Class: Game_Player
- Inherits:
-
Game_Character
- Object
- Game_Character
- Game_Player
- 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.
{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.
{walking: [3, 4], running: [4, 4], wheeling: [4, 4], cycling: [5, 4], surfing: [4, 4]}
- FALLING_HOLES =
Returns 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
-
#acro_appearence ⇒ Boolean
true if the player is on the back wheel of its Acro bike.
-
#charset_base ⇒ String?
readonly
Return the charset_base used to calculate the graphic.
-
#on_acro_bike ⇒ Boolean
Indicate if the player is on acro bike.
-
#update_callback ⇒ Symbol?
readonly
The update_callback.
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
-
#acro_passable_check(d, result)
Test if the player can pass Bike bridge.
-
#bridge_down_check(z)
(also: #bridge_up_check)
Same as Game_Character but with Acro bike.
-
#bridge_left_check(z)
(also: #bridge_right_check)
Same as Game_Character but with Acro bike.
-
#calibrate_acro_direction(last_dir)
Reset the direction of the player when he’s on bike bridge.
-
#center(x, y)
Adjust the map display according to the given position.
-
#change_z_with_follower(value)
Set the player z and all its follower z at the same tile.
-
#chara_by_state ⇒ String
Get the character suffix from the hash.
-
#check_common_event_trigger_there(new_x, new_y, z, d)
Check the common event call.
-
#check_event_trigger_here(triggers) ⇒ Boolean
Check if there’s an event trigger on the tile where the player stands.
-
#check_event_trigger_there(triggers) ⇒ Boolean
Check if there’s an event trigger in front of the player (when he presses A).
-
#check_event_trigger_touch(x, y)
Check if the player touch an event and start it if so.
-
#check_follower_trigger_there(new_x, new_y) ⇒ Boolean
Check the follower common event call.
-
#cycling? ⇒ Boolean
Test if the player is cycling.
-
#detect_deep_swamp_sinking(last_in_swamp)
Detect if we should trigger the deep_swamp sinking when we detect swamp info.
-
#detect_swamp
Detect the swamp state.
-
#detect_swamp_entering(last_in_swamp)
Detect if we are entering in the swamp, then update the state.
-
#detect_swamp_leaving(last_in_swamp)
Detect if we are leaving the swamp, then update the state.
-
#enter_in_acro_bike_state
Jump on the acro bike.
-
#enter_in_cycling_state
Jump on the mach bike.
-
#enter_in_fishing_state
Enter in fishing state.
-
#enter_in_giving_pokemon_state
Enter in giving_pokemon state.
-
#enter_in_running_state
Enter in running state (supports the swamp state).
-
#enter_in_saving_state
Enter in saving state.
-
#enter_in_sinking_state
Enter in sinking state.
-
#enter_in_surfing_state
Enter in surfing state.
-
#enter_in_taking_pokemon_state
Enter in taking_pokemon state.
-
#enter_in_using_skill_state
Enter in using_skill state.
-
#enter_in_walking_state ⇒ :walking
Enter in walking state (supports the swamp state).
-
#enter_in_watering_berries_state
Enter in watering berries state.
-
#enter_in_wheel_state
Enter in the wheel state.
-
#event_passable_check?(new_x, new_y, z, game_map) ⇒ Boolean
Check the passage related to events.
-
#falling_hole_warp
Function that makes the player warp based on hole data for each map.
-
#follower_tail ⇒ Game_Character, self
Return the tail of the following queue (Game_Event exclusive).
-
#increase_steps
Increases a step and displays related things.
-
#initialize ⇒ Game_Player
constructor
Default initializer.
-
#leave_cycling_state
(also: #leave_acro_bike_state)
Leave the cycling state.
-
#leave_fishing_state
Leave fishing state.
-
#leave_sinking_state
Leave sinking state.
-
#leave_surfing_state
Leave the surfing state.
-
#leave_watering_berries_state
Leave the watering berries state.
-
#leave_wheel_state
Leave the wheel state.
-
#moveto(x, y)
Warp the player to a specific position.
-
#moveto_system_tag_manage
Manage the system_tag part of the moveto method.
-
#particle_push_sand
Push the sand particle only if the player is not cycling.
-
#passable?(x, y, d) ⇒ Boolean
is the tile in front of the player passable ? / Plays a BUMP SE in some conditions.
-
#passage_surf_check?(sys_tag) ⇒ Boolean
Check the surf related passabilities.
-
#player_move
Move the player.
-
#player_move_on_cracked_floor_update
Update the cracked floor when the player move on it.
-
#player_turn(swamp_detect)
Turn the player on himself.
-
#player_update_move
Move or turn the player according to its input.
-
#player_update_move_bump(bool)
Manage the bump part of the player_update_move.
-
#player_update_move_bump_restore_step_anime
Restore step anime if it was changed.
-
#player_update_move_common_events(bool)
Manage the common event calling of player_update_move.
-
#player_update_move_running_state(bool)
Manage the running update of player_update_move inside player_update_move_common_events.
-
#process_slope_y_modifier(y_modifier)
Process the slope y modifier with scrolling handling.
-
#refresh
Refresh the player graphics.
-
#reset_follower
Reset the follower stack to prevent any issue.
-
#return_to_previous_state
Return to the correct state.
-
#screen_y ⇒ Integer
Overwrite the screen_y to add the surfing animation.
-
#search_item
Search an invisible item.
-
#set_appearance_set(charset_base)
Change the appearance set for the player.
-
#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.
-
#update
Update the player movements according to inputs.
-
#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).
-
#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.
-
#update_acro_bike(count, sys_tag) ⇒ Boolean?
Update the Acro Bike jump info.
-
#update_acro_bike_turn(sys_tag) ⇒ Boolean?
Update the Acro Bike jump info when not moving.
-
#update_appearance(forced_pattern = 0)
Launch the player update appearance.
-
#update_cycling_state
Update the cycling state.
-
#update_enter_fishing_state
Callback called when we are entering in wheel state.
-
#update_enter_sinking_state
Callback called when we are entering in wheel state.
-
#update_enter_wheel_state
Callback called when we are entering in wheel state.
-
#update_giving_pokemon_state
Update the Pokemon giving animation.
-
#update_leave_fishing_state
Callback called when we are leaving in wheel state.
-
#update_leave_sinking_state
Callback called when we are leaving in wheel state.
-
#update_leave_wheel_state
Callback called when we are leaving in wheel state.
-
#update_locked_state
Update the locked state.
-
#update_move_parameter(state)
Update the move_speed & move_frequency parameters.
-
#update_taking_pokemon_state
Update the Pokemon taking animation.
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
Constructor Details
#initialize ⇒ Game_Player
Default initializer
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# File 'docs/4_Systems_003_Map_Engine.rb', line 2771 def initialize end |
Instance Attribute Details
#acro_appearence ⇒ Boolean
true if the player is on the back wheel of its Acro bike
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# File 'docs/4_Systems_003_Map_Engine.rb', line 2769 def acro_appearence @acro_appearence end |
#charset_base ⇒ String? (readonly)
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_bike ⇒ Boolean
Indicate if the player is on acro bike
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# File 'docs/4_Systems_003_Map_Engine.rb', line 2991 def on_acro_bike @on_acro_bike end |
#update_callback ⇒ Symbol? (readonly)
Returns 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
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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
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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
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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
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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
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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
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# File 'docs/4_Systems_003_Map_Engine.rb', line 2986 def change_z_with_follower(value) end |
#chara_by_state ⇒ String
Get the character suffix from the hash
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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
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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
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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)
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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
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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
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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
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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
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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
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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
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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)
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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
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
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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_tail ⇒ Game_Character, self
Return the tail of the following queue (Game_Event exclusive)
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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
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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
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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
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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.
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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.
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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
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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
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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
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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
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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_y ⇒ Integer
Overwrite the screen_y to add the surfing animation
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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”
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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
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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)
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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
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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
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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
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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
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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
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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 |