Modules
class | |
core.display | T-Engine display API |
core.game | T-Engine game API |
core.key | T-Engine key API |
core.mouse | T-Engine mouse API |
engine.Actor | |
engine.ActorsSeenDisplay | |
engine.Astar | Pathfinding using A* |
engine.Autolevel | Handles autoleveling schemes Probably used mainly for NPCS, although it could also be used for player allies or players themselves for lazy players/modules |
engine.BSP | Abstract binary space partitioning Can be used to generator levels and so on |
engine.Birther | |
engine.Calendar | Defines factions |
engine.CharacterBallSave | Handles a local characters vault saves |
engine.CharacterVaultSave | Handles a local characters vault saves |
engine.Chat | Handle chats between the player and NPCs |
engine.DamageType | Handles actors stats |
engine.DebugConsole | |
engine.Dialog | Handles dialog windows |
engine.DirectPath | Computes a direct line path from start to end |
engine.Emote | |
engine.Entity | |
engine.Faction | Defines factions |
engine.FlyingText | |
engine.Game | Represent a game A module should subclass it and initialize anything it needs to play inside |
engine.GameEnergyBased | A game type that gives each entities energy When an entity reaches an energy level it is allowed to act (it calls the entity"s "act" method) |
engine.GameTurnBased | Defines a turn based game If this class is not used the game is realtime. |
engine.Generator | |
engine.Grid | |
engine.Heightmap | Heightmap fractal generator This can be used to create rooms, levels, world maps, whatever |
engine.HighScores | Define high score table support This will eventually actually generate a GUI table and handle filtering etc but for now it just generates a text string which represents the list of high scores. |
engine.HotkeysDisplay | |
engine.HotkeysIconsDisplay | |
engine.Key | Basic keypress handler The engine calls receiveKey when a key is pressed |
engine.KeyBind | Handles key binds to "virtual" actions |
engine.KeyCommand | Receives keypresses and acts upon them |
engine.Level | Define a level |
engine.LogDisplay | Module that handles message history in a mouse wheel scrollable zone |
engine.LogFlasher | Module that handles a single message line, with pausing and flashing |
engine.Map | Represents a level map, handles display and various low level map work |
engine.Module | Handles dialog windows |
engine.Mouse | Basic mousepress handler The engine calls receiveMouse when a mouse is clicked |
engine.NameGenerator | |
engine.NameGenerator2 | |
engine.Object | |
engine.Particles | Handles a particles system Used by engine.Map |
engine.PlayerProfile | Handles the player profile, possibly online |
engine.Projectile | |
engine.Quadratic | Handles a 3D "quadratic" object It's mostly undeed, it simply allows quadratic to be serialized |
engine.Quest | Handle quests |
engine.Savefile | Savefile code T-Engine4 savefiles are direct serialization of in game objects Basically the engine is told to save your Game instance and then it will recursively save all that it contains: level, map, entities, your own objects, ... The savefile structure is a zip file that contains one file per object to be saved. |
engine.SavefilePipe | Savefile code Creates a savefile pipe, savefiles requests can be pushed into it, it will execute them in order and, as much as possible, as a background process, thus not preventing the game from running. There can only be one pipe! DO NOT TRY TO MAKE MORE |
engine.Shader | Handles a particles system Used by engine.Map |
engine.Store | |
engine.Target | handles targetting |
engine.Tiles | Handles tiles Used by engine.Map to reduce processing needed. |
engine.Tooltip | A generic tooltip |
engine.Trap | Describes a trap |
engine.UserChat | Module that handles multiplayer chats |
engine.World | Represents a game world, that is persistent across characters |
engine.Zone | Defines a zone: a set of levels, with depth, npcs, objects, level generator, ... |
engine.dialogs.Achievement | |
engine.dialogs.AudioOptions | |
engine.dialogs.Chat | |
engine.dialogs.ChatFilter | |
engine.dialogs.DisplayResolution | |
engine.dialogs.DownloadDialog | |
engine.dialogs.GameMenu | |
engine.dialogs.GetQuantity | |
engine.dialogs.GetText | |
engine.dialogs.KeyBinder | |
engine.dialogs.ShowAchievements | |
engine.dialogs.ShowEquipInven | |
engine.dialogs.ShowEquipment | |
engine.dialogs.ShowErrorStack | |
engine.dialogs.ShowInventory | |
engine.dialogs.ShowLog | |
engine.dialogs.ShowPickupFloor | |
engine.dialogs.ShowQuests | |
engine.dialogs.ShowStore | |
engine.dialogs.ShowText | |
engine.dialogs.Talkbox | |
engine.dialogs.UseTalents | |
engine.dialogs.UserInfo | |
engine.dialogs.VideoOptions | |
engine.dialogs.ViewHighScores | |
engine.generator.actor.OnSpots | |
engine.generator.actor.Random | |
engine.generator.map.Building | |
engine.generator.map.Cavern | |
engine.generator.map.Empty | |
engine.generator.map.Forest | |
engine.generator.map.GOL | |
engine.generator.map.Heightmap | |
engine.generator.map.Maze | |
engine.generator.map.Octopus | |
engine.generator.map.Roomer | |
engine.generator.map.Rooms | Generator that makes a map |
engine.generator.map.RoomsLoader | Generator interface that can use rooms |
engine.generator.map.Static | |
engine.generator.map.TileSet | |
engine.generator.map.Town | |
engine.generator.object.OnSpots | |
engine.generator.object.Random | |
engine.generator.trap.Random | |
engine.interface.ActorAI | Handles actors artificial intelligence (or dumbness ... |
engine.interface.ActorFOV | Handles actors field of view When an actor moves it computes a field of view and stores it in self.fov When an other actor moves it can update the fov of seen actors |
engine.interface.ActorInventory | Handles actors stats |
engine.interface.ActorLevel | Interface to add leveling capabilities to actors Defines the exp property, which is the current experience, level which is the current level and exp_worth which is a multiplier to the monster level default exp |
engine.interface.ActorLife | Handles actors life and death |
engine.interface.ActorProject | Handles actors projecting damage to zones/targets |
engine.interface.ActorQuest | Handles actors quests |
engine.interface.ActorResource | Handles actors life and death |
engine.interface.ActorStats | Handles actors stats |
engine.interface.ActorTalents | Handles actors stats |
engine.interface.ActorTemporaryEffects | Handles actors temporary effects (temporary boost of a stat, ...) |
engine.interface.BloodyDeath | Interface to add a bloodyDeath() method to actors When this method is called, the floor or walls around the late actor is covered in blood |
engine.interface.ControlCursorSupport | Handles control Cursor This should work for anything that has a surface and x,y,w,h,font properties. |
engine.interface.GameMusic | Handles music in the game |
engine.interface.GameSound | Handles sounds in the game |
engine.interface.GameTargeting | Handles default targeting interface & display |
engine.interface.ObjectActivable | Handles activable objects, much more simple than actor's resource It can define simple activations, complex ones that use power and it can also activate talent (ActorTalents interface must also be used on the Object class in this case) |
engine.interface.ObjectIdentify | Handles unidentified objects, and their identification |
engine.interface.PlayerDumpJSON | Handles player json "char dump" This is used for auto uploads to te4.org, could be for other stuff too |
engine.interface.PlayerExplore | |
engine.interface.PlayerHotkeys | Handles player hotkey interface This provides methods to bind and manage hotkeys as well as using them This interface is designed to work with the engine.HotkeysDisplay class to display current hotkeys to the player |
engine.interface.PlayerMouse | Handles player default mouse actions Defines some methods to help use the mouse in an uniform way in all modules |
engine.interface.PlayerRest | Handles player resting |
engine.interface.PlayerRun | Handles player running This should work for running inside tunnel, alongside walls, in open spaces. |
engine.interface.PlayerSlide | Makes the player "slide" along walls when possible Simply call x, y = self:tryPlayerSlide(x, y, force) in your player's move() method |
engine.interface.WorldAchievements | Handles achievements in a world |
engine.ui.ActorFrame | |
engine.ui.Base | A generic UI element |
engine.ui.Button | A generic UI button |
engine.ui.Checkbox | A generic UI textbox |
engine.ui.Dialog | A generic UI button |
engine.ui.Dropdown | A generic UI list dropdown box |
engine.ui.Empty | An empty space |
engine.ui.EquipDoll | |
engine.ui.EquipDollFrame | |
engine.ui.Focusable | Make a UI element clickable |
engine.ui.GenericContainer | An empty space |
engine.ui.Gestures | |
engine.ui.Image | A generic UI image |
engine.ui.ImageList | A generic UI image list |
engine.ui.Inventory | A generic inventory, with possible tabs |
engine.ui.List | A generic UI list |
engine.ui.ListColumns | A generic UI multi columns list |
engine.ui.Numberbox | A generic UI textbox |
engine.ui.Separator | A generic UI button |
engine.ui.Slider | A generic UI slider, usualy used by other UI elements |
engine.ui.SubDialog | A generic UI button |
engine.ui.SurfaceZone | A generic UI list |
engine.ui.Tab | A generic UI textbox |
engine.ui.Textbox | A generic UI textbox |
engine.ui.Textzone | A generic UI list |
engine.ui.TextzoneList | A generic UI list |
engine.ui.TreeList | A generic UI list |
engine.ui.UIContainer | A generic UI list |
engine.ui.UIGroup | Make a UI element clickable |
engine.ui.VariableList | A generic UI list |
engine.ui.Waiter | A generic waiter bar |
rng | T-Engine random number generator API Uses the SIMD oriented Fast Mersenne Twister. |