The script class is a very important part
of the game. It is used in every room to perform animation and handle
events.
Properties
- client
- state
- start
- timer
- cycles
- seconds
- lastSeconds
- register
- script
- caller
- next
Methods
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void init(heapPtr
theClient[, heapPtr theCaller, number theRegister]) |
Sets the client property to theClient.
If the other parameters are specified, it sets the caller property
to theCaller, and the register property to theRegister. Finally,
it calls the changeState method with the start property as it's
parameter.
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void doit() |
If the script property is not
NULL, it calls the doit method of it. Next, if cycles property
is not zero, it decrements it. If after decrementing, it is
equal to zero, it calls the cue() method.
If the cycles property was zero
to begin with, and the seconds property is not equal to zero,
it compares the actual seconds to the lastSeconds property.
If they are not equal, it sets lastSeconds to the current seconds
(from GetTime(gtTIME_OF_DAY)) and decrements the seconds property.
If the seconds property is equal to zero, it calss the cue()
method.
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void dispose() |
Disposes of the script object
and all of it's elements.
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void changeState(number
newState) |
Sets the state property to the
newState.
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void cue([sendParams]) |
Calls the changeState() method
with (state + 1) as it's parameter. Then, if specified, sends
the sendParams to the object.
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bool handleEvent(heapPtr
pEvent) |
If the script property is not
null, it calls the script's handleEvent() method with pEvent
has it's parameter. It then returns whether of not the pEvent
object has been claimed.
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void setScript(heapPtr
scriptObj[. sendParams]) |
If the script property is not
NULL, it disposes of the object pointed to by it. It then calls
scriptObj's init() method, and if specified, send the rest of
the parameters to scriptObj.
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