Event class | events.t[213]

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 25/04/2024 from adv3Lite version 2.0