ShooterEntities class abstract final

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 moved torch, lamp and window out before them.
secret → const String
A volume that counts as found when somebody walks into it.