RotationEnemyExtensions extension

on

Methods

seeAndMoveToAttackRange({required dynamic positioned(Player), BoolCallback? notObserved, double radiusVision = 32, double? minDistanceCellsFromPlayer, bool runOnlyVisibleInScreen = true}) → void
Checks whether the player is within range. If so, move to it.
seeAndMoveToPlayer({required dynamic closePlayer(Player), BoolCallback? notObserved, double radiusVision = 32, double margin = 10, bool runOnlyVisibleInScreen = true}) → void
Checks whether the player is within range. If so, move to it.
simpleAttackMelee({required Future<SpriteAnimation> animationRight, required double damage, required Vector2 size, int? id, bool withPush = true, double? radAngleDirection, VoidCallback? execute, int interval = 1000, double marginFromCenter = 16, Vector2? centerOffset}) → void
Execute simple attack melee using animation
simpleAttackRange({required Future<SpriteAnimation> animation, required Future<SpriteAnimation> animationDestroy, required Vector2 size, Vector2? destroySize, double? radAngleDirection, int? id, double speed = 150, double damage = 1, int interval = 1000, bool withDecorationCollision = true, VoidCallback? onDestroy, ShapeHitbox? collision, VoidCallback? onExecute, LightingConfig? lightingConfig, Vector2? centerOffset, double marginFromOrigin = 16}) → void
Execute the ranged attack using a component with animation