Verb:backward
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/_directions/backward.js, line 5
More info: VerbSubscriptions VerbAnatomy VerbProcess ModifyVerbs WriteVerbs
> backward
You back a step away. And then another. And another.
Slowly you turn. And run!
Direction verb: go backward. Because backward is a relative direction, it's assumed that there probably won't be a backward exit, though it does support one. The verb logic looks for an aft exit first, which would be backward in nautical terms, then looks for a backward exit, then defaults to telling the player they move backward. Useful if you want to let a player navigate a dungeon using relative directions. To learn about Exits, see Create an Exit.
backward verb logic
Verb logic falls into a few recognizable patterns.
Direction verbs tend to be simple and redirect to
tryTravel()
. Manipulation verbs
test whether one asset is allowed
to interact with another asset. Locomotion verbs test
the player's current ability to move in a specified way.
Many verbs are similar,
but no two verbs are identical. Each verb has its quirks.
If you would like to learn more about general verb logic,
we recommend you see the
Verb Anatomy and
Verb Process pages.
Verb phases and
verb actions /
reactions
offer various hooks to customize verb behavior.
If you find that you want still more flexibility,
you may want to investigate the
patchVerb
method, which lets you replace entire blocks of verb code.
You can also
write verbs from scratch
if you're so inclined.
See
Modify Verbs
for a complete list of verb modification methods.
The following sections provide information that is specific to the
verb backward
, though they include many
features which are common to most verbs.
- Sentence Structures help filter player input by defining what sentence structures
backward
can handle. - Verb Phrases describe the direct and indirect objects that
backward
can handle. - Verb Subscriptions enable
backward
to act on specific assets, and provide a collection of properties for customizing those interactions. - Verb Phases offer a broad method for authors to hook into default logic and override it with custom code.
- Verb Actions offer a surgical method for authors to hook into
backward
's default logic and inject custom code. - Verb Reactions are Verb Actions that occur as secondary effects of successfully applying
backward
. - Verb Params contain properties that are distinct to
backward
. Not all verbs have params. - Verb Methods lists the methods that
backward
inherits from the Verb class. - Verb Properties lists the properties that
backward
inherits from the Verb class.
backward sequencing
backward sentence structures
accepts_structures: [
"verb"
]
The parser uses multiple filtering methods to try to channel player input into useable tokens. Sentence structures are defined for each verb in order to narrow down the input that the verb can handle. For example, the verb "hit" might accept "verb noun" as in "hit troll", or "verb noun preposition noun" as in "hit troll with sword", whereas an intransitive verb like "jump" might accept "verb" as a complete sentence. This helps to filter player input. Input that isn't accepted will return a warning to the player.
A note about adverbs: though the parser does handle some adverbs, such as "carefully examine tiara" and "turn left", it excludes them from consideration in sentence structures. Due to the slipperyness of the English language, an adverb can appear in multiple positions in a sentence while still describing the same verb, which presents enough possible word combinations to make sentence structures less useful as a filtering tool. Instead, the parser puts adverbs aside and handles them separately.
- It is possible for authors to modify a verb's structures through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
backward phrases
The AdventureJS parser uses multiple filtering methods to try to interpret player input. A phrase usually consists of a noun and/or a preposition that can be handled as a direct or indirect object. Each verb defines a unique set of phrases depending on what its logic can handle. Verbs may handle zero, one, two, or three verbs. The nested noun_must_be object sets conditional qualifiers for nouns to help narrow down assets that the verb might act upon. Input that isn't accepted will return a warning to the player.
- It is possible for authors to modify a verb's phrases through the use of patchVerb.
- To see a list of properties that can be set for phrases, see the Phrase class.
- To see a list of properties that can be set for phrase.noun_must_be, see the NounMustBe class.
- To learn more about modifying verbs, see Modify Verbs.
backward verb phases
Verb phases are parts of
verb subscriptions that
allow authors to override how backward
is applied
to any specific asset.
This is a broad method for customizing verb/noun interactions on a per-asset
basis. For example, an author might supply completely different logic
for "throw feather" vs "throw baseball" vs "throw anvil".
When backward
is applied to an asset, it attempts to run
a sequence of methods. All verbs have a do()
method,
and for most verbs, do()
acts as a sequencer that moves the verb
through six distinct sub-methods, or phases:
doBeforeTry
,
doTry
,
doAfterTry
,
doBeforeSuccess
,
doSuccess
and
doAfterSuccess
.
Each phase serves a specific purpose.
doTry
handles all the default conditional logic to determine whether a verb can be applied to an asset: ie, is the asset present, visible, reachable, etc?doSuccess
handles state changes and printing messages back to the player.- The other four phases,
doBeforeTry
,doAfterTry
,doBeforeSuccess
anddoAfterSuccess
have no default logic. Instead they offer hooks for the author to inject custom code anywhere in the life cycle of the verb action.
See below for examples of how to use verb phases for backward
.
do
doBeforeTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
backward: {
doBeforeTry: function( params )
{
let msg = `You're about to try to backward ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doTry
doAfterTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
backward: {
doAfterTry: function( params )
{
let msg = `You just tried to backward ${this.articlename}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
backward: {
doBeforeSuccess: function( params )
{
let msg = `You're about to succeed in performing backward on ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess
doAfterSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
backward: {
doAfterSuccess: function( params )
{
let msg = `You succeeded in performing backward on ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
Expand for example
For example, consider the verb "take" as applied to this singing sword. Imagine that an author wants the game to print a custom message when the player tries to take the sword, and a different message when the player succeeds in taking it.
MyGame.createAsset({
class: "Sword",
name: "singing sword",
dov: {
take:
{
doAfterTry: function( params )
{
let msg = "The sword begins to vibrate as your hand curls around its haft. ";
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "The sword bursts into song in your hand. ";
MyGame.print( msg );
},
},
},
});
Note that verb subscriptions are set distinctly for direct objects and indirect objects. All of the prior examples show verb phases applied to direct object verb subscriptions. Verb phases can also be applied to indirect object subscriptions. For example, perhaps our swinging sword had to be removed from a stone. We might want to hook into the stone's indirect object verb subscription for "remove".
MyGame.createAsset({
class: "Thing",
name: "stone",
iov: {
remove:
{
doBeforeTry: function( params )
{
let msg = "Will the stone judge you worthy enough to remove the sword? "
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "With the sword removed, the stone bursts into rubble! ";
MyGame.print( msg );
this.destroy();
},
},
},
});
- To learn more, see Verb Phases.
- Verb Phases are related to but distinct from Verb Actions, which offers a more surgical method to hook into the doTry and doSuccess phases, on a per object basis.
backward verb actions
These verb actions are available for the verb backward
.
Expand any item to see a code example.
If backward is called without a direct object as in "backward", the
If backward is called without a direct object as in "backward", the
tryBackward
verb.handleActions()
method
looks for a verb action on the player.MyGame.createAsset({
class: "Player",
name: "My Hero",
tryBackward: function (params) {
let msg = 'Called verb action my_hero.tryBackward()';
MyGame.print(msg);
},
});
doBackward
verb.handleActions()
method
looks for a verb action on the player.
MyGame.createAsset({
class: "Player",
name: "My Hero",
doBackward: function (params) {
let msg = 'Called verb action my_hero.doBackward()';
MyGame.print(msg);
},
});
WHY SO MANY???
Verb actions provide hooks that allow authors to inject custom code in response to specific combinations of verb/preposition/noun. There are a lot of them and clearly some are redundant; in its defense, it's a deliberate effort to offer a menu of precise injection points for authors' custom code. To use a verb action, just use the verb action name as a method on any asset. Below is a generic example of how to code a verb action.
Expand for example
In this example, the pistol asset has two verb actions.
