PhysicalAutoConnectorclasssymconn.t[324]

Mix-in class to add additional funcionality to SymConnector type objects that have a physical presence in the game (such as passages and doors).

class PhysicalAutoConnector :   AutoConnector

Superclass Tree   (in declaration order)

PhysicalAutoConnector
        AutoConnector
                object

Subclass Tree  

PhysicalAutoConnector
        SymDoor
        SymPassage
        SymPathPassage
        SymStairway

Global Objects  

(none)

Summary of Properties  

room1Vocab  room2Vocab 

Summary of Methods  

initConnector 

Properties  

room1Vocabsymconn.t[365]

Our vocab when viewed from room1. If we want different vocab (including different names) on each side of this passage or door, we don't need to define both room1Vocab and room2Vocab since whichever we don't define will be initialized by the SYMCONN EXTENSION to our initial vocab. So we do need to ensure that our initial vocab will be that which applies to this passage/door on the side the player first encounters.

room2Vocabsymconn.t[371]
Our vocab from the perspective of room2, if we want different vocab to apply to the two sides of this passage/door.

Methods  

initConnector (loc, dir)OVERRIDDENsymconn.t[326]

Initialize this connector.

Adv3Lite Library Reference Manual
Generated on 03/07/2024 from adv3Lite version 2.1