// Coinpurse.js
(function () {
/*global adventurejs A*/
"use strict";
/**
* @ajstangiblecontainer in
* @ajspath adventurejs.Atom.Asset.Matter.Tangible.Thing.Luggage.Coinpurse
* @augments adventurejs.Luggage
* @class adventurejs.Coinpurse
* @ajsconstruct MyGame.createAsset({ "class":"Coinpurse", "name":"foo", [...] })
* @ajsconstructedby adventurejs.Game#createAsset
* @ajsnavheading LuggageClasses
* @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 place for your arcade tokens.
* @tutorial Tangibles_Aspects
* @classdesc
* <p>
* <strong>Coinpurse</strong> is a subclass of
* {@link adventurejs.Luggage|Luggage}. Its only real
* characteristic of note is that you can put small things in it.
* See the example below to limit a Coinpurse to hold only coins
* or specified objects.
* </p>
* <pre class="display"><code class="language-javascript">MyGame.createAsset({
* class: "Coinpurse",
* name: "coinpurse",
* descriptions: { look: "It's a small coinpurse. ", },
* aspects: { in: {
* with_classes: ["Coin"],
* }, },
* });
* </code></pre>
* <p>
* The above example uses <code class="property">with_classes</code>
* and <code class="property">with_assets</code> to limit what a
* player can put in without having to write custom
* failure code for every object. To learn more, see
* <a href="/doc/Tangibles_Aspects.html">How to Use Aspects</a>.
* </p>
**/
class Coinpurse extends adventurejs.Luggage {
constructor(name, game_name) {
super(name, game_name);
this.class = "Coinpurse";
this.singlePluralPairs = [["coinpurse", "coinpurses"]];
this.aspects.in.set({
maxheight: 0.1,
maxwidth: 0.05,
maxdepth: 0.025,
maxcount: 3,
maxsize: 0.2,
maxweight: 1,
});
}
}
adventurejs.Coinpurse = Coinpurse;
})();