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Class Game_Player


Game_Player

The game object declare class for the player. It contains event starting determinants and map scrolling functions.

class

Game_Player

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 _dashing

_dashing: boolean

Protected _direction

_direction: number

Protected _directionFix

_directionFix: boolean

Protected _encounterCount

_encounterCount: number

Protected _fadeType

_fadeType: number

Protected _followers

_followers: Game_Followers

Protected _isObjectCharacter

_isObjectCharacter: boolean

Protected _jumpCount

_jumpCount: number

Protected _jumpPeak

_jumpPeak: number

Protected _moveFrequency

_moveFrequency: number

Protected _moveRoute

_moveRoute: MoveRoute

Protected _moveRouteForcing

_moveRouteForcing: boolean

Protected _moveRouteIndex

_moveRouteIndex: number

Protected _moveSpeed

_moveSpeed: number

Protected _movementSuccess

_movementSuccess: boolean

Protected _needsMapReload

_needsMapReload: boolean

Protected _newDirection

_newDirection: number

Protected _newMapId

_newMapId: number

Protected _newX

_newX: number

Protected _newY

_newY: number

Protected _opacity

_opacity: number

Protected _originalMoveRoute

_originalMoveRoute: MoveRoute

Protected _originalMoveRouteIndex

_originalMoveRouteIndex: 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 _transferring

_transferring: boolean

Protected _transparent

_transparent: boolean

Protected _vehicleGettingOff

_vehicleGettingOff: boolean

Protected _vehicleGettingOn

_vehicleGettingOn: boolean

Protected _vehicleType

_vehicleType: string

Protected _waitCount

_waitCount: number

Protected _walkAnime

_walkAnime: boolean

Protected _x

_x: number

Protected _y

_y: number

x

x: number

[read-only]

y

y: number

[read-only]

