// selectTangible.js
(function() {
/*global adventurejs A*/
"use strict";
var p = adventurejs.Parser.prototype;
/**
* Exclude from a list of assets all non-tangible assets.
* @method adventurejs.Parser#selectTangible
* @memberOf adventurejs.Parser
* @param {Array} list
* @returns {Array}
*/
p.selectTangible = function Parser_selectTangible(list)
{
if("string" === typeof list) list = [list];
if( !Array.isArray( list ) )
{
this.game.log( "warn", "critical", "selectTangible.js > received non-array", 'Parser' );
return [];
}
var foundObjects = [];
for(var i = 0; i < list.length; i++)
{
var object = this.game.getAsset( list[i] );
if( object instanceof adventurejs.Tangible
// || object instanceof adventurejs.Substance
|| object instanceof adventurejs.Room
|| object instanceof adventurejs.Exit
//|| object instanceof adventurejs.Floor
//|| object instanceof adventurejs.Ceiling
|| object instanceof adventurejs.Scenery
|| ( object.is.global /*&& !object.is.abstract @todo handle abstractions */ ) )
{
foundObjects.push( list[i] );
}
}
return foundObjects;
}
}());