Types

ClubCrawler. Types

Source:

Types, configuration objects in ClubCrawler

Type Definitions

DebugConfig

Source:
Properties:
Name Type Attributes Default Description
on boolean <optional>
false

Whether debug is active and should be displayed

duration number <optional>
3000

How long a message remains on the scene

max number <optional>
10

Max number of messages to show on the overlay

weapon Object

Debug settings for weapon

Properties
Name Type Description
sound boolean

Info about weapon sounds

items Object

Debug settings for items

Properties
Name Type Description
overlap boolean

Info about items overlapping players

enemies Object

Debug settings for enemies

Properties
Name Type Description
die boolean

Info about enemy deaths

destructibles Object

Debug settings for destructibles

Properties
Name Type Description
cylinder boolean

Info about cylinders

colliders boolean

Info about cylinder colliders

logic Object

Debug settings for game logic

Properties
Name Type Description
win boolean

Info about game wins

map Object

Debug settings for map parsings

Properties
Name Type Description
placePlayer boolean

Info about player start positions

layers boolean

Info about map layers

functions boolean

Info about map functions

player Object

Debug settings for player

Properties
Name Type Description
construction boolean

Info about player construction

emitter Phaser.Events.EventEmitter

An emitter for debug messaging events.

Default configuration for a destructible object

Type:
  • Object

DestructibleConfig

Source:
Properties:
Name Type Attributes Default Description
name string <optional>
"Cylinder"
health number <optional>
15
speed number <optional>
100
maxSpeed number <optional>
500
updateSpeed number <optional>
500
velocityIncrement number <optional>
450
mass number <optional>
2
drag number <optional>
800
maxCoins number <optional>
2
minCoins number <optional>
1
damage number <optional>
0
spriteKey string <optional>
"cylinder"

Default configuration for a destructible object

Type:
  • Object

EnemyConfig

Source:
Properties:
Name Type Attributes Default Description
name string <optional>
"Ogre"
health number <optional>
300
speed number <optional>
100
maxSpeed number <optional>
500
updateSpeed number <optional>
500

How often the AI updates and changes patterns based on sense input

velocityIncrement number <optional>
400

Essentially, acceleration

mass number <optional>
5
drag number <optional>
50
maxCoins number <optional>
10
minCoins number <optional>
5
senseRange number <optional>
800

How far away the enemy can sense the player

damage number <optional>
5
sfxVolume number <optional>
0.1

Not currently implemented / working

spriteKey number <optional>
"ogre"
spriteAttackFrame string <optional>
"attack.png"
spriteStillFrame string <optional>
"still.png"
audioSpriteKey string <optional>
"ogre-sound"

Overall audio sprite key

weapon number <optional>
null

Not yet implemented

Default configuration for an enemy. Default is Ogre stats.

Type:
  • Object

GameItemConfig

Source:
Properties:
Name Type Attributes Description
scene Phaser.Scene

The physics scene

number

height - the TiledItem value

number

id - the TiledItem value

string

name - the TiledItem value

number

rotation - the TiledItem value

string

type - the TiledItem value

boolean

visible - the TiledItem value

number

width - the TiledItem value

number

x - the TiledItem value

number

y - the TiledItem value

properties Object <optional>

The custom properties set in tile

This configuration is passed to anything created based on Tiled Object Layer Data

It may have other properties. EVERY custom property in Tiled is applied to the config object ClubCrawler.Utility.Parse

Type:
  • Object

InventoryConfig

Source:
Properties:
Name Type Attributes Default Description
inventorySize number <optional>
21

The max number of items in inventory

player ClubCrawler.Objects.Player <optional>
null

The player (added at run time!)

reticle ClubCrawler.Objects.Reticle <optional>
null

The reticle (added at run time!)

scene Phaser.Scene <optional>
null

The scene (added at run time!)

MovementConfig

Source:
Properties:
Name Type Attributes Default Description
scene Phaser.Scene

The physics scene

repeatTime number <optional>

How often to update for repeated functions

velocityIncrement number <optional>

How fast to move the object

moveRatio number <optional>
1

How much do multiply velocity by, relevant if velocityIncrement is determined from the object being moved instead

maxFailedAttempts number <optional>
10

How many times a repeating movement will be executed without success before it stops trying

failureDrift number <optional>
1

If a repeating movement, how much offset from the last x/y is considered a failed attempt after the move
/

Type:
  • Object

SensationConfig

Source:
Properties:
Name Type Attributes Description
target GameObject | string <optional>

The target being sensed, if there is one

distance number <optional>

The distance away the target is, if there is one

SenseConfig

Source:
Properties:
Name Type Description
scene Phaser.Scene
player ClubCrawler.Objects.Player
repeatTime int

Will be set to the updateInterval of the calling object if there is one, if not provided in configuration object
...

For configuring a Sense function, especially repeating sense functions.

Type:
  • Object

WeaponConfig

Source:
Properties:
Name Type Attributes Default Description
name number <optional>
"popper"

Name of the weapon

duration number <optional>
1000

How long before the bullet disappers

projectileVelocity number <optional>
1000

Velocity of bullet

spin number <optional>
2000

Angular velocity of bullet

mass number <optional>
0.1

Mass of the bullet (affects knockback)

damage number <optional>
20

Damage dealt

fireRate number <optional>
300

Delay between bullet firings

spriteKey number <optional>
"bullet"
audioSpriteKey number <optional>
"bullet-sound"
audioFireKey number <optional>
"shot1"
audioBounceKey number <optional>
"bounce1"
audioHitKey number <optional>
"bounce1"
bounce number <optional>
0.3
hitEnemies number <optional>
true
overlapEnemies number <optional>
false
hitWalls number <optional>
true
hitPlayer number <optional>
false

Whether bullet hits player (causing physics transfer and damage)

overlapPlayer number <optional>
false

Whether bullet damages player by overlap. Only hitPlayer or overlapPlayer should be set to true, not both, but both may be false.

hitDestructibles number <optional>
true
overlapDestructibles number <optional>
false
destroyOnWallTouch number <optional>
false

Whether the bullet is destroyed when it contacts a wall

inventorySprite string <optional>
"popper-inventory"

The inventory sprite to display

itemType string <optional>
"weapon"

The item type for inventory purposes; weapons can't have multiples

scene Phaser.Scene

The scene where the weapon will operate (added during run time!)

wielder ClubCrawler.Objects.Player

The player wielding the weapon (added during run time!)

target ClubCrawler.Objects.Reticle

The target (reticle) for the weapon (added during run time!)

Default configuration for a weapon and bullet. Default is the 'popper'

Type:
  • Object