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Moose
The moose enemy extends from enemy entity. The moose enemy will randomly move around the map, but will attack when within a certain range of a player. The moose enemy is also larger in size than other enemies.
- Random movement
- Reduced damage scaling in comparison to other enemies
- Ability to heal other enemies
The ability to heal is a brand new feature within the game and is currently exclusive to the moose enemy. When a moose is within 0.1f of another enemy it will heal the enemy.
Speed: 0.04f | Health: 100f | Targets: GoalPotate (when in range) | Attack speed: 1000 | Attack range: 0.5f |
The enemy type has to be a array that contain the partly enemy texture.
set array size to one if there is no animation else set array size greater one.
the array size also relate to the texture refresh frequency,larger size array will slowdown frequency.
The array size no longer relate to texture refresh frequency.Please use the set method call setDealyTime()
to setup the texture refresh frequency
private static final transient String[] ENEMY_TYPE
the enemyState represent enemy current status are being attacked or walking.
public void enemyState();
The isAttacking method is using to detect enemy being attacked or not.
public boolean isAttacking()
Setup the texture refresh time
public void setDelayTime()
Setup the texture length.important 👍 Please set the correct texture length otherwise will jump to default
Public void setTextureLength
The animation texture are all separated to multiply parts by "_". A complete texture is made up of the following parts:
- enemy type
- enemy status(walk,attack,death.....)
- enemy direction(N,NE,E,SE,S,SW,w,NW..)
- enemy texture number(1,2,3,4,5....)
for example:
bear_walk_N_1
add the more than one enemy type texture into array
setup enemy status through enemyState method
add a one line code setEnmeyStatus(String)
into
add a delay for enemy setDelayTime(int)
add a texture length setTextureLength(int)
in order to get correct texture
Please feel free to create Boolean method for detecting the enemy state and add into enemyState method for texture change condition
- Home
- How To Play
- Keybindings
- Inventory and Resources
- Trees
- Portals and Worlds
- Projectiles
- Enemies
- Waves & Spawning
- Graphical assets progress overview
- Audio Files
- Design Templates
- Blender Intro
- Converting 3D models to Sprites
- Scripting in Blender
- Creating a Model in Sketchup
- Colouring and Animating in Blender
- Animation using Dope Sheet, Keyframes and Scale Transformation in Blender
- Template
- Testing
- Terrain
- Terrain Generation
- Resource Trees
- Main Menu, Chat, options
- Main Menu V2, Options V2, Sound
- Damage Trees
- Projectiles
- Enemy User Testing
- Tree planting, inventory GUI, resources, portals
- Caveman Character
- Debug Mode Menu
- Tree learning, Attack Trees, Main Menu Tutorial Resources Styling
- Revamped Resource Trees
- Squirrel User Testing
- Final evaluation
- Project Structure
- Git Workflow
- GUI
- Worlds
- Entity Directions
- Resources
- Inventory
- AbstractEntities
- BasicProperties
- MortalEntity
- ProgressBarEntity
- Multiplayer
- Trees
- TimeEvent
- Game Time
- Animations
- Enemies
- Waves
- Player
- Projectiles
- Effect
- Particles
- Path Manager
- Sounds
- Debug 'God' Mode
- 2D Collision
- Box3D {depreciated}
- Render3D
- Cheat Codes