SpriteChange(const lisp::Lisp* lisp);
virtual ~SpriteChange();
- Vector pos;
- /**
- * should tuxs sprite change when the tile has been completely entered,
- * or already when the tile was just touched
- */
- bool change_on_touch;
- /// sprite to change tux image to
- std::auto_ptr<Sprite> sprite;
- /**
- * stay action can be used for objects like boats or cars, if it is
- * != "" then this sprite will be displayed when tux left the tile towards
- * another SpriteChange object.
- */
- std::string stay_action;
-
- /**
- * name of a group in which only one SpriteChange will ever have its stay_action displayed.
- * Leave empty if you don't care.
- */
- std::string stay_group;
-
virtual void draw(DrawingContext& context);
virtual void update(float elapsed_time);
*/
void clear_stay_action();
+public:
+ Vector pos;
+
+ /** should tuxs sprite change when the tile has been completely entered,
+ or already when the tile was just touched */
+ bool change_on_touch;
+
+ /** sprite to change tux image to */
+ std::auto_ptr<Sprite> sprite;
+
+ /** stay action can be used for objects like boats or cars, if it is
+ != "" then this sprite will be displayed when tux left the tile
+ towards another SpriteChange object. */
+ std::string stay_action;
+
+ /** name of a group in which only one SpriteChange will ever have
+ its stay_action displayed. Leave empty if you don't care. */
+ std::string stay_group;
+
private:
- /**
- * should the stayaction be displayed
- */
+ /** should the stayaction be displayed */
bool in_stay_action;
+private:
static std::list<SpriteChange*> all_sprite_changes;
-
};
-}
+} // namespace WorldMapNS
#endif