import Character from 'WTF-Adventure/WTF-Adventure/client/entity/character/character.js'
Character
Extends:
Constructor Summary
Public Constructor | ||
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constructor(id: Number, kind: String, label: String) Default constructor |
Member Summary
Public Members | ||
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Object of adjacent tiles while pathing |
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Attack animation speed |
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What is their attack range |
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An array of things trying to attack them |
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Are they attacking something |
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Before step callback |
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Did they get a critical hit |
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Global critical animation |
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Are they dead |
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destination: {gridX: Number, gridY: Number} The X and Y locations of the destination |
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Did they explode |
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Global explosion animation |
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Are they following something |
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If this character's pathing is being forced |
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Are they frozen |
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Does their health reset after time is up |
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Is there health bar visible or not |
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How many hit points they have left |
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Hit points callback |
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Idle animation speed |
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Should their action be interrupted |
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How much magic they have left |
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How many hit points they have total |
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How much magic they have total |
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Move callback |
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Movement transitions |
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Movement animation speed |
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Location of a new destination during pathing |
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Next grid X position |
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Next grid Y position |
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orientation: Orientation The direction they are pointing |
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path: Astar What is their current path |
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Previous gridX position |
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Previous gridY position |
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Request path callback |
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Second step callback |
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Do they have a shadow |
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Flip the sprite along the X axis |
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Flip the sprite along the Y axis |
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Start pathing callback |
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Default step number |
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Step callback |
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Stop pathing callback |
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Global stun animation |
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Are they stunned |
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What is their current target |
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If this character is in terror |
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Global terror animation |
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Walk animation speed |
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Do they have a weapon |
Method Summary
Public Methods | ||
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addAttacker(character: Character): Boolean Add an attacker to a character |
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Animate the character depending on their current orientation |
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Attack a specific character |
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backOff() Stop following or attacking another character |
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changedPath(): [type] Returns true if they've changed paths |
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Clear the health bar from the screen |
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Follow a specific character |
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followPath(path: Array): Boolean Taken from TTA - this is to ensure the player does not click on himself or somehow into another dimension |
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forEachAttacker(callback: Function) Apply a callback to each attacker |
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forget() Removes all attakers |
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Return the active effect on the character |
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Get the correct effect animation |
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Go to a specific x,y value |
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hasAttacker(character: Character): Boolean Check if they are already being attacked by this character |
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Returns true if they have a next path step |
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Returns true if they have a path |
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Returns true if they have a shadow |
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Returns true if they are targeting someone |
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Returns true if they have a weapon |
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Set the idle animation and optional orientation direction |
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Check if they are being attacked |
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Check if the character is currently moving |
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Load all global character animations |
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Look at a specific character |
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Move the character to a new location |
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moved() The character has moved, trigger the move callback if there is one |
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We can have the movement remain client side because the server side will be responsible for determining whether or not the player should have reached the location and ban all hackers. |
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onBeforeStep(callback: Function) Before a pathing step callback |
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onHitPoints(callback: Function) On hit points callback |
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On move callback |
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onRequestPath(callback: Function) Callback for path requested |
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onSecondStep(callback: Function) Second step callback |
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onStartPathing(callback: Function) Start pathing callback |
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Pathing step callback |
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onStopPathing(callback: Function) Stop pathing callback |
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performAction(orientation: Number, action: Number) Set a specific animation action |
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Set a new destination during movement somewhere |
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removeAttacker(character: Character): Boolean Removes an attacker from a character |
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Returns true if the target was removed |
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requestPathfinding(x: Number, y: Number): Array Request path finding from current position to this position |
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setHitPoints(hitPoints: Number) Set the character's hit points then triggers hitPointsCallback |
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setMaxHitPoints(maxHitPoints: Number) Set the character's maximum hit points |
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setOrientation(orientation: String) Set the character's orientation |
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Sets a target for this character |
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Stop the character movement |
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The triggered health bar (currently fighting) |
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Update the character's position on the grid |
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Update movement on the path |
Inherited Summary
From class Entity | ||
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Angle of the entity |
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[angled description] |
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Animations for the sprite |
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Timeout function for blinking |
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Count down time |
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Current counter |
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Critical health |
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Current animation the sprite should be playing |
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Set if the entity is dirty |
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Callback for when the entity is dirty |
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Whether or not this is fading |
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Fading time |
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Grid X position |
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Grid Y position |
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Handler for the entity |
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Has a counter |
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Hurt sprite name |
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Entity id |
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Label for the entity |
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Name of the entity |
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Non pathable |
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Normal sprite name |
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Path |
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CAllback function when the entity is ready |
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Rendering data |
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Has a shadow |
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Offset for the shadow on the Y axis |
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Sprite |
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Whether or not to flip the sprite on the X axis |
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Whether or not to flip the sprite on the Y axis |
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Whether or not the sprite has been loaded |
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Stunned status |
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Terror status |
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Wehther or not this entity is visible |
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X coordinate |
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Y coordinate |
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Tell this entity to start blinking |
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Tell this to fade in given the duration |
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getAnimationByName(name: String): Animation | null Look for an animtions list for this specific animation given it's name |
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getCoordDistance(toX: Number, toY: Number): Number Get the distance from this entity to the given x,y coordinates |
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getDistance(entity: Entity): Number Get the distance from this entity to another entity |
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Returns the name of the sprite |
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Check if this entity currently has a path |
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Check whether or not this entity has a shadow |
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hasWeapon(): Item | Projectile Returns the instance of the weapon this entity has |
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inAttackRadius(entity: Entity): Boolean Figure out if this entity is within the attack radius of the given entity |
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inExtraAttackRadius(entity: Entity): Boolean Figure out if this entity is within the extended attack radius of the given entity |
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isPositionAdjacent(x: Number, y: Number, ignoreDiagonals: Boolean): Boolean Checks to see if the x,y coordinate is adjacent to the entity's current position |
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Check whether or not this entity is visible |
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This is important for when the client is on a mobile screen. |
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When this entity's is dirty (mobile) use this callback |
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When this entity's sprite is loaded trigger this callback |
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setAnimation(name: String, speed: Number, count: Number, onEndCount: Number) Set the animation on this entity |
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setCountdown(count: Number) Set the count for the count down time |
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setGridPosition(x: Number, y: Number) Set the x,y position of the entity on the tile grid |
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Set the entity's name |
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setPosition(x: Number, y: [type]) Set the x,y position for the entity |
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Set the sprite for this entity |
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setVisible(visible: Boolean) Set the visibility on this entity |
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Tell the entity to stop blinking and force it to be visible |
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Toggle the current visibility of this entity |
Public Constructors
Public Members
Public Methods
public addAttacker(character: Character): Boolean source
Add an attacker to a character
Params:
Name | Type | Attribute | Description |
character | Character | who is attacking them |
public animate(animation: String, speed: Number, count: Number, onEndCount: Function): Null | Void source
Animate the character depending on their current orientation
Return:
Null | Void | returns null if the character is dead |
public follow(character: Character) source
Follow a specific character
Params:
Name | Type | Attribute | Description |
character | Character | the character to follow |
public followPath(path: Array): Boolean source
Taken from TTA - this is to ensure the player does not click on himself or somehow into another dimension
Params:
Name | Type | Attribute | Description |
path | Array | the path the character is taking as they move |
public forEachAttacker(callback: Function) source
Apply a callback to each attacker
Params:
Name | Type | Attribute | Description |
callback | Function | function to apply to each attacker |
public hasAttacker(character: Character): Boolean source
Check if they are already being attacked by this character
Params:
Name | Type | Attribute | Description |
character | Character | who to check if they are currently an attacker |
public lookAt(character: Character) source
Look at a specific character
Params:
Name | Type | Attribute | Description |
character | Character | the character to look at |
public nextStep(): Boolean source
We can have the movement remain client side because the server side will be responsible for determining whether or not the player should have reached the location and ban all hackers. That and the fact the movement speed is constantly updated to avoid hacks previously present in BrowserQuest.
public onBeforeStep(callback: Function) source
Before a pathing step callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onHitPoints(callback: Function) source
On hit points callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onMove(callback: Function) source
On move callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onRequestPath(callback: Function) source
Callback for path requested
Params:
Name | Type | Attribute | Description |
callback | Function |
public onSecondStep(callback: Function) source
Second step callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onStartPathing(callback: Function) source
Start pathing callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onStep(callback: Function) source
Pathing step callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public onStopPathing(callback: Function) source
Stop pathing callback
Params:
Name | Type | Attribute | Description |
callback | Function |
public removeAttacker(character: Character): Boolean source
Removes an attacker from a character
Params:
Name | Type | Attribute | Description |
character | Character | who should stop attacking them |
public requestPathfinding(x: Number, y: Number): Array source
Request path finding from current position to this position
public setHitPoints(hitPoints: Number) source
Set the character's hit points then triggers hitPointsCallback
Params:
Name | Type | Attribute | Description |
hitPoints | Number | how many hit points they caused |
public setMaxHitPoints(maxHitPoints: Number) source
Set the character's maximum hit points
Params:
Name | Type | Attribute | Description |
maxHitPoints | Number | how much HP total |
public setTarget(target: Character) source
Sets a target for this character
Params:
Name | Type | Attribute | Description |
target | Character | the character to target |