Index

Package: Enemies

Description

package Entities.Enemies is

Classes

Enemy (abstract)

type Enemy is abstract new Entity with private;

Ancestors:

Immediate Children:

Primitive operations:

Construct
Entities.Adjust (Inherited)
Entities.Construct (Inherited)
Entities.Delete (Inherited)
Entities.Face (Inherited)
Entities.Object_Input (Inherited)
Entities.On_Activate (Inherited)
Entities.On_Hit_Wall (Inherited)
Entities.On_Load (Inherited)
Entities.On_Separate (Inherited)
Entities.Set_Attribute (Inherited)
Entities.Tick (Inherited)
Entities.To_String (Inherited)
Entities.Update_Frame (Inherited)
Object_Read (overriding Entities.Object_Read)
Object_Write (overriding Entities.Object_Write)
Objects.Construct (Inherited)
On_Collide (overriding Entities.On_Collide)

Types

A_Enemy

type A_Enemy is access all Enemy'Class;

Constants & Global variables

CLASS_PATTERN (String)

CLASS_PATTERN : constant String := "Entities.Enemies.*";
A class pattern that matches all enemy class ids registered in the entity factory.

Subprograms & Entries

Get_Icon

function Get_Icon
( this: access Enemy ) return A_Bitmap;
Returns a reference to a bitmap icon that represents the enemy. The returned reference is owned by the enemy. Do not modify it!

Is_Shootable

function Is_Shootable
( this: not null access Enemy'Class ) return Boolean;
Returns True if the enemy is shootable (meaning it blocks shots fired at it.) Being shootable does not imply that the enemy will react in any specific way if instructed to die.

Die

procedure Die
( this: access Enemy );
Notify the enemy that something deadly happened to it and it should die. If the enemy is not currently capable of dying, nothing should happen. The default behavior is to do nothing. Override this procedure to cause the enemy to react in some way.