Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
J
 joinRoom
K
 kick
 kill
 killSubMovies, com.theoworlds.utils.Utils
L
 label, com.theoworlds.utils.TextButton
 latency, com.theoworlds.socketServers.ServerLC
 LATENCY, com.theoworlds.socketServers.Server
 layers
 LAYERS_PROTOCOL_GROUP, com.theoworlds.builder.Character
 LAYERS_PROTOCOL_LAYER, com.theoworlds.builder.Character
 LAYERS_PROTOCOL_NAME, com.theoworlds.builder.Character
 LAYERS_PROTOCOL_REQUIRED, com.theoworlds.builder.Character
 layersPanel, com.theoworlds.mapeditor.MapEditorUI
 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
 lcUserList, com.theoworlds.socketServers.ServerLC
 lcUserVariablesObject, com.theoworlds.socketServers.ServerLC
 leaveCurrentRoom, com.theoworlds.socketServers.ServerES
 left_bg, com.theoworlds.mapeditor.MapEditorUI
 libFrame
 libID
 libItemID
 Library, com.theoworlds.builder.lib.Library
 library_arr, com.theoworlds.mapeditor.PanelFloorTiles
 libraryPreloader_mc, com.theoworlds.mapeditor.PanelFloorTiles
 LINK, com.theoworlds.chat.Emoticons
 loadBackGround, com.theoworlds.mapeditor.WorldEditor
 LOADED_DEPTH, com.theoworlds.builder.MapObject
 loader
 loadForeGround, com.theoworlds.mapeditor.WorldEditor
 loadLibrary
 loadMapXML, com.theoworlds.TheoApp
 loadMovie, com.theoworlds.builder.MapObject
 LOBBY, com.theoworlds.socketServers.ServerSF
 LOCAL_NET_BEACON, com.theoworlds.socketServers.ServerLC
 LocalNet, com.theoworlds.utils.LocalNet
 lock
 locked, com.theoworlds.utils.LocalNet
 lockInterface, com.theoworlds.chat.TheoChatUI
 login
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 var label: String
private var latency: Number
private static var LATENCY: String
var layers: XMLNode
public var layers: XMLNode
XML node that stores the layers
private static var LAYERS_PROTOCOL_GROUP: String
private static var LAYERS_PROTOCOL_LAYER: String
private static var LAYERS_PROTOCOL_NAME: String
private static var LAYERS_PROTOCOL_REQUIRED: String
private var layersPanel: MovieClip
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 var lcUserList: Array
private var lcUserVariablesObject
private function leaveCurrentRoom():Void
private var left_bg: MovieClip
var libFrame: Number
frame/phase:Number (if there are multiple possible directions), by default == 1
public var libFrame: Number
the number of frames in the movieclip symbol.
var libID: Number
id:Number of a Library for a map
public var libID: Number
libary id, from which to load the symbol
var libItemID: Number
id:Number for an object from this library
public var libItemID: Number
id of the library symbol that has to be loaded
private function Library()
constructor
private var library_arr: Array
2D array 1 - level one - libraries [libID] 2 - level two - {li:LibraryItem, mc:MovieClip, currentFrame:Number, thumb:MovieClip}
private var libraryPreloader_mc: MovieClip
private var LINK: String
public function loadBackGround(url: String):Void
Loads the background layer
private static var LOADED_DEPTH: Number
the depth(:Number) of the loaded symbol
private var loader: MovieClip
private var loader: MovieClip
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 var LOBBY: String
private var LOCAL_NET_BEACON: String
private function LocalNet()
public function set lock(b: Boolean):Void
public static function lock():Void
private static var locked: Boolean
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
Close