Class: Spriteset_Map

Inherits:
Object show all
Includes:
Hooks
Defined in:
docs/4_Systems_003_Map_Engine.rb

Overview

Display everything that should be displayed during the Scene_Map

Instance Attribute Summary collapse

Instance Method Summary collapse

Methods included from Hooks

#exec_hooks, #force_return, included, register, remove, remove_without_name

Constructor Details

#initialize(zone = nil) ⇒ Spriteset_Map

Initialize a new Spriteset_Map object

Parameters:

  • zone (Integer, nil) (defaults to: nil)

    the id of the zone where the player is



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# File 'docs/4_Systems_003_Map_Engine.rb', line 446

def initialize(zone = nil)
end

Instance Attribute Details

#game_player_spriteSprite_Character (readonly)

Retrieve the Game Player sprite

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 443

def game_player_sprite
  @game_player_sprite
end

Instance Method Details

#create_panel(zone)

create the zone panel of the current zone

Parameters:

  • zone (Integer, nil)

    the id of the zone where the player is



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# File 'docs/4_Systems_003_Map_Engine.rb', line 534

def create_panel(zone)
end

#dispose(from_warp = false) ⇒ Sprite?

Spriteset_map dispose

Parameters:

  • from_warp (Boolean) (defaults to: false)

    if true, prepare a screenshot with some conditions and cancel the sprite dispose process

Returns:

  • (Sprite, nil)

    a screenshot or nothing



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# File 'docs/4_Systems_003_Map_Engine.rb', line 513

def dispose(from_warp = false)
end

#dispose_sp_map

Dispose the zone panel



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# File 'docs/4_Systems_003_Map_Engine.rb', line 538

def dispose_sp_map
end

#disposed?Boolean

Tell if the spriteset is disposed

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 508

def disposed?
end

#finish_init(zone)

Last step of the Spriteset initialization

Parameters:

  • zone (Integer, nil)

    the id of the zone where the player is



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# File 'docs/4_Systems_003_Map_Engine.rb', line 462

def finish_init(zone)
end

#inform_quest(name, quest_status)

Add a new quest informer

Parameters:

  • name (String)

    Name of the quest

  • quest_status (Symbol)

    status of quest (:new, :completed, :failed)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 557

def inform_quest(name, quest_status)
end

#init_characters

Sprite_Character initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 490

def init_characters
end

#init_panorama_fog

Panorama and fog initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 482

def init_panorama_fog
end

#init_player

Player initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 497

def init_player
end

#init_psdk_add

PSDK related thing initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 485

def init_psdk_add
end

#init_quest_informer

Create the quest informer array



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# File 'docs/4_Systems_003_Map_Engine.rb', line 503

def init_quest_informer
end

#init_tilemap

Tilemap initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 469

def init_tilemap
end

#init_viewports(viewport_type)

Method responsive of initializing the viewports

Parameters:

  • viewport_type (Symbol)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 450

def init_viewports(viewport_type)
end

#init_weather_picture_timer

Weather, picture and timer initialization



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# File 'docs/4_Systems_003_Map_Engine.rb', line 500

def init_weather_picture_timer
end

#load_autotile(filename) ⇒ Texture

Attempt to load an autotile

Parameters:

  • filename (String)

    name of the autotile

Returns:

  • (Texture)

    the bitmap of the autotile



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# File 'docs/4_Systems_003_Map_Engine.rb', line 474

def load_autotile(filename)
end

#load_autotile_internal(filename) ⇒ Texture

Attempt to load an autotile

Parameters:

  • filename (String)

    name of the autotile

Returns:

  • (Texture)

    the bitmap of the autotile



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# File 'docs/4_Systems_003_Map_Engine.rb', line 479

def load_autotile_internal(filename)
end

#map_viewportViewport

Return the map viewport

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 552

def map_viewport
end

#recycle_characters(character_sprites)

Recycled Sprite_Character initialization

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 494

def recycle_characters(character_sprites)
end

#reload(zone = nil)

Do the same as initialize but without viewport initialization (opti)

Parameters:

  • zone (Integer, nil) (defaults to: nil)

    the id of the zone where the player is



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# File 'docs/4_Systems_003_Map_Engine.rb', line 458

def reload(zone = nil)
end

#snap_to_bitmapsArray<Texture>

Take a snapshot of the spriteset

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 454

def snap_to_bitmaps
end

#sprite_picture(id_game_picture) ⇒ Sprite_Picture

Get the Sprite_Picture linked to the ID of the Game_Picture

Parameters:

  • the (Integer)

    ID of the Game_Picture

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 530

def sprite_picture(id_game_picture)
end

#tilemap_classClass

Return the prefered tilemap class

Returns:

  • (Class)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 466

def tilemap_class
end

#update

Update every sprite



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# File 'docs/4_Systems_003_Map_Engine.rb', line 516

def update
end

#update_events

update event sprite



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# File 'docs/4_Systems_003_Map_Engine.rb', line 519

def update_events
end

#update_panel

Update the zone panel



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# File 'docs/4_Systems_003_Map_Engine.rb', line 543

def update_panel
end

#update_panorama_fog

update panorama and fog sprites



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# File 'docs/4_Systems_003_Map_Engine.rb', line 525

def update_panorama_fog
end

#update_weather_picture

update weather and picture sprites



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# File 'docs/4_Systems_003_Map_Engine.rb', line 522

def update_weather_picture
end

#visible=(value)

Change the visible state of the Spriteset

Parameters:

  • value (Boolean)

    the new visibility state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 548

def visible=(value)
end