Module ...
Represent a game A module should subclass it and initialize anything it needs to play inside
Functions
| _M:commandLineArgs (args) | The C core gives us command line arguments |
| _M:defaultSavedFields (t) | Defines the default fields to be saved by the savefile code |
| _M:display () | Displays the screen Called by the engine core to redraw the screen every frame |
| _M:getPlayer () | Returns the player Reimplement it in your module, this can just return nil if you dont want/need the engine adjusting stuff to the player or if you have many players or whatever |
| _M:getSaveDescription () | Called by savefile code to describe the current game |
| _M:init (keyhandler) | Constructor Sets up the default keyhandler. |
| _M:leaveLevel (level, lev, old_lev) | Called when a zone leaves a level Going from "old_lev" to "lev", leaving level "level" |
| _M:onQuit () | Called by the engine when the user tries to close the window |
| _M:onResolutionChange () | Called when screen resolution changes |
| _M:registerDialog (d) | Registers a dialog to display |
| _M:run () | Starts the game Modules should reimplement it to do whatever their game needs |
| _M:saveGame () | Requests the game to save |
| _M:saveSettings (file, data) | Save a settings file |
| _M:setCurrent () | Tells the game engine to play this game |
| _M:setFlyingText (fl) | Sets up a text flyers |
| _M:setLevel (level) | Sets the current level |
| _M:setPlayerName (name) | Sets the player name |
| _M:setResolution (res) | Change screen resolution |
| _M:tick () | This is the "main game loop", do something here |
| _M:unregisterDialog (d) | Undisplay a dialog, removing its own keyhandler if needed |
Functions
- _M:commandLineArgs (args)
-
The C core gives us command line arguments
Parameters
- args:
- _M:defaultSavedFields (t)
-
Defines the default fields to be saved by the savefile code
Parameters
- t:
- _M:display ()
- Displays the screen Called by the engine core to redraw the screen every frame
- _M:getPlayer ()
- Returns the player Reimplement it in your module, this can just return nil if you dont want/need the engine adjusting stuff to the player or if you have many players or whatever
- _M:getSaveDescription ()
- Called by savefile code to describe the current game
- _M:init (keyhandler)
-
Constructor Sets up the default keyhandler. Also requests the display size and stores it in "w" and "h" properties
Parameters
- keyhandler:
- _M:leaveLevel (level, lev, old_lev)
-
Called when a zone leaves a level Going from "old_lev" to "lev", leaving level "level"
Parameters
- level:
- lev:
- old_lev:
- _M:onQuit ()
- Called by the engine when the user tries to close the window
- _M:onResolutionChange ()
- Called when screen resolution changes
- _M:registerDialog (d)
-
Registers a dialog to display
Parameters
- d:
- _M:run ()
- Starts the game Modules should reimplement it to do whatever their game needs
- _M:saveGame ()
- Requests the game to save
- _M:saveSettings (file, data)
-
Save a settings file
Parameters
- file:
- data:
- _M:setCurrent ()
- Tells the game engine to play this game
- _M:setFlyingText (fl)
-
Sets up a text flyers
Parameters
- fl:
- _M:setLevel (level)
-
Sets the current level
Parameters
- level: an engine.Level (or subclass) object
- _M:setPlayerName (name)
-
Sets the player name
Parameters
- name:
- _M:setResolution (res)
-
Change screen resolution
Parameters
- res:
- _M:tick ()
- This is the "main game loop", do something here
- _M:unregisterDialog (d)
-
Undisplay a dialog, removing its own keyhandler if needed
Parameters
- d: