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ycrpg/js/lunalite-pixi-mv.d.ts

22334 lines
611 KiB
TypeScript

3 years ago
// Type definitions for Pixi.js 4.5
// Project: https://github.com/pixijs/pixi.js/tree/dev
// Definitions by: clark-stevenson <https://github.com/pixijs/pixi-typescript>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
// TypeScript Version: 2.1
declare namespace PIXI {
// from CONST
const VERSION: typeof CONST.VERSION;
const PI_2: typeof CONST.PI_2;
const RAD_TO_DEG: typeof CONST.RAD_TO_DEG;
const DEG_TO_RAD: typeof CONST.DEG_TO_RAD;
const RENDERER_TYPE: typeof CONST.RENDERER_TYPE;
const BLEND_MODES: typeof CONST.BLEND_MODES;
const DRAW_MODES: typeof CONST.DRAW_MODES;
const SCALE_MODES: typeof CONST.SCALE_MODES;
const WRAP_MODES: typeof CONST.WRAP_MODES;
const TRANSFORM_MODE: typeof CONST.TRANSFORM_MODE;
const PRECISION: typeof CONST.PRECISION;
const GC_MODES: typeof CONST.GC_MODES;
const SHAPES: typeof CONST.SHAPES;
const TEXT_GRADIENT: typeof CONST.TEXT_GRADIENT;
const UPDATE_PRIORITY: typeof CONST.UPDATE_PRIORITY;
function autoDetectRenderer(width: number, height: number, options?: PIXI.RendererOptions, forceCanvas?: boolean): PIXI.WebGLRenderer | PIXI.CanvasRenderer;
function autoDetectRenderer(options?: PIXI.RendererOptions): PIXI.WebGLRenderer | PIXI.CanvasRenderer;
const loader: PIXI.loaders.Loader;
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////SETTINGS///////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace settings {
let TARGET_FPMS: number;
let MIPMAP_TEXTURES: boolean;
let RESOLUTION: number;
let FILTER_RESOLUTION: number;
let SPRITE_MAX_TEXTURES: number;
let SPRITE_BATCH_SIZE: number;
let RETINA_PREFIX: RegExp;
const RENDER_OPTIONS: {
view: HTMLCanvasElement | null,
antialias: boolean,
forceFXAA: boolean,
autoResize: boolean,
transparent: boolean,
backgroundColor: number,
clearBeforeRender: boolean,
preserveDrawingBuffer: boolean,
roundPixels: boolean
width: number,
height: number,
legacy: boolean,
};
let TRANSFORM_MODE: number;
let GC_MODE: number;
let GC_MAX_IDLE: number;
let GC_MAX_CHECK_COUNT: number;
let WRAP_MODE: number;
let SCALE_MODE: number;
let PRECISION_VERTEX: string;
let PRECISION_FRAGMENT: string;
let PRECISION: string;
let UPLOADS_PER_FRAME: number;
let CAN_UPLOAD_SAME_BUFFER: boolean;
}
//////////////////////////////////////////////////////////////////////////////
/////////////////////////////ACCESSIBILITY////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace accessibility {
// accessibility
class AccessibilityManager {
constructor(renderer: CanvasRenderer | WebGLRenderer);
activate(): void;
deactivate(): void;
protected div: HTMLElement;
protected pool: HTMLElement[];
protected renderId: number;
debug: boolean;
renderer: SystemRenderer;
protected children: AccessibleTarget[];
protected isActive: boolean;
protected updateAccessibleObjects(displayObject: DisplayObject): void;
protected update(): void;
protected capHitArea(hitArea: HitArea): void;
protected addChild(displayObject: DisplayObject): void;
protected _onClick(e: interaction.InteractionEvent): void;
protected _onFocus(e: interaction.InteractionEvent): void;
protected _onFocusOut(e: interaction.InteractionEvent): void;
protected _onKeyDown(e: interaction.InteractionEvent): void;
protected _onMouseMove(): void;
destroy(): void;
}
interface AccessibleTarget {
accessible: boolean;
accessibleTitle: string | null;
accessibleHint: string | null;
tabIndex: number;
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////CORE//////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// const
namespace CONST {
const VERSION: string;
const PI_2: number;
const RAD_TO_DEG: number;
const DEG_TO_RAD: number;
const TARGET_FPMS: number;
const RENDERER_TYPE: {
UNKNOWN: number;
WEBGL: number;
CANVAS: number;
};
const BLEND_MODES: {
NORMAL: number;
ADD: number;
MULTIPLY: number;
SCREEN: number;
OVERLAY: number;
DARKEN: number;
LIGHTEN: number;
COLOR_DODGE: number;
COLOR_BURN: number;
HARD_LIGHT: number;
SOFT_LIGHT: number;
DIFFERENCE: number;
EXCLUSION: number;
HUE: number;
SATURATION: number;
COLOR: number;
LUMINOSITY: number;
NORMAL_NPM: number;
ADD_NPM: number;
SCREEN_NPM: number;
};
const DRAW_MODES: {
POINTS: number;
LINES: number;
LINE_LOOP: number;
LINE_STRIP: number;
TRIANGLES: number;
TRIANGLE_STRIP: number;
TRIANGLE_FAN: number;
};
const SCALE_MODES: {
LINEAR: number,
NEAREST: number
};
const GC_MODES: {
AUTO: number;
MANUAL: number;
};
const WRAP_MODES: {
CLAMP: number;
MIRRORED_REPEAT: number;
REPEAT: number;
};
const TRANSFORM_MODE: {
DEFAULT: number;
DYNAMIC: number;
STATIC: number;
};
const URL_FILE_EXTENSION: RegExp | string;
const DATA_URI: RegExp | string;
const SVG_SIZE: RegExp | string;
const SHAPES: {
POLY: number;
RECT: number;
CIRC: number;
ELIP: number;
RREC: number;
};
const PRECISION: {
LOW: string;
MEDIUM: string;
HIGH: string;
};
const TEXT_GRADIENT: {
LINEAR_VERTICAL: number;
LINEAR_HORIZONTAL: number;
};
const UPDATE_PRIORITY: {
INTERACTION: number;
HIGH: number;
NORMAL: number;
LOW: number;
UTILITY: number;
};
}
// display
class Application {
constructor(options?: ApplicationOptions)
constructor(width?: number, height?: number, options?: ApplicationOptions, noWebGL?: boolean, sharedTicker?: boolean, sharedLoader?: boolean);
private _ticker: ticker.Ticker;
renderer: PIXI.WebGLRenderer | PIXI.CanvasRenderer;
stage: Container;
ticker: ticker.Ticker;
readonly screen: Rectangle;
stop(): void;
start(): void;
render(): void;
destroy(removeView?: boolean): void;
readonly view: HTMLCanvasElement;
}
interface DestroyOptions {
children?: boolean;
texture?: boolean;
baseTexture?: boolean;
}
class Bounds {
minX: number;
minY: number;
maxX: number;
maxY: number;
rect: Rectangle;
isEmpty(): boolean;
clear(): void;
getRectangle(rect?: Rectangle): Rectangle;
addPoint(point: Point): void;
addQuad(vertices: number[]): Bounds | undefined;
addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void;
addVertices(transform: Transform, vertices: number[], beginOffset: number, endOffset: number): void;
addBounds(bounds: Bounds): void;
addBoundsMask(bounds: Bounds, mask: Bounds): void;
addBoundsArea(bounds: Bounds, area: Rectangle): void;
}
class Container extends DisplayObject {
// begin extras.getChildByName
getChildByName(name: string): DisplayObject;
// end extras.getChildByName
children: DisplayObject[];
width: number;
height: number;
protected onChildrenChange: (...args: any[]) => void;
addChild<T extends DisplayObject>(child: T, ...additionalChildren: DisplayObject[]): T;
addChildAt<T extends DisplayObject>(child: T, index: number): T;
swapChildren(child: DisplayObject, child2: DisplayObject): void;
getChildIndex(child: DisplayObject): number;
setChildIndex(child: DisplayObject, index: number): void;
getChildAt(index: number): DisplayObject;
removeChild(child: DisplayObject): DisplayObject;
removeChildAt(index: number): DisplayObject;
removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[];
updateTransform(): void;
calculateBounds(): void;
protected _calculateBounds(): void;
protected containerUpdateTransform(): void;
renderWebGL(renderer: WebGLRenderer): void;
renderAdvancedWebGL(renderer: WebGLRenderer): void;
protected _renderWebGL(renderer: WebGLRenderer): void;
protected _renderCanvas(renderer: CanvasRenderer): void;
renderCanvas(renderer: CanvasRenderer): void;
destroy(options?: DestroyOptions | boolean): void;
once(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this;
//tslint:disable-next-line:ban-types forbidden-types
once(event: string, fn: Function, context?: any): this;
on(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this;
//tslint:disable-next-line:ban-types forbidden-types
on(event: string, fn: Function, context?: any): this;
//tslint:disable-next-line:ban-types forbidden-types
off(event: "added" | "removed" | string, fn?: Function, context?: any): this;
}
class DisplayObject extends utils.EventEmitter implements interaction.InteractiveTarget, accessibility.AccessibleTarget {
// begin extras.cacheAsBitmap
protected _cacheAsBitmap: boolean;
protected _cacheData: boolean;
cacheAsBitmap: boolean;
protected _renderCachedWebGL(renderer: WebGLRenderer): void;
protected _initCachedDisplayObject(renderer: WebGLRenderer): void;
protected _renderCachedCanvas(renderer: CanvasRenderer): void;
protected _initCachedDisplayObjectCanvas(renderer: CanvasRenderer): void;
protected _calculateCachedBounds(): Rectangle;
protected _getCachedLocalBounds(): Rectangle;
protected _destroyCachedDisplayObject(): void;
protected _cacheAsBitmapDestroy(options: boolean | any): void;
// end extras.cacheAsBitmap
// begin extras.getChildByName
name: string | null;
// end extras.getChildByName
// begin extras.getGlobalPosition
getGlobalPosition(point?: Point, skipUpdate?: boolean): Point;
// end extras.getGlobalPosition
// begin accessible target
accessible: boolean;
accessibleTitle: string | null;
accessibleHint: string | null;
tabIndex: number;
// end accessible target
// begin interactive target
interactive: boolean;
interactiveChildren: boolean;
hitArea: PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon | PIXI.RoundedRectangle;
buttonMode: boolean;
cursor: string;
trackedPointers(): { [key: number]: interaction.InteractionTrackingData; };
// depricated
defaultCursor: string;
// end interactive target
transform: TransformBase;
alpha: number;
visible: boolean;
renderable: boolean;
parent: Container;
worldAlpha: number;
filterArea: Rectangle;
protected _filters: Filter[] | null;
protected _enabledFilters: Filter[] | null;
protected _bounds: Bounds;
protected _boundsID: number;
protected _lastBoundsID: number;
protected _boundsRect: Rectangle;
protected _localBoundsRect: Rectangle;
protected _mask: PIXI.Graphics | PIXI.Sprite;
protected readonly _destroyed: boolean;
x: number;
y: number;
worldTransform: Matrix;
localTransform: Matrix;
position: Point | ObservablePoint;
scale: Point | ObservablePoint;
pivot: Point | ObservablePoint;
skew: ObservablePoint;
rotation: number;
worldVisible: boolean;
mask: PIXI.Graphics | PIXI.Sprite;
filters: Filter[] | null;
updateTransform(): void;
protected displayObjectUpdateTransform(): void;
protected _recursivePostUpdateTransform(): void;
getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle;
getLocalBounds(rect?: Rectangle): Rectangle;
//creates and returns a new point
toGlobal(position: PointLike): Point;
//modifies the x and y of the passed point and returns it
toGlobal<T extends PointLike>(position: PointLike, point?: T, skipUpdate?: boolean): T;
//creates and returns a new point
toLocal(position: PointLike, from?: DisplayObject): Point;
//modifies the x and y of the passed point and returns it
toLocal<T extends PointLike>(position: PointLike, from?: DisplayObject, point?: T, skipUpdate?: boolean): T;
renderWebGL(renderer: WebGLRenderer): void;
renderCanvas(renderer: CanvasRenderer): void;
setParent(container: Container): Container;
setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject;
destroy(): void;
on(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
once(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
removeListener(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this;
removeAllListeners(event: interaction.InteractionEventTypes): this;
off(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this;
addListener(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
}
class TransformBase {
static IDENTITY: TransformBase;
worldTransform: Matrix;
localTransform: Matrix;
protected _worldID: number;
updateLocalTransform(): void;
updateTransform(parentTransform: TransformBase): void;
updateWorldTransform(parentTransform: TransformBase): void;
}
class TransformStatic extends TransformBase {
position: ObservablePoint;
scale: ObservablePoint;
pivot: ObservablePoint;
skew: ObservablePoint;
protected _rotation: number;
protected _sr?: number;
protected _cr?: number;
protected _cy?: number;
protected _sy?: number;
protected _nsx?: number;
protected _cx?: number;
protected _currentLocalID: number;
protected onChange(): void;
updateSkew(): void;
updateLocalTransform(): void;
updateTransform(parentTransform: TransformBase): void;
setFromMatrix(matrix: Matrix): void;
rotation: number;
}
class Transform extends TransformBase {
constructor();
position: Point;
scale: Point;
skew: ObservablePoint;
pivot: Point;
protected _rotation: number;
protected _sr?: number;
protected _cr?: number;
protected _cy?: number;
protected _sy?: number;
protected _nsx?: number;
protected _cx?: number;
updateSkew(): void;
setFromMatrix(matrix: Matrix): void;
rotation: number;
}
// graphics
class GraphicsData {
constructor(
lineWidth: number,
lineColor: number,
lineAlpha: number,
fillColor: number,
fillAlpha: number,
fill: boolean,
nativeLines: boolean,
shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any);
lineWidth: number;
nativeLines: boolean;
lineColor: number;
lineAlpha: number;
protected _lineTint: number;
fillColor: number;
fillAlpha: number;
protected _fillTint: number;
fill: boolean;
protected holes: Circle[] | Rectangle[] | Ellipse[] | Polygon[] | RoundedRectangle[] | any[];
shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any;
type?: number;
clone(): GraphicsData;
addHole(shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any): void;
destroy(options?: DestroyOptions | boolean): void;
}
class Graphics extends Container {
constructor(nativeLines?: boolean);
fillAlpha: number;
lineWidth: number;
nativeLines: boolean;
lineColor: number;
protected graphicsData: GraphicsData[];
tint: number;
protected _prevTint: number;
blendMode: number;
currentPath: GraphicsData;
protected _webGL: any;
isMask: boolean;
boundsPadding: number;
protected _localBounds: Bounds;
dirty: number;
fastRectDirty: number;
clearDirty: number;
boundsDirty: number;
protected cachedSpriteDirty: boolean;
protected _spriteRect: Rectangle;
protected _fastRect: boolean;
static _SPRITE_TEXTURE: Texture;
clone(): Graphics;
lineStyle(lineWidth?: number, color?: number, alpha?: number): Graphics;
moveTo(x: number, y: number): Graphics;
lineTo(x: number, y: number): Graphics;
quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Graphics;
bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Graphics;
arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Graphics;
arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): Graphics;
beginFill(color: number, alpha?: number): Graphics;
endFill(): Graphics;
drawRect(x: number, y: number, width: number, height: number): Graphics;
drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Graphics;
drawCircle(x: number, y: number, radius: number): Graphics;
drawEllipse(x: number, y: number, width: number, height: number): Graphics;
drawPolygon(path: number[] | Point[]): Graphics;
clear(): Graphics;
isFastRect(): boolean;
protected _renderCanvas(renderer: CanvasRenderer): void;
protected _calculateBounds(): Rectangle;
protected _renderSpriteRect(renderer: PIXI.SystemRenderer): void;
containsPoint(point: Point): boolean;
updateLocalBounds(): void;
drawShape(shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any): GraphicsData;
generateCanvasTexture(scaleMode?: number, resolution?: number): Texture;
protected closePath(): Graphics;
protected addHole(): Graphics;
destroy(options?: DestroyOptions | boolean): void;
}
class CanvasGraphicsRenderer {
constructor(renderer: SystemRenderer);
render(graphics: Graphics): void;
protected updateGraphicsTint(graphics: Graphics): void;
protected renderPolygon(points: Point[], close: boolean, context: CanvasRenderingContext2D): void;
destroy(): void;
}
class GraphicsRenderer extends ObjectRenderer {
constructor(renderer: PIXI.CanvasRenderer);
protected graphicsDataPool: GraphicsData[];
protected primitiveShader: PrimitiveShader;
gl: WebGLRenderingContext;
CONTEXT_UID: number;
destroy(): void;
render(graphics: Graphics): void;
protected updateGraphics(graphics: PIXI.Graphics): void;
getWebGLData(webGL: WebGLRenderingContext, type: number, nativeLines: number): WebGLGraphicsData;
}
class WebGLGraphicsData {
constructor(gl: WebGLRenderingContext, shader: glCore.GLShader, attribsState: glCore.AttribState);
gl: WebGLRenderingContext;
color: number[];
points: Point[];
indices: number[];
buffer: WebGLBuffer;
indexBuffer: WebGLBuffer;
dirty: boolean;
glPoints: number[];
glIndices: number[];
shader: glCore.GLShader;
vao: glCore.VertexArrayObject;
nativeLines: boolean;
reset(): void;
upload(): void;
destroy(): void;
}
class PrimitiveShader extends glCore.GLShader { }
// math
namespace GroupD8 {
const E: number;
const SE: number;
const S: number;
const SW: number;
const W: number;
const NW: number;
const N: number;
const NE: number;
const MIRROR_HORIZONTAL: number;
const MIRROR_VERTICAL: number;
function uX(ind: number): number;
function uY(ind: number): number;
function vX(ind: number): number;
function vY(ind: number): number;
function inv(rotation: number): number;
function add(rotationSecond: number, rotationFirst: number): number;
function sub(rotationSecond: number, rotationFirst: number): number;
function rotate180(rotation: number): number;
function isSwapWidthHeight(rotation: number): boolean;
function byDirection(dx: number, dy: number): number;
function matrixAppendRotationInv(matrix: Matrix, rotation: number, tx: number, ty: number): void;
}
class Matrix {
constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number);
a: number;
b: number;
c: number;
d: number;
tx: number;
ty: number;
fromArray(array: number[]): void;
set(a: number, b: number, c: number, d: number, tx: number, ty: number): Matrix;
toArray(transpose?: boolean, out?: number[]): number[];
apply(pos: Point, newPos?: Point): Point;
applyInverse(pos: Point, newPos?: Point): Point;
translate(x: number, y: number): Matrix;
scale(x: number, y: number): Matrix;
rotate(angle: number): Matrix;
append(matrix: Matrix): Matrix;
setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number, scaleY: number, rotation: number, skewX: number, skewY: number): PIXI.Matrix;
prepend(matrix: Matrix): Matrix;
invert(): Matrix;
identity(): Matrix;
decompose(transform: TransformBase): TransformBase;
clone(): Matrix;
copy(matrix: Matrix): Matrix;
static IDENTITY: Matrix;
static TEMP_MATRIX: Matrix;
}
class PointLike {
x: number;
y: number;
set(x?: number, y?: number): void;
copy(point: PointLike): void;
}
class ObservablePoint extends PointLike {
constructor(cb: () => any, scope?: any, x?: number, y?: number);
cb: () => any;
scope: any;
}
class Point extends PointLike {
constructor(x?: number, y?: number);
clone(): Point;
equals(p: PointLike): boolean;
}
interface HitArea {
contains(x: number, y: number): boolean;
}
class Circle {
constructor(x?: number, y?: number, radius?: number);
x: number;
y: number;
radius: number;
type: number;
clone(): Circle;
contains(x: number, y: number): boolean;
getBounds(): Rectangle;
}
class Ellipse {
constructor(x?: number, y?: number, width?: number, height?: number);
x: number;
y: number;
width: number;
height: number;
type: number;
clone(): Ellipse;
contains(x: number, y: number): boolean;
getBounds(): Rectangle;
}
class Polygon {
constructor(points: Point[] | number[]);
// Note - Rest Params cannot be combined with |
//tslint:disable-next-line:unified-signatures
constructor(...points: Point[]);
//tslint:disable-next-line:unified-signatures
constructor(...points: number[]);
closed: boolean;
points: number[];
type: number;
clone(): Polygon;
contains(x: number, y: number): boolean;
close(): void;
}
class Rectangle {
constructor(x?: number, y?: number, width?: number, height?: number);
x: number;
y: number;
width: number;
height: number;
type: number;
left: number;
right: number;
top: number;
bottom: number;
static EMPTY: Rectangle;
clone(): Rectangle;
copy(rectangle: Rectangle): Rectangle;
contains(x: number, y: number): boolean;
pad(paddingX: number, paddingY: number): void;
fit(rectangle: Rectangle): void;
enlarge(rectangle: Rectangle): void;
}
class RoundedRectangle {
constructor(x?: number, y?: number, width?: number, height?: number, radius?: number);
x: number;
y: number;
width: number;
height: number;
radius: number;
type: number;
clone(): RoundedRectangle;
contains(x: number, y: number): boolean;
}
// renderers
interface RendererOptions {
/**
* the width of the renderers view [default=800]
*/
width?: number;
/**
* the height of the renderers view [default=600]
*/
height?: number;
/**
* the canvas to use as a view, optional
*/
view?: HTMLCanvasElement;
/**
* If the render view is transparent, [default=false]
*/
transparent?: boolean;
/**
* sets antialias (only applicable in chrome at the moment) [default=false]
*/
antialias?: boolean;
/**
* enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context [default=false]
*/
preserveDrawingBuffer?: boolean;
/**
* The resolution / device pixel ratio of the renderer, retina would be 2 [default=1]
*/
resolution?: number;
/**
* prevents selection of WebGL renderer, even if such is present [default=false]
*/
forceCanvas?: boolean;
/**
* The background color of the rendered area (shown if not transparent) [default=0x000000]
*/
backgroundColor?: number;
/**
* This sets if the renderer will clear the canvas or not before the new render pass. [default=true]
*/
clearBeforeRender?: boolean;
/**
* If true Pixi will Math.floor() x/ y values when rendering, stopping pixel interpolation. [default=false]
*/
roundPixels?: boolean;
/**
* forces FXAA antialiasing to be used over native FXAA is faster, but may not always look as great ** webgl only** [default=false]
*/
forceFXAA?: boolean;
/**
* `true` to ensure compatibility with older / less advanced devices. If you experience unexplained flickering try setting this to true. **webgl only** [default=false]
*/
legacy?: boolean;
/**
* Depricated
*/
context?: WebGLRenderingContext;
/**
* Depricated
*/
autoResize?: boolean;
}
interface ApplicationOptions extends RendererOptions {
/**
* `true` to use PIXI.ticker.shared, `false` to create new ticker. [default=false]
*/
sharedTicker?: boolean;
/**
* `true` to use PIXI.loaders.shared, `false` to create new Loader.
