Class: Character

Character()

Character The main character of the game (Pepe). Contains all image arrays for different animation states. Extends the MovableObject class.

Constructor

new Character()

Creates a new Character instance and initializes its base image. Loads all animation sequences for different character states.
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Members

IMAGES_DYING :Array.<string>

Image sequence for death animation.
Type:
  • Array.<string>
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IMAGES_HURT :Array.<string>

Image sequence for hurt animation.
Type:
  • Array.<string>
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IMAGES_IDLE :Array.<string>

Image sequence for normal idle animation.
Type:
  • Array.<string>
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IMAGES_JUMPING :Array.<string>

Image sequence for jumping animation.
Type:
  • Array.<string>
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IMAGES_LONG_IDLE :Array.<string>

Image sequence for extended idle (long idle) animation.
Type:
  • Array.<string>
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IMAGES_WALKING :Array.<string>

Image sequence for walking animation.
Type:
  • Array.<string>
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acceleration :number

Vertical acceleration applied to the character (simulates gravity).
Type:
  • number
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damage :number

The amount of damage the character can deal to enemies.
Type:
  • number
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frameDelay :Object

Frame delay settings for various animation states. Higher values result in slower animations for that state.
Type:
  • Object
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health :number

The current health of the character (0–100).
Type:
  • number
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height :number

The height of the character in pixels.
Type:
  • number
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lastY :number

Vertical position from the previous frame. Used for vertical movement smoothing or animation syncing.
Type:
  • number
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lastY2 :number

Vertical position from two frames ago. Supports smoother vertical transitions.
Type:
  • number
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lastY3 :number

Vertical position from three frames ago. Used for motion tracking across multiple frames.
Type:
  • number
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offset :Object

Defines the collision hitbox offset for the character. Useful for adjusting the bounding box relative to the image size.
Type:
  • Object
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speed :number

Horizontal movement speed of the character.
Type:
  • number
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speedY :number

Vertical movement speed (positive = falling, negative = jumping).
Type:
  • number
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width :number

The width of the character in pixels.
Type:
  • number
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world :World

Reference to the game world the character is part of. Set when the character is added to a World instance.
Type:
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x :number

The horizontal position of the character.
Type:
  • number
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y :number

The current vertical position of the character.
Type:
  • number
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Methods

initCharacterLoops()

Initializes the character's core gameplay loops and physics. Sets up gravity, horizontal movement, and animation cycles. Should be called after the character is fully constructed and world is set.
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setWorld(world)

Assigns the world instance to the character. Required for interactions with the game environment (e.g. camera, state logic).
Parameters:
Name Type Description
world World The world object the character belongs to.
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