Engine Reference¶
- class AI()¶
AI object represents an artificial intelligence agent that controls the behavior of computer-controlled players or opponents. The AI object is responsible for making decisions and taking actions on behalf of the computer-controlled character in response to game events and player inputs.
- class AttackDamage()¶
AttackDamage object represents the amount of damage caused by a particular attack or move performed by a player character. The AttackDamage object is used to calculate and track the damage dealt to a target character and to determine the knockback effect of the attack.
- class AttackData()¶
AttackData object is used to define the characteristics and behavior of an attack performed by a player character. The AttackData object contains various properties and methods that determine the properties of the attack, such as its hitbox size, duration, and damage.
- class AttackObject()¶
- class AttackObject with a constructor that takes a parameter name of type String. The class has several instance variables()¶
- class (also known as member variables or fields) that are used to store different properties of an attack in a video game. These properties include things like the name of the attack, refresh rate, attack delay, cancel conditions, movement properties, invincibility, armor, hit effects, and sound effects.()¶
- class AttackState()¶
- class Beacon()¶
Beacon Object is an object that represents a beacon on the stage. It can be placed on a location in the stage to mark a specific spot, such as a respawn point or an item spawn point.
- class Character()¶
Character object represents a playable character in the game. Each character object contains various properties and methods that define its behavior and interactions within the game.
- class CharacterData()¶
- class Collision()¶
- class CustomMatch()¶
- class GameTimer()¶
- class HitBoxAnimation()¶
- class HitBoxCollisionResult()¶
- class HitBoxManager()¶
- class HitBoxProcessor()¶
- class HitBoxProcessorNode()¶
- class HitBoxSprite()¶
- class InteractiveSprite()¶
InteractiveSprite object represents an interactive game object that has both visual and behavioral characteristics. It is a subclass of the base class Sprite in Adobe Flash.
- class InteractiveSpriteStats()¶
- class ItemData()¶
- class ItemGenerator()¶
- class Projectile()¶
Projectile object represents a type of attack that can be launched from a character’s attack move, which travels through the air and can deal damage to opponents. The Projectile Object class in SSF2 defines the properties and behavior of such projectiles. Some of the properties that can be set for a projectile object include its size, speed, damage, knockback, and graphics.
The behavior of a projectile object is defined by a series of frames, which determine how the projectile moves, how it interacts with other objects, and how it behaves when it collides with a character or other projectile. The projectile object can also be programmed to perform certain actions when it is launched or when it collides with a target.
- class ProjectileAttack()¶
- class ReplayData()¶
- class StageData()¶
StageData object represents a playable stage or environment in the game. Each StageData object contains various properties and methods that define its behavior and interactions within the game.
- class StageSetting()¶
- class Stats()¶
- class Target()¶
- class TargetTestTarget()¶
- class Item()¶