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## examples
Class StdDungeonMonster

    java.lang.Object
      jgame.JGObject
          examples.StdDungeonMonster

    public class StdDungeonMonster

extends JGObject

A standard monster object that can move in 8 directions around a tile-based dungeon, which may be maze-like or contain open spaces. Typical application: gauntlet, and a variety of others. The monster moves in 8 directions along tile-aligned positions. It can be made to occupy a space on the tile map, blocking other objects. The occupation is automatically removed if the object is removed. It is assumed the object is 1x1 tile in size, and the tileBBox is set to this.

The public fields are the configuration fields which can be changed at will during the object's lifetime.

The object homes in on the specified home_in object, or can be made to avoid it. The object can be made to move randomly instead of homing in/ avoiding, with a specified probability between 0 and 1. Not setting home_in will make the object move randomly.

The object can be made stationary by passing speed=0 or using the short constructor. This can be used for objects that don't move but do occupy space and otherwise act very much like tiles (i.e. "active tiles").

This class only defines the move() method; hit() and hit_bg() are not used. Subclass it to customize. To customize move(), call super.move() somewhere inside your move method. While in general you shouldn't touch the object's position, direction, or speed in order to ensure correct behaviour, you can set any of the configuration variables in the move() method or somewhere else.

Field Summary
`boolean` | `avoid` true = avoid home_in position
`int` | `block_mask` cid mask of tiles that block
`boolean` | `continuous_anim` don't stop animating when monster stops moving
`java.lang.String` | `gfx_prefix` Prefix to use for directional animation; null indicates non-directional graphic
`JGObject` | `home_in` object to home in on, null=none (random movement)
`int` | `occupy_mask` cid mask that object should use to indicate occupation
`double` | `random_proportion` chance that object moves randomly

Fields inherited from class jgame.JGObject
`colid, eng, expire_never, expire_off_pf, expire_off_view, expiry, resume_in_view, suspend_off_view, suspend_off_view_expire_off_pf, x, xdir, xspeed, y, ydir, yspeed`

Constructor Summary
`StdDungeonMonster(java.lang.String name, boolean unique_id, double x, double y, int cid, java.lang.String graphic, boolean is_directional, boolean continuous_anim, int block_mask, int occupy_mask, double speed, JGObject home_in, boolean avoid, double random_proportion)` When initialised, the object will snap to grid to the nearest free position, then it will start moving in the direction specified by home_in, random_proportion.
`StdDungeonMonster(java.lang.String name, boolean unique_id, double x, double y, int cid, java.lang.String graphic, int occupy_mask)` Create static monster that just occupies space.

Method Summary
`static void` | `checkIfBlocked(JGObject o, int block_mask, int prevxdir, int prevydir)` Check if we aren't blocked in the xdir,ydir direction we're currently going, and change direction if we're partially blocked.
`void` | `move()` Moves the object around, and ensures it occupies space.
`void` | `remove()` Removes object and object's occupation.

Methods inherited from class jgame.JGObject
`and, checkBGCollision, checkBGCollision, clearAnim, clearBBox, clearTileBBox, dbgPrint, getAnimId, getBBox, getCenterTile, getCenterTiles, getGraphic, getImageBBox, getLastBBox, getLastCenterTiles, getLastTileBBox, getLastTiles, getLastX, getLastY, getName, getTileBBox, getTiles, getTopLeftTile, hit_bg, hit_bg, hit_bg, hit, isAlive, isBottomAligned, isInView, isLeftAligned, isOnPF, isOnScreen, isRightAligned, isSuspended, isTopAligned, isXAligned, isXAligned, isYAligned, isYAligned, paint, resetAnim, resetAnim, resume, setAnim, setAnimPingpong, setAnimSpeed, setBBox, setDir, setDirSpeed, setDirSpeed, setGraphic, setImage, setPos, setResumeMode, setSpeed, setSpeed, setSpeedAbs, setTileBBox, snapBBoxToGrid, snapToGrid, snapToGrid, startAnim, stopAnim, suspend`

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### gfx_prefix

    public java.lang.String gfx_prefix

  Prefix to use for directional animation; null indicates non-directional graphic

### continuous_anim

    public boolean continuous_anim

  don't stop animating when monster stops moving

### block_mask

    public int block_mask

  cid mask of tiles that block

### occupy_mask

    public int occupy_mask

  cid mask that object should use to indicate occupation

### home_in

    public JGObject home_in

  object to home in on, null=none (random movement)

### avoid

    public boolean avoid

  true = avoid home_in position

### random_proportion

    public double random_proportion

  chance that object moves randomly

Constructor Detail

### StdDungeonMonster

    public StdDungeonMonster(java.lang.String name,
                             boolean unique_id,
                             double x,
                             double y,
                             int cid,
                             java.lang.String graphic,
                             boolean is_directional,
                             boolean continuous_anim,
                             int block_mask,
                             int occupy_mask,
                             double speed,
                             JGObject home_in,
                             boolean avoid,
                             double random_proportion)

  When initialised, the object will snap to grid to the nearest free position, then it will start moving in the direction specified by home_in, random_proportion. The object's graphic can be made directional by setting is_directional. This will add the suffix "ul", "u", "ur", "dl", "d", "dr", "l", or "r" to the graphic string to indicate the direction of movement. It is possible to define keys for the diagonal directions, but you can pass 0 as keycode if you don't want this.

  Parameters:
    `x` - position in pixels
    `y` - position in pixels
    `graphic` - graphic, and prefix of directional graphic if directional
    `is_directional` - true = add direction suffix to graphic
    `continuous_anim` - don't stop animating when monster stops moving
    `block_mask` - cid mask of tiles that block
    `occupy_mask` - cid mask that object should use to indicate occupation
    `speed` - 0 = stationary object
    `home_in` - object to home in on, null=none (random movement)
    `avoid` - true = avoid home_in position
    `random_proportion` - chance that object moves randomly

### StdDungeonMonster

    public StdDungeonMonster(java.lang.String name,
                             boolean unique_id,
                             double x,
                             double y,
                             int cid,
                             java.lang.String graphic,
                             int occupy_mask)

  Create static monster that just occupies space.

  Parameters:
    `x` - position in pixels
    `y` - position in pixels
    `graphic` - graphic to use
    `occupy_mask` - cid mask that object should use to indicate occupation

Method Detail

### move

    public void move()

  Moves the object around, and ensures it occupies space. If you override this, be sure to call super.move() and don't touch x, y, xspeed, yspeed, xdir, ydir.

  Overrides:
    `move` in class `JGObject`

### remove

    public void remove()

  Removes object and object's occupation.

  Overrides:
    `remove` in class `JGObject`

### checkIfBlocked

    public static void checkIfBlocked(JGObject o,
                                      int block_mask,
                                      int prevxdir,
                                      int prevydir)

  Check if we aren't blocked in the xdir,ydir direction we're currently going, and change direction if we're partially blocked. This is a static method that can be applied to any JGObject. It modifies the xdir and ydir appropriately.

  Parameters:
    `prevxdir` - direction we were going previously (such as, last frame)
    `prevydir` - direction we were going previously (such as, last frame)

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