Namespace: monster

monsters.monster

Properties:
Name Type Description
name string eg "bee", "hornet"
action string "move", "attack", "death"
frame integer 0 to monsters[name].frames[action].length - 1
base Array base in state corresponding to monster
x1 pixels sprite's current center X, used by ctx.translate
y1 pixels sprite's current center Y, used by ctx.translate
angle1 radians Math.atan2(y2 - y1, x2 - x1) - Math.PI/2 (a 90 degree subtraction is to keep the sprite facing up)
x2 pixels sprite's destination center X, same as x1 if not moving
y2 pixels sprite's destination center Y
angle2 radians sprite's destination direction, same as angle1 if it's not rotating
velocity pixels 0.0 if the sprite is stationary
deltaX pixels added to x1 each tick, Math.cos(angle1 + Math.PI/2) * velocity (the 90 degree addition is to remove the sprite facing up)
deltaY pixels added to y1 each tick, Math.sin(angle1 + Math.PI/2) * velocity
deltaAngle degrees - added to angle1 each tick, controls how fast sprites
live boolean if false, gets removed from sprites array
status string "idle", "selectable", "selected", "moving", "attacking", "defending", "killed"
Source: