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Class Scene_Battle


Scene_Battle

The scene class of the battle screen.

class

Scene_Battle

extends

{Scene_Base}

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

Properties

Protected _active

_active: boolean

Protected _actorCommandWindow

_actorCommandWindow: Window_ActorCommand

Protected _actorWindow

_actorWindow: Window_BattleActor

Protected _bounds

_bounds: Bounds

Protected _boundsID

_boundsID: number

Protected _boundsRect

_boundsRect: Rectangle

Protected _cacheAsBitmap

_cacheAsBitmap: boolean

Protected _cacheData

_cacheData: boolean

Protected _destroyed

_destroyed: boolean

Protected _enabledFilters

_enabledFilters: Filter[] | null

Protected _enemyWindow

_enemyWindow: Window_BattleEnemy

Protected _fadeDuration

_fadeDuration: number

Protected _fadeSign

_fadeSign: number

Protected _fadeSprite

_fadeSprite: ScreenSprite

Protected _filters

_filters: Filter[] | null

Protected _helpWindow

_helpWindow: Window_Help

Protected _imageReservationId

_imageReservationId: any | number

Protected _itemWindow

_itemWindow: Window_BattleItem

Protected _lastBoundsID

_lastBoundsID: number

Protected _localBoundsRect

_localBoundsRect: Rectangle

Protected _logWindow

_logWindow: Window_BattleLog

Protected _mask

_mask: Graphics | Sprite

Protected _messageWindow

_messageWindow: Window_Message

Protected _partyCommandWindow

_partyCommandWindow: Window_PartyCommand

Protected _scrollTextWindow

_scrollTextWindow: Window_ScrollText

Protected _skillWindow

_skillWindow: Window_BattleSkill

Protected _spriteset

_spriteset: Spriteset_Battle

Protected _statusWindow

_statusWindow: Window_BattleStatus

Protected _windowLayer

_windowLayer: WindowLayer

accessible

accessible: boolean

accessibleHint

accessibleHint: string | null

accessibleTitle

accessibleTitle: string | null

alpha

alpha: number

buttonMode

buttonMode: boolean

cacheAsBitmap

cacheAsBitmap: boolean

children

children: DisplayObject[]

cursor

cursor: string

defaultCursor

defaultCursor: string

filterArea

filterArea: Rectangle

filters

filters: Filter[] | null

height

height: number

hitArea

interactive

interactive: boolean

interactiveChildren

interactiveChildren: boolean

localTransform

localTransform: Matrix

mask

name

name: string | null

Protected onChildrenChange

onChildrenChange: function

Type declaration

    • (...args: any[]): void
    • Parameters

      • Rest ...args: any[]

      Returns void

parent

parent: Container

pivot

position

renderable

renderable: boolean

rotation

rotation: number

scale

skew

tabIndex

tabIndex: number

transform

transform: TransformBase

visible

visible: boolean

width

width: number

worldAlpha

worldAlpha: number

worldTransform

worldTransform: Matrix

worldVisible

worldVisible: boolean

x

x: number

y

y: number

Static EventEmitter

EventEmitter: object

Type declaration

  • constructor: function
    • Returns EventEmitter

  • prefixed: string | boolean

Static prefixed

prefixed: string | boolean

Methods

Protected _cacheAsBitmapDestroy

  • _cacheAsBitmapDestroy(options: boolean | any): void

Protected _calculateBounds

  • _calculateBounds(): void

Protected _calculateCachedBounds

Protected _destroyCachedDisplayObject

  • _destroyCachedDisplayObject(): void

Protected _getCachedLocalBounds

Protected _initCachedDisplayObject

Protected _initCachedDisplayObjectCanvas

Protected _recursivePostUpdateTransform

  • _recursivePostUpdateTransform(): void

Protected _renderCachedCanvas

Protected _renderCachedWebGL

Protected _renderCanvas

Protected _renderWebGL

addChild

addChildAt

addListener

addWindow

attachReservation

  • attachReservation(): void

calculateBounds

  • calculateBounds(): void

changeInputWindow

  • changeInputWindow(): void

checkGameover

  • checkGameover(): void

commandAttack

  • commandAttack(): void

commandEscape

  • commandEscape(): void

commandFight

  • commandFight(): void

commandGuard

  • commandGuard(): void

commandItem

  • commandItem(): void

commandSkill

  • commandSkill(): void

Protected containerUpdateTransform

  • containerUpdateTransform(): void

create

  • create(): void

createActorCommandWindow

  • createActorCommandWindow(): void

createActorWindow

  • createActorWindow(): void

createAllWindows

  • createAllWindows(): void

createDisplayObjects

  • createDisplayObjects(): void
  • Creates all the display objects including: the spritesheet, window layer, windows, and more.

    memberof

    Scene_Battle

    Returns void

createEnemyWindow

  • createEnemyWindow(): void

createFadeSprite

  • createFadeSprite(white: boolean): void

createHelpWindow

  • createHelpWindow(): void

createItemWindow

  • createItemWindow(): void

createLogWindow

  • createLogWindow(): void

createMessageWindow

  • createMessageWindow(): void

createPartyCommandWindow

  • createPartyCommandWindow(): void

createScrollTextWindow

  • createScrollTextWindow(): void

createSkillWindow

  • createSkillWindow(): void

createSpriteset

  • createSpriteset(): void
  • Creates the spriteset within the battle scene. This includes sprites for actors, enemies, etc.

    memberof

    Scene_Battle

    Returns void

createStatusWindow

  • createStatusWindow(): void

createWindowLayer

  • createWindowLayer(): void

destroy

detachReservation

  • detachReservation(): void

Protected displayObjectUpdateTransform

  • displayObjectUpdateTransform(): void

emit

  • emit(event: string | symbol, ...args: any[]): boolean
  • Calls each of the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Rest ...args: any[]

      Arguments that are passed to registered listeners

    Returns boolean

    true if the event had listeners, else false.

endCommandSelection

  • endCommandSelection(): void

eventNames

  • eventNames(): Array<string | symbol>
  • Return an array listing the events for which the emitter has registered listeners.

    Returns Array<string | symbol>

fadeOutAll

  • fadeOutAll(): void

fadeSpeed

  • fadeSpeed(): number

getBounds

getChildAt

getChildByName

getChildIndex

getGlobalPosition

  • getGlobalPosition(point?: Point, skipUpdate?: boolean): Point

getLocalBounds

isActive

  • isActive(): boolean

isAnyInputWindowActive

  • isAnyInputWindowActive(): boolean

isBusy

  • isBusy(): boolean

isReady

  • isReady(): boolean

listeners

  • listeners(event: string | symbol): Function[]
  • listeners(event: string | symbol, exists: boolean): boolean
  • Return the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns Function[]

  • Check if there listeners for a given event. If exists argument is not true lists listeners.

    Parameters

    • event: string | symbol

      The event name.

    • exists: boolean

      Only check if there are listeners.

    Returns boolean

needsSlowFadeOut

  • needsSlowFadeOut(): boolean

off

  • off(event: "added" | "removed" | string, fn?: Function, context?: any): this
  • Parameters

    • event: "added" | "removed" | string
    • Optional fn: Function
    • Optional context: any

    Returns this

on

  • on(event: "added" | "removed", fn: function, context?: any): this
  • on(event: string, fn: Function, context?: any): this
  • Parameters

    • event: "added" | "removed"
    • fn: function
    • Optional context: any

    Returns this

  • Parameters

    • event: string
    • fn: Function
    • Optional context: any

    Returns this

onActorCancel

  • onActorCancel(): void

onActorOk

  • onActorOk(): void

onEnemyCancel

  • onEnemyCancel(): void

onEnemyOk

  • onEnemyOk(): void

onItemCancel

  • onItemCancel(): void

onItemOk

  • onItemOk(): void

onSelectAction

  • onSelectAction(): void

onSkillCancel

  • onSkillCancel(): void

onSkillOk

  • onSkillOk(): void

once

  • once(event: "added" | "removed", fn: function, context?: any): this
  • once(event: string, fn: Function, context?: any): this
  • Parameters

    • event: "added" | "removed"
    • fn: function
    • Optional context: any

    Returns this

  • Parameters

    • event: string
    • fn: Function
    • Optional context: any

    Returns this

popScene

  • popScene(): void

refreshStatus

  • refreshStatus(): void

removeAllListeners

removeChild

removeChildAt

removeChildren

  • removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]
  • Parameters

    • Optional beginIndex: number
    • Optional endIndex: number

    Returns DisplayObject[]

removeListener

renderAdvancedWebGL

renderCanvas

renderWebGL

selectActorSelection

  • selectActorSelection(): void

selectEnemySelection

  • selectEnemySelection(): void

selectNextCommand

  • selectNextCommand(): void

selectPreviousCommand

  • selectPreviousCommand(): void

setChildIndex

setMaxListeners

  • setMaxListeners(): this
  • This function doesn't apply anymore.

    deprecated

    Returns this

setParent

setTransform

  • setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject
  • Parameters

    • Optional x: number
    • Optional y: number
    • Optional scaleX: number
    • Optional scaleY: number
    • Optional rotation: number
    • Optional skewX: number
    • Optional skewY: number
    • Optional pivotX: number
    • Optional pivotY: number

    Returns DisplayObject

slowFadeSpeed

  • slowFadeSpeed(): number

start

  • start(): void

startActorCommandSelection

  • startActorCommandSelection(): void

startFadeIn

  • startFadeIn(duration: number, white: boolean): void

startFadeOut

  • startFadeOut(duration: number, white: boolean): void

startPartyCommandSelection

  • startPartyCommandSelection(): void

stop

  • stop(): void

swapChildren

terminate

  • terminate(): void

toGlobal

toLocal

trackedPointers

  • trackedPointers(): object

update

  • update(): void

updateBattleProcess

  • updateBattleProcess(): void

updateChildren

  • updateChildren(): void

updateFade

  • updateFade(): void

updateStatusWindow

  • updateStatusWindow(): void

updateTransform

  • updateTransform(): void

updateWindowPositions

  • updateWindowPositions(): void

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