Module: Monster

Methods

(async, static) saveAll(create)

Saves monsters to the database.
Parameters:
Name Type Description
create boolean Create new monster rows (first save only)
Source:

attack(playerID)

Monster attacks PC
Parameters:
Name Type Description
playerID * id for player that monster is attacking
Source:

beAttacked(hp)

Player attacks Monster
Parameters:
Name Type Description
hp * health points that the monster's health decrements by
Source:

canSee(x, y)

Returns true if monster can see given pixel coordinate.
Parameters:
Name Type Description
x
y
Source:

canSeePC()

Finds closest PC that can be seen and targets it.
Source:

collisionEntities() → {boolean}

Checks to see if there's a monster colliding with this monster. Compares corners of each sprite to do so.
Source:
Returns:
Type
boolean

createSprite()

Generates sprite for a specific monster and adds it to the floor.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

figureOutWhereToGo()

Moves monster. If PC has been seen, move strategically towards last seen location. Else (if PC not seen yet or last seen PC location has been explored) the monster wanders.
Source:

findDistance(x, y) → {double}

Finds distance between monster and coodinate.
Parameters:
Name Type Description
x
y
Source:
Returns:
Type
double

generateMonsters(floor)

Puts monster in half of all "rooms".
Parameters:
Name Type Description
floor Floor The floor to add monsters to
Source:

getHp()

Get the hp of the monster
Source:

getRandomNumber(min, max)

Given a min and a max integer, returns a random number between the two (*inclusive)
Parameters:
Name Type Description
min
max
Source:

handleState()

Handle state updates from the server
Source:

move(deltaTime)

Sets the position closer to the target position.
Parameters:
Name Type Description
deltaTime number The number of ms since the last move
Source:

placeInRandomRoom()

Places monster in a random "room" with no other monsters.
Source:

remove(container)

Remove a monster from a PIXI.Container
Parameters:
Name Type Description
container PIXI.Container
Source:

setCoodinates()

Manually set coordinates for a single
Source:

spriteIsOnMap() → {boolean}

Check to see if whole sprite is on the map.
Source:
Returns:
Type
boolean

tint()

Tints player's sprite red.
Source:

toJSON()

Select only the propertys we need for sending monsters to the client
Source:

untint()

Untints player's sprite.
Source:

update(viewX, viewY)

Updates the sprite's position for all monsters on the floor.
Parameters:
Name Type Description
viewX
viewY
Source:

wander()

Monster moves to an adjacent, unoccupied location.
Source:

Methods

(async, static) saveAll(create)

Saves monsters to the database.
Parameters:
Name Type Description
create boolean Create new monster rows (first save only)
Source:

attack(playerID)

Monster attacks PC
Parameters:
Name Type Description
playerID * id for player that monster is attacking
Source:

beAttacked(hp)

Player attacks Monster
Parameters:
Name Type Description
hp * health points that the monster's health decrements by
Source:

canSee(x, y)

Returns true if monster can see given pixel coordinate.
Parameters:
Name Type Description
x
y
Source:

canSeePC()

Finds closest PC that can be seen and targets it.
Source:

collisionEntities() → {boolean}

Checks to see if there's a monster colliding with this monster. Compares corners of each sprite to do so.
Source:
Returns:
Type
boolean

createSprite()

Generates sprite for a specific monster and adds it to the floor.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

figureOutWhereToGo()

Moves monster. If PC has been seen, move strategically towards last seen location. Else (if PC not seen yet or last seen PC location has been explored) the monster wanders.
Source:

findDistance(x, y) → {double}

Finds distance between monster and coodinate.
Parameters:
Name Type Description
x
y
Source:
Returns:
Type
double

generateMonsters(floor)

Puts monster in half of all "rooms".
Parameters:
Name Type Description
floor Floor The floor to add monsters to
Source:

getHp()

Get the hp of the monster
Source:

getRandomNumber(min, max)

Given a min and a max integer, returns a random number between the two (*inclusive)
Parameters:
Name Type Description
min
max
Source:

handleState()

Handle state updates from the server
Source:

move(deltaTime)

Sets the position closer to the target position.
Parameters:
Name Type Description
deltaTime number The number of ms since the last move
Source:

placeInRandomRoom()

Places monster in a random "room" with no other monsters.
Source:

remove(container)

Remove a monster from a PIXI.Container
Parameters:
Name Type Description
container PIXI.Container
Source:

setCoodinates()

Manually set coordinates for a single
Source:

spriteIsOnMap() → {boolean}

Check to see if whole sprite is on the map.
Source:
Returns:
Type
boolean

tint()

Tints player's sprite red.
Source:

toJSON()

Select only the propertys we need for sending monsters to the client
Source:

untint()

Untints player's sprite.
Source:

update(viewX, viewY)

Updates the sprite's position for all monsters on the floor.
Parameters:
Name Type Description
viewX
viewY
Source:

wander()

Monster moves to an adjacent, unoccupied location.
Source:

Methods

(async, static) saveAll(create)

Saves monsters to the database.
Parameters:
Name Type Description
create boolean Create new monster rows (first save only)
Source:

attack(playerID)

Monster attacks PC
Parameters:
Name Type Description
playerID * id for player that monster is attacking
Source:

beAttacked(hp)

Player attacks Monster
Parameters:
Name Type Description
hp * health points that the monster's health decrements by
Source:

canSee(x, y)

Returns true if monster can see given pixel coordinate.
Parameters:
Name Type Description
x
y
Source:

canSeePC()

Finds closest PC that can be seen and targets it.
Source:

collisionEntities() → {boolean}

Checks to see if there's a monster colliding with this monster. Compares corners of each sprite to do so.
Source:
Returns:
Type
boolean

createSprite()

Generates sprite for a specific monster and adds it to the floor.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

die()

~WIP drop items down the road Monster dies.
Source:

figureOutWhereToGo()

Moves monster. If PC has been seen, move strategically towards last seen location. Else (if PC not seen yet or last seen PC location has been explored) the monster wanders.
Source:

findDistance(x, y) → {double}

Finds distance between monster and coodinate.
Parameters:
Name Type Description
x
y
Source:
Returns:
Type
double

generateMonsters(floor)

Puts monster in half of all "rooms".
Parameters:
Name Type Description
floor Floor The floor to add monsters to
Source:

getHp()

Get the hp of the monster
Source:

getRandomNumber(min, max)

Given a min and a max integer, returns a random number between the two (*inclusive)
Parameters:
Name Type Description
min
max
Source:

handleState()

Handle state updates from the server
Source:

move(deltaTime)

Sets the position closer to the target position.
Parameters:
Name Type Description
deltaTime number The number of ms since the last move
Source:

placeInRandomRoom()

Places monster in a random "room" with no other monsters.
Source:

remove(container)

Remove a monster from a PIXI.Container
Parameters:
Name Type Description
container PIXI.Container
Source:

setCoodinates()

Manually set coordinates for a single
Source:

spriteIsOnMap() → {boolean}

Check to see if whole sprite is on the map.
Source:
Returns:
Type
boolean

tint()

Tints player's sprite red.
Source:

toJSON()

Select only the propertys we need for sending monsters to the client
Source:

untint()

Untints player's sprite.
Source:

update(viewX, viewY)

Updates the sprite's position for all monsters on the floor.
Parameters:
Name Type Description
viewX
viewY
Source:

wander()

Monster moves to an adjacent, unoccupied location.
Source: