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center camera on tux feet, so we get no jumps when tux ducks
[supertux.git]
/
src
/
object
/
level_time.hpp
diff --git
a/src/object/level_time.hpp
b/src/object/level_time.hpp
index
b96709a
..
2ef9c8c
100644
(file)
--- a/
src/object/level_time.hpp
+++ b/
src/object/level_time.hpp
@@
-25,16
+25,48
@@
#include "timer.hpp"
#include "lisp/lisp.hpp"
#include "video/surface.hpp"
#include "timer.hpp"
#include "lisp/lisp.hpp"
#include "video/surface.hpp"
+#include "script_interface.hpp"
-class LevelTime : public GameObject
+class LevelTime : public GameObject
, public ScriptInterface
{
public:
LevelTime(const lisp::Lisp& reader);
{
public:
LevelTime(const lisp::Lisp& reader);
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
+
void update(float elapsed_time);
void draw(DrawingContext& context);
void update(float elapsed_time);
void draw(DrawingContext& context);
+
+ /**
+ * @name Scriptable Methods
+ * @{
+ */
+
+ /**
+ * Resumes the countdown
+ */
+ void start();
+
+ /**
+ * Pauses the countdown
+ */
void stop();
void stop();
+ /**
+ * Returns the number of seconds left on the clock
+ */
+ float get_time();
+
+ /**
+ * Changes the number of seconds left on the clock
+ */
+ void set_time(float time_left);
+
+ /**
+ * @}
+ */
+
private:
std::auto_ptr<Surface> time_surface;
bool running;
private:
std::auto_ptr<Surface> time_surface;
bool running;