Reference Source Test

References

client

summary
public

C Game

Creates an instance of the game

public

C Client

Controls the client side changes for the application and game

client/controllers

summary
public

C Audio

Controls audio and sfx in the game

public

C Bubble

Creates player speach bubbles

public

C Chat

Manages the game's chat log window and chat history

public

Entities in the game:

  • Character - parent class for:
    • Mob - game controlled npc or monster that can move around the map
    • Npc - game controlled entity that always stays in one location
    • Player - a user in the game
  • Chest - open to reveal an item
  • Item - weapons, health, magic, armor
  • Projectile - entities that can be thrown (magic, weapons, arrows, mob attacks)
public

C Info

Displays additional information on the screen as the game is running.

public

C Input

Handles game mouse and keyboard input

public

Handles game UI interfaces

public

Shows an popup overlay when the mouse is over a character or enemy that displays information about them

public

Used to load the character and items for the player

public

C Cursor

Handles the cursor on the HTML5 canvas, different pointers can be swapped out depending on the entity the player is interacting with, this holds all of the individual pointers whereas Pointer holds a specific/individual cursor

public

Class responsible for loading all the necessary sprites from the JSON.

public

C Zone

Keeps track of the Entity direction

client/entity

summary
public

Control animations for a sprite

public

C Entity

Initialize a new entity:

public

This is a entity handler, responsible for all the Entity callbacks without having to clutter up the entire file.

public

C Sprite

client/entity/character

summary
public

A specific type of Entity.

client/entity/character/mob

summary
public

C Mob

A mobile Character, some can attack while others just move

client/entity/character/npc

summary
public

C Npc

A non-playable Character

client/entity/character/player

summary
public

C Player

A member's playable Character in the game

public

This is a player handler, responsible for all the Player callbacks without having to clutter up the entire file.

client/entity/character/player/equipment

summary
public

C Armour

Equipment that can be equipped on a Character

public

C Boots

Equipment that can be equipped on a Character

public

Things that can be equipped on a Character The children of these classes are responsible for clear and concise ways of organizing stats of weapons in the client side.

public

Equipment that can be equipped on a Character

public

C Ring

Equipment that can be equipped on a Character

public

C Weapon

Equipment that can be equipped on a Character

client/entity/objects

summary
public

C Chest

This os an object type of Entity

public

C Item

This os an object type of Entity

public

This os an object type of Entity

client/interface

summary
public
public
public

C Bank

public
public
public

C Warp

client/interface/container

summary
public
public

C Slot

client/interface/profile

summary
public
public
public
public

C Quest

public
public

C State

client/lib

summary
public

C Logger

public

client/map

summary
public

C Map

client/network

summary
public

Do not clutter up the Socket class with callbacks, have this class here until a better method arises in my head.

public

C Socket

Connect to the server via websockets

public

V Packets: {"Handshake": *, "Intro": number, "Welcome": number, "Spawn": number, "List": number, "Who": number, "Equipment": number, "Ready": number, "Sync": number, "Movement": number, "Teleport": number, "Request": number, "Despawn": number, "Target": number, "Combat": number, "Animation": number, "Projectile": number, "Population": number, "Points": number, "Network": number, "Chat": number, "Command": number, "Inventory": number, "Bank": number, "Ability": number, "Quest": number, "Notification": number, "Blink": number, "Heal": number, "Experience": number, "Death": number, "Audio": number, "NPC": number, "Respawn": number, "Trade": number, "Enchant": number, "Guild": number, "Pointer": number, "PVP": number, "Click": number, "Warp": number, "Shop": number, "IntroOpcode": *, "EquipmentOpcode": *, "MovementOpcode": *, "TargetOpcode": *, "CombatOpcode": *, "ProjectileOpcode": *, "NetworkOpcode": *, "InventoryOpcode": *, "BankOpcode": *, "QuestOpcode": *, "NotificationOpcode": *, "NPCOpcode": *, "TradeOpcode": *, "EnchantOpcode": *, "GuildOpcode": *, "PointerOpcode": *, "ShopOpcode": *}

client/renderer

summary
public

C Camera

public

C Grids

public
public

C Tile

public

client/renderer/bubbles

summary
public

C Blob

A type of bubble

client/renderer/infos

summary
public

C Splat

client/renderer/pointers

summary
public

client/utils

summary
public
public

C Queue

Very useful file used for queuing various objects, most notably used in the info controller to queue objects to delete

public
public

C Timer

public
public

F isInt(n: *)

public

F isIntersecting(rectOne: *, rectTwo: *)

public

V Detect: {"isIpad": *, "isAndroid": *, "isWindows": *, "isChromeOnWindows": *, "isCanaryOnWindows": *, "isEdgeOnWindows": *, "isFirefox": *, "isSafari": *, "isOpera": *, "isFirefoxAndroid": *, "isTablet": *, "iOSVersion": *, "androidVersion": *, "isAppleDevice": *}

public

V Modules: {"Orientation": *, "Types": *, "InputType": *, "Actions": *, "Hits": *, "Equipment": *, "Hovering": *, "Keys": *, "AudioTypes": *, "DamageColours": *, "Pointers": *}

public
public

client/utils/__mocks__

summary
public

V Detect: {"isWindows": *, "isOpera": *, "isFirefoxAndroid": *}

server/data/combat

summary
public
public
public
public

This is where bosses start to get a bit more complex.

