A Hint encapsulates one hint from a topic. In many cases, hints can be listed in a topic simply as strings, rather than using Hint objects. Hint objects provide a little more control, though; in particular, a Hint object can specify some additional code to run when the hint is shown, so that it can apply any side effects of showing the hint (for example, when a hint is shown, it could mark another Goal object as Open, which might be desirable if the hint refers to another topic that the player might not yet have encountered).
class
Hint : MenuTopicSubItem
Superclass Tree (in declaration order)
Hint
MenuTopicSubItem
object
Subclass Tree
(none)
Global Objects
(none)
Summary of Properties
hintText
referencedGoals
Summary of Methods
getItemText
Properties
A list of other Goal objects that this hint references. By default, when we show this hint for the first time, we'll promote each goal in this list from Undiscovered to Open.
Sometimes, it's necessary to solve one puzzle before another can be solved. In these cases, some hints for the first puzzle (which depends on the second), especially the later, more specific hints, might need to refer to the other puzzle. This would make the player aware of the other puzzle even if they weren't already. In such cases, it's a good idea to make sure that we make hints for the other puzzle available immediately, since otherwise the player might be confused by the absence of hints about it.
Methods
Get my hint text. By default, we mark as Open any goals listed in our referencedGoals list, then return our hintText string. Individual Hint objects can override this as desired to apply any additional side effects.
Adv3Lite Library Reference Manual
Generated on 25/04/2024 from adv3Lite version 2.0