SuperTux Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
AATriangleAn axis-aligned triangle (ie
AbstractObjectFactory
AddonRepresents an (available or installed) Add-on, e.g
AddonManagerChecks for, installs and removes Add-ons
AddonMenu
AmbientSound
scripting::AmbientSound
AngryStone
Background
BadGuyBase class for moving sprites that can hurt the Player
BicyclePlatformUsed to construct a pair of bicycle platforms: If one is pushed down, the other one rises
Blend
Block
Bomb
BonusBlock
BouncingSnowball
BouncyCoin
Brick
BrokenBrick
Bullet
Button
ButtonGroup
scripting::Camera
Camera
CameraConfig
scripting::Candle
CandleA burning candle: Simple, scriptable level decoration
CaptainSnowball
Climbable
CloudParticleSystem
CloudParticleSystem::CloudParticle
CodeControllerThis is a dummy controller that doesn't react to any user input but should be controlled by code
Coin
CollisionHitThis class collects data about a collision
Color
CometParticleSystem
CometParticleSystem::CometParticle
ConcreteObjectFactory< C >
Config
Console
ConsoleStreamBuffer
collision::Constraints
ContribMenu
ContribWorldMenu
Controller
Crystallo
Currenton< C >A 'Currenton' allows access to the currently active instance of a class via the static current() function
DartBadguy "Dart" - Your average poison dart
DartTrapBadguy "DartTrap" - Shoots a Dart at regular intervals
DecalA decorative image, perhaps part of the terrain
TinyGetText::DictionaryA simple dictionary class that mimics gettext() behaviour
TinyGetText::DictionaryManagerManager class for dictionaries, you give it a bunch of directories with .po files and it will then automatically load the right file on demand depending on which language was set
Dispenser
scripting::DisplayEffect
DisplayEffect
Door
DrawingContextThis class provides functions for drawing things on screen
DrawingContext::Transform
DrawingRequest
DummySoundSource
Electrifier
EndSequence
EndSequenceFireworks
EndSequenceWalkLeft
EndSequenceWalkRight
ExplosionJust your average explosion - goes boom, hurts Tux
FadeOutFades a screen towards a specific color
FallingCoin
FileSystem
FillRectRequest
FireflyA Firefly: When tux touches it, it begins buzzing and you will respawn at this position
Fireworks
Fish
FL_Locale
Flame
FlipLevelTransformerVertically or horizontally flip a level
scripting::FloatingImage
FloatingImage
FloatingText
Flower
FlyingSnowBall
Font
Font::Glyph
GameMenu
GameObjectBase class for all the things that make up Levels' Sectors
GameObject::RemoveListenerListEntry
GameSessionScreen that runs a Level, where Players run and jump through Sectors
GetLightRequest
GhostParticleSystem
GhostParticleSystem::GhostParticle
GhostTree
GLLightmap
GLRenderer
GLSurfaceData
GLTextureThis class is a wrapper around a texture handle
Gradient
GradientRequest
GrowUp
Haywire
HurtingPlatformPlatform that hurts Tux and Badguys when touched
IceCrusherThis class is the base class for icecrushers that tux can stand on
IFileStream
IFileStreambufThis class implements a C++ streambuf object for physfs files
IgelBadguy "Igel" - a hedgehog that can absorb bullets
InfoBlock
InfoBoxThis class is displaying a box with information text inside the game
InfoBoxLineHelper class for InfoBox: Represents a line of text
InverseEllipseRequest
InvisibleBlock
InvisibleWallA tile that starts falling down if tux stands to long on it
IspyAn Ispy: When it spots Tux, a script will run
JoystickKeyboardController
JoystickMenu
Jumpy
KamikazeSnowball
KeyboardMenu
Kugelblitz
TinyGetText::LanguageDef
LanguageMenu
LanternLantern
LevelRepresents a collection of Sectors running in a single GameSession
LevelIntroScreen that welcomes the player to a level
worldmap::LevelTile
scripting::LevelTime
LevelTime
LevelTransformerThis class is an abstract interface for algorithms that transform levels in some way before they are played
lisp::Lexer
Light
Lightmap
lisp::Lisp
lisp::ListIteratorSmall and a bit hacky helper class that helps parsing lisp lists where all entries are lists again themselves
MagicBlock
Main
MainMenu
MD5
Menu
MenuItem
MenuManager
MenuStorage
Mole
MoleRockBadguy "MoleRock" - Rock thrown by "Mole" Badguy
MouseCursorUsed to create mouse cursors
MovingObjectBase class for all dynamic/moving game objects
MovingSpriteAbstract base class for MovingObjects that are represented by a Sprite
MrBomb
MrIceBlock
MrTree
ObjectFactory
ObjectRemoveListener
OFileStream
OFileStreambuf
OggSoundFile
OneUp
OpenALSoundSource
OptionsMenu
Owl
lisp::Parser
Particle
Particles
Particles::Particle
ParticleSystemThis is the base class for particle systems
ParticleSystem::Particle
ParticleSystem_InteractiveThis is an alternative class for particle systems
ParticleSystem_Interactive::Particle
Path
Path::NodeHelper class that stores an individual node of a Path
PathWalkerA walker that travels along a path
PhysFSFileSystem
