class Phase::EnemyStatic
- Phase::EnemyStatic
 - Phase::Enemy
 - Phase::HealthObj
 - Reference
 - Object
 
Defined in:
phase/enemy_static.crConstant Summary
- 
        UnhitColor = 
SF::Color.new(128, 128, 255) 
Class Method Summary
Instance methods inherited from class Phase::Enemy
  
  
    
      animations : GSF::Animations
    animations, 
    
  
    
      draw(window : SF::RenderWindow)
    draw, 
    
  
    
      facing?(target_rotation)
    facing?, 
    
  
    
      move_forward(speed, objs : Array(HealthObj))
    move_forward, 
    
  
    
      rotate(amount)
    rotate, 
    
  
    
      rotate_towards(target_rotation, rotation_speed)
    rotate_towards, 
    
  
    
      rotation : Float32
    rotation, 
    
  
    
      score_value
    score_value, 
    
  
    
      sheet
    sheet, 
    
  
    
      sprite_height
    sprite_height, 
    
  
    
      sprite_width
    sprite_width, 
    
  
    
      update(frame_time, objs : Array(HealthObj))
    update
    
  
    
  Constructor methods inherited from class Phase::Enemy
  
  
    
      new(x = 0, y = 0, rotation : Float32 = 0)
    new
    
  
    
  Class methods inherited from class Phase::Enemy
  
  
    
      hit_radius
    hit_radius, 
    
  
    
      score_value
    score_value, 
    
  
    
      sheet
    sheet, 
    
  
    
      sprite_height
    sprite_height, 
    
  
    
      sprite_width
    sprite_width
    
  
  
    
  Instance methods inherited from class Phase::HealthObj
  
  
    
      bump(dx, dy, bumped_by, objs)
    bump, 
    
  
    
      bumped? : Bool
    bumped?, 
    
  
    
      collision_damage
    collision_damage, 
    
  
    
      distance(cx, cy, radius = 0)distance(obj : HealthObj) distance, draw(window : SF::RenderWindow) draw, draw_hit_circle(window : SF::RenderWindow) draw_hit_circle, health : Int32 health, health_color health_color, hit(damage : Int32) hit, hit?(circle : Circle)
hit? : Bool hit?, hit_circle hit_circle, hit_radius hit_radius, hit_sound : SF::Sound hit_sound, max_health max_health, move(dx : Float64, dy : Float64) move, remove? : Bool remove?, reset_hit_bumped reset_hit_bumped, rotation_from(other_x, other_y)
rotation_from(obj : HealthObj) rotation_from, rotation_to(other_x, other_y)
rotation_to(obj : HealthObj) rotation_to, static? static?, unhit_color unhit_color, update(frame_time, objs : Array(HealthObj)) update, x : Float64 x, y : Float64 y