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bigmac- 11-19-2007
[Lassie API]: UI Image Assets
please ignore this for now. You may see a bunch of random articles appearing in the coming weeks that have no bearing on the current landscape of Lassie. However, they'll be reorganized and very important in the future. I'm writing new documentation as I go for my own reference and so that it's done later. ~bigmac.

bigmac- 11-19-2007
Dialogue
Dialogue : ImageAsset. Description: The text display used for character dialogue captions. While the Dialogue object is controlled by the engine, the object is responsible for its own graphic presentation. Methods: setCaption(txt:String) : Void; - Sets the text of the dialogue caption. setTextColor(col:Number) : Void; - Sets the text color of the caption field. getWidth() : Number; - Returns the full width of the text block. getHeight() : Number; - Returns the full height of the text block. getLeftExtent() : Number; - Returns the x-axis difference between the text display's left bounding edge and registration point. getRightExtent() : Number; - Returns the x-axis difference between the text display's right bounding edge and registration point. getTopExtent() : Number; - Returns the y-axis difference between the text display's top bounding edge and registration point. getBottomExtent() : Number; - Returns the y-axis difference between the text display's bottom bounding edge and registration point. place(x:Number, y:Number): Void; - Positions the display asset on screen at the specified x and y coordinates. hide(): Void; - Hides the display asset from view. Events: None.

bigmac- 11-19-2007
Inventory
Inventory : ImageAsset. Description: Container object for the presentation of inventory items. This asset acts as the proxy for all communication between individual inventory items and the engine. As a result, all item-specific assets and programming should be included within this component. The Inventory appearance and behavior is fully customizable so long as it adheres to the engine API. Public Members: None. Public Methods: open() : Void Enables asset and shows the inventory display. close() : Void Disables asset and hides the inventory display. toggle(): Void Triggers the inverse of the current inventory state. If closed, the inventory is opened. If opened, the inventory is closed. Dispatch Events: OPEN Called when open trigger is received. OPENED Called when opening animation has finished playing. If there is no opening latency, then call should occur immediately following open trigger. CLOSE Called when close trigger is received. CLOSED Called when closing animation has finished playing. If there is no closing latency, then call should occur immediately following close trigger. ROLL_OUT Called when mouse rolls out of the inventory panel bounds. Tip: this event cannot be based exclusively on the native Flash rollOut event. Flash rollOut will occur when an inventory item receives roll focus, though the mouse is still within bounds of the panel. To that end, some form of hit -*test*-('") should be executed in conjunction with rollOut to -*test*-('") the validity of this event for the engine.

bigmac- 12-17-2007

Cursor : ImageAsset. Description: Image asset that follows the hidden mouse around screen, hence acting as the game cursor. Methods: setDisplay(frame:String) : Void; - Sets the display frame of the cursor clip to a specified frame label. Events: None.

bigmac- 12-17-2007

Context Summary : Image Asset. Description: Text display used to summarize the currently formulating action. Methods: setSummary(txt:String) : Void; - Sets the context summary text actuate() : Void; - Incited when the action described by the context summary is executed. Can be used to trigger a visual response within the context module. Events: ContextEvent.RESET_SUMMARY - Requests an update to the context field. Firing event leads to the engine calling context's "setSummary" method.

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