// Character_Can.js
(function () {
/*global adventurejs A*/
/**
* @ajspath adventurejs.Atom.StateManager.Asset_Can.Tangible_Can.Character_Can
* @augments adventurejs.Character_Can
* @class adventurejs.Character_Can
* @ajsnavheading StateClasses
* @param {String} game_name Name of top level game instance that is scoped to window.
* @param {String} name Instance name.
* @summary A container for state variables.
* @classdesc
* <strong>Character_Can</strong> is a state management class
* used to store a variety of booleans for
* {@link adventurejs.Character|Character Assets}.
**/
class Character_Can extends adventurejs.Asset_Can {
constructor(name = "can", game_name, parent_id) {
// Call the constructor of the parent class
super(name, game_name, parent_id);
this.class = "Character_Can";
// locomotion
this.bounce = true;
this.climb = true;
this.crawl = true;
this.drive = true;
this.float = false;
this.fly = false;
this.get = true;
this.go = true;
this.hide = false;
this.hop = true;
this.hover = false;
this.jump = true;
this.peddle = false;
this.ride = true;
this.run = true;
this.skate = true;
this.slither = false;
this.swim = false;
this.walk = true;
// travel
this.enter = true;
this.exit = true;
this.scale = true;
this.traverse = true;
// posture
this.cling = true;
this.hang = true;
this.kneel = true;
this.lie = true;
this.sit = true;
this.stand = true;
// sensory
this.feel = true;
this.hear = true;
this.see = true;
this.smell = true;
this.talk = true;
this.taste = true;
return this;
}
}
adventurejs.Character_Can = Character_Can;
})();