Astraeus Player's Guide

Settings and Controls

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 hasEnergyDamage() Returns true if at least on weapon is energy

  • boolean hasKineticDamage() Returns true if at least on weapon is kinetic

  • boolean hasExplosiveDamage() Returns true if at least on weapon is exlosive

  • 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