Class: Game_Player

Inherits:
Game_Character show all
Defined in:
docs/4_Systems_003_Map_Engine.rb

Overview

Management of the player displacement on the Map

Constant Summary collapse

CENTER_X =

4 time the x position of the Game_Player sprite

Configs.display.tilemap_settings.center.x
CENTER_Y =

4 time the y position of the Game_Player sprite

Configs.display.tilemap_settings.center.y
BUMP_FILE =

Name of the bump sound when the player hit a wall

'audio/se/bump'
SURF_OFFSET_Y =

Offset Screen Y of the surf sprite when surfing

[2, 2, 0, 0, 0, -2, -2, 0, 0, 0]
AccroTag =

Tags that are Bike bridge (jumpable on Acro Bike)

[AcroBikeRL, AcroBikeUD]
NO_BIKE_TILE =

Tags where the Bike cannot pass

[SwampBorder, DeepSwamp, TTallGrass]
DIVE_TILE =

Tile tha allow to use DIVE

[TSea, TUnderWater]
JumpTags =

List of system tags that makes the player Jump

[JumpL, JumpR, JumpU, JumpD]
STATE_APPEARANCE_SUFFIX =

Returns List of appearence suffix according to the state.

Returns:

  • (Hash)

    List of appearence suffix according to the state

{cycling: '_cycle_roll', cycle_stop: '_cycle_stop', roll_to_wheel: '_cycle_roll_to_wheel', wheeling: '_cycle_wheel', fishing: '_fish', surf_fishing: '_surf_fish', saving: '_pokecenter', using_skill: '_pokecenter', giving_pokemon: '_pokecenter', taking_pokemon: '_pokecenter', running: '_run', walking: '_walk', surfing: '_surf', swamp: '_swamp', swamp_running: '_swamp_run', sinking: '_deep_swamp_sinking', watering_berries: '_misc2'}
STATE_MOVEMENT_INFO =

Returns List of movement speed, movement frequency according to the state.

Returns:

  • (Hash)

    List of movement speed, movement frequency according to the state

{walking: [3, 4], running: [4, 4], wheeling: [4, 4], cycling: [5, 4], surfing: [4, 4]}
FALLING_HOLES =

Returns list of falling hole info.

Returns:

  • (Hash{map_id=>Array<map_id, offset_x, offset_y>})

    list of falling hole info

{7 => [7, 0, 35]}

Constants inherited from Game_Character

Game_Character::EMPTY_MOVE_ROUTE, Game_Character::PARTICLES_METHODS, Game_Character::SAND_PARTICLE_NAME, Game_Character::SHADOW_DISABLED_UPDATE_VALUES, Game_Character::SNOW_PARTICLE_NAME, Game_Character::SlideTags, Game_Character::StairsTag, Game_Character::SurfLTag, Game_Character::SurfTag

Constants included from GameData::SystemTags

GameData::SystemTags::AcroBike, GameData::SystemTags::AcroBikeRL, GameData::SystemTags::AcroBikeUD, GameData::SystemTags::BridgeRL, GameData::SystemTags::BridgeUD, GameData::SystemTags::CrackedSoil, GameData::SystemTags::DeepSwamp, GameData::SystemTags::Empty, GameData::SystemTags::HeadButt, GameData::SystemTags::Hole, GameData::SystemTags::JumpD, GameData::SystemTags::JumpL, GameData::SystemTags::JumpR, GameData::SystemTags::JumpU, GameData::SystemTags::MachBike, GameData::SystemTags::Puddle, GameData::SystemTags::RapidsD, GameData::SystemTags::RapidsL, GameData::SystemTags::RapidsR, GameData::SystemTags::RapidsU, GameData::SystemTags::Road, GameData::SystemTags::RocketD, GameData::SystemTags::RocketL, GameData::SystemTags::RocketR, GameData::SystemTags::RocketRD, GameData::SystemTags::RocketRL, GameData::SystemTags::RocketRR, GameData::SystemTags::RocketRU, GameData::SystemTags::RocketU, GameData::SystemTags::SlopesL, GameData::SystemTags::SlopesR, GameData::SystemTags::StairsD, GameData::SystemTags::StairsL, GameData::SystemTags::StairsR, GameData::SystemTags::StairsU, GameData::SystemTags::StopSlide, GameData::SystemTags::SwampBorder, GameData::SystemTags::TCave, GameData::SystemTags::TGrass, GameData::SystemTags::TIce, GameData::SystemTags::TMount, GameData::SystemTags::TPond, GameData::SystemTags::TSand, GameData::SystemTags::TSea, GameData::SystemTags::TSnow, GameData::SystemTags::TTallGrass, GameData::SystemTags::TUnderWater, GameData::SystemTags::TWetSand, GameData::SystemTags::WaterFall, GameData::SystemTags::Whirlpool, GameData::SystemTags::ZTag

