Modules

= module or self.mod_name Handles the player profile, possible online
class
engine.Actor
engine.ActorsSeenDisplay
engine.Astar Pathfinding using A*
engine.Autolevel Handles autoleveling schemes Proably 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 partionning Can be used to generator levels and so on
engine.Birther
engine.ButtonList Handles dialog windows
engine.Calendar Defines factions
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.HotkeysDisplay
engine.Key Basic keypress handler The engine calls receiveKey when a key is pressed
engine.KeyBind Handles key binds to "virtual" actions
engine.KeyCommand Receieves keypresses and acts upon them
engine.Level Define a level
engine.LogDisplay Module that handles message history ina 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.Object
engine.Particles Handles a particles system Used by engine.Map
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.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 Displays a tooltip
engine.Trap Describes a trap
engine.World Represents a game world, that is persistent across characters
engine.Zone Defines a zone: a set of levels, with depth, nps, objects, level generator, ...
engine.dialogs.Chat
engine.dialogs.DisplayResolution
engine.dialogs.DownloadDialog
engine.dialogs.GameMenu
engine.dialogs.GetQuantity
engine.dialogs.KeyBinder
engine.dialogs.ShowAchievements
engine.dialogs.ShowEquipInven
engine.dialogs.ShowEquipment
engine.dialogs.ShowInventory
engine.dialogs.ShowPickupFloor
engine.dialogs.ShowQuests
engine.dialogs.ShowStore
engine.dialogs.SoundMusic
engine.dialogs.UseTalents
engine.generator.actor.Random
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.Roomer
engine.generator.map.Rooms Generator that makes a map
engine.generator.map.Static
engine.generator.map.TileSet
engine.generator.map.Town
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 multiplicator 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.GameMusic Handles music in the game
engine.interface.GameSound Handles sounds in the game
engine.interface.ObjectActivable Handles activable objects, much more simple than actor's resource
engine.interface.ObjectIdentify Handles unidentified objects, and their identification
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.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 archievements in a world

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