character¶
- class Enemy(obj)¶
Bases: scripts.framework.character.Character
A character sublcass to handle generic enemy logic.
Parameters: obj – The KX_GameObject to mutate Warning
You should never use this class’s constructor, always use the spawn() method to create a character.
- DROP = None¶
The name of the item to drop (note, this must be in an inactive layer)
- handle_drop()¶
Spawn an instance of Enemy.DROP if it is set
- class Meatsack(gameobj)¶
Bases: scripts.character.Enemy
A character subclass for the Meatsack enemies
- MESH = 'Cosbad'¶
See Character.MESH
- ANIMATIONS = {'jump': [{'end_frame': 30, 'name': 'JumpLoop', 'start_frame': 1}], 'idle': [{'end_frame': 220, 'name': 'IdleBase', 'start_frame': 1}, {'end_frame': 300, 'name': 'IdleTop', 'start_frame': 1}], 'move': [{'end_frame': 20, 'name': 'RunBase', 'start_frame': 1}, {'end_frame': 20, 'name': 'RunTop', 'start_frame': 1}], 'dead': [{'end_frame': 71, 'name': 'Dance', 'start_frame': 1}]}¶
- MELEE_ATTACK = [('SliceVertical', 1, 16)]¶
- update()¶
See Character.update()
- attack()¶
Makes the character perform a melee attack
- class Ghost(obj)¶
Bases: scripts.character.Enemy
Parameters: obj – The KX_GameObject to mutate Warning
You should never use this class’s constructor, always use the spawn() method to create a character.
- MESH = 'Ghost'¶
- class Wolf(obj)¶
Bases: scripts.character.Enemy
Parameters: obj – The KX_GameObject to mutate Warning
You should never use this class’s constructor, always use the spawn() method to create a character.
- MESH = 'Wolf'¶
- class Werewolf(obj)¶
Bases: scripts.character.Enemy
Parameters: obj – The KX_GameObject to mutate Warning
You should never use this class’s constructor, always use the spawn() method to create a character.
- MESH = 'Werewolf'¶
- DROP = 'CollectableDrop'¶
- spawn_baddies(objects, baddies_list)¶
Spawns enemies at spawn objects
Parameters: - objects – The list of spawn objects
- baddies_list – The list to store the spawned enemies
- class UllurCharacter(gameobj)¶
Bases: scripts.framework.character.Character
A character subclass for the player controlled character
- MESH = 'Sinbad'¶
See Character.MESH
- ANIMATIONS = {'jump': [{'end_frame': 30, 'name': 'JumpLoop', 'start_frame': 1}], 'idle': [{'end_frame': 220, 'name': 'IdleBase', 'start_frame': 1}, {'end_frame': 300, 'name': 'IdleTop', 'start_frame': 1}], 'move': [{'end_frame': 20, 'name': 'RunBase', 'start_frame': 1}, {'end_frame': 20, 'name': 'RunTop', 'start_frame': 1}], 'dead': [{'end_frame': 71, 'name': 'Dance', 'start_frame': 1}]}¶
- LEFT_MELEE_ATTACKS = [('Attack1', 1, 4), ('Attack2', 1, 4)]¶
- RIGHT_MELEE_ATTACKS = [('SliceHorizontal', 1, 16)]¶
- update()¶
See Character.update()
- attack(mode)¶
Makes the character attack
Parameters: mode – The attack manager to use, either ‘LEFT’ or ‘RIGHT’
- add_collectable(collectable)¶
Adds a Collectable to the character
Parameters: collectable – The Collectable to add