*/
sharedLoader?: boolean;
}
class SystemRenderer extends utils.EventEmitter {
constructor(system: string, options?: RendererOptions);
constructor(system: string, screenWidth?: number, screenHeight?: number, options?: RendererOptions);
type: number;
options: RendererOptions;
screen: Rectangle;
readonly width: number;
readonly height: number;
view: HTMLCanvasElement;
resolution: number;
transparent: boolean;
autoResize: boolean;
blendModes: any; // todo?
preserveDrawingBuffer: boolean;
clearBeforeRender: boolean;
roundPixels: boolean;
protected _backgroundColor: number;
protected _backgroundColorRgba: number[];
protected _backgroundColorString: string;
protected _tempDisplayObjectParent: Container;
protected _lastObjectRendered: DisplayObject;
resize(screenWidth: number, screenHeight: number): void;
generateTexture(displayObject: DisplayObject, scaleMode?: number, resolution?: number): RenderTexture;
render(...args: any[]): void;
destroy(removeView?: boolean): void;
}
class CanvasRenderer extends SystemRenderer {
// plugintarget mixin start
static __plugins: any;
//tslint:disable-next-line:ban-types forbidden-types
static registerPlugin(pluginName: string, ctor: Function): void;
plugins: any;
initPlugins(): void;
destroyPlugins(): void;
// plugintarget mixin end
// from InteractionManager
interaction?: interaction.InteractionManager;
constructor(options?: RendererOptions);
constructor(screenWidth?: number, screenHeight?: number, options?: RendererOptions);
rootContext: CanvasRenderingContext2D;
rootResolution?: number;
refresh: boolean;
maskManager: CanvasMaskManager;
smoothProperty: string;
extract: extract.CanvasExtract;
context: CanvasRenderingContext2D | null;
render(displayObject: PIXI.DisplayObject, renderTexture?: PIXI.RenderTexture, clear?: boolean, transform?: PIXI.Transform, skipUpdateTransform?: boolean): void;
setBlendMode(blendMode: number): void;
destroy(removeView?: boolean): void;
clear(clearColor?: string): void;
on(event: "prerender" | "postrender", fn: () => void, context?: any): this;
once(event: "prerender" | "postrender", fn: () => void, context?: any): this;
removeListener(event: "prerender" | "postrender", fn?: () => void, context?: any): this;
removeAllListeners(event: "prerender" | "postrender"): this;
off(event: "prerender" | "postrender", fn?: () => void, context?: any): this;
addListener(event: "prerender" | "postrender", fn: () => void, context?: any): this;
}
class CanvasMaskManager {
constructor(renderer: CanvasRenderer);
pushMask(maskData: any): void;
protected renderGraphicsShape(graphics: Graphics): void;
popMask(renderer: WebGLRenderer | CanvasRenderer): void;
destroy(): void;
}
class CanvasRenderTarget {
constructor(width: number, height: number, resolution: number);
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
resolution: number;
width: number;
height: number;
clear(): void;
resize(width: number, height: number): void;
destroy(): void;
}
interface WebGLRendererOptions extends RendererOptions {
}
class WebGLRenderer extends SystemRenderer {
// plugintarget mixin start
static __plugins: any;
//tslint:disable-next-line:ban-types forbidden-types
static registerPlugin(pluginName: string, ctor: Function): void;
plugins: any;
initPlugins(): void;
destroyPlugins(): void;
// plugintarget mixin end
// from InteractionManager
interaction: interaction.InteractionManager;
constructor(options?: WebGLRendererOptions);
constructor(screenWidth?: number, screenHeight?: number, options?: WebGLRendererOptions);
protected _contextOptions: {
alpha: boolean;
antiAlias?: boolean;
premultipliedAlpha: boolean;
stencil: boolean;
preseveDrawingBuffer?: boolean;
};
protected _backgroundColorRgba: number[];
maskManager: MaskManager;
stencilManager?: StencilManager;
emptyRenderer: ObjectRenderer;
currentRenderer: ObjectRenderer;
gl: WebGLRenderingContext;
CONTEXT_UID: number;
state?: WebGLState;
renderingToScreen: boolean;
boundTextures: Texture[];
filterManager: FilterManager;
textureManager?: TextureManager;
textureGC?: TextureGarbageCollector;
extract: extract.WebGLExtract;
protected drawModes: any;
protected _activeShader: Shader;
_activeRenderTarget: RenderTarget;
protected _initContext(): void;
render(displayObject: PIXI.DisplayObject, renderTexture?: PIXI.RenderTexture, clear?: boolean, transform?: PIXI.Transform, skipUpdateTransform?: boolean): void;
setObjectRenderer(objectRenderer: ObjectRenderer): void;
flush(): void;
setBlendMode(blendMode: number): void;
clear(clearColor?: number): void;
setTransform(matrix: Matrix): void;
clearRenderTexture(renderTexture: RenderTexture, clearColor?: number): WebGLRenderer;
bindRenderTexture(renderTexture: RenderTexture, transform: Transform): WebGLRenderer;
bindRenderTarget(renderTarget: RenderTarget): WebGLRenderer;
bindShader(shader: Shader, autoProject?: boolean): WebGLRenderer;
bindTexture(texture: Texture | BaseTexture, location?: number, forceLocation?: boolean): number;
unbindTexture(texture: Texture | BaseTexture): WebGLRenderer | undefined;
createVao(): glCore.VertexArrayObject;
bindVao(vao: glCore.VertexArrayObject): WebGLRenderer;
reset(): WebGLRenderer;
handleContextLost: (event: WebGLContextEvent) => void;
handleContextRestored: () => void;
destroy(removeView?: boolean): void;
on(event: "prerender" | "postrender", fn: () => void, context?: any): this;
on(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this;
once(event: "prerender" | "postrender", fn: () => void, context?: any): this;
once(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this;
removeListener(event: "prerender" | "postrender", fn?: () => void, context?: any): this;
removeListener(event: "context", fn?: (gl: WebGLRenderingContext) => void, context?: any): this;
removeAllListeners(event: "prerender" | "postrender" | "context"): this;
off(event: "prerender" | "postrender", fn?: () => void, context?: any): this;
off(event: "context", fn?: (gl: WebGLRenderingContext) => void, context?: any): this;
addListener(event: "prerender" | "postrender", fn: () => void, context?: any): this;
addListener(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this;
}
class WebGLState {
constructor(gl: WebGLRenderingContext);
activeState: number[];
defaultState: number[];
stackIndex: number;
stack: number[];
gl: WebGLRenderingContext;
maxAttribs: number;
attribState: glCore.AttribState;
nativeVaoExtension: any;
push(): void;
pop(): void;
setState(state: number[]): void;
setBlend(value: number): void;
setBlendMode(value: number): void;
setDepthTest(value: number): void;
setCullFace(value: number): void;
setFrontFace(value: number): void;
resetAttributes(): void;
resetToDefault(): void;
}
class TextureManager {
constructor(renderer: WebGLRenderer);
renderer: WebGLRenderer;
gl: WebGLRenderingContext;
protected _managedTextures: Texture[];
bindTexture(): void;
getTexture(): WebGLTexture;
updateTexture(texture: BaseTexture | Texture): WebGLTexture;
destroyTexture(texture: BaseTexture, _skipRemove?: boolean): void;
removeAll(): void;
destroy(): void;
}
class TextureGarbageCollector {
constructor(renderer: WebGLRenderer);
renderer: WebGLRenderer;
count: number;
checkCount: number;
maxIdle: number;
checkCountMax: number;
mode: number;
update(): void;
run(): void;
unload(): void;
}
abstract class ObjectRenderer extends WebGLManager {
constructor(renderer: WebGLRenderer);
start(): void;
stop(): void;
flush(): void;
render(...args: any[]): void;
}
class Quad {
constructor(gl: WebGLRenderingContext);
gl: WebGLRenderingContext;
vertices: number[];
uvs: number[];
interleaved: number[];
indices: number[];
vertexBuffer: WebGLBuffer;
vao: glCore.VertexArrayObject;
initVao(shader: glCore.GLShader): void;
map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): Quad;
upload(): Quad;
destroy(): void;
}
interface FilterDataStackItem {
renderTarget: RenderTarget;
filter: any[];
bounds: Rectangle;
}
class RenderTarget {
constructor(gl: WebGLRenderingContext, width: number, height: number, scaleMode: number, resolution: number, root?: boolean);
gl: WebGLRenderingContext;
frameBuffer: glCore.GLFramebuffer;
texture: Texture;
clearColor: number[];
size: Rectangle;
resolution: number;
projectionMatrix: Matrix;
transform: Matrix;
frame: Rectangle;
defaultFrame: Rectangle;
destinationFrame: Rectangle;
sourceFrame?: Rectangle;
stencilBuffer: glCore.GLFramebuffer;
stencilMaskStack: Graphics[];
filterData: {
index: number,
stack: FilterDataStackItem[];
};
scaleMode: number;
root: boolean;
clear(clearColor?: number[]): void;
attachStencilBuffer(): void;
setFrame(destinationFrame: Rectangle, sourceFrame: Rectangle): void;
activate(): void;
calculateProjection(destinationFrame: Rectangle, sourceFrame: Rectangle): void;
resize(width: number, height: number): void;
destroy(): void;
}
class BlendModeManager extends WebGLManager {
constructor(renderer: WebGLRenderer);
currentBlendMode: number;
setBlendMode(blendMode: number): boolean;
}
interface FilterManagerStackItem {
renderTarget: RenderTarget;
sourceFrame: Rectangle;
destinationFrame: Rectangle;
filters: Filter[];
target: any;
resolution: number;
}
class FilterManager extends WebGLManager {
constructor(renderer: WebGLRenderer);
gl: WebGLRenderingContext;
quad: Quad;
stack: FilterManagerStackItem[];
stackIndex: number;
shaderCache: any;
filterData: any;
pushFilter(target: RenderTarget, filters: Filter[]): void;
popFilter(): void;
applyFilter(shader: glCore.GLShader | Filter, inputTarget: RenderTarget, outputTarget: RenderTarget, clear?: boolean): void;
syncUniforms(shader: glCore.GLShader, filter: Filter): void;
getRenderTarget(clear?: boolean, resolution?: number): RenderTarget;
returnRenderTarget(renderTarget: RenderTarget): RenderTarget;
calculateScreenSpaceMatrix(outputMatrix: Matrix): Matrix;
calculateNormalizedScreenSpaceMatrix(outputMatrix: Matrix): Matrix;
calculateSpriteMatrix(outputMatrix: Matrix, sprite: Sprite): Matrix;
destroy(): void;
emptyPool(): void;
getPotRenderTarget(gl: WebGLRenderingContext, minWidth: number, minHeight: number, resolution: number): RenderTarget;
freePotRenderTarget(renderTarget: RenderTarget): void;
}
class StencilMaskStack {
stencilStack: any[];
reverse: boolean;
count: number;
}
class MaskManager extends WebGLManager {
scissor: boolean;
scissorData: any;
scissorRenderTarget: RenderTarget;
enableScissor: boolean;
alphaMaskPool: number[];
alphaMaskIndex: number;
pushMask(target: RenderTarget, maskData: Sprite | Graphics): void;
popMask(target: RenderTarget, maskData: Sprite | Graphics): void;
pushSpriteMask(target: RenderTarget, maskData: Sprite | Graphics): void;
popSpriteMask(): void;
pushStencilMask(maskData: Sprite | Graphics): void;
popStencilMask(): void;
pushScissorMask(target: RenderTarget, maskData: Sprite | Graphics): void;
popScissorMask(): void;
}
class StencilManager extends WebGLManager {
constructor(renderer: WebGLRenderer);
stencilMaskStack: Graphics[];
setMaskStack(stencilMasStack: Graphics[]): void;
pushStencil(graphics: Graphics): void;
popStencil(): void;
destroy(): void;
}
class WebGLManager {
constructor(renderer: WebGLRenderer);
renderer: SystemRenderer;
onContextChange(): void;
destroy(): void;
}
interface UniformData {
type: string;
value: any;
// name is set by pixi if uniforms were automatically extracted from shader code, but not used anywhere
name?: string;
}
class Filter {
constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: { [name: string]: UniformData });
vertextSrc?: string;
fragmentSrc: string;
blendMode: number;
protected uniformData: { [name: string]: UniformData };
uniforms: { [name: string]: any } | any;
glShaders: any;
glShaderKey?: number;
padding: number;
resolution: number;
enabled: boolean;
autoFit: boolean;
apply(filterManager: FilterManager, input: RenderTarget, output: RenderTarget, clear?: boolean, currentState?: any): void;
static defaultVertexSrc: string;
static defaultFragmentSrc: string;
}
class SpriteMaskFilter extends Filter {
constructor(sprite: Sprite);
maskSprite: Sprite;
maskMatrix: Matrix;
apply(filterManager: FilterManager, input: RenderTarget, output: RenderTarget): void;
}
// sprites
class Sprite extends Container {
constructor(texture?: Texture);
protected _anchor: ObservablePoint;
anchor: ObservablePoint;
protected _texture: Texture;
protected _transformTrimmedID: number;
protected _textureTrimmedID: number;
protected _width: number;
protected _height: number;
tint: number;
protected _tint: number;
protected _tintRGB: number;
blendMode: number;
pluginName: string;
protected cachedTint: number;
texture: Texture;
protected textureDirty: boolean;
protected _textureID: number;
protected _transformID: number;
protected vertexTrimmedData: Float32Array;
vertexData: Float32Array;
width: number;
height: number;
protected _onTextureUpdate(): void;
calculateVertices(): void;
protected _calculateBounds(): void;
protected calculateTrimmedVertices(): void;
protected onAnchorUpdate(): void;
protected _renderWebGL(renderer: WebGLRenderer): void;
protected _renderCanvas(renderer: CanvasRenderer): void;
getLocalBounds(): Rectangle;
containsPoint(point: Point): boolean;
destroy(options?: DestroyOptions | boolean): void;
static from(source: number | string | BaseTexture | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement): Sprite;
static fromFrame(frameId: string): Sprite;
static fromImage(imageId: string, crossorigin?: boolean, scaleMode?: number): Sprite;
}
class BatchBuffer {
vertices: ArrayBuffer;
float32View: number[];
uint32View: number[];
destroy(): void;
}
class SpriteRenderer extends ObjectRenderer {
constructor(renderer: PIXI.WebGLRenderer);
vertSize: number;
vertByteSize: number;
size: number;
buffers: BatchBuffer[];
indices: number[];
shaders: Shader[];
currentIndex: number;
tick: number;
groups: any[];
sprites: Sprite[];
vertexBuffers: number[];
vaos: glCore.VertexArrayObject[];
vaoMax: number;
vertexCount: number;
protected onContextChanged: () => void;
protected onPrerender: () => void;
render(sprite: Sprite): void;
flush(): void;
start(): void;
stop(): void;
destroy(): void;
}
class CanvasSpriteRenderer extends ObjectRenderer {
constructor(renderer: WebGLRenderer);
render(sprite: Sprite): void;
destroy(): void;
}
namespace CanvasTinter {
function getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement;
function tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
function tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
function tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
function roundColor(color: number): number;
let cacheStepsPerColorChannel: number;
let convertTintToImage: boolean;
let canUseMultiply: boolean;
let tintMethod: number;
}
// text
interface TextStyleOptions {
align?: string;
breakWords?: boolean;
dropShadow?: boolean;
dropShadowAlpha?: number;
dropShadowAngle?: number;
dropShadowBlur?: number;
dropShadowColor?: string | number;
dropShadowDistance?: number;
fill?: string | string[] | number | number[] | CanvasGradient | CanvasPattern;
fillGradientType?: number;
fillGradientStops?: number[];
fontFamily?: string | string[];
fontSize?: number | string;
fontStyle?: string;
fontVariant?: string;
fontWeight?: string;
letterSpacing?: number;
lineHeight?: number;
lineJoin?: string;
miterLimit?: number;
padding?: number;
stroke?: string | number;
strokeThickness?: number;
textBaseline?: string;
trim?: boolean;
wordWrap?: boolean;
wordWrapWidth?: number;
}
class TextStyle implements TextStyleOptions {
constructor(style: TextStyleOptions)
styleID: number;
clone(): TextStyle;
reset(): void;
protected _align: string;
align: string;
protected _breakWords: boolean;
breakWords: boolean;
protected _dropShadow: boolean;
dropShadow: boolean;
protected _dropShadowAlpha: number;
dropShadowAlpha: number;
protected _dropShadowAngle: number;
dropShadowAngle: number;
protected _dropShadowBlur: number;
dropShadowBlur: number;
protected _dropShadowColor: string | number;
dropShadowColor: string | number;
protected _dropShadowDistance: number;
dropShadowDistance: number;
protected _fill: string | string[] | number | number[] | CanvasGradient | CanvasPattern;
fill: string | string[] | number | number[] | CanvasGradient | CanvasPattern;
protected _fillGradientType: number;
fillGradientType: number;
protected _fillGradientStops: number[];
fillGradientStops: number[];
protected _fontFamily: string | string[];
fontFamily: string | string[];
protected _fontSize: number | string;
fontSize: number | string;
protected _fontStyle: string;
fontStyle: string;
protected _fontVariant: string;
fontVariant: string;
protected _fontWeight: string;
fontWeight: string;
protected _letterSpacing: number;
letterSpacing: number;
protected _lineHeight: number;
lineHeight: number;
protected _lineJoin: string;
lineJoin: string;
protected _miterLimit: number;
miterLimit: number;
protected _padding: number;
padding: number;
protected _stroke: string | number;
stroke: string | number;
protected _strokeThickness: number;
strokeThickness: number;
protected _textBaseline: string;
textBaseline: string;
protected _trim: boolean;
trim: boolean;
protected _wordWrap: boolean;
wordWrap: boolean;
protected _wordWrapWidth: number;
wordWrapWidth: number;
toFontString(): string;
}
class TextMetrics {
protected _canvas: HTMLCanvasElement;
protected _context: CanvasRenderingContext2D;
protected _fonts: FontMetrics;
text: string;
style: TextStyle;
width: number;
height: number;
lines: number[];
lineWidgets: number[];
lineHeight: number;
maxLineWidth: number;
fontProperties: any;
constructor(text: string, style: TextStyle, width: number, height: number, lines: number[], lineWidths: number[], lineHeight: number, maxLineWidth: number, fontProperties: any);
static measureText(text: string, style: TextStyle, wordWrap?: boolean, canvas?: HTMLCanvasElement): TextMetrics;
static wordWrap(text: string, style: TextStyle, canvas?: HTMLCanvasElement): string;
static measureFont(font: string): FontMetrics;
}
interface FontMetrics {
ascent: number;
descent: number;
fontSize: number;
}
class Text extends Sprite {
constructor(text?: string, style?: TextStyleOptions, canvas?: HTMLCanvasElement);
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
resolution: number;
protected _text: string;
protected _style: TextStyle;
//tslint:disable-next-line:ban-types forbidden-types
protected _styleListener: Function;
protected _font: string;
protected localStyleID: number;
width: number;
height: number;
style: TextStyle;
text: string;
protected updateText(respectDirty?: boolean): void;
protected drawLetterSpacing(text: string, x: number, y: number, isStroke?: boolean): void;
protected updateTexture(): void;
renderWebGL(renderer: WebGLRenderer): void;
protected _renderCanvas(renderer: CanvasRenderer): void;
getLocalBounds(rect?: Rectangle): Rectangle;
protected _calculateBounds(): void;
protected _onStyleChange: () => void;
protected _generateFillStyle(style: TextStyle, lines: string[]): string | number | CanvasGradient;
destroy(options?: DestroyOptions | boolean): void;
dirty: boolean;
}
// textures
class BaseRenderTexture extends BaseTexture {
constructor(width?: number, height?: number, scaleMode?: number, resolution?: number);
height: number;
width: number;
realHeight: number;
realWidth: number;
resolution: number;
scaleMode: number;
hasLoaded: boolean;
protected _glRenderTargets: { [n: number]: WebGLTexture; };
protected _canvasRenderTarget: { [n: number]: WebGLTexture; };
valid: boolean;
resize(width: number, height: number): void;
destroy(): void;
on(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this;
once(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this;
removeListener(event: "update", fn?: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this;
removeAllListeners(event: "update"): this;
off(event: "update", fn?: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this;
addListener(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this;
}
class BaseTexture extends utils.EventEmitter {
static from(source: string | HTMLImageElement | HTMLCanvasElement, scaleMode?: number, sourceScale?: number): BaseTexture;
constructor(source?: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, scaleMode?: number, resolution?: number);
protected uuid?: number;
protected touched: number;
resolution: number;
width: number;
height: number;
realWidth: number;
realHeight: number;
scaleMode: number;
hasLoaded: boolean;
isLoading: boolean;
wrapMode: number;
source: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | null;
origSource: HTMLImageElement | null;
imageType: string | null;
sourceScale: number;
premultipliedAlpha: boolean;
imageUrl: string | null;
protected isPowerOfTwo: boolean;
mipmap: boolean;
wrap?: boolean;
protected _glTextures: any;
protected _enabled: number;
protected _id?: number;
protected _virtualBoundId: number;
protected readonly _destroyed: boolean;
textureCacheIds: string[];
update(): void;
protected _updateDimensions(): void;
protected _updateImageType(): void;
protected _loadSvgSource(): void;
protected _loadSvgSourceUsingDataUri(dataUri: string): void;
protected _loadSvgSourceUsingXhr(): void;
protected _loadSvgSourceUsingString(svgString: string): void;
protected loadSource(source: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement): void;
protected _sourceLoaded(): void;
destroy(): void;
dispose(): void;
updateSourceImage(newSrc: string): void;
static fromImage(imageUrl: string, crossorigin?: boolean, scaleMode?: number, sourceScale?: number): BaseTexture;
static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: number, origin?: string): BaseTexture;
static addToCache(baseTexture: BaseTexture, id: string): void;
static removeFromCache(baseTexture: string | BaseTexture): BaseTexture;
on(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this;
once(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this;
removeListener(event: "update" | "loaded" | "error" | "dispose", fn?: (baseTexture: BaseTexture) => void, context?: any): this;
removeAllListeners(event: "update" | "loaded" | "error" | "dispose"): this;
off(event: "update" | "loaded" | "error" | "dispose", fn?: (baseTexture: BaseTexture) => void, context?: any): this;
addListener(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this;
}
class RenderTexture extends Texture {
constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle);
protected legacyRenderer: any;
valid: boolean;
resize(width: number, height: number, doNotResizeBaseTexture?: boolean): void;
static create(width?: number, height?: number, scaleMode?: number, resolution?: number): RenderTexture;
}
class Texture extends utils.EventEmitter {
constructor(baseTexture: BaseTexture, frame?: Rectangle, orig?: Rectangle, trim?: Rectangle, rotate?: number);
noFrame: boolean;
baseTexture: BaseTexture;
protected _frame: Rectangle;
trim?: Rectangle;
valid: boolean;
requiresUpdate: boolean;
protected _uvs: TextureUvs;
orig: Rectangle;
protected _updateID: number;
transform: any;
textureCacheIds: string[];
update(): void;
protected onBaseTextureLoaded(baseTexture: BaseTexture): void;
protected onBaseTextureUpdated(baseTexture: BaseTexture): void;
destroy(destroyBase?: boolean): void;
clone(): Texture;
protected _updateUvs(): void;
static fromImage(imageUrl: string, crossOrigin?: boolean, scaleMode?: number, sourceScale?: number): Texture;
static fromFrame(frameId: string): Texture;
static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: number, origin?: string): Texture;
static fromVideo(video: HTMLVideoElement | string, scaleMode?: number): Texture;
static fromVideoUrl(videoUrl: string, scaleMode?: number): Texture;
static from(source: number | string | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | BaseTexture): Texture;
static fromLoader(source: HTMLImageElement | HTMLCanvasElement, imageUrl: string, name?: string): Texture;
static addToCache(texture: Texture, id: string): void;
static removeFromCache(texture: string | Texture): Texture;
// depreciation
static addTextureToCache(texture: Texture, id: string): void;
static removeTextureFromCache(id: string): Texture;
frame: Rectangle;
protected _rotate: boolean | 0;
rotate: number;
width: number;
height: number;
static EMPTY: Texture;
static WHITE: Texture;
on(event: "update", fn: (texture: Texture) => void, context?: any): this;
once(event: "update", fn: (texture: Texture) => void, context?: any): this;
removeListener(event: "update", fn?: (texture: Texture) => void, context?: any): this;
removeAllListeners(event: "update"): this;
off(event: "update", fn?: (texture: Texture) => void, context?: any): this;
addListener(event: "update", fn: (texture: Texture) => void, context?: any): this;
}
class TextureUvs {
x0: number;
y0: number;
x1: number;
y1: number;
x2: number;
y2: number;
x3: number;
y3: number;
uvsUint32: Uint32Array;
protected set(frame: Rectangle, baseFrame: Rectangle, rotate: number): void;
}
class Spritesheet {
static BATCH_SIZE: number;
constructor(baseTexture: BaseTexture, data: any, resolutionFilename?: string);
baseTexture: BaseTexture;
textures: { [key: string]: Texture; };
data: any;
resolution: number;
protected _frames: any;
protected _frameKeys: string;
protected _batchIndex: number;
protected _callback: (spriteSheet: this, textures: { [key: string]: Texture; }) => void;
protected _updateResolution(resolutionFilename: string): number;
parse(callback: (spriteSheet: this, textures: { [key: string]: Texture; }) => void): void;
protected _processFrames(initialFrameIndex: number): void;
protected _parseComplete(): void;
protected _nextBatch(): void;
destroy(destroyBase?: boolean): void;
}
class VideoBaseTexture extends BaseTexture {
constructor(source: HTMLVideoElement, scaleMode?: number);
autoUpdate: boolean;
autoPlay: boolean;
protected _isAutoUpdating: boolean;
update(): void;
protected _onCanPlay(): void;
protected _onPlayStart(): void;
protected _onPlayStop(): void;
destroy(): void;
protected _isSourcePlaying(): boolean;
protected _isSourceReady(): boolean;
static fromVideo(video: HTMLVideoElement, scaleMode?: number): VideoBaseTexture;
static fromUrl(videoSrc: string | any | string[] | any[]): VideoBaseTexture;
static fromUrls(videoSrc: string | any | string[] | any[]): VideoBaseTexture;
source: HTMLVideoElement;
protected loadSource(source: HTMLVideoElement): void;
}
// ticker
namespace ticker {
const shared: Ticker;
class TickerListener {
constructor(fn: (deltaTime: number) => void, context?: any, priority?: number, once?: boolean);
fn: (deltaTime: number) => void;
context: any;
priority: number;
once: boolean;
next: TickerListener;
previous: TickerListener;
protected _destroyed: boolean;
match(fn: (deltaTime: number) => void, context?: any): boolean;
emit(deltaTime: number): TickerListener;
connect(previous: TickerListener): void;
destroy(hard?: boolean): void;
}
class Ticker {
protected _tick: (time: number) => void;
protected _head: TickerListener;
protected _requestId: number | null;
protected _maxElapsedMS: number;
autoStart: boolean;
deltaTime: number;
elapsedMS: number;
lastTime: number;
speed: number;
started: boolean;
protected _requestIfNeeded(): void;
protected _cancelIfNeeded(): void;
protected _startIfPossible(): void;
add(fn: (deltaTime: number) => void, context?: any, priority?: number): Ticker;
addOnce(fn: (deltaTime: number) => void, context?: any, priority?: number): Ticker;
//tslint:disable-next-line:ban-types forbidden-types
remove(fn: Function, context?: any, priority?: number): Ticker;
protected _addListener(listener: TickerListener): Ticker;
readonly FPS: number;
minFPS: number;
start(): void;
stop(): void;
destroy(): void;
update(currentTime?: number): void;
}
}
// shader
class Shader extends glCore.GLShader { }
//////////////////////////////////////////////////////////////////////////////
////////////////////////////EXTRACT///////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace extract {
class CanvasExtract {
protected renderer: CanvasRenderer;
constructor(renderer: CanvasRenderer);
image(target?: DisplayObject | RenderTexture): HTMLImageElement;
base64(target?: DisplayObject | RenderTexture): string;
canvas(target?: DisplayObject | RenderTexture): HTMLCanvasElement;
pixels(renderTexture?: DisplayObject | RenderTexture): number[];
destroy(): void;
}
class WebGLExtract {
protected renderer: WebGLRenderer;
constructor(renderer: WebGLRenderer);
image(target?: DisplayObject | RenderTexture): HTMLImageElement;
base64(target?: DisplayObject | RenderTexture): string;
canvas(target?: DisplayObject | RenderTexture): HTMLCanvasElement;
pixels(renderTexture?: DisplayObject | RenderTexture): number[];
destroy(): void;
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////EXTRAS////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace extras {
interface BitmapTextStyle {
font?: string | {
name?: string;
size?: number;
};
align?: string;
tint?: number;
}
class BitmapText extends Container {
static registerFont(xml: XMLDocument, texture: Texture): any;
constructor(text: string, style?: BitmapTextStyle);
protected _textWidth: number;
protected _textHeight: number;
textWidth: number;
textHeight: number;
protected _glyphs: Sprite[];
protected _font: string | {
name?: string;
size?: number;
};
font: string | {
name?: string;
size?: number;
};
protected _text: string;
protected _maxWidth: number;
maxWidth: number;
protected _maxLineHeight: number;
maxLineHeight: number;
protected _anchor: ObservablePoint;
dirty: boolean;
tint: number;
align: string;
text: string;
anchor: PIXI.Point | number;
protected updateText(): void;
updateTransform(): void;
getLocalBounds(): Rectangle;
protected validate(): void;
static fonts: any;
}
interface AnimatedSpriteTextureTimeObject {
texture: Texture;
time?: number;
}
class AnimatedSprite extends Sprite {
constructor(textures: Texture[] | AnimatedSpriteTextureTimeObject[], autoUpdate?: boolean);
protected _autoUpdate: boolean;
protected _textures: Texture[];
protected _durations: number[];
textures: Texture[] | AnimatedSpriteTextureTimeObject[];
animationSpeed: number;
loop: boolean;
onComplete: () => void;
onFrameChange: (currentFrame: number) => void;
onLoop: () => void;
protected _currentTime: number;
playing: boolean;
totalFrames: number;
currentFrame: number;
stop(): void;
play(): void;
gotoAndStop(frameNumber: number): void;
gotoAndPlay(frameNumber: number): void;
protected update(deltaTime: number): void;
destroy(options?: DestroyOptions | boolean): void;
static fromFrames(frame: string[]): AnimatedSprite;
static fromImages(images: string[]): AnimatedSprite;
}
class TextureTransform {
constructor(texture: Texture, clampMargin?: number);
protected _texture: Texture;
protected mapCoord: Matrix;
protected uClampFrame: Float32Array;
protected uClampOffset: Float32Array;
protected _lastTextureID: number;
clampOffset: number;
clampMargin: number;
texture: Texture;
update(forceUpdate?: boolean): boolean;
}
class TilingSprite extends Sprite {
constructor(texture: Texture, width?: number, height?: number);
tileTransform: TransformStatic;
protected _width: number;
protected _height: number;
protected _canvasPattern: CanvasPattern;
uvTransform: TextureTransform;
uvRespectAnchor: boolean;
clampMargin: number;
tileScale: Point | ObservablePoint;
tilePosition: Point | ObservablePoint;
multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array;
protected _onTextureUpdate(): void;
protected _renderWebGL(renderer: WebGLRenderer): void;
protected _renderCanvas(renderer: CanvasRenderer): void;
protected _calculateBounds(): void;
getLocalBounds(rect?: Rectangle): Rectangle;
containsPoint(point: Point): boolean;
destroy(options?: DestroyOptions | boolean): void;
static from(source: number | string | BaseTexture | HTMLCanvasElement | HTMLVideoElement, width?: number, height?: number): TilingSprite;
static fromFrame(frameId: string, width?: number, height?: number): TilingSprite;
// if you remove the next line, the class will break. https://github.com/pixijs/pixi-typescript/issues/96
static fromImage(imageId: string, crossorigin?: boolean, scaleMode?: number): Sprite;
static fromImage(imageId: string, width?: number, height?: number, crossorigin?: boolean, scaleMode?: number): TilingSprite;
width: number;
height: number;
}
class TilingSpriteRenderer extends ObjectRenderer {
constructor(renderer: WebGLRenderer);
render(ts: TilingSprite): void;
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////FILTERS///////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace filters {
class FXAAFilter extends Filter { }
class BlurFilter extends Filter {
constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number);
blurXFilter: BlurXFilter;
blurYFilter: BlurYFilter;
resolution: number;
padding: number;
passes: number;
blur: number;
blurX: number;
blurY: number;
quality: number;
}
class BlurXFilter extends Filter {
constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number);
protected _quality: number;
quality: number;
passes: number;
resolution: number;
strength: number;
firstRun: boolean;
blur: number;
}
class BlurYFilter extends Filter {
constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number);
protected _quality: number;
quality: number;
passes: number;
resolution: number;
strength: number;
firstRun: boolean;
blur: number;
}
class ColorMatrixFilter extends Filter {
constructor();
protected _loadMatrix(matrix: number[], multiply?: boolean): void;
protected _multiply(out: number[], a: number[], b: number[]): void;
protected _colorMatrix(matrix: number[]): void;
matrix: number[];
alpha: number;
brightness(b: number, multiply?: boolean): void;
greyscale(scale: number, multiply?: boolean): void;
blackAndWhite(multiply?: boolean): void;
hue(rotation: number, multiply?: boolean): void;
contrast(amount: number, multiply?: boolean): void;
saturate(amount: number, multiply?: boolean): void;
desaturate(multiply?: boolean): void;
negative(multiply?: boolean): void;
sepia(multiply?: boolean): void;
technicolor(multiply?: boolean): void;
polaroid(multiply?: boolean): void;
toBGR(multiply?: boolean): void;
kodachrome(multiply?: boolean): void;
browni(multiply?: boolean): void;
vintage(multiply?: boolean): void;
colorTone(desaturation: number, toned: number, lightColor: string, darkColor: string, multiply?: boolean): void;
night(intensity: number, multiply?: boolean): void;
predator(amount: number, multiply?: boolean): void;
lsd(multiply?: boolean): void;
reset(): void;
}
class DisplacementFilter extends Filter {
constructor(sprite: Sprite, scale?: number);
scale: Point;
map: Texture;
}
class VoidFilter extends Filter {
glShaderKey: number;
}
// pixi-filters.d.ts todo
// https://github.com/pixijs/pixi-filters/
class NoiseFilter extends Filter {
constructor(noise?: number, seed?: number);
noise: number;
seed: number;
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////INTERACTION///////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace interaction {
interface InteractiveTarget {
interactive: boolean;
interactiveChildren: boolean;
hitArea: PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon | PIXI.RoundedRectangle;
buttonMode: boolean;
cursor: string;
trackedPointers(): { [key: number]: InteractionTrackingData; };
// depricated
defaultCursor: string;
}
interface InteractionTrackingData {
readonly pointerId: number;
flags: number;
none: number;
over: boolean;
rightDown: boolean;
leftDown: boolean;
}
interface InteractionEvent {
stopped: boolean;
target: DisplayObject;
currentTarget: DisplayObject;
type: string;
data: InteractionData;
stopPropagation(): void;
}
class InteractionData {
global: Point;
target: DisplayObject;
originalEvent: MouseEvent | TouchEvent | PointerEvent;
identifier: number;
isPrimary: boolean;
button: number;
buttons: number;
width: number;
height: number;
tiltX: number;
tiltY: number;
pointerType: string;
pressure: number;
rotationAngle: number;
twist: number;
tangentialPressure: number;
readonly pointerID: number;
protected _copyEvent(event: Touch | MouseEvent | PointerEvent): void;
protected _reset(): void;
getLocalPosition(displayObject: DisplayObject, point?: Point, globalPos?: Point): Point;
}
type InteractionPointerEvents = "pointerdown" | "pointercancel" | "pointerup" |
"pointertap" | "pointerupoutside" | "pointermove" | "pointerover" | "pointerout";
type InteractionTouchEvents = "touchstart" | "touchcancel" | "touchend" |
"touchendoutside" | "touchmove" | "tap";
type InteractionMouseEvents = "rightdown" | "mousedown" | "rightup" | "mouseup" |
"rightclick" | "click" | "rightupoutside" | "mouseupoutside" | "mousemove" |
"mouseover" | "mouseout" | "mouseover";
type InteractionEventTypes = InteractionPointerEvents | InteractionTouchEvents | InteractionMouseEvents;
interface InteractionManagerOptions {
autoPreventDefault?: boolean;
interactionFrequency?: number;
}
class InteractionManager extends utils.EventEmitter {
constructor(renderer: CanvasRenderer | WebGLRenderer | SystemRenderer, options?: InteractionManagerOptions);
renderer: SystemRenderer;
autoPreventDefault: boolean;
interactionFrequency: number;
mouse: InteractionData;
activeInteractionData: { [key: number]: InteractionData; };
interactionDataPool: InteractionData[];
eventData: InteractionEvent;
protected interactionDOMElement: HTMLElement;
moveWhenInside: boolean;
eventsAdded: boolean;
protected mouseOverRenderer: boolean;
readonly supportsTouchEvents: boolean;
readonly supportsPointerEvents: boolean;
protected onPointerUp: (event: PointerEvent) => void;
protected processPointerUp: (interactionEvent: InteractionEvent, displayObject: Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void;
protected onPointerCancel: (event: PointerEvent) => void;
protected processPointerCancel: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite) => void;
protected onPointerDown: (event: PointerEvent) => void;
protected processPointerDown: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void;
protected onPointerMove: (event: PointerEvent) => void;
protected processPointerMove: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void;
protected onPointerOut: (event: PointerEvent) => void;
protected processPointerOverOut: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void;
protected onPointerOver: (event: PointerEvent) => void;
cursorStyles: {
default: string;
pointer: string;
};
currentCursorMode: string;
cursor: string;
protected _tempPoint: Point;
resolution: number;
hitTest(globalPoint: Point, root?: Container): DisplayObject;
protected setTargetElement(element: HTMLCanvasElement, resolution?: number): void;
protected addEvents(): void;
protected removeEvents(): void;
update(deltaTime?: number): void;
setCursorMode(mode: string): void;
protected dispatchEvent(displayObject: Container | Sprite | extras.TilingSprite, eventString: string, eventData: any): void;
mapPositionToPoint(point: Point, x: number, y: number): void;
//tslint:disable-next-line:ban-types forbidden-types
protected processInteractive(
interactionEvent: InteractionEvent,
displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite,
func?: Function,
hitTest?: boolean,
interactive?: boolean
): boolean;
//tslint:disable-next-line:ban-types forbidden-types
protected onPointerComplete(
originalEvent: PointerEvent,
cancelled: boolean,
func: Function
): void;
protected getInteractionDataForPointerId(pointerId: number): InteractionData;
protected releaseInteractionDataForPointerId(event: PointerEvent): void;
protected configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent, interactionData: InteractionData): InteractionEvent;
protected normalizeToPointerData(event: TouchEvent | MouseEvent | PointerEvent): PointerEvent[];
destroy(): void;
// depricated
defaultCursorStyle: string;
currentCursorStyle: string;
}
}
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////LOADER/////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// pixi loader extends
// https://github.com/englercj/resource-loader/
// 2.0.6
class MiniSignalBinding {
//tslint:disable-next-line:ban-types forbidden-types
constructor(fn: Function, once?: boolean, thisArg?: any);
//tslint:disable-next-line:ban-types forbidden-types
protected _fn: Function;
protected _once: boolean;
protected _thisArg: any;
protected _next: MiniSignalBinding;
protected _prev: MiniSignalBinding;
protected _owner: MiniSignal;
detach(): boolean;
}
class MiniSignal {
constructor();
protected _head: MiniSignalBinding;
protected _tail: MiniSignalBinding;
handlers(exists?: boolean): MiniSignalBinding[] | boolean;
handlers(exists?: true): boolean;
handlers(exists?: false): MiniSignalBinding[];
has(node: MiniSignalBinding): boolean;
dispatch(): boolean;
//tslint:disable-next-line:ban-types forbidden-types
add(fn: Function, thisArg?: any): any;
//tslint:disable-next-line:ban-types forbidden-types
once(fn: Function, thisArg?: any): any;
detach(node: MiniSignalBinding): MiniSignal;
detachAll(): MiniSignal;
}
namespace loaders {
interface LoaderOptions {
crossOrigin?: boolean | string;
loadType?: number;
xhrType?: string;
metaData?: any;
loadElement?: HTMLImageElement | HTMLAudioElement | HTMLVideoElement;
skipSource?: boolean;
}
interface ResourceDictionary {
[index: string]: PIXI.loaders.Resource;
}
// As of ResourceLoader v2 we no longer require EventEmitter
// However, for depreciation reasons, it remains.
class Loader extends utils.EventEmitter {
// pixi overrides here
//tslint:disable-next-line:ban-types forbidden-types
static addPixiMiddleware(fn: Function): void;
// below this line is the original non-pixi loader
static Resource: any;
static async: any;
static base64: any;
constructor(baseUrl?: string, concurrency?: number);
baseUrl: string;
progress: number;
loading: boolean;
defaultQueryString: string;
//tslint:disable-next-line:ban-types forbidden-types
protected _beforeMiddleware: Function[];
//tslint:disable-next-line:ban-types forbidden-types
protected _afterMiddleware: Function[];
protected _resourcesParsing: Resource[];
//tslint:disable-next-line:ban-types forbidden-types
protected _boundLoadResource: (r: Resource, d: Function) => void;
protected _queue: any;
resources: ResourceDictionary;
onProgress: MiniSignal;
onError: MiniSignal;
onLoad: MiniSignal;
onStart: MiniSignal;
onComplete: MiniSignal;
add(...params: any[]): this;
//tslint:disable-next-line:ban-types forbidden-types
add(name: string, url: string, options?: LoaderOptions, cb?: Function): this;
//tslint:disable-next-line:ban-types forbidden-types
add(obj: string | any | any[], options?: LoaderOptions, cb?: Function): this;
//tslint:disable-next-line:ban-types forbidden-types
pre(fn: Function): this;
//tslint:disable-next-line:ban-types forbidden-types
use(fn: Function): this;
reset(): this;
//tslint:disable-next-line:ban-types forbidden-types
load(cb?: Function): this;
protected _prepareUrl(url: string): string;
//tslint:disable-next-line:ban-types forbidden-types
protected _loadResource(resource: Resource, dequeue: Function): void;
protected _onComplete(): void;
protected _onLoad(resource: Resource): void;
destroy(): void;
// depreciation
on(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this;
on(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this;
on(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this;
on(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this;
once(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this;
once(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this;
once(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this;
once(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this;
//tslint:disable-next-line:ban-types forbidden-types
off(event: "complete" | "error" | "load" | "progress" | "start" | string, fn?: Function, context?: any): this;
}
interface TextureDictionary {
[index: string]: PIXI.Texture;
}
class Resource {
static setExtensionLoadType(extname: string, loadType: number): void;
static setExtensionXhrType(extname: string, xhrType: string): void;
constructor(name: string, url: string | string[], options?: LoaderOptions);
protected _flags: number;
name: string;
url: string;
extension: string;
data: any;
crossOrigin: boolean | string;
loadType: number;
xhrType: string;
metadata: any;
error: Error;
xhr: XMLHttpRequest | null;
children: Resource[];
type: number;
progressChunk: number;
//tslint:disable-next-line:ban-types forbidden-types
protected _dequeue: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _onLoadBinding: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundComplete: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundOnError: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundOnProgress: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundXhrOnError: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundXhrOnAbort: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundXhrOnLoad: Function;
//tslint:disable-next-line:ban-types forbidden-types
protected _boundXdrOnTimeout: Function;
onStart: MiniSignal;
onProgress: MiniSignal;
onComplete: MiniSignal;
onAfterMiddleware: MiniSignal;
isDataUrl: boolean;
isComplete: boolean;
isLoading: boolean;
complete(): void;
abort(message?: string): void;
//tslint:disable-next-line:ban-types forbidden-types
load(cb?: Function): void;
protected _hasFlag(flag: number): boolean;
protected _setFlag(flag: number, value: boolean): void;
protected _loadElement(type: string): void;
protected _loadSourceElement(type: string): void;
protected _loadXhr(): void;
protected _loadXdr(): void;
protected _createSource(type: string, url: string, mime?: string): HTMLSourceElement;
protected _onError(event?: any): void;
protected _onProgress(event?: any): void;
protected _xhrOnError(): void;
protected _xhrOnAbort(): void;
protected _xdrOnTimeout(): void;
protected _xhrOnLoad(): void;
protected _determineCrossOrigin(url: string, loc: any): string;
protected _determineXhrType(): number;
protected _determineLoadType(): number;
protected _getExtension(): string;
protected _getMimeXhrType(type: number): string;
static STATUS_FLAGS: {
NONE: number;
DATA_URL: number;
COMPLETE: number;
LOADING: number;
};
static TYPE: {
UNKNOWN: number;
JSON: number;
XML: number;
IMAGE: number;
AUDIO: number;
VIDEO: number;
TEXT: number;
};
static LOAD_TYPE: {
XHR: number;
IMAGE: number;
AUDIO: number;
VIDEO: number;
};
static XHR_RESPONSE_TYPE: {
DEFAULT: string;
BUFFER: string;
BLOB: string;
DOCUMENT: string;
JSON: string;
TEXT: string;
};
static EMPTY_GIF: string;
texture: Texture;
spineAtlas: any;
spineData: any;
textures?: TextureDictionary;
}
}
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////MESH///////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace mesh {
class Mesh extends Container {
constructor(texture: Texture, vertices?: Float32Array, uvs?: Float32Array, indices?: Uint16Array, drawMode?: number);
protected _texture: Texture;
uvs: Float32Array;
vertices: Float32Array;
indices: Uint16Array;
dirty: number;
indexDirty: number;
dirtyVertex: boolean;
protected _geometryVersion: number;
blendMode: number;
pluginName: string;
canvasPadding: number;
drawMode: number;
texture: Texture;
tintRgb: Float32Array;
protected _glDatas: { [n: number]: any; };
protected _uvTransform: extras.TextureTransform;
uploadUvTransform: boolean;
multiplyUvs(): void;
refresh(forceUpdate?: boolean): void;
protected _refresh(): void;
protected _renderWebGL(renderer: WebGLRenderer): void;
protected _renderCanvas(renderer: CanvasRenderer): void;
protected _onTextureUpdate(): void;
protected _calculateBounds(): void;
containsPoint(point: Point): boolean;
tint: number;
static DRAW_MODES: {
TRIANGLE_MESH: number;
TRIANGLES: number;
};
}
class CanvasMeshRenderer {
constructor(renderer: CanvasRenderer);
renderer: CanvasRenderer;
render(mesh: Mesh): void;
protected _renderTriangleMesh(mesh: Mesh): void;
protected _renderTriangles(mesh: Mesh): void;
protected _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void;
protected renderMeshFlat(mesh: Mesh): void;
destroy(): void;
}
class MeshRenderer extends ObjectRenderer {
constructor(renderer: WebGLRenderer);
shader: Shader;
render(mesh: Mesh): void;
}
class Plane extends Mesh {
constructor(texture: Texture, verticesX?: number, verticesY?: number);
protected _ready: boolean;
verticesX: number;
verticesY: number;
drawMode: number;
refresh(): void;
protected _onTexureUpdate(): void;
}
class NineSlicePlane extends Plane {
constructor(texture: Texture, leftWidth?: number, topHeight?: number, rightWidth?: number, bottomHeight?: number);
width: number;
height: number;
leftWidth: number;
rightWidth: number;
topHeight: number;
bottomHeight: number;
protected _leftWidth: number;
protected _rightWidth: number;
protected _topHeight: number;
protected _bottomHeight: number;
protected _height: number;
protected _width: number;
protected _origHeight: number;
protected _origWidth: number;
protected _uvh: number;
protected _uvw: number;
updateHorizontalVertices(): void;
updateVerticalVertices(): void;
protected drawSegment(context: CanvasRenderingContext2D | WebGLRenderingContext, textureSource: any, w: number, h: number, x1: number, y1: number, x2: number, y2: number): void;
protected _refresh(): void;
}
class Rope extends Mesh {
constructor(texture: Texture, points: Point[]);
points: Point[];
colors: number[];
autoUpdate: boolean;
protected _refresh(): void;
refreshVertices(): void;
}
}
//////////////////////////////////////////////////////////////////////////////
/////////////////////////////PARTICLES////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace particles {
interface ParticleContainerProperties {
scale?: boolean;
position?: boolean;
rotation?: boolean;
uvs?: boolean;
alpha?: boolean;
}
class ParticleContainer extends Container {
constructor(size?: number, properties?: ParticleContainerProperties, batchSize?: number);
protected _tint: number;
protected tintRgb: number | any[];
tint: number;
protected _properties: boolean[];
protected _maxSize: number;
protected _batchSize: number;
protected _glBuffers: { [n: number]: WebGLBuffer; };
protected _bufferToUpdate: number;
interactiveChildren: boolean;
blendMode: number;
roundPixels: boolean;
baseTexture: BaseTexture;
setProperties(properties: ParticleContainerProperties): void;
protected onChildrenChange: (smallestChildIndex?: number) => void;
destroy(options?: DestroyOptions | boolean): void;
}
class ParticleBuffer {
constructor(gl: WebGLRenderingContext, properties: any, dynamicPropertyFlags: any[], size: number);
gl: WebGLRenderingContext;
vertSize: number;
vertByteSize: number;
size: number;
dynamicProperties: any[];
staticProperties: any[];
staticStride: number;
staticBuffer: any;
staticData: any;
dynamicStride: number;
dynamicBuffer: any;
dynamicData: any;
destroy(): void;
}
interface ParticleRendererProperty {
attribute: number;
size: number;
uploadFunction(children: PIXI.DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
offset: number;
}
class ParticleRenderer extends ObjectRenderer {
constructor(renderer: WebGLRenderer);
shader: glCore.GLShader;
indexBuffer: WebGLBuffer;
properties: ParticleRendererProperty[];
protected tempMatrix: Matrix;
start(): void;
generateBuffers(container: ParticleContainer): ParticleBuffer[];
uploadVertices(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
uploadPosition(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
uploadRotation(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
uploadUvs(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
uploadAlpha(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
destroy(): void;
indices: Uint16Array;
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////PREPARE///////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
namespace prepare {
type AddHook = (item: any, queue: any[]) => boolean;
type UploadHook<UploadHookSource> = (prepare: UploadHookSource, item: any) => boolean;
abstract class BasePrepare<UploadHookSource>{
constructor(renderer: SystemRenderer);
limiter: CountLimiter | TimeLimiter;
protected renderer: SystemRenderer;
protected uploadHookHelper: UploadHookSource;
protected queue: any[];
protected addHooks: AddHook[];
protected uploadHooks: Array<UploadHook<UploadHookSource>>;
//tslint:disable-next-line:ban-types forbidden-types
protected completes: Function[];
protected ticking: boolean;
protected delayedTick: () => void;
//tslint:disable-next-line:ban-types forbidden-types
upload(item: Function | DisplayObject | Container | BaseTexture | Texture | Graphics | Text | any, done?: () => void): void;
protected tick(): void;
protected prepareItems(): void;
registerFindHook(addHook: AddHook): this;
registerUploadHook(uploadHook: UploadHook<UploadHookSource>): this;
protected findMultipleBaseTextures(item: PIXI.DisplayObject, queue: any[]): boolean;
protected findBaseTexture(item: PIXI.DisplayObject, queue: any[]): boolean;
protected findTexture(item: PIXI.DisplayObject, queue: any[]): boolean;
add(item: PIXI.DisplayObject | PIXI.Container | PIXI.BaseTexture | PIXI.Texture | PIXI.Graphics | PIXI.Text | any): this;
destroy(): void;
}
class CanvasPrepare extends BasePrepare<CanvasPrepare> {
constructor(renderer: CanvasRenderer);
protected canvas: HTMLCanvasElement;
protected ctx: CanvasRenderingContext2D;
}
class WebGLPrepare extends BasePrepare<WebGLRenderer> {
constructor(renderer: WebGLRenderer);
}
class CountLimiter {
constructor(maxItemsPerFrame: number);
protected maxItemsPerFrame: number;
protected itemsLeft: number;
beginFrame(): void;
allowedToUpload(): boolean;
}
class TimeLimiter {
constructor(maxMilliseconds: number);
protected maxMilliseconds: number;
protected frameStart: number;
beginFrame(): void;
allowedToUpload(): boolean;
}
}
//////////////////////////////////////////////////////////////////////////////
/////////////////////////////pixi-gl-core/////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// pixi-gl-core https://github.com/pixijs/pixi-gl-core
// sharedArrayBuffer as a type is not available yet.
