ScriptingBadGuy.md 2.2 KB

This file is auto-generated from the SuperTux source code, using the template ScriptingPage.md.

Summary

A BadGuy that was given a name can be controlled by scripts.

Instances

A BadGuy is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via sector.name from the console.

Inheritance

This class inherits functions and variables from the following base classes:

The following classes inherit functions and variables from this class:

  • AngryStone
  • Boss
  • BouncingSnowball
  • CaptainSnowball
  • CorruptedGranito
  • CorruptedGranitoBig
  • Crystallo
  • Dart
  • DartTrap
  • Dispenser
  • DiveMine
  • FishChasing
  • FishHarmless
  • FishJumping
  • FishSwimming
  • Flame
  • FlyingSnowBall
  • GhostTree
  • Ghoul
  • GoldBomb
  • Granito
  • GranitoBig
  • GranitoGiant
  • Haywire
  • Igel
  • Jumpy
  • KamikazeSnowball
  • Kugelblitz
  • LeafShot
  • LiveFire
  • LiveFireAsleep
  • LiveFireDormant
  • Mole
  • MoleRock
  • MrBomb
  • MrIceBlock
  • MrTree
  • Owl
  • Plant
  • RCrystallo
  • Root
  • RootSapling
  • SCrystallo
  • SSpiky
  • ShortFuse
  • SkyDive
  • SmartBall
  • SmartBlock
  • Snail
  • SnowBall
  • SnowExplosionParticle
  • Snowman
  • Spiky
  • Stalactite
  • StickyBadguy
  • Stumpy
  • Tarantula
  • Toad
  • Totem
  • TreeWillOWisp
  • ViciousIvy
  • WalkingBadguy
  • WalkingCandle
  • WalkingLeaf
  • WillOWisp
  • Yeti
  • YetiStalactite
  • Zeekling

Methods

Method Explanation
void kill() Sets the badguy to kill/falling state, which makes it fall of the screen (its sprite is turned upside-down).
void ignite() Kills the badguy by igniting it.

Variables

None.

Constants

None.