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Searched refs:get_sprites (Results 1 – 25 of 68) sorted by relevance

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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/
H A DFallingState.cpp45 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 DRunningState.cpp58 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 DSwordTappingState.cpp52 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 DCarryingState.cpp52 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 DJumpingState.cpp69 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 DLiftingState.cpp57 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 DSpinAttackState.cpp58 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 DStairsState.cpp89 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 DPlungingState.cpp46 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 DVictoryState.cpp51 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 DSwordSwingingState.cpp49 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 DTreasureState.cpp62 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 DPullingState.cpp48 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 DHeroState.cpp70 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 DSwimmingState.cpp109 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 DBowState.cpp43 get_sprites().set_animation("bow"); in start()
54 if (get_sprites().is_animation_finished()) { in update()
H A DSwordLoadingState.cpp135 …&& 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 DGrabbingState.cpp42 get_sprites().set_animation_grabbing(); in start()
57 int sprite_direction8 = get_sprites().get_animation_direction8(); in update()
H A DBackToSolidGroundState.cpp144 get_sprites().set_animation_stopped_normal(); in update()
145 get_sprites().blink(2000); in update()
156 get_sprites().stop_blinking(); in update()
H A DForcedWalkingState.cpp55 HeroSprites& sprites = get_sprites(); in start()
80 get_sprites().set_animation_direction(movement->get_displayed_direction4()); in update()
H A DBoomerangState.cpp68 get_sprites().set_animation_boomerang(tunic_preparing_animation); in start()
90 boomerang_direction8 = get_sprites().get_animation_direction() * 2; in update()
H A DFreeState.cpp204 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 D851_entity_get_sprites.lua9 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 DHeroState.h34 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 Dgoblin_green.lua44 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

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