Index
_
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
J
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
X
|
Y
|
Z
_
__new (method in Action)
(method in ActionDecision)
(method in ActionMessage)
(method in Actor)
(method in ActorStorage)
(method in BehaviorTree.Conditional)
(method in BehaviorTree.Node)
(method in BehaviorTree.Root)
(method in BehaviorTree.Selector)
(method in BehaviorTree.Sequence)
(method in BehaviorTree.Succeeder)
(method in BitmaskBuffer)
(method in BooleanBuffer)
(method in Camera)
(method in CascadingBitmaskBuffer)
(method in Cell)
(method in Collider)
(method in Color4)
(method in Component)
(method in Controller)
(method in DebugMessage)
(method in Decision)
(method in Display)
(method in Drawable)
(method in Drop)
(method in DropTable)
(method in Entity)
(method in FOV.Fraction)
(method in FOV.Quadrant)
(method in FOV.Row)
(method in GameState)
,
[1]
(method in GameStateManager)
(method in IBehavior)
(method in Inventory)
(method in InventoryTarget)
(method in Item)
(method in Keybinding)
(method in Level)
(method in LevelState)
(method in Log)
(method in Map)
(method in MapBuilder)
(method in Message)
(method in Name)
(method in Object)
(method in Opaque)
(method in Path)
(method in Pickup)
(method in PlayerController)
(method in Position)
(method in Query)
(method in Queue)
(method in Rectangle)
(method in Relationship)
(method in Remembered)
(method in RNG)
(method in Scheduler)
(method in SeenBy)
(method in Sees)
(method in SensedBy)
(method in Senses)
,
[1]
(method in SensesSystem)
(method in Sight)
(method in SightSystem)
(method in SimpleScheduler)
(method in SparseArray)
(method in SparseMap)
(method in SpectrumAttachable)
(method in SpriteAtlas)
(method in StatusEffects)
(method in StatusEffectsInstance)
(method in StatusEffectsModifier)
(method in System)
(method in SystemManager)
(method in Target)
(method in Vector2)
_cascade (method in CascadingBitmaskBuffer)
_drawRemembered (method in Display)
_hash (staticmethod in Vector2)
_optional (data in Target)
_serializationBlacklist (data in Object)
_unhash (staticmethod in Vector2)
_updateSparseMap (method in Level)
A
a (data in Color4)
abstract (data in Action)
act (method in Controller)
Action (class in )
action (data in ActionDecision)
(data in ActionMessage)
ActionDecision (class in )
ActionMessage (class in )
Actor (class in )
actor (data in ActionMessage)
(data in Decision)
actors (data in MapBuilder)
(data in Senses)
,
[1]
ActorStorage (class in )
actorStorage (data in Level)
add (method in Scheduler)
(method in SparseArray)
(method in StatusEffects)
addActor (data in SpectrumAttachable)
(method in ActorStorage)
addItem (method in Inventory)
addMessage (staticmethod in Log)
addMessageSensed (staticmethod in Log)
addPadding (method in MapBuilder)
addRelationship (method in Entity)
addSystem (method in Level)
(method in SystemManager)
adopt (method in Object)
afterAction (method in System)
(method in SystemManager)
afterOpacityChanged (method in System)
(method in SystemManager)
allowedMovetypes (data in ColliderOptions)
area (method in Rectangle)
assertType (staticmethod in Object)
assignNextAvailableMovetype (staticmethod in Collision)
at (method in Query)
audiodisconnected (method in GameState)
,
[1]
B
b (data in Color4)
background (data in Drawable)
(data in DrawableOptions)
beforeAction (method in System)
(method in SystemManager)
beforeMove (method in System)
(method in SystemManager)
behaviorOwner (data in IBehavior)
BitmaskBuffer (class in )
BLACK (data in Color4)
blackboard (data in Controller)
blit (method in MapBuilder)
BLUE (data in Color4)
BooleanBuffer (class in )
buffer (data in BitmaskBuffer)
(data in BooleanBuffer)
build (method in MapBuilder)
C
Camera (class in )
camera (data in Display)
canAddItem (method in Inventory)
canPerform (method in Action)
(method in Level)
canRemoveQuantity (method in Inventory)
cardinal (data in FOV.Quadrant)
carrier (data in RNG)