public

First of its kind, the Skeleton King will spawn 4 minions.

public

server/data/items

summary
public

C Flask

server/js/controllers

summary
public
public
public

C Shops

server/js/database

summary
public
public

C Loader

server/js/game/entity

summary
public

C Entity

server/js/game/entity/character

summary
public

server/js/game/entity/character/combat

summary
public

C Combat

public
public

C Hit

server/js/game/entity/character/mob

summary
public

C Mob

server/js/game/entity/character/player

summary
public
public
public

C Trade

We maintain a trade instance for every player, and we trigger it whenever the trading is started and/or requested.

public

C Warp

server/js/game/entity/character/player/ability

summary
public

server/js/game/entity/character/player/ability/misc

summary
public
public
public
public

C Run

server/js/game/entity/character/player/containers

summary
public
public

C Slot

server/js/game/entity/character/player/containers/bank

summary
public

C Bank

server/js/game/entity/character/player/containers/inventory

summary
public

Not particularly sure whether or not this class will require an update function to push any updates of the inventory to the client.

server/js/game/entity/character/player/enchant

summary
public

Tier 1 - Damage/Armour boost (1-5%) Tier 2 - Damage boost (1-10% & 10% for special ability or special ability level up) Tier 3 - Damage boost (1-15% & 15% for special ability or special ability level up) Tier 4 - Damage boost (1-20% & 20% for special ability or special ability level up) Tier 5 - Damage boost (1-40% & 25% for special ability or special ability level up)

server/js/game/entity/character/player/equipment

summary
public

C Armour

public

C Boots

public

Count represents the enchantment level of the equipment child

public
public

C Ring

public

C Weapon

server/js/game/entity/character/player/points

summary
public
public

C Mana

public

C Points

server/js/game/entity/character/player/profession

summary
public

server/js/game/entity/character/player/profession/impl

summary
public

server/js/game/entity/character/player/quest

summary
public

C Quest

server/js/game/entity/character/player/quest/misc

summary
public
public
public

C TheLie

server/js/game/entity/npc

summary
public

C NPC

server/js/game/entity/objects

summary
public

C Chest

public

C Item

public

server/js/map

summary
public

C Area

This is an abstract file for Area, it encompasses the dimensions and all entities in it.

public

C Grids

This class is another version of the grid generation system in the client side.

server/js/minigames

summary
public

server/js/network

summary
public

C Socket

server/js/util

summary
public

C Bot

public

F requireItems(directory: *): *

public

V AbilityDictionary: {"data": *, "properties": *, "plugins": *, "getProperty": *, "setProperty": *, "getData": *, "setData": *, "idToString": *, "idToName": *, "stringToId": *, "exists": *, "setPlugins": *}

public

V ItemsDictionary: {"data": *, "properties": *, "plugins": *, "onCreate": *, "getProperty": *, "setProperty": *, "setData": *, "idToString": *, "idToName": *, "stringToId": *, "exists": *, "setPlugins": *, "getData": *, "hasPlugin": *, "isNewPlugin": *, "getLevelRequirement": *, "getWeaponLevel": *, "getArmourLevel": *, "getPendantLevel": *, "getRingLevel": *, "getBootsLevel": *, "isArcherWeapon": *, "isWeapon": *, "isArmour": *, "isPendant": *, "isRing": *, "isBoots": *, "getType": *, "isStackable": *, "isEdible": *, "getCustomData": *, "maxStackSize": *, "isShard": *, "isEnchantable": *, "getShardTier": *, "isEquippable": *, "healsHealth": *, "healsMana": *, "getHealingFactor": *, "getManaFactor": *}

public

V MobsDictionary: {"data": *, "properties": *, "plugins": *, "getProperty": *, "setProperty": *, "getData": *, "setData": *, "idToString": *, "idToName": *, "stringToId": *, "exists": *, "setPlugins": *, "getXp": *, "hasCombatPlugin": *, "isNewCombatPlugin": *}

public

V NpcsDictionary: {"data": *, "properties": *, "plugins": *, "getProperty": *, "setProperty": *, "getData": *, "setData": *, "idToString": *, "idToName": *, "stringToId": *, "exists": *, "setPlugins": *, "getText": *, "getType": *}

public

V ShopsDictionary: {"data": *, "properties": *, "plugins": *, "getProperty": *, "setProperty": *, "getData": *, "setData": *, "idToString": *, "idToName": *, "stringToId": *, "exists": *, "setPlugins": *, "isShopNPC": *, "getItems": *, "getItemCount": *, "getCost": *, "getCount": *}

tools/api

summary
public

tools/map

summary
public

F parse(json: *, options: *): *