| I | |
| iAmServer, com. | |
| iCharacter, com. | |
| id, com. | |
| ID | |
| ignoreCharacterCollision, com. | |
| IGNORES_TERRAIN_ELEVATIONS, com. | |
| inArray, com. | |
| inEmpty, com. | |
| init com. | |
| initActions, com. | |
| initAllCharacters, com. | |
| initAllFurniture, com. | |
| initAllTiles, com. | |
| initConfig | |
| initDataBase, com. | |
| initLayers, com. | |
| initSocket, com. | |
| initUI | |
| inString, com. | |
| intervalHidePopup, com. | |
| ip, com. | |
| isConfigSuccessed, com. | |
| isConnected | |
| isDoingAnAction, com. | |
| isICharacter | |
| isInBottomVerticalScrollArea, com. | |
| isInHorizontalScrollArea, com. | |
| isInLeftHorizontalScrollArea, com. | |
| isInRightHorizontalScrollArea, com. | |
| isInScrollArea, com. | |
| isInTopVerticalScrollArea, com. | |
| isInVerticalScrollArea, com. | |
| isMasked, com. | |
| isModerator | |
| isMovableAction, com. | |
| isMoving, com. | |
| isMovingToTile, com. | |
| isNonStopAction, com. | |
| isOdd, com. | |
| isPointInRhomb, com. | |
| isPositiveNonZeroNumber, com. | |
| isPositiveNumber, com. | |
| isSnapToAction, com. | |
| isStepEnded, com. | |
| isUsesLeftRightSteps, com. | |
| isValidAction | |
| isValidTile, com. | |
| isWalkableTile, com. |
private function iAmServer():Boolean
return the main (“I”) character
public function get iCharacter(): Character
var id: Number
var ID: Number
object id(:Number)
public function get ID (): Number
id -- is set during World initialization
public var ID: Number
id
public function get ID():Number
public static var ignoreCharacterCollision: Boolean
flag(Boolean) -- ignores floor tiles elevations
private var IGNORES_TERRAIN_ELEVATIONS: Boolean
static function inArray( v: Object, a: Array ): Boolean
public static function inEmpty( v ):Boolean
initialization
private function init( cs: CharacterSettings ):Void
initialization dEditor, TileEditor, FurnitureEditor, TheoEditor, UIEditor.
private function init( fs: FurnitureSettings ):Void
if there is a link to the Library -- load the symbol extended and modified in the inherited classes -- for example: the Tiles position is calculated differently from Furniture one, that why MapObject._spriteMC position has to be adjusted
private function init( mos: MapObjectSettings ):Void
inherited from MapObjectSettings(MapObjectSettings) TileSettings(TileSettings) and overwritten
private function init( ts: TileSettings ):Void
initializes the World object
private function init( target: MovieClip, sizeX: Number, sizeY: Number, tileHeight: Number, tileWidth: Number, mapBGImage: Object, mapFGImage: Object, aFloor: Array, aFurniture: Array, aCharacters: Array, origin: Point, scrollX: Number, scrollY: Number, scrollBuffer: Number, masking: Boolean, maskMinX: Number, maskMinY: Number, maskMaxX: Number, maskMaxY: Number ):Void
public function init( worldLogic: WorldLogic ):Void
private function init( fs: FurnitureSettings ):Void
private function init():Void
private function init():Void
private function init( target: MovieClip, sizeX: Number, sizeY: Number, tileHeight: Number, tileWidth: Number, mapBGImage: Object, mapFGImage: Object, _aFloor: Array, _aFurniture: Array, _aCharacters: Array, origin: Point, scrollX: Number, scrollY: Number, scrollBuffer: Number, masking: Boolean, maskMinX: Number, maskMinY: Number, maskMaxX: Number, maskMaxY: Number ):Void
called after the parcing of config.xml.
private function init():Void
private function init():Void
Initialization.
private function init():Void
initializes the actions of a given object
private function initActions( mos: MapObjectSettings ):Void
loops the aCharacters array and adds all the charracters objects to the map
private function initAllCharacters( a: Array ):Void
loops the aFurniture array and adds all the furniture objects to the map
private function initAllFurniture( a: Array ):Void
loops the aFloor array and adds all the tiles to the map
private function initAllTiles( a: Array ):Void
loads the configuration XML
private function initConfig():Void
private function initConfig():Void
private function initDataBase( update: Boolean ):Void
parcing the XML from the Library RECOMMENDED!
private function initLayers():Void
private function initSocket():Void
UI initialization -- to be implemented in the child classes
private function initUI():Void
private function initUI():Void
UI initialization
private function initUI():Void
public static function inString( s: String, slong: String ): Boolean
private var intervalHidePopup: Number
public static var ip: String
public static function get isConfigSuccessed():Boolean
public function isConnected():Boolean
public function isConnected():Boolean
public function isConnected():Boolean
public function isConnected():Boolean
Boolean.
public function isDoingAnAction(): Boolean
Boolean -- is the character controllable (mouse, keyboard) -- the main character
public function get isICharacter(): Boolean
is that character controllable
public var isICharacter: Boolean
the same as in isInHorizontalScrollArea
public function isInBottomVerticalScrollArea( y: Number ): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInHorizontalScrollArea( x: Number ): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInLeftHorizontalScrollArea( x: Number ): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInRightHorizontalScrollArea( x: Number ): Boolean
the same as in isInHorizontalScrollArea, but for all the directions
public function isInScrollArea( x: Number, y: Number ): Boolean
the same as in isInHorizontalScrollArea
public function isInTopVerticalScrollArea( y: Number ): Boolean
the same as in isInHorizontalScrollArea
public function isInVerticalScrollArea( y: Number ): Boolean
returns the flag value (Boolean)
public function get isMasked():Boolean
public function isModerator( userID: String ):Boolean
public function isModerator( userID: String ):Boolean
public function isModerator( userID: String ):Boolean
movable -- the action used to movements
private function isMovableAction( action: String ):Boolean
Character._isMoving
public function get isMoving(): Boolean
detects if the character is moving somewhere after a mouse click
public function isMovingToTile():Boolean
nonStopAction -- “looping” action
private function isNonStopAction( action: String ):Boolean
public static function isOdd( n: Number ): Boolean
public static function isPointInRhomb( p: Point, rCenter: Point, rWidth: Number, rHeight ):Boolean
public static function isPositiveNonZeroNumber( n: Number ): Boolean
public static function isPositiveNumber( n: Number ): Boolean
snapToAction -- switches to this action instantly (like sitting on a chair after wakling, without walking on the chair
private function isSnapToAction( action: String ):Boolean
checks if the step animation ended
private function isStepEnded( phase: Number ): Boolean
used for movable actions to distinguish movements that use left and right steps (walking) from the ones that don’t (sliding, floating...)
private function isUsesLeftRightSteps( action: String ):Boolean
checks if the action is valid
private function isValidAction( action: String ):Boolean
not used anymore since the WorldLogic decides things like that.
public function isValidAction( characterID: Number, action: Number, params: Object ):Boolean
not used anymore because the functions of this methods were moved to Character.stepAn and World.placeCharacter // TODO -- we can move it all back here, but the Character has no link to the WorldLogic
public function isValidAction( characterID: Number, action: String, params: Object ):Boolean
checks if it’s a valid tile coordinate (within a map, etc).
public function isValidTile( tileX: Number, tileY: Number ): Boolean
check if the tile is walkable and returns the cause if its not the codes for non--walkable tiles are defined in Constants
public function isWalkableTile( tileX: Number, tileY: Number, ignoreCharacter: Boolean ):Boolean