Static ROUTE_CHANGE_BLEND_MODE

ROUTE_CHANGE_BLEND_MODE: number

Static ROUTE_CHANGE_FREQ

ROUTE_CHANGE_FREQ: number

Static ROUTE_CHANGE_IMAGE

ROUTE_CHANGE_IMAGE: number

Static ROUTE_CHANGE_OPACITY

ROUTE_CHANGE_OPACITY: number

Static ROUTE_CHANGE_SPEED

ROUTE_CHANGE_SPEED: number

Static ROUTE_DIR_FIX_OFF

ROUTE_DIR_FIX_OFF: number

Static ROUTE_DIR_FIX_ON

ROUTE_DIR_FIX_ON: number

Static ROUTE_END

ROUTE_END: number

Static ROUTE_JUMP

ROUTE_JUMP: number

Static ROUTE_MOVE_AWAY

ROUTE_MOVE_AWAY: number

Static ROUTE_MOVE_BACKWARD

ROUTE_MOVE_BACKWARD: number

Static ROUTE_MOVE_DOWN

ROUTE_MOVE_DOWN: number

Static ROUTE_MOVE_FORWARD

ROUTE_MOVE_FORWARD: number

Static ROUTE_MOVE_LEFT

ROUTE_MOVE_LEFT: number

Static ROUTE_MOVE_LOWER_L

ROUTE_MOVE_LOWER_L: number

Static ROUTE_MOVE_LOWER_R

ROUTE_MOVE_LOWER_R: number

Static ROUTE_MOVE_RANDOM

ROUTE_MOVE_RANDOM: number

Static ROUTE_MOVE_RIGHT

ROUTE_MOVE_RIGHT: number

Static ROUTE_MOVE_TOWARD

ROUTE_MOVE_TOWARD: number

Static ROUTE_MOVE_UP

ROUTE_MOVE_UP: number

Static ROUTE_MOVE_UPPER_L

ROUTE_MOVE_UPPER_L: number

Static ROUTE_MOVE_UPPER_R

ROUTE_MOVE_UPPER_R: number

Static ROUTE_PLAY_SE

ROUTE_PLAY_SE: number

Static ROUTE_SCRIPT

ROUTE_SCRIPT: number

Static ROUTE_STEP_ANIME_OFF

ROUTE_STEP_ANIME_OFF: number

Static ROUTE_STEP_ANIME_ON

ROUTE_STEP_ANIME_ON: number

Static ROUTE_SWITCH_OFF

ROUTE_SWITCH_OFF: number

Static ROUTE_SWITCH_ON

ROUTE_SWITCH_ON: number

Static ROUTE_THROUGH_OFF

ROUTE_THROUGH_OFF: number

Static ROUTE_THROUGH_ON

ROUTE_THROUGH_ON: number

Static ROUTE_TRANSPARENT_OFF

ROUTE_TRANSPARENT_OFF: number

Static ROUTE_TRANSPARENT_ON

ROUTE_TRANSPARENT_ON: number

Static ROUTE_TURN_180D

ROUTE_TURN_180D: number

Static ROUTE_TURN_90D_L

ROUTE_TURN_90D_L: number

Static ROUTE_TURN_90D_R

ROUTE_TURN_90D_R: number

Static ROUTE_TURN_90D_R_L

ROUTE_TURN_90D_R_L: number

Static ROUTE_TURN_AWAY

ROUTE_TURN_AWAY: number

Static ROUTE_TURN_DOWN

ROUTE_TURN_DOWN: number

Static ROUTE_TURN_LEFT

ROUTE_TURN_LEFT: number

Static ROUTE_TURN_RANDOM

ROUTE_TURN_RANDOM: number

Static ROUTE_TURN_RIGHT

ROUTE_TURN_RIGHT: number

Static ROUTE_TURN_TOWARD

ROUTE_TURN_TOWARD: number

Static ROUTE_TURN_UP

ROUTE_TURN_UP: number

Static ROUTE_WAIT

ROUTE_WAIT: number

Static ROUTE_WALK_ANIME_OFF

ROUTE_WALK_ANIME_OFF: number

Static ROUTE_WALK_ANIME_ON

ROUTE_WALK_ANIME_ON: number

Methods

advanceMoveRouteIndex

  • advanceMoveRouteIndex(): void

animationId

  • animationId(): number

animationWait

  • animationWait(): number

areFollowersGathered

  • areFollowersGathered(): boolean

areFollowersGathering

  • areFollowersGathering(): boolean

balloonId

  • balloonId(): number

blendMode

  • blendMode(): number

bushDepth

  • bushDepth(): number

canEncounter

  • canEncounter(): boolean

canMove

  • canMove(): boolean

canPass

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

canPassDiagonally

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

canStartLocalEvents

  • canStartLocalEvents(): boolean

center

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

centerX

  • centerX(): number

centerY

  • centerY(): number

characterIndex

  • characterIndex(): number

characterName

  • characterName(): string

checkEventTriggerHere

  • checkEventTriggerHere(triggers: Array<number>): void

checkEventTriggerThere

  • checkEventTriggerThere(triggers: Array<number>): void

checkEventTriggerTouch

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

checkEventTriggerTouchFront

  • checkEventTriggerTouchFront(d: number): void

checkStop

  • checkStop(threshold: number): boolean

clearTransferInfo

  • clearTransferInfo(): void

copyPosition

deltaXFrom

  • deltaXFrom(x: number): number

deltaYFrom

  • deltaYFrom(y: number): number

direction

  • direction(): number

distancePerFrame

  • distancePerFrame(): number

encounterProgressValue

  • encounterProgressValue(): number

endAnimation

  • endAnimation(): void

endBalloon

  • endBalloon(): void

executeEncounter

  • executeEncounter(): boolean

executeMove

  • executeMove(direction: number): void

fadeType

  • fadeType(): number

findDirectionTo

  • findDirectionTo(goalX: number, goalY: number): number

followers

forceMoveForward

  • forceMoveForward(): void

forceMoveRoute

gatherFollowers

  • gatherFollowers(): void

getInputDirection

  • getInputDirection(): number

getOffVehicle

  • getOffVehicle(): boolean

getOnOffVehicle

  • getOnOffVehicle(): boolean

getOnVehicle

  • getOnVehicle(): boolean

hasStepAnime

  • hasStepAnime(): boolean

hasWalkAnime

  • hasWalkAnime(): boolean

hideFollowers

  • hideFollowers(): void

increaseSteps

  • increaseSteps(): void

initMembers

  • initMembers(): void

isAnimationPlaying

  • isAnimationPlaying(): boolean

isBalloonPlaying

  • isBalloonPlaying(): boolean

isCollided

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

isCollidedWithCharacters

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

isCollidedWithEvents

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

isCollidedWithVehicles

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

isDashButtonPressed

  • isDashButtonPressed(): boolean

isDashRing

  • isDashRing(): boolean

isDashing

  • isDashing(): boolean

isDebugThrough

  • isDebugThrough(): boolean

isDirectionFixed

  • isDirectionFixed(): boolean

isInAirship

  • isInAirship(): boolean

isInBoat

  • isInBoat(): boolean

isInShip

  • isInShip(): boolean

isInVehicle

  • isInVehicle(): boolean

isJumping

  • isJumping(): boolean

isMapPassable

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

isMoveRouteForcing

  • isMoveRouteForcing(): boolean

isMovementSucceeded

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

isMoving

  • isMoving(): boolean

isNearTheScreen

  • isNearTheScreen(): boolean

isNormal

  • isNormal(): boolean

isNormalPriority

  • isNormalPriority(): boolean

isObjectCharacter

  • isObjectCharacter(): boolean

isOnBush

  • isOnBush(): boolean

isOnDamageFloor

  • isOnDamageFloor(): boolean

isOnLadder

  • isOnLadder(): boolean

isOriginalPattern

  • isOriginalPattern(): boolean

isStopping

  • isStopping(): boolean

isThrough

  • isThrough(): boolean

isTile

  • isTile(): boolean

isTransferring

  • isTransferring(): boolean

isTransparent

  • isTransparent(): boolean

jump

  • jump(xPlus: number, yPlus: number): void
  • Has the player jump in the given direction at the specified x and y coordinate. This x and y will be added to the player's current position.

    memberof

    Game_Player

    Parameters

    • xPlus: number
    • yPlus: number

    Returns void

jumpHeight

  • jumpHeight(): number

locate

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

makeEncounterCount

  • makeEncounterCount(): void

makeEncounterTroopId

  • makeEncounterTroopId(): number

maxPattern

  • maxPattern(): number

meetsEncounterConditions

  • meetsEncounterConditions(encounter: Encounter): boolean

memorizeMoveRoute

  • memorizeMoveRoute(): void

moveAwayFromCharacter

moveAwayFromPlayer

  • moveAwayFromPlayer(): void

moveBackward

  • moveBackward(): void

moveByInput

  • moveByInput(): void

moveDiagonally

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

moveForward

  • moveForward(): void

moveFrequency

  • moveFrequency(): number

moveRandom

  • moveRandom(): void

moveSpeed

  • moveSpeed(): number

moveStraight

  • moveStraight(d: number): void

moveTowardCharacter

moveTowardPlayer

  • moveTowardPlayer(): void

newMapId

  • newMapId(): number

opacity

  • opacity(): number

pattern

  • pattern(): number

performTransfer

  • performTransfer(): void

pos

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

posNt

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

processMoveCommand

processRouteEnd

  • processRouteEnd(): void

realMoveSpeed

  • realMoveSpeed(): number

refresh

  • refresh(): void

refreshBushDepth

  • refreshBushDepth(): void

regionId

  • regionId(): number

requestAnimation

  • requestAnimation(animationId: number): void

requestBalloon

  • requestBalloon(balloonId: number): void

requestMapReload

  • requestMapReload(): void

reserveTransfer

  • reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void
  • Reserves a transfer of the player to the specified map, at the given x and y coordinates, facing the given direction (d). Using a specific fade.

    memberof

    Game_Player

    Parameters

    • mapId: number
    • x: number
    • y: number
    • Optional d: number
    • Optional fadeType: number

    Returns void

resetPattern

  • resetPattern(): void

resetStopCount

  • resetStopCount(): void

restoreMoveRoute

  • restoreMoveRoute(): void

reverseDir

  • reverseDir(d: number): number

screenX

  • screenX(): number

screenY

  • screenY(): number

screenZ

  • screenZ(): number

scrolledX

  • scrolledX(): number

scrolledY

  • scrolledY(): number

searchLimit

  • searchLimit(): number

setBlendMode

  • setBlendMode(blendMode: number): void

setDirection

  • setDirection(d: number): void

setDirectionFix

  • setDirectionFix(directionFix: boolean): void

setImage

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

setMoveFrequency

  • setMoveFrequency(moveFrequency: number): void

setMoveRoute

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

showFollowers

  • showFollowers(): void

startAnimation

  • startAnimation(): void

startBalloon

  • startBalloon(): void

startMapEvent

  • startMapEvent(x: number, y: number, triggers: Array<number>, normal: boolean): void
  • Has the player start a map event at the given x and y coordinates. Also passing the triggers and whether the event start is normal.

    memberof

    Game_Player

    Parameters

    • x: number
    • y: number
    • triggers: Array<number>
    • normal: boolean

    Returns void

straighten

  • straighten(): void

swap

terrainTag

  • terrainTag(): number

tileId

  • tileId(): number

triggerAction

  • triggerAction(): boolean

triggerButtonAction

  • triggerButtonAction(): boolean

triggerTouchAction

  • triggerTouchAction(): boolean

triggerTouchActionD1

  • triggerTouchActionD1(x1: number, y1: number): boolean

triggerTouchActionD2

  • triggerTouchActionD2(x2: number, y2: number): boolean

triggerTouchActionD3

  • triggerTouchActionD3(x2: number, y2: number): boolean

turn180

  • turn180(): void

turnAwayFromCharacter

turnAwayFromPlayer

  • turnAwayFromPlayer(): void

turnLeft90

  • turnLeft90(): void

turnRandom

  • turnRandom(): void

turnRight90

  • turnRight90(): void

turnRightOrLeft90

  • turnRightOrLeft90(): void

turnTowardCharacter

turnTowardPlayer

  • turnTowardPlayer(): void

update

  • update(sceneActive?: boolean): void

updateAnimation

  • updateAnimation(): void

updateAnimationCount

  • updateAnimationCount(): void

updateDashing

  • updateDashing(): void

updateEncounterCount

  • updateEncounterCount(): void

updateJump

  • updateJump(): void

updateMove

  • updateMove(): void

updateNonmoving

  • updateNonmoving(wasMoving: boolean): void

updatePattern

  • updatePattern(): void

updateRoutineMove

  • updateRoutineMove(): void

updateScroll

  • updateScroll(lastScrolledX: number, lastScrolledY: number): void

updateStop

  • updateStop(): void

updateVehicle

  • updateVehicle(): void

updateVehicleGetOff

  • updateVehicleGetOff(): void

updateVehicleGetOn

  • updateVehicleGetOn(): void

vehicle

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