Project Outline
 
gbox
addAudio(id, filename, def)
addBundle(call)
addFont(data)
addImage(id, filename)
addObject(data)
addScript(call)
blit(tox, image, data)
blitAll(tox, image, data)
blitClear(image, data)
blitFade(tox, data)
blitRect(tox, data)
blitText(tox, data)
blitTile(tox, data)
blitTilemap(tox, data)
centerCamera(data, viewdata)
collides(o1, o2, t)
createCanvas(id, data)
dataLoad(k, a)
dataSave(k, v, d)
getObject(group, id)
go()
hitAudio(a, data)
log()
pixelcollides(o1, o2, t)
playAudio(a, data)
readBundleData(pack, call)
setCameraX(x, viewdata)
setCameraY(y, viewdata)
setZindex(th, z)
stopAudio(a, permissive)
trashGroup(group)
 
help
asciiArtToMap(map, tra)
copyModel(data, model)
createModel(obj, attrs)
decideFrame(cnt, anim)
decideFrameOnce(cnt, anim)
framestotime(frames)
getArrayIndexed(a, value, field)
getTileInMap(x, y, map, ifout, mapid)
isLastFrameOnce(cnt, anim)
isSquished(th, by)
limit(v, min, max)
mergeWithModel(data, model)
multiplier(v, mul)
postpad(str, len, pad)
prepad(str, len, pad)
random(min, range)
seq(st, ed, skip)
setTileInMap(ctx, map, x, y, tile, The)
upAndDown(counter, max)
xPixelToTile(map, x, gap)
xPixelToTileX(map, x, gap)
yPixelToTile(map, y, gap)
yPixelToTileY(map, y, gap)
controlKeys(th, keys)
fireBullet(gr, id, data)
generateEnemy(gr, id, data, model)
generateScroller(gr, id, data)
hitByBullet(th, by)
initialize(th, data)
spawn(th, data)
after(th, id, frames)
every(th, id, frames)
randomly(th, id, data)
real(th, id, data)
 
tool
makecels(data)
callInColliding(th, data)
collides(fr, to, t)
controlKeys(th, keys)
fireBullet(gr, id, data)
floorCollision(th, data)
getAheadPixel(th, data)
initialize(th, data)
makedoor(gr, id, map, data)
pixelcollides(fr, to, t)
setStaticSpeed(th, speed)
spawn(th, data)
tileCollision(th, map, tilemap, defaulttile, data)
wander(th, map, tilemap, defaulttile, data)
addAngle(a, add)
getAngle(p1, p2, transl)
getDistance(p1, p2)
translate(p1, a, d)
translateX(x1, a, d)
translateY(y1, a, d)
«
Akihabara Framework

Namespace toys.platformer

platformer The libraries for generating a 2D platformer game.

Defined in: toys.js.

Field Summary
Method Summary
bounce(th, data)
canJump(th) Checks if the passed object is touching the floor and can therefore jump at present.
getNextX(th)
getNextY(th)
horizontalKeys(th, keys)
horizontalTileCollision(th, map, tilemap)
initialize(th, data)
jumpKeys(th, key)
setFrame(th)
setSide(th)
spawn(th, data)
verticalTileCollision(th, map, tilemap)
Field Detail
toys.platformer.auto

									
								
									
										
										
										
										
				
								
Method Detail
toys.platformer.applyGravity(th)

										
									
Parameters:
th
toys.platformer.bounce(th, data)

										
									
Parameters:
th
data
toys.platformer.canJump(th)
Checks if the passed object is touching the floor and can therefore jump at present.

										
									
Parameters:
th This is the object being checked for jump ability at the time of calling.
toys.platformer.getNextX(th)

										
									
Parameters:
th
toys.platformer.getNextY(th)

										
									
Parameters:
th
toys.platformer.handleAccellerations(th)

										
									
Parameters:
th
toys.platformer.horizontalKeys(th, keys)

										
									
Parameters:
th
keys
toys.platformer.horizontalTileCollision(th, map, tilemap)

										
									
Parameters:
th
map
tilemap
toys.platformer.initialize(th, data)

										
									
Parameters:
th
data
toys.platformer.jumpKeys(th, key)

										
									
Parameters:
th
key
toys.platformer.setFrame(th)

										
									
Parameters:
th
toys.platformer.setSide(th)

										
									
Parameters:
th
toys.platformer.spawn(th, data)

										
									
Parameters:
th
data
toys.platformer.verticalTileCollision(th, map, tilemap)

										
									
Parameters:
th
map
tilemap
Documentation generated by JsDoc Toolkit 2.3.2 on Wed Aug 18 2010 16:09:24 GMT-0400 (EDT)