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G
 GeneratedFurniture, com.theoworlds.mapeditor.GeneratedFurniture
 generateFurniture, com.theoworlds.mapeditor.PanelFurnitureAnalyser
 generatelibItemIDolID, com.theoworlds.mapeditor.PanelFloorTiles
 generateObjectName, com.theoworlds.builder.World
 getAction, com.theoworlds.builder.MapObject
 getActionFrameNumber, com.theoworlds.builder.Character
 getActionName, com.theoworlds.builder.MapObject
 getActions, com.theoworlds.builder.MapObject
 getActiveRoom
 getAllowedActionDirections, com.theoworlds.builder.MapObject
 getAreaHeight, com.theoworlds.builder.World
 getAreaWidth, com.theoworlds.builder.World
 getBitmap, com.theoworlds.utils.Utils
 getBitmapCroppedOutWhitespace, com.theoworlds.utils.Utils
 getBubbleLifeTime, com.theoworlds.builder.TextBubbleController
 getCharactersList, com.theoworlds.builder.World
 getCharactersOnTile, com.theoworlds.builder.World
 getCharacterWindow, com.theoworlds.chat.TheoChatUI
 getConfig, com.theoworlds.builder.Config
 getContainerMC, com.theoworlds.builder.World
 getCrown, com.theoworlds.builder.Character
 getCurrentRoomVariable, com.theoworlds.socketServers.ServerES
 getDataBase, com.theoworlds.utils.LocalNet
 getDefaultRoomName
 getDestinationTile
 getDirection, com.theoworlds.builder.Character
 getDirName, com.theoworlds.builder.Constants
 getDressedClothes, com.theoworlds.builder.Character
 getGroupClothesList, com.theoworlds.builder.Character
 getGroupNode, com.theoworlds.builder.Character
 getHeight, com.theoworlds.builder.Character
 getInstance
 getLatency, com.theoworlds.socketServers.ServerLC
 getLayersFromNode, com.theoworlds.builder.Character
 getLibrary, com.theoworlds.builder.lib.Library
 getLibraryInfo, com.theoworlds.builder.lib.Library
 getLibraryItem, com.theoworlds.builder.lib.Library
 getLibSpeed, com.theoworlds.builder.Character
 getMapObjectByID, com.theoworlds.builder.World
 getMapXML, com.theoworlds.mapeditor.WorldEditor
 getMode, com.theoworlds.mapeditor.PanelWorldSettings
 getMyLatency
 getMyUserID
 getNearestDirections, com.theoworlds.utils.Utils
 getNearestEmptyTile, com.theoworlds.builder.World
 getNearestWalkableTile, com.theoworlds.builder.World
 getNetPlace, com.theoworlds.utils.LocalNet
 getNewChatColorForCharater
 getNextAvailableZOrder, com.theoworlds.utils.Utils
 getNextDirectionProcessing, com.theoworlds.builder.CharacterLogic
 getNextTile, com.theoworlds.builder.World
 getNextZOrder, com.theoworlds.builder.World
 getObjectArray, com.theoworlds.builder.World
 getObjectBaseZOrder, com.theoworlds.builder.World
 getObjectMaxZOrder, com.theoworlds.builder.World
 getObjectStackOrder, com.theoworlds.builder.World
 getObjectTypeName, com.theoworlds.builder.Constants
 getPlacesAddresses, com.theoworlds.utils.LocalNet
 getRandomDir, com.theoworlds.builder.Constants
 getRandomNumber, com.theoworlds.utils.Utils
 getRandomWalkableTile, com.theoworlds.builder.World
 getRegistrationPoint, com.theoworlds.builder.World
 getRollOveredCharacter, com.theoworlds.builder.World
 getRoomList
 getRoomListForUI, com.theoworlds.TheoChat
 getSettings, com.theoworlds.builder.Character
 getStackElZOrder, com.theoworlds.builder.World
 getSymbolURL, com.theoworlds.builder.lib.Library
 getTextBubbleByCharacterID, com.theoworlds.builder.TextBubbleController
 getTextBubbleByID, com.theoworlds.builder.TextBubbleController
 getTileAction, com.theoworlds.builder.World
 getTileActionName, com.theoworlds.builder.World
 getTileCoordinates, com.theoworlds.builder.World
 getTileElevation, com.theoworlds.builder.World
 getTileMapLocation, com.theoworlds.builder.World
 getTileMC, com.theoworlds.builder.World
 getTreeNodeCharacter, com.theoworlds.mapeditor.PanelCharacter
 getUserList
 getUserObjectWithID
 getWorldHolder
 globalEraseOnClickedTile, com.theoworlds.mapeditor.WorldEditor
 goto, com.theoworlds.utils.BaseButton
 grid, com.theoworlds.builder.Tile
 GRID_DEPTH, com.theoworlds.builder.MapObject
public function GeneratedFurniture(target: MovieClip,
spriteMCName: String,
spriteMCZOrder: Number,
tileX: Number,
tileY: Number,
fs: FurnitureSettings)
private function generateFurniture():Void
private function generatelibItemIDolID(lp):String
private function generateObjectName(oType: Number,
ID: Number):String
generates names for tile, furniture, characters
public function getAction(action: String):Object
