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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