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java.lang.Objectus.asciiroth.client.core.AbstractPiece
us.asciiroth.client.terrain.AbstractTerrain
us.asciiroth.client.terrain.Pylon
public class Pylon
A pylon is a teleporter that must be activated with a crystal of the same color. The design for this is that you are teleported onto a pylon of the same color, which can be used to return. Since the other pylon may be off (perhaps you can activate the pair from either side), a pylon will activate when the player leaves it. So one crystal, and one transport, and then both pylons will be activated. Of course, you don't have to pair them this way.
Field Summary | |
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static Serializer<Pylon> |
SERIALIZER
Type serializer. |
Method Summary | |
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void |
onEnter(Event event,
Player player,
Cell cell,
Direction dir)
Agent attempting to leave the from cell, heading
toward the to cell. |
void |
onExit(Event event,
Player player,
Cell cell,
Direction dir)
Agent attempting to exit the from cell, heading
toward the to cell. |
void |
onFrame(Context ctx,
Cell cell,
int frame)
Animation callback, executed once each frame for each piece animated on the board. |
boolean |
randomSeed()
Should this animation start with a randomly seeded number as its first frame? For some animations, this can prevent all presentations of the piece on the board executing the same animation frame at the same time. |
Methods inherited from class us.asciiroth.client.terrain.AbstractTerrain |
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canEnter, canExit, onAdjacentTo, onAgentEnter, onAgentExit, onDrop, onFlyOver, onNotAdjacentTo, onPickup |
Methods inherited from class us.asciiroth.client.core.AbstractPiece |
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getColor, getName, getSymbol, is, not |
Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Methods inherited from interface us.asciiroth.client.core.Piece |
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getColor, getName, getSymbol, is, not |
Field Detail |
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public static final Serializer<Pylon> SERIALIZER
Method Detail |
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public void onEnter(Event event, Player player, Cell cell, Direction dir)
Terrain
from
cell, heading
toward the to
cell. The terrain being used is the
terrain of the to
cell. The agent is still in the
from
- Specified by:
onEnter
in interface Terrain
- Overrides:
onEnter
in class AbstractTerrain
public void onExit(Event event, Player player, Cell cell, Direction dir)
Terrain
from
cell, heading
toward the to
cell. The terrain being used is the
from
cell terrain, and the agent is still in the from
cell. If the event is canceled at this point, the agent will not be able
leave this cell. The move will be canceled. This event is fired for the
player as well as all other agents
onExit
in interface Terrain
onExit
in class AbstractTerrain
public void onFrame(Context ctx, Cell cell, int frame)
Animated
onFrame
in interface Animated
public boolean randomSeed()
Animated
randomSeed
in interface Animated
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© 2009 Alx Dark