Ullur documentation

character

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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}]}

See Character.ANIMATIONS

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}]}

See Character.ANIMATIONS

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

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