Difference between revisions of "Script Classes for Adventure Games/Ego Class"

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Chapter:  
 
Chapter:  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
[[Script Classes for Adventure Games/RootObj|2]] |  
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[[Script Classes for Adventure Games/RootObj Class|2]] |  
[[Script Classes for Adventure Games/Object|3]] |  
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[[Script Classes for Adventure Games/Object Class|3]] |  
[[Script Classes for Adventure Games/Collection|4]] |  
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[[Script Classes for Adventure Games/Collection Class|4]] |  
[[Script Classes for Adventure Games/List|5]] |  
+
[[Script Classes for Adventure Games/Script Class|5]] |  
[[Script Classes for Adventure Games/Set|6]] |  
+
[[Script Classes for Adventure Games/Timer Class|6]] |  
[[Script Classes for Adventure Games/EventHandler|7]] |  
+
[[Script Classes for Adventure Games/Feature Class|7]] |  
[[Script Classes for Adventure Games/Inventory|8]] |  
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[[Script Classes for Adventure Games/View Class|8]] |  
[[Script Classes for Adventure Games/Script|9]] |  
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[[Script Classes for Adventure Games/PicView Class|9]] |  
[[Script Classes for Adventure Games/Timer|10]] |  
+
[[Script Classes for Adventure Games/Cycling Classes|10]] |  
[[Script Classes for Adventure Games/Feature|11]] |  
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[[Script Classes for Adventure Games/Motion Classes|11]] |  
[[Script Classes for Adventure Games/View|12]] |  
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[[Script Classes for Adventure Games/Avoider Class|12]] |  
[[Script Classes for Adventure Games/Prop|13]] |  
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[[Script Classes for Adventure Games/Event Class|13]] |  
[[Script Classes for Adventure Games/Actor|14]] |
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[[Script Classes for Adventure Games/User Class|14]]<br />
[[Script Classes for Adventure Games/Ego|15]] |
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[[Script Classes for Adventure Games/Game Class|15]] |  
[[Script Classes for Adventure Games/PicView|16]] |
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[[Script Classes for Adventure Games/Locale Class|16]] |  
[[Script Classes for Adventure Games/Cycle|17]] |
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[[Script Classes for Adventure Games/Region Class|17]] |  
[[Script Classes for Adventure Games/Forward|18]] |
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[[Script Classes for Adventure Games/Room Class|18]] |  
[[Script Classes for Adventure Games/Walk|19]] |
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[[Script Classes for Adventure Games/Timer2 Class|19]] |  
[[Script Classes for Adventure Games/Reverse|20]] |
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[[Script Classes for Adventure Games/InvItem Class|20]] |  
[[Script Classes for Adventure Games/CycleTo|21]] |
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[[Script Classes for Adventure Games/Block Class|21]] |  
[[Script Classes for Adventure Games/EndLoop|22]] |
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[[Script Classes for Adventure Games/Cage Class|22]] |  
[[Script Classes for Adventure Games/BegLoop|23]] |
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[[Script Classes for Adventure Games/Sound Class|23]] |  
[[Script Classes for Adventure Games/Motion|24]] |
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[[Script Classes for Adventure Games/StatusLine Class|24]] |  
[[Script Classes for Adventure Games/MoveTo|25]] |
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[[Script Classes for Adventure Games/File Class|25]] |  
[[Script Classes for Adventure Games/Wander|26]]<br />
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[[Script Classes for Adventure Games/Code Class|26]] |  
[[Script Classes for Adventure Games/Follow|27]] |
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[[Script Classes for Adventure Games/Global Variables|27]] |  
[[Script Classes for Adventure Games/Chase|28]] |
 
