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Game Data
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Class Hierarchy
- root-type
- object-type
- widget-type
- sprite-type
- player-type
- character-type (NPC)
- cell-type
- door-type
- event-type
Game Components
- Cell
- parent
- next
- child
- class-name
- row-idx
- col-idx
- left
- top
- width
- height
- door-list (len = 4)
- cell flags
- Door
- is-door
- is-locked
- key-code
- polygon object (single-sided)
- jump-dest (cell object)
- Cell flags
- is-rows
- child cells are organized in rows, one above the other
- is-grid
- child cells are organized in a grid with column widths and row heights that may vary
- is-scroll
- child cells appear in a scrolling window whose boundaries coincide with the current cell
- is-smooth
- child objects are animated instead of moving instantaneously from cell to cell
- is-adj-cross
- is-grid equals false
- when child objects move between cells, the destination cell is determined by its position directly opposite the source cell (otherwise the destination cell is located in the zero-th row/column of its parent cell)
- is-leaf
- is-full-screen
- contents occupy user's entire display screen
- merged-rows, merged-cols
- is-grid equals true
- cells to right and/or below are merged into a single cell
- is-merged
- cell is hidden, since it is situated to right or below a cell with non-zero values for merged-rows and/or merged-cols
- Object
- cell
- next object
- class-name
- width, height: pixels, before scaling
- scale-factor
- list of primitives
- Primitive
- image (converted from base 64 at download time)
- rectangle
- rounded-rect
- ellipse
- polygon
- vector
- text
- common parameters: (x, y) in pixels
- Event
- click (and double-click)
- scroll
- move (to adjacent cell)
- enter
- exit
- resize (of bounding box)
- key-press
- timer (does not increment popularity counter)
- events can either succeed or fail (be suppressed)
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