cascade (data in CascadingBitmaskBuffer)
CascadingBitmaskBuffer (class in )
categories (data in DropTable)
Cell (class in )
cells (data in Display)
(data in Senses)
,
[1]
cellSize (data in Display)
center (method in Rectangle)
centerOn (method in Camera)
chance (data in DropTableCategory)
char (data in DrawableOptions)
checkBitmaskOverlap (staticmethod in Collision)
checkRequirements (method in Component)
children (data in BehaviorTree.Root)
(data in BehaviorTree.Selector)
(data in BehaviorTree.Sequence)
clamp (method in Color4)
className (data in Object)
clear (method in BitmaskBuffer)
(method in BooleanBuffer)
(method in Display)
(method in Keybinding)
(method in Queue)
(method in SparseArray)
clone (method in RNG)
Collider (class in )
ColliderOptions (class in )
Collision (class in )
color (data in Drawable)
(data in DrawableOptions)
Color4 (class in )
Component (class in )
componentCache (data in Entity)
components (data in Entity)
compose (method in Color4)
(method in Vector2)
computeFOV (method in Level)
(staticmethod in SightSystem)
Conditional (class in BehaviorTree)
conditionFunc (data in BehaviorTree.Conditional)
contains (method in Queue)
(method in Rectangle)
(method in SparseMap)
Controller (class in )
copy (method in Color4)
(method in Rectangle)
(method in Vector2)
cost (data in Path)
count (method in SparseMap)
countCell (method in SparseMap)
createBitmaskFromMovetypes (staticmethod in Collision)
currentQueue (data in SimpleScheduler)
CYAN (data in Color4)
D
DARKGRAY (data in Color4)
debug (data in SpectrumAttachable)
(staticmethod in Logger)
DebugMessage (class in )
debugPrint (method in SparseArray)
debugYield (method in Level)
Decision (class in )
decision (data in LevelState)
decompose (method in Color4)
(method in Vector2)
denominator (data in FOV.Fraction)
depth (data in FOV.Row)
deserialize (staticmethod in Object)
directorydropped (method in GameState)
,
[1]
Display (class in )
display (data in LevelState)
displayrotated (method in GameState)
,
[1]
distance (method in Vector2)
distanceChebyshev (method in Vector2)
distanceManhattan (method in Vector2)
DOWN (data in Vector2)
DOWN_LEFT (data in Vector2)
DOWN_RIGHT (data in Vector2)
draw (method in Display)
(method in GameState)
,
[1]
Drawable (class in )
DrawableOptions (class in )
drawByIndex (method in SpriteAtlas)
drawByName (method in SpriteAtlas)
drawDrawable (method in Display)
drawEllipse (method in MapBuilder)
drawLine (method in MapBuilder)
drawPolygon (method in MapBuilder)
drawRectangle (method in MapBuilder)
Drop (class in )
dropbegan (method in GameState)
,
[1]
dropcompleted (method in GameState)
,
[1]
dropmoved (method in GameState)
,
[1]
DropTable (class in )
DropTableCategory (class in )
DropTableWeightedOption (class in )
E
each (method in Query)
(method in SparseMap)
eachCell (data in SpectrumAttachable)
eachFor (method in SparseMap)
eachTile (method in FOV.Row)
emit (method in GameStateManager)
empty (method in Queue)
(method in Scheduler)
enabled (data in Logger)
endSlope (data in FOV.Row)
ensure (method in Entity)
enter (method in GameStateManager)
Entity (class in )
entries (data in DropTableCategory)
entry (data in DropTableCategory)
(data in DropTableWeightedOption)
equals (method in Vector2)
error (staticmethod in Logger)
errorhandler (method in GameState)
,
[1]
exclusive (data in Relationship)
(data in Senses)
,
[1]
expect (method in Entity)
expectPosition (method in Actor)
explored (data in Senses)
,
[1]
exploredStorage (data in Senses)
,
[1]
exposesd (method in GameState)
,
[1]
extend (method in Object)
F
filedropped (method in GameState)
,
[1]
filter (method in Target)
findPath (method in Level)
first (data in Queue)
(method in Query)
fitWindowToTerminal (method in Display)
floor (method in Vector2)
focus (method in GameState)
,
[1]
fov (data in Sight)
Fraction (class in FOV)
fromASCIIGrid (staticmethod in SpriteAtlas)
fromAtlased (staticmethod in SpriteAtlas)
fromComponents (staticmethod in Actor)
(staticmethod in Cell)
fromGrid (staticmethod in SpriteAtlas)
fromHex (staticmethod in Color4)
G
g (data in Color4)
gamepadaxis (method in GameState)
,
[1]
gamepadpressed (method in GameState)
,
[1]
gamepadreleased (method in GameState)
,
[1]
GameState (class in )
,
[1]
GameStateManager (class in )
gather (method in Query)
generateInverse (method in Relationship)
(method in Senses)
,
[1]
generateSymmetric (method in Relationship)
(method in Senses)
,
[1]
geometer (data in LevelState)
get (method in BooleanBuffer)
(method in Entity)
(method in SparseArray)
(method in SparseMap)
(staticmethod in Name)
getActions (method in Actor)
getActorCell (method in Level)
getActorModifiers (staticmethod in StatusEffects)
getAllActorIDs (method in ActorStorage)
getAllActors (method in ActorStorage)
getAOE (method in Level)
getBase (method in Component)
(method in Relationship)
getBit (method in BitmaskBuffer)
getByHash (method in SparseMap)
getCascadeLevel (method in CascadingBitmaskBuffer)
getCell (data in SpectrumAttachable)
getCellOpaque (method in Level)
(method in Map)
getCellPassable (method in Level)
(method in Map)
getCellPassableByActor (method in Level)
getCellUnderMouse (method in Display)
(method in LevelState)
getCenterOffset (method in Display)
getCollisionMask (method in Cell)
getComponentCache (method in ActorStorage)
getComponentCount (method in ActorStorage)
getCurrentActor (method in LevelState)
getDrops (method in DropTable)
getHeight (method in Rectangle)
getID (method in ActorStorage)
(method in Level)
getIndex (method in BitmaskBuffer)
(method in BooleanBuffer)
getInstance (method in StatusEffects)
getManager (method in GameState)
,
[1]
getMask (method in BitmaskBuffer)
(method in CascadingBitmaskBuffer)
(method in Collider)
getModifiers (method in StatusEffects)
(method in StatusEffectsInstance)
getMovetypeByName (staticmethod in Collision)
getMovetypeName (staticmethod in Collision)
getName (method in Entity)
getNormal (method in RNG)
getNumTargets (method in Action)
getOpacityCache (method in Level)
getPath (method in Path)
getPercentage (method in RNG)
getPosition (method in Actor)
(method in Camera)
getQuad (method in Display)
getQuadByIndex (method in SpriteAtlas)
getQuadByName (method in SpriteAtlas)
getRange (method in Actor)
(method in Vector2)
getRangeVec (method in Actor)
getRelationships (method in Entity)
getRequirements (method in Component)
(method in System)
getSeed (method in RNG)
getSenses (method in LevelState)
getSize (data in SpectrumAttachable)
(method in Collider)
getSoftRequirements (method in System)
getSparseMap (method in ActorStorage)
getStack (method in Inventory)
getState (method in RNG)
getSystem (method in Level)
(method in SystemManager)
getTarget (method in Action)
getTargetObject (method in Action)
getTotalCost (method in Path)
getUniform (method in RNG)
getUniformInt (method in RNG)
getVector (method in Position)
getVolume (method in Item)
getWeight (method in Item)
getWeightedValue (method in RNG)
getWidth (method in Rectangle)
give (method in Entity)
GREEN (data in Color4)
H
h (data in BitmaskBuffer)
(data in BooleanBuffer)
handleMessage (method in LevelState)
has (method in Entity)
(method in Scheduler)
(method in SparseMap)
hasActor (method in ActorStorage)
(method in Level)
hash (method in Vector2)
hasItem (method in Inventory)
hasRelationship (method in Entity)
hasRequisiteComponents (method in Action)
hasTarget (method in Action)
height (data in CascadingBitmaskBuffer)
(data in Display)
(data in Rectangle)
hint (data in Target)
hook (method in GameStateManager)
I
IBehavior (class in )
image (data in SpriteAtlas)
inBounds (data in SpectrumAttachable)
index (data in Drawable)
info (staticmethod in Logger)
inInventory (method in InventoryTarget)
init (staticmethod in Logger)
initialize (method in Actor)
(method in System)
(method in SystemManager)
initialValue (data in MapBuilder)
inLevel (data in Target)
insert (method in SparseMap)
insertSparseMapEntries (method in ActorStorage)
Instance (data in StatusEffects)
instanceOf (method in Object)
instances (data in StatusEffects)
intersects (method in Rectangle)
Inventory (class in )
inventory (data in Inventory)
InventoryTarget (class in )
IQueryable (class in )
is (method in Object)
isAbstract (method in Action)
isInBounds (method in Map)
isInstance (method in Object)
isPrototype (method in Target)
isReaction (method in Action)
isType (method in Target)
Item (class in )
iter (method in Query)
iterLast (method in Log)
J
joystickadded (method in GameState)
,
[1]
joystickaxis (method in GameState)
,
[1]
joystickhat (method in GameState)
,
[1]
joystickpressed (method in GameState)
,
[1]
joystickreleased (method in GameState)
,
[1]
joystickremoved (method in GameState)
,
[1]
joysticksensorupdated (method in GameState)
,
[1]
K
Keybinding (class in )
keymap (data in Keybinding)
keypressed (method in GameState)
,
[1]
(method in Keybinding)
keyreleased (method in GameState)
,
[1]
L
last (data in Queue)
layer (data in Drawable)
(data in DrawableOptions)
LEFT (data in Vector2)
length (method in Path)
(method in Vector2)
lerp (method in Color4)
(method in Vector2)
Level (class in )
level (data in Actor)
(data in LevelState)
(data in Logger)
LevelState (class in )
LIGHTGRAY (data in Color4)
limitCount (data in Inventory)
limitVolume (data in Inventory)
limitWeight (data in Inventory)
list (data in SparseMap)
load (method in GameState)
,
[1]
localechanged (method in GameState)
,
[1]
Log (class in )
Logger (class in )
los (method in Target)
lower (staticmethod in Name)
lowmemory (method in GameState)
,
[1]
M
MAGENTA (data in Color4)
manager (data in GameState)
,
[1]
Map (class in )
map (data in Level)
(data in SparseMap)
MapBuilder (class in )
max (method in Rectangle)
maxCascadeLevel (data in CascadingBitmaskBuffer)
merge (method in ActorStorage)
Message (class in )
message (data in DebugMessage)
(data in LevelState)
messageLimit (data in Log)
messages (data in Log)
min (method in Rectangle)
mixin (method in Object)
Modifier (data in StatusEffects)
modifierMap (data in StatusEffects)
(data in StatusEffectsInstance)
modifiers (data in StatusEffectsInstance)
(data in StatusEffectsInstanceOptions)
mousefocus (method in GameState)
,
[1]
mousemoved (method in GameState)
,
[1]
mousepressed (method in GameState)
,
[1]
mousereleased (method in GameState)
,
[1]
move (method in Camera)
moveActor (method in Level)
moveCamera (method in Display)
movetypeNames (data in Collision)
MOVETYPES (data in Collision)
multipleStacks (data in Inventory)
N
Name (class in )
name (data in Name)
(data in SensesSystem)
neighborhood4 (data in Vector2)
neighborhood8 (data in Vector2)
next (method in FOV.Row)
(method in Scheduler)
nextQueue (data in SimpleScheduler)
Node (class in BehaviorTree)
node (data in BehaviorTree.Succeeder)
numerator (data in FOV.Fraction)
O
Object (class in )
occluded (method in GameState)
,
[1]
onActorAdded (method in System)
(method in SystemManager)
onActorRemoved (method in System)
(method in SystemManager)
onDeserialize (method in ActorStorage)
(method in Level)
(method in Map)
onlyFile (data in Logger)
onMove (method in System)
(method in SystemManager)
onSenses (method in SightSystem)
onTick (method in System)
(method in SystemManager)
onTurn (method in System)
(method in SystemManager)
onTurnEnd (method in System)
(method in SystemManager)
onYield (method in System)
(method in SystemManager)
opacityCache (data in Map)
Opaque (class in )
optional (method in Target)
outFile (data in Logger)
outsideInventory (method in InventoryTarget)
outsideLevel (method in Target)
owner (data in Action)
(data in Component)
(data in Relationship)
(data in System)
(data in SystemManager)
ox (data in FOV.Quadrant)
oy (data in FOV.Quadrant)
P
pairs (method in SparseArray)
(method in StatusEffects)
passableCache (data in Map)
PassableCallback (alias in )
Path (class in )
path (data in Path)
pause (method in GameState)
,
[1]
peek (method in Queue)
perform (method in Action)
(method in Level)
Pickup (class in )
PlayerController (class in )
pop (method in Camera)
(method in Display)
(method in GameStateManager)
(method in Path)
(method in Queue)
popBack (method in Path)
Position (class in )
position (data in Camera)
(data in Rectangle)
postInitialize (method in System)
(method in SystemManager)
prettyprint (staticmethod in Object)
prism.actions (data in prism)
prism.actors (data in prism)
prism.advanceCoroutine (function in prism)
prism.Bresenham (function in prism)
prism.cells (data in prism)
prism.components (data in prism)
prism.decisions (data in prism)
prism.Ellipse (function in prism)
prism.loadModule (function in prism)
prism.messages (data in prism)
prism.registerActor (function in prism)
prism.registerCell (function in prism)
prism.registerTarget (function in prism)
prism.systems (data in prism)
prism.targets (data in prism)
prism.turn (function in prism)
push (method in Camera)
(method in Display)
(method in GameStateManager)
(method in Queue)
pushed (data in Display)
put (method in Display)
putBG (method in Display)
putDrawable (method in Display)
putFilledRect (method in Display)
putLevel (method in Display)
putLine (method in Display)
putRect (method in Display)
putSenses (method in Display)
putString (method in Display)
Q
Quadrant (class in FOV)
quadsByIndex (data in SpriteAtlas)
quadsByName (data in SpriteAtlas)
quantity (data in DropTableCategory)
(data in DropTableWeightedOption)
Query (class in )
query (data in IQueryable)
Queue (class in )
queue (data in Queue)
quit (method in GameState)
,
[1]
R
r (data in Color4)
random (method in RNG)
randomseed (data in RNG)
range (data in Sight)
(method in Target)
reaction (data in Action)
Rectangle (class in )
RED (data in Color4)
registeredMovetypes (data in Collision)
registerMovetype (staticmethod in Collision)
related (method in Target)
Relationship (class in )
relationship (method in Query)
relationshipInfo (data in Query)
relationships (data in Entity)
Remembered (class in )
remembered (data in Senses)
,
[1]
rememberedStorage (data in Senses)
,
[1]
remove (method in Entity)
(method in Queue)
(method in Scheduler)
(method in SparseArray)
(method in SparseMap)
(method in StatusEffects)
removeActor (data in SpectrumAttachable)
(method in ActorStorage)
removeAll (method in SparseMap)
removeAllRelationships (method in Entity)
removeItem (method in Inventory)
removeQuantity (method in Inventory)
removeRelationship (method in Entity)
removeSparseMapEntries (method in ActorStorage)
reqcomponents (data in Target)
requiredComponents (data in Action)
requirements (data in Component)
(data in System)
resetFile (data in Logger)
resize (method in GameState)
,
[1]
resume (method in GameState)
,
[1]
RIGHT (data in Vector2)
RNG (class in )
(data in Level)
Root (class in BehaviorTree)
rotateClockwise (method in Vector2)
rotation (data in Camera)
roundCount (data in SimpleScheduler)
roundTiesDown (staticmethod in FOV.Row)
roundTiesUp (staticmethod in FOV.Row)
Row (class in FOV)
run (data in IBehavior)
(method in GameState)
,
[1]
(method in Level)
S
scale (data in Camera)
scaleAroundPoint (method in Camera)
Scheduler (class in )
schema (data in Keybinding)
seed (data in RNG)
SeenBy (class in )
Sees (class in )
Selector (class in BehaviorTree)
sensed (method in Target)
SensedBy (class in )
Senses (class in )
,
[1]
SensesSystem (class in )
sensorupdated (method in GameState)
,
[1]
Sequence (class in BehaviorTree)
serializationBlacklist (data in Object)
serialize (staticmethod in Object)
set (method in BooleanBuffer)
(method in Keybinding)
setAction (method in ActionDecision)
setBit (method in BitmaskBuffer)
setCallbacks (method in ActorStorage)
setCamera (method in Display)
setCell (data in SpectrumAttachable)
setHint (method in Target)
setMask (method in BitmaskBuffer)
(method in CascadingBitmaskBuffer)
setOptions (staticmethod in Logger)
setPosition (method in Camera)
setRotation (method in Camera)
setScale (method in Camera)
setSeed (method in RNG)
setState (method in RNG)
shouldAdvance (method in LevelState)
Sight (class in )
SightSystem (class in )
SimpleScheduler (class in )
singleton (data in StatusEffectsInstance)
size (data in ColliderOptions)
(data in Drawable)
(data in DrawableOptions)
(method in Queue)
softRequirements (data in System)
SparseArray (class in )
SparseMap (class in )
SpectrumAttachable (class in )
split (method in Item)
SpriteAtlas (class in )
spriteAtlas (data in Display)
stack (method in Item)
stackable (data in Item)
stackCount (data in Item)
stackLimit (data in Item)
stacklimit (data in Item)
startSlope (data in FOV.Row)
state0 (data in RNG)
state1 (data in RNG)
state2 (data in RNG)
StatusEffects (class in )
StatusEffectsInstance (class in )
StatusEffectsInstanceOptions (class in )
StatusEffectsModifier (class in )
step (method in Level)
storage (data in Query)
Succeeder (class in BehaviorTree)
swapQueues (method in SimpleScheduler)
System (class in )
SystemManager (class in )
systems (data in SystemManager)
T
Target (class in )
target (data in Relationship)
(data in Senses)
,
[1]
(method in Query)
targetObjects (data in Action)
targets (data in Action)
targetValidator (staticmethod in Query)
textedited (method in GameState)
,
[1]
textinput (method in GameState)
,
[1]
threaderror (method in GameState)
,
[1]
time (data in LevelState)
timestamp (method in Scheduler)
toCorners (method in Rectangle)
tonumber (method in FOV.Fraction)
totalCostAt (method in Path)
totalCount (data in Inventory)
totalVolume (data in Inventory)
totalWeight (data in Inventory)
touchmoved (method in GameState)
,
[1]
touchpressed (method in GameState)
,
[1]
touchreleased (method in GameState)
,
[1]
toWorldSpace (method in Camera)
trace (staticmethod in Logger)
transform (method in FOV.Quadrant)
transformMousePosition (method in LevelState)
TRANSPARENT (data in Color4)
trigger (method in Level)
(method in SystemManager)
triggerRebuild (method in SensesSystem)
trim (method in Path)
tryPerform (method in Level)
trySetAction (method in ActionDecision)
type (data in Target)
U
unhash (staticmethod in Vector2)
union (method in Rectangle)
unique (method in Target)
unknown (data in Senses)
,
[1]
unload (method in GameState)
,
[1]
UP (data in Vector2)
UP_LEFT (data in Vector2)
UP_RIGHT (data in Vector2)
update (method in GameState)
,
[1]
updateCaches (method in Level)
(method in Map)
updateComponentCache (method in ActorStorage)
updateCoroutine (data in LevelState)
updateDecision (method in LevelState)
updateLimits (method in Inventory)
updateSeenActors (method in SightSystem)
upper (staticmethod in Name)
useColor (data in Logger)
V
validate (method in Target)
validateResponse (method in Decision)
validateTarget (method in Action)
validators (data in Target)
Vector2 (class in )
visible (method in GameState)
,
[1]
W
w (data in BitmaskBuffer)
(data in BooleanBuffer)
warn (staticmethod in Logger)
weight (data in DropTableWeightedOption)
weights (data in DropTable)
wheelmoved (method in GameState)
,
[1]
WHITE (data in Color4)
width (data in CascadingBitmaskBuffer)
(data in Display)
(data in Rectangle)
with (method in Query)
(method in Target)
X
x (data in Vector2)
Y
y (data in Vector2)
YELLOW (data in Color4)
yield (method in Level)
Z
ZERO (data in Vector2)
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Navigation
Installation
Architecture primer
Conventions
How-tos
Object registration
Queries
Collision
Targets
Making a roguelike
Getting started
Taking flight
Starting fights
Taking licks
Writing things down
Losing the game
Carving out caverns
Descending into the depths
Creating continuity
Packing your bags
Having a snack
Stashing treasure
Brewing potions
Zapping wands
Explainers
The game loop
Reference
Prism
Spectrum
Extra
Related Topics
Documentation overview