[[Script Classes for Adventure Games/Jump|29]] |
 
[[Script Classes for Adventure Games/JumpTo|30]] |
 
[[Script Classes for Adventure Games/Orbit|31]] |
 
[[Script Classes for Adventure Games/Path|32]] |
 
[[Script Classes for Adventure Games/RelPath|33]] |
 
[[Script Classes for Adventure Games/Avoider|34]] |
 
[[Script Classes for Adventure Games/Event|35]] |
 
[[Script Classes for Adventure Games/User|36]] |
 
[[Script Classes for Adventure Games/Game|37]] |  
 
[[Script Classes for Adventure Games/Locale|38]] |  
 
[[Script Classes for Adventure Games/Region|39]] |  
 
[[Script Classes for Adventure Games/Room|40]] |  
 
[[Script Classes for Adventure Games/Timer2|41]] |
 
[[Script Classes for Adventure Games/TimeOut|42]] |  
 
[[Script Classes for Adventure Games/InvItem|43]] |  
 
[[Script Classes for Adventure Games/Block|44]] |  
 
[[Script Classes for Adventure Games/Cage|45]] |  
 
[[Script Classes for Adventure Games/Sound|46]] |  
 
[[Script Classes for Adventure Games/StatusLine|47]] |  
 
[[Script Classes for Adventure Games/File|48]] |  
 
[[Script Classes for Adventure Games/Code|49]] |  
 
[[Script Classes for Adventure Games/Global Variables|50]] |  
 
 
[[Script Classes for Adventure Games/Index|Index]]
 
[[Script Classes for Adventure Games/Index|Index]]
 
</div><br />
 
</div><br />
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&nbsp;
 
&nbsp;
  
xxxxxxx body xxxxxxxx
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==<br /> The Ego Class ==
 +
 
 +
The Ego class is the class of Actors which can be controlled by a User.
 +
 
 +
{|
 +
|width= "125"|In file:||actor.sc
 +
|-
 +
Inherits from:||Actor
 +
|-
 +
Inherited by:||none
 +
|}
 +
 
 +
 
 +
===<br /> Properties ===
 +
 
 +
<blockquote>
 +
====<br /> prevDirKey ====
 +
<blockquote>The key pressed by the User to start the Ego moving in its current direction. This property is needed to implement the "press the same key a second time to stop" control of an Ego, and set to -1 when a joystick or mouse starts the motion.</blockquote>
 +
 
 +
====<br /> edgeHit ====
 +
<blockquote>This property is set to the edge of the screen which the Ego has moved off of, or to 0 if the Ego is still on the screen. The edges are NORTH, SOUTH, EAST, and WEST.</blockquote>
 +
</blockquote>
 +
 
 +
===<br /> Methods ===
 +
 
 +
<blockquote>
 +
====<br /> init: ====
 +
<blockquote>Does the standard Actor init:, then a (self setCycle:Walk).</blockquote>
 +
 
 +
====<br /> doit: ====
 +
<blockquote>This just passes the doit: message along to the Actor doit:, then sets edgeHit based on where the Ego is on the screen.</blockquote>
 +
 
 +
====<br /> get: item [item ...] ====
 +
<blockquote>Make the Ego the owner of items.</blockquote>
 +
 
 +
====<br /> put: item [where] ====
 +
<blockquote>Assuming that the Ego is the current owner of item, if where is specified, it is made the owner of item. Otherwise, the item is put in "limbo" (equivalent to a where of -1).</blockquote>
 +
 
 +
====<br /> has: item ====
 +
<blockquote>Return TRUE if the Ego is the current owner of item, otherwise FALSE.</blockquote>
 +
</blockquote>
  
 
&nbsp;
 
&nbsp;

Latest revision as of 00:18, 11 December 2015

Official SCI Documentation

Chapter: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | Index


The Ego Class

Author: Jeff Stephenson

Date: 5 April 1988

 


The Ego Class

The Ego class is the class of Actors which can be controlled by a User.

Inherits from:||Actor Inherited by:||none
In file: actor.sc



Properties


prevDirKey

The key pressed by the User to start the Ego moving in its current direction. This property is needed to implement the "press the same key a second time to stop" control of an Ego, and set to -1 when a joystick or mouse starts the motion.


edgeHit

This property is set to the edge of the screen which the Ego has moved off of, or to 0 if the Ego is still on the screen. The edges are NORTH, SOUTH, EAST, and WEST.


Methods


init:

Does the standard Actor init:, then a (self setCycle:Walk).


doit:

This just passes the doit: message along to the Actor doit:, then sets edgeHit based on where the Ego is on the screen.


get: item [item ...]

Make the Ego the owner of items.


put: item [where]

Assuming that the Ego is the current owner of item, if where is specified, it is made the owner of item. Otherwise, the item is put in "limbo" (equivalent to a where of -1).


has: item

Return TRUE if the Ego is the current owner of item, otherwise FALSE.

 

Notes


 

Table of Contents

 

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