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PREV NEXT | FRAMES NO FRAMES |
Packages that use Cell | |
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us.asciiroth.client.agents | |
us.asciiroth.client.agents.npc | Non-Player Characters |
us.asciiroth.client.board | |
us.asciiroth.client.core | |
us.asciiroth.client.effects | |
us.asciiroth.client.event | |
us.asciiroth.client.items | |
us.asciiroth.client.terrain | |
us.asciiroth.client.terrain.decorators | |
us.asciiroth.client.terrain.triggers | Triggers are a kind of decorator in software terms; they are a terrain that wraps and augments the behavior of any other terrain piece. |
us.asciiroth.client.ui |
Uses of Cell in us.asciiroth.client.agents |
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Methods in us.asciiroth.client.agents with parameters of type Cell | |
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boolean |
LavaWorm.canEnter(Direction direction,
Cell from,
Cell to)
|
boolean |
AgentProxy.canEnter(Direction direction,
Cell from,
Cell to)
|
boolean |
AbstractAgent.canEnter(Direction direction,
Cell from,
Cell to)
|
static Direction |
AgentUtils.findPathInDirection(Cell agentLoc,
Agent agent,
Cell targetCell,
Direction direction,
Targeting targeting)
Given targeting information and a desired direction to move in, return a direction that is the closest the agent can get to moving in the desired direction. |
static Direction |
AgentUtils.findPathToTarget(Cell agentLoc,
Agent agent,
Targeting targeting)
Given targeting information, devise the best possible direction to move. |
static Direction |
AgentUtils.getDirectionToCell(Cell origin,
Cell target)
Given two cells, determine the direction that will take you from the origin closer to the target cell. |
static Direction |
AgentUtils.getDirectionToCellRangeLimited(Cell origin,
Cell target,
Targeting targeting)
Determine a direction toward the provided target cell from the origin cell, accounting for the range specified in the targeting parameter. |
static double |
AgentUtils.getDistance(Cell cell1,
Cell cell2)
|
void |
Statue.onColorEvent(Context ctx,
Cell cell,
Cell origin)
On a color trigger, the statue turns into the agent it represents. |
void |
RollingBoulder.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Pusher.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Asciiroth.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Tetrite.onDie(Event event,
Cell agentLoc)
|
void |
Corvid.onDie(Event event,
Cell agentLoc)
|
void |
Asciiroth.onDie(Event event,
Cell cell)
|
void |
AgentProxy.onDie(Event event,
Cell agentLoc)
|
void |
AbstractAgent.onDie(Event event,
Cell cell)
|
void |
Tumbleweed.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Triffid.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Thermadon.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Tetrite.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Statue.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Sleestak.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
RollingBoulder.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Rhindle.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Pusher.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Paralyzed.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Optilisk.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
LightningLizard.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
LavaWorm.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
KillerBee.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Hooloovoo.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
GreatOldOne.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Farthapod.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Corvid.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Cephalid.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Campfire.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Asciiroth.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
AgentProxy.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Triffid.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Thermadon.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Tetrite.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Sleestak.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
RollingBoulder.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Rhindle.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Pusher.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Optilisk.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
LightningLizard.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
LavaWorm.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
KillerBee.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Hooloovoo.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
GreatOldOne.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Farthapod.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Corvid.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Cephalid.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Asciiroth.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
AgentProxy.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
AbstractAgent.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Tumbleweed.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Thermadon.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Statue.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Slider.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Optilisk.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
LavaWorm.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
KillerBee.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
GreatOldOne.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Farthapod.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Corvid.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Cephalid.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
AgentProxy.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
