Class: Electronics
Extends: adventurejs.Electronics
Defined in: adventure/assets/tangibles/things/Electronics.js, line 6
Public Constructor:
MyGame.createAsset({ "class":"Electronics", "name":"foo", [...] })
Electronics is a minimally specialized subclass of Thing, meant for building more complex electronic classes such as radios and computers.
Private Constructor:
var foo = new adventurejs.Electronics(game_name, name)
Though all in-game glasses use a standard constructor method under the hood, it's unlikely that you'd need to call it directly. To create an instance of the Electronics class, it must be defined in a game file as a generic object. That object will be used at runtime to construct a new game class instance, which will be validated and initialized before adding it to the Game. See above for the public constructor, or see Game#createAsset to learn more.
Parameters:
-
game_name
String
The name of the top level game object. -
name
String
A name for the object, to be serialized and used as ID.
- Index
- Methods
- Properties