Module ...

Handles player running This should work for running inside tunnel, alongside walls, in open spaces.

Functions

_M:runCheck () Can we continue running ? Rewrite this method to hostiles, interresting terrain, whatever.
_M:runInit (dir) Initializes running We check the direction sides to know if we are in a tunnel, along a wall or in open space.
_M:runScan (fct) Scan the run direction and sides with the given function
_M:runStep () Run a turn For a turn based game you want in you player's act() something like that:
 if not self:runStep() then game.paused = true end 

This will move the actor using the :move() method, this SHOULD have been redefined by the module to use energy, otherwise running will be free.
_M:runStop (msg) Stops running


Functions

_M:runCheck ()
Can we continue running ? Rewrite this method to hostiles, interresting terrain, whatever. This method should be called by its submethod, it tries to detect changes in the terrain.
It will also try to follow tunnels when they simply change direction.

Return value:

true if we can continue to run, false otherwise
_M:runInit (dir)
Initializes running We check the direction sides to know if we are in a tunnel, along a wall or in open space.

Parameters

  • dir:
_M:runScan (fct)
Scan the run direction and sides with the given function

Parameters

  • fct:
_M:runStep ()
Run a turn For a turn based game you want in you player's act() something like that:
 if not self:runStep() then game.paused = true end 

This will move the actor using the :move() method, this SHOULD have been redefined by the module to use energy, otherwise running will be free.

Return value:

true if we can continue to run, false otherwise
_M:runStop (msg)
Stops running

Parameters

  • msg:

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