puzzlescript
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Inherited
Only exported
Menu
TableUI
constructor
PIXEL_
HEIGHT
PIXEL_
WIDTH
SPRITE_
HEIGHT
SPRITE_
WIDTH
game
Data
has
Visual
Ui
is
Dumping
Screen
rendered
Pixels
window
Offset
Col
Start
window
Offset
Height
window
Offset
Row
Start
window
Offset
Width
_draw
Pixel
cell
Pos
ToXY
check
IfCell
Can
BeDrawn
OnScreen
clear
Screen
create
Message
Sprites
create
Message
Text
Screen
debug
Render
Screen
destroy
draw
Cells
draw
Cells
After
Recentering
get
Current
Level
Cells
get
Game
Data
get
Max
Size
get
Pixels
For
Cell
on
Game
Change
on
Level
Change
on
Message
on
Pause
on
Press
on
Resume
on
Sound
on
Tick
on
Win
render
Level
Screen
render
Message
Screen
render
Screen
set
Game
Data
set
Pixel
will
All
Levels
Fit
OnScreen
ITable
Cell
Hierarchy
BaseUI
TableUI
Implements
GameEngineHandler
Index
Constructors
constructor
Properties
PIXEL_
HEIGHT
PIXEL_
WIDTH
SPRITE_
HEIGHT
SPRITE_
WIDTH
game
Data
has
Visual
Ui
is
Dumping
Screen
rendered
Pixels
window
Offset
Col
Start
window
Offset
Height
window
Offset
Row
Start
window
Offset
Width
Methods
_draw
Pixel
cell
Pos
ToXY
check
IfCell
Can
BeDrawn
OnScreen
clear
Screen
create
Message
Sprites
create
Message
Text
Screen
debug
Render
Screen
destroy
draw
Cells
draw
Cells
After
Recentering
get
Current
Level
Cells
get
Game
Data
get
Max
Size
get
Pixels
For
Cell
on
Game
Change
on
Level
Change
on
Message
on
Pause
on
Press
on
Resume
on
Sound
on
Tick
on
Win
render
Level
Screen
render
Message
Screen
render
Screen
set
Game
Data
set
Pixel
will
All
Levels
Fit
OnScreen
Constructors
constructor
new
TableUI
(
table
:
HTMLElement
, handler
?:
GameEngineHandlerOptional
)
:
TableUI
Parameters
table:
HTMLElement
Optional
handler:
GameEngineHandlerOptional
Returns
TableUI
Properties
PIXEL_
HEIGHT
PIXEL_
HEIGHT
:
number
PIXEL_
WIDTH
PIXEL_
WIDTH
:
number
Protected
SPRITE_
HEIGHT
SPRITE_
HEIGHT
:
number
Protected
SPRITE_
WIDTH
SPRITE_
WIDTH
:
number
Protected
game
Data
game
Data
:
Optional
<
GameData
>
Protected
has
Visual
Ui
has
Visual
Ui
:
boolean
Protected
is
Dumping
Screen
is
Dumping
Screen
:
boolean
Protected
rendered
Pixels
rendered
Pixels
:
Array
<
Array
<
object
>
>
Protected
window
Offset
Col
Start
window
Offset
Col
Start
:
number
Protected
window
Offset
Height
window
Offset
Height
:
Optional
<
number
>
Protected
window
Offset
Row
Start
window
Offset
Row
Start
:
number
Protected
window
Offset
Width
window
Offset
Width
:
Optional
<
number
>
Methods
_draw
Pixel
_draw
Pixel
(
x
:
number
, y
:
number
, fgHex
:
string
, bgHex
:
Optional
<
string
>
, chars
:
string
)
:
void
Parameters
x:
number
y:
number
fgHex:
string
bgHex:
Optional
<
string
>
chars:
string
Returns
void
Protected
cell
Pos
ToXY
cell
Pos
ToXY
(
cell
:
Cellish
)
:
object
Parameters
cell:
Cellish
Returns
object
cell
StartX
:
number
cell
StartY
:
number
is
OnScreen
:
boolean
Protected
check
IfCell
Can
BeDrawn
OnScreen
check
IfCell
Can
BeDrawn
OnScreen
(
cellStartX
:
number
, cellStartY
:
number
)
:
boolean
Parameters
cellStartX:
number
cellStartY:
number
Returns
boolean
clear
Screen
clear
Screen
(
)
:
void
Returns
void
Protected
