| P | |
| PanelEditMap, com. | |
| PanelFloorTiles, com. | |
| PanelFurniture, com. | |
| PanelFurnitureAnalyser, com. | |
| PanelWorldSettings, com. | |
| parseCatalogueLibraries, com. | |
| parseConfig, com. | |
| parseLibrary, com. | |
| parseMapXML, com. | |
| parseMapXMLLibrary, com. | |
| parseStr, com. | |
| password, com. | |
| phase, com. | |
| place, com. | |
| placeCharacter, com. | |
| popup_mc, com. | |
| port, com. | |
| PRESS, com. | |
| Properties com. | |
| putClothesOn, com. | |
| putGroupClothesOn, com. | |
| R | |
| randomClothesButton, com. | |
| redraw, com. | |
| refreshWorldPanel, com. | |
| registerToNet, com. | |
| registrationPoint, com. | |
| registrationTile | |
| removeAddress, com. | |
| removeAllCharacters, com. | |
| removeAllFurniture, com. | |
| removeCharacter, com. | |
| removeCharacterByNetID, com. | |
| removeCharacterCorrectionVariables, com. | |
| removeClickedBaseTile, com. | |
| removeConnection, com. | |
| removeConnectionById, com. | |
| removeEventListener com. | |
| removeListener, com. | |
| removeMapObjectOnClickedTile, com. | |
| removeObject, com. | |
| removeObjectFromStack, com. | |
| removeSpriteMC, com. | |
| removeTile, com. | |
| reset | |
| resetActiveRightPanel, com. | |
| right_bg, com. | |
| right_panel_arr, com. | |
| right_panel_bg, com. | |
| right_panel_bg_padding, com. | |
| right_panel_content, com. | |
| RIGHT_PANEL_TYPE_BUDDIES, com. | |
| RIGHT_PANEL_TYPE_CLOSE, com. | |
| RIGHT_PANEL_TYPE_ROOMS, com. | |
| RIGHT_PANEL_TYPE_USERS, com. | |
| rightPanel, com. | |
| rightPanelHandler | |
| ROLL_OVER, com. | |
| roomName, com. | |
| roomXML, com. |
public function PanelEditMap()
public function PanelFloorTiles()
public function PanelFurniture()
public function PanelFurnitureAnalyser()
function PanelWorldSettings()
private function parseCatalogueLibraries():Void
private function parseConfig( success: Boolean ):Void
parces the library XML file
private function parseLibrary( success: Boolean, lib: XML, url: String ):Void
Parses the loaded XML of a map
private function parseMapXML():Object
this function does: 1 -- “finds” the <library> tag in the XML of the map, and parses it 2 -- creates a new object (Library) 3 -- generates an event when the parcing is over -- this.onParsedMapXMLLibrary();
private function parseMapXMLLibrary():Void
public static function parseStr( str: String, delim: String, equal: String ): Object
public static var password: String
the animation phase of the character
public var phase: Number
placing the character on the map
public function place( tileX: Number, tileY: Number, dir: Number, phase: Number, elevation: Number, action: String, actionParams: Object ):Void
instantly places an existing character on a tile (Tile) (and removes from a previous one)
public function placeCharacter( characterID: Number, tileX: Number, tileY: Number, dir: Number, phase: Number, action: String, actionParams: Object ):Void
private var popup_mc: MovieClip
public static var port: Number
private static var PRESS: Number
shows layers of clothes the (String) parametter is passed with the names of the layers, separated by commas: takeLayersOn(“top1”, “bottom24”);
public function putClothesOn():Void
shows the layers of a given group (if it is declared in the XML)
public function putGroupClothesOn():Void
private var randomClothesButton: Button
when a character reaches the end of the screem the text bubble stays entirely within the screen the bubble pointer keeps pointing at the character
public function redraw( deltaX: Number, deltaY: Number ):Void
public function refreshWorldPanel():Void
private function registerToNet():Void
private var registrationPoint: BaseButton
this is just in case a new (non--default) tile was used for registration if the default registration tile is used -- undefined is returned
public function get registrationTile():String
var registrationTile: String
defines the furniture registration tile (for complex furniture that covers multiple tiles) -- check the documentation
public var registrationTile: String
Point(x,y) == Array(x,y);
var registrationTile: Point
private function removeAddress( address: String ):Void
Removes all the characters (Character)
public function removeAllCharacters():Void
Removes all the furniture (Furniture)
public function removeAllFurniture():Void
removes a character (Character)
public function removeCharacter( characterID: Number ):Void
removes network characters (Character)
public function removeCharacterByNetID( netID: String ):Void
private function removeCharacterCorrectionVariables():Void
deletes the base tile and everything that is placed on it //TODO - implement the deletion of multi-tile furniture when part of it is on this tile.
public function removeClickedBaseTile():Void
private function removeConnection( address: String ):Void
private function removeConnectionById( ID: Number ):Void
function removeEventListener():Void
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
var removeEventListener: Function
function removeEventListener():Void
public function removeEventListener():Void
function removeEventListener():Void
function removeEventListener():Void
var removeEventListener: Function
unsubscribes event listeners
public function removeListener( o ):Void
removes the objects starting from the top of the tile stack
public function removeMapObjectOnClickedTile( type: Number ):Void
removes an object
private function removeObject( oType: Number, objectID: Number ):Void
removes the map object (character/furniture/floor) from the tile stack array simple Array.splice() shifts the items above the splice element down, closing the “gap” from the removed object their z--order has to be updated to be in sync with the stack order
private function removeObjectFromStack( tileX: Number, tileY: Number, objectType: Number, stackOrder: Number ):Number
removes the MapObject._spriteMC
private function removeSpriteMC():Void
removes a tile using its zorder since it’s unique and doesn’t change (tileID = _zorder) note that the Characters use characterID, because their zorder always changes (they move)
private function removeTile( tileID: Number ):Void
public function reset():Void
public function reset():Void
public function reset():Void
public function reset():Void
private function resetActiveRightPanel():Void
private var right_bg: MovieClip
private var right_panel_arr: Array
private var right_panel_bg: MovieClip
private var right_panel_bg_padding: Number
private var right_panel_content: MovieClip
public function get RIGHT_PANEL_TYPE_BUDDIES():Number
private var RIGHT_PANEL_TYPE_CLOSE: Number
public function get RIGHT_PANEL_TYPE_ROOMS():Number
public function get RIGHT_PANEL_TYPE_USERS():Number
private var rightPanel: MovieClip
private function rightPanelHandler( o: Object ):Void
1 - adds the mode 2 - changes the target 3 - “passes” the event to TheoEditor
private function rightPanelHandler( o: Object ):Void
private static var ROLL_OVER: Number
private var roomName: TextField
private var roomXML: String