BasicEventclass

events.t[581]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

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  

obj_ prop_ sense_ source_

Summary of Methods  

callMethod construct eventMatches executeEvent

Properties  

obj_

events.t[617]

the object and property we invoke

prop_

events.t[618]

no description available

sense_

events.t[631]

no description available

source_

events.t[630]

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 ( )

events.t[605]

Call our underlying method. This is an internal routine intended for use by the executeEvent() implementations.

construct (obj, prop)

events.t[583]

construction

eventMatches (obj, prop)

events.t[599]

does this event match the given object/property combination?

executeEvent ( )

events.t[596]

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