create
Message
Sprites
create
Message
Sprites
(
messageStr
:
string
)
:
Set
<
GameSprite
>
[]
[]
Parameters
messageStr:
string
Returns
Set
<
GameSprite
>
[]
[]
Protected
create
Message
Text
Screen
create
Message
Text
Screen
(
messageStr
:
string
)
:
string
[]
Parameters
messageStr:
string
Returns
string
[]
debug
Render
Screen
debug
Render
Screen
(
)
:
void
Returns
void
destroy
destroy
(
)
:
void
Returns
void
draw
Cells
draw
Cells
(
cells
:
Iterable
<
Cellish
>
, dontRestoreCursor
:
boolean
, renderScreenDepth
?:
number
)
:
void
Parameters
cells:
Iterable
<
Cellish
>
dontRestoreCursor:
boolean
Default value
renderScreenDepth:
number
= 0
Returns
void
Protected
draw
Cells
After
Recentering
draw
Cells
After
Recentering
(
cells
:
Iterable
<
Cellish
>
, renderScreenDepth
:
number
)
:
void
Parameters
cells:
Iterable
<
Cellish
>
renderScreenDepth:
number
Returns
void
get
Current
Level
Cells
get
Current
Level
Cells
(
)
:
Cellish
[]
[]
Returns
Cellish
[]
[]
get
Game
Data
get
Game
Data
(
)
:
GameData
Returns
GameData
Protected
get
Max
Size
get
Max
Size
(
)
:
object
Returns
object
columns
:
number
rows
:
number
get
Pixels
For
Cell
get
Pixels
For
Cell
(
cell
:
Cellish
)
:
IColor
[]
[]
Parameters
cell:
Cellish
Returns
IColor
[]
[]
on
Game
Change
on
Game
Change
(
)
:
void
Returns
void
on
Level
Change
on
Level
Change
(
levelNum
:
number
, cells
:
Optional
<
Cellish
[]
[]
>
, message
:
Optional
<
string
>
)
:
void
Parameters
levelNum:
number
cells:
Optional
<
Cellish
[]
[]
>
message:
Optional
<
string
>
Returns
void
on
Message
on
Message
(
msg
:
string
)
:
Promise
<
void
>
Parameters
msg:
string
Returns
Promise
<
void
>
on
Pause
on
Pause
(
)
:
void
Returns
void
on
Press
on
Press
(
dir
:
INPUT_BUTTON
)
:
void
Parameters
dir:
INPUT_BUTTON
Returns
void
on
Resume
on
Resume
(
)
:
void
Returns
void
on
Sound
on
Sound
(
sound
:
Soundish
)
:
Promise
<
void
>
Parameters
sound:
Soundish
Returns
Promise
<
void
>
on
Tick
on
Tick
(
changedCells
:
Set
<
Cellish
>
, hasAgain
:
boolean
)
:
void
Parameters
changedCells:
Set
<
Cellish
>
hasAgain:
boolean
Returns
void
on
Win
on
Win
(
)
:
void
Returns
void
Protected
render
Level
Screen
render
Level
Screen
(
levelRows
:
Cellish
[]
[]
, renderScreenDepth
:
number
)
:
void
Parameters
levelRows:
Cellish
[]
[]
renderScreenDepth:
number
Returns
void
render
Message
Screen
render
Message
Screen
(
message
:
string
)
:
void
Parameters
message:
string
Returns
void
render
Screen
render
Screen
(
clearCaches
:
boolean
, renderScreenDepth
?:
number
)
:
void
Parameters
clearCaches:
boolean
Default value
renderScreenDepth:
number
= 0
Returns
void
set
Game
Data
set
Game
Data
(
gameData
:
GameData
)
:
void
Parameters
gameData:
GameData
Returns
void
Protected
set
Pixel
set
Pixel
(
x
:
number
, y
:
number
, hex
:
string
, fgHex
:
Optional
<
string
>
, chars
:
string
)
:
void
Parameters
x:
number
y:
number
hex:
string
fgHex:
Optional
<
string
>
chars:
string
Returns
void
will
All
Levels
Fit
OnScreen
will
All
Levels
Fit
OnScreen
(
gameData
:
GameData
)
:
boolean
Parameters
gameData:
GameData
Returns
boolean
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