static
new
(
string
game_id
= ""
)
__gc
(
)
__eq
(
am.character
rhs
)
->
(
boolean
)
tile_type
(
)
->
(
am.tile_type
)
tile_type
(
am.tile_type
tile_type
)
->
(
am.door
)
can_open_by
(
am.character
character
)
->
(
boolean
)
opened
(
)
->
(
boolean
)
opened
(
boolean
opened
)
->
(
am.door
)
lock
(
)
->
(
string
)
lock
(
string
lock_name
)
->
(
am.door
)
graphic
(
)
->
(
am.sprite
)
graphic
(
am.sprite
sprite
)
->
(
am.door
)
graphic
(
string
asset_name
)
->
(
am.door
)
name
(
)
->
(
string
)
name
(
string
name
)
->
(
am.door
)
description
(
)
->
(
string
)
description
(
string
description
)
->
(
am.door
)
location
(
)
->
(
number
,
number
)
location
(
number
x
,
number
y
)
->
(
am.door
)
grid_location
(
)
->
(
integer
,
integer
)
grid_location
(
integer
x
,
integer
y
)
->
(
am.door
)
move
(
number
x
,
number
y
)
->
(
am.door
)
move_grid
(
integer
x
,
integer
y
)
->
(
am.door
)
talk_to
(
string
id
)
->
(
boolean
)
talk_to
(
am.game_object
talkee
)
->
(
boolean
)
fixed_to_grid
(
)
->
(
boolean
)
fixed_to_grid
(
boolean
fixed
)
->
(
am.door
)
map
(
)
->
(
am.map
)
map
(
am.map
map
)
->
(
am.door
)
original_map
(
)
->
(
am.map
)
original_map
(
am.map
map
)
->
(
am.door
)
add_passible_type
(
am.tile_type
tile_type
)
->
(
am.door
)
add_passible_type
(
string
tile_type_name
)
->
(
am.door
)
remove_passible_type
(
am.tile_type
tile_type
)
->
(
am.door
)
remove_all_passible_types
(
)
->
(
am.door
)
has_passible_type
(
am.tile_type
tile_type
)
->
(
boolean
)
get_passible_types
(
)
->
(
table
)
game_id
(
)
->
(
string
)
game_id
(
string
game_id
)
->
(
boolean
)
static
find
(
string
game_id
)
->
(
am.door
)
dialogue_component
(
)
->
(
am.dialogue_component
)
dialogue_component
(
am.dialogue_component
comp
,
boolean
set_attached
= true
)
->
(
)
interact_with
(
)
->
(
function
)
interact_with
(
function
func
)
->
(
am.door
)
interact_dialogue
(
am.game_object
interacter
,
bool
by_movement
)
->
(
am.code
)
on
(
string
event_type
,
function
listener
,
table
content
= nil
)
->
(
boolean
)
off
(
string
event_type
,
function
listener
,
table
context
= nil
)
->
(
boolean
)
has_event_listener
(
string
event_type
)
->
(
boolean
)
attrs
(
boolean
create_table
= false
)
->
(
am.data_table
)
attrs
(
am.data_table
attr_table
)
->
(
am.door
)
static
new
(
string
game_id
= ""
)
__gc
(
)
__eq
(
am.character
rhs
)
->
(
boolean
)
tile_type
(
)
->
(
am.tile_type
)
tile_type
(
am.tile_type
tile_type
)
->
(
am.door
)
can_open_by
(
am.character
character
)
->
(
boolean
)
opened
(
)
->
(
boolean
)
opened
(
boolean
opened
)
->
(
am.door
)
lock
(
)
->
(
string
)
lock
(
string
lock_name
)
->
(
am.door
)
graphic
(
)
->
(
am.sprite
)
graphic
(
am.sprite
sprite
)
->
(
am.door
)
graphic
(
string
asset_name
)
->
(
am.door
)
name
(
)
->
(
string
)
name
(
string
name
)
->
(
am.door
)
description
(
)
->
(
string
)
description
(
string
description
)
->
(
am.door
)
location
(
)
->
(
number
,
number
)
location
(
number
x
,
number
y
)
->
(
am.door
)
grid_location
(
)
->
(
integer
,
integer
)
grid_location
(
integer
x
,
integer
y
)
->
(
am.door
)
move
(
number
x
,
number
y
)
->
(
am.door
)
move_grid
(
integer
x
,
integer
y
)
->
(
am.door
)
talk_to
(
string
id
)
->
(
boolean
)
talk_to
(
am.game_object
talkee
)
->
(
boolean
)
fixed_to_grid
(
)
->
(
boolean
)
fixed_to_grid
(
boolean
fixed
)
->
(
am.door
)
map
(
)
->
(
am.map
)
map
(
am.map
map
)
->
(
am.door
)
original_map
(
)
->
(
am.map
)
original_map
(
am.map
map
)
->
(
am.door
)
add_passible_type
(
am.tile_type
tile_type
)
->
(
am.door
)
add_passible_type
(
string
tile_type_name
)
->
(
am.door
)
remove_passible_type
(
am.tile_type
tile_type
)
->
(
am.door
)
remove_all_passible_types
(
)
->
(
am.door
)
has_passible_type
(
am.tile_type
tile_type
)
->
(
boolean
)
get_passible_types
(
)
->
(
table
)
game_id
(
)
->
(
string
)
game_id
(
string
game_id
)
->
(
boolean
)
static
find
(
string
game_id
)
->
(
am.door
)
dialogue_component
(
)
->
(
am.dialogue_component
)
dialogue_component
(
am.dialogue_component
comp
,
boolean
set_attached
= true
)
->
(
)
interact_with
(
)
->
(
function
)
interact_with
(
function
func
)
->
(
am.door
)
interact_dialogue
(
am.game_object
interacter
,
bool
by_movement
)
->
(
am.code
)
did_interact | Interaction occured, perform no further actions. |
did_not_interact | Interaction did not occur, can perform further actions. |
do_not_interact | Interaction did not occur, but do not perform any further actions. |
on
(
string
event_type
,
function
listener
,
table
content
= nil
)
->
(
boolean
)
door:on("talkTo", function(event) am_log("Character talked to") end)
off
(
string
event_type
,
function
listener
,
table
context
= nil
)
->
(
boolean
)
function talkToOnce(event) am_log("Character talked to once") door:off("talkTo", talkToOnce) end door:on("talkTo", talkToOnce)
has_event_listener
(
string
event_type
)
->
(
boolean
)
attrs
(
boolean
create_table
= false
)
->
(
am.data_table
)
attrs
(
am.data_table
attr_table
)
->
(
am.door
)