Tapestry
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Frame

Low level communication with a game server. None of these commands are available for use in game scripts.

Definitions:

Slots:

Commands:

Commands

Printed text that should be visible the player.

Slots:

Terms:

FrameOutput: Text

The text to show to the player.

The results of a a player initiated turn, or other client to server query.

Terms:

result: Text

The result of a query assignment sent to the server.

events: Notification repeats

Changes as a result of a player's turn or a client query.

error: optional Text

Any critical server errors. Returned to the client as a string so that it can be displayed to the player.

System game event.

Slots:

Terms:

GameSignal: Text

String version of the system event. ( see go package game type Signal. )

The relationship between two objects has changed. For instance, an object's whereabouts as indicated by a parent-child type relation.

Slots:

Terms:

a: Text

The id of the primary object.

b: Text

The id of the secondary object.

rel: Text

The name of the relation in question.

One or more scenes ( aka domain ) have finished.

Slots:

Terms:

SceneEnded: Text repeats

The names of the scenes.

One or more scenes ( aka domain ) have started.

Slots:

Terms:

SceneStarted: Text repeats

The names of the scenes.

Some object in the game has changed from one state to another.

Slots:

Terms:

noun: Text

The object who's state has changed.

aspect: Text

The name of the set of states involved.

prev: Text

The name of the old state.

trait: Text

The name of the new state.