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(
  • y {Integer}: (required)The object's y position.">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

    Class Index

    _global_

    Global namespace.

    gamecycle
    Gamecycle contains your basic game loop: intro, menus, crossfading between stages/lifes, gameover and ending.
    gbox
    Gamebox module allows multiple grouped objects to move simultaneously, it helps with collisions, rendering and moving objects. It also provides monospaced pixel-font rendering, keyboard handling, audio, double buffering and eventually FSEs. Gamebox can also store and load data from cookies!
    help
    Help module provides some Javascript-specific functions, such object copying, randomizing functions, string/array handlers and the akihabaraInit function.
    toys.platformer
    platformer The libraries for generating a 2D platformer game.
    toys.shmup
    shmup The libraries for a 2D top-down Shmup game.
    toys.timer
    timer Timer functionality based methods
    tool
    Tool module provides simple developing tools. Currently, this file only has a cel-composer: it can compose an image stacking a set of frames for animating objects, applying a number of filters to each frame.
    toys.topview
    Top-view RPG specific libraries.
    toys
    Toys module provides lots of common routines during the game developing: from effects for screen titles to HUD handling to platform/SHMUP/RPG oriented routines, like jumping characters, Z-Indexed objects, bullets, sparks, staff rolls, bonus screens, dialogues etc.
    trigo
    Trigo module provides some math stuff for moving objects in a direction or following a round path.
    Documentation generated by JsDoc Toolkit 2.3.2 on Wed Aug 18 2010 15:59:20 GMT-0400 (EDT)