Added interfaces for lastframe and for hitbox trigger.
Cleaned up baby. Baby uses IAttackTrigger now
Added baseclass for all animations which need to trigger something at the end. Added name to attackAnimation in baby file.
less computation.
Baby hitboxes needed to have diferent names, else it would just be one instead of two.
Better set the delegate only once xD
Reorder and a bit clarification for the code.
Comments.
fixed typo
changed trees and grass visuals a bit.
If a value is only used once and it is no "magic" number/string but just a random value it is unnecessary to declare a variable for it. And if you want a variable, just declare a local variable instead of a class variable.
Formatted all files. Removed comments.. added super()-calls to all constructors. Removed Wall (class and all references)
now it doesnt matter how many frames an environment-thingy has.
copied baby.as into skull.as, commented out unused code. changed root.as to make skull swap depths.
added some code to Hand.as, added some enemies to the scene to test performance(seen no FPS drops so far).
Added setAsDelegate function to Utilities. Hand attacks now. added action intro
added setLastFramedelegate to Utilities. Hand works (triggering attacks). Kill it with 'J'.
Added Enemy-Superclass.
added despawn timer and trigger to enemy. uses animation with baseclass LastFrameTrigger called death_animation.
fixed enemycrash. Skull is no enemy, missing correctly named death_animation. Baby/Hand death works correctly.