Function Index
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J
 joinRoom
K
 kick
 kill
 killSubMovies, com.theoworlds.utils.Utils
L
 layersPanelHandler, com.theoworlds.mapeditor.MapEditorUI
 lcGetOpponentVariables, com.theoworlds.socketServers.ServerLC
 lcGetUser, com.theoworlds.socketServers.ServerLC
 lcOnGetOpponentVariables, com.theoworlds.socketServers.ServerLC
 lcOnOpponentConnected, com.theoworlds.socketServers.ServerLC
 lcTest, com.theoworlds.socketServers.ServerLC
 leaveCurrentRoom, com.theoworlds.socketServers.ServerES
 Library, com.theoworlds.builder.lib.Library
 loadBackGround, com.theoworlds.mapeditor.WorldEditor
 loadForeGround, com.theoworlds.mapeditor.WorldEditor
 loadLibrary
 loadMapXML, com.theoworlds.TheoApp
 loadMovie, com.theoworlds.builder.MapObject
 LocalNet, com.theoworlds.utils.LocalNet
 lock, com.theoworlds.utils.LocalNet
 lockInterface, com.theoworlds.chat.TheoChatUI
 login
M
 MapEditorUI, com.theoworlds.mapeditor.MapEditorUI
 MapObject, com.theoworlds.builder.MapObject
 MapObjectSettings, com.theoworlds.builder.settings.MapObjectSettings
 markRegistrationPoint, com.theoworlds.mapeditor.PanelFurnitureAnalyser
 maskHitTest, com.theoworlds.builder.World
 maskMap, com.theoworlds.builder.World
 moveCharacter, com.theoworlds.builder.World
 moveCharacterTest, com.theoworlds.mapeditor.WorldEditor
 moveDirProcessing, com.theoworlds.builder.Character
 moveNetCharacter, com.theoworlds.builder.World
 moveToDir, com.theoworlds.builder.Character
 moveToTile
 moving, com.theoworlds.builder.CharacterLogic
N
 netCharacterCorrection, com.theoworlds.builder.World
 netCharacterSay, com.theoworlds.builder.World
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
public function kill():Void
remove text buuble
public function kill():Void
clears the assets
public function kill():Void
this method destroys the WorldLogic
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
private function Library()
constructor
public function loadBackGround(url: String):Void
Loads the background layer
public function loadForeGround(url: String):Void
Loads the foreground layer
public function loadLibrary(type: Number,
libID: Number):Void
Loads the objects from the libary
public function loadLibrary(libID: Number):Void
private function loadMapXML(url: String):Void
loads the XML of a given map
private function loadMovie(mos: MapObjectSettings):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 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
public function maskHitTest():Boolean
true if the click was on the mask and false otherwise (or if the mask is not present)
private function maskMap(minX: Number,
minY: Number,
maxX: Number,
maxY: Number):Void
Mask map -- can be used hide the area of the map that is out of the scroll area
public function moveCharacter(characterID: Number,
tileX: Number,
tileY: Number,
dir: Number,
nonStop: Boolean,
latency: Number):Void
makes a character move
public function moveCharacterTest():Void
public function moveDirProcessing(dir: Number,
nonStop: Boolean):Void
moves the character to a given direction this function is used to emulate the keyboard control.
public function moveNetCharacter(netID: String,
tileX: Number,
tileY: Number,
dir: Number,
nonStop: Boolean,
latency: Number):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 moveToDir(dir: Number,
nonStop: Boolean):Void
makes the character start to move in a specific direction // TODO -- implement the same for network characters
public function moveToTile(tileX: Number,
tileY: Number,
latency: Number):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
private function moving():Void
the method called by setInterval -- calls the path finding function
public function netCharacterCorrection(cs: CharacterSettings,
cause: MapObjectSettings):Void
called fromTheoChat (optimize it?)
public function netCharacterSay(netID: String,
text: String,
params: Object):Void
text message received from another character
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