SenseFuseclass
Sensory-context-sensitive fuse - this is a fuse with an explicit sensory context. We’ll run the fuse in its sense context, so any messages generated will be visible only if the given source object is reachable by the player character in the given sense.
Conceptually, the source object is considered the source of any messages that the fuse generates, and the messages pertain to the given sense; so if the player character cannot sense the source object in the given sense, the messages should not be displayed. For example, if the fuse will describe the noise made by an alarm clock when the alarm goes off, the source object would be the alarm clock and the sense would be sound; this way, if the player character isn’t in hearing range of the alarm clock when the alarm goes off, we won’t display messages about the alarm noise.
class
SenseFuse
:
Fuse
Superclass Tree (in declaration order)
SenseFuse
Fuse
Event
BasicEvent
` object`
Subclass Tree
(none)
Global Objects
(none)
Summary of Properties
Inherited from Event
:
eventOrder
isPromptDaemon
nextRunTime
Inherited from BasicEvent
:
obj_
prop_
sense_
source_
Summary of Methods
Inherited from Fuse
:
executeEvent
Inherited from Event
:
delayEvent
getNextRunTime
removeEvent
Inherited from BasicEvent
:
callMethod
eventMatches
Properties
(none)
Methods
construct (obj, prop, turns, source, sense)
OVERRIDDEN
no description available
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3