Actions

This module handles mapping a string input to an action function

Actions
Static Members
▸ action(selection, uniqueDesignation, totalActions, msg, userID)

Utils

This module handles various utility functions

Utils
Static Members
▸ createButtonSet(uniqueDesignation)
▸ populateControlPanel(uniqueDesignation)
▸ getArmor(armorName)

Game

This module handles primary game logic

Game
Static Members
▸ wrap(m, n)
▸ findFace(current, direction, amount)
▸ faceToDirection(face)
▸ getShooterPositionModifier(position)
▸ getTargetModifiers(target)
▸ findNeighbor(currentCoords, facing, neighbor)
▸ getUnitsInRadius(coords, range)
▸ face1LeftMoving(uniqueDesignation)
▸ takeCover(uniqueDesignation, totalActions)
▸ aiming(uniqueDesignation, totalActions, msg, userID)
▸ applyDamage(uniqueDesignation, damage)
▸ checkMedicalAid(unit, dt, aid)
▸ medicalAid(uniqueDesignation, totalActions, msg, userID)
▸ checkIncapacitated(unit, newPD)
▸ moveToHex(uniqueDesignation, totalActions, msg, userID)
▸ toStanding(uniqueDesignation, totalActions, msg, userID)
▸ toKneeling(uniqueDesignation, totalActions, msg, userID)
▸ toProne(uniqueDesignation, totalActions, msg, userID)
▸ face1RightMoving(uniqueDesignation)
▸ runningForward(uniqueDesignation, totalActions, msg, userID)
▸ runningBackward(uniqueDesignation, totalActions, msg, userID)
▸ crawlingForward(uniqueDesignation, totalActions, msg, userID)
▸ crawlingBackward(uniqueDesignation, totalActions, msg, userID)
▸ crouchingForward(uniqueDesignation, totalActions, msg, userID)
▸ crouchingBackward(uniqueDesignation, totalActions, msg, userID)
▸ face1LeftImmobile(uniqueDesignation, totalActions, msg, userID)
▸ face1RightImmobile(uniqueDesignation, totalActions, msg, userID)
▸ face2LeftImmobile(uniqueDesignation, totalActions, msg, userID)
▸ face2RightImmobile(uniqueDesignation, totalActions, msg, userID)
▸ assumeFiringStance(uniqueDesignation, totalActions, msg, userID)

Tables

This module handles table lookups

Tables
Static Members
▸ autoFire(rof, range)
▸ oddsOfHitting(accuracy, range)
▸ getIndexOfRange(distance)
▸ getPenetrationLine(armorProtectionFactor, weaponPenetration)
▸ glancingRoll(penLine)
▸ getHitLocation(damageType, weaponDC, cover)
▸ hitResult(armor, weapon, cover, weapon-null)

Listeners

This module handles all event listeners

Listeners

Config

Configuration file for setting up the map, document, and database connection

Config

Unit

This module handles creating, controlling, and updating units

Unit
Static Members
▸ create(hex, sidc, options)
▸ distanceBetweenUnits(sourceName, targetName, targetName-null)
▸ removeUnitById(uniqueDesignation)
▸ getUnitCoords(uniqueDesignation)
▸ getUnitHex(uniqueDesignation)
▸ setUnitCoords(hex, uniqueDesignation)
▸ createSymbolContainer(uniqueDesignation)
▸ positionUnit(hex, unit)
▸ animateUnitToHex(point, uniqueDesignation)
▸ changeFacing(face, uniqueDesignation)
▸ update(updates, uniqueDesignation)
▸ toggleHexSelection(hex)

Timer

This module handles game time in increments of phase and impulse

Timer
Static Members
▸ incrementTimer()
▸ calculateActionTime(combatActions, unit, time)
▸ getTimeAndUnit(uniqueDesignation)
▸ runActions()
▸ addToActionList(action)
▸ submitAction(actionName, uniqueDesignation, ca, msg, userID)

Database

This module handles database interaction and database references

Database
Static Members
▸ singleUnit(uniqueDesignation)

Map

This module handles creating the hex grid and individual hex methods

Map
Static Members
▸ getHexFromCoords(pageX, pageY)
▸ getHexFromPoint(point, point-null)
▸ coordsRange(coords, range)

Index

Index
Author: Matthew Butler <matthewtbutler@gmail.com> The main entry point of the application