gma.enemy

Provides a base enemy object

Package gma/entities/enemy
Inheritance chain gma.shapes.rectangle >> gma.moveable
Descendants gma.platformEnemy, gma.jumpingEnemy, gma.patrolEnemy

Tags

shape, moveable, enemy

Methods

getMovement (moveAmount) -> Amount to move as [x, y]
Enemy getMovement will first call determineState before doing super.getMovement
The enemy is the same as the character, except it
determines it’s own next state, rather than the player

Overrides gma.moveable.getMovement

Parameters
moveAmount Number The amount the character should move
determineState (moveAmount, manager)
Determine the state of the enemy for the next movement
- Calls behaviour__jumping if it has jumping tag
- Calls behaviour__patrolling if it has patrolling tag
- Calls behaviour__platformer if it has platformer tag
Parameters
moveAmount Number amount to move; based on delta from twitch
manager gma.manager  
collided (where, focus, focusSide, focusVector)
Enemy looks for rebound and weakhead tags as well as what super.collided looks for
It will also look for deathtouch, if enemy is still alive after all other checks

Overrides gma.shapes.rectangle.collided

Parameters
where gma.constant Side of this object that was collided with
focus object Thing we collided with
focusSide gma.constant Side of the focus object that was collided with
focusVector [x,y] Amount focus is trying to move
behaviour__jumping (moveAmount, manager)

Makes enemy jump when touching ground

Parameters
moveAmount Number amount to move; based on delta from twitch
manager gma.manager  
behaviour__platformer (moveAmount, manager)

Makes enemy turn around when reaching the edge of the platform it is currently on

Parameters
moveAmount Number amount to move; based on delta from twitch
manager gma.manager  
behaviour__patrolling (moveAmount, manager)
Makes enemy patrol a range
Requires self.limitLeft and/or self.limitRight properties
Parameters
moveAmount Number amount to move; based on delta from twitch
manager gma.manager  
collided__rebound (where, focus, focusSide, focusVector)

Makes enemy turn around if it hits something

Parameters
where gma.constant Side of this object that was collided with
focus object Thing we collided with
focusSide gma.constant Side of the focus object that was collided with
focusVector [x,y] Amount focus is trying to move
collided__weakhead (where, focus, focusSide, focusVector)

Makes enemy die when character hit it’s top

Parameters
where gma.constant Side of this object that was collided with
focus object Thing we collided with
focusSide gma.constant Side of the focus object that was collided with
focusVector [x,y] Amount focus is trying to move

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