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Apr 19th, 2018
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  1. package
  2. {
  3. import net.flashpunk.Entity;
  4. import net.flashpunk.graphics.Spritemap;
  5. import net.flashpunk.utils.Input;
  6. import net.flashpunk.utils.Key;
  7. import net.flashpunk.FP;
  8.  
  9. public class EnemyEntity extends Entity
  10. {
  11. //[Embed(source = 'assets/soldier spear.png')] private const SOLDIER:Class;
  12.  
  13. public var sprSoldier:Spritemap = new Spritemap(GC.SOLDIER, 256, 256);
  14. public var attacking:Boolean = true;
  15. public static var dead:Boolean = false;
  16.  
  17. public function EnemyEntity()
  18. {
  19. sprSoldier.add("attack", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 42], 30, true);
  20. sprSoldier.add("die", [19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41], 30, false);
  21. graphic = sprSoldier;
  22. sprSoldier.play("attack");
  23. setHitbox(80, 100, -80, -100);
  24. type = GC.TYPE_ENEMY;
  25.  
  26. }
  27.  
  28. override public function update():void
  29. {
  30. if (!dead)
  31. {
  32. x -= GC.ENEMY_SPEED;
  33. }
  34. if (this.x <= GameWorld.player.x - 200)
  35. {
  36. this.world.remove(this);
  37. }
  38.  
  39. if (this.collideWith(GameWorld.player, x, y))
  40. {
  41. if (MyEntity.attacking == true)
  42. {
  43. //dead = true;
  44. this.sprSoldier.play("die");
  45. }
  46.  
  47. }
  48.  
  49. /*if (dead == true)
  50. {
  51. this.sprSoldier.play("die");
  52. }else
  53. {
  54. this.sprSoldier.play("attack");
  55. }*/
  56.  
  57. super.update();
  58.  
  59. }
  60.  
  61. }
  62.  
  63. }
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