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PREV NEXT | FRAMES NO FRAMES |
Packages that use Piece | |
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us.asciiroth.client | |
us.asciiroth.client.agents | |
us.asciiroth.client.agents.npc | Non-Player Characters |
us.asciiroth.client.agents.trees | |
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.grasses | |
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 Piece in us.asciiroth.client |
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Methods in us.asciiroth.client with type parameters of type Piece | ||
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|
Registry.cache(T piece)
Use the provided piece as an example to retrieve the cached version of this piece instance. |
Methods in us.asciiroth.client that return Piece | |
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Piece |
Registry.getExample(java.lang.String type)
Get an example instance for the given type. |
Piece |
Registry.getPiece(java.lang.Class<?> c)
For the supplied class, create a piece instance. |
Piece |
Registry.getPiece(java.lang.String key)
For the supplied key, create a piece instance. |
Methods in us.asciiroth.client with parameters of type Piece | |
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java.lang.String |
Registry.getKey(Piece piece)
For the supplied piece, get its "key", its representation or serialization in String form. |
static java.lang.String |
Util.renderSymbolAndLabel(boolean outside,
Piece piece,
int count)
Render the symbol with a label and a count of items, in both the cell info panel and the inventory palette. |
Uses of Piece in us.asciiroth.client.agents |
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Classes in us.asciiroth.client.agents that implement Piece | |
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class |
AbstractAgent
Abstract class for agents. |
class |
AbstractAnimatedAgent
Abstract class for animated agents. |
class |
AgentProxy
An agent decorator that can be subclassed to alter the behavior or appearance of an agent, usually for a period of time (hence the implementation of the Animated interface). |
class |
Asciiroth
A boss piece. |
class |
Boulder
A large rock that blocks movement onto a square. |
class |
Campfire
A campfire. |
class |
Cephalid
Cephalids have both a ranged and melee-based ability to turn the player to stone. |
class |
Corvid
A flying agent that steals the player's selected item, then attempts to run away. |
class |
Farthapod
A small bug thing that moves relatively quickly and has a good bite; farthapods will also track the player. |
class |
GreatOldOne
Great old ones are indestructible and do enormous amounts of damage, but they are not super-fast and have no projectile weapon. |
class |
Hooloovoo
Hooloovoos are a hyper-intelligent shade of the color blue (Douglas Adams). |
class |
ImmobileAgent
An agent that cannot be moved and that is probably not animate. |
class |
KillerBee
Killer bee. |
class |
LavaWorm
An agent that lives and fights in lava (it should not be placed outside of lava, or it won't be able to move). |
class |
LightningLizard
These are fun. |
class |
Optilisk
A beholder, or floating eye, similar to Nethack. |
class |
Paralyzed
An AgentProxy decorator that renders the underlying agent paralyzed. |
class |
Pillar
A pillar. |
class |
Pusher
A pusher is an object that moves slowly in one and only one direction on the board. |
class |
Rhindle
Our first movin', fightin' agent. |
class |
RollingBoulder
A large rock that rolls across the board and injures the player (or even kills the player, if he or she is trapped between the boulder and a wall or similar). |
class |
Sleestak
A Sleestak from The Land of the Lost. |
class |
Slider
A puzzle piece that can slide up-down or left-right when pushed. |
class |
Statue
A statue. |
class |
Tetrite
A creature that divides when killed through 3 generations before finally dying. |
class |
Thermadon
A fire-breathing behemoth with very good range and tracking but short firing range. |
class |
Triffid
A Triffid. |
class |
Tumbleweed
A decorative piece that tumbles across the board in the indicated direction. |
Uses of Piece in us.asciiroth.client.agents.npc |
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Classes in us.asciiroth.client.agents.npc that implement Piece | |
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class |
Archer
An archer. |
class |
Commoner
Commoner. |
class |
MallocArcher
|
class |
MallocCommoner
MallocCommoner. |
class |
MallocNoble
A noble. |
class |
MallocRifleman
Shoots bullets. |
class |
MallocWizard
Wizards are talking NPCs who are also good in combat, firing paralyzing bullets as well as fireballs. |
class |
