What this game's monsters may be, as words in a level document.
EntityTypes holds the format's own vocabulary — spawn, door, trigger,
exit. monster is not the format's; it is a shooter's, the same way torch
is furniture. It lives beside the kind that implements it.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
- monster → const String
- note → const String
- pickup → const String
-
Two that used to be
EntityTypes'. A pickup that gives health, armour or ammunition, and a note left on a wall to be read, are furniture of this genre rather than of the format — the same argument that movedtorch,lampandwindowout before them. - secret → const String
- A volume that counts as found when somebody walks into it.