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Enemies
Different types of enemies
There are three different types of enemies that are children of the BaseEnemyClass, EnemyPatrol, EnemyFly, and EnemyStationary. These three enemies pose threat to the player and should be avoided or stomped on during gameplay.
Connecting Systems:
List of known bugs. Be descriptive but keep it brief!
- None
Base Enemy:
- When landed on, the player defeats them and gets a bounce, larger if they're holding jump.
- When run into from another direction, the player takes damage.
- All enemy types have properties that can be adjusted.
Patrolling Enemy:
- Property Ground Speed: Controls how fast the enemy moves on the ground.
- Property Restricted: Controls if the enemy turns when it would pass over an empty tile.
Shooting Enemy:
- Property Direction: Controls the direction that the enemy is shooting.
- Property Fire Rate: Controls how fast the enemy fires.
- Property Shot Speed: Controls the speed of the projectiles the enemy fires.
Flying Enemy:
- Property Flying Speed: Controls the speed the enemy is flying at.
- Property Endpoint: Sets the second point the enemy will fly to and from.
Stationary Enemy:
- Property Floating: Controls if the enemy has gravity applied or if it hovers.
PropertyFile: Resource = The property file that the enemy is drawing it's properties from..
func assign_script(id: String, position: Vector2i) -> void: Assigns the script of the given ID (located in the Resources/Enemies folder) to an enemy at the given position.
func apply_script(file: Resource) -> void: Applies the effects of the given properties in the file to the enemy, this function is used by finding the enemy at the location specified in the script.
Future Work:
- Flying Enemy
- Stationary Enemy
- Give the patrolling enemy smoother movement down slopes
Risks:
- None
- No Notes
Resources
Known Issues
Future Work
Globals
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- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
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Player