BasicEventclass
A basic event, for game-time and real-time events.
class
BasicEvent
: object
Superclass Tree (in declaration order)
BasicEvent
` object`
Subclass Tree
BasicEvent
Event
Daemon
SenseDaemon
Fuse
SenseFuse
PromptDaemon
OneTimePromptDaemon
RealTimeEvent
RealTimeDaemon
RealTimeSenseDaemon
RealTimeFuse
RealTimeSenseFuse
Global Objects
(none)
Summary of Properties
Summary of Methods
callMethod
construct
eventMatches
executeEvent
Properties
obj_
the object and property we invoke
prop_
no description available
sense_
no description available
source_
The sensory context of the event. When the event fires, we’ll execute its method in this sensory context, so that any messages generated will be displayed only if the player character can sense the source object in the given sense.
By default, these are nil, which means that the event’s messages will be displayed (or, at least, they won’t be suppressed because of the sensory context).
Methods
callMethod ( )
Call our underlying method. This is an internal routine intended for use by the executeEvent() implementations.
construct (obj, prop)
construction
eventMatches (obj, prop)
does this event match the given object/property combination?
executeEvent ( )
Execute the event. This must be overridden by the subclass to perform the appropriate operation when executed. In particular, the subclass must reschedule or unschedule the event, as appropriate.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3