Direction the sprite is facing in radiants.
What sprite to show when this enemy is dead
The distance from the player.
Determines if the enemy has shot recently.
Array of idling sprites of the enemy. (Front / Back / Left / Right)
Determines if the enemy is currently walking.
Last angle this sprite was viewed from the perspective of the player.
All player informaton of the enemy. See PlayerInfo
Position on the map.
Array of shooting sprites of the enemy. (Front / Back / Left / Right)
Map collection of all sprites of the enemy. Makes organizing and loading the correct sprite for the situation easier.
Current walking state of the enemy. See {@link EnemySpriteState}
Time that has passed since the player started walking. Needed for walking animation.
Time that passes between shooting animation intervals. Needed for shooting animation.
Time that passes between walking animation intervals. Needed for walking animation.
Counter of the walking animation. Needed for walking animation. Needed for counting until the next animation is triggered.
Array of left stepping walking sprites of the enemy. (Front / Back / Left / Right)
Array of right stepping walking sprites of the enemy. (Front / Back / Left / Right)
Height of enemy sprite.
Scaling of enemy sprite (relative to the walls)
Width of enemy sprite.
Determines by which divisor the step sound volume is calculated.
Fixed array that defines the order of the walking animation.
Time in [seconds] how long the walking animation cooldown lasts.
Time in [seconds] how long the walking animation interval lasts.
Getter for the looking angle
Getter for Player Info
Getter for position
Getter for has shot
true if the player has just shot his gun
Setter for the looking angle
angle the entity's looking at
Setter for player info
Setter for position
Cycle between different walking cycle states.
Triggers shooting animation.
The position from which the player has shot his gun
Update method for walking animation.
This is mainly a finite state machine cycling between animations until the time has run out.
how much time has passed. [seconds]
Triggers walking animation.
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Dedicated enemy class for other players. Provides all methods the game uses to display competitors on the playfield.