Project Outline
createMaingame(id, group)
addAudio(id, filename, def)
addBundle(call)
addFont(data)
addImage(id, filename)
addObject(data)
addScript(call)
addTiles(t)
blit(tox, image, data)
blitAll(tox, image, data)
blitClear(image, data)
blitFade(tox, data)
blitImageToScreen(image)
blitRect(tox, data)
blitText(tox, data)
blitTile(tox, data)
blitTilemap(tox, data)
canLog()
centerCamera(data, viewdata)
changeAudioVolume(a, vol)
changeChannelVolume(ch, a)
clearGroup(gid)
collides(o1, o2, t)
createCanvas(id, data)
dataClear(k)
dataLoad(k, a)
dataSave(k, v, d)
deleteAudio(id)
deleteCanvas(id)
deleteImage(id)
getAudioMute(a)
getAudioVolume(a, vol)
getCanvas(id)
getCanvasContext(id)
getChannelVolume(ch)
getFlag(f)
getFont(id)
getFps()
getImage(id)
getObject(group, id)
getTiles(t)
go()
groupIsEmpty(gid)
hitAudio(a, data)
imageIsLoaded(id)
initScreen(w, h)
keyIsHit(id)
keyIsHold(id)
keyIsPressed(id)
keyIsReleased(id)
loadAll(cb)
log()
objectIsVisible(obj)
pixelcollides(o1, o2, t)
playAudio(a, data)
playGroup(gid)
playGroups(gid)
purgeGarbage(obj)
readBundleData(pack, call)
resetChannel(ch)
setAudioMute(a)
setAudioPosition(a, p)
setAudioTeam(a)
setAudioVolume(a, vol)
setAutoskip(f)
setCallback(cb)
setCameraX(x, viewdata)
setCameraY(y, viewdata)
setCanAudio(a)
setCanLog(c)
setChannelVolume(ch, a)
setFps(f)
setFrameskip(f)
setGroups(g)
setStatBar(txt)
setStatusBar(f)
setZindex(th, z)
setZoom(z)
soloGroup(gid)
stopAudio(a, permissive)
stopChannel(ch)
stopGroup(gid)
stopGroups(gid)
toggleGroup(gid)
toggleGroups(gid)
trashGroup(group)
trashObject(obj)
akihabaraInit(data)
asciiArtToMap(map, tra)
cloneObject(model)
copyModel(data, model)
createModel(obj, attrs)
decideFrame(cnt, anim)
decideFrameOnce(cnt, anim)
finalizeTilemap(map)
framestotime(frames)
getArrayCapped(a, id)
getArrayIndexed(a, value, field)
getTileInMap(x, y, map, ifout, mapid)
geturlparameter(name)
goToZero(v)
isDefined(A)
isLastFrameOnce(cnt, anim)
isSquished(th, by)
limit(v, min, max)
mergeWithModel(data, model)
multiplier(v, mul)
objToStr(Any)
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)
applyGravity(th)
bounce(th, data)
canJump(th)
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)
applyForces(th)
controlKeys(th, keys)
fireBullet(gr, id, data)
generateEnemy(gr, id, data, model)
generateScroller(gr, id, data)
getNextX(th)
getNextY(th)
hitByBullet(th, by)
initialize(th, data)
keepInBounds(th)
setFrame(th)
spawn(th, data)
adjustZindex(th)
applyForces(th)
applyGravity(th)
callInColliding(th, data)
collides(fr, to, t)
controlKeys(th, keys)
fireBullet(gr, id, data)
floorCollision(th, data)
getAheadPixel(th, data)
getNextX(th)
getNextY(th)
getNextZ(th)
handleGravity(th)
initialize(th, data)
makedoor(gr, id, map, data)
pixelcollides(fr, to, t)
setFrame(th)
setStaticSpeed(th, speed)
spawn( y {Integer}: (required)The object's y position.">th , data)
spritewallCollision(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)
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Akihabara Framework
Documentation generated by JsDoc Toolkit 2.3.2 on Wed Aug 18 2010 15:59:20 GMT-0400 (EDT)