|
||||||||||
PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |
See:
Description
Interface Summary | |
AI | Monster AIs control monsters and think for them. |
Alert | Represents a simple audible alert, such as message-beep when someone has sent you a chat message. |
Archetype | A list of properties that a game object can inherit from. |
Armor | Armor - cloaks, boots, body armor, etc. |
Attack | This interface is shared by things that can be used as attacks. |
Bag | Main container interface in the game, for bags, quivers, scabbards, reagent pouches, backpacks, chests, and so on. |
Broadcaster | Interface shared by objects that can broadcast a message to everyone in the local area. |
Camera | Cameras provide different views of game maps to the client. |
Command | This is how you implement new game commands, or provide new implementation for existing commands. |
Commandable | A Commandable is an object that can receive and process events. |
CommandEvent | Every command is turned into a CommandEvent that goes into some Commandable's event queue, to be executed later by the game scheduler. |
CommandList | This object stores Commands. |
CommandList.CommandFilter | This interface is implemented by classes that want a chance to handle *every* command that comes through the queue. |
Container | Superinterface for things that can hold GameObjects. |
Direction.Dirs | You can implement this interface to get syntactic access to the Direction constants (NORTH, SOUTH, etc.) |
EventQueue | Holds every CommandEvent for a particular Commandable (such as a Monster, Player or Spell) waiting to be executed by the game scheduler. |
GameMap | A GameMap represents an area that players can visit; a game server will have thousands of individual maps. |
GameMap.UnloadMapConstants | Codes returned by the GameMap.dismantle() method, which attempts to unload a map from memory. |
GameMapLoader | Interface for classes that can create or load game maps. |
GameObject | This is the interface for the highest-level object in the game heirarchy. |
Hookable | Declares that an object has events and/or methods that can be "hooked" by other objects. |
HookCallback | Allows you to hook a Hookable event. |
Inventory | Holds items being carried by a Monster or Player. |
Lair | A programmable monster generator. |
Message | Interface for messages in the Wyvern publish/subscribe system. |
MethodHookable | Objects can use this interface to provide "method-hooks" for themselves. |
MethodHookCallback | Used to notify objects registered on a "method hook". |
Monster | Superinterface of all Monster-like objects, such as (of course) monsters, but also NPCs and Players. |
Music | Represents a background music track to play on the client. |
Player | Represents a single character logged in to the game. |
Predicate | A common interface for classes that perform an arbitrary test on an object and return true if it passes the test. |
PropertyList | Every GameObject and GameMap has a PropertyList that holds its persistent data, in the form of properties. |
ProximityCallback | You can register for a "proximity-hook", which allows you to be notified when some event takes place within a certain distance from a target object. |
RoomHookCallback | This interface is used to call back an object that has registered a room-hook with a map. |
Sound | Represents a physical sound. |
SpellList | Manages the list of spells a player or monster knows. |
Subscriber | Subscriber interface for the Wyvern Publish/Subscribe system. |
Timed | Callback method when a Timer expires. |
Timer | A Timer is a token that's returned when you call setTimer(), usually using the Kernel class. |
Trap | Common interface for Traps. |
Visitor | Allows you to visit an object without knowing the underlying data structure details. |
Weapon | Wieldable weapon interface. |
WizTypes | Constants for World.isAtLeast() - you can implement this interface to call World.isAtLeast(SENIOR), etc. |
Class Summary | |
Dimension | Encapsulates a width and height. |
Direction | Encapsulates the cardinal game directions (n, s, e, w, ne, nw ,se, sw). |
ImageCache | Server-side cache for mapping tile numbers to images. |
Kernel | Has the most commonly used game engine functions in one convenient location. |
Location | Encapsulates a location: a map and an (x, y) position in the map. |
Point | Represents an (x, y) point in a map. |
PointCache | Maintains a cache of Point objects for use in looking up things in maps. |
Range | Encapsulates a Range [MIN..MAX] value, and can generate random numbers. |
Rectangle | Represents a rectangle in a map. |
Resource | A Resource is an object that encapsulates a path to a Wyvern file resource, such as a map, archetype, code, artwork, or music file. |
Search | Contains a whole bunch of common ways to look for objects. |
ServerURL | Specifies a game server to teleport to, optionally including the desired map and location in the destination server. |
Exception Summary | |
Bag.FullBagException | This exception is thrown when someone tries to put something in a bag that can't hold any more items. |
Bag.InvalidItemException | Thrown when someone tries to put an item in the bag that isn't appropriate for this bag, as defined by the bag's filter() method. |
Provides most of the top-level game interfaces for programmers.
For example, a common object type is a Bag, one of the interfaces from this package. Lots of different game classes implement the Bag interface - bags, of course, but also chests, pouches, the Monster/Player inventory classes, and even the Trenchcoat, a type of armor that you can put things in. You can simply treat all of these objects as Bags.
Having the interfaces in wyvern.lib makes the import list for most game classes very short - in JPython, you just need to:
from wyvern.lib import *Or in Java:
import wyvern.lib.*;And you'll be able to access most of the game functionality in your Wizard code.
One particularly useful class is wyvern.lib.Kernel, which gives you access to a number of useful system functions. These functions can also be accessed by calling the kernel implementation class directly, but using the Kernel wrapper class simplifies your code.
wyvern.lib
package has a number of sub-packages.
Each of them is a related group of classes useful for constucting
game areas. Generally speaking, wyvern.lib classes are implementations
of user-visible objects like weapons, armor, magic items, spells and
so on. The wyvern.kernel classes are usually implementations of
low-level game data structures, and also some of the more complex game
objects like monsters and players.
wyvern.common.*
packages.
|
||||||||||
PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |