// selectTangible.js
(function () {
/*global adventurejs A*/
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(
"L1251",
"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;
};
})();