Noble
A noble. |
class |
NPC
See package description. |
class |
Rifleman
A rifleman shoots bullets when hostile. |
class |
Wizard
Wizards are great in combat, shooting fireballs and paralyzing bullets. |
Uses of Piece in us.asciiroth.client.agents.trees |
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Classes in us.asciiroth.client.agents.trees that implement Piece | |
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class |
Alder
An alder tree. |
class |
Cactus
An saguaro-style cactus tree. |
class |
Cypress
A Cypress tree (whatever that is). |
class |
Elm
An elm tree. |
class |
Fir
A fir tree. |
class |
Hemlock
A hemlock tree. |
class |
Maple
A maple tree. |
class |
Oak
An oak tree. |
class |
Spruce
A spruce tree. |
class |
Stump
When trees get set on fire they turn into stumps. |
class |
Tree
Base class to identify trees by type. |
class |
Willow
A willow tree. |
Uses of Piece in us.asciiroth.client.board |
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Methods in us.asciiroth.client.board with parameters of type Piece | |
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ModifiableSymbol |
Cell.getCurrentSymbol(Piece piece,
Symbol symbol)
Accounting for the layering of pieces on this cell, what would the union of the pieces be in a symbol? |
Uses of Piece in us.asciiroth.client.core |
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Classes in us.asciiroth.client.core with type parameters of type Piece | |
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class |
Bag<T extends Piece>
A collection of items or effects. |
static class |
Bag.Entry<T extends Piece>
An entry in the bag. |
class |
BaseSerializer<T extends Piece>
Base support for serializers that escape/unescape pieces as part of their serialization key. |
interface |
Serializer<T extends Piece>
For each piece type there is a serializer that can convert the piece back and forth to a key, and that also provides some metadata about the type so it can be manipulated in the map editor. |
class |
TypeOnlySerializer<T extends Piece>
A serializer base that will work for any piece that is defined only by its type. |
Subinterfaces of Piece in us.asciiroth.client.core | |
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interface |
Agent
Interface for pieces that exclusively occupy a cell. |
interface |
Effect
A kind of piece that exists on the board above items and terrain, used to handle animation like the throwing of items. |
interface |
Item
Items are objects that can be picked up, moved, thrown and/or used by the player. |
interface |
Terrain
Terrain is a piece type that describes the behavior and appearance of a cell on the board. |
Classes in us.asciiroth.client.core that implement Piece | |
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class |
AbstractPiece
Abstract implementation of a piece. |
class |
Player
This represents both the player, and the state of the game for the player. |
Methods in us.asciiroth.client.core with parameters of type Piece | |
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void |
ModifiableSymbol.addPiece(Piece piece,
boolean outside)
Overwrite any of the components of the symbol so far with any that are defined for the supplied symbol. |
void |
Game.shoot(Event event,
Cell agentLoc,
Piece originator,
Item ammo,
Direction dir)
|
Uses of Piece in us.asciiroth.client.effects |
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Classes in us.asciiroth.client.effects that implement Piece | |
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class |
AbstractEffect
|
class |
EnergyCloud
An energy field that will weaken the player. |
class |
Fade
Character fading. |
class |
Fire
Fire that usually comes as a side-effect of an exploding fireball. |
class |
Hit
Shows when an agent has been hit. |
class |
InFlightItem
|
class |
Open
Something being smashed apart. |
class |
PoisonCloud
A cloud of poison, if the player is within it, it's very, very likely he or she will become poisoned. |
class |
ResistancesCloud
An energy field that will weaken the player. |
class |
Smash
Something being smashed apart. |
Methods in us.asciiroth.client.effects that return Piece | |
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Piece |
InFlightItem.getOriginator()
The last piece that touches a flying item is essentially the originator: a piece that can't be hurt by the flying thing because it is its own ammunition. |
Methods in us.asciiroth.client.effects with parameters of type Piece | |
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void |
InFlightItem.setOriginator(Piece originator)
Set the piece that originally threw or shot this item. |
Constructors in us.asciiroth.client.effects with parameters of type Piece | |
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InFlightItem(Item item,
Direction direction,
Piece originator)
Constructor. |
Uses of Piece in us.asciiroth.client.event |
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Methods in us.asciiroth.client.event with parameters of type Piece | |
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void |
Events.fireRerender(Cell cell,
Piece piece,
Symbol sym)
Fire a rerender event/request and notify listeners. |
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 Piece in us.asciiroth.client.items |
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Classes in us.asciiroth.client.items that implement Piece | |
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class |
AbstractItem
Abstract do-nothing implementation of an item. |
class |
Agentray
When Asciiroth receives a color event, it shoot a kind of ammo that releases an agent when it explodes. |
class |
AmmoBow
A bow that shoots arrows. |
class |
AmmoGun
A gun that shoots bullets. |
class |
AmmoParalyzer
A gun that shoots parabullets, a kind of bullet that paralyzes its target but does not kill it. |
class |
AmmoSling
A sling that shoots rocks. |
class |
Apple
An apple. |
class |
Arrow
An arrow. |
class |
BlueRing
When the blue ring is worn, the player can move through water (although not ocean... |
class |
Bomb
An item that can be left on the ground that all agents will obligingly walk right into, causing an explosion that will wipe many of them out. |
class |
Bone
A bone. |
class |
Bow
A bow that shoots arrows. |
class |
Bread
A fish. |
class |
Bullet
A bullet. |
class |
Chalice
An artifact from the Atari 2600 game "Adventure". |
class |
Chalk
The player can use the chalk to mark ChalkedFloor terrain (and only
ChalkedFloor terrain). |
class |
CopperPill
A consumable item that gives the player resistance to paralysis. |
class |
Crowbar
A crowbar, can be used to open crates, and can also be used as a hammer. |
class |
Crystal
A crystal. |
class |
Dagger
A dagger or knife. |
class |
EmptyHanded
An item that represents that the player is not holding anything in particular. |
class |
EuclideanShard
A component that is necessary to activate a Euclidean engine, and those are necessary to power a Euclidean Transporter. |
class |
Fireball
A good old exploding fireball that does massive amounts of damage. |
class |
Fish
A fish. |
class |
FishingPole
A fishing pole can be used to catch fish if you stand at the water's edge and move at a fish when it is next to the shore. |
class |
GlassEye
When item is wielded, the player can see secret passages. |
class |
GoldCoin
A coin of the realm (any realm), made of gold. |
class |
GoldenHarp
A harp. |
class |
Grenade
A grenade that can be thrown and that explodes just like a fireball. |
class |
Gun
A gun that shoots bullets. |
class |
Hammer
A hammer (warhammer, perhaps). |
class |
Head
The head of an agent. |
class |
Healer
When used, this item will heal the player. |
class |
HelmOfTheAsciiroth
An artifact (to me, this means there should only ever be one of these in any given scenario). |
class |
KelpSmoothie
A consumable item that gives the player resistance to poisoning. |
class |
Key
A door key. |
class |
Kiwi
A kiwi. |
class |
MirrorShield
When wielded by the player, the mirror shield reflects paralyzing ammunition like Parabullet s and Stoneray s (a kind of
ammunition that instantly turns the target into a statue). |
class |
Mushroom
Purple mushrooms heal poisoning. |
class |
Parabullet
A bullet that will paralyze an agent when hit, if the agent isn't resistant to paralysis. |
class |
Paralyzer
A gun that shoots parabullets, a kind of bullet that paralyzes its target but does not kill it. |
class |
PeachElixir
Peach elixir makes the player resistant to stoning attacks. |
class |
PoisonDart
If this dart hits the player, the player is poisoned, and cannot heal until the poisoning is removed. |
class |
ProteinBar
An energy-type protein bar; if eaten, it will cure weakness. |
class |
PurpleMushroom
Purple mushrooms heal poisoning. |
class |
RedRing
When this ring is worn, the player can move through lava. |
class |
Rock
A rock. |
class |
Scroll
A scroll that will display an HTML page in a modal dialog. |
class |
SilverAnkh
Just an object, with no special properties. |
class |
Sling
A sling that shoots rocks. |
class |
SlingRock
A rock that is used as ammunition by the sling. |
class |
Stoneray
A bullet that will turn its target to stone. |
class |
Sword
A sword. |
class |
TerminusEst
An artifact and a very capable sword. |
class |
Weakray
A form of ammo that will end with a weakness explosion. |
Uses of Piece in us.asciiroth.client.terrain |
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Classes in us.asciiroth.client.terrain that implement Piece | |
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class |
AbstractTerrain
A simple abstract adapter for the terrain interface. |
class |
Altar
An altar. |
class |
BeeHive
A special kind of AgentCreator that creates bees when it receives
a color event, presumably fired from the death of another KillerBee
on the board. |
class |
Boards
Floor that has crate boards on it. |
class |
Bookshelf
A bookshelf. |
class |
Bridge
A bridge you can walk over. |
class |
BubblingLava
A decorative terrain to spice up lava, that hopefully makes it look like the lava is "spouting". |
class |
Bushes
Bushes. |
class |
CaveEntrance
A cave entrance, that acts like either up stairs or down stairs depending on whether it is outside or inside (being a cave entrance, it must be the means to move between an outside and an inside map). |
class |
ChalkedFloor
Chalk converts the floor piece to the chalked floor piece. |
class |
Chest
A box that can only be opened with a key of the appropriate color. |
class |
Cliff
Creates a cliff-like version of the terrain where the only way to enter or exit is via another cell that contains the same apparent terrain. |
class |
Cloud
White, fluffy, rectangular clouds you can walk on. |
class |
Crate
A large box that can be broken open with a large hammer, to reveal an item. |
class |
Crevasse
An impassable crevasse. |
class |
Dirt
Dirt. |
class |
Door
A door that can be open (unlocked) or closed (locked). |
class |
EmptyChest
An indicator of an opened and empty chest. |
class |
EuclideanEngine
When activated, fires a color event. |
class |
EuclideanTransporter
This is a special transporter that has complicated activation requirements (exactly for Euclidean Engines need to be activated on the board before this transporter will switch from the off to the on state, and allow the player to transport). |
class |
Exchanger
When the player walks into an exchanger, the item the player is holding is exchanged with the piece on the other side of the exchanger. |
class |
FarthapodNest
An AgentCreator specifically for Farthapod s. |
class |
Fence
A fence, which the player actually can't jump, but you can fire over it. |
class |
Field
A field of crops. |
class |
FishPool
Uncrossable water that can yield a fish, and that evolves the terrain to move this capability around any nearby water. |
class |
Floor
Dungeon floor. |
class |
Flowers
For my daughter, a purely decorative terrain indicating flowers. |
class |
ForceField
A force field will not allow the player to pass through it while keeping any items in his or her inventory. |
class |
Forest
Forest. |
class |
Fountain
A decorative piece that looks like a fountain spouting water. |
class |
Gate
A gate. |
class |
Haystack
A haystack which will hide items on this cell. |
class |
HighRocks
High rocks can also be traversed, but nothing can fly over them. |
class |
ImpassableCliffs
Cliffs that cannot be traversed by any kind of agent. |
class |
KeySwitch
A kind of switch that can only be flipped through the use of a key that matches the KeySwitch 's color. |
class |
Lava
Lava. |
class |
LowRocks
These rocks can be traversed. |
class |
Mud
Mud. |
class |
Ocean
Ocean. |
class |
OpeningMarker
|
class |
Pier
A pier that you can walk on. |
class |
Pit
Impassable but items can be thrown across it. |
class |
PressurePlate
This is a plate on the floor that when crossed onto or crossed off of, will trigger a color event. |
class |
Pylon
A pylon is a teleporter that must be activated with a crystal of the same color. |
class |
PyramidWall
A wall that can be colored, just for an effect. |
class |
Raft
A raft. |
class |
Reflector
A reflector is an abstract puzzle piece that has a "reflector" pointing in a given direction. |
class |
Rubble
Floor that has rubble on it. |
class |
RustyGate
A rusty gate that cannot be opened, but you can still shoot things through it. |
class |
Sand
Sand, maybe beach, maybe desert. |
class |
ShallowSwamp
Swamp. |
class |
ShallowWater
Water an agent can walk through. |
class |
Shooter
A terrain type that shoots some form of ammunition (actually, it'll shoot anything... |
class |
Sign
A sign that will show a message when the player walks onto it. |
class |
Sky
Blue sky. |
class |
StairsDown
Stairs down. |
class |
StairsUp
Stairs up. |
class |
Surf
Shallow ocean water that the player can traverse. |
class |
Swamp
Swamp. |
class |
Switch
A switch. |
class |
Teleporter
When the player enters this terrain, he or she is teleported to the indicated map and position. |
class |
Throne
A throne. |
class |
TrashPile
A pile of trash which will hide items on this cell. |
class |
Turnstile
Creates a one-way passage to either the west or the east. |
class |
Urn
A large urn that can have an item inside it. |
class |
VendingMachine
Asciiroth's means of supporting shops. |
class |
Wall
A wall. |
class |
Water
Water that is too deep to walk across. |
class |
Waterfall
A waterfall. |
class |
Weeds
Weeds. |
class |
WishingWell
Wishing well. |
class |
WoodPiling
A wood piling, basically the thing that holds up a pier. |
Uses of Piece in us.asciiroth.client.terrain.decorators |
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Classes in us.asciiroth.client.terrain.decorators that implement Piece | |
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class |
AgentDestroyer
When this decorator receives a color event, it destroys the agent at the given location, if there is one. |
class |
AgentGate
An agent gate decorates another terrain type and changes its behavior so that all agents except the player consider that cell impassable, and will not move through it. |
class |
ColorRelay
A terrain that looks like the terrain it decorates, and is for all purposes the terrain it looks like, but when it receives a color event, it triggers an event of a different color. |
class |
Decorator
A base class for terrain types that can augment the behavior of another terrain, looking like that terrain but behaving differently. |
class |
DualTerrain
Dual terrain is a composite terrain that holds two other terrains, only one of which is active at any given time. |
class |
EnergyTrapContainer
A container (chest or crate) that is trapped and explodes when opened. |
class |
Equipper
A utility terrain. |
class |
Flagger
A utility terrain. |
class |
Messenger
A utility terrain that shows a modal message. |
class |
Mimic
A mimic looks like one kind of terrain, but is entirely another kind of terrain in behavior. |
class |
PieceCreator
A utility terrain. |
class |
PitTrap
A hidden pit. |
class |
PlayerGate
A player gate decorates another terrain and tests to see if the player has a specific flag or item. |
class |
PoisonTrapContainer
A container (chest or crate) that is trapped and explodes when opened. |
class |
ResistancesTrapContainer
A container (chest or crate) that is trapped and explodes when opened. |
class |
SecretPassage
A very common kind of mimic, it looks like wall but actually it's a corridor. |
class |
Timer
A decorator that fires a color event periodically (you can specify how fast in frames). |
class |
TrapContainerBase
A container (chest or crate) that is trapped and explodes when opened. |
class |
Unequipper
A utility terrain. |
class |
Unflagger
A utility terrain. |
class |
WinGame
When this piece receives a color event, the player wins the game. |
Constructors in us.asciiroth.client.terrain.decorators with parameters of type Piece | |
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PieceCreator(Terrain terrain,
Color color,
Piece piece,
boolean atOrigin)
Constructor. |
Uses of Piece in us.asciiroth.client.terrain.grasses |
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Classes in us.asciiroth.client.terrain.grasses that implement Piece | |
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class |
BeachGrass
Beach grass (decorative). |
class |
BunchGrass
Bunch grass (decorative). |
class |
Grass
Grass that you can walk on. |
class |
Scrub
Scrub (decorative). |
class |
SwampGrass
Swamp grass (decorative). |
class |
TallGrass
Tall grass (decorative). |
Uses of Piece in us.asciiroth.client.terrain.triggers |
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Classes in us.asciiroth.client.terrain.triggers that implement Piece | |
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class |
Trigger
Triggers a color event when entered without any conditions. |
class |
TriggerIf
Trigger that will fire if the player has a specific flag or a specific item. |
class |
TriggerIfNot
Trigger that will fire unless the player has a specific flag or a specific item. |
class |
TriggerOnce
A trigger that will fire a color event on the board one and only one time. |
class |
TriggerOnceIf
Trigger that will fire one time, if the player has a specific flag or a specific item. |
class |
TriggerOnceIfNot
|
class |
TriggerOnceOnDrop
Trigger (once) when the specified item is dropped on this cell. |
class |
TriggerOnceOnPickup
Trigger (once) when the specified item is picked up on this cell. |
Uses of Piece in us.asciiroth.client.ui |
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Methods in us.asciiroth.client.ui with parameters of type Piece | |
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void |
BoardView.onRerender(Cell cell,
Piece piece,
Symbol symbol)
|
|
0.7 | ||||||||
PREV NEXT | FRAMES NO FRAMES |
© 2009 Alx Dark