Class: GamePlay::BaseCleanUpdate
- Defined in:
- docs/4_Systems_000_General_2_GamePlay__Base.rb
Overview
Base Scene where you should not define update but dedicated update methods : “‘ruby
class MyScene < BaseCleanUpdate
# Called when input can be updated (put your input related code inside)
# @return [Boolean] if the update can continue
def update_inputs
# ...
return true
end
# Called when mouse can be updated (put your mouse related code inside)
# @param moved [Boolean] boolean telling if the mouse moved
# @return [Boolean] if the update can continue
def update_mouse(moved)
return unless moved
# ...
return true
end
# Called each frame after message update and eventual mouse/input update
# @return [Boolean] if the update can continue
def update_graphics
# ...
return true
end
end
“‘ All the update methods are optionnal but you should define at least one otherwise your Scene will be useless and softlock the game
Direct Known Subclasses
GTS::SearchMethod, FrameBalanced, CreditScene, HMBarScene, Hall_of_Fame, Load, Menu, Movie, PokemonStorage, Scene_Title
Defined Under Namespace
Classes: FrameBalanced
Constant Summary collapse
- AIU_KEY2METHOD =
List of methods to call based on the key that was pressed for automatic_input_update function
{A: :action_a, B: :action_b, X: :action_x, Y: :action_y, L: :action_l, R: :action_r, L2: :action_l2, R2: :action_r2, L3: :action_l3, R3: :action_r3, START: :action_start, SELECT: :action_select, HOME: :action_home}
Constants inherited from Base
GamePlay::Base::DEFAULT_TRANSITION, GamePlay::Base::DEFAULT_TRANSITION_PARAMETER
Constants included from Input
Input::ALIAS_KEYS, Input::AXIS_MAPPING, Input::AXIS_SENSITIVITY, Input::DEAD_ZONE, Input::Keyboard, Input::Keys, Input::NON_TRIGGER_ZONE, Input::REPEAT_COOLDOWN, Input::REPEAT_SPACE
Constants included from DisplayMessage
DisplayMessage::MESSAGE_ERROR, DisplayMessage::MESSAGE_PROCESS_ERROR
Instance Attribute Summary
Attributes inherited from Base
#__last_scene, #__result_process, #running, #viewport
Attributes included from DisplayMessage
Instance Method Summary collapse
-
#automatic_input_update(key2method = AIU_KEY2METHOD) ⇒ Boolean
Automatically detect input update and call the corresponding action method.
-
#update ⇒ Boolean
Scene update process.
Methods inherited from Base
#add_disposable, #call_scene, #dispose, #find_parent, #initialize, #main, #return_to_scene, #snap_to_bitmap, #visible, #visible=
Methods included from Input
dir4, dir8, get_text, joy_axis_position, press?, register_events, released?, repeat?, swap_states, trigger?
Methods included from DisplayMessage
#can_display_message_be_called?, #close_message_window, #display_message, #display_message_and_wait, #message_class, #message_processing?, #message_visible, #message_visible=
Constructor Details
This class inherits a constructor from GamePlay::Base
Instance Method Details
#automatic_input_update(key2method = AIU_KEY2METHOD) ⇒ Boolean
Automatically detect input update and call the corresponding action method
281 282 |
# File 'docs/4_Systems_000_General_2_GamePlay__Base.rb', line 281 def automatic_input_update(key2method = AIU_KEY2METHOD) end |
#update ⇒ Boolean
Scene update process
268 269 |
# File 'docs/4_Systems_000_General_2_GamePlay__Base.rb', line 268 def update end |