// Thing.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @augments adventurejs.Tangible
* @class adventurejs.Thing
* @ajsconstruct MyGame.createAsset({ "class":"Thing", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading BaseClasses
* @param {String} game_name The name of the top level game object.
* @param {String} name A name for the object, to be serialized and used as ID.
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing
* @summary Base class for most things with physical properties.
* @classdesc
* <p>
* <strong>Thing</strong> is a subclass of
* {@link adventurejs.Tangible|Tangible}
* and a base class for most all
* {@link adventurejs.Asset|Assets}
* with physical properties in the game world,
* excluding a few Tangible subclasses such as
* Characters, Rooms, and a few other special classes.
* </p>
* <h3 class="examples">Example:</h3>
* <pre class="display"><code class="language-javascript">
* </code></pre>
**/
class Thing extends adventurejs.Tangible {
constructor(name, game_name) {
super(name, game_name);
this.class = "Thing";
this.setDOVs(["take", "drop", "put", "throw"]);
}
initialize(game) {
super.initialize(game);
return this;
}
}
adventurejs.Thing = Thing;
})();