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Class Game_CharacterBase


Game_CharacterBase

The superdeclare class of Game_Character. It handles basic information, such as coordinates and images, shared by all characters.

class

Game_CharacterBase

Hierarchy

Index

Properties

Methods

Properties

Protected _animationCount

_animationCount: number

Protected _animationId

_animationId: number

Protected _animationPlaying

_animationPlaying: boolean

Protected _balloonId

_balloonId: number

Protected _balloonPlaying

_balloonPlaying: boolean

Protected _blendMode

_blendMode: number

Protected _bushDepth

_bushDepth: number

Protected _characterIndex

_characterIndex: number

Protected _characterName

_characterName: string

Protected _direction

_direction: number

Protected _directionFix

_directionFix: boolean

Protected _isObjectCharacter

_isObjectCharacter: boolean

Protected _jumpCount

_jumpCount: number

Protected _jumpPeak

_jumpPeak: number

Protected _moveFrequency

_moveFrequency: number

Protected _moveSpeed

_moveSpeed: number

Protected _movementSuccess

_movementSuccess: boolean

Protected _opacity

_opacity: number

Protected _pattern

_pattern: number

Protected _priorityType

_priorityType: number

Protected _realX

_realX: number

Protected _realY

_realY: number

Protected _stepAnime

_stepAnime: boolean

Protected _stopCount

_stopCount: number

Protected _through

_through: boolean

Protected _tileId

_tileId: number

Protected _transparent

_transparent: boolean

Protected _walkAnime

_walkAnime: boolean

Protected _x

_x: number

Protected _y

_y: number

x

x: number

[read-only]

y

y: number

[read-only]

Methods

animationId

  • animationId(): number

animationWait

  • animationWait(): number

balloonId

  • balloonId(): number

blendMode

  • blendMode(): number

bushDepth

  • bushDepth(): number

canPass

  • canPass(x: number, y: number, d: number): boolean

canPassDiagonally

  • canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean

characterIndex

  • characterIndex(): number

characterName

  • characterName(): string

checkEventTriggerTouch

  • checkEventTriggerTouch(x: number, y: number): boolean

checkEventTriggerTouchFront

  • checkEventTriggerTouchFront(d: number): void

checkStop

  • checkStop(threshold: number): boolean

copyPosition

direction

  • direction(): number

distancePerFrame

  • distancePerFrame(): number

endAnimation

  • endAnimation(): void

endBalloon

  • endBalloon(): void

hasStepAnime

  • hasStepAnime(): boolean

hasWalkAnime

  • hasWalkAnime(): boolean

increaseSteps

  • increaseSteps(): void

initMembers

  • initMembers(): void

isAnimationPlaying

  • isAnimationPlaying(): boolean

isBalloonPlaying

  • isBalloonPlaying(): boolean

isCollidedWithCharacters

  • isCollidedWithCharacters(x: number, y: number): boolean

isCollidedWithEvents

  • isCollidedWithEvents(x: number, y: number): boolean

isCollidedWithVehicles

  • isCollidedWithVehicles(x: number, y: number): boolean

isDashing

  • isDashing(): boolean

isDebugThrough

  • isDebugThrough(): boolean

isDirectionFixed

  • isDirectionFixed(): boolean

isJumping

  • isJumping(): boolean

isMapPassable

  • isMapPassable(x: number, y: number, d: number): boolean

isMovementSucceeded

  • isMovementSucceeded(x: number, y: number): boolean

isMoving

  • isMoving(): boolean

isNearTheScreen

  • isNearTheScreen(): boolean

isNormalPriority

  • isNormalPriority(): boolean
  • Returns true if the character is normal priority; this means you can collide with them.

    memberof

    Game_CharacterBase

    Returns boolean

isObjectCharacter

  • isObjectCharacter(): boolean
  • Returns true if the character is an object character; these are events with character sprites.

    memberof

    Game_CharacterBase

    Returns boolean

isOnBush

  • isOnBush(): boolean

isOnLadder

  • isOnLadder(): boolean

isOriginalPattern

  • isOriginalPattern(): boolean

isStopping

  • isStopping(): boolean

isThrough

  • isThrough(): boolean

isTile

  • isTile(): boolean

isTransparent

  • isTransparent(): boolean

jump

  • jump(xPlus: number, yPlus: number): void

jumpHeight

  • jumpHeight(): number

locate

  • locate(x: number, y: number): void

maxPattern

  • maxPattern(): number

moveDiagonally

  • moveDiagonally(horz: number, vert: number): void

moveFrequency

  • moveFrequency(): number

moveSpeed

  • moveSpeed(): number

moveStraight

  • moveStraight(d: number): void

opacity

  • opacity(): number

pattern

  • pattern(): number

pos

  • pos(x: number, y: number): boolean

posNt

  • posNt(x: number, y: number): boolean

realMoveSpeed

  • realMoveSpeed(): number

refreshBushDepth

  • refreshBushDepth(): void

regionId

  • regionId(): number

requestAnimation

  • requestAnimation(animationId: number): void

requestBalloon

  • requestBalloon(balloonId: number): void

resetPattern

  • resetPattern(): void

resetStopCount

  • resetStopCount(): void

reverseDir

  • reverseDir(d: number): number

screenX

  • screenX(): number

screenY

  • screenY(): number

screenZ

  • screenZ(): number

scrolledX

  • scrolledX(): number

scrolledY

  • scrolledY(): number

setBlendMode

  • setBlendMode(blendMode: number): void
  • Sets the blend mode of the character; these are represented by numbers.

    memberof

    Game_CharacterBase

    Parameters

    • blendMode: number

    Returns void

setDirection

  • setDirection(d: number): void

setDirectionFix

  • setDirectionFix(directionFix: boolean): void
  • Sets the character to be fixed in a specified direction given a boolean value.

    memberof

    Game_CharacterBase

    Parameters

    • directionFix: boolean

    Returns void

setImage

  • setImage(characterName: string, characterIndex: number): void

setMoveFrequency

  • setMoveFrequency(moveFrequency: number): void

setMoveSpeed

  • setMoveSpeed(moveSpeed: number): void

setMovementSuccess

  • setMovementSuccess(success: boolean): void

setOpacity

  • setOpacity(opacity: number): void

setPattern

  • setPattern(pattern: number): void

setPosition

  • setPosition(x: number, y: number): void

setPriorityType

  • setPriorityType(priorityType: number): void

setStepAnime

  • setStepAnime(stepAnime: boolean): void

setThrough

  • setThrough(through: boolean): void

setTileImage

  • setTileImage(tileId: number): void

setTransparent

  • setTransparent(transparent: boolean): void

setWalkAnime

  • setWalkAnime(walkAnime: boolean): void

shiftY

  • shiftY(): number

startAnimation

  • startAnimation(): void

startBalloon

  • startBalloon(): void

straighten

  • straighten(): void

terrainTag

  • terrainTag(): number

tileId

  • tileId(): number

update

  • update(): void

updateAnimation

  • updateAnimation(): void

updateAnimationCount

  • updateAnimationCount(): void

updateJump

  • updateJump(): void

updateMove

  • updateMove(): void

updatePattern

  • updatePattern(): void

updateStop

  • updateStop(): void

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