| G | |
| GeneratedFurniture, com. | |
| generateFurniture, com. | |
| generatelibItemIDolID, com. | |
| generateObjectName, com. | |
| getAction, com. | |
| getActionFrameNumber, com. | |
| getActionName, com. | |
| getActions, com. | |
| getActiveRoom | |
| getAllowedActionDirections, com. | |
| getAreaHeight, com. | |
| getAreaWidth, com. | |
| getBitmap, com. | |
| getBitmapCroppedOutWhitespace, com. | |
| getBubbleLifeTime, com. | |
| getCharactersList, com. | |
| getCharactersOnTile, com. | |
| getCharacterWindow, com. | |
| getConfig, com. | |
| getContainerMC, com. | |
| getCrown, com. | |
| getCurrentRoomVariable, com. | |
| getDataBase, com. | |
| getDefaultRoomName | |
| getDestinationTile | |
| getDirection, com. | |
| getDirName, com. | |
| getDressedClothes, com. | |
| getGroupClothesList, com. | |
| getGroupNode, com. | |
| getHeight, com. | |
| getInstance | |
| getLatency, com. | |
| getLayersFromNode, com. | |
| getLibrary, com. | |
| getLibraryInfo, com. | |
| getLibraryItem, com. | |
| getLibSpeed, com. | |
| getMapObjectByID, com. | |
| getMapXML, com. | |
| getMode, com. | |
| getMyLatency | |
| getMyUserID | |
| getNearestDirections, com. | |
| getNearestEmptyTile, com. | |
| getNearestWalkableTile, com. | |
| getNetPlace, com. | |
| getNewChatColorForCharater | |
| getNextAvailableZOrder, com. | |
| getNextDirectionProcessing, com. | |
| getNextTile, com. | |
| getNextZOrder, com. | |
| getObjectArray, com. | |
| getObjectBaseZOrder, com. | |
| getObjectMaxZOrder, com. | |
| getObjectStackOrder, com. | |
| getObjectTypeName, com. | |
| getPlacesAddresses, com. | |
| getRandomDir, com. | |
| getRandomNumber, com. | |
| getRandomWalkableTile, com. | |
| getRegistrationPoint, com. | |
| getRollOveredCharacter, com. | |
| getRoomList | |
| getRoomListForUI, com. | |
| getSettings, com. | |
| getStackElZOrder, com. | |
| getSymbolURL, com. | |
| getTextBubbleByCharacterID, com. | |
| getTextBubbleByID, com. | |
| getTileAction, com. | |
| getTileActionName, com. | |
| getTileCoordinates, com. | |
| getTileElevation, com. | |
| getTileMapLocation, com. | |
| getTileMC, com. | |
| getTreeNodeCharacter, com. | |
| getUserList | |
| getUserObjectWithID | |
| getWorldHolder | |
| globalEraseOnClickedTile, com. | |
| goto, com. |
public function GeneratedFurniture( target: MovieClip, spriteMCName: String, spriteMCZOrder: Number, tileX: Number, tileY: Number, fs: FurnitureSettings )
private function generateFurniture():Void
private function generatelibItemIDolID( lp ):String
generates names for tile, furniture, characters
private function generateObjectName( oType: Number, ID: Number ):String
public function getAction( action: String ):Object
private function getActionFrameNumber( action: String ):Number
private function getActionName( action: Object ):String
MapObject._actions
public function getActions():Object
function getActiveRoom():TheoRoomData
public function getActiveRoom():TheoRoomData
function getActiveRoom():TheoRoomData
public function getAllowedActionDirections( action ):Array
calculates the height of a floor area
public static function getAreaHeight( rows: Number ): Number
calculates the width of a floor area
public static function getAreaWidth( cols: Number ): Number
creates a bitmap that will react to mouse events (needed to filter out transparent areas)
public static function getBitmap( mc: MovieClip ):BitmapData
public static function getBitmapCroppedOutWhitespace( bd: BitmapData ):BitmapData
private function getBubbleLifeTime( strLength: Number ):Number
public function getCharactersList():Array
a situation when two characters are on the same tile is possible.
public function getCharactersOnTile( tileX: Number, tileY: Number ):Array
public function getCharacterWindow():MovieClip
public function getConfig( url: String ):Void
returns the container movieclip for particular Map Object
public function getContainerMC( objectType: Number ): MovieClip
the height(Number) of the character from the registration point till its top (the bimap) Example -- a character sits on the floor -- it means his height above the floor is lower than if he would stand up
public function getCrown():Number
private function getCurrentRoomVariable( nameVariable: String ):EsObject
private function getDataBase():Object
public function getDefaultRoomName():String
public function getDefaultRoomName():String
public function getDefaultRoomName():String
coordinates ( Point(col, row) ) of the tile that the character moves to
public function getDestinationTile():Point
coordinates ( Point(col, row) ) of the tile that the character moves to
public function getDestinationTile():Point
the direction(Number) the character is turned to Character._direction
public function getDirection():Number
static function getDirName( dir: Number ): String
[XMLNode]
public function getDressedClothes():Object
get the list of the layer groups
public function getGroupClothesList( chain: String, deep: Boolean ):Object
this function makes it easier to get through the XML.
