| J | |
| joinRoom | |
| K | |
| kick | |
| kill | |
| killSubMovies, com. | |
| L | |
| layersPanelHandler, com. | |
| lcGetOpponentVariables, com. | |
| lcGetUser, com. | |
| lcOnGetOpponentVariables, com. | |
| lcOnOpponentConnected, com. | |
| lcTest, com. | |
| leaveCurrentRoom, com. | |
| Library, com. | |
| loadBackGround, com. | |
| loadForeGround, com. | |
| loadLibrary | |
| loadMapXML, com. | |
| loadMovie, com. | |
| LocalNet, com. | |
| lock, com. | |
| lockInterface, com. | |
| login | |
| M | |
| MapEditorUI, com. | |
| MapObject, com. | |
| MapObjectSettings, com. | |
| markRegistrationPoint, com. | |
| maskHitTest, com. | |
| maskMap, com. | |
| moveCharacter, com. | |
| moveCharacterTest, com. | |
| moveDirProcessing, com. | |
| moveNetCharacter, com. | |
| moveToDir, com. | |
| moveToTile | |
| moving, com. | |
| N | |
| netCharacterCorrection, com. | |
| netCharacterSay, com. |
public function joinRoom( room, password: String ):Void
public function joinRoom( room, password: String ):Void
public function joinRoom( room: String, pass: String ):Void
public function joinRoom( room, pass: String ):Void
function kick( userNetID: String, reason: String ):Void
public function kick( userNetID: String, reason: String ):Void
function kick( userNetID: String, reason: String ):Void
remove text buuble
public function kill():Void
clears the assets
public function kill():Void
this method destroys the WorldLogic
public function kill():Void
public static function kill( o ):Void
public static function killSubMovies( m: MovieClip ):Void
private function layersPanelHandler( o: Object ):Void
private function lcGetOpponentVariables():Void
private function lcGetUser( netID: String, remove: Boolean ):CharacterSettings
private function lcOnGetOpponentVariables( netID: String, vars: Object ):Void
private function lcOnOpponentConnected( name: String ):Void
private function lcTest( str: String ):Void
private function leaveCurrentRoom():Void
constructor
private function Library()
Loads the background layer
public function loadBackGround( url: String ):Void
Loads the foreground layer
public function loadForeGround( url: String ):Void
Loads the objects from the libary
public function loadLibrary( type: Number, libID: Number ):Void
public function loadLibrary( libID: Number ):Void
loads the XML of a given map
private function loadMapXML( url: String ):Void
loads the symbol (the movie) from the Library //TODO -- rewrite it for floor tiles, to get from Library not the url but the bitmap directly and simply copy it into the floor (since it will not change later) //TODO -- for furniture, it it’s not animated, try the same -- it will optimize the engine, though with Tiles it will give a bigger effect
private function loadMovie( mos: MapObjectSettings ):Void
private function LocalNet()
public static function lock():Void
public function lockInterface():Void
public function login( username: String, password: String ):Void
public function login( username: String, password: String ):Void
public function login( name: String, pass: String ):Void
public function login( name: String, pass: String ):Void
public function MapEditorUI()
public function MapObject( target: MovieClip, spriteMCName: String, spriteMCZOrder: Number, tileX: Number, tileY: Number, mos: MapObjectSettings, skipValidation: Boolean )
function MapObjectSettings( type: Number )
private function markRegistrationPoint():Void
true if the click was on the mask and false otherwise (or if the mask is not present)
public function maskHitTest():Boolean
Mask map -- can be used hide the area of the map that is out of the scroll area
private function maskMap( minX: Number, minY: Number, maxX: Number, maxY: Number ):Void
makes a character move
public function moveCharacter( characterID: Number, tileX: Number, tileY: Number, dir: Number, nonStop: Boolean, latency: Number ):Void
public function moveCharacterTest():Void
moves the character to a given direction this function is used to emulate the keyboard control.
public function moveDirProcessing( dir: Number, nonStop: Boolean ):Void
* used in TheoChat * tells the character to move to a tile * this method uses overloading * if tileX, tileY is send -- move to that tile * if direction is sent -- move to that direction * call moveCharacter(ID, tileX, tileY) * or moveCharacter(ID, null, null, direction) * @param netID (String) -- network ID of the character(Character) * @param tileX position on the map (column:Number) * @param tileY position on the map (row:Number) * @param dir reduntant?
public function moveNetCharacter( netID: String, tileX: Number, tileY: Number, dir: Number, nonStop: Boolean, latency: Number ):Void
makes the character start to move in a specific direction // TODO -- implement the same for network characters
public function moveToDir( dir: Number, nonStop: Boolean ):Void
makes the character move to the indicated tile
public function moveToTile( tileX: Number, tileY: Number, latency: Number ):Void
moves a character to the given tile
public function moveToTile( tileX: Number, tileY: Number, latency: Number ):Void
the method called by setInterval -- calls the path finding function
private function moving():Void
called fromTheoChat (optimize it?)
public function netCharacterCorrection( cs: CharacterSettings, cause: MapObjectSettings ):Void
text message received from another character
public function netCharacterSay( netID: String, text: String, params: Object ):Void