update() 93 if (get_sprites().get_current_frame() >= 5) { in update() 102 if (get_sprites().get_current_frame() == 3 && now >= next_sound_date) { in update() 168 … && get_sprites().get_current_frame() >= 3; // wait until the animation shows an appropriate frame in is_cutting_with_sword() 218 get_sprites().set_animation_walking_normal(); in notify_attacked_enemy()
|
H A D | CarryingState.cpp | 52 get_sprites().set_lifted_item(carried_object); in start() 67 get_sprites().set_lifted_item(nullptr); in stop() 178 carried_object->throw_item(get_sprites().get_animation_direction()); in throw_item() 211 get_sprites().set_animation_stopped_carrying(); in set_animation_stopped() 218 get_sprites().set_animation_walking_carrying(); in set_animation_walking()
|
H A D | JumpingState.cpp | 69 HeroSprites& sprites = get_sprites(); in start() 103 carried_object->throw_item(get_sprites().get_animation_direction()); in stop() 106 get_sprites().set_lifted_item(nullptr); in stop() 110 get_sprites().set_lifted_item(nullptr); in stop() 185 return get_sprites().get_animation_direction8(); in get_wanted_movement_direction8()
|
H A D | LiftingState.cpp | 57 get_sprites().set_animation_lifting(); in start() 58 get_sprites().set_lifted_item(lifted_item); in start() 74 get_sprites().set_lifted_item(nullptr); in stop() 143 lifted_item->throw_item(get_sprites().get_animation_direction()); in throw_item()
|
H A D | SpinAttackState.cpp | 58 get_sprites().set_animation_super_spin_attack(); in start() 71 get_sprites().set_animation_spin_attack(); in start() 97 if (get_sprites().is_animation_finished()) { in update() 239 get_sprites().set_animation_spin_attack(); in notify_obstacle_reached() 262 get_sprites().set_animation_spin_attack(); in notify_attacked_enemy()
|
H A D | StairsState.cpp | 89 HeroSprites& sprites = get_sprites(); in start() 136 carried_object->throw_item(get_sprites().get_animation_direction()); in stop() 139 get_sprites().set_lifted_item(nullptr); in stop() 143 get_sprites().set_lifted_item(nullptr); in stop() 196 HeroSprites& sprites = get_sprites(); in update() 321 return get_sprites().get_animation_direction8(); in get_wanted_movement_direction8()
|
H A D | PlungingState.cpp | 46 get_sprites().set_animation("plunging_water"); in start() 49 get_sprites().set_animation("plunging_lava"); in start() 61 if (get_sprites().is_animation_finished()) { in update()
|
H A D | VictoryState.cpp | 51 get_sprites().set_animation_victory(); in start() 52 get_sprites().set_ignore_suspend(true); in start() 69 get_sprites().set_ignore_suspend(false); in stop()
|
H A D | SwordSwingingState.cpp | 49 get_sprites().play_sword_sound(); in start() 50 get_sprites().set_animation_sword(); in start() 78 if (get_sprites().is_animation_finished()) { in update() 164 switch (get_sprites().get_animation_direction()) { in is_cutting_with_sword()
|
H A D | TreasureState.cpp | 62 get_sprites().save_animation_direction(); in start() 63 get_sprites().set_animation_brandish(); in start() 89 get_sprites().restore_animation_direction(); in stop()
|
H A D | PullingState.cpp | 48 get_sprites().set_animation_pulling(); in start() 76 int opposite_direction8 = (get_sprites().get_animation_direction8() + 4) % 8; in update() 177 bool horizontal = get_sprites().get_animation_direction() % 2 == 0; in notify_position_changed() 204 int direction4 = get_sprites().get_animation_direction(); in stop_moving_pulled_entity()
|
H A D | HeroState.cpp | 70 const HeroSprites& HeroState::get_sprites() const { in get_sprites() function in Solarus::HeroState 77 HeroSprites& HeroState::get_sprites() { in get_sprites() function in Solarus::HeroState 86 get_sprites().draw_on_map(); in draw_on_map()
|
H A D | SwimmingState.cpp | 109 get_sprites().set_animation_stopped_swimming(); in set_animation_stopped() 119 get_sprites().set_animation_swimming_slow(); in set_animation_walking() 160 get_sprites().set_animation_swimming_fast(); in try_swim_faster()
|
H A D | BowState.cpp | 43 get_sprites().set_animation("bow"); in start() 54 if (get_sprites().is_animation_finished()) { in update()
|
H A D | SwordLoadingState.cpp | 135 …&& get_wanted_movement_direction8() == get_sprites().get_animation_direction8() // he is trying … in notify_obstacle_reached() 207 get_sprites().set_animation_stopped_sword_loading(); in set_animation_stopped() 214 get_sprites().set_animation_walking_sword_loading(); in set_animation_walking()
|
H A D | GrabbingState.cpp | 42 get_sprites().set_animation_grabbing(); in start() 57 int sprite_direction8 = get_sprites().get_animation_direction8(); in update()
|
H A D | BackToSolidGroundState.cpp | 144 get_sprites().set_animation_stopped_normal(); in update() 145 get_sprites().blink(2000); in update() 156 get_sprites().stop_blinking(); in update()
|
H A D | ForcedWalkingState.cpp | 55 HeroSprites& sprites = get_sprites(); in start() 80 get_sprites().set_animation_direction(movement->get_displayed_direction4()); in update()
|
H A D | BoomerangState.cpp | 68 get_sprites().set_animation_boomerang(tunic_preparing_animation); in start() 90 boomerang_direction8 = get_sprites().get_animation_direction() * 2; in update()
|
H A D | FreeState.cpp | 204 get_sprites().set_animation_stopped_normal(); in set_animation_stopped() 211 get_sprites().set_animation_walking_normal(); in set_animation_walking()
|
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/tests/testing_quest/data/maps/bugs/ |
H A D | 851_entity_get_sprites.lua | 9 for sprite_name, sprite in block:get_sprites() do 21 for sprite_name, sprite in destination:get_sprites() do 35 for sprite_name, sprite in custom_entity:get_sprites() do
|
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/hero/ |
H A D | HeroState.h | 34 const HeroSprites& get_sprites() const; 35 HeroSprites& get_sprites();
|
/dports/games/solarus-quest-editor/solarus-quest-editor-e541e1312c242bff10aa1fb84a7eb8b6cb8504ba/assets/initial_quest/data/enemies/ |
H A D | goblin_green.lua | 44 for _, s in self:get_sprites() do 73 for _, sp in self:get_sprites() do self:remove_sprite(sp) end 106 for _, s in enemy:get_sprites() do 115 for _, s in self:get_sprites() do
|