Difference between revisions of "Entity Functions"
From theFarWilds
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| − | [[ | + | [[Category:Scripts]] |
| − | + | Each '''entity object''' represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state. | |
| − | Entity | + | == Constructors == |
| − | + | Entity createEntity( string cardName, int x_coord, int y_coord, Player controller ); | |
| + | |||
| + | Entity createEntity( string cardName, Location loc, Player controller ); | ||
| + | |||
| + | Entity createEntity( string cardName, Location loc ); | ||
| + | |||
| + | See also getFigure( Location loc ). | ||
| − | + | == Methods == | |
bool '''isValid'''(); | bool '''isValid'''(); | ||
| + | // check to see if entity was created successfully | ||
| + | |||
bool '''doesExist'''(); | bool '''doesExist'''(); | ||
| − | // | + | // check to see if entity has been removed |
| − | + | ||
| − | + | ||
| − | + | ||
string '''getName'''(); | string '''getName'''(); | ||
Player '''getController'''(); | Player '''getController'''(); | ||
| − | void '''setController'''(Player); | + | void '''setController'''( Player controller ); |
| − | bool '''isType'''(int type); | + | bool '''isType'''( int type ); |
| − | // Types: Creature=1, Building=2,Enchantment=3,Item=4,(Corpse,Flux Well,Ruin)=5,World Enchantment=6 | + | // Types: Creature=1, Building=2, Enchantment=3, Item=4, (Corpse,Flux Well,Ruin)=5, World Enchantment=6 |
Location '''getLoc'''(); | Location '''getLoc'''(); | ||
| − | bool '''moveEntity'''(Location); | + | |
| − | // returns false if | + | bool '''moveEntity'''( Location ); |
| + | // returns false if unsuccessful (e.g., trying to move figure into occupied location) | ||
void '''remove'''(); | void '''remove'''(); | ||
| + | |||
void '''destroy'''(); | void '''destroy'''(); | ||
| + | |||
void '''sacrifice'''(); | void '''sacrifice'''(); | ||
| − | void '''setDim'''(bool dimOrNot); | + | void '''setDim'''( bool dimOrNot ); |
| + | |||
bool '''isDim'''(); | bool '''isDim'''(); | ||
Revision as of 21:30, 3 April 2010
Each entity object represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state.
Constructors
Entity createEntity( string cardName, int x_coord, int y_coord, Player controller ); Entity createEntity( string cardName, Location loc, Player controller ); Entity createEntity( string cardName, Location loc );
See also getFigure( Location loc ).
Methods
bool isValid(); // check to see if entity was created successfully bool doesExist(); // check to see if entity has been removed
string getName(); Player getController(); void setController( Player controller ); bool isType( int type ); // Types: Creature=1, Building=2, Enchantment=3, Item=4, (Corpse,Flux Well,Ruin)=5, World Enchantment=6 Location getLoc(); bool moveEntity( Location ); // returns false if unsuccessful (e.g., trying to move figure into occupied location) void remove(); void destroy(); void sacrifice(); void setDim( bool dimOrNot ); bool isDim();