-
pistol.doShootThis()
will be called when a player inputs "shoot pistol". -
pistol.doShootThatWithThis.television()
will be called when a player inputs "shoot television with pistol".
MyGame.createAsset({
class: "Player",
name: "Elvis",
});
MyGame.createAsset({
class: "Weapon",
name: "pistol",
doShootThis: {
let msg = `You fire the pistol! BANG! `;
MyGame.print(msg);
},
doShootThatWithThis:{
"television": function {
let msg = `You fire the pistol at the television! BANG!
The television explodes with sparks and a screech of static. `;
MyGame.print(msg);
},
},
});
MyGame.createAsset({
class: "Electronics",
name: "television",
});
Verb actions are called by the verb.handleActions()
method, which looks for those nested functions and calls
whatever function it finds.
Each verb has a unique set of actions, which mirror the
sentence structures the verb
can handle. For instance, the verb lock
handles "verb noun" and "verb noun preposition noun",
and so it handles tryLockThis
and
doLockThis
and
tryLockThisWithThat
and
doLockThisWithThat
.
The difference between try
actions and
do
actions is one of timing.
try
actions fire immediately
before a verb's doTry phase,
which provides an opportunity to supersede a verb's
default conditional logic before it tests whether the verb
can be applied to the assets.
do
actions fire immediately
before a verb's doSuccess phase,
which provides an opportunity to supersede or append the verb's
state changes and output to the player.
It's common for sentence structures to be mutated during
a verb's doTry
phase, as doTry
may reorder a player's input to make it conform with the verb's logic.
This means that the try
and do
actions may differ within the same turn. You can check the
browser's Javascript console to see which actions are being
called.
- See Verb Actions to learn more.
- In addition to verb actions, there are verb reactions, which are a set of non-verb-specific hooks that fire as side effects of a verb's doSuccess phase. See Verb Reactions for a complete list of them.
- Verb actions and reactions are related to but distinct from Verb Phases, which allow authors to broadly override entire phases of a verb.
backward verb reactions
doRemoveThisFromThat
doRemoveThatFromThis
doMoveThisToThat
doMoveThatToThis
Verb reactions
provide hooks that allow authors to inject custom code
into side effects caused by successful verb operations.
Consider the verb drop
.
Inputting "drop lantern" will result in two events –
removing the lantern from the player and moving it to the room –
which causes these four verb reactions:
• lantern.doRemoveThisFromThat(player)
• player.doRemoveThatFromThis(lantern)
• lantern.doMoveThisToThat(room)
• room.doMoveThatToThis(lantern)
There are four reactions because each asset in the interaction is checked for custom code pertaining to the other. This may seem redundant, but it's done in a deliberate effort to provide flexibility to authors. If you prefer to attach custom code to the lantern, you can. If you prefer to attach custom code to the player, you can. You're welcome to organize your code in whichever way serves you best.
Expand for example
In this example, imagine that an author would like
the game to print a custom message whenever Elvis enters or leaves
the building, regardless of what verb is used. Authors
can hook into any of the doRemoveThisFromThat
,
doRemoveThatFromThis
, doMoveThisToThat
,
or doMoveThatToThis
verb reactions.
Below is a generic example of how to code a verb reaction.
MyGame.createAsset({
class: "Player",
name: "Elvis",
}),
MyGame.createAsset({
class: "Room",
name: "The Building",
doMoveThatToThis:
{
"Elvis": function()
{
MyGame.print("Elvis has entered The Building! ");
}
},
doRemoveThatFromThis:
{
"Elvis": function()
{
MyGame.print("Elvis has left The Building! ");
}
},
}),
- Verb reactions aren't specific to any particular verb; they may be called by many verbs. See Verb Reactions for a complete list of them.
- Verb reactions work the same way as Verb Actions. The only differences are that verb reactions are non-specific and only fire at the end of a verb's doSuccess phase.
- Verb actions and reactions are related to but distinct from Verb Phases, which allow authors to broadly override entire phases of a verb.
backward subscriptions
An asset must be subscribed to a verb for that verb to act upon that asset (with some exceptions). Though verbs are universal, each asset's verb subscriptions are distinct objects that can be used to customize how a given verb interacts with a given asset. To say it another way, a verb subscription is a collection of properties that defines how a verb should be applied to an asset; which allow authors to override a verb's default behaviors on a per-asset basis.
It's important to note that verb subscriptions need to be declared as direct or indirect, depending on whether the asset will be used as a direct object or indirect object. In the case of "unlock lock with key", the lock is the direct object and the key is the indirect object, and each asset needs to be subscribed to unlock in the appropriate way. (It's allowed, and a common pattern, to subscribe assets directly and indirectly to the same verb.)
Expand for example
MyGame.createAsset({
class: "Lock",
name: "lock",
dov: { unlock: true },
});
MyGame.createAsset({
class: "Key",
name: "key",
iov: { unlock: true },
});
As shown in the above example, dov: { unlock: true }
is the minimum that is required to subscribe an asset to a verb. However, verb subscriptions have many properties that can be used to customize how this verb is applied to this asset. (Setting any property eliminates the need to set verb: true
. ) Below is a list of verb subscription properties that authors may find useful.
automatically
allows for some verbs to be performed automatically if context calls for it; for example, when unlocking a door in order to pass through it. This takes precedence over global settings.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { automatically: true } }, });
automatically_after_use
if automatically is set true, this sets it so that a verb can only be applied automatically after a player has already used it manually. This is to prevent automatic use of tools from breaking puzzles. For example, imagine one door with many keys but only one that works; if choosing the right key is part of the puzzle, this option prevents players from simply saying "unlock door" and having the right key automatically selected for them.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { automatically_after_use: true } }, });
doBeforeTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutbackward
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { doBeforeTry: function (e) { console.log("backward.doBeforeTry"); }, } }, });
doAfterTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutbackward
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { doAfterTry: function (e) { console.log("backward.doAfterTry"); }, } }, });
doBeforeSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutbackward
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { doBeforeSuccess: function (e) { console.log("backward.doBeforeSuccess"); }, } }, });
doAfterSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutbackward
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { doAfterSuccess: function (e) { console.log("backward.doAfterSuccess"); }, } }, });
enabled
allows changing the state of an asset's responsiveness to a given verb. If set false, a subscribed asset will not respond to the verb. This is useful for temporarily disabling verbs for specific assets; for example, if you had a door that could not be unlocked until another action was completed. Authors can enable or disable an individual verb subscription viaasset.setDOV(verbname)
andasset.unsetDOV(verbname)
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { enabled: true } }, });
on_success
is an optional parameter. It is set as a string by default, but authors may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { on_success: "You backward the thing. " } }, });
on_first_success
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { on_first_success: "You backward the thing the first time. " } }, });
on_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { on_failure: "You failed to backward the thing. " } }, });
on_first_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { on_first_failure: "You failed to backward the thing the first time. " } }, });
once
if true, the verb can only be applied once to the asset. The verb subscription will be disabled after use.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { once: true } }, });
then_destroy
allows author to specify that this asset should be destroyed after using. If then_destroy is set, the asset will be destroyed after a single use regardless of how once is set. By default, then_destroy is set to a boolean. It may optionally be set to string or array or function subject to getStringOrArrayOrFunction(). If any of those types are found, they will be called and returned as results.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { then_destroy: true } }, });
with_anything
pertains only to indirect objects. If true, this asset can be used as an indirect object of this verb with any direct object.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", iov: { backward: { with_anything: true } }, });
with_assets
allows author to specify particular assets that can interact with this one using the given verb. For example "unlock door with key" where the specified key is the only asset that can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with key", the door might have a direct object subscription, while the key has an indirect object description.Expand for example
MyGame.createAsset({ class: "Door", name: "gold door", dov: { unlock: { with_assets: [ "gold key" ] } }, }); MyGame.createAsset({ class: "Key", name: "gold key", iov: { unlock: { with_assets: [ "gold door" ] } }, });
with_classes
allows author to specify particular classes that can interact with this asset using the given verb. For example "unlock door with skeleton key" where any instance of the class SkeletonKey can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with skeleton key", the door might have a direct object subscription, while the key has an indirect object description.Expand for example
MyGame.createAsset({ class: "Door", name: "red door", dov: { unlock: { with_classes: [ "SkeletonKey" ] } }, }); MyGame.createAsset({ class: "SkeletonKey", name: "skeleton key", iov: { unlock: { with_classes: [ "Door", "Chest" ] } }, });
with_nothing
pertains only to direct objects. If true, the specified verb can be applied to the direct object without the use of any indirect object.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { with_nothing: true } }, });
with_params
is used to contain a set of parameters that are specific to this particular verb. For example, plugIn includeswith_params.max_connections
for setting limits on how many other assets this asset can be plugged in to. See the with_params section on this page to learn more aboutbackward
's parameters.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { with_params: { backward_property: value } } }, });
with_prepositions
allows author to explicitly permit certain prepositions to be used with a verb on this object. For instance: "knock over umbrella stand" might fail with a message of "you can't knock over the umbrella stand"; settingumbrella_stand.dov.knock.with_prepositions = ["over"]
will allow the action to succeed.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { backward: { with_prepositions: [ "through", "over" ] } }, });
- To learn more about working with verb subscriptions, see Verb Subscriptions.
- These are most, but not all, of the properties of a verb subscription. For full reference, see the VerbSubscription class.
backward params
Some verbs may have custom params. When an asset subscribes to such a verb, the verb's params are mirrored in the asset's verb subscription, where they are unique to that asset. To put it another way: while each verb may have a unique set of params, each asset may have its own customized version of those params.
For example, consider this setting of the verb plugIn:
MyGame.dictionary.verbs.plugIn.with_params.max_connections = 1
By default, assets that can be plugged in will take this setting and can only be plugged in to one other asset. Now imagine that an author wants to create a power cord that needs to be plugged in to both a computer and an outlet. The author can achieve that by customizing the cord's subscription to plugIn.
Expand for example
MyGame.createAsset({
class: "Cable",
name: "power cord",
dov: { plugIn: { with_assets: ['computer','outlet'], with_params: { max_connections: 2 }, }, },
})
MyGame.createAsset({
class: "Computer",
name: "PC",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
MyGame.createAsset({
class: "ElectricalOutlet",
name: "outlet",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
In this example, the power cord verb subscription's max_connections setting overrides the verb's max_connections setting, allowing the player to plug the power cord into two assets. The computer and the outlet don't have any custom value set for max_connections; they'll receive the default value, meaning they each can have only one asset plugged into them.
- It is possible for authors to modify a verb's params through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
Private Constructor:
MyGame.createVerb({ "name": "backward", [...] });
backward is a predefined instance of Verb that gets constructed automatically at runtime. It is defined in the library as a generic object, and then passed to Dictionary#createVerb for construction, validation, and initialization. Because this is predefined, authors should not need to create new instances. For information on modifying predefined Verbs, see Modify Verbs.
