PhysicalAutoConnector class | symconn.t[324]

Mix-in class to add additional funcionality to SymConnector type objects that have a physical presence in the game (such as passages and doors).

`class PhysicalAutoConnector : AutoConnector`

Superclass Tree (in declaration order)

`PhysicalAutoConnector`
`AutoConnector`
`object`

Subclass Tree

`PhysicalAutoConnector`
`SymDoor`
`SymPassage`
`SymPathPassage`
`SymStairway`

Global Objects

(none)

Summary of Properties

`room1Vocab room2Vocab`

``

Summary of Methods

`initConnector`

``

Properties

`room1Vocab` | `symconn.t[365]`

Our vocab when viewed from room1. If we want different vocab (including different names) on each side of this passage or door, we don't need to define both room1Vocab and room2Vocab since whichever we don't define will be initialized by the SYMCONN EXTENSION to our initial vocab. So we do need to ensure that our initial vocab will be that which applies to this passage/door on the side the player first encounters.

`room2Vocab` | `symconn.t[371]`

Our vocab from the perspective of room2, if we want different vocab to apply to the two sides of this passage/door.

Methods

`initConnector (loc, dir)`OVERRIDDEN | `symconn.t[326]`

Initialize this connector.

Adv3Lite Library Reference Manual
Generated on 25/04/2024 from adv3Lite version 2.0