2.4 Enemy design
Design
Objectives
Set up the enemy
Usability Features
Key Variables
Variable Name
Use
patrol
Sets the constant downward acceleration
onCollide
Show the anchor point of the Sprite
Load Sprite
Used to input what each symbol represents in the level
Area
Collision detection (T/F)
Body
Static properties (T/F)
dir
Direction of movement
Pseudocode
Development
Outcome
Challenges
setting a speed value that makes platforming smooth and movement feel responsive
Testing
Evidence for testing
Tests
Test
Instructions
What I expect
What actually happens
Pass/Fail
1
Player colliedes with the enemy (on top)
The enemy to be destroyed
The enemy is destroyed
Pass
2
Player colliedes with the enemy (anywhere else)
The player to be destroyed
The player is destroyed
Pass
Evidence

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