public function getGroupNode( chain: String, source: XMLNode ):XMLNode
character height(Number) (the size of the non--transparent area of the bitmap -- not the movieclip)
public function getHeight(): Number
public static function getInstance():Config
Singleton class
public static function getInstance():Library
public function getLatency():Number
private function getLayersFromNode( node: XMLNode, deep: Boolean ):Object
returns an array with all the items of one sub--library.
public static function getLibrary( libID: Number ):Array
array of objects [{id:Number, url:String}] The libraries are located in the_libraries array, in order of their ID.
public static function getLibraryInfo():Array
public static function getLibraryItem( libID: Number, libItemID: Number ):LibraryItem
Library (Library) speed of the character (the base speed he should use when no compensation is applied on top of it)
public function getLibSpeed():Number
gets the movieclip of a map object
private function getMapObjectByID( ID: Number, objectType: Number ): MapObject
public function getMapXML():String
public function getMode():Object
public function getMyLatency():Number
public function getMyLatency():Number
public function getMyLatency():Number
public function getMyUserID():String
public function getMyUserID():String
function getMyUserID():String
function getMyUserID():String
public static function getNearestDirections( dir: Number ):Array
return nearest walkable tile tile without any furniture on it
public function getNearestEmptyTile( tileX: Number, tileY: Number ):Point
returns the nearest walkable tile
public function getNearestWalkableTile( tileX: Number, tileY: Number ):Point
public static function getNetPlace( netPath: String ):Object
private function getNewChatColorForCharater():Number
private function getNewChatColorForCharater():Number
static function getNextAvailableZOrder( target: MovieClip, n: Number ):Number
path finding function.
private function getNextDirectionProcessing( ignoreCharacterCollision: Boolean ):Number
returns next tile coordinates to any direction.
public function getNextTile( tileX: Number, tileY: Number, dir: Number ): Point
calculates next available z--order for each object on a given tile tileX, tileY should be >0 and <=map width/height
private function getNextZOrder( tileX: Number, tileY: Number, oType: Number ): Number
returns aCharacters for CHARACTER_OBJECT and so on...
public function getObjectArray( objectType: Number ): Array
gets the base z--order
private function getObjectBaseZOrder( objectType: Number ): Number
gets the maximum z--order
private function getObjectMaxZOrder( objectType: Number ): Number
returns the the 3rd index of aCharacters array -- his number in the “stack” of characters on the same tile
private function getObjectStackOrder( ID: Number, objectType: Number ): Number
static function getObjectTypeName( objectType: Number ): String
public static function getPlacesAddresses():Array
static function getRandomDir(): Number
public static function getRandomNumber( low: Number, high: Number ):Number
// TODO used to place a character on a random tile -- has to be optimized
public function getRandomWalkableTile( preferableDir: Number ):Point
private function getRegistrationPoint( configuration: Array ):Point
called by the Character, if (will be implemented in the next release) _charactersAreSelectable == true Character.selectable == true;
public function getRollOveredCharacter():Character
function getRoomList():Array
public function getRoomList():Array
<TheoRoomData>Array
function getRoomList():Array
<{data:String, label:String}>Array - data for component List data - room name label - room name + users current number
private function getRoomListForUI():Array
returns character settings
public function getSettings( type: Number ):CharacterSettings
calculates the zorder of the element by it’s tile and position in the stack a -- the array (aCharacter, aFurniture or aFloor)
private function getStackElZOrder( tileX: Number, tileY: Number, oType: Number, stackOrder: Number ): Number
public static function getSymbolURL( libID: Number, libItemlID: Number ):String
find the character’s text bubble
private function getTextBubbleByCharacterID( characterID: Number, removeFromArray: Boolean ):TextBubble
get a text bubble by its ID
private function getTextBubbleByID( textBubbleID: Number, removeFromArray: Boolean ): TextBubble
retuns the copy action (Object).
public function getTileAction( x, y ):Object
returns the NAME of the action, that is saved in the BASE tile (depends on the actions that are assigned to the furniture on that tile) this method is needed for a better performance -- a name is enough in most cases otherwise we would need to use the heavy method World.getTileAction
public function getTileActionName( x, y ):String
find the tile x:y coorinates -- tile.location tileX, tileY are counted from 1, not from 0
public function getTileCoordinates( tileX: Number, tileY: Number ): Point
calculates the tile elevation (the sum of the whole floor tiles stack elevation)
public function getTileElevation( tileX: Number, tileY: Number, includeFurniture: Boolean ): Number
public function getTileMapLocation( x: Number, y: Number, elevationEnabled: Boolean, furnitureElevationEnabled: Boolean ):Point
NOT WORKING
private function getTileMC( tileX: Number, tileY: Number ): Tile
private function getTreeNodeCharacter( c: Character ):XMLNode
function getUserList( without_me: Boolean ):Array
public function getUserList( without_me: Boolean ):Array
function getUserList():Array
<CharacterSettings>Array
function getUserList( without_me: Boolean ):Array
Object {cs:CharacterSettings, user:User, latency:Number}
private function getUserObjectWithID( id: String, remove: Boolean ):Object
Object {cs:CharacterSettings, user:User, latency:Number}
private function getUserObjectWithID( id: Number, remove: Boolean ):Object
public function getWorldHolder():MovieClip
mc in which the new Worl object will be created
public function getWorldHolder():MovieClip
public function getWorldHolder():MovieClip
erases from top to bottom, through all the object layers if one of the layers is locked or hidden, then it’s not erased, and the base tile is not erased either
public function globalEraseOnClickedTile():Void
private function goto():Void