- Index
- Methods
- Properties
Index
Methods:
- Inherited from Verb canBeIntransitive
- Inherited from Verb do
- Inherited from Verb doSuccess
- Inherited from Verb doTry
- Inherited from Verb enqueueCollection
- Inherited from Verb getState
- Inherited from Verb handleActions
- Inherited from Verb handleFailure
- Inherited from Verb handleSuccess
- Inherited from Verb hasState
- Inherited from Verb hasStructure
- Inherited from Verb hasVerbSubscriptionConnection
- Inherited from Verb initialize
- Inherited from Verb set
- Inherited from Verb setState
- Inherited from Verb setVerbConnection
- Inherited from Verb tryDestroyAfterUsing
- Inherited from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb tryToInferIndirectObject
- Inherited from Verb tryToPutThisInThatAspect
- Inherited from Verb unsetVerbConnection
- Inherited from Verb validate
Properties:
- Inherited from Verb accepts_adverbs
- Inherited from Verb accepts_direction
- Inherited from Verb accepts_number
- Inherited from Verb accepts_string
- Inherited from Verb accepts_structures
- Inherited from Verb Overrides from Verb adjectives
- Inherited from Verb article
- Inherited from Verb can_span
- Inherited from Verb default_direction
- Inherited from Verb dictionary
- Inherited from Verb direction_preposition
- Inherited from Verb doVerb
- Inherited from Verb doVerbFromThis
- Inherited from Verb doVerbThatFromThis
- Inherited from Verb doVerbThatWithThis
- Inherited from Verb doVerbThis
- Inherited from Verb doVerbThisFromThat
- Inherited from Verb doVerbThisWithThat
- Inherited from Verb doVerbWithThis
- Inherited from Verb enqueue_collections
- Inherited from Verb extends
- Inherited from Verb game
- Inherited from Verb gerund
- Inherited from Verb in_can_mean_on
- Inherited from Verb input_substitutions
- Inherited from Verb is_compass_direction
- Inherited from Verb is_direction
- Inherited from Verb is_relative_direction
- Inherited from Verb let_verb_handle_disambiguation
- Inherited from Verb let_verb_handle_remaining_input
- Inherited from Verb name
- Inherited from Verb Name
- Inherited from Verb override_verb_failure_msg
- Inherited from Verb override_verb_success_msg
- Inherited from Verb past_tense
- Inherited from Verb phrase1
- Inherited from Verb phrase2
- Inherited from Verb phrase3
- Inherited from Verb player_must_be
- Inherited from Verb Overrides from Verb posture
- Inherited from Verb prettyname
- Inherited from Verb related
- Inherited from Verb requires_number
- Inherited from Verb requires_string
- Inherited from Verb state
- Inherited from Verb state_strings
- Inherited from Verb synonyms
- Inherited from Verb tryVerbFromThis
- Inherited from Verb tryVerbThatFromThis
- Inherited from Verb tryVerbThatWithThis
- Inherited from Verb tryVerbThis
- Inherited from Verb tryVerbThisFromThat
- Inherited from Verb tryVerbThisWithThat
- Inherited from Verb tryVerbWithThis
- Inherited from Verb type
- Inherited from Verb unstate
- Inherited from Verb verb_noun_prep
- Inherited from Verb verb_noun_prep_noun
- Inherited from Verb verb_noun_prep_noun_prep_noun
- Inherited from Verb verb_noun_prep_prep_noun
- Inherited from Verb verb_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun_prep_noun
- Inherited from Verb verb_prep_prep_noun
- Inherited from Verb verb_prep_prep_prep_noun
Methods Collapse all |
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 2340
Inherited from: adventurejs.Verb#canBeIntransitive
do()
Defined in: adventure/dictionary/Verb.js, line 1045
Inherited from: adventurejs.Verb#do
do ->
- doBeforeTry (hook for authors)
- doTry
- doAfterTry (hook for authors)
- doBeforeSuccess (hook for authors)
- doSuccess
- doAfterSuccess (hook for authors)
A Verb instance isn't required to use all of these methods. Some Verbs may bypass Verb.doTry because no special conditions are required to apply the Verb. Some specialized Verbs such as oops and undo override Verb.do entirely and don't use any submethods.
The other four submethods – Verb.doBeforeTry, Verb.doAfterTry, Verb.doBeforeSuccess, and Verb.doAfterSuccess – exist to provide optional hooks for authors to add custom interactions with individual Assets. For more information about Verb Actions and Verb Phases, see Verb Actions and Verb Phases.
And so, the first thing Verb.do does is to verify that each method exists on the Verb instance. If the submethod exists, it is called. Each submethod sends a return to Verb.do.
If the Verb is acting on a collection, a false return means that the Asset currently being acted on has responded in a way that blocks further parsing, and brings this turn to a halt. A null return means that the Asset currently being acted on has concluded its own parsing, but not in such a way as to block further parsing, and Verb.do moves on to the next Asset.
doSuccess()
Defined in: adventure/dictionary/Verb.js, line 1479
Inherited from: adventurejs.Verb#doSuccess
doTry()
Defined in: adventure/dictionary/Verb.js, line 1236
Inherited from: adventurejs.Verb#doTry
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 2005
Inherited from: adventurejs.Verb#enqueueCollection
getState()
Defined in: adventure/dictionary/Verb.js, line 2358
Inherited from: adventurejs.Verb#getState
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1251
Inherited from: adventurejs.Verb#handleActions
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 2049
Inherited from: adventurejs.Verb#handleFailure
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 2148
Inherited from: adventurejs.Verb#handleSuccess
hasState()
Defined in: adventure/dictionary/Verb.js, line 2349
Inherited from: adventurejs.Verb#hasState
hasStructure() → {boolean}
Defined in: adventure/dictionary/Verb.js, line 2376
Inherited from: adventurejs.Verb#hasStructure
Returns:
boolean
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2506
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize()
Defined in: adventure/dictionary/Verb.js, line 1970
Inherited from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 2037
Inherited from: adventurejs.Verb#set
Parameters:
-
props
Object
A generic object containing properties to copy to the DisplayObject instance.
setState()
Defined in: adventure/dictionary/Verb.js, line 2367
Inherited from: adventurejs.Verb#setState
setVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2386
Inherited from: adventurejs.Verb#setVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyDirectObjectAfterUsing
Parameters:
-
asset
Object
asset.dov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryDestroyIndirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyIndirectObjectAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyIndirectObjectAfterUsing
Parameters:
-
asset
Object
asset.iov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryToInferIndirectObject(direct_object, handle_input) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1540
Inherited from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
direct_object
Object -
handle_input
Boolean
If true, updates the global input object per standard specs used by most (but not all) of the verb instances that call this method.
Returns:
Object
tryToPutThisInThatAspect(direct_object, preposition, indirect_object) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1750
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2447
Inherited from: adventurejs.Verb#unsetVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
validate()
Defined in: adventure/dictionary/Verb.js, line 1963
Inherited from: adventurejs.Verb#validate
Properties |
accepts_adverbs :Array
Defined in: adventure/dictionary/Verb.js, line 428
Inherited from: adventurejs.Verb#accepts_adverbs
Default value: []
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 26
Inherited from: adventurejs.Verb#accepts_direction
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 40
Inherited from: adventurejs.Verb#accepts_number
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 19
Inherited from: adventurejs.Verb#accepts_string
accepts_structures :Array
Defined in: adventure/dictionary/Verb.js, line 422
Inherited from: adventurejs.Verb#accepts_structures
Default value: []
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 299
Overrides from: adventurejs.Verb#adjectives
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 384
Inherited from: adventurejs.Verb#article
Default value: false
can_span :String
Defined in: adventure/dictionary/Verb.js, line 236
Inherited from: adventurejs.Verb#can_span
default_direction :String
Defined in: adventure/dictionary/Verb.js, line 163
Inherited from: adventurejs.Verb#default_direction
Default value: ""
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 143
Inherited from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 396
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 564
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 580
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 620
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 604
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 572
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 612
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 596
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 588
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 483
Inherited from: adventurejs.Verb#enqueue_collections
Default value: false
enqueue_collections
if true allows a verb to
unbundle the members of a collection in order to queue up
separate actions for each. For example, "gems" is a collection
that refers to three unique assets; "diamond", "emerald"
and "ruby". If take.enqueue_collections is true, "take gems"
will act individually on the diamond, the emerald and the ruby.
Only applies to direct object.
extends :String
Defined in: adventure/dictionary/Verb.js, line 171
Inherited from: adventurejs.Verb#extends
Default value: ""
game :Object
Defined in: adventure/dictionary/Verb.js, line 136
Inherited from: adventurejs.Verb#game
Default value: {}
gerund :String
Defined in: adventure/dictionary/Verb.js, line 200
Inherited from: adventurejs.Verb#gerund
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 351
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 434
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 367
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 360
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_relative_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 375
Inherited from: adventurejs.Verb#is_relative_direction
Default value: false
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 331
Inherited from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 340
Inherited from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name :String
Defined in: adventure/dictionary/Verb.js, line 179
Inherited from: adventurejs.Verb#name
Default value: ""
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 499
Inherited from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 446
Inherited from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 455
Inherited from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 194
Inherited from: adventurejs.Verb#past_tense
phrase1 :Object
Defined in: adventure/dictionary/Verb.js, line 404
Inherited from: adventurejs.Verb#phrase1
Default value: {}
phrase2 :Object
Defined in: adventure/dictionary/Verb.js, line 410
Inherited from: adventurejs.Verb#phrase2
Default value: {}
phrase3 :Object
Defined in: adventure/dictionary/Verb.js, line 416
Inherited from: adventurejs.Verb#phrase3
Default value: {}
player_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 315
Inherited from: adventurejs.Verb#player_must_be
Default value: {}
posture :String
Defined in: adventure/dictionary/Verb.js, line 206
Overrides from: adventurejs.Verb#posture
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 186
Inherited from: adventurejs.Verb#prettyname
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 47
Inherited from: adventurejs.Verb#requires_number
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 33
Inherited from: adventurejs.Verb#requires_string
state :String
Defined in: adventure/dictionary/Verb.js, line 247
Inherited from: adventurejs.Verb#state
state
is an optional property for verbs that apply
state to assets, such as close and lock. For example, "close door"
will set door.is.closed to true. When used, state will contain the
state to be set true on an asset. In the case of close, its state
would be "closed".
state_strings :String
Defined in: adventure/dictionary/Verb.js, line 267
Inherited from: adventurejs.Verb#state_strings
state_strings
is an optional property for verbs that is
used to provide string substitutions for authors using the string
substitution form of $(sink drain is| plugged or| unplugged).
Because "unplugged" isn't a proper verb state, we'll use this as a
reverse lookup to test whether the asset, sink_drain in this case,
is subscribed to the relevant verb and has the specified state.
state_strings only apply to direct objects.
synonyms :Getter/Setter
Defined in: adventure/dictionary/Verb.js, line 628
Inherited from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 524
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 556
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 540
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 508
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 548
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 532
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 516
Inherited from: adventurejs.Verb#tryVerbWithThis
type :String
Defined in: adventure/dictionary/Verb.js, line 151
Inherited from: adventurejs.Verb#type
Default value: ""
unstate :String
Defined in: adventure/dictionary/Verb.js, line 257
Inherited from: adventurejs.Verb#unstate
unstate
is an optional property for verbs that unset
state from assets, such as open and unlock. For example, "open door"
will set door.is.closed to false. When used, unstate will contain the
state to be set false on an asset. In the case of open, its unstate
would be "closed".
verb_noun_prep :Array
Defined in: adventure/dictionary/Verb.js, line 694
Inherited from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 858
Inherited from: adventurejs.Verb#verb_noun_prep_noun
Default value: []
Though verb_prep_noun and verb_noun_prep_noun look similar, the reason they are separate fields is because we have to use different regex patterns to find each type in user input.
verb_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 947
Inherited from: adventurejs.Verb#verb_noun_prep_noun_prep_noun
Default value: []
verb_noun_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 905
Inherited from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 735
Inherited from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 652
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun
Default value: []
verb_prep_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 993
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun_prep_noun
Default value: []
verb_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 776
Inherited from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 817
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []