s_attack_target() {
        this.entity.sprite.setCurrentAnimation('attack');
        this.entity.sprite.getCurrentAnimation().reset();
        // wound player
        this.context.game.commitGhostAttack(this.entity, this.target);
    }
/**
     * the ghost plays an attack animation
     */
the ghost plays an attack animation
the ghost plays an attack animation
s_attack_target() {
        this.entity.sprite.setCurrentAnimation('attack');
        this.entity.sprite.getCurrentAnimation().reset();
        this.context.game.commitGhostAttack(this.entity, this.target);
    }
s_attack_target ( ) { this . entity . sprite . setCurrentAnimation ( 'attack' ) ; this . entity . sprite . getCurrentAnimation ( ) . reset ( ) ; this . context . game . commitGhostAttack ( this . entity , this . target ) ; }
the ghost plays an attack animation
the ghost plays an attack animation
// wound player