Class engine.generator.interface.PlayerRun

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

Methods

engine.generator.interface.PlayerRun:runInit (dir)

Initializes running We check the direction sides to know if we are in a tunnel, along a wall or in open space.

engine.generator.interface.PlayerRun:runFollow (path)

Initializes running to a specific position using the given path This does not use the normal running algorithm

engine.generator.interface.PlayerRun:runStep ()

Run a turn 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.

engine.generator.interface.PlayerRun:runCheck ()

Can we continue running?

engine.generator.interface.PlayerRun:runStop (msg)

Stops running

engine.generator.interface.PlayerRun:runScan (fct)

Scan the run direction and sides with the given function

engine.generator.interface.PlayerRun:runMoved ()

Called after running a step

engine.generator.interface.PlayerRun:runStopped ()

Called after stopping running



Methods

engine.generator.interface.PlayerRun: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
engine.generator.interface.PlayerRun:runFollow (path)
Initializes running to a specific position using the given path This does not use the normal running algorithm

Parameters:

  • path
engine.generator.interface.PlayerRun:runStep ()
Run a turn 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. For a turn based game you want in you player's act() something like the usage example

Returns:

    true if we can continue to run

Or

    false if we can't continue

Usage:

    if not self:runStep() then game.paused = true end
engine.generator.interface.PlayerRun:runCheck ()
Can we continue running?
Rewrite this method to hostiles, interesting 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.

Returns:

    true if we can continue to run

Or

    false if we can't continue
engine.generator.interface.PlayerRun:runStop (msg)
Stops running

Parameters:

  • msg
engine.generator.interface.PlayerRun:runScan (fct)
Scan the run direction and sides with the given function

Parameters:

  • fct
engine.generator.interface.PlayerRun:runMoved ()
Called after running a step
engine.generator.interface.PlayerRun:runStopped ()
Called after stopping running
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