Class: Scene_Map
- Inherits:
-
GamePlay::Base
- Object
- GamePlay::Base
- Scene_Map
- Includes:
- Graphics::FPSBalancer::Marker, Hooks
- Defined in:
- docs/4_Systems_003_Map_Engine.rb
Overview
The map gameplay scene
Constant Summary collapse
- PSN_COLOR =
Poison flash color
Color.new(123, 55, 123, 128)
- RMXP_WILD_BATTLE_GROUPS =
List of RMXP Group that should be treated as “wild battle”
[1, 30]
Constants inherited from GamePlay::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 GamePlay::DisplayMessage
GamePlay::DisplayMessage::MESSAGE_ERROR, GamePlay::DisplayMessage::MESSAGE_PROCESS_ERROR
Class Attribute Summary collapse
-
.battle_modes ⇒ Array<Proc>
readonly
List all the battle modes.
-
.triggers ⇒ Hash{ Symbol => Proc }
readonly
List of call_xxx trigger.
Instance Attribute Summary collapse
-
#spriteset ⇒ Spriteset_Map
readonly
Access to the spriteset of the map.
Attributes inherited from GamePlay::Base
#__last_scene, #__result_process, #running, #viewport
Attributes included from GamePlay::DisplayMessage
Class Method Summary collapse
-
.add_call_scene(method_name, &block)
Add a call scene in Scene_Map.
-
.register_battle_mode(id, &block) {|scene| ... }
Add a battle mode.
Instance Method Summary collapse
-
#delay_display_call(*args)
Prepare the call of a display_ method.
-
#display_egg_hatch(pokemon)
Display the Egg hatch sequence.
-
#display_poison_animation
Display the poisoning animation sequence.
-
#display_poison_end(pokemon)
Display the end of poisoning sequence.
-
#display_poison_faint(pokemon)
Display text showing pokemon fainted from poison.
-
#display_repel_check
Display the repel check sequence.
-
#initialize ⇒ Scene_Map
constructor
Create a new Scene_Map.
-
#setup_start_battle(klass, battle_info)
Ensure the battle will start without any weird behaviour.
-
#snap_to_bitmap ⇒ Texture
Take a snapshot of the scene.
-
#sprite_set_update
Update everything related to the graphics of the map (used in Interfaces that require that).
-
#sprite_set_visible=(v)
Change the spriteset visibility.
-
#update
Update the scene process.
-
#update_graphics
Section where we update the graphics of the scene (for now only spriteset).
-
#visible=(value)
Change the viewport visibility of the scene (we overwrite it because we don’t want viewport to be hidden when calling a scene).
-
#window_message_close(smooth)
Force the message window to close.
Methods included from Graphics::FPSBalancer::Marker
Methods included from Hooks
#exec_hooks, #force_return, included, register, remove, remove_without_name
Methods inherited from GamePlay::Base
#add_disposable, #call_scene, #dispose, #find_parent, #main, #return_to_scene, #visible
Methods included from Input
dir4, dir8, get_text, joy_axis_position, press?, register_events, released?, repeat?, swap_states, trigger?
Methods included from GamePlay::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
#initialize ⇒ Scene_Map
Create a new Scene_Map
3941 3942 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3941 def initialize end |
Class Attribute Details
.battle_modes ⇒ Array<Proc> (readonly)
List all the battle modes
4021 4022 4023 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 4021 def battle_modes @battle_modes end |
.triggers ⇒ Hash{ Symbol => Proc } (readonly)
List of call_xxx trigger
4013 4014 4015 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 4013 def triggers @triggers end |
Instance Attribute Details
#spriteset ⇒ Spriteset_Map (readonly)
Access to the spriteset of the map
3937 3938 3939 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3937 def spriteset @spriteset end |
Class Method Details
.add_call_scene(method_name, &block)
Add a call scene in Scene_Map
4017 4018 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 4017 def add_call_scene(method_name, &block) end |
.register_battle_mode(id, &block) {|scene| ... }
Add a battle mode
4026 4027 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 4026 def register_battle_mode(id, &block) end |
Instance Method Details
#delay_display_call(*args)
Prepare the call of a display_ method
3979 3980 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3979 def delay_display_call(*args) end |
#display_egg_hatch(pokemon)
Display the Egg hatch sequence
3975 3976 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3975 def display_egg_hatch(pokemon) end |
#display_poison_animation
Display the poisoning animation sequence
3971 3972 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3971 def display_poison_animation end |
#display_poison_end(pokemon)
Display the end of poisoning sequence
3965 3966 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3965 def display_poison_end(pokemon) end |
#display_poison_faint(pokemon)
Display text showing pokemon fainted from poison
3968 3969 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3968 def display_poison_faint(pokemon) end |
#display_repel_check
Display the repel check sequence
3961 3962 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3961 def display_repel_check end |
#setup_start_battle(klass, battle_info)
Ensure the battle will start without any weird behaviour
4032 4033 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 4032 def setup_start_battle(klass, battle_info) end |
#snap_to_bitmap ⇒ Texture
You have to dispose the bitmap you got from this function
Take a snapshot of the scene
3988 3989 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3988 def snap_to_bitmap end |
#sprite_set_update
Update everything related to the graphics of the map (used in Interfaces that require that)
3954 3955 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3954 def sprite_set_update end |
#sprite_set_visible=(v)
Change the spriteset visibility
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# File 'docs/4_Systems_003_Map_Engine.rb', line 3958 def sprite_set_visible=(v) end |
#update
Update the scene process
3944 3945 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3944 def update end |
#update_graphics
Section where we update the graphics of the scene (for now only spriteset)
3947 3948 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3947 def update_graphics end |
#visible=(value)
Change the viewport visibility of the scene (we overwrite it because we don’t want viewport to be hidden when calling a scene)
3951 3952 |
# File 'docs/4_Systems_003_Map_Engine.rb', line 3951 def visible=(value) end |
#window_message_close(smooth)
Force the message window to close
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# File 'docs/4_Systems_003_Map_Engine.rb', line 3983 def (smooth) end |