private function getActionFrameNumber(action: String):Number
private function getActionName(action: Object):String
public function getActions():Object
MapObject._actions
function getActiveRoom():TheoRoomData
public function getActiveRoom():TheoRoomData
function getActiveRoom():TheoRoomData
public function getAllowedActionDirections(action):Array
public static function getAreaHeight(rows: Number): Number
calculates the height of a floor area
public static function getAreaWidth(cols: Number): Number
calculates the width of a floor area
public static function getBitmap(mc: MovieClip):BitmapData
creates a bitmap that will react to mouse events (needed to filter out transparent areas)
public static function getBitmapCroppedOutWhitespace(bd: BitmapData):BitmapData
private function getBubbleLifeTime(strLength: Number):Number
public function getCharactersList():Array
public function getCharactersOnTile(tileX: Number,
tileY: Number):Array
a situation when two characters are on the same tile is possible.
public function getCharacterWindow():MovieClip
public function getConfig(url: String):Void
public function getContainerMC(objectType: Number): MovieClip
returns the container movieclip for particular Map Object
public function getCrown():Number
the height(Number) of the character from the registration point till its top (the bimap) Example -- a character sits on the floor -- it means his height above the floor is lower than if he would stand up
private function getCurrentRoomVariable(nameVariable: String):EsObject
private function getDataBase():Object
public function getDefaultRoomName():String
public function getDefaultRoomName():String
public function getDefaultRoomName():String
public function getDestinationTile():Point
coordinates ( Point(col, row) ) of the tile that the character moves to
public function getDestinationTile():Point
coordinates ( Point(col, row) ) of the tile that the character moves to
public function getDirection():Number
the direction(Number) the character is turned to Character._direction
static function getDirName(dir: Number): String
public function getDressedClothes():Object
[XMLNode]
public function getGroupClothesList(chain: String,
deep: Boolean):Object
get the list of the layer groups
public function getGroupNode(chain: String,
source: XMLNode):XMLNode
this function makes it easier to get through the XML.
public function getHeight(): Number
character height(Number) (the size of the non--transparent area of the bitmap -- not the movieclip)
public static function getInstance():Config
public static function getInstance():Library
Singleton class
public function getLatency():Number
private function getLayersFromNode(node: XMLNode,
deep: Boolean):Object
public static function getLibrary(libID: Number):Array
returns an array with all the items of one sub--library.
public static function getLibraryInfo():Array
array of objects [{id:Number, url:String}] The libraries are located in the_libraries array, in order of their ID.
public static function getLibraryItem(libID: Number,
libItemID: Number):LibraryItem
public function getLibSpeed():Number
Library (Library) speed of the character (the base speed he should use when no compensation is applied on top of it)
private function getMapObjectByID(ID: Number,
objectType: Number): MapObject
gets the movieclip of a map object
public function getMapXML():String
public function getMode():Object
public function getMyLatency():Number
public function getMyLatency():Number
public function getMyLatency():Number
public function getMyUserID():String
public function getMyUserID():String
function getMyUserID():String
function getMyUserID():String
public static function getNearestDirections(dir: Number):Array
public function getNearestEmptyTile(tileX: Number,
tileY: Number):Point
return nearest walkable tile tile without any furniture on it
public function getNearestWalkableTile(tileX: Number,
tileY: Number):Point
returns the nearest walkable tile
public static function getNetPlace(netPath: String):Object
private function getNewChatColorForCharater():Number
private function getNewChatColorForCharater():Number
static function getNextAvailableZOrder(target: MovieClip,
n: Number):Number
private function getNextDirectionProcessing(
   ignoreCharacterCollision: Boolean
):Number
path finding function.
public function getNextTile(tileX: Number,
tileY: Number,
dir: Number): Point
returns next tile coordinates to any direction.
private function getNextZOrder(tileX: Number,
tileY: Number,
oType: Number): Number
calculates next available z--order for each object on a given tile tileX, tileY should be >0 and <=map width/height
public function getObjectArray(objectType: Number): Array
returns aCharacters for CHARACTER_OBJECT and so on...
private function getObjectBaseZOrder(objectType: Number): Number
gets the base z--order
private function getObjectMaxZOrder(objectType: Number): Number
gets the maximum z--order
private function getObjectStackOrder(ID: Number,
objectType: Number): Number
returns the the 3rd index of aCharacters array -- his number in the “stack” of characters on the same tile
static function getObjectTypeName(objectType: Number): String
public static function getPlacesAddresses():Array
static function getRandomDir(): Number
public static function getRandomNumber(low: Number,
high: Number):Number
public function getRandomWalkableTile(preferableDir: Number):Point
// TODO used to place a character on a random tile -- has to be optimized
private function getRegistrationPoint(configuration: Array):Point
public function getRollOveredCharacter():Character
called by the Character, if (will be implemented in the next release) _charactersAreSelectable == true Character.selectable == true;
function getRoomList():Array
public function getRoomList():Array
function getRoomList():Array
<TheoRoomData>Array
private function getRoomListForUI():Array
<{data:String, label:String}>Array - data for component List data - room name label - room name + users current number
public function getSettings(type: Number):CharacterSettings
returns character settings
private function getStackElZOrder(tileX: Number,
tileY: Number,
oType: Number,
stackOrder: Number): Number
calculates the zorder of the element by it’s tile and position in the stack a -- the array (aCharacter, aFurniture or aFloor)
public static function getSymbolURL(libID: Number,
libItemlID: Number):String
private function getTextBubbleByCharacterID(characterID: Number,
removeFromArray: Boolean):TextBubble
find the character’s text bubble
private function getTextBubbleByID(textBubbleID: Number,
removeFromArray: Boolean): TextBubble
get a text bubble by its ID
public function getTileAction(x,
y):Object
retuns the copy action (Object).
public function getTileActionName(x,
y):String
returns the NAME of the action, that is saved in the BASE tile (depends on the actions that are assigned to the furniture on that tile) this method is needed for a better performance -- a name is enough in most cases otherwise we would need to use the heavy method World.getTileAction
public function getTileCoordinates(tileX: Number,
tileY: Number): Point
find the tile x:y coorinates -- tile.location tileX, tileY are counted from 1, not from 0
public function getTileElevation(tileX: Number,
tileY: Number,
includeFurniture: Boolean): Number
calculates the tile elevation (the sum of the whole floor tiles stack elevation)
public function getTileMapLocation(x: Number,
y: Number,
elevationEnabled: Boolean,
furnitureElevationEnabled: Boolean):Point
private function getTileMC(tileX: Number,
tileY: Number): Tile
NOT WORKING
private function getTreeNodeCharacter(c: Character):XMLNode
function getUserList(without_me: Boolean):Array
public function getUserList(without_me: Boolean):Array
function getUserList():Array
function getUserList(without_me: Boolean):Array
<CharacterSettings>Array
private function getUserObjectWithID(id: String,
remove: Boolean):Object
Object {cs:CharacterSettings, user:User, latency:Number}
private function getUserObjectWithID(id: Number,
remove: Boolean):Object
Object {cs:CharacterSettings, user:User, latency:Number}
public function getWorldHolder():MovieClip
public function getWorldHolder():MovieClip
mc in which the new Worl object will be created
public function getWorldHolder():MovieClip
public function globalEraseOnClickedTile():Void
erases from top to bottom, through all the object layers if one of the layers is locked or hidden, then it’s not erased, and the base tile is not erased either
private function goto():Void
public function set grid(b: Boolean):Void
draws a tile preview or removes it (Tile._gridMC) used for debug
private static var GRID_DEPTH: Number
the depth(:Number) of the grid layer
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