Instance Attribute Summary collapse

Attributes inherited from Game_Character

#__bridge, #animation_id, #blend_type, #can_make_footprint, #character_hue, #character_name, #charset_animation, #direction, #direction_fix, #follower, #id, #in_swamp, #is_pokemon, #move_route, #move_route_forcing, #move_route_index, #move_speed, #no_slide, #offset_screen_x, #offset_screen_y, #offset_shadow_screen_x, #offset_shadow_screen_y, #opacity, #particles_disabled, #path, #pattern, #real_x, #real_y, #reflection_enabled, #shadow_disabled, #sliding, #step_anime, #surfing, #through, #tile_id, #transparent, #x, #y, #z

Instance Method Summary collapse

Methods inherited from Game_Character

#activated?, #animate_from_charset, #bush_depth, #cancel_charset_animation, #contact?, #define_path, #each_front_tiles, #each_front_tiles_rect, #emotion, #find_path, #fishing_creek_amount, #fly_reset_attributes, #follower_check?, #follower_move, #follower_sliding?, #force_move_route, #front_name_check, #front_system_tag, #front_system_tag_db_symbol, #front_terrain_tag, #front_tile, #front_tile_event, #front_tile_id, #jump, #jump_bridge_check, #jumping?, #lock, #lock?, #look_this_event, #look_to, #movable?, #move_away_from_player, #move_backward, #move_down, #move_follower_to_character, #move_forward, #move_frequency=, #move_left, #move_lower_left, #move_lower_right, #move_random, #move_random_within_systemtag, #move_random_within_zone, #move_right, #move_toward, #move_toward_player, #move_type_path, #move_up, #move_upper_left, #move_upper_right, #movement_process_end, #moving?, #next_event_follower, #original_move_speed, #particle_push, #particle_push_grass, #particle_push_pond, #particle_push_puddle, #particle_push_snow, #particle_push_tall_grass, #particle_push_wetsand, #passable_bridge_check?, #reset_follower_move, #screen_x, #screen_z, #set_appearance, #set_surfing, #shadow_screen_x, #shadow_screen_y, #sliding?, #slope_check_left, #slope_check_right, #stair_move_left, #stair_move_right, #stop_path, #straighten, #surfing?, #system_tag, #system_tag_db_symbol, #terrain_tag, #turn_180, #turn_away_from_player, #turn_down, #turn_left, #turn_left_90, #turn_random, #turn_right, #turn_right_90, #turn_right_or_left_90, #turn_toward_character, #turn_toward_player, #turn_up, #unlock, #wait_charset_animation, #z_bridge_check

Methods included from GameData::SystemTags

gen, system_tag_db_symbol

Constructor Details

#initializeGame_Player

Default initializer



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2771

def initialize
end

Instance Attribute Details

#acro_appearenceBoolean

true if the player is on the back wheel of its Acro bike

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2769

def acro_appearence
  @acro_appearence
end

#charset_baseString? (readonly)

Return the charset_base used to calculate the graphic

Returns:

  • (String, nil)

    return the charset_base used to calculate the graphic



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2949

def charset_base
  @charset_base
end

#on_acro_bikeBoolean

Indicate if the player is on acro bike

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2991

def on_acro_bike
  @on_acro_bike
end

#update_callbackSymbol? (readonly)

Returns the update_callback.

Returns:

  • (Symbol, nil)

    the update_callback



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3031

def update_callback
  @update_callback
end

Instance Method Details

#acro_passable_check(d, result)

Test if the player can pass Bike bridge

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2842

def acro_passable_check(d, result)
end

#bridge_down_check(z) Also known as: bridge_up_check

Same as Game_Character but with Acro bike

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3017

def bridge_down_check(z)
end

#bridge_left_check(z) Also known as: bridge_right_check

Same as Game_Character but with Acro bike

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3022

def bridge_left_check(z)
end

#calibrate_acro_direction(last_dir)

Reset the direction of the player when he’s on bike bridge

Parameters:

  • last_dir (Integer)

    the last direction

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2913

def calibrate_acro_direction(last_dir)
end

#center(x, y)

Adjust the map display according to the given position

Parameters:

  • x (Integer)

    the x position on the MAP

  • y (Integer)

    the y position on the MAP



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2776

def center(x, y)
end

#change_z_with_follower(value)

Set the player z and all its follower z at the same tile

Parameters:

  • value (Integer)

    new z value



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2986

def change_z_with_follower(value)
end

#chara_by_stateString

Get the character suffix from the hash

Returns:

Author:

  • Leikt



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2958

def chara_by_state
end

#check_common_event_trigger_there(new_x, new_y, z, d)

Check the common event call

Parameters:

  • new_x (Integer)

    the x position to check

  • new_y (Integer)

    the y position to check

  • z (Integer)

    the z of the event

  • d (Integer)

    the direction where to check



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2882

def check_common_event_trigger_there(new_x, new_y, z, d)
end

#check_event_trigger_here(triggers) ⇒ Boolean

Check if there’s an event trigger on the tile where the player stands

Parameters:

  • triggers (Array<Integer>)

    the list of triggers to check

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2868

def check_event_trigger_here(triggers)
end

#check_event_trigger_there(triggers) ⇒ Boolean

Check if there’s an event trigger in front of the player (when he presses A)

Parameters:

  • triggers (Array<Integer>)

    the list of triggers to check

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2873

def check_event_trigger_there(triggers)
end

#check_event_trigger_touch(x, y)

Check if the player touch an event and start it if so

Parameters:

  • x (Integer)

    the x position to check

  • y (Integer)

    the y position to check



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2893

def check_event_trigger_touch(x, y)
end

#check_follower_trigger_there(new_x, new_y) ⇒ Boolean

Check the follower common event call

Parameters:

  • new_x (Integer)

    the x position to check

  • new_y (Integer)

    the y position to check

Returns:

  • (Boolean)

    if the trigger happened



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2888

def check_follower_trigger_there(new_x, new_y)
end

#cycling?Boolean

Test if the player is cycling

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 3076

def cycling?
end

#detect_deep_swamp_sinking(last_in_swamp)

Detect if we should trigger the deep_swamp sinking when we detect swamp info

Parameters:

  • last_in_swamp (Integer, false)

    the last swamp info



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3012

def detect_deep_swamp_sinking(last_in_swamp)
end

#detect_swamp

Detect the swamp state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3000

def detect_swamp
end

#detect_swamp_entering(last_in_swamp)

Detect if we are entering in the swamp, then update the state

Parameters:

  • last_in_swamp (Integer, false)

    the last swamp info



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3008

def detect_swamp_entering(last_in_swamp)
end

#detect_swamp_leaving(last_in_swamp)

Detect if we are leaving the swamp, then update the state

Parameters:

  • last_in_swamp (Integer, false)

    the last swamp info



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3004

def detect_swamp_leaving(last_in_swamp)
end

#enter_in_acro_bike_state

Jump on the acro bike



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3065

def enter_in_acro_bike_state
end

#enter_in_cycling_state

Jump on the mach bike



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3062

def enter_in_cycling_state
end

#enter_in_fishing_state

Enter in fishing state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3079

def enter_in_fishing_state
end

#enter_in_giving_pokemon_state

Enter in giving_pokemon state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3109

def enter_in_giving_pokemon_state
end

#enter_in_running_state

Enter in running state (supports the swamp state)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3041

def enter_in_running_state
end

#enter_in_saving_state

Enter in saving state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3103

def enter_in_saving_state
end

#enter_in_sinking_state

Enter in sinking state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3091

def enter_in_sinking_state
end

#enter_in_surfing_state

Enter in surfing state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3044

def enter_in_surfing_state
end

#enter_in_taking_pokemon_state

Enter in taking_pokemon state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3115

def enter_in_taking_pokemon_state
end

#enter_in_using_skill_state

Enter in using_skill state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3106

def enter_in_using_skill_state
end

#enter_in_walking_state:walking

Enter in walking state (supports the swamp state)

Returns:

  • (:walking)

    (It’s used inside set_appearance_set when no state is defined)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3038

def enter_in_walking_state
end

#enter_in_watering_berries_state

Note:

Do not call this function while surfing

Enter in watering berries state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3122

def enter_in_watering_berries_state
end

#enter_in_wheel_state

Enter in the wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3050

def enter_in_wheel_state
end

#event_passable_check?(new_x, new_y, z, game_map) ⇒ Boolean

Check the passage related to events

Parameters:

  • new_x (Integer)

    new x position

  • new_y (Integer)

    new y position

  • z (Integer)

    current z position

  • game_map (Game_Map)

    map object

Returns:

  • (Boolean)

    if the tile has no event that block the way



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2855

def event_passable_check?(new_x, new_y, z, game_map)
end

#falling_hole_warp

Function that makes the player warp based on hole data for each map



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3145

def falling_hole_warp
end

#follower_tailGame_Character, self

Return the tail of the following queue (Game_Event exclusive)

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2973

def follower_tail
end

#increase_steps

Increases a step and displays related things



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2793

def increase_steps
end

#leave_cycling_state Also known as: leave_acro_bike_state

Leave the cycling state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3068

def leave_cycling_state
end

#leave_fishing_state

Leave fishing state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3085

def leave_fishing_state
end

#leave_sinking_state

Leave sinking state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3097

def leave_sinking_state
end

#leave_surfing_state

Leave the surfing state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3047

def leave_surfing_state
end

#leave_watering_berries_state

Leave the watering berries state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3125

def leave_watering_berries_state
end

#leave_wheel_state

Leave the wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3056

def leave_wheel_state
end

#moveto(x, y)

Warp the player to a specific position. The map display will be centered

Parameters:

  • x (Integer)

    the x position on the MAP

  • y (Integer)

    the y position on the MAP



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2781

def moveto(x, y)
end

#moveto_system_tag_manage

Manage the system_tag part of the moveto method



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2784

def moveto_system_tag_manage
end

#particle_push_sand

Push the sand particle only if the player is not cycling



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2968

def particle_push_sand
end

#passable?(x, y, d) ⇒ Boolean

is the tile in front of the player passable ? / Plays a BUMP SE in some conditions

Parameters:

  • x (Integer)

    x position on the Map

  • y (Integer)

    y position on the Map

  • d (Integer)

    direction : 2, 4, 6, 8, 0. 0 = current position

Returns:

  • (Boolean)

    if the front/current tile is passable



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2834

def passable?(x, y, d)
end

#passage_surf_check?(sys_tag) ⇒ Boolean

Check the surf related passabilities

Parameters:

  • sys_tag (Integer)

    current system_tag

Returns:

  • (Boolean)

    if the tile is passable according to the surf rules



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2847

def passage_surf_check?(sys_tag)
end

#player_move

Move the player. Does some calibration for the Acro Bike.

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2908

def player_move
end

#player_move_on_cracked_floor_update

Update the cracked floor when the player move on it



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2945

def player_move_on_cracked_floor_update
end

#player_turn(swamp_detect)

Turn the player on himself. Does some calibration for the Acro Bike.

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2904

def player_turn(swamp_detect)
end

#player_update_move

Move or turn the player according to its input. The common event 2 can be triggered there

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2900

def player_update_move
end

#player_update_move_bump(bool)

Manage the bump part of the player_update_move

Parameters:

  • bool (Boolean)

    tell if the player did a fast direction change



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2931

def player_update_move_bump(bool)
end

#player_update_move_bump_restore_step_anime

Restore step anime if it was changed



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2934

def player_update_move_bump_restore_step_anime
end

#player_update_move_common_events(bool)

Manage the common event calling of player_update_move

Parameters:

  • bool (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2938

def player_update_move_common_events(bool)
end

#player_update_move_running_state(bool)

Manage the running update of player_update_move inside player_update_move_common_events

Parameters:

  • bool (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2942

def player_update_move_running_state(bool)
end

#process_slope_y_modifier(y_modifier)

Process the slope y modifier with scrolling handling



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2802

def process_slope_y_modifier(y_modifier)
end

#refresh

Refresh the player graphics



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2796

def refresh
end

#reset_follower

Reset the follower stack to prevent any issue



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2982

def reset_follower
end

#return_to_previous_state

Return to the correct state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3136

def return_to_previous_state
end

#screen_yInteger

Overwrite the screen_y to add the surfing animation

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2790

def screen_y
end

#search_item

Search an invisible item



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2997

def search_item
end

#set_appearance_set(charset_base)

Change the appearance set for the player. The argument is the base of the charset name. For exemple : for the file “HeroRed001_M_walk”, the charset base will be “HeroRed001”

Parameters:

  • charset_base (String, nil)

    the base of the charsets filenames (nil = don’t use the charset_base)

Author:

  • Leikt



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2964

def set_appearance_set(charset_base)
end

#set_follower(follower, force = false)

Define the follower of the player, if the player already has event following him, it’ll put them at the tail of the following events

Parameters:

  • follower (Game_Character, Game_Event)

    the follower

  • force (Boolean) (defaults to: false)

    param comming from Yuki::FollowMe to actually force the follower

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2979

def set_follower(follower, force = false)
end

#update

Update the player movements according to inputs



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2799

def update
end

#update_4_step_animation(factor = 1)

Callback called when we only want the character to show it’s 4 pattern (it’ll lock the player, use return_to_previous_state to unlock)

Parameters:

  • factor (Integer) (defaults to: 1)

    the number added to pattern



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3129

def update_4_step_animation(factor = 1)
end

#update_4_step_animation_to_previous(factor = 1)

Callback called when we only want the character to show it’s 4 pattern and return to previous state

Parameters:

  • factor (Integer) (defaults to: 1)

    the number added to pattern



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3133

def update_4_step_animation_to_previous(factor = 1)
end

#update_acro_bike(count, sys_tag) ⇒ Boolean?

Update the Acro Bike jump info

Parameters:

  • count (Integer)

    number of @acro_count frame before the player is allowed to jump

  • sys_tag (Integer)

    the current system tag

Returns:

  • (Boolean, nil)

    if the player can jump (nil = not allowed to jump but can move forward)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2920

def update_acro_bike(count, sys_tag)
end

#update_acro_bike_turn(sys_tag) ⇒ Boolean?

Update the Acro Bike jump info when not moving

Parameters:

  • count (Integer)

    number of @acro_count frame before the player is allowed to jump

  • sys_tag (Integer)

    the current system tag

Returns:

  • (Boolean, nil)

    if the player can jump (nil = not allowed to jump but can move forward)

Author:

  • Leikt



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2927

def update_acro_bike_turn(sys_tag)
end

#update_appearance(forced_pattern = 0)

Launch the player update appearance

Parameters:

  • forced_pattern (Integer) (defaults to: 0)

    pattern after update (default : 0)

Author:

  • Leikt



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2953

def update_appearance(forced_pattern = 0)
end

#update_cycling_state

Update the cycling state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3072

def update_cycling_state
end

#update_enter_fishing_state

Callback called when we are entering in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3082

def update_enter_fishing_state
end

#update_enter_sinking_state

Callback called when we are entering in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3094

def update_enter_sinking_state
end

#update_enter_wheel_state

Callback called when we are entering in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3053

def update_enter_wheel_state
end

#update_giving_pokemon_state

Update the Pokemon giving animation



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3112

def update_giving_pokemon_state
end

#update_leave_fishing_state

Callback called when we are leaving in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3088

def update_leave_fishing_state
end

#update_leave_sinking_state

Callback called when we are leaving in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3100

def update_leave_sinking_state
end

#update_leave_wheel_state

Callback called when we are leaving in wheel state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3059

def update_leave_wheel_state
end

#update_locked_state

Update the locked state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3139

def update_locked_state()
end

#update_move_parameter(state)

Update the move_speed & move_frequency parameters

Parameters:

  • state (Symbol)

    the name of the state to fetch the move parameter



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3034

def update_move_parameter(state)
end

#update_taking_pokemon_state

Update the Pokemon taking animation



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3118

def update_taking_pokemon_state
end