// need to fully define what an `Attrib` is.
namespace glCore {
interface ContextOptions {
/**
* Boolean that indicates if the canvas contains an alpha buffer.
*/
alpha?: boolean;
/**
* Boolean that indicates that the drawing buffer has a depth buffer of at least 16 bits.
*/
depth?: boolean;
/**
* Boolean that indicates that the drawing buffer has a stencil buffer of at least 8 bits.
*/
stencil?: boolean;
/**
* Boolean that indicates whether or not to perform anti-aliasing.
*/
antialias?: boolean;
/**
* Boolean that indicates that the page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.
*/
premultipliedAlpha?: boolean;
/**
* If the value is true the buffers will not be cleared and will preserve their values until cleared or overwritten by the author.
*/
preserveDrawingBuffer?: boolean;
/**
* Boolean that indicates if a context will be created if the system performance is low.
*/
failIfMajorPerformanceCaveat?: boolean;
}
function createContext(view: HTMLCanvasElement, options?: ContextOptions): WebGLRenderingContext;
function setVertexAttribArrays(gl: WebGLRenderingContext, attribs: Attrib[], state?: WebGLState): WebGLRenderingContext | undefined;
class GLBuffer {
constructor(gl: WebGLRenderingContext, type: number, data: ArrayBuffer | ArrayBufferView | any, drawType: number);
protected _updateID?: number;
gl: WebGLRenderingContext;
buffer: WebGLBuffer;
type: number;
drawType: number;
data: ArrayBuffer | ArrayBufferView | any;
upload(data: ArrayBuffer | ArrayBufferView | any, offset?: number, dontBind?: boolean): void;
bind(): void;
static createVertexBuffer(gl: WebGLRenderingContext, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer;
static createIndexBuffer(gl: WebGLRenderingContext, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer;
static create(gl: WebGLRenderingContext, type: number, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer;
destroy(): void;
}
class GLFramebuffer {
constructor(gl: WebGLRenderingContext, width: number, height: number);
gl: WebGLRenderingContext;
frameBuffer: WebGLFramebuffer;
stencil: WebGLRenderbuffer;
texture: GLTexture;
width: number;
height: number;
enableTexture(texture: GLTexture): void;
enableStencil(): void;
clear(r: number, g: number, b: number, a: number): void;
bind(): void;
unbind(): void;
resize(width: number, height: number): void;
destroy(): void;
static createRGBA(gl: WebGLRenderingContext, width: number, height: number, data: ArrayBuffer | ArrayBufferView | any): GLFramebuffer;
static createFloat32(gl: WebGLRenderingContext, width: number, height: number, data: ArrayBuffer | ArrayBufferView | any): GLFramebuffer;
}
class GLShader {
constructor(gl: WebGLRenderingContext, vertexSrc: string | string[], fragmentSrc: string | string[], precision?: string, attributeLocations?: { [key: string]: number });
gl: WebGLRenderingContext;
program?: WebGLProgram | null;
uniformData: any;
uniforms: any;
attributes: any;
bind(): void;
destroy(): void;
}
class GLTexture {
constructor(gl: WebGLRenderingContext, width?: number, height?: number, format?: number, type?: number);
gl: WebGLRenderingContext;
texture: WebGLTexture;
mipmap: boolean;
premultiplyAlpha: boolean;
width: number;
height: number;
format: number;
type: number;
upload(source: HTMLImageElement | ImageData | HTMLVideoElement | HTMLCanvasElement): void;
uploadData(data: ArrayBuffer | ArrayBufferView, width: number, height: number): void;
bind(location?: number): void;
unbind(): void;
minFilter(linear: boolean): void;
magFilter(linear: boolean): void;
enableMipmap(): void;
enableLinearScaling(): void;
enableNearestScaling(): void;
enableWrapClamp(): void;
enableWrapRepeat(): void;
enableWrapMirrorRepeat(): void;
destroy(): void;
static fromSource(gl: WebGLRenderingContext, source: HTMLImageElement | ImageData | HTMLVideoElement | HTMLCanvasElement, premultipleAlpha?: boolean): GLTexture;
static fromData(gl: WebGLRenderingContext, data: number[], width: number, height: number): GLTexture;
}
interface Attrib {
attribute: {
location: number;
size: number;
};
normalized: boolean;
stride: number;
start: number;
buffer: ArrayBuffer;
}
interface WebGLRenderingContextAttribute {
buffer: WebGLBuffer;
attribute: any;
type: number;
normalized: boolean;
stride: number;
start: number;
}
interface AttribState {
tempAttribState: Attrib[];
attribState: Attrib[];
}
class VertexArrayObject {
static FORCE_NATIVE: boolean;
constructor(gl: WebGLRenderingContext, state: WebGLState);
protected nativeVaoExtension: any;
protected nativeState: AttribState;
protected nativeVao: VertexArrayObject;
gl: WebGLRenderingContext;
attributes: Attrib[];
indexBuffer: GLBuffer;
dirty: boolean;
bind(): VertexArrayObject;
unbind(): VertexArrayObject;
activate(): VertexArrayObject;
addAttribute(buffer: GLBuffer, attribute: Attrib, type: number, normalized: boolean, stride: number, start: number): VertexArrayObject;
addIndex(buffer: GLBuffer, options?: any): VertexArrayObject;
clear(): VertexArrayObject;
draw(type: number, size: number, start: number): VertexArrayObject;
destroy(): void;
}
}
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////UTILS//////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
interface DecomposedDataUri {
mediaType: string;
subType: string;
encoding: string;
data: any;
}
namespace utils {
function uid(): number;
function hex2rgb(hex: number, out?: number[]): number[];
function hex2string(hex: number): string;
function rgb2hex(rgb: number[]): number;
function canUseNewCanvasBlendModes(): boolean;
function getResolutionOfUrl(url: string, defaultValue?: number): number;
function getSvgSize(svgString: string): any;
function decomposeDataUri(dataUri: string): DecomposedDataUri | void;
function getUrlFileExtension(url: string): string | void;
function sayHello(type: string): void;
function skipHello(): void;
function isWebGLSupported(): boolean;
function sign(n: number): number;
function removeItems<T>(arr: T[], startIdx: number, removeCount: number): void;
function correctBlendMode(blendMode: number, premultiplied: boolean): number;
function premultiplyTint(tint: number, alpha: number): number;
function premultiplyRgba(rgb: Float32Array | number[], alpha: number, out?: Float32Array, premultiply?: boolean): Float32Array;
function premultiplyTintToRgba(tint: number, alpha: number, out?: Float32Array, premultiply?: boolean): Float32Array;
const premultiplyBlendMode: number[][];
const TextureCache: any;
const BaseTextureCache: any;
// https://github.com/kaimallea/isMobile
namespace isMobile {
const apple: {
phone: boolean;
ipod: boolean;
tablet: boolean;
device: boolean;
};
const android: {
phone: boolean;
tablet: boolean;
device: boolean;
};
const amazon: {
phone: boolean;
tablet: boolean;
device: boolean;
};
const windows: {
phone: boolean;
tablet: boolean;
device: boolean;
};
const seven_inch: boolean;
const other: {
blackberry10: boolean;
blackberry: boolean;
opera: boolean;
firefox: boolean;
chrome: boolean;
device: boolean;
};
const any: boolean;
const phone: boolean;
const tablet: boolean;
}
// https://github.com/primus/eventemitter3
class EventEmitter {
static prefixed: string | boolean;
static EventEmitter: {
new(): EventEmitter;
prefixed: string | boolean;
};
/**
* Minimal EventEmitter interface that is molded against the Node.js
* EventEmitter interface.
*
* @constructor
* @api public
*/
constructor();
/**
* Return an array listing the events for which the emitter has registered listeners.
*
* @returns {(string | symbol)[]}
*/
eventNames(): Array<(string | symbol)>;
/**
* Return the listeners registered for a given event.
*
* @param {(string | symbol)} event The event name.
* @returns {Function[]}
*/
//tslint:disable-next-line:ban-types forbidden-types
listeners(event: string | symbol): Function[];
/**
* Check if there listeners for a given event.
* If `exists` argument is not `true` lists listeners.
*
* @param {(string | symbol)} event The event name.
* @param {boolean} exists Only check if there are listeners.
* @returns {boolean}
*/
listeners(event: string | symbol, exists: boolean): boolean;
/**
* Calls each of the listeners registered for a given event.
*
* @param {(string | symbol)} event The event name.
* @param {...*} args Arguments that are passed to registered listeners
* @returns {boolean} `true` if the event had listeners, else `false`.
*/
emit(event: string | symbol, ...args: any[]): boolean;
/**
* Add a listener for a given event.
*
* @param {(string | symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
*/
//tslint:disable-next-line:ban-types forbidden-types
on(event: string | symbol, fn: Function, context?: any): this;
/**
* Add a one-time listener for a given event.
*
* @param {(string | symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
*/
//tslint:disable-next-line:ban-types forbidden-types
once(event: string | symbol, fn: Function, context?: any): this;
/**
* Remove the listeners of a given event.
*
* @param {(string | symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
*/
//tslint:disable-next-line:ban-types forbidden-types
removeListener(event: string | symbol, fn?: Function, context?: any, once?: boolean): this;
/**
* Remove all listeners, or those of the specified event.
*
* @param {(string | symbol)} event The event name.
* @returns {EventEmitter} `this`.
*/
removeAllListeners(event?: string | symbol): this;
/**
* Alias method for `removeListener`
*/
//tslint:disable-next-line:ban-types forbidden-types
off(event: string | symbol, fn?: Function, context?: any, once?: boolean): this;
/**
* Alias method for `on`
*/
//tslint:disable-next-line:ban-types forbidden-types
addListener(event: string | symbol, fn: Function, context?: any): this;
/**
* This function doesn't apply anymore.
* @deprecated
*/
setMaxListeners(): this;
}
}
//////////////////////////////////////////////////////////////////////////////
/////////////////////////////depreciation/////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// not sure how to handle blendmodes scalemodes basetexturecache
namespace core {
/**
* @class
* @private
* @name SpriteBatch
* @memberof PIXI
* @see PIXI.ParticleContainer
* @throws {ReferenceError} SpriteBatch does not exist any more, please use the new ParticleContainer instead.
* @deprecated since version 3.0.0
*/
type SpriteBatch = ParticleContainer;
/**
* @class
* @private
* @name AssetLoader
* @memberof PIXI
* @see PIXI.loaders.Loader
* @throws {ReferenceError} The loader system was overhauled in pixi v3, please see the new PIXI.loaders.Loader class.
* @deprecated since version 3.0.0
*/
type AssetLoader = loaders.Loader;
/**
* @class
* @private
* @name Stage
* @memberof PIXI
* @see PIXI.Container
* @deprecated since version 3.0.0
*/
type Stage = Container;
/**
* @class
* @private
* @name DisplayObjectContainer
* @memberof PIXI
* @see PIXI.Container
* @deprecated since version 3.0.0
*/
type DisplayObjectContainer = Container;
/**
* @class
* @private
* @name Strip
* @memberof PIXI
* @see PIXI.mesh.Mesh
* @deprecated since version 3.0.0
*/
type Strip = mesh.Mesh;
/**
* @class
* @private
* @name Rope
* @memberof PIXI
* @see PIXI.mesh.Rope
* @deprecated since version 3.0.0
*/
type Rope = mesh.Rope;
/**
* @class
* @private
* @name ParticleContainer
* @memberof PIXI
* @see PIXI.particles.ParticleContainer
* @deprecated since version 4.0.0
*/
type ParticleContainer = particles.ParticleContainer;
/**
* @class
* @private
* @name MovieClip
* @memberof PIXI
* @see PIXI.extras.MovieClip
* @deprecated since version 3.0.0
*/
type MovieClip = extras.AnimatedSprite;
/**
* @class
* @private
* @name TilingSprite
* @memberof PIXI
* @see PIXI.extras.TilingSprite
* @deprecated since version 3.0.0
*/
type TilingSprite = extras.TilingSprite;
/**
* @class
* @private
* @name BaseTextureCache
* @memberof PIXI
* @see PIXI.utils.BaseTextureCache
* @deprecated since version 3.0.0
*/
type BaseTextureCache = any;
/**
* @class
* @private
* @name BitmapText
* @memberof PIXI
* @see PIXI.extras.BitmapText
* @deprecated since version 3.0.0
*/
type BitmapText = extras.BitmapText;
/**
* @namespace
* @private
* @name math
* @memberof PIXI
* @see PIXI
* @deprecated since version 3.0.6
*/
type math = any;
/**
* @class
* @private
* @name PIXI.AbstractFilter
* @see PIXI.Filter
* @deprecated since version 3.0.6
*/
type AbstractFilter = Filter;
/**
* @class
* @private
* @name PIXI.TransformManual
* @see PIXI.TransformBase
* @deprecated since version 4.0.0
*/
type TransformManual = TransformBase;
/**
* @static
* @constant
* @name PIXI.TARGET_FPMS
* @see PIXI.settings.TARGET_FPMS
* @deprecated since version 4.2.0
*/
type TARGET_FPMS = number;
/**
* @static
* @constant
* @name PIXI.FILTER_RESOLUTION
* @see PIXI.settings.FILTER_RESOLUTION
* @deprecated since version 4.2.0
*/
type FILTER_RESOLUTION = number;
/**
* @static
* @constant
* @name PIXI.RESOLUTION
* @see PIXI.settings.RESOLUTION
* @deprecated since version 4.2.0
*/
type RESOLUTION = number;
/**
* @static
* @constant
* @name PIXI.MIPMAP_TEXTURES
* @see PIXI.settings.MIPMAP_TEXTURES
* @deprecated since version 4.2.0
*/
type MIPMAP_TEXTURES = any;
/**
* @static
* @constant
* @name PIXI.SPRITE_BATCH_SIZE
* @see PIXI.settings.SPRITE_BATCH_SIZE
* @deprecated since version 4.2.0
*/
type SPRITE_BATCH_SIZE = number;
/**
* @static
* @constant
* @name PIXI.SPRITE_MAX_TEXTURES
* @see PIXI.settings.SPRITE_MAX_TEXTURES
* @deprecated since version 4.2.0
*/
type SPRITE_MAX_TEXTURES = number;
/**
* @static
* @constant
* @name PIXI.RETINA_PREFIX
* @see PIXI.settings.RETINA_PREFIX
* @deprecated since version 4.2.0
*/
type RETINA_PREFIX = RegExp | string;
/**
* @static
* @constant
* @name PIXI.DEFAULT_RENDER_OPTIONS
* @see PIXI.settings.RENDER_OPTIONS
* @deprecated since version 4.2.0
*/
type DEFAULT_RENDER_OPTIONS = number;
/**
* @static
* @name PRECISION
* @memberof PIXI.settings
* @see PIXI.PRECISION
* @deprecated since version 4.4.0
*/
type PRECISION = string;
}
namespace extras {
/**
* @class
* @name MovieClip
* @memberof PIXI.extras
* @see PIXI.extras.AnimatedSprite
* @deprecated since version 4.2.0
*/
type MovieClip = extras.AnimatedSprite;
}
namespace settings {
/**
* @static
* @name PRECISION
* @memberof PIXI.settings
* @see PIXI.PRECISION
* @deprecated since version 4.4.0
*/
type PRECISION = number;
}
}
declare namespace pixi {
const gl: typeof PIXI.glCore;
}
//tslint:disable-next-line:no-single-declare-module
declare module "pixi.js" {
export = PIXI;
}
/* tslint:disable */// Generated by Haxe TypeScript Declaration Generator :)
/**
* Allows you to map pixels to the screen or draw rectangles.
*/
declare class Bitmap {
/**
* The basic object that represents an image.
*
* @class Bitmap
* @constructor
* @param {Int} width The width of the bitmap
* @param {Int} height The height of the bitmap
*/
constructor(width?: number, height?: number);
/**
* The face name of the font.
*
* @property fontFace
* @type String
*/
fontFace: string;
/**
* The size of the font in pixels.
*
* @property fontSize
* @type Number
*/
fontSize: number;
/**
* Whether the font is italic.
*
* @property fontItalic
* @type Boolean
*/
fontItalic: number;
/**
* The color of the text in CSS format.
*
* @property textColor
* @type String
*/
textColor: string;
/**
* The color of the outline of the text in CSS format.
*
* @property outlineColor
* @type String
*/
outlineColor: string;
/**
* The width of the outline of the text.
*
* @property outlineWidth
* @type Number
*/
outlineWidth: number;
/**
* [read-only] The url of the image file.
*
* @property url
* @type String
*/
url: string;
/**
* [read-only] The base texture that holds the image.
*
* @property baseTexture
* @type PIXI.BaseTexture
*/
baseTexture: PIXI.BaseTexture;
/**
* [read-only] The bitmap canvas.
*
* @property canvas
* @type HTMLCanvasElement
*/
canvas: HTMLCanvasElement;
/**
* [read-only] The 2d context of the bitmap canvas.
*
* @property context
* @type CanvasRenderingContext2D
*/
context: CanvasRenderingContext2D;
/**
* [read-only] The width of the bitmap.
*
* @property width
* @type Number
*/
width: number;
/**
* [read-only] The height of the bitmap.
*
* @property height
* @type Number
*/
height: number;
/**
* [read-only] The rectangle of the bitmap.
*
* @property rect
* @type Rectangle
*/
rect: Rectangle;
/**
* Whether the smooth scaling is applied.
*
* @property smooth
* @type Boolean
*/
smooth: boolean;
/**
* The opacity of the drawing object in the range (0, 255).
*
* @property paintOpacity
* @type Number
*/
paintOpacity: number;
/**
* Cache entry, for images. In all cases _url is the same as cacheEntry.key
* @type CacheEntry
*/
cacheEntry: CacheEntry;
/**
* Checks whether the bitmap is ready to render.
*
* @method isReady
* @return {Boolean} True if the bitmap is ready to render
*/
isReady(): boolean;
/**
* Checks whether a loading error has occurred.
*
* @method isError
* @return {Boolean} True if a loading error has occurred
*/
isError(): boolean;
/**
* Resizes the bitmap.
*
* @method resize
* @param {Number} width The new width of the bitmap
* @param {Number} height The new height of the bitmap
*/
resize(width: number, height: number): void;
/**
* Performs a block transfer.
*
* @method blt
* @param {Bitmap} source The bitmap to draw
* @param {Number} sx The x coordinate in the source
* @param {Number} sy The y coordinate in the source
* @param {Number} sw The width of the source image
* @param {Number} sh The height of the source image
* @param {Number} dx The x coordinate in the destination
* @param {Number} dy The y coordinate in the destination
* @param {Number} [dw=sw] The width to draw the image in the destination
* @param {Number} [dh=sh] The height to draw the image in the destination
*/
blt(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw?: number, dh?: number): void;
/**
* Returns pixel color at the specified point.
*
* @method getPixel
* @param {Number} x The x coordinate of the pixel in the bitmap
* @param {Number} y The y coordinate of the pixel in the bitmap
* @return {String} The pixel color (hex format)
*/
getPixel(x: number, y: number): string;
/**
* Returns alpha pixel value at the specified point.
*
* @method getAlphaPixel
* @param {Number} x The x coordinate of the pixel in the bitmap
* @param {Number} y The y coordinate of the pixel in the bitmap
* @return {String} The alpha value
*/
getAlphaPixel(x: number, y: number): string;
/**
* Clears the specified rectangle.
*
* @method clearRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
*/
clearRect(x: number, y: number, width: number, height: number): void;
/**
* Clears the entire bitmap.
*
* @method clear
*/
clear(): void;
/**
* Fills the specified rectangle.
*
* @method fillRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
* @param {String} color The color of the rectangle in CSS format
*/
fillRect(x: number, y: number, width: number, height: number, color: string): void;
/**
* Fills the entire bitmap.
*
* @method fillAll
* @param {String} color The color of the rectangle in CSS format
*/
fillAll(color: string): void;
/**
* Draws the rectangle with a gradation.
*
* @method gradientFillRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
* @param {String} color1 The start color of the gradation
* @param {String} color2 The end color of the gradation
* @param {Boolean} vertical Whether it draws a vertical gradient
*/
gradientFillRect(x: number, y: number, width: number, height: number, color1: string, color2: string, vertical?: boolean): void;
/**
* Draw the filled circle.
*
* @method drawCircle
* @param {Number} x The x coordinate of the center of the circle
* @param {Number} y The y coordinate of the center of the circle
* @param {Number} radius The radius of the circle
* @param {String} color The color of the circle in CSS format
*/
drawCircle(x: number, y: number, radius: number, color: string): void;
/**
* Draws the outline text to the bitmap.
*
* @method drawText
* @param {String} text The text that will be drawn
* @param {Number} x The x coordinate for the left of the text
* @param {Number} y The y coordinate for the top of the text
* @param {Number} maxWidth The maximum allowed width of the text
* @param {Number} lineHeight The height of the text line
* @param {String} align The alignment of the text
*/
drawText(text: string, x: number, y: number, maxWidth: number, lineHeight: number, align?: string): void;
/**
* Returns the width of the specified text.
*
* @method measureTextWidth
* @param {String} text The text to be measured
* @return {Number} The width of the text in pixels
*/
measureTextWidth(text: string): number;
/**
* Changes the color tone of the entire bitmap.
*
* @method adjustTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
*/
adjustTone(r: number, g: number, b: number): void;
/**
* Rotates the hue of the entire bitmap.
*
* @method rotateHue
* @param {Number} offset The hue offset in 360 degrees
*/
rotateHue(offset: number): void;
/**
* Applies a blur effect to the bitmap.
*
* @method blur
*/
blur(): void;
/**
* Add a callback function that will be called when the bitmap is loaded.
*
* @method addLoadListener
* @param {Function} listner The callback function
*/
addLoadListener(listner: (bitmap: Bitmap) => void): void;
/**
* touch the resource
* @method touch
*/
touch(): void;
/**
* Performs a block transfer, using assumption that original image was not modified (no hue)
*
* @method blt
* @param {Bitmap} source The bitmap to draw
* @param {Int} sx The x coordinate in the source
* @param {Int} sy The y coordinate in the source
* @param {Int} sw The width of the source image
* @param {Int} sh The height of the source image
* @param {Int} dx The x coordinate in the destination
* @param {Int} dy The y coordinate in the destination
* @param {Int} [dw=sw] The width to draw the image in the destination
* @param {Int} [dh=sh] The height to draw the image in the destination
*/
bltImage(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw?: number, dh?: number): void;
/**
* Loads a image file and returns a new bitmap object.
*
* @static
* @method load
* @param {String} url The image url of the texture
* @return Bitmap
*/
static load(url: string): Bitmap;
/**
* Takes a snapshot of the game screen and returns a new bitmap object.
*
* @static
* @method snap
* @param {Stage} stage The stage object
* @return Bitmap
*/
static snap(stage: Stage): Bitmap;
}
declare class CacheEntry {
/**
* The resource class. Allows to be collected as a garbage if not use for some time or ticks
*
* @class CacheEntry
* @constructor
* @param {ResourceManager} resource manager
* @param {string} key, url of the resource
* @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache
*/
constructor(cache: CacheMap, key: string, item: string);
/**
* frees the resource
*/
free(byTTL?: boolean): void;
/**
* Allocates the resource
* @returns {CacheEntry}
*/
allocate(): CacheEntry;
/**
* Sets the time to live
* @param {number} ticks TTL in ticks, 0 if not set
* @param {number} time TTL in seconds, 0 if not set
* @returns {CacheEntry}
*/
setTimeToLive(ticks?: number, seconds?: number): CacheEntry;
isStillAlive(): boolean;
/**
* makes sure that resource wont freed by Time To Live
* if resource was already freed by TTL, put it in cache again
*/
touch(): void;
}
declare class CacheMap {
/**
* Cache for images, audio, or any other kind of resource
* @param manager
* @constructor
*/
constructor(manager: ImageManager);
/**
* checks ttl of all elements and removes dead ones
*/
checkTTL(): void;
/**
* cache item
* @param key url of cache element
* @returns {*|null}
*/
getItem(key: string): any;
clear(): void;
setItem(key: string, item: any): CacheEntry;
update(ticks: number, delta: number): void;
}
/**
* The static class that carries out graphics processing.
*
* @class Graphics
*/
declare class Graphics {
protected constructor();
/**
* The total frame count of the game screen.
*
* @static
* @property frameCount
* @type Number
*/
static frameCount: number;
/**
* The alias of PIXI.blendModes.NORMAL.
*
* @static
* @property BLEND_NORMAL
* @type Number
* @final
*/
static BLEND_NORMAL: number;
/**
* The alias of PIXI.blendModes.ADD.
*
* @static
* @property BLEND_ADD
* @type Number
* @final
*/
static BLEND_ADD: number;
/**
* The alias of PIXI.blendModes.MULTIPLY.
*
* @static
* @property BLEND_MULTIPLY
* @type Number
* @final
*/
static BLEND_MULTIPLY: number;
/**
* The alias of PIXI.blendModes.SCREEN.
*
* @static
* @property BLEND_SCREEN
* @type Number
* @final
*/
static BLEND_SCREEN: number;
/**
* The width of the game screen.
*
* @static
* @property width
* @type Number
*/
static width: number;
/**
* The height of the game screen.
*
* @static
* @property height
* @type Number
*/
static height: number;
/**
* The width of the window display area.
*
* @static
* @property boxWidth
* @type Number
*/
static boxWidth: number;
/**
* The height of the window display area.
*
* @static
* @property boxHeight
* @type Number
*/
static boxHeight: number;
/**
* The zoom scale of the game screen.
*
* @static
* @property scale
* @type Number
*/
static scale: number;
/**
* Initializes the graphics system.
*
* @static
* @method initialize
* @param {Number} width The width of the game screen
* @param {Number} height The height of the game screen
* @param {String} type The type of the renderer.
* 'canvas', 'webgl', or 'auto'.
*/
static initialize(width?: number, height?: number, type?: string): void;
/**
* Marks the beginning of each frame for FPSMeter.
*
* @static
* @method tickStart
*/
static tickStart(): void;
/**
* Marks the end of each frame for FPSMeter.
*
* @static
* @method tickEnd
*/
static tickEnd(): void;
/**
* Renders the stage to the game screen.
*
* @static
* @method render
* @param {Stage} stage The stage object to be rendered
*/
static render(stage?: Stage): void;
/**
* Checks whether the renderer type is WebGL.
*
* @static
* @method isWebGL
* @return {Boolean} True if the renderer type is WebGL
*/
static isWebGL(): boolean;
/**
* Checks whether the current browser supports WebGL.
*
* @static
* @method hasWebGL
* @return {Boolean} True if the current browser supports WebGL.
*/
static hasWebGL(): boolean;
/**
* Checks whether the canvas blend mode 'difference' is supported.
*
* @static
* @method canUseDifferenceBlend
* @return {Boolean} True if the canvas blend mode 'difference' is supported
*/
static canUseDifferenceBlend(): boolean;
/**
* Checks whether the canvas blend mode 'saturation' is supported.
*
* @static
* @method canUseSaturationBlend
* @return {Boolean} True if the canvas blend mode 'saturation' is supported
*/
static canUseSaturationBlend(): boolean;
/**
* Sets the source of the "Now Loading" image.
*
* @static
* @method setLoadingImage
* @param {String} Path of image
*/
static setLoadingImage(src: string): void;
/**
* Initializes the counter for displaying the "Now Loading" image.
*
* @static
* @method startLoading
*/
static startLoading(): void;
/**
* Increments the loading counter and displays the "Now Loading" image if necessary.
*
* @static
* @method updateLoading
*/
static updateLoading(): void;
/**
* Erases the "Now Loading" image.
*
* @static
* @method endLoading
*/
static endLoading(): void;
/**
* Displays the error text to the screen.
*
* @static
* @method printError
* @param {String} name The name of the error
* @param {String} message The message of the error
*/
static printError(name: string, message: string): void;
/**
* Shows the FPSMeter element.
*
* @static
* @method showFps
*/
static showFps(): void;
/**
* Hides the FPSMeter element.
*
* @static
* @method hideFps
*/
static hideFps(): void;
/**
* Loads a font file.
*
* @static
* @method loadFont
* @param {String} name The face name of the font
* @param {String} url The url of the font file
*/
static loadFont(name: string, url: string): void;
/**
* Checks whether the font file is loaded.
*
* @static
* @method isFontLoaded
* @param {String} name The face name of the font
* @return {Boolean} True if the font file is loaded
*/
static isFontLoaded(name: string): boolean;
/**
* Starts playback of a video.
*
* @static
* @method playVideo
* @param {String} src
*/
static playVideo(src: string): void;
/**
* Checks whether the video is playing.
*
* @static
* @method isVideoPlaying
* @return {Boolean} True if the video is playing
*/
static isVideoPlaying(): boolean;
/**
* Checks whether the browser can play the specified video type.
*
* @static
* @method canPlayVideoType
* @param {String} type The video type to test support for
* @return {Boolean} True if the browser can play the specified video type
*/
static canPlayVideoType(type: string): boolean;
/**
* Converts an x coordinate on the page to the corresponding
* x coordinate on the canvas area.
*
* @static
* @method pageToCanvasX
* @param {Number} x The x coordinate on the page to be converted
* @return {Number} The x coordinate on the canvas area
*/
static pageToCanvasX(x: number): number;
/**
* Converts a y coordinate on the page to the corresponding
* y coordinate on the canvas area.
*
* @static
* @method pageToCanvasY
* @param {Number} y The y coordinate on the page to be converted
* @return {Number} The y coordinate on the canvas area
*/
static pageToCanvasY(y: number): number;
/**
* Checks whether the specified point is inside the game canvas area.
*
* @static
* @method isInsideCanvas
* @param {Number} x The x coordinate on the canvas area
* @param {Number} y The y coordinate on the canvas area
* @return {Boolean} True if the specified point is inside the game canvas area
*/
static isInsideCanvas(x: number, y: number): boolean;
/**
* Calls pixi.js garbage collector
*/
static callGC(): void;
static _renderer: PIXI.AbstractRenderer;
}
declare class HTML5Audio {
protected constructor();
_initialized: boolean;
_unlocked: boolean;
_audioElement: HTMLAudioElement;
_gainTweenInterval: number;
_tweenGain: number;
_tweenTargetGain: number;
_tweenGainStep: number;
_staticSePath: boolean;
_volume: number;
_loadListeners: (() => void)[];
_hasError: boolean;
__autoPlay: boolean;
_isLoading: boolean;
_buffered: boolean;
/**
* [read-only] The url of the audio file.
*
* @property url
* @type String
*/
url: string;
/**
* The volume of the audio.
*
* @property volume
* @type Number
*/
volume: number;
/**
* Sets up the Html5 Audio.
*
* @static
* @method setup
* @param {String} url The url of the audio file
*/
setup(url: string): void;
/**
* Initializes the audio system.
*
* @static
* @method initialize
* @return {Boolean} True if the audio system is available
*/
initialize(): void;
/**
* Clears the audio data.
*
* @static
* @method clear
*/
clear(): void;
/**
* Set the URL of static se.
*
* @static
* @param {String} url
*/
setStaticSe(url: string): void;
/**
* Checks whether the audio data is ready to play.
*
* @static
* @method isReady
* @return {Boolean} True if the audio data is ready to play
*/
isReady(): boolean;
/**
* Checks whether a loading error has occurred.
*
* @static
* @method isError
* @return {Boolean} True if a loading error has occurred
*/
isError(): boolean;
/**
* Checks whether the audio is playing.
*
* @static
* @method isPlaying
* @return {Boolean} True if the audio is playing
*/
isPlaying(): boolean;
/**
* Plays the audio.
*
* @static
* @method play
* @param {Boolean} loop Whether the audio data play in a loop
* @param {Number} offset The start position to play in seconds
*/
play(loop: boolean, offset: number): void;
/**
* Stops the audio.
*
* @static
* @method stop
*/
stop(): void;
/**
* Performs the audio fade-in.
*
* @static
* @method fadeIn
* @param {Number} duration Fade-in time in seconds
*/
fadeIn(duration: number): void;
/**
* Performs the audio fade-out.
*
* @static
* @method fadeOut
* @param {Number} duration Fade-out time in seconds
*/
fadeOut(duration: number): void;
/**
* Gets the seek position of the audio.
*
* @static
* @method seek
*/
seek(): void;
}
declare class Input {
protected constructor();
/**
* The wait time of the key repeat in frames.
*
* @static
* @property keyRepeatWait
* @type Number
*/
static keyRepeatWait: number;
/**
* The interval of the key repeat in frames.
*
* @static
* @property keyRepeatInterval
* @type Number
*/
static keyRepeatInterval: number;
/**
* A hash table to convert from a virtual key code to a mapped key name.
*
* @static
* @property keyMapper
* @type Object
* ```
* {
* [key:number]:string
* }
* ```
*/
static keyMapper: Object;
/**
* A hash table to convert from a gamepad button to a mapped key name.
*
* @static
* @property gamepadMapper
* @type Object
* ```
* {
* [key:number]:String
* }
* ```
*/
static gamepadMapper: Object;
/**
* [read-only] The four direction value as a number of the numpad, or 0 for neutral.
*
* @static
* @property dir4
* @type Number
*/
static dir4: number;
/**
* [read-only] The eight direction value as a number of the numpad, or 0 for neutral.
*
* @static
* @property dir8
* @type Number
*/
static dir8: number;
/**
* [read-only] The time of the last input in milliseconds.
*
* @static
* @property date
* @type Number
*/
static date: number;
/**
* Initializes the input system.
*
* @static
* @method initialize
*/
static initialize(): void;
/**
* Clears all the input data.
*
* @static
* @method clear
*/
static clear(): void;
/**
* Updates the input data.
*
* @static
* @method update
*/
static update(): void;
/**
* Checks whether a key is currently pressed down.
*
* @static
* @method isPressed
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is pressed
*/
static isPressed(keyName: string): boolean;
/**
* Checks whether a key is just pressed.
*
* @static
* @method isTriggered
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is triggered
*/
static isTriggered(keyName: string): boolean;
/**
* Checks whether a key is just pressed or a key repeat occurred.
*
* @static
* @method isRepeated
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is repeated
*/
static nisRepeated(keyName: string): boolean;
/**
* Checks whether a key is kept depressed.
*
* @static
* @method isLongPressed
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is long-pressed
*/
static isLongPressed(keyName: string): boolean;
}
/**
* The static class that handles JSON with object information.
*
* @class JsonEx
*/
declare class JsonEx {
protected constructor();
/**
* The maximum depth of objects.
*
* @static
* @property maxDepth
* @type Number
* @default 100
*/
maxDepth: number;
/**
* Makes a deep copy of the specified object.
*
* @static
* @method makeDeepCopy
* @param {Object} object The object to be copied
* @return {Object} The copied object
*/
static makeDeepCopy(object: any): any;
/**
* Converts an object to a JSON string with object information.
*
* @static
* @method stringify
* @param {Object} object The object to be converted
* @return {String} The JSON string
*/
static stringify(object: any): string;
/**
* Parses a JSON string and reconstructs the corresponding object.
*
* @static
* @method parse
* @param {String} json The JSON string
* @return {Object} The reconstructed object
*/
static parse(json: string): any;
}
declare namespace PIXI {
declare class Point {
/**
* The Point object represents a location in a two-dimensional coordinate system, where x represents
* the horizontal axis and y represents the vertical axis.
*
* @class
* @namespace PIXI
* @param [x=0] {number} position of the point on the x axis
* @param [y=0] {number} position of the point on the y axis
*/
constructor(x?: number, y?: number);
/**
* Copies x and y from the given point
*
* @param {Point} The point to copy from
* @return {Point} Returns itself.
*/
copyFrom(p: PIXI.Point): PIXI.Point;
/**
* Copies x and y into the given point
*
* @param {Point} p - The point to copy.
* @return {Point} Given point with values updated
*/
copyTo(p: PIXI.Point): PIXI.Point;
/**
* Returns true if the given point is equal to this point
*
* @method copy
* @param {Point} the point to compare
* @return {Bool} the result of the comparison
*/
equals(p: PIXI.Point): boolean;
/**
* Sets the point to a new x and y position.
* If y is ommited, both x and y will be set to x.
*
* @method set
* @param [x=0] {Float} position of the point on the x axis
* @param [y=0] {Float} position of the point on the y axis
*/
set(x?: number, y?: number): void;
/**
* @property x
* @type Float
* @default 0
*/
x: number;
/**
* @property y
* @type Float
* @default 0
*/
y: number;
}
}
declare class Point extends PIXI.Point {
/**
* The point class.
*
* @class Point
* @constructor
* @param {Number} x The x coordinate
* @param {Number} y The y coordinate
*/
constructor(x?: number, y?: number);
/**
* The x coordinate.
*
* @property x
* @type Number
*/
x: number;
/**
* The y coordinate.
*
* @property y
* @type Number
*/
y: number;
}
declare namespace pixi.core.math.shapes {
declare class Shape {
protected constructor();
/**
* Defines the type of the shape to avoid instanceof (Std.is) checks
*/
type: any;
/**
* Checks whether the x and y coordinates passed to this function are contained within this Shape
*
* @method contains
* @param x {Float} The X coordinate of the point to test
* @param y {Float} The Y coordinate of the point to test
* @return {Bool} Whether the x/y coords are within this Rectangle
*/
contains(x: number, y: number): boolean;
}
}
declare namespace PIXI {
declare class Rectangle extends pixi.core.math.shapes.Shape {
/**
* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
*
* @class Rectangle
* @constructor
* @param x {Float} The X coord of the upper-left corner of the rectangle
* @param y {Float} The Y coord of the upper-left corner of the rectangle
* @param width {Float} The overall width of this rectangle
* @param height {Float} The overall height of this rectangle
*/
constructor(x?: number, y?: number, width?: number, height?: number);
/**
* Creates a clone of this Rectangle instance
*
* @method clone
* @return {Rectangle} a copy of the rectangle
*/
clone(): PIXI.Rectangle;
/**
* Copies another Rectangle to this one.
*
* @param rectangle {Rectangle} The rectangle to copy
* @return {Rectangle} Returns itself.
*/
copy(rectangle: PIXI.Rectangle): PIXI.Rectangle;
/**
* Checks whether the x and y coordinates given are contained within the rectangle.
*
* @param x {Float} x coordinate of the point to test.
* @param y {Float} y coordinate of the point to test.
* @return {Bool} whether the x and y coordinates are within this Rectangle.
*/
contains(x: number, y: number): boolean;
/**
* Pads this rectangle, making it grow in all directions.
*
* @param padX {Float} The horizontal padding amount.
* @param padY {Float} The vertical padding amount.
*/
pad(padX: number, padY: number): void;
/**
* Fits this rectangle around the passed one.
*
* @param rectangle {Rectangle} The rectangle to fit.
*/
fit(rectangle: PIXI.Rectangle): void;
/**
* Enlarges this rectangle to fit around the passed one.
*
* @param rectangle {Rectangle} The rectangle to include.
*/
enlarge(rectangle: PIXI.Rectangle): void;
/**
* @property x
* @type Float
* @default 0
*/
x: number;
/**
* @property y
* @type Float
* @default 0
*/
y: number;
/**
* @property width
* @type Float
* @default 0
*/
width: number;
/**
* @property height
* @type Float
* @default 0
*/
height: number;
/**
* @property left
* @type Float
* @default 0
*/
left: number;
/**
* @property right
* @type Float
* @default 0
*/
right: number;
/**
* @property top
* @type Float
* @default 0
*/
top: number;
/**
* @property bottom
* @type Float
* @default 0
*/
bottom: number;
}
}
declare class Rectangle extends PIXI.Rectangle {
/**
* The rectangle class.
*
* @class Rectangle
* @constructor
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle
* @param {Number} height The height of the rectangle
*/
constructor(x?: number, y?: number, width?: number, height?: number);
/**
* @static
* @property emptyRectangle
* @type Rectangle
*/
static emptyRectangle: Rectangle;
}
declare namespace PIXI.utils {
declare class EventEmitter {
/**
* Minimal EventEmitter interface that is molded against the Node.js
* EventEmitter interface.
*
* @constructor
*/
constructor();
/**
* Return a list of assigned event listeners.
*
* @param {String} eventName
* @return {Array}
*/
listeners(event: string): any[];
/**
* Emit an event to all registered event listeners.
*
* @alias dispatchEvent
* @param eventName {String} The name of the event.
* @return {Bool} Indication if we've emitted an event.
*/
emit(event: string, a1?: any, a2?: any, a3?: any, a4?: any, a5?: any): boolean;
/**
* Register a new EventListener for the given event.
*
* @param {String} event Name of the event.
* @param {function} fn Callback function.
* @param {Mixed} context The context of the function.
*/
on(event: string, fn: (arg0: PIXI.interaction.InteractionEvent) => void, context?: any): void;
/**
* Add an EventListener that's only called once.
*
* @param {String} event Name of the event.
* @param {function} fn Callback function.
* @param {Mixed} context The context of the function.
*/
once(event: string, fn: (arg0: PIXI.interaction.InteractionEvent) => void, context?: any): void;
/**
* Register a new EventListener for the given event.
*
* @param {String} event Name of the event.
* @param {function} fn Callback function.
* @param {Mixed} context The context of the function.
*/
addListener(event: string, fn: (arg0: PIXI.interaction.InteractionEvent) => void, context?: any): void;
/**
* Remove event listeners.
*
* @param {String} event The event we want to remove.
* @param {function} fn The listener that we need to find.
* @param {Bool} once Only remove once listeners.
*/
off(event: string, fn: (arg0: PIXI.interaction.InteractionEvent) => void, once?: boolean): void;
/**
* Remove event listeners.
*
* @param {String} event The event we want to remove.
* @param {function} fn The listener that we need to find.
* @param {Bool} once Only remove once listeners.
*/
removeListener(event: string, fn: (arg0: PIXI.interaction.InteractionEvent) => void, once?: boolean): void;
/**
* Remove all listeners or only the listeners for the specified event.
*
* @param {String} event The event want to remove all listeners for.
*/
removeAllListeners(event?: string): void;
}
}
declare namespace PIXI.interaction {
declare class interactiveTarget extends PIXI.utils.EventEmitter {
protected constructor();
/**
* Fired when a pointer device button (usually a mouse button) is pressed on the display
* object.
*
* @event mousedown
* @memberof InteractiveTarget#
*/
mousedown(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* on the display object.
*
* @event rightdown
* @memberof InteractiveTarget#
*/
rightdown(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button (usually a mouse button) is released over the display
* object.
*
* @event mouseup
* @memberof InteractiveTarget#
*/
mouseup(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* over the display object.
*
* @event rightup
* @memberof InteractiveTarget#
*/
rightup(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button (usually a mouse button) is pressed and released on
* the display object.
*
* @event click
* @memberof InteractiveTarget#
*/
click(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is pressed
* and released on the display object.
*
* @event rightclick
* @memberof InteractiveTarget#
*/
rightclick(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button (usually a mouse button) is released outside the
* display object that initially registered a
* [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}.
*
* @event mouseupoutside
* @memberof InteractiveTarget#
*/
mouseupoutside(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device secondary button (usually a mouse right-button) is released
* outside the display object that initially registered a
* [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}.
*
* @event rightupoutside
* @memberof InteractiveTarget#
*/
rightupoutside(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device (usually a mouse) is moved while over the display object
*
* @event mousemove
* @memberof InteractiveTarget#
*/
mousemove(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device (usually a mouse) is moved onto the display object
*
* @event mouseover
* @memberof InteractiveTarget#
*/
mouseover(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device (usually a mouse) is moved off the display object
*
* @event mouseout
* @memberof InteractiveTarget#
*/
mouseout(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button is pressed on the display object.
*
* @event pointerdown
* @memberof InteractiveTarget#
*/
pointerdown(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button is released over the display object.
*
* @event pointerup
* @memberof InteractiveTarget#
*/
pointerup(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button is pressed and released on the display object.
*
* @event pointertap
* @memberof InteractiveTarget#
*/
pointertap(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device button is released outside the display object that initially
* registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}.
*
* @event pointerupoutside
* @memberof InteractiveTarget#
*/
pointerupoutside(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device is moved while over the display object
*
* @event pointermove
* @memberof InteractiveTarget#
*/
pointermove(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device is moved onto the display object
*
* @event pointerover
* @memberof InteractiveTarget#
*/
pointerover(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a pointer device is moved off the display object
*
* @event pointerout
* @memberof InteractiveTarget#
*/
pointerout(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a touch point is placed on the display object.
*
* @event touchstart
* @memberof InteractiveTarget#
*/
touchstart(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a touch point is removed from the display object.
*
* @event touchend
* @memberof InteractiveTarget#
*/
touchend(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a touch point is placed and removed from the display object.
*
* @event tap
* @memberof InteractiveTarget#
*/
tap(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a touch point is removed outside of the display object that initially
* registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}.
*
* @event touchendoutside
* @memberof InteractiveTarget#
*/
touchendoutside(event: PIXI.interaction.InteractionEvent): void;
/**
* Fired when a touch point is moved along the display object.
*
* @event touchmove
* @memberof InteractiveTarget#
*/
touchmove(event: PIXI.interaction.InteractionEvent): void;
/**
* Indicates if the displayObject is interactive or not.
*
* @member {Bool}
* @default false
* @memberof InteractiveTarget#
*/
interactive: boolean;
/**
* Indicates if the children of displayObject are interactive or not.
*
* @member {Bool}
* @default true
* @memberof InteractiveTarget#
*/
interactiveChildren: boolean;
/**
* Interaction shape. Children will be hit first, then this shape will be checked.
*
* @member {Shape}
* @memberof InteractiveTarget#
* @default null
*/
hitArea: pixi.core.math.shapes.Shape;
/**
* Indicates if the displayObject uses button mode or normal mode.
*
* @member {Bool}
* @default false
* @memberof InteractiveTarget#
*/
buttonMode: boolean;
/**
* Default cursor.
*
* @member {String}
* @default pointer
* @memberof InteractiveTarget#
*/
defaultCursor: string;
/**
* Internal check to detect if the mouse cursor is hovered over the displayObject
*
* @member {Bool}
* @private
*/
_over: boolean;
/**
* Internal check to detect if the left mouse button is pressed on the displayObject
*
* @member {Bool}
* @private
*/
_isLeftDown: boolean;
/**
* Internal check to detect if the right mouse button is pressed on the displayObject
*
* @member {Bool}
* @private
*/
_isRightDown: boolean;
/**
* Internal check to detect if the pointer cursor is hovered over the displayObject
*
* @member {Bool}
* @private
*/
_pointerOver: boolean;
/**
* Internal check to detect if the pointer is down on the displayObject
*
* @member {Bool}
* @private
*/
_pointerDown: boolean;
/**
* Internal check to detect if a user has touched the displayObject
*
* @member {Bool}
* @private
*/
_touchDown: boolean;
}
}
declare namespace pixi.core.display {
export type DestroyOptions = {
/**
* {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the base texture of the child sprite
*/
baseTexture: boolean;
/**
* {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
*/
children: boolean;
/**
* {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the texture of the child sprite
*/
texture: boolean;
}
}
declare namespace PIXI {
declare class DisplayObject extends PIXI.interaction.interactiveTarget {
/**
* The base class for all objects that are rendered on the screen.
* This is an abstract class and should not be used on its own rather it should be extended.
*
* @class
* @namespace PIXI
*/
constructor();
/**
* Retrieves the bounds of the displayObject as a rectangle object
*
* @param skipUpdate {Matrix} setting to true will stop the transforms of the scene graph from being updated.