PhysicThis is a very simplistic physics engine handling accelerated and constant movement along with gravity
Plant
PlatformThis class is the base class for platforms that tux can stand on
scripting::Platform
Player
scripting::Player
PlayerStatusThis class keeps player status between different game sessions (for example when switching maps in the worldmap)
PneumaticPlatformUsed to construct a pair of pneumatic platforms: If one is pushed down, the other one rises
TinyGetText::POFileReader
PoisonIvy
PortableAn object that inherits from this object is considered "portable" and can be carried around by the player
PowerUp
ProfileMenu
PulsingLightLight source that changes alpha value to give the impression of a pulsating light
PushButtonPushButton - jump on it to run a script
RainParticleSystem
RainParticleSystem::RainParticle
RainSplash
RandomGenerator
Rect
RectfThis class represents a rectangle
Ref< T >This class behaves like a pointer to a refcounted object, but increments the reference count when new objects are assigned and decrements the refcounter when its lifetime has expired
RefCounterA base class that provides reference counting facilities
Renderer
RequestPtrCompare
Resources
Rock
Root
ScreenAbstract base class for code the MainLoop runs exclusively and full-screen
ScreenFadeScreen to be displayed simultaneously with another Screen
ScreenManagerManages, updates and draws all Screens, Controllers, Menus and the Console
ScriptedObject
scripting::ScriptedObject
ScriptInterfaceObjects that want to expose themself to the scripting environment should implement this interface
ScriptTrigger
SDLLightmap
SDLRenderer
SDLSurfaceData
SDLSurfacePtrSimple Wrapper class around SDL_Surface that provides execption safety
SDLTexture
SDLTexture::ColorCache
SecretAreaTrigger
SectorRepresents one of (potentially) multiple, separate parts of a Level
SequenceTrigger
ShortFuse
ShrinkFadeShrinks a rectangle screen towards a specific position
Size
Sizef
SkullTileA tile that starts falling down if tux stands to long on it
SkullyHopBadguy "SkullyHop" - A Hopping Skull
SkyDive
SmartBall
SmokeCloud
SnailBadguy "Snail" - a snail-like creature that can be flipped and tossed around at an angle
SnowBall
Snowman
SnowParticleSystem
SnowParticleSystem::SnowParticle
SoundError
SoundFile
SoundManager
SoundSourceA sound source represents the source of audio output
SpawnPoint
worldmap::SpawnPoint
SpecialRiserSpecial object that contains another object and slowly rises it out of a bonus block
worldmap::SpecialTile
SpiderMite
Spiky
Spotlight
Sprite
worldmap::SpriteChange
SpriteData
SpriteData::Action
SpriteManager
SpriteParticle
scripting::SquirrelErrorException class for squirrel errors, it takes a squirrelvm and uses sq_geterror() to retrieve additional information about the last error that occurred and creates a readable message from that
scripting::SSector
SSpiky
Stalactite
Star
StatisticsThis class is a layer between level and worldmap to keep track of stuff like scores, and minor, but funny things, like number of jumps and stuff
streambuf
StreamSoundSource
stringbuf
StringUtil
Stumpy
SurfaceA rectangular image
SurfaceData
SurfacePartRequest
Switch
worldmap::Teleporter
scripting::Text
TextObjectA text object intended for scripts that want to tell a story
TextRequest
TextScrollerScreen that displays intro text, extro text, etc
TextureThis class is a wrapper around a texture handle
TextureManager
scripting::ThreadQueueKeeps a list of SquirrelThreads that wait for a wakeup event
scripting::Thunderstorm
ThunderstormThunderstorm scriptable GameObject; plays thunder, lightning and electrifies water at regular interval
Tile
Tile::ImageSpec
TileManager
TileMapThis class is responsible for drawing the level tiles
scripting::TileMap
TileSet
TileSetParser
TimerSimple timer designed to be used in the update functions of objects
scripting::TimeSchedulerThis class keeps a list of squirrel threads that are scheduled for a certain time
scripting::TimeScheduler::ScheduleEntry
TitleScreenScreen that displays the SuperTux logo, lets players start a new game, etc
ToadBadguy "Toad" - A jumping toad
Totem"Totem" Badguy - A variable-height stack of wooden blocks
TrampolineJumping on a trampoline makes tux jump higher
TreeWillOWisp
TriggerBaseThis class is the base class for all objects you can interact with in some way
worldmap::Tux
UnstableTileA block that disintegrates when stood on
UTF8Iterator
VectorSimple two dimensional vector
VideoSystem
WalkingBadguyBase class for Badguys that walk on the floor
WalkingLeaf
WavSoundFile
WeakBlockA block that can be destroyed by Bullet hits
scripting::WillOWisp
WillOWisp
WindDefines an area that will gently push Players in one direction
scripting::Wind
World
worldmap::WorldMapScreen that runs a WorldMap, which lets the player choose a Level
WorldmapMenu
lisp::Writer
Yeti
YetiStalactite
Zeekling

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