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

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.

Defined in: toys.js.

Method Summary
getToyStatus(th, id)
getToyValue(th, id, v, def)
NOOP()
resetToy(th, id)
Field Detail
toys.topview

									
								
									
										
										
										
										
				
								
toys.shmup

									
								
									
										
										
										
										
				
								
toys.platformer

									
								
									
										
										
										
										
				
								
toys.timer

									
								
									
										
										
										
										
				
								
toys.logic

									
								
									
										
										
										
										
				
								
toys.ui

									
								
									
										
										
										
										
				
								
toys.fullscreen

									
								
									
										
										
										
										
				
								
toys.text

									
								
									
										
										
										
										
				
								
toys.logos

									
								
									
										
										
										
										
				
								
toys.dialogue

									
								
									
										
										
										
										
				
								
toys.generate

									
								
									
										
										
										
										
				
								
Method Detail
toys.getToyStatus(th, id)

										
									
Parameters:
th
id
toys.getToyValue(th, id, v, def)

										
									
Parameters:
th
id
v
def
toys.NOOP()

										
									
toys.resetToy(th, id)

										
									
Parameters:
th
id
Documentation generated by JsDoc Toolkit 2.3.2 on Wed Aug 18 2010 16:00:44 GMT-0400 (EDT)