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Hierarchy

Implements

Index

Constructors

Properties

_acceleration: Vector2 = ...
_actionIndex: number = 0
_actionLoops: ActionLoop[][] = ...
_animatedSpriteName: string
_attackSpriteName: string
_dieSpriteName: string
_direction: Vector2
_end: Vector2
_enemyCollisionComponent: string
_groundCollisionComponent: string
_hitPoints: number = 5
_hitSpriteName: string
_idleSpriteName: string
_invulnerable: boolean = false
_isAlive: boolean = true
_isJumping: boolean = false
_jumpSpriteName: string
_jumping: boolean
_lives: number = 1
_loopIndex: number = 0
_maxVelocityX: number
_maxVelocityY: number
_owner: undefined | Entity
_playerCollisionComponent: string
_projectileSpriteComponent: string
_rotate: boolean = true
_sprite: undefined | AnimatedSpriteComponent
_start: Vector2
_startingHitPoints: number = ...
_timeCount: number = 0
_velocity: Vector2 = ...
_walkSpriteName: string
name: string

Accessors

  • get actionIndex(): number
  • set actionIndex(value: number): void

Methods

  • apply(userData: any): void
  • changeSprite(materialName: string, frameSequence: number[]): void
  • Changes the sprtie of the owner based on the material and frameSequence. NOTE: This can only change to animated sprite materials.

    Parameters

    • materialName: string
    • frameSequence: number[]

    Returns void

    void

  • destroy(): void
  • die(): void
  • getOwner(): undefined | Entity
  • onJump(): void
  • setFromJson(json: any): void
  • shootProjectile(direction: Vector3): void
  • takeDamage(): void
  • update(delta: number): void
  • updateReady(): void

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