* This means the calculation returned MAY be out of date BUT will give you a nice performance boost
* @param rect {Rectangle} Optional rectangle to store the result of the bounds calculation
* @return {Rectangle} the rectangular bounding area
*/
getBounds(skipUpdate?: boolean, rect?: PIXI.Rectangle): PIXI.Rectangle;
/**
* Retrieves the local bounds of the displayObject as a rectangle object
*
* @param rect {Rectangle} Optional rectangle to store the result of the bounds calculation
* @return {Rectangle} the rectangular bounding area
*/
getLocalBounds(rect?: PIXI.Rectangle): PIXI.Rectangle;
/**
* Calculates the global position of the display object
*
* @param position {Point} The world origin to calculate from
* @param point {Point} A Point in which to store the value, optional (otherwise a new Point is created)
* @param skipUpdate {Bool} Should we skip the update transform
* @return {Point} A point object representing the position of this object
*/
toGlobal(position: PIXI.Point, point?: PIXI.Point, skipUpdate?: boolean): PIXI.Point;
/**
* Calculates the local position of the display object relative to another point
*
* @param position {Point} The world origin to calculate from
* @param [from] {DisplayObject} The DisplayObject to calculate the global position from
* @param [point] {Point} A Point object in which to store the value, optional (otherwise will create a new Point)
* @return {Point} A point object representing the position of this object
*/
toLocal(position: PIXI.Point, frm?: PIXI.DisplayObject, point?: PIXI.Point): PIXI.Point;
updateTransform(): void;
displayObjectUpdateTransform(): void;
/**
* Set the parent Container of this DisplayObject
*
* @param container {Container} The Container to add this DisplayObject to
* @return {Container} The Container that this DisplayObject was added to
*/
setParent(container: PIXI.Container): PIXI.Container;
/**
* Convenience function to set the postion, scale, skew and pivot at once.
*
* @param [x=0] {Float} The X position
* @param [y=0] {Float} The Y position
* @param [scaleX=1] {Float} The X scale value
* @param [scaleY=1] {Float} The Y scale value
* @param [skewX=0] {Float} The X skew value
* @param [skewY=0] {Float} The Y skew value
* @param [pivotX=0] {Float} The X pivot value
* @param [pivotY=0] {Float} The Y pivot value
* @return {DisplayObject}
*/
setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): PIXI.DisplayObject;
/**
* Base destroy method for generic display objects
* Removes all internal references and listeners as well as removes children from the display list.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the texture of the child sprite
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the base texture of the child sprite
*/
destroy(options?: boolean | pixi.core.display.DestroyOptions): void;
/**
* The instance name of the object.
*
* @member {String}
*/
name: string;
/**
* Set this to true if you want this display object to be cached as a bitmap.
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
* To remove simply set this property to 'null'
*
* @member {Bool}
* @memberof DisplayObject#
*/
cacheAsBitmap: boolean;
/**
* The opacity of the object.
*
* @member {Float}
*/
alpha: number;
/**
* World transform and local transform of this object. This will become read-only later,
* please do not assign anything there unless you know what are you doing.
*
* @member {Transform}
*/
transform: PIXI.Transform;
/**
* The visibility of the object. If false the object will not be drawn, and
* the updateTransform function will not be called.
*
* @member {Bool}
*/
visible: boolean;
/**
* Can this object be rendered, if false the object will not be drawn but the updateTransform
* methods will still be called.
*
* @member {Bool}
*/
renderable: boolean;
/**
* The display object container that contains this display object.
*
* @member {Container}
* @readOnly
*/
parent: PIXI.Container;
/**
* The multiplied alpha of the displayObject
*
* @member {Float}
* @readOnly
*/
worldAlpha: number;
/**
* The area the filter is applied to. This is used as more of an optimisation
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
*
* Also works as an interaction mask
*
* @member {Rectangle}
*/
filterArea: PIXI.Rectangle;
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @member {Float}
* @memberof DisplayObject#
*/
x: number;
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @member {Float}
* @memberof DisplayObject#
*/
y: number;
/**
* Current transform of the object based on world (parent) factors
*
* @member {Matrix}
* @readOnly
*/
worldTransform: PIXI.Matrix;
/**
* Current transform of the object based on local factors: position, scale, other stuff
*
* @member {PIXI.Matrix}
* @readOnly
*/
localTransform: PIXI.Matrix;
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @member {Point}
*/
position: PIXI.Point;
/**
* The scale factor of the object.
*
* @member {Point}
*/
scale: PIXI.Point;
/**
* The pivot point of the displayObject that it rotates around
*
* @member {Point}
*/
pivot: PIXI.Point;
/**
* The skew factor for the object in radians.
*
* @member {Point}
*/
skew: PIXI.Point;
/**
* The rotation of the object in radians.
*
* @member {Float}
*/
rotation: number;
/**
* Indicates if the displayObject is globally visible.
*
* @member {Bool}
* @memberof DisplayObject#
* @readonly
*/
worldVisible: boolean;
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
* In PIXI a regular mask must be a PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it utilises shape clipping.
* To remove a mask, set this property to null.
*
* For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.
*
* @member {Graphics|Sprite}
* @memberof DisplayObject#
*/
mask: PIXI.Sprite | PIXI.Graphics;
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to 'null'
*
* @member {Array<AbstractFilter>}
* @memberof DisplayObject#
*/
filters: PIXI.Filter[];
/**
* Flag for if the object is accessible. If true AccessibilityManager will overlay a
* shadow div with attributes set
*
* @member {Bool}
*/
accessible: boolean;
/**
* Sets the title attribute of the shadow div
* If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'
*
* @member {String}
*/
accessibleTitle: string;
/**
* Sets the aria-label attribute of the shadow div
*
* @member {String}
*/
accessibleHint: string;
tabIndex: number;
}
}
declare namespace PIXI {
declare class Container extends PIXI.DisplayObject {
/**
* A Container represents a collection of display objects.
* It is the base class of all display objects that act as a container for other objects.
*
* @class
* @extends DisplayObject
* @namespace PIXI
*/
constructor();
/**
* The array of children of this container.
*
* @member {DisplayObject[]}
* @readonly
*/
children: PIXI.DisplayObject[];
/**
* The width of the Container, setting this will actually modify the scale to achieve the value set
*
* @member {Float}
* @memberof Container#
*/
width: number;
/**
* The height of the Container, setting this will actually modify the scale to achieve the value set
*
* @member {Float}
* @memberof Container#
*/
height: number;
/**
* Adds a child to the container.
*
* You can also add multple items like so: myContainer.addChild(thinkOne, thingTwo, thingThree)
*
* @param child {DisplayObject} The DisplayObject to add to the container
* @return {DisplayObject} The child that was added.
*/
addChild<T>(child: T): T;
/**
* Adds a child to the container at a specified index.
* If the index is out of bounds an error will be thrown.
*
* @param child {DisplayObject} The child to add
* @param index {Int} The index to place the child in
* @return {DisplayObject} The child that was added.
*/
addChildAt<T>(child: T, index: number): T;
/**
* Swaps the position of 2 Display Objects within this container.
*
* @param child1 {DisplayObject}
* @param child2 {DisplayObject}
*/
swapChildren(child1: PIXI.DisplayObject, child2: PIXI.DisplayObject): void;
/**
* Returns the index position of a child DisplayObject instance
*
* @param child {DisplayObject} The DisplayObject instance to identify
* @return {Int} The index position of the child display object to identify
*/
getChildIndex(child: PIXI.DisplayObject): number;
/**
* Changes the position of an existing child in the display object container
*
* @param child {DisplayObject} The child DisplayObject instance for which you want to change the index number
* @param index {Int} The resulting index number for the child display object
*/
setChildIndex(child: PIXI.DisplayObject, index: number): void;
/**
* Returns the child at the specified index
*
* @param index {Int} The index to get the child from
* @return {DisplayObject} The child at the given index, if any.
*/
getChildAt(index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @param child {DisplayObject} The DisplayObject to remove
* @return {DisplayObject} The child that was removed.
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @param index {Int} The index to get the child from
* @return {DisplayObject} The child that was removed.
*/
removeChildAt(index: number): PIXI.DisplayObject;
/**
* Removes all children from this container that are within the begin and end indexes.
*
* @param beginIndex {Int} The beginning position. Default value is 0.
* @param endIndex {Int} The ending position. Default value is size of the container.
* @return {Array<DisplayObject>} The children that are removed.
*/
removeChildren(beginIndex?: number, endIndex?: number): PIXI.DisplayObject[];
/**
* Returns the display object in the container
*
* @param name {string} instance name
* @return {DisplayObject}
*/
getChildByName(name: string): PIXI.DisplayObject;
}
}
declare namespace PIXI {
declare class Sprite extends PIXI.Container {
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* A sprite can be created directly from an image like this:
*
* ```haxe
* var sprite = new Sprite.fromImage('assets/image.png');
* ```
*
* @class Sprite
* @extends Container
* @namespace PIXI
* @param texture {Texture} The texture for this sprite
*/
constructor(texture?: PIXI.Texture);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
*
* @member {ObservablePoint}
*/
anchor: PIXI.ObservablePoint;
/**
* The texture that the sprite is using
*
* @member {Texture}
*/
texture: PIXI.Texture;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @member {Int}
* @default 0xFFFFFF
*/
tint: number;
/**
* The blend mode to be applied to the sprite. Set to CONST.blendModes.NORMAL to remove any blend mode.
*
* @member {Int}
* @default CONST.blendModes.NORMAL;
*/
blendMode: any;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {Shader|Filter}
*/
shader: PIXI.Shader | PIXI.Filter;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.
*
* @member {String}
* @default 'sprite'
*/
pluginName: string;
/**
* Tests if a point is inside this sprite
*
* @param {Point} point - the point to test
* @return {Bool} the result of the test
*/
containsPoint(point: PIXI.Point): boolean;
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {Int|String|BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from
* @return {Sprite} The newly created sprite
*/
static from(source: any): PIXI.Sprite;
/**
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
static fromFrame(frameId: string): PIXI.Sprite;
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param imageId {String} The image url of the texture
* @param [crossorigin=(auto)] {Bool} Should use anonymouse CORS? Defaults to true if the URL is not a data-URI.
* @param [scaleMode=scaleModes.DEFAULT] {ScaleModes} See {@link scaleModes} for possible values
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
static fromImage(imageId: string, crossorigin?: boolean, scaleMode?: any): PIXI.Sprite;
}
}
declare class ScreenSprite extends PIXI.Sprite {
/**
* The sprite which covers the entire game screen.
*
* @class ScreenSprite
* @constructor
*/
constructor();
/**
* The opacity of the sprite (0 to 255).
*
* @property opacity
* @type Number
*/
opacity: number;
/**
* Sets black to the color of the screen sprite.
*
* @method setBlack
*/
setBlack(): void;
/**
* Sets white to the color of the screen sprite.
*
* @method setWhite
*/
setWhite(): void;
/**
* Sets the color of the screen sprite by values.
*
* @method setColor
* @param {Number} r The red value in the range (0, 255)
* @param {Number} g The green value in the range (0, 255)
* @param {Number} b The blue value in the range (0, 255)
*/
setColor(r?: number, g?: number, b?: number): void;
}
declare class Tilemap extends PIXI.Container {
/**
* [read-only] The array of children of the sprite.
*
* @property children
* @type Array<PIXI.DisplayObject>
*/
constructor();
/**
* The bitmaps used as a tileset.
*
* @property bitmaps
* @type Array
*/
bitmaps: Bitmap[];
/**
* The origin point of the tilemap for scrolling.
*
* @property origin
* @type Point
*/
origin: Point;
/**
* The tileset flags.
*
* @property flags
* @type Array
*/
flags: number[];
/**
* The animation count for autotiles.
*
* @property animationCount
* @type Number
*/
animationCount: number;
/**
* Whether the tilemap loops horizontal.
*
* @property horizontalWrap
* @type Boolean
*/
horizontalWrap: boolean;
/**
* Whether the tilemap loops vertical.
*
* @property verticalWrap
* @type Boolean
*/
verticalWrap: boolean;
/**
* The width of the screen in pixels.
*
* @property width
* @type Number
*/
tileWidth: number;
/**
* The height of a tile in pixels.
*
* @property tileHeight
* @type Number
*/
tileHeight: number;
/**
* Sets the tilemap data.
*
* @method setData
* @param {Number} width The width of the map in number of tiles
* @param {Number} height The height of the map in number of tiles
* @param {Array} data The one dimensional array for the map data
*/
setData(width: number, height: number, data: number[]): void;
/**
* Checks whether the tileset is ready to render.
*
* @method isReady
* @type Boolean
* @return {Boolean} True if the tilemap is ready
*/
isReady(): boolean;
/**
* Updates the tilemap for each frame.
*
* @method update
*/
update(): void;
/**
* @method updateTransform
* @private
*/
updateTransform(): void;
/**
* Forces to repaint the entire static
*
* @method refresh
*/
refresh(): void;
/**
* Adds a child to the container.
*
* @method addChild
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {PIXI.DisplayObject} child The child to add
* @param {Number} index The index to place the child in
* @return {PIXI.DisplayObject} The child that was added
*/
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @method removeChild
* @param {PIXI.DisplayObject} child The child to remove
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChildAt(index: number): PIXI.DisplayObject;
/**
* Forces to refresh the tileset
*
* @method refresh
*/
refreshTileset(): void;
static TILE_ID_A1: number;
static TILE_ID_A2: number;
static TILE_ID_A3: number;
static TILE_ID_A4: number;
static TILE_ID_A5: number;
static TILE_ID_B: number;
static TILE_ID_C: number;
static TILE_ID_D: number;
static TILE_ID_E: number;
static TILE_ID_MAX: number;
static FLOOR_AUTOTILE_TABLE: number[][][];
static WALL_AUTOTILE_TABLE: number[][][];
static WATERFALL_AUTOTILE_TABLE: number[][][];
static isVisibleTile(tileId: number): boolean;
static isAutotile(tileId: number): boolean;
static getAutotileKind(tileId: number): number;
static getAutotileShape(tileId: number): number;
static makeAutotileId(kind: number, shape: number): number;
static isSameKindTile(tileID1: number, tileID2: number): boolean;
static isTileA1(tileId: number): boolean;
static isTileA2(tileId: number): boolean;
static isTileA3(tileId: number): boolean;
static isTileA4(tileId: number): boolean;
static isTileA5(tileId: number): boolean;
static isWaterTile(tileId: number): boolean;
static isWaterfallTile(tileId: number): boolean;
static isGroundTile(tileId: number): boolean;
static isShadowingTile(tileId: number): boolean;
static isRoofTile(tileId: number): boolean;
static isWallTopTile(tileId: number): boolean;
static isWallSideTile(tileId: number): boolean;
static isWallTile(tileId: number): boolean;
static isFloorTypeAutotile(tileId: number): boolean;
static isWallTypeAutotile(tileId: number): boolean;
static isWaterfallTypeAutotile(tileId: number): boolean;
}
declare class ShaderTilemap extends Tilemap {
protected constructor();
/**
* PIXI render method
*
* @method renderWebGL
* @param {PIXI.WebGLRenderer} pixi renderer
*/
renderWebGL(renderer: PIXI.Renderer): void;
/**
* PIXI render method
*
* @method renderCanvas
* @param {PIXI.CanvasRenderer} pixi renderer
*/
renderCanvas(renderer: PIXI.CanvasRenderer): void;
/**
* Forces to repaint the entire tilemap AND update bitmaps list if needed
*
* @method refresh
*/
refresh(): void;
/**
* Call after you update tileset
*
* @method refreshTileset
*/
refreshTileset(): void;
}
declare class Sprite extends PIXI.Sprite {
/**
* The basic object that is rendered to the game screen.
*
* @class Sprite
* @constructor
* @param {Bitmap} bitmap The image for the sprite
*/
constructor(bitmap?: Bitmap);
/**
* The image for the sprite.
*
* @property bitmap
* @type Bitmap
*/
bitmap: Bitmap;
/**
* The width of the sprite without the scale.
*
* @property width
* @type Number
*/
opacity: number;
/**
* The visibility of the sprite.
*
* @property visible
* @type Boolean
*/
visible: boolean;
/**
* The x coordinate of the sprite.
*
* @property x
* @type Number
*/
x: number;
/**
* The y coordinate of the sprite.
*
* @property y
* @type Number
*/
y: number;
/**
* The origin point of the sprite. (0,0) to (1,1).
*
* @property anchor
* @type Point
*/
point: PIXI.Point;
/**
* The scale factor of the sprite.
*
* @property scale
* @type Point
*/
scale: PIXI.Point;
/**
* The rotation of the sprite in radians.
*
* @property rotation
* @type Number
*/
rotation: number;
/**
* The blend mode to be applied to the sprite.
*
* @property blendMode
* @type Number
*/
blendMode: number;
/**
* Sets the filters for the sprite.
*
* @property filters
* @type Array<PIXI.Filter>
*/
filters: PIXI.Filter[];
/**
* [read-only] The array of children of the sprite.
*
* @property children
* @type Array<PIXI.DisplayObject>
*/
spriteId: number;
opaque: boolean;
voidFilter: PIXI.Filter;
initialize(bitmap?: Bitmap): void;
/**
* Updates the sprite for each frame.
*
* @method update
*/
update(): void;
/**
* @method updateTransform
* @private
*/
updateTransform(): void;
/**
* Sets the x and y at once.
*
* @method move
* @param {Number} x The x coordinate of the sprite
* @param {Number} y The y coordinate of the sprite
*/
move(x: number, y: number): void;
/**
* Sets the rectagle of the bitmap that the sprite displays.
*
* @method setFrame
* @param {Number} x The x coordinate of the frame
* @param {Number} y The y coordinate of the frame
* @param {Number} width The width of the frame
* @param {Number} height The height of the frame
*/
setFrame(x: number, y: number, width: number, height: number): void;
/**
* Gets the blend color for the sprite.
*
* @method getBlendColor
* @return {Array} The blend color [r, g, b, a]
*/
getBlendColor(): number[];
/**
* Sets the blend color for the sprite.
*
* @method setBlendColor
* @param {Array} color The blend color [r, g, b, a]
*/
setBlendColor(color: number[]): void;
/**
* Gets the color tone for the sprite.
*
* @method getColorTone
* @return {Array} The color tone [r, g, b, gray]
*/
getColorTone(): number[];
/**
* Sets the color tone for the sprite.
*
* @method setColorTone
* @param {Array} tone The color tone [r, g, b, gray]
*/
setColorTone(tone: number[]): void;
/**
* Adds a child to the container.
*
* @method addChild
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {PIXI.DisplayObject} child The child to add
* @param {Number} index The index to place the child in
* @return {PIXI.DisplayObject} The child that was added
*/
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @method removeChild
* @param {PIXI.DisplayObject} child The child to remove
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChildAt(index: number): PIXI.DisplayObject;
/**
* Number of the created objects.
*
* @static
* @property _counter
* @type Number
*/
static _counter: number;
}
declare class Stage extends PIXI.Container {
/**
* The root object of the display tree.
*
* @class Stage
* @constructor
*/
constructor();
/**
* Adds a child to the container.
*
* @method addChild
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {PIXI.DisplayObject} child The child to add
* @param {Number} index The index to place the child in
* @return {PIXI.DisplayObject} The child that was added
*/
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @method removeChild
* @param {PIXI.DisplayObject} child The child to remove
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChildAt(index: number): PIXI.DisplayObject;
}
declare namespace PIXI {
declare class TilingSprite extends PIXI.Sprite {
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class
* @extends Sprite
* @memberof PIXI.extras
* @param texture {Texture} the texture of the tiling sprite
* @param width {Float} [width=100] the width of the tiling sprite
* @param height {Float} [height=100] the height of the tiling sprite
*/
constructor(texture: PIXI.Texture, width?: number, height?: number);
/**
* Tile transform
*
* @member {Transform}
*/
tileTransform: PIXI.Transform;
/**
* Whether or not anchor affects uvs
*
* @member {Bool}
* @default false
*/
uvRespectAnchor: boolean;
/**
* The scaling of the image that is being tiled
*
* @member {ObservablePoint}
*/
tileScale: PIXI.ObservablePoint;
/**
* The offset position of the image that is being tiled
*
* @member {ObservablePoint}
*/
tilePosition: PIXI.ObservablePoint;
/**
* Changes frame clamping in corresponding textureTransform, shortcut
* Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas
* @default 0.5
*/
clampMargin: number;
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {Int|String|BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from
* @param {Float} width - the width of the tiling sprite
* @param {Float} height - the height of the tiling sprite
* @return {TilingSprite} The newly created sprite
*/
static from(source: any, width: number, height: number): PIXI.TilingSprite;
/**
* Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param {String} frameId - The frame Id of the texture in the cache
* @param {Float} width - the width of the tiling sprite
* @param {Float} height - the height of the tiling sprite
* @return {TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId
*/
static fromFrame(frameId: string, width: number, height: number): PIXI.TilingSprite;
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param {String} imageId - The image url of the texture
* @param {Float} width - the width of the tiling sprite
* @param {Float} height - the height of the tiling sprite
* @param {Bool} [crossorigin] - if you want to specify the cross-origin parameter
* @param {ScaleModes} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,
* see {@link PIXI.SCALE_MODES} for possible values
* @return {TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id
*/
static fromImage(imageId: string, width: number, height: number, crossorigin?: boolean, scaleMode?: any): PIXI.TilingSprite;
}
}
declare class TilingSprite extends PIXI.TilingSprite {
/**
* The sprite object for a tiling image.
*
* @class TilingSprite
* @constructor
* @param {Bitmap} bitmap The image for the tiling sprite
*/
constructor(bitmap: Bitmap);
/**
* The origin point of the tiling sprite for scrolling.
*
* @property origin
* @type Point
*/
origin: Point;
/**
* The image for the tiling sprite.
*
* @property bitmap
* @type Bitmap
*/
bitmap: Bitmap;
/**
* The opacity of the tiling sprite (0 to 255).
*
* @property opacity
* @type Number
*/
opacity: number;
/**
* The visibility of the tiling sprite.
*
* @property visible
* @type Boolean
*/
visibility: boolean;
/**
* The x coordinate of the tiling sprite.
*
* @property x
* @type Number
*/
x: number;
/**
* The y coordinate of the tiling sprite.
*
* @property y
* @type Number
*/
y: number;
spriteId: number;
/**
* Updates the tiling sprite for each frame.
*
* @method update
*/
update(): void;
/**
* @method updateTransform
* @private
*/
updateTransform(): void;
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the tiling sprite
* @param {Number} y The y coordinate of the tiling sprite
* @param {Number} width The width of the tiling sprite
* @param {Number} height The height of the tiling sprite
*/
move(x?: number, y?: number, width?: number, height?: number): void;
/**
* Specifies the region of the image that the tiling sprite will use.
*
* @method setFrame
* @param {Number} x The x coordinate of the frame
* @param {Number} y The y coordinate of the frame
* @param {Number} width The width of the frame
* @param {Number} height The height of the frame
*/
setFrame(x: number, y: number, width: number, height: number): void;
updateTransformTS(): void;
/**
* @method generateTilingTexture
* @param {Boolean} arg
*/
generateTilingTexture(arg: boolean): void;
}
declare namespace PIXI {
declare class Filter {
/**
* @class
* @memberof PIXI
* @param [vertexSrc] {String} The source of the vertex shader.
* @param [fragmentSrc] {String} The source of the fragment shader.
* @param [uniforms] {Dynamic} Custom uniforms to use to augment the built-in ones.
*/
constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: any);
/**
* Legacy filters use position and uvs from attributes
*/
readonly legacy: boolean;
/**
* Sets the blendmode of the filter. Default: PIXI.BLEND_MODES.NORMAL
*/
blendMode: any;
/**
* Program that the shader uses
*/
program: PIXI.Program;
/**
* The WebGL state the filter requires to render
*/
state: PIXI.State;
/**
* The vertex shader.
*
* @member {String}
*/
vertexSrc: string;
/**
* The fragment shader.
*
* @member {String}
*/
fragmentSrc: string;
/**
* An object containing the current values of custom uniforms.
* @example <caption>Updating the value of a custom uniform</caption>
* filter.uniforms.time = performance.now();
*
* @member {Dynamic}
*/
uniforms: any;
/**
* The padding of the filter. Some filters require extra space to breath such as a blur.
* Increasing this will add extra width and height to the bounds of the object that the
* filter is applied to.
*
* @member {Float}
*/
padding: number;
/**
* The resolution of the filter. Setting this to be lower will lower the quality but
* increase the performance of the filter.
*
* @member {Float}
*/
resolution: number;
/**
* If enabled is true the filter is applied, if false it will not.
*
* @member {Bool}
*/
enabled: boolean;
/**
* If enabled, PixiJS will fit the filter area into boundaries for better performance. Switch it off if it does not work for specific shader.
* Workaround for http://jsfiddle.net/xbmhh207/1/
* @default true
* @member {Bool}
*/
autoFit: boolean;
apply(filterManager: PIXI.systems.FilterSystem, input: PIXI.RenderTexture, output: PIXI.RenderTexture, clear?: boolean, currentState?: pixi.core.renderers.webgl.filters.CurrentState): void;
/**
* The default vertex shader source
*
* @static
* @constant
*/
static defaultVertexSrc: any;
/**
* The default fragment shader source
*
* @static
* @constant
*/
static defaultFragmentSrc: any;
}
}
declare namespace PIXI.filters {
declare class ColorMatrixFilter extends PIXI.Filter {
/**
* The ColorMatrixFilter class lets you apply a 5x5 matrix transformation on the RGBA
* color and alpha values of every pixel on your displayObject to produce a result
* with a new set of RGBA color and alpha values. It's pretty powerful!
*
* ```js
* var colorMatrix = new ColorMatrixFilter();
* container.filters = [colorMatrix];
* colorMatrix.contrast(2);
* ```
* @author Clément Chenebault <clement@goodboydigital.com>
* @class
* @extends AbstractFilter
* @memberof PIXI.filters
*/
constructor();
/**
* Sets the matrix of the color matrix filter
*
* @member {number[]}
* @memberof ColorMatrixFilter#
* @default [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
*/
matrix: number[];
/**
* Adjusts brightness
*
* Multiply the current matrix
* @param b {Float} value of the brigthness (0 is black)
* @param multiply {Bool} refer to ._loadMatrix() method
*/
brightness(b: number, multiply: boolean): void;
/**
* Set the matrices in grey scales
*
* Multiply the current matrix
* @param scale {Float} value of the grey (0 is black)
* @param multiply {Bool} refer to ._loadMatrix() method
*/
greyscale(scale: number, multiply: boolean): void;
/**
* Set the black and white matrice
* Multiply the current matrix
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
blackAndWhite(multiply: boolean): void;
/**
* Set the hue propertie of the color
*
* Multiply the current matrix
* @param rotation {Float} in degrees
* @param multiply {Bool} refer to ._loadMatrix() method
*/
hue(rotation: number, multiply: boolean): void;
/**
* Set the contrast matrix, increase the separation between dark and bright
* Increase contrast : shadows darker and highlights brighter
* Decrease contrast : bring the shadows up and the highlights down
*
* @param amount {Float} value of the contrast
* @param multiply {Bool} refer to ._loadMatrix() method
*/
contrast(amount: number, multiply: boolean): void;
/**
* Set the saturation matrix, increase the separation between colors
* Increase saturation : increase contrast, brightness, and sharpness
* @param amount {Float}
* @param multiply {Bool} refer to ._loadMatrix() method
*/
saturation(amount: number, multiply: boolean): void;
/**
* Desaturate image (remove color)
*
* Call the saturate function
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
desaturate(multiply: boolean): void;
/**
* Negative image (inverse of classic rgb matrix)
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
negative(multiply: boolean): void;
/**
* Sepia image
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
sepia(multiply: boolean): void;
/**
* Color motion picture process invented in 1916 (thanks Dominic Szablewski)
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
technicolor(multiply: boolean): void;
/**
* Polaroid filter
*
* @param multiply {boolean} refer to ._loadMatrix() method
*/
polaroid(multiply: boolean): void;
/**
* Filter who transforms : Red -> Blue and Blue -> Red
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
toBGR(multiply: boolean): void;
/**
* Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
kodachrome(multiply: boolean): void;
/**
* Brown delicious browni filter (thanks Dominic Szablewski)
*
* @param multiply {Bool} refer to ._loadMatrix() method
*/
browni(multiply: boolean): void;
vintage(multiply: boolean): void;
colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiply: boolean): void;
night(intensity: number, multiply: boolean): void;
predator(amount: number, multiply: boolean): void;
lsd(multiply: boolean): void;
reset(): void;
}
}
declare class ToneFilter extends PIXI.filters.ColorMatrixFilter {
/**
* The color matrix filter for WebGL.
*
* @class ToneFilter
* @extends PIXI.Filter
* @constructor
*/
constructor();
/**
* Changes the hue.
*
* @method adjustHue
* @param {Number} value The hue value in the range (-360, 360)
*/
adjustHue(value?: number): void;
/**
* Changes the saturation.
*
* @method adjustSaturation
* @param {Number} value The saturation value in the range (-255, 255)
*/
adjustSaturation(value?: number): void;
/**
* Changes the tone.
*
* @method adjustTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
*/
adjustTone(r?: number, g?: number, b?: number): void;
}
declare class ToneSprite extends PIXI.Container {
/**
* The sprite which changes the screen color in 2D canvas mode.
*
* @class ToneSprite
* @constructor
*/
constructor();
/**
* Clears the tone.
*
* @method reset
*/
clear(): void;
/**
* Sets the tone.
*
* @method setTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
* @param {Number} gray The grayscale level in the range (0, 255)
*/
setTone(r: number, g: number, b: number, gray: number): void;
}
declare namespace rm.types {
export const enum Frames {
base = -1,
}
}
declare class TouchInput {
protected constructor();
static _mousePressed: boolean;
static _screenPressed: boolean;
static _pressedTime: number;
static _date: number;
static _x: number;
static _y: number;
/**
* The wait time of the pseudo key repeat in frames.
*
* @static
* @property keyRepeatWait
* @type Number
*/
static keyRepeatWait: rm.types.Frames;
/**
* The interval of the pseudo key repeat in frames.
*
* @static
* @property keyRepeatInterval
* @type Number
*/
static keyRepeatInterval: rm.types.Frames;
/**
* [read-only] The horizontal scroll amount.
*
* @static
* @property wheelX
* @type Number
*/
static wheelX: number;
/**
* [read-only] The vertical scroll amount.
*
* @static
* @property wheelY
* @type Number
*/
static wheelY: number;
/**
* [read-only] The x coordinate on the canvas area of the latest touch event.
*
* @static
* @property x
* @type Number
*/
static x: number;
/**
* [read-only] The y coordinate on the canvas area of the latest touch event.
*
* @static
* @property y
* @type Number
*/
static y: number;
/**
* [read-only] The time of the last input in milliseconds.
*
* @static
* @property date
* @type Number
*/
static date: number;
/**
* Initializes the touch system.
*
* @static
* @method initialize
*/
static initialize(): void;
/**
* Clears all the touch data.
*
* @static
* @method clear
*/
static clear(): void;
/**
* Updates the touch data.
*
* @static
* @method update
*/
static update(): void;
/**
* Checks whether the mouse button or touchscreen is currently pressed down.
*
* @static
* @method isPressed
* @return {Boolean} True if the mouse button or touchscreen is pressed
*/
static isPressed(): boolean;
/**
* Checks whether the left mouse button or touchscreen is just pressed.
*
* @static
* @method isTriggered
* @return {Boolean} True if the mouse button or touchscreen is triggered
*/
static isTriggered(): boolean;
/**
* Checks whether the left mouse button or touchscreen is just pressed
* or a pseudo key repeat occurred.
*
* @static
* @method isRepeated
* @return {Boolean} True if the mouse button or touchscreen is repeated
*/
static isRepeated(): boolean;
/**
* Checks whether the left mouse button or touchscreen is kept depressed.
*
* @static
* @method isLongPressed
* @return {Boolean} True if the left mouse button or touchscreen is long-pressed
*/
static isLongPressed(): boolean;
/**
* Checks whether the right mouse button is just pressed.
*
* @static
* @method isCancelled
* @return {Boolean} True if the right mouse button is just pressed
*/
static isCancelled(): boolean;
/**
* Checks whether the mouse or a finger on the touchscreen is moved.
*
* @static
* @method isMoved
* @return {Boolean} True if the mouse or a finger on the touchscreen is moved
*/
static isMoved(): boolean;
/**
* Checks whether the left mouse button or touchscreen is released.
*
* @static
* @method isReleased
* @return {Boolean} True if the mouse button or touchscreen is released
*/
static isReleased(): boolean;
}
declare class Utils {
protected constructor();
/**
* The name of the RPG Maker. 'MV' in the current version.
*/
static RPGMAKER_NAME: string;
/**
* The version of the RPG Maker.
*
* @static
* @property RPGMAKER_VERSION
* @type String
* @final
*/
static RPGMAKER_VERSION: string;
/**
* Checks whether the option is in the query string.
*
* @param {String} name The option name
* @return {Boolean} True if the option is in the query string
*/
static isOptionValid(name: string): boolean;
/**
* Checks whether the platform is NW.js.
*
* @return {Boolean} True if the platform is NW.js
*/
static isNwjs(): boolean;
/**
* Checks whether the platform is a mobile device.
*
* @static
* @method isMobileDevice
* @return {Boolean} True if the platform is a mobile device
*/
static isMobileDevice(): boolean;
/**
* Checks whether the browser is Mobile Safari.
*
* @static
* @method isMobileSafari
* @return {Boolean} True if the browser is Mobile Safari
*/
static isMobileSafari(): boolean;
/**
* Checks whether the browser is Android Chrome.
*
* @return {Boolean} True if the browser is Android Chrome
*/
static isAndroidChrome(): boolean;
/**
* Checks whether the browser can read files in the game folder.
*
* @return {Boolean} True if the browser can read files in the game folder
*/
static canReadGameFiles(): boolean;
/**
* Makes a CSS color string from RGB values.
*
* @static
* @method rgbToCssColor
* @param {Int} r The red value in the range (0, 255)
* @param {Int} g The green value in the range (0, 255)
* @param {Int} b The blue value in the range (0, 255)
* @return {String} CSS color string
*/
static rgbToCssColor(r: number, g: number, b: number): string;
static isSupportPassiveEvent(): boolean;
static generateRuntimeId(): number;
}
declare class Weather extends PIXI.Container {
/**
* The weather effect which displays rain, storm, or snow.
*
* @class Weather
* @constructor
*/
constructor();
/**
* The type of the weather in ['none', 'rain', 'storm', 'snow'].
*
* @property type
* @type String
*/
type: string;
/**
* The power of the weather in the range (0, 9).
*
* @property power
* @type Number
*/
power: number;
/**
* The origin point of the weather for scrolling.
*
* @property origin
* @type Point
*/
origin: Point;
/**
* Updates the weather for each frame.
*
* @method update
*/
update(): void;
}
declare class WindowLayer extends PIXI.Container {
/**
* The layer which contains game windows.
*
* @class WindowLayer
* @constructor
*/
constructor();
/**
* The width of the window layer in pixels.
*
* @property width
* @type Number
*/
voidFilter: PIXI.Filter;
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the window layer
* @param {Number} y The y coordinate of the window layer
* @param {Number} width The width of the window layer
* @param {Number} height The height of the window layer
*/
move(x: number, y: number, width: number, height: number): void;
/**
* Updates the window layer for each frame.
*
* @method update
*/
update(): void;
/**
* Adds a child to the container.
*
* @method addChild
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {PIXI.DisplayObject} child The child to add
* @param {Number} index The index to place the child in
* @return {PIXI.DisplayObject} The child that was added
*/
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @method removeChild
* @param {PIXI.DisplayObject} child The child to remove
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChildAt(index: number): PIXI.DisplayObject;
/**
* @method _renderCanvas
* @param {PIXI.CanvasRenderer} renderer
* @private
*/
_renderCanvas(renderer: PIXI.CanvasRenderer): void;
/**
* @method _renderWebGL
* @param {PIXI.WebGLRenderer} renderer
* @private
*/
_renderWebGL(renderer: PIXI.Renderer): void;
}
declare class Window extends PIXI.Container {
/**
* The visibility of the sprite.
*
* @property visible
* @type Boolean
*/
constructor();
/**
* The origin point of the window for scrolling.
*
* @property origin
* @type Point
*/
origin: PIXI.Point;
/**
* The active state for the window.
*
* @property active
* @type Boolean
*/
active: boolean;
/**
* The visibility of the down scroll arrow.
*
* @property downArrowVisible
* @type Boolean
*/
downArrowVisible: boolean;
/**
* The visibility of the up scroll arrow.
*
* @property upArrowVisible
* @type Boolean
*/
upArrowVisible: boolean;
/**
* The visibility of the pause sign.
*
* @property pause
* @type Boolean
*/
pause: boolean;
/**
* The image used as a window skin.
*
* @property windowskin
* @type Bitmap
*/
windowskin: Bitmap;
/**
* The bitmap used for the window contents.
*
* @property contents
* @type Bitmap
*/
contents: Bitmap;
/**
* The width of the window in pixels.
*
* @property width
* @type Number
*/
padding: number;
/**
* The size of the margin for the window background.
*
* @property margin
* @type Number
*/
margin: number;
/**
* The opacity of the window without contents (0 to 255).
*
* @property opacity
* @type Number
*/
opacity: number;
/**
* The opacity of the window background (0 to 255).
*
* @property backOpacity
* @type Number
*/
backOpacity: number;
/**
* The opacity of the window contents (0 to 255).
*
* @property contentsOpacity
* @type Number
*/
contentsOpacity: number;
/**
* The openness of the window (0 to 255).
*
* @property openness
* @type Number
*/
openness: number;
/**
* The width of the content area in pixels.
*/
innerWidth: number;
/**
* The height of the content area in pixels.
*/
innerHeight: number;
/**
* The rectangle of the content area
*/
innerRect: Rectangle;
/**
* Updates the window for each frame.
*
* @method update
*/
update(): void;
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the window
* @param {Number} y The y coordinate of the window
* @param {Number} width The width of the window
* @param {Number} height The height of the window
*/
move(x?: number, y?: number, width?: number, height?: number): void;
/**
* Returns true if the window is completely open (openness == 255).
*
* @method isOpen
* @return {Boolean}
*/
isOpen(): boolean;
/**
* Returns true if the window is completely closed (openness == 0).
*
* @method isClosed
* @return {Boolean}
*/
isClosed(): boolean;
/**
* Sets the position of the command cursor.
*
* @method setCursorRect
* @param {Number} x The x coordinate of the cursor
* @param {Number} y The y coordinate of the cursor
* @param {Number} width The width of the cursor
* @param {Number} height The height of the cursor
*/
setCursorRect(x?: number, y?: number, width?: number, height?: number): void;
/**
* Changes the color of the background.
*
* @method setTone
* @param {Number} r The red value in the range (-255, 255)
* @param {Number} g The green value in the range (-255, 255)
* @param {Number} b The blue value in the range (-255, 255)
*/
setTone(r: number, g: number, b: number): void;
/**
* Adds a child between the background and contents.
*
* @method addChildToBack
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChildToBack(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container.
*
* @method addChild
* @param {PIXI.DisplayObject} child The child to add
* @return {PIXI.DisplayObject} The child that was added
*/
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {PIXI.DisplayObject} child The child to add
* @param {Number} index The index to place the child in
* @return {PIXI.DisplayObject} The child that was added
*/
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
/**
* Removes a child from the container.
*
* @method removeChild
* @param {PIXI.DisplayObject} child The child to remove
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {PIXI.DisplayObject} The child that was removed
*/
removeChildAt(index: number): PIXI.DisplayObject;
/**
* Move the cursor position by the given amount
* @param x
* @param y
*/
moveCursorBy(x: number, y: number): void;
/**
* Moves the inner children by the given amount.
* @param x
* @param y
*/
moveInnerChildrenBy(x: number, y: number): void;
/**
* Adds a child to the client area.
* @param child
* @return DisplayObject
*/
addInnerChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
/**
* Draws the window shape into PIXI.Graphics object. Used by WindowLayer.
* @param graphics
*/
drawShape(graphics: PIXI.Graphics): void;
/**
* Destroys the window
*/
destroy(): void;
/**
* @method updateTransform
* @private
*/
updateTransform(): void;
}
declare namespace rm.types {
export type AudioParameters = {
name: string;
pan: number;
pitch: number;
pos: number;
volume: number;
}
}
/**
* Static class that handles BGM, BGS, ME, and SE.
*/
declare class AudioManager {
protected constructor();
static _bgmVolume: number;
static _bgsVolume: number;
static _meVolume: number;
static _seVolume: number;
static _currentBgm: rm.types.AudioParameters;
static _currentBgs: rm.types.AudioParameters;
static _bgmBuffer: HTML5Audio;
static _bgsBuffer: HTML5Audio;
static _meBuffer: HTML5Audio;
static _seBuffers: HTML5Audio[];
static _staticBuffers: HTML5Audio[];
static _replayFadeTime: number;
static _path: string;
static _blobUrl: string;
static bgmVolume: number;
static bgsVolume: number;
static meVolume: number;
static seVolume: number;
static playBgm(bgm: rm.types.AudioParameters, pos?: number): void;
static replayBgm(bgm: rm.types.AudioParameters): void;
static isCurrentBgm(bgm: rm.types.AudioParameters): boolean;
static updateBgmParameters(bgm: rm.types.AudioParameters): void;
static pdateCurrentBgm(bgm: rm.types.AudioParameters, pos: number): void;
static stopBgm(): void;
static fadeOutBgm(duration: number): void;
static fadeInBgm(duration: number): void;
static playBgs(bgs: rm.types.AudioParameters, pos?: number): void;
static replayBgs(bgs: rm.types.AudioParameters): void;
static isCurrentBgs(bgs: rm.types.AudioParameters): boolean;
static updateBgsParameters(bgs: rm.types.AudioParameters): void;
static updateCurrentBgs(bgs: rm.types.AudioParameters, pos: number): void;
static stopBgs(): void;
static fadeOutBgs(duration: number): void;
static fadeInBgs(duration: number): void;
static playMe(me: rm.types.AudioParameters): void;
static updateMeParameters(me: rm.types.AudioParameters): void;
static fadeOutMe(duration: number): void;
static stopMe(): void;
static playSe(se: rm.types.AudioParameters): void;
static updateSeParameters(buffer: rm.types.AudioParameters, se: rm.types.AudioParameters): void;
static stopSe(): void;
static playStaticSe(se: rm.types.AudioParameters): void;
static loadStaticSe(se: rm.types.AudioParameters): void;
static isStaticSe(se: rm.types.AudioParameters): boolean;
static stopAll(): void;
static saveBgm(): rm.types.AudioParameters;
static saveBgs(): rm.types.AudioParameters;
static makeEmptyAudioObject(): rm.types.AudioParameters;
static createBuffer(): HTML5Audio;
static updateBufferParameters(buffer: rm.types.AudioParameters, configVolume: number, audio: rm.types.AudioParameters): void;
static audioFileExt(): string;
static shouldUseHtml5Audio(): string;
static checkErrors(): void;
static checkWebAudioError(webAudio?: HTML5Audio): void;
static playEncryptedBgm(bgm: rm.types.AudioParameters, pos?: number): void;
static createDecryptBuffer(url: string, bgm: rm.types.AudioParameters, pos?: number): void;
}
declare namespace rm.types {
/**
* A superclass of actor, class, skill, item, weapon, armor, enemy, and state.
*
* Some items are unnecessary depending on the type of data, but they are included for convenience sake.
*/
export type BaseItem = {
/**
* The description text.
*/
description: string;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
}
}
declare namespace rm.types {
export type BattleRewards = {
exp: number;
gold: number;
items: rm.types.BaseItem[];
}
}
declare namespace rm.types {
export const enum BattleResult {
base = -1,
}
}
/**
* Manages the game battles to process all of the
* events that happen within.
*/
declare class BattleManager {
protected constructor();
_phase: string;
_canEscape: boolean;
_canLose: boolean;
_battleTest: boolean;
_eventCallback: () => void;
_preemptive: boolean;
_surprise: boolean;
_actorIndex: number;
_actionForceBattler: Game_Battler;
_mapBgm: rm.types.AudioParameters;
_mapBgs: rm.types.AudioParameters;
_actionBattlers: Game_Battler[];
_subject: Game_Battler;
_action: Game_Action;
_targets: Game_Battler[];
_logWindow: Window_BattleLog;
_statusWindow: Window_BattleStatus;
_spriteset: Spriteset_Battle;
_escapeRatio: number;
_escaped: boolean;
_rewards: rm.types.BattleRewards;
static setup(troopId: number, canEscape: boolean, canLose: boolean): void;
static initMembers(): void;
static isBattleTest(): boolean;
static setBattleTest(battleTest: boolean): void;
static setEventCallback(callback: () => void): void;
static setLogWindow(logWindow: Window_BattleLog): void;
static setStatusWindow(statusWindow: Window_BattleStatus): void;
static setSpriteset(spriteset: Spriteset_Battle): void;
static onEncounter(): void;
static ratePreemptive(): number;
static rateSurprise(): number;
static saveBgmAndBgs(): void;
static playBattleBgm(): void;
static playVictoryMe(): void;
static playDefeatMe(): void;
static replayBgmAndBgs(): void;
static makeEscapeRatio(): void;
static update(): void;
static updateEvent(): boolean;
static updateEventMain(): boolean;
static isBusy(): boolean;
static isInputting(): boolean;
static isInTurn(): boolean;
static isTurnEnd(): boolean;
static isAborting(): boolean;
static isBattleEnd(): boolean;
static canEscape(): boolean;
static canLose(): boolean;
static isEscaped(): boolean;
static actor(): Game_Actor;
static clearActor(): void;
static changeActor(newActorIndex: number, lastActorActionState: string): void;
static startBattle(): void;
static displayStartMessages(): void;
static startInput(): void;
static inputtingAction(): Game_Action;
static selectNextCommand(): void;
static selectPreviousCommand(): void;
static refreshStatus(): void;
static startTurn(): void;
static updateTurn(): void;
static processTurn(): void;
static endTurn(): void;
static updateTurnEnd(): void;
static getNextSubject(): Game_Battler;
static allBattleMembers(): Game_Battler[];
static makeActionOrders(): void;
static startAction(): void;
static updateAction(): void;
static endAction(): void;
static invokeAction(): void;
static invokeNormalAction(): void;
static invokeCounterAttack(): void;
static invokeMagicReflection(): void;
static applySubstitute(target: Game_Battler): Game_Battler;
static checkSubstitute(target: Game_Battler): boolean;
static isActionForced(): boolean;
static forceAction(battler: Game_Battler): void;
static processForcedAction(): void;
static abort(): void;
static checkBattleEnd(): boolean;
static checkAbort(): boolean;
static processVictory(): void;
static processEscape(): boolean;
static processAbort(): void;
static processDefeat(): void;
static endBattle(result: rm.types.BattleResult): void;
static updateBattleEnd(): void;
static makeRewards(): void;
static displayVictoryMessage(): void;
static displayDefeatMessage(): void;
static displayEscapeSuccessMessage(): void;
static displayEscapeFailureMessage(): void;
static displayRewards(): void;
static displayExp(): void;
static displayGold(): void;
static displayDropItems(): void;
static gainRewards(): void;
static gainExp(): void;
static gainGold(): void;
static gainDropItems(): void;
}
declare namespace rm.types {
export type TextState = {
index: number;
left: number;
startX: number;
text: string;
x: number;
y: number;
}
}
declare namespace rm.types {
}
declare class Window_Base extends Window {
/**
* Creates an instance of Window_Base.
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @memberof Window_Base
*/
constructor(x: number, y: number, width: number, height: number);
/**
* Initializes the window.
*
* @memberof Window_Base
*/
initialize(x?: number, y?: number, width?: number, height?: number): void;
/**
* Returns the standard line height of the current window;
* default is 36.
* @returns {number}
* @memberof Window_Base
*/
lineHeight(): number;
/**
* Returns the standard font face of the
* game based on what language the game is in.
* @returns {String}
* @memberof Window_Base
*/
standardFontFace(): string;
/**
* Returns the standard font size of the text
* in window; default is 28.
* @returns {number}
* @memberof Window_Base
*/
standardFontSize(): number;
/**
* Returns the standard padding of the window;
* default is 18.
* @returns {number}
* @memberof Window_Base
*/
standardPadding(): number;
/**
* Returns the text padding of the window;
* default is 6.
* @returns {number}
* @memberof Window_Base
*/
textPadding(): number;
/**
* Returns the standard back opacity of the window; this is the
* opacity of the area behind the window's text content.
* Default is 192.
* @returns {number}
* @memberof Window_Base
*/
standardBackOpacity(): number;
/**
* Loads the window skin from the img/system directory.
*
* @memberof Window_Base
*/
loadWindowSkin(): void;
/**
* Updates the window padding based on the
* standardPadding method.
* @memberof Window_Base
*/
updatePadding(): void;
/**
* Updates the back opacity of the window
* based on the standardBackOpacity method.
* @memberof Window_Base
*/
updateBackOpacity(): void;
/**
* Returns the inner content width of the window.
*
* @returns {number}
* @memberof Window_Base
*/
contentsWidth(): number;
/**
* Returns the inner content height of the window.
*
* @returns {number}
* @memberof Window_Base
*/
contentsHeight(): number;
/**
* Returns the fitting height given a number of lines based on
* the line height plus standard padding of the window.
* Default formula: numLines * lineHeight + standardPadding * 2
*
* @param {number} numLines
* @returns {number}
* @memberof Window_Base
*/
fittingHeight(numLines: number): number;
/**
* Updates the tone of the window based on the
* game system window tone defined in the database.
* @memberof Window_Base
*/
updateTone(): void;
/**
* Creates the contents of the window; this is the area
* of the window which text is drawn to.
* @memberof Window_Base
*/
createContents(): void;
/**
* Resets the font settings of the window back to the
* default.
* @memberof Window_Base
*/
resetFontSettings(): void;
/**
* Resets the text color of the window back to the
* default.
* @memberof Window_Base
*/
resetTextColor(): void;
/**
* The update method of the window; this is
* run every frame to do logic processing for the window.
* @memberof Window_Base
*/
update(): void;
/**
* Updates the openness of the window when the
* _opening property is set to true.
* Openness is increased.
* @memberof Window_Base
*/
updateOpen(): void;
/**
* Updates the openness of the window when the
* _closing property is set to true.
