Eventclass

events.t[213]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

An Event is an object such as a Fuse or Daemon that is executed according to certain conditions. Game code will normally use one of its subclasses rather than the Event class directly.

class Event :   object

Superclass Tree   (in declaration order)

Event
`         object`

Subclass Tree  

Event
Daemon
SenseDaemon
Fuse
SenseFuse
TimeFuse
SenseTimeFuse
PromptDaemon
OneTimePromptDaemon

Global Objects  

actorSchedule sceneManager

Summary of Properties  

captureText eventOrder executed interval_ isPromptDaemon nextRunTime obj_ prop_ senseObj_ senseProp_

Summary of Methods  

callMethod construct delayEvent eventMatches executeEvent getNextRunTime removeEvent

Properties  

captureText

events.t[330]

Text captured from callMethod()

eventOrder

events.t[268]

Event order - this establishes the order we run relative to other events scheduled to run at the same game clock time. Lowest number goes first. By default, we provide an event order of 100, which should leave plenty of room for custom events before and after default events.

executed

events.t[333]

Flag - has this event ever been executed

interval_

events.t[236]

The interval at which this Event is to be executed.

isPromptDaemon

events.t[278]

by default, we’re not a per-command-prompt daemon

nextRunTime

events.t[275]

our next execution time, expressed in game clock time; by default, we’ll set this to nil, which means that we are not scheduled to execute at all

obj_

events.t[230]

The object we’re associated with

prop_

events.t[233]

A pointer to the property of that object to execute

senseObj_

events.t[320]

If the senseObj_ property is defined (normally via our constructor), the player character must be able to sense the senseObj_ via the sense defined in senseProp_ for any textual output from obj_.(prop_) to be displayed when this Event is executed.

senseProp_

events.t[327]

The sense via which we test whether senseObj_ can be sensed by the player character. This must be given as an appropriate property of the Query object, e.g. &canSee or &canHear.

Methods  

callMethod ( )

events.t[281]

Call the method this Event should execute when it’s ready to do so

construct (obj, prop)

events.t[216]

Construct a new Event

delayEvent (turns)

events.t[248]

delay our scheduled run time by the given number of turns

eventMatches (obj, prop)

events.t[259]

does this event match the given object/property combination?

executeEvent ( )

events.t[256]

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.

getNextRunTime ( )

events.t[242]

Get the next run time, i.e. the next turn on which this Event should execute obj_.(prop_).

removeEvent ( )

events.t[309]

Remove this event from the eventManager’s list of events.

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1