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character.js (server)

brynnb edited this page Sep 23, 2012 · 1 revision

Source file: server/js/character.js

Extends entity. character is extended by both the player and mob class.

Properties

*orientation -- [Orientations] Uses LEFT, RIGHT, UP, DOWN as defined by gametypes.js in the shared folder

*attackers -- [array] Stores entity objects of the current attackers at an index of the attacker entity.id number

*target -- [number] Is set to entity.id of the target to attack

*basestate -- [array] The initial id, kind, and x/y coordinates for the object; comes from entity.js

*state -- [array] Tracks name, armor, weapon (these three come form player.js), orientation, target (orientation/target both from both player.js and character.js), kind, id, type, x coordinate, and y coordinate (final five come from entity.js)

*maxHitPoints -- [number] The highest value that hitPoints can have; updated by updateHitPoints in player.js

*hitPoints -- [number] Tracks damage available to character before death

Methods

  • init(id, type, kind, x, y)

  • getState()

  • resetHitPoints(maxHitPoints)

  • regenHealthBy(value)

  • hasFullHealth()

  • setTarget(entity)

  • clearTarget()

  • hasTarget()

  • attack()

  • health()

  • regen()

  • addAttacker(entity)

  • removeAttacker(entity)

  • forEachAttacker(callback)

init(id, type, kind, x, y)

Calls to entity superclass, sets orientation to a random direction, creates an empty list of attackers, and sets target to null.

getState()

Pulls the result from _getBaseState in entity.js and adds in the current orientation, the current target (if there is one), and returns it.

resetHitPoints(maxHitPoints)

Resets hitPoints to be equal to maxHitPoints

regenHealthBy(value)

If hitPoints is less than maxHitPoints, add the passed value to hitPoints. Will not increase past maxHitPoints

hasFullHealth()

Returns whether character has full health with boolean

setTarget(entity)

Sets target to passed entity

clearTarget()

Resets target to null

hasTarget()

Returns whether character has a target with boolean

attack()

Sends message showing attack of current target (not 100% sure this is correct)

health()

Sends message showing current health (not 100% sure this is correct)

regen()

Not sure, needs to be filled in

addAttacker(entity)

Adds attacker to attackers array

removeAttacker(entity)

Removes attacker from attackers array

forEachAttacker(callback)

Not sure, needs to be filled in

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