AbstractAgent.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Hooloovoo.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
void |
Corvid.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
void |
AgentProxy.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
void |
AbstractAgent.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
static void |
AgentUtils.turnToStone(Cell agentLoc,
Agent agent,
Color color)
Turn the agent to stone. |
Uses of Cell in us.asciiroth.client.agents.npc |
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Methods in us.asciiroth.client.agents.npc with parameters of type Cell | |
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void |
NPC.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
NPC.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
NPC.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
NPC.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
Uses of Cell in us.asciiroth.client.board |
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Methods in us.asciiroth.client.board that return Cell | |
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Cell |
Board.find(CellFilter filter)
|
Cell |
Board.findRandomCell()
Find a random cell that an item could be placed on that the player should be able to enter in order to pick up the item (cells that have traversable terrain). |
Cell |
Cell.getAdjacentCell(Direction direction)
Get the cell adjacent to the current cell in the indicated direction. |
Cell |
Board.getAdjacentCell(int x,
int y,
Direction dir)
Given a location on the board and a direction, get the adjacent cell. |
Cell |
Board.getCellAt(int x,
int y)
Get the cell at the given coordinates |
Cell |
Board.getCurrentCell()
Get the cell currently occupied by the player. |
Cell |
Cell.init(Board board)
|
Methods in us.asciiroth.client.board that return types with arguments of type Cell | |
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java.util.List<Cell> |
Board.findAdjacent(Cell start,
CellFilter filter)
Starting at a specific cell, test adjacent cells with the selector and continue finding and selecting adjacent cells until no adjacent cells match. |
java.util.List<Cell> |
Cell.getAdjacentCells(CellFilter filter)
|
Methods in us.asciiroth.client.board with parameters of type Cell | |
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boolean |
Cell.canEnter(Cell agentLoc,
Agent agent,
Direction dir,
boolean targetPlayer)
Can the agent enter this cell, accounting both for the terrain type and the presence of other agents, as well as the intent of the agent (attack player vs. |
java.util.List<Cell> |
Board.findAdjacent(Cell start,
CellFilter filter)
Starting at a specific cell, test adjacent cells with the selector and continue finding and selecting adjacent cells until no adjacent cells match. |
void |
Board.fireColorEvent(Context ctx,
Color color,
Cell origin)
Fire a color-related trigger across the board. |
boolean |
CellFilter.matches(Cell cell,
Direction from)
|
void |
Cell.moveAgentTo(Cell next,
Agent agent)
Move an agent to another cell. |
void |
EffectBag.moveEffectTo(Cell next,
Effect effect)
An optimization to avoid creating animation proxies for effects. |
void |
Cell.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
boolean |
CellVisitor.visit(Cell cell,
int range)
Visit this cell. |
void |
Board.visitRange(Cell center,
int range,
boolean includeCenter,
CellVisitor visitor)
This searches a square of the board, centered on the range, from the closest to the most distant squares, up and including the range of cells (so a range of 3 searches up to 3 cells away). |
Constructors in us.asciiroth.client.board with parameters of type Cell | |
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EffectBag(Cell cell)
Constructor |
|
ItemBag(Cell cell)
Constructor. |
Uses of Cell in us.asciiroth.client.core |
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Methods in us.asciiroth.client.core with parameters of type Cell | |
---|---|
void |
Game.agentMove(Cell agentLoc,
Agent agent,
Targeting targeting)
|
void |
Game.agentMove(Event event,
Cell agentLoc,
Agent agent,
Direction direction)
|
void |
Event.cancel(Cell cell,
java.lang.String message)
Cancel this event and provide an explanation to the player, pointing to the indicated cell. |
boolean |
Terrain.canEnter(Agent agent,
Cell cell,
Direction direction)
Can the (non-player) agent enter this terrain? Without regard to side effects, this method should determine if the agent can actually move into the cell. |
boolean |
Player.canEnter(Direction direction,
Cell from,
Cell to)
|
boolean |
Agent.canEnter(Direction direction,
Cell from,
Cell to)
Can the agent enter this terrain? This method mirrors the same method in Terrain, and both most return true for the agent to be able to move. |
boolean |
Terrain.canExit(Agent agent,
Cell cell,
Direction direction)
Can the (non-player) agent exit this terrain? Without regard to side effects, this method should determine if the agent can actually move into the cell. |
void |
Game.damage(Cell cell,
Agent agent,
int delta)
Do not allow an agent to move due to animation, when we're in the middle of figuring out if their dead or not. |
void |
Game.die(Cell cell,
Agent agent)
|
void |
Game.drop(Event event,
Cell cell,
Item item)
|
boolean |
Player.enforceWeakness(Event event,
Cell loc,
Item item)
After picking up an item, adjust inventory if the player is weak so that he/she still only holds one item. |
static Direction |
Direction.inferDirection(Cell origin,
Cell target)
Given movement from a start cell to an origin cell, what's the direction that has to be taken? |
void |
Terrain.onAdjacentTo(Context context,
Cell cell)
This terrain is adjacent to the player. |
void |
Terrain.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Terrain.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
ColorListener.onColorEvent(Context ctx,
Cell cell,
Cell origin)
Terrain has received a color event, probably related to the firing of a color event on the board. |
void |
Item.onDeselect(Event event,
Cell cell)
Notification that the user is trying to deselect the item. |
void |
Player.onDie(Event event,
Cell agentLoc)
|
void |
Agent.onDie(Event event,
Cell cell)
Called when the agent dies on a given cell. |
void |
Item.onDrop(Event event,
Cell cell)
Notification that the item is about to be dropped. |
void |
Terrain.onDrop(Event event,
Cell itemLoc,
Item item)
Item is going to drop onto the terrain at this point. |
void |
Terrain.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
Agent attempting to leave the from cell, heading
toward the to cell. |
void |
Terrain.onExit(Event event,
Player player,
Cell cell,
Direction dir)
Agent attempting to exit the from cell, heading
toward the to cell. |
void |
Terrain.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
Terrain has an item flying over it. |
void |
Player.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Animated.onFrame(Context ctx,
Cell cell,
int frame)
Animation callback, executed once each frame for each piece animated on the board. |
void |
Item.onHit(Event event,
Cell agentLoc,
Agent agent)
Item has touched an agent either as a result of being thrown against the agent, or as a result of the player walking into the agent while holding the item. |
void |
Player.onHit(Event event,
Cell attackerLoc,
Cell agentLoc,
Agent agent)
|
void |
Agent.onHit(Event event,
Cell attackerCell,
Cell agentLoc,
Agent agent)
Fired when this agent collides with the player, or if this agent is the player, when the player collides with another agent (in other words, this method will not fire if one non-player agent collides with another non-player agent). |
void |
Player.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
|
void |
Agent.onHitBy(Event event,
Cell agentLoc,
Agent agent,
Direction dir)
Called when this agent is hit by another agent (another agent collides with it). |
void |
Player.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
|
void |
Agent.onHitBy(Event event,
Cell itemLoc,
Item item,
Direction dir)
Called when this agent is hit by another item, either by being thrown, or by being wielded by the player. |
void |
Terrain.onNotAdjacentTo(Context context,
Cell cell)
This terrain is no longer adjacent to the player. |
void |
Terrain.onPickup(Event event,
Cell loc,
Agent agent,
Item item)
Item is going to be picked up. |
void |
Item.onSelect(Context context,
Cell cell)
Notification that the user is trying to select the item. |
void |
Item.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
Notification that an agent has entered the same square as this item. |
void |
Item.onThrow(Event event,
Cell cell)
Notification that the item is about to be thrown. |
void |
Item.onThrowEnd(Event event,
Cell cell)
Notification that this item, having been thrown, has fallen to the ground at the indicated cell. |
void |
Game.pickupItem(Cell cell,
int index)
|
void |
Game.shoot(Cell agentLoc,
Agent agent,
Item ammo,
Targeting targeting)
|
void |
Game.shoot(Event event,
Cell agentLoc,
Piece originator,
Item ammo,
Direction dir)
|
void |
Player.weaken(Cell cell)
Weaken the player, which will also have the consequence that the player will drop everything except the currently equipped item. |
Uses of Cell in us.asciiroth.client.effects |
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Methods in us.asciiroth.client.effects with parameters of type Cell | |
---|---|
void |
Smash.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
ResistancesCloud.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
PoisonCloud.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Open.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
InFlightItem.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Hit.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Fire.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Fade.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
EnergyCloud.onFrame(Context ctx,
Cell cell,
int frame)
|
Uses of Cell in us.asciiroth.client.event |
---|
Methods in us.asciiroth.client.event with parameters of type Cell | |
---|---|
void |
MessageListener.clearCell(Cell cell)
|
void |
Events.fireCellChanged(Cell cell)
Fire a cell changed event and notify listeners. |
void |
Events.fireClearCell(Cell cell)
Cause any messages that are positioned around the indicated cell to be removed from the board. |
void |
Events.fireMessage(Cell cell,
java.lang.String message)
Fire a message event to be positioned relative to the indicated cell. |
void |
Events.fireRerender(Cell cell,
Piece piece,
Symbol sym)
Fire a rerender event/request and notify listeners. |
void |
MessageListener.message(Cell cell,
java.lang.String message)
|
void |
CellListener.onCellChanged(Cell cell)
Event notification that a cell has changed in some way: terrain has been transformed, items have been picked up or dropped, effects are flying over the cell, or similar. |
void |
CellListener.onRerender(Cell cell,
Piece piece,
Symbol sym)
Event notification that a piece would like to rerender itself at the given location. |
Uses of Cell in us.asciiroth.client.items |
---|
Methods in us.asciiroth.client.items with parameters of type Cell | |
---|---|
void |
RedRing.onDeselect(Event event,
Cell cell)
|
void |
GlassEye.onDeselect(Event event,
Cell cell)
|
void |
BlueRing.onDeselect(Event event,
Cell cell)
|
void |
AbstractItem.onDeselect(Event event,
Cell cell)
|
void |
RedRing.onDrop(Event event,
Cell cell)
|
void |
GlassEye.onDrop(Event event,
Cell cell)
|
void |
BlueRing.onDrop(Event event,
Cell cell)
|
void |
AbstractItem.onDrop(Event event,
Cell cell)
|
void |
TerminusEst.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
HelmOfTheAsciiroth.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Chalice.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Bomb.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
TerminusEst.onHit(Event event,
Cell cell,
Agent agent)
|
void |
Sword.onHit(Event event,
Cell cell,
Agent agent)
|
void |
Stoneray.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
SlingRock.onHit(Event event,
Cell cell,
Agent agent)
|
void |
Rock.onHit(Event event,
Cell cell,
Agent agent)
|
void |
PoisonDart.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
Parabullet.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
Hammer.onHit(Event event,
Cell cell,
Agent agent)
|
void |
Dagger.onHit(Event event,
Cell cell,
Agent agent)
|
void |
Crowbar.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
Bullet.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
Arrow.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
AbstractItem.onHit(Event event,
Cell agentLoc,
Agent agent)
|
void |
RedRing.onSelect(Context context,
Cell cell)
|
void |
GlassEye.onSelect(Context context,
Cell cell)
|
void |
BlueRing.onSelect(Context context,
Cell cell)
|
void |
AbstractItem.onSelect(Context context,
Cell cell)
|
void |
Head.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
void |
Fish.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
void |
Bone.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
void |
Bomb.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
void |
AbstractItem.onSteppedOn(Event event,
Cell agentLoc,
Agent agent)
|
void |
RedRing.onThrow(Event event,
Cell cell)
|
void |
Head.onThrow(Event event,
Cell cell)
|
void |
GlassEye.onThrow(Event event,
Cell cell)
|
void |
BlueRing.onThrow(Event event,
Cell cell)
|
void |
AbstractItem.onThrow(Event event,
Cell cell)
|
void |
Weakray.onThrowEnd(Event event,
Cell cell)
|
void |
Grenade.onThrowEnd(Event event,
Cell cell)
|
void |
Agentray.onThrowEnd(Event event,
Cell cell)
|
void |
AbstractItem.onThrowEnd(Event event,
Cell cell)
|
Uses of Cell in us.asciiroth.client.terrain |
---|
Methods in us.asciiroth.client.terrain that return Cell | |
---|---|
static Cell |
TerrainUtils.getCellOnOppositeSide(Cell cell,
Direction direction)
To support animated pieces that loop around the board, this method returns the approximate cell located on the opposite side of the board. |
static Cell |
TerrainUtils.getRandomCell(java.util.List<Cell> cells)
Give a list of cells, choose one at random. |
Methods in us.asciiroth.client.terrain with parameters of type Cell | |
---|---|
boolean |
Turnstile.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Pit.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
OpeningMarker.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Gate.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Door.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Cliff.canEnter(Agent agent,
Cell cell,
Direction dir)
|
boolean |
Bridge.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
AbstractTerrain.canEnter(Agent agent,
Cell cell,
Direction dir)
|
boolean |
Turnstile.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Gate.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
FarthapodNest.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Door.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Cliff.canExit(Agent agent,
Cell cell,
Direction dir)
|
boolean |
Bridge.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
BeeHive.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
AbstractTerrain.canExit(Agent agent,
Cell cell,
Direction direction)
|
static Cell |
TerrainUtils.getCellOnOppositeSide(Cell cell,
Direction direction)
To support animated pieces that loop around the board, this method returns the approximate cell located on the opposite side of the board. |
static Terrain |
TerrainUtils.getTerrainWithReverseDirection(Cell cell,
Direction dir)
Given a cell with a terrain that has a direction, and the current direction of that terrain, this method creates and caches a terrain piece with an opposite direction. |
void |
Crevasse.onAdjacentTo(Context context,
Cell cell)
|
void |
Bookshelf.onAdjacentTo(Context context,
Cell cell)
|
void |
AbstractTerrain.onAdjacentTo(Context context,
Cell cell)
|
void |
Turnstile.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
PressurePlate.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Pit.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
OpeningMarker.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Gate.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
EuclideanTransporter.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Door.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
AbstractTerrain.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Turnstile.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Raft.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
PressurePlate.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Gate.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
FarthapodNest.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
The farthapods can get out, however. |
void |
Door.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
BeeHive.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
The bees can get out, however. |
void |
AbstractTerrain.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Turnstile.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Shooter.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Reflector.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
ForceField.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
FarthapodNest.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Door.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
BeeHive.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
WishingWell.onDrop(Event event,
Cell itemLoc,
Item item)
|
void |
Pit.onDrop(Event event,
Cell cell,
Item item)
|
void |
Cloud.onDrop(Event event,
Cell cell,
Item item)
|
void |
AbstractTerrain.onDrop(Event event,
Cell itemLoc,
Item item)
|
void |
WishingWell.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
VendingMachine.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Urn.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Turnstile.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Throne.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Teleporter.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Switch.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
StairsUp.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
StairsDown.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
RustyGate.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Reflector.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Pylon.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
PressurePlate.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Pit.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
OpeningMarker.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Ocean.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
KeySwitch.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
ImpassableCliffs.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Gate.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
ForceField.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
FishPool.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Exchanger.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
EuclideanTransporter.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
EuclideanEngine.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Door.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Crevasse.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Crate.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Chest.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
CaveEntrance.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Bridge.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Bookshelf.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
BeeHive.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
You really shouldn't walk into a bee hive. |
void |
AbstractTerrain.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Cliff.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Turnstile.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Throne.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Swamp.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
StairsUp.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
StairsDown.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
ShallowSwamp.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Raft.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Pylon.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
PressurePlate.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Mud.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Gate.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Door.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
CaveEntrance.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Bridge.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
AbstractTerrain.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Cliff.onExitInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Urn.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Turnstile.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Switch.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
You can throw things at switches and trigger them, but you can't shoot at them. |
void |
Shooter.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
RustyGate.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Reflector.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
HighRocks.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
Although the player can pass over this terrain, he or she cannot throw or shoot through it. |
void |
Gate.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
ForceField.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Door.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
BeeHive.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
AbstractTerrain.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Waterfall.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Turnstile.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Teleporter.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Shooter.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Pylon.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Fountain.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
ForceField.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
FishPool.onFrame(Context ctx,
Cell cell,
int frame)
When off, the fish pool periodically tests to see if it should go "on". |
void |
EuclideanTransporter.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
EuclideanEngine.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
BubblingLava.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Crevasse.onNotAdjacentTo(Context context,
Cell cell)
|
void |
Bookshelf.onNotAdjacentTo(Context context,
Cell cell)
|
void |
AbstractTerrain.onNotAdjacentTo(Context context,
Cell cell)
|
void |
AbstractTerrain.onPickup(Event event,
Cell loc,
Agent agent,
Item item)
|
static void |
TerrainUtils.toggleCellState(Cell cell,
Terrain terrain,
State state)
Assuming the indicated cell has a terrain type with state, this method toggles the state on/off and then changes the terrain for that cell. |
Method parameters in us.asciiroth.client.terrain with type arguments of type Cell | |
---|---|
static Cell |
TerrainUtils.getRandomCell(java.util.List<Cell> cells)
Give a list of cells, choose one at random. |
Uses of Cell in us.asciiroth.client.terrain.decorators |
---|
Methods in us.asciiroth.client.terrain.decorators with parameters of type Cell | |
---|---|
boolean |
SecretPassage.canEnter(Agent agent,
Cell cell,
Direction direction)
Agents are fooled and treat terrain as it appears. |
boolean |
PitTrap.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
DualTerrain.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Decorator.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
AgentGate.canEnter(Agent agent,
Cell cell,
Direction direction)
|
boolean |
SecretPassage.canExit(Agent agent,
Cell cell,
Direction direction)
Agents are fooled and treat terrain as it appears. |
boolean |
DualTerrain.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
Decorator.canExit(Agent agent,
Cell cell,
Direction direction)
|
boolean |
AgentGate.canExit(Agent agent,
Cell cell,
Direction direction)
|
void |
Mimic.onAdjacentTo(Context context,
Cell cell)
|
void |
DualTerrain.onAdjacentTo(Context context,
Cell cell)
|
void |
Decorator.onAdjacentTo(Context context,
Cell cell)
|
void |
TrapContainerBase.onAdjacentToInternal(Context context,
Cell cell)
|
void |
PitTrap.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
DualTerrain.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Decorator.onAgentEnter(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
DualTerrain.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
Decorator.onAgentExit(Event event,
Agent agent,
Cell cell,
Direction dir)
|
void |
DualTerrain.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
Decorator.onColorEvent(Context ctx,
Cell cell,
Cell origin)
|
void |
WinGame.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
Unflagger.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
Unequipper.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
PieceCreator.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
Messenger.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
Flagger.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
Equipper.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
ColorRelay.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
AgentDestroyer.onColorEventInternal(Context ctx,
Cell cell,
Cell origin)
|
void |
DualTerrain.onDrop(Event event,
Cell cell,
Item item)
|
void |
Decorator.onDrop(Event event,
Cell cell,
Item item)
|
void |
PitTrap.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
DualTerrain.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Decorator.onEnter(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
PlayerGate.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
DualTerrain.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Decorator.onExit(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
DualTerrain.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Decorator.onFlyOver(Event event,
Cell cell,
InFlightItem flier)
|
void |
Timer.onFrame(Context ctx,
Cell cell,
int frame)
|
void |
Mimic.onNotAdjacentTo(Context context,
Cell cell)
|
void |
DualTerrain.onNotAdjacentTo(Context context,
Cell cell)
|
void |
Decorator.onNotAdjacentTo(Context context,
Cell cell)
|
void |
DualTerrain.onPickup(Event event,
Cell loc,
Agent agent,
Item item)
|
void |
Decorator.onPickup(Event event,
Cell loc,
Agent agent,
Item item)
|
Uses of Cell in us.asciiroth.client.terrain.triggers |
---|
Methods in us.asciiroth.client.terrain.triggers with parameters of type Cell | |
---|---|
void |
TriggerOnceOnDrop.onDropInternal(Event event,
Cell cell,
Item item)
|
void |
TriggerOnceIfNot.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
TriggerOnceIf.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
TriggerOnce.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
TriggerIfNot.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
TriggerIf.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
void |
Trigger.onEnterInternal(Event event,
Player player,
Cell cell,
Direction dir)
|
Uses of Cell in us.asciiroth.client.ui |
---|
Methods in us.asciiroth.client.ui with parameters of type Cell | |
---|---|
void |
MessageManager.clearCell(Cell cell)
Hide any messages that would obscure this cell. |
void |
MouseCellListenerCollection.fireContextMenu(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerCollection.fireMouseDown(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerCollection.fireMouseOut(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerCollection.fireMouseOver(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerCollection.fireMouseUp(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MessageManager.message(Cell cell,
java.lang.String message)
|
void |
BoardView.onCellChanged(Cell cell)
|
void |
MouseCellListenerAdapter.onContextMenu(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListener.onContextMenu(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
InputManager.onContextMenu(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
CellInfoPanel.onContextMenu(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerAdapter.onMouseDown(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListener.onMouseDown(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
InputManager.onMouseDown(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
This is a complicated method that attempts to do what would be the most obvious action indicated by clicking on a cell on the board, in order to provide a simple, mouse-based interface for novice users |
void |
CellInfoPanel.onMouseDown(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerAdapter.onMouseOut(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListener.onMouseOut(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
InputManager.onMouseOut(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
CellInfoPanel.onMouseOut(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerAdapter.onMouseOver(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListener.onMouseOver(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
InputManager.onMouseOver(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
CellInfoPanel.onMouseOver(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListenerAdapter.onMouseUp(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
MouseCellListener.onMouseUp(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
InputManager.onMouseUp(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
CellInfoPanel.onMouseUp(com.google.gwt.user.client.Element td,
Cell cell,
boolean shifted)
|
void |
BoardView.onRerender(Cell cell,
Piece piece,
Symbol symbol)
|
|
0.7 | ||||||||
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