Reldens - Documentation
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  • Documentation
  • What is Reldens?
  • Admin Panel
  • System Configuration
  • Contents creation
  • Customize your game
  • Demo server setup - Amazon Linux (2024)
  • Generators and import
  • Installation
  • Known issues
  • How to create a new Room/Scene?
  • Maps Wizard
  • System requirements
  • assets
    • object-sprite
    • player-sprite
    • skill-sprite
  • entities
    • Class Path
    • Item
    • Level Modifiers
    • Level
    • Levels Set
    • Objects
    • Respawn Areas
    • Rooms
    • Skill Types
    • Skill
    • Stats
    • Target Options
  • general
    • Actions
    • Create and configure a player spritesheet
    • Events Manager
    • Operations
    • Plugins
    • Project structure
  • generators
    • Attributes per level generator
    • Enemies experience rewards per level
    • map-composite-file
    • maps-elements
    • Generate multiple maps by loader generator
    • Generate multiple maps with associations by loader generator
    • Generate a single map by elements composite loader
    • Generate a single map by elements object loader
    • Players experience per level generator
  • importers
    • Objects Importer
    • Skills Importer
  • packages
    • tile-map-generator
      • The "composite" approach
      • Tile Map Generator
      • The "objects" approach
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  1. entities

Objects

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Last updated 3 months ago

An "Object" in Reldens can be almost anything: from static things in a map, moving things with animations, NPCs, enemies, etc.

Here's a brief description on each available object types by default:

  • base: this object contains the basic functionality of every object in the game (all the other types extends from this one), it only handles the mapping for the private and client properties.

  • animation: this type only includes the object movement as feature, it can be activated automatically through the autoStart, onHit or onAction and it can chase other bodies.

  • npc: this type follows the animation type but includes messages and interactions handling through options.

  • enemy: this type will have a physics body and stats to be able to fight with players, can be aggressive or not, can have skills, start battles, etc.

  • trader: this type implements the specific trade behavior which is pretty complex.

  • multiple: this type will create multiple instances of the same specified child-type (normally used on respawn areas).

  • drop: this type will normally represent an that would have a body so it can be picked up on hit or by interacting with it.

item entity