Class: Scene_Map

Inherits:
GamePlay::Base show all
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

Instance Attribute Summary collapse

Attributes inherited from GamePlay::Base

#__last_scene, #__result_process, #running, #viewport

Attributes included from GamePlay::DisplayMessage

#message_window

Class Method Summary collapse

Instance Method Summary collapse

Methods included from Graphics::FPSBalancer::Marker

#frame_balanced?

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

#initializeScene_Map

Create a new Scene_Map



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3941

def initialize
end

Class Attribute Details

.battle_modesArray<Proc> (readonly)

List all the battle modes

Returns:

  • (Array<Proc>)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 4021

def battle_modes
  @battle_modes
end

.triggersHash{ Symbol => Proc } (readonly)

List of call_xxx trigger

Returns:

  • (Hash{ Symbol => Proc })


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# File 'docs/4_Systems_003_Map_Engine.rb', line 4013

def triggers
  @triggers
end

Instance Attribute Details

#spritesetSpriteset_Map (readonly)

Access to the spriteset of the map

Returns:



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# 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

Parameters:

  • method_name (Symbol)

    name of the method to call (no argument)

  • block (Proc)

    block to execute in order to be sure the scene callable



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# 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

Parameters:

  • id (Integer)

    ID of the battle mode

  • block (Proc)

Yield Parameters:



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# 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

Parameters:

  • args (Array)

    the send method parameter



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# 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

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3975

def display_egg_hatch(pokemon)
end

#display_poison_animation

Display the poisoning animation sequence



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# 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

Parameters:



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# 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



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3968

def display_poison_faint(pokemon)
end

#display_repel_check

Display the repel check sequence



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# 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

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 4032

def setup_start_battle(klass, battle_info)
end

#snap_to_bitmapTexture

Note:

You have to dispose the bitmap you got from this function

Take a snapshot of the scene

Returns:



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# 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)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3954

def sprite_set_update
end

#sprite_set_visible=(v)

Change the spriteset visibility

Parameters:

  • v (Boolean)

    the new visibility of the spriteset



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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



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# 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)



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# 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)

Parameters:

  • value (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 3951

def visible=(value)
end

#window_message_close(smooth)

Force the message window to close

Parameters:

  • smooth (Boolean)

    if the message window is closed smoothly or not



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# File 'docs/4_Systems_003_Map_Engine.rb', line 3983

def window_message_close(smooth)
end