* Openness is decreased.
* @memberof Window_Base
*/
updateClose(): void;
/**
* Opens the window.
*
* @memberof Window_Base
*/
open(): void;
/**
* Closes the window.
*
* @memberof Window_Base
*/
close(): void;
/**
* Returns true if the window is currently opening.
*
* @returns {boolean}
* @memberof Window_Base
*/
isOpening(): boolean;
/**
* Returns true if the window is currently closing.
*
* @returns {boolean}
* @memberof Window_Base
*/
isClosing(): boolean;
/**
* Shows the window, making it visible.
*
* @memberof Window_Base
*/
show(): void;
/**
* Hides the window, making it invisible;
* the window is not closed when hidden.
*
* @memberof Window_Base
*/
hide(): void;
/**
* Activates the window, allowing it to be processed
* and to update.
* @memberof Window_Base
*/
activate(): void;
/**
* Deactives the window, preventing further processing.
*
* @memberof Window_Base
*/
deactivate(): void;
/**
* Returns a text color given a numbered index
* as a css color String; this index maps
* directly to the img/system/window.png colors
* by default.
* @param {number} n
* @returns {*}
* @memberof Window_Base
*/
textColor(n: number): string;
/**
* Returns the normal color as a css
* color String.
* @returns {String}
* @memberof Window_Base
*/
normalColor(): string;
/**
* Returns the system color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
systemColor(): string;
/**
* Returns the crisis color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
crisisColor(): string;
/**
* Returns the death color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
deathColor(): string;
/**
* Returns the gauage back color as
* a css color String.
* @returns {String}
* @memberof Window_Base
*/
gaugeBackColor(): string;
/**
* Returns the hp gauge color 1
* as a css color String.
* @returns {String}
* @memberof Window_Base
*/
hpGaugeColor1(): string;
/**
* Returns the hp gauge color 2
* as a css color String.
* @returns {String}
* @memberof Window_Base
*/
hpGaugeColor2(): string;
/**
* Returns the mp gauge color 1
* as a css color String.
* @returns {String}
* @memberof Window_Base
*/
mpGaugeColor1(): string;
/**
* Returns the mp gauge color 2
* as a css color String.
* @returns {String}
* @memberof Window_Base
*/
mpGaugeColor2(): string;
/**
* Returns the mp cost color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
mpCostColor(): string;
/**
* Returns the power up color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
powerUpColor(): string;
/**
* Returns the power down color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
powerDownColor(): string;
/**
* Returns the tp gauge color 1 as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
tpGaugeColor1(): string;
/**
* Returns tp gauge color 2 as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
tpGaugeColor2(): string;
/**
* Returns the tp cost color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
tpCostColor(): string;
/**
* Returns the pending color as a
* css color String.
* @returns {String}
* @memberof Window_Base
*/
pendingColor(): string;
/**
* Returns the translucentOpacity for the window;
* The default is 160.
*
* @returns {number}
* @memberof Window_Base
*/
translucentOpacity(): number;
/**
* Changes the text color property given a css color String.
*
* @param {String} color
* @memberof Window_Base
*/
changeTextColor(color: string): void;
/**
* Changes the paintOpacity (the opacity of the text drawn to the window);
* if true the opacity is set to 255, otherwise the opacity is set to 160.
* @param {boolean} enabled
* @memberof Window_Base
*/
changePaintOpacity(enabled: boolean): void;
/**
* Given text or a number, draws the content to the window's contents
* layer at the specified x and y coordinate within the max width.
* The text content can also be aligned with the align property.
* The possible alignments are: "left", "center", "right".
* @param {(String | number)} text
* @param {number} x
* @param {number} y
* @param {number} maxWidth
* @param {String} align
* @memberof Window_Base
*/
drawText(text: string | number, x: number, y: number, maxWidth: number, align: string): void;
/**
* Calculates the width of a text String and
* returns a number.
* @param {String} text
* @returns {number}
* @memberof Window_Base
*/
textWidth(text: string): number;
/**
* Draws text with text codes included; this will draw
* icons, increase text height, and more.
* @param text
* @param x
* @param y
* @param width
* @returns Int
* @memberof Window_Base
*/
drawTextEx(text: string, x: number, y: number): number;
/**
* Converts the escape characters and returns the text content
* after processing the characters.
* @param {String} text
* @returns {String}
* @memberof Window_Base
*/
convertEscapeCharacters(text: string): string;
/**
* Returns the actor name given an index;
* the index starts from 1.
* @param {number} actorIndex
* @returns {String}
* @memberof Window_Base
*/
actorName(actorIndex: number): string;
/**
* Returns a party member name given an index;
* the index starts from 1.
* @param {number} partyMemberIndex
* @returns {String}
* @memberof Window_Base
*/
partyMemberName(partyMemberIndex: number): string;
/**
* Process each character in the text when drawTextEx
* is used to draw text.
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processCharacter(textState: rm.types.TextState): void;
/**
* Processes the normal characters in the text
* when drawTextEx is used to draw text.
* Normal characters are letters and numbers.
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processNormalCharacter(textState: rm.types.TextState): void;
/**
* Processes new line when drawTextEx is used to draw text.
*
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processNewLine(textState: rm.types.TextState): void;
/**
* Processes new page when drawTexttEx is used to draw text.
*
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processNewPage(textState: rm.types.TextState): void;
obtainEscapeCode(textState: rm.types.TextState): string;
/**
* Obtains the escape parameters from text codes in the text state
* when drawTextEx is used to draw text.
* @param {MV.TextState} textState
* @returns {(number | String)}
* @memberof Window_Base
*/
obtainEscapeParam(textState: string | rm.types.TextState): number | string;
/**
* Processes escape characters when drawTextEx is used
* for drawing text.
* @param {String} code
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processEscapeCharacter(code: string, textState: rm.types.TextState): void;
/**
* Processes drawing an icon when drawTextEx is used for
* drawing text.
* @param {number} iconIndex
* @param {MV.TextState} textState
* @memberof Window_Base
*/
processDrawIcon(iconIndex: number, textState: rm.types.TextState): void;
/**
* Makes the font bigger by a value of 12.
*
* @memberof Window_Base
*/
makeFontBigger(): void;
/**
* Makes the font smaller by a value of 12.
*
* @memberof Window_Base
*/
makeFontSmaller(): void;
/**
* Calculates the text height of the textState (when using drawTextEx);
* if all is set to true, all lines of text are calculated, otherwise
* only a single line is processed.
* @param {rm.TextState} textState
* @param {Bool} all
* @returns Int
* @memberof Window_Base
*/
calcTextHeight(textState: rm.types.TextState, all: boolean): number;
/**
* Draws an icon given the specified iconIndex at the specified
* x and y coordinates. The Width and Height of the icon is based on the
* _iconWidth and _iconHeight properties.
* @param {number} iconIndex
* @param {number} x
* @param {number} y
* @memberof Window_Base
*/
drawIcon(iconIndex: number, x: number, y: number): void;
drawFace(faceName: string, faceIndex: number, x: number, y: number, width: number, height: number): void;
/**
* Draws a character (map sprites) at the specified x and y coordinate.
* CharacterName refers to character spritesheet, and characterIndex refers
* to the characterIndex on the spritesheet.
* @param {String} characterName
* @param {number} characterIndex
* @param {number} x
* @param {number} y
* @memberof Window_Base
*/
drawCharacter(characterName: string, characterIndex: number, x: number, y: number): void;
/**
* Draws a gauge at the specified x and y coordinates within the given width.
* Color1 and Color2 represent the gradient as css color Strings of the gauge.
*
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} rate
* @param {String} color1
* @param {String} color2
* @memberof Window_Base
*/
drawGauge(x: number, y: number, width: number, rate: number, color1: string, color2: string): void;
/**
* Returns the hp color as a css String.
*
* @param {Game_Actor} actor
* @returns {String}
* @memberof Window_Base
*/
hpColor(actor: Game_Actor): string;
/**
* Returns the mp color as a css color String.
*
* @param {Game_Actor} actor
* @returns {String}
* @memberof Window_Base
*/
mpColor(actor: Game_Actor): string;
/**
* Returns the tp color as a css color String.
*
* @param {Game_Actor} actor
* @returns {String}
* @memberof Window_Base
*/
tpColor(actor: Game_Actor): string;
drawActorCharacter(actor: Game_Actor, x: number, y: number): void;
/**
* Draws the actor face at the specified x and y coordinates within
* the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @memberof Window_Base
*/
drawActorFace(actor: Game_Actor, x: number, y: number, width: number, height: number): void;
/**
* Draws the actor name at the specified x and y coordinates within
* the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorName(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the actor class at the specified x and y coordinates
* within the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorClass(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the actor nickname at the specified x and y coordinates
* within the given width.
* @param {Game_Actor} actor
* @param {Int} x
* @param {Int} y
* @param {Int} width
* @memberof Window_Base
*/
drawActorNickname(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the actor level at the specified x and y coordinates.
*
* @param {Game_Actor} actor
* @param {Int} x
* @param {Int} y
* @memberof Window_Base
*/
drawActorLevel(actor: Game_Actor, x: number, y: number): void;
/**
* Draws the actor icons at the specified x and y coordinates
* within the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorIcons(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the current and max number at the specified x and y coordinate
* within the given width. Color1 represents the current number and color2
* represents the max number when the text is drawn.
* @param {number} current
* @param {number} max
* @param {number} x
* @param {number} y
* @param {number} width
* @param {String} color1
* @param {String} color2
* @memberof Window_Base
*/
drawCurrentAndMax(current: number, max: number, x: number, y: number, width: number, color1: string, color2: string): void;
/**
* Draws the actor hp at the specified x and y coordinates within
* the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorHp(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the actor mp at the specified x and y coordinates within
* the given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorMp(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the actor tp at the specified x and y coordinates within the
* given width.
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorTp(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws a simple status for the game actor passed into the method at the
* specified x and y coordinates within the given width.
*
* @param {Game_Actor} actor
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawActorSimpleStatus(actor: Game_Actor, x: number, y: number, width: number): void;
/**
* Draws the item name at the specified x and y coordinates within
* the given width.
* @param {RPG.BaseItem} item
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawItemName(item: rm.types.BaseItem, x: number, y: number, width: number): void;
/**
* Draws the currency value given at the specified x and y coordinates within
* the width given. Useful if you want to write your own custom currency value.
* @param {number} value
* @param {String} unit
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_Base
*/
drawCurrencyValue(value: number, unit: string, x: number, y: number, width: number): void;
/**
* Changes the text color based on the powerUpColor, powerDownColor
* and normal color. powerUpColor is any number greater than 0, powerDownColor
* is any color less than 0, otherwise normal color is returned.
* @param {number} change
* @memberof Window_Base
*/
paramchangeTextColor(change: number): rm.types.Color;
/**
* Sets the background type of the window.
* 0 is 255 window opacity (standard).
* 1 is the window with background dimmer.
* Any other number changes the opacity
* to 0.
* @param {number} type
* @memberof Window_Base
*/
setBackgroundType(type: number): void;
/**
* Shows the background dimmer sprite.
*
* @memberof Window_Base
*/
showBackgroundDimmer(): void;
/**
* Hides the background dimmer sprite.
*
* @memberof Window_Base
*/
hideBackgroundDimmer(): void;
/**
* Updates the background dimmer sprite opacity based on the openness
* of the window.
* @memberof Window_Base
*/
updateBackgroundDimmer(): void;
/**
* Refreshes the bitmap attached to the dimmer sprite
* based on the window dimensions.
* @memberof Window_Base
*/
refreshDimmerBitmap(): void;
/**
* Color 1 of the dimmer sprite bitmap.
* for the gradient.
* @returns {String}
* @memberof Window_Base
*/
dimColor1(): string;
/**
* Color 2 of the dimmer sprite bitmap
* for the gradient.
* @returns {String}
* @memberof Window_Base
*/
dimColor2(): string;
/**
* Returns the x coordinate of the mouse to
* a local window x coordinate.
* @param {number} x
* @returns {number}
* @memberof Window_Base
*/
canvasToLocalX(x: number): number;
/**
* Returns the y coordinate of the mouse
* to a local window y coordinate.
* @param {number} y
* @returns {number}
* @memberof Window_Base
*/
canvasToLocalY(y: number): number;
/**
* Reverses the face images of the
* game party members.
* @memberof Window_Base
*/
reserveFaceImages(): void;
static _iconWidth: number;
static _iconHeight: number;
static _faceWidth: number;
static _faceHeight: number;
}
declare namespace rm.types {
export type ConfigData = {
alwaysDash: boolean;
bgmVolume: number;
bgsVolume: number;
commandRemember: boolean;
meVolume: number;
seVolume: number;
}
}
/**
* Manages the configuration of RPGMakerMZ Config Data.
*/
declare class ConfigManager {
protected constructor();
static load(): void;
static save(): void;
static makeData(): rm.types.ConfigData;
static applyData(config: rm.types.ConfigData): void;
static readFlag(config: rm.types.ConfigData, name: string): boolean;
static readVolume(config: rm.types.ConfigData, name: string): number;
}
/**
* Manages the game data: saving, loading, meta data,
* and map information.
*/
declare class DataManager {
protected constructor();
static _globalId: string;
static _lastAccessId: number;
static _errorUrl: any;
static _databaseFiles: JSON[];
static loadDatabase(): void;
static loadDataFile(name: string, src: string): void;
static isDatabaseLoaded(): boolean;
static loadMapData(mapId: number): void;
static makeEmptyMap(): void;
static isMapLoaded(): boolean;
static onLoad(object: any): void;
/**
* Extracts Meta Data. A Json Like Object
* @param data
*/
static extractMetaData(data: any): void;
static checkError(): void;
static isBattleTest(): boolean;
static isEventTest(): boolean;
/**
* Returns a Bool value given an item.
* Item being a database object representing a skill.
* @static
* @param {object} item
* @returns {Bool}
* @memberof DataManager
*/
static isSkill(item: rm.types.BaseItem): boolean;
/**
* Returns a Bool value given an item.
* Item must be a database item to be true.
* @static
* @param {object} item
* @returns {Bool}
* @memberof DataManager
*/
static isItem(item: rm.types.BaseItem): boolean;
/**
* Returns a Bool value given an item.
* Item must be a database weapon to be true.
* @static
* @param {object} item
* @returns {Bool}
* @memberof DataManager
*/
static isWeapon(item: rm.types.BaseItem): boolean;
/**
* Returns a Bool value given an item.
* Item must be a database armor to be true.
* @static
* @param {object} item
* @returns {Bool}
* @memberof DataManager
*/
static isArmor(item: rm.types.BaseItem): boolean;
static createGameObjects(): void;
static setupNewGame(): void;
static setupBattleTest(): void;
static setupEventTest(): void;
static loadGlobalInfo(): void;
/**
* JSON like object
* @param info
*/
static saveGlobalInfo(info: any): void;
/**
* Returns a Bool value given a savefileId.
* If the savefileId exists; the value will be true.
* @static
* @param {number} savefileId
* @returns {Bool}
* @memberof DataManager
*/
static isThisGameFile(savefileId: number): boolean;
static isAnySavefileExists(): boolean;
static latestSavefileId(): number;
static loadAllSavefileImages(): void;
/**
* JSON Like Object for save file images
*/
static loadSavefileImages(info: any): void;
/**
* Returns the maximum number of save files
* allocated in the game.
* @static
* @returns {number}
* @memberof DataManager
*/
static maxSavefiles(): number;
/**
* Saves the RPGMakerMV game given a savefileId.
* Returns true if successful.
* @static
* @param {number} savefileId
* @returns {Bool}
* @memberof DataManager
*/
static saveGame(savefileId: number): boolean;
static loadGame(savefileId: number): boolean;
/**
* Returns the last accessed save fileId upon
* saving or loading the game.
* @static
* @returns {number}
* @memberof DataManager
*/
static lastAccessedSavefileId(): number;
static saveGameWithoutRescue(savefileId: number): boolean;
static loadGameWithoutRescue(savefileId: number): boolean;
static selectSavefileForNewGame(): void;
/**
* Creates a new save file on the global
* save file information containing important
* data such as play time, characters, timestamp.
* @static
* @memberof DataManager
*/
static makeSavefileInfo(): void;
/**
* Creates the save file contents when saving your game.
* Good for aliasing when you want to add more data
* to the game's save contents.
* @static
* @returns {object}
* @memberof DataManager
*/
static makeSaveContents(): any;
/**
* Extracts the save file contents into the game's
* variables. An excellent method to alias when you
* wish to extend the game's save contents for a plugin.
* @static
* @param {object} contents
* @memberof DataManager
*/
static extractSaveContents(contents: any): void;
}
/**
* Static class that manages images. Loading the images
* and create bitmap objects.
*/
declare class ImageManager {
protected constructor();
static cache: CacheMap;
static loadFace(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/parallaxes/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadParallax(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/pictures/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadPicture(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/animations/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadAnimation(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/battlebacks1/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadBattleback1(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/battlebacks2/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadBattleback2(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/enemies/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadEnemy(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/characters/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadCharacter(filename: string, hue?: number): Bitmap;
static loadSvActor(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/sv_enemies/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadSvEnemy(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from 'img/system/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadSystem(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/tilesets/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadTileset(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/titles1/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadTitle1(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from the 'img/titles2/' folder
* and returns it.
* @param {string} filename
* @param {number} [hue]
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadTitle2(filename: string, hue?: number): Bitmap;
/**
* Loads a Bitmap object from any folder and returns it.
*
* @param {string} folder
* @param {string} filename
* @param {number} hue
* @param {boolean} smooth
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadBitmap(folder: string, filename: string, hue: number, smooth: boolean): Bitmap;
/**
* Loads an empty Bitmap object and returns it.
*
* @param {string} path
* @param {number} hue
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadEmptyBitmap(path: string, hue: number): Bitmap;
/**
* Loads a Bitmap object given a path
* and returns it.
* @param {string} path
* @param {number} hue
* @returns {Bitmap}
* @memberof ImageManagerStatic
*/
static loadNormalBitmap(path: string, hue: number): Bitmap;
/**
* Clears the image cache in RPGMakerMV.
*
* @memberof ImageManagerStatic
*/
static clear(): void;
/**
* Returns true if the image cache
* is ready.
* @returns {boolean}
* @memberof ImageManagerStatic
*/
static isReady(): boolean;
/**
* Returns true if the given filename
* is an object character. Must contain
* a '!' in the file name to be an
* object character.
* @param {string} filename
* @returns {boolean}
* @memberof ImageManagerStatic
*/
static isObjectCharacter(filename: string): boolean;
/**
* Returns true if the given filename is
* a large character. Must contain a '$'
* in the file name to be a large character.
* @param {string} filename
* @returns {boolean}
* @memberof ImageManagerStatic
*/
static isBigCharacter(filename: string): boolean;
static isZeroParallax(filename: string): boolean;
}
declare namespace rm.types {
/**
* Plugin Settings for RPGMakerMV/MZ
*/
export type PluginSettings = {
/**
* Plugin Description
*/
description: string;
/**
* Plugin Name
*/
name: string;
/**
* Plugin Parameters in a map/dictionary like syntax.
* Example:
* ```js
* parameters["TextSpeed"]
* ```
*/
parameters: { [key: string]: any };
/**
* Plugin Status On/Off
*/
status: string;
}
}
/**
* Static class that manages plugins
*/
declare class PluginManager {
protected constructor();
static _path: string;
static _scripts: string[];
static _errorUrls: string[];
static setup(plugins: rm.types.PluginSettings[]): void;
static checkErrors(): void;
/**
* Returns all of the plugin parameters for an RPGMakerMZ
* plugin in a JSON Like String Format.
* Should typedef this for ease of parsing.
* @param name
* @return Any
*/
static parameters(name: string): any;
/**
* Uses internally by the Plugin Manager to load
* the plugin scripts.
* @param name
*/
static loadScript(name: string): void;
static onError(e: Event): void;
/**
* Regsters a new plugin command in MZ using a lambda expression
* The Variable of the lambda should be transformed into the appropriate
* typed def struct for your use case for your command.
* Example Syntax For Commented Parameters
*
*```js
* //Should be in comment
* @command PluginCommandFunctionName
* @text My Plugin Command
* @desc Plugin Command Description Text
* @arg Actors
* @text Which Actors?
* @type actor[]
* @desc Select which Actor ID(s) to affect.
* @default ["1"]
* @arg State
* @text State
* @type state
* @desc Which State to apply?
* @default 1
* PluginManager.registerCommand("TestPlugin", "PluginCommandFunctionName", args => {
* // Get Arguments
* const actorIds = JSON.parse(args.Actors);
* const stateId = args.State;
* // Use the arguments
* for (const actorId of actorIds) {
* const actor = $gameParty.members().find(member => member.actorId() === Number(actorId));
* if (actor) {
* actor.addState(stateId);
* }
* }
* });
* ```
* @param pluginName
* @param commandName
* @param lambda
*/
static registerCommand(pluginName: string, commandName: string, lambda: (arg0: any) => void): void;
}
/**
* Manages the scenes of the game.
*/
declare class SceneManager {
protected constructor();
static _scene: Scene_Base;
static _nextScene: Scene_Base;
static _stack: any[];
static _screenWidth: number;
static _screenHeight: number;
static _backgroundBitmap: Bitmap;
static _boxWidth: number;
static _boxHeight: number;
static _deltaTime: number;
static _currentTime: number;
static _accumulator: number;
/**
* Convenience variable for getting the current scene.
*/
static _scene: any;
static preferableRendererType(): string;
static shouldUseCanvasRenderer(): boolean;
static initialize(): void;
static initGraphics(): void;
static initAudio(): void;
static initInput(): void;
static initNwjs(): void;
static update(): void;
static terminate(): void;
static tickStart(): void;
static tickEnd(): void;
static changeScene(): void;
static updateScene(): void;
static renderScene(): void;
static onSceneCreate(): void;
static onSceneStart(): void;
static onSceneLoading(): void;
static onError(e: Event): void;
static onKeyDown(event: KeyboardEvent): void;
static catchException(e: Event): void;
static isSceneChanging(): boolean;
static isCurrentSceneBusy(): boolean;
static isCurrentSceneStarted(): boolean;
static isNextScene(sceneClass: any): boolean;
static isPreviousScene(sceneClass: any): boolean;
/**
* Goes to the scene passed in.
* @param sceneClass
*/
static goto(sceneClass: any): void;
/**
* Pushes the scene passed in to the scene stack.
* Immediately goes to the scene passed in.
* @param sceneClass
*/
static push(sceneClass: any): void;
/**
* Pops the current scene from the stack.
*/
static pop(): void;
/**
* Exits the current scene.
*/
static exit(): void;
static clearStack(): void;
/**
* Stops the current scene.
*/
static stop(): void;
static prepareNextScene(): void;
static snap(): Bitmap;
static snapForBackground(): void;
static backgroundBitmap(): Bitmap;
static updateManagers(ticks: number, delta: number): void;
}
/**
* Static class that plays sound effects defined in the database.
*/
declare class SoundManager {
protected constructor();
static preloadImportantSounds(): void;
static loadSystemSound(databaseNumber: number): void;
static playSystemSound(databaseNumber: number): void;
static playCursor(): void;
static playOk(): void;
static playCancel(): void;
static playBuzzer(): void;
static playEquip(): void;
static playSave(): void;
static playLoad(): void;
static playBattleStart(): void;
static playEscape(): void;
static playEnemyAttack(): void;
static playEnemyDamage(): void;
static playEnemyCollapse(): void;
static playBossCollapse1(): void;
static playBossCollapse2(): void;
static playActorDamage(): void;
static playActorCollapse(): void;
static playRecovery(): void;
static playMiss(): void;
static playEvasion(): void;
static playMagicEvasion(): void;
static playReflection(): void;
static playShop(): void;
static playUseItem(): void;
static playUseSkill(): void;
}
/**
* The static class that manages storage of save game data.
*/
declare class StorageManager {
protected constructor();
static save(savefileId: number, json: string): void;
static load(savefileId: number): string;
static exists(savefileId: number): boolean;
static remove(savefileId: number): void;
static backup(savefileId: number): void;
static backupExists(savefileId: number): boolean;
static cleanBackup(savefileId: number): boolean;
static restoreBackup(savefileId: number): void;
static isLocalMode(): boolean;
static saveToLocalFile(savefileId: number, json: string): void;
static loadFromLocalFile(savefileId: number): string;
static loadFromLocalBackupFile(savefileId: number): string;
static localFileBackupExists(savefileId: number): boolean;
static localFileExists(savefileId: number): boolean;
static removeLocalFile(savefileId: number): void;
static saveToWebStorage(savefileId: number, json: string): void;
static loadFromWebStorage(savefileId: number): string;
static loadFromWebStorageBackup(savefileId: number): string;
static webStorageBackupExists(savefileId: number): boolean;
static webStorageExists(savefileId: number): boolean;
static removeWebStorage(savefileId: number): void;
static localFileDirectoