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
      • contains no child cells
    • 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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