GENERAL METHODS
UNIT METHODS
Accessors
General
Plater getPlayer() Returns the player that controls the unit
Plater getOpponent() Returns the player that the unit is fighting against
Position
float getX() Returns the x position of the unit's top left
float getY() Returns the y position of the unit's top left
float getCenterX() Returns the x position of the unit's center
float getCenterY() Returns the y position of the unit's center
Point getPosition() Returns a point containing the unit's position
Movement and Action
boolean canMove() Returns true if the unit can move
boolean canAct() Returns true if the unit can take actions
Point getPosition() Returns a point containing the unit's position
float getTheta() Returns the angle the unit is facing in degrees
float getSpeedX() Returns the raw pixels per frame in x dimension
float getSpeedY() Returns the raw pixels per frame in y dimension
float getCurSpeed() Returns the current overall unit speed
float getMaxSpeed() Returns the maximum overall unit speed
Frame and Components
Frame getFrame() Returns the unit's frame type
boolean hasWeaponOne() Returns true if the unit has a first weapon
boolean hasWeaponTwo() Returns true if the unit has a second weapon
Weapon getWeaponOne() Returns the first weapon
Weapon getWeaponTwo() Returns the second weapon
boolean hasComponentSlotsOpen() Returns true if it has one component slot open
boolean hasComponentSlotsOpen(int i) Returns true if it has at least i slots open
Health / State
boolean isAlive() Returns true if the unit is alive
boolean getTimeAlive() Returns the number of frames the unit has existed
boolean getHitTimer() Returns the number of frames since last damaged
boolean wasHit() Returns true if the unit has ever been damaged
float getCurEffectiveHealth() Returns curShield + curPlating + curHealth
float getMaxEffectiveHealth() Returns maxShield + maxPlating + maxHealth
float getPercentEffectiveHealth() Return curEffHealth / maxEffHealth
ConditionSet getConditions() Returns the set of conditions that a unit has
Shield
float getCurShield() Returns the unit's current shield
float getMaxShield() Returns the unit's maximum shield
float getPercentShield() Returns the % of the unit's shield
boolean hasShield() Returns true if the unit has any maximum shield
boolean hasMaxShield() Returns true if the unit's cur shield equals its max
boolean isShieldDamaged() Returns true if the shield is below maximum
boolean isShieldRegenerating() Returns true if the shield can regenerate
Plating
float getCurPlating() Returns the unit's current plating
float getMaxPlating() Returns the unit's maximum plating
float getPercentPlating() Returns the % of the unit's plating
boolean hasPlating() Returns true if the unit has any maximum plating
boolean hasMaxPlating() Returns true if the unit's cur plating equals its max
Structure
float getCurStructure() Returns the unit's current structure
float getMaxStructure() Returns the unit's maximum structure
float getPercentStructure() Returns the % of the unit's structure
boolean hasStructure() Returns true if the unit has any maximum structure
boolean hasMaxStructure() Returns true if cur structure equals max structure
Mutators
Movement
boolean move() Moves in the current direction
boolean move(int degrees) Turns toward degrees then moves in that direction
PLAYER METHODS