Document listing features of AdventureJS.
features
Introduction:Features
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Extensive and fully searchable documentation
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Portability: Run your game on any web page.
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Game file bundler:
Save your game as a single HTML file for upload to itch.io or other website.
- Real time debugging Debug as you play-test
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Dual debug streams:
In-game debugging for player and
in-console debugging for
developer, with over 1,000 distinct log messages
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No compiling:
Your game code is the game file.
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Over 170 verbs, each with
distinct logic
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Handles "go to" with built-in pathfinding
using
Dijkstra's algorithm
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Handles take all and its variations:take all but A and B, take all A from B,
take all A but B from C, etc.
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Easily
enable and disable
built-in verbs
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Modify existing verbs
or write new ones
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Over 1,000 distinct responses to various player input
- Customize any built-in responses
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Customize visual styles via
inline CSS or use your own
style sheet
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Use images in text
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options for
text+graphic hybrid UI
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Verb hooks
offer numerous ways to inject custom code
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Supports
ad hoc Javascript functions
- Parser handles up to three nouns
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Built-in
goal system
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Built-in
hint system
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Built-in
scoring system
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Add
custom pronoun sets
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Set distinct person for parser and player:
1st person parser: I don't know the word foo.
2nd person player: You can't take the bar.
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Handles titles with periods, like Mrs., Dr., Ph.D.,
etc.
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Parser handles objective pronouns like him, her, it,
them
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Parser handles possessive pronouns like his, her, its, their
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Parser handles possessive nouns with apostrophes, such as
take the Adventurer's lamp
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Parser recognizes common body parts that haven't explicitly been defined
as distinct objects, such as tickle the Grue's toes
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Built-in support for
substances like water and
sand, and substance containers
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Built-in support for fungible
stacks, i.e. taking one from a
bunch
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Dynamic asset creation:
Use
game.addClass() to create new assets at runtime.
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Use the optional x|y|z coordinate system to determine reachability of
objects in the same room