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ScriptingBadGuy
SuperTux Bot edited this page Dec 16, 2024
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This file is auto-generated from the SuperTux source code, using the template ScriptingPage.md.
A BadGuy
that was given a name can be controlled by scripts.
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.
This class inherits functions and variables from the following base classes:
- MovingSprite
- MovingObject
- GameObject
- Portable
- GameObjectComponent
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
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. |
None.
None.
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