Members
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<static> ANIM_AUTOMATIC :Boolean
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Whether character is allowed to set own ig.EntityExtended#currentAnim automatically based on current state.
- Default Value:
- true
- Source:
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<static> CAN_CLIMB :Boolean
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Whether character is able to climb.
- Default Value:
- true
- Source:
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<static> CAN_JUMP :Boolean
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Whether character is able to jump.
- Default Value:
- true
- Source:
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<static> CAN_PATHFIND :Boolean
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Whether character is able to pathfind.
- Default Value:
- true
- Source:
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<static> CLIMBING_CONTROL :Number
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Amount of acceleration control while climbing.
- Default Value:
- 1
- Source:
// no control of direction while climbing character.climbingControl = 0; // full control of direction while climbing character.climbingControl = 1;
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<static> ENERGY :Number
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Energy statistic, by default used in abilities.
- Default Value:
- 1
- Source:
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<static> EXPLODING_DAMAGE :Boolean
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Whether characters should have a particle explosion when damaged.
- explosions are created through an ig.EntityExplosion- Default Value:
- true
- Source:
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<static> EXPLODING_DAMAGE_PARTICLE_COUNT :Number
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Number of particles to create for explosion when character damaged.
- Default Value:
- 3
- Source:
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<static> EXPLODING_DEATH :Boolean
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Characters should have a particle explosion when killed.
- explosions are created through an ig.EntityExplosion- Default Value:
- true
- Source:
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<static> EXPLODING_DEATH_PARTICLE_COUNT :Number
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Number of particles to create for explosion when character killed.
- Default Value:
- 10
- Source:
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<static> FRICTION_GROUNDED_X :Number
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Horizontal friction while on ground.
- Default Value:
- 1600
- Source:
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<static> FRICTION_GROUNDED_Y :Number
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Vertical friction while on ground.
- Default Value:
- 1600
- Source:
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<static> FRICTION_UNGROUNDED_X :Number
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Horizontal friction while in air.
- Default Value:
- 0
- Source:
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<static> FRICTION_UNGROUNDED_Y :Number
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Vertical friction while in air.
- Default Value:
- 0
- Source:
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<static> HEALTH :Number
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Health statistic.
- Default Value:
- 1
- Source:
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<static> JUMP_CONTROL :Number
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Amount of acceleration control while in air.
- Default Value:
- 0.75
- Source:
// no control of direction while in air character.jumpControl = 0; // full control of direction while in air character.jumpControl = 1;
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<static> JUMP_FORCE :Number
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Speed modifier to apply on each jump step.
- Default Value:
- 10
- Source:
// jump is slow and not very high character.jumpForce = 1; // jump is faster and higher character.jumpForce = 10;
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<static> JUMP_STEPS :Number
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Number of update steps to apply jump force.
- Default Value:
- 4
- Source:
// jump is short character.jumpSteps = 1; // jump is long character.jumpSteps = 10;
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<static> MAX_VEL_CLIMBING_X :Number
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Max x velocity while climbing.
- Default Value:
- 75
- Source:
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<static> MAX_VEL_CLIMBING_Y :Number
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Max y velocity while climbing.
- Default Value:
- 75
- Source:
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<static> MAX_VEL_GROUNDED_X :Number
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Max x velocity while on ground.
- Default Value:
- 100
- Source:
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<static> MAX_VEL_GROUNDED_Y :Number
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Max y velocity while on ground.
- Default Value:
- 100
- Source:
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<static> MAX_VEL_UNGROUNDED_X :Number
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Max x velocity while in air.
- Default Value:
- 100
- Source:
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<static> MAX_VEL_UNGROUNDED_Y :Number
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Max y velocity while in air.
- Default Value:
- 200
- Source:
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<static> PATHFINDING_DELAY :Number
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Delay in seconds between pathfinding when has no path. IMPORTANT: setting this to a low value may cause a high number of pathfinding requests, which can be performance intensive!
- Default Value:
- 1
- Source:
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<static> PATHFINDING_SIMPLE_DELAY :Number
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Delay in seconds between pathfinding when using simple pathfinding. Tip: the faster an entity is, the lower this value needs to be for smooth simple pathfinding. Currently it is tuned for the default Impact++ settings.
- Default Value:
- 0.075
- Source:
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<static> PATHFINDING_UPDATE_DELAY :Number
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Delay in seconds between pathfinding when following a path. IMPORTANT: setting this to a low value may cause a high number of pathfinding requests, which can be performance intensive!
- Default Value:
- 0.2
- Source:
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<static> REGEN_RATE_ENERGY :Number
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Amount of energy a character should regenerate per tick.
- Default Value:
- 0
- Source:
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<static> REGEN_RATE_HEALTH :Number
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Amount of health a character should regenerate per tick.
- Default Value:
- 0
- Source:
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<static> SIZE_OFFSET_X :Number
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Horizontal offset of characters allows visual overlap with walls to give some depth.
- Default Value:
- 0
- Source:
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<static> SIZE_OFFSET_Y :Number
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Vertical offset of characters allows visual overlap with floor / ceiling to give some depth.
- Default Value:
- 0
- Source:
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<static> SIZE_X :Number
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Base horizontal size of characters that can also affect many calculations, ex: melee ability distance.
- Default Value:
- 32
- Source:
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<static> SIZE_Y :Number
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Base vertical size of characters that can also affect many calculations, ex: melee ability distance.
- Default Value:
- 32
- Source:
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<static> SPEED_X :Number
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Movement speed applied to horizontal acceleration.
- Default Value:
- 750
- Source:
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<static> SPEED_Y :Number
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Movement speed applied to vertical acceleration.
- Default Value:
- 750
- Source:
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<static> STUCK_DELAY :Number
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Delay in seconds, after first becoming stuck, when character will throw path away. IMPORTANT: for best results, this should be less than ig.Character#pathfindingUpdateDelay.
- Default Value:
- 0.1
- Source:
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<static> UNGROUNDED_FOR_AND_FALLING_THRESHOLD :Number
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Duration after character leaves ground to start playing fall animation.
- Default Value:
- 0.25
- Source:
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<static> UNGROUNDED_FOR_THRESHOLD :Number
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Duration after character leaves ground during which they can still jump.
- this is intended to help players with slower reaction time
- this does not allow another jump while jumping- Default Value:
- 0.1
- Source: