Module ...
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)
Functions
_M:addEntity (e) | Adds an entity to the game This differs from Level:addEntity in that it's not specific to actors and the entities are not bound to the current level. |
_M:hasEntity (e) | Does the game have this entity ? |
_M:init (keyhandler, energy_to_act, energy_per_tick) | Setup the game |
_M:onTurn () | Called every game turns Does nothing, you can override it |
_M:removeEntity (e) | Removes an entity from the game |
_M:tick () | Gives energy and act if needed |
_M:tickLevel (level) | Run tick on a level |
Functions
- _M:addEntity (e)
-
Adds an entity to the game This differs from Level:addEntity in that it's not specific to actors and the entities are not bound to the current level. Also they are stored in a *WEAK* table, so this wont hold them from garbage collecting if they are not
Parameters
- e:
- _M:hasEntity (e)
-
Does the game have this entity ?
Parameters
- e:
- _M:init (keyhandler, energy_to_act, energy_per_tick)
-
Setup the game
Parameters
- keyhandler: the default keyhandler for this game
- energy_to_act:
- energy_per_tick:
- _M:onTurn ()
- Called every game turns Does nothing, you can override it
- _M:removeEntity (e)
-
Removes an entity from the game
Parameters
- e:
- _M:tick ()
- Gives energy and act if needed
- _M:tickLevel (level)
-
Run tick on a level
Parameters
- level: