// Sky.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Scenery.Sky
* @augments adventurejs.Scenery
* @class adventurejs.Sky
* @ajsconstruct MyGame.createAsset({ "class":"Sky", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading SceneryClasses
* @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.
* @summary A scenery Asset.
* @classdesc
* <p>
* <strong>Sky</strong> is a subclass of
* {@link adventurejs.Scenery|Scenery}.
* It's a simple object that only exists to be examined.
* Sky is arguably redundant, as there
* is a {@link global_sky}
* {@link adventurejs.Asset|Asset} that can be configured by
* {@link adventurejs.Room|Room} or by
* {@link adventurejs.Zone|Zone} or globally. See
* <a href="/doc/NextSteps_GlobalScenery.html">Global Scenery</a>.
* to learn more about configuring global Scenery.
* </p>
* <h3 class="examples">Example:</h3>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Sky",
* name: "oppressive sky",
* description: "The oppressive sky hangs low and heavy. ",
* is: { known: true },
* place: { in: "Barren Landscape" },
* });
* </code></pre>
**/
class Sky extends adventurejs.Scenery {
constructor(name, game_name) {
super(name, game_name);
this.class = "Sky";
this.is.distant = true;
this.synonyms = ["sky"];
}
}
adventurejs.Sky = Sky;
})();