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// Control.js
(function () {
  /*global adventurejs A*/
  "use strict";

  /**
   * @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Control
   * @augments adventurejs.Thing
   * @class adventurejs.Control
   * @ajsconstruct MyGame.createAsset({ "class":"Control", "name":"foo", [...] })
   * @ajsconstructedby adventurejs.Game#createAsset
   * @ajsnavheading ControlClasses
   * @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 Base class for controls of all kinds.
   * @tutorial Tangibles_Controllers
   * @classdesc
   * <p>
   * <strong>Control</strong> is a base class for things like
   * {@link adventurejs.Button|Buttons},
   * {@link adventurejs.Dial|Dials},
   * {@link adventurejs.Gauge|Gauges},
   * {@link adventurejs.Lever|Levers}, and
   * {@link adventurejs.Switch|Switches}.
   * Control has no particular properties - each of the
   * subclasses define unique properties.
   * </p>
   **/
  class Control extends adventurejs.Thing {
    constructor(name, game_name) {
      super(name, game_name);
      this.class = "Control";

      this.descriptions.look = "Control.";
      this.singlePluralPairs = [["control", "controls"]];
    }
  }

  adventurejs.Control = Control;
})();