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java.lang.Object us.asciiroth.client.core.Game
public class Game
Central controller for the game.
Method Summary | |
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void |
agentMove(Cell agentLoc,
Agent agent,
Targeting targeting)
|
void |
agentMove(Event event,
Cell agentLoc,
Agent agent,
Direction direction)
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void |
changeFonts()
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void |
confirmQuit()
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Event |
createEvent()
Oh, you can whine about context objects, but the tools in this environment are limited. |
void |
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 |
defaultForCurrentCell()
For those using the number pad, it's helpful to use "5" for default actions. |
void |
deleteGame(java.lang.String name,
com.google.gwt.user.client.Command callback)
|
void |
die(Cell cell,
Agent agent)
|
void |
drop(Event event,
Cell cell,
Item item)
|
void |
dropSelectedItem()
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void |
fireWeapon(Direction dir)
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void |
gameOver(java.lang.String url,
boolean hasWon)
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static Game |
get()
|
Board |
getBoard()
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int |
getHeightOfGameScreen()
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Player |
getPlayer()
|
Profile |
getProfile()
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void |
getSavedGames(NamesCallback callback)
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void |
init()
|
boolean |
isGameInProgress()
|
boolean |
isTestGame()
Is this game a test run from the map editor? If so, many options are disabled to discourage "cheating" in this manner. |
void |
land()
After a board is loaded, there's a bunch of work to show the right UI components, and to fire the events for the cell the player has landed on. |
void |
landWithoutEvents()
Land the player after a save, without firing events on the cell. |
void |
loadBoard(Player player,
com.google.gwt.user.client.Command command)
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void |
loadGame(java.lang.String name)
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void |
mainMenu()
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void |
move(Direction direction)
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void |
moveSelectedDown()
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void |
moveSelectedUp()
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void |
moveVertical()
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void |
newGame(java.lang.String name,
java.lang.String scenarioUrl)
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void |
pickupItem(Cell cell,
int index)
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void |
pickupItem(int index)
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void |
promptForScenario(NewGameDialog dialog)
|
void |
quitApplication()
|
void |
rotateItems()
Although you can drop or throw things to the point where they are not listed in the menu of ten items, you can then rotate the list to see each item, for the obscure case where you'd want to do that. |
void |
saveGame(java.lang.String saveUnderName)
|
void |
saveGameAndQuit()
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void |
selectDown()
|
void |
selectEmptyHanded()
|
void |
selectFirstWeapon()
|
void |
selectSaveGameName()
|
void |
selectUp()
|
void |
setToThrowItem()
|
void |
shoot(Cell agentLoc,
Agent agent,
Item ammo,
Targeting targeting)
|
void |
shoot(Event event,
Cell agentLoc,
Piece originator,
Item ammo,
Direction dir)
|
void |
teleport(java.lang.String boardID,
int x,
int y)
|
void |
testGame()
|
void |
throwItem(Direction direction)
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void |
useSelectedItem()
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Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Method Detail |
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public void agentMove(Cell agentLoc, Agent agent, Targeting targeting)
public void agentMove(Event event, Cell agentLoc, Agent agent, Direction direction)
public void changeFonts()
public void confirmQuit()
public Event createEvent()
public void damage(Cell cell, Agent agent, int delta)
cell
- agent
- delta
- public void defaultForCurrentCell()
public void deleteGame(java.lang.String name, com.google.gwt.user.client.Command callback)
public void die(Cell cell, Agent agent)
public void drop(Event event, Cell cell, Item item)
public void dropSelectedItem()
public void fireWeapon(Direction dir)
public void gameOver(java.lang.String url, boolean hasWon)
public static Game get()
public Board getBoard()
getBoard
in interface HasBoard
public int getHeightOfGameScreen()
public Player getPlayer()
public Profile getProfile()
public void getSavedGames(NamesCallback callback)
public void init()
public boolean isGameInProgress()
public boolean isTestGame()
public void land()
public void landWithoutEvents()
public void loadBoard(Player player, com.google.gwt.user.client.Command command)
public void loadGame(java.lang.String name)
public void mainMenu()
public void move(Direction direction)
public void moveSelectedDown()
public void moveSelectedUp()
public void moveVertical()
public void newGame(java.lang.String name, java.lang.String scenarioUrl)
public void pickupItem(Cell cell, int index)
public void pickupItem(int index)
public void promptForScenario(NewGameDialog dialog)
public void quitApplication()
public void rotateItems()
public void saveGame(java.lang.String saveUnderName)
public void saveGameAndQuit()
public void selectDown()
public void selectEmptyHanded()
public void selectFirstWeapon()
public void selectSaveGameName()
public void selectUp()
public void setToThrowItem()
public void shoot(Cell agentLoc, Agent agent, Item ammo, Targeting targeting)
public void shoot(Event event, Cell agentLoc, Piece originator, Item ammo, Direction dir)
public void teleport(java.lang.String boardID, int x, int y)
public void testGame()
public void throwItem(Direction direction)
public void useSelectedItem()
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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
© 2009 Alx Dark