Ok, if I'm understanding this right, to get a behavior it must be printed to superpowers log using Sup.Log(<value retrieved somewhere stored>) which can be an actor so Sup.log(<ActiorName>.getBehavior(<BehaviorName>).<VariableName>); and lets say I wanted to run update tests against this value or another value (like its position overlapping a damaging tile) I would run positional checks in code against the Superpowers Actor class (Sup.Actor which I created as "Test1" for instance) and then in a if conditional
if Sup.log(Sup.log(actor.getBehavior(MyCustomBehavior).CustomX) == Sup.log(Sup.log(EnemyActor?.getBehavior(MyCustomBehavior).CustomX) // Can the engine differentiate collisions and run these functions from each object?
{
let tempVar = Sup.log(actor.getBehavior(MyCustomBehavior).health);
actor.getBehavior().<custom_method>(param0, etc);
//Define method here>>>>>>???
//Or is the method a script that is loaded before this is run or after?
}
sorry for the newbie questions, Ive been learning programming but working with pre-built engine environments is just as confusing to me sometimes but is usually far less work which is why I am trying to learn to use everything I can. For instance game maker/unity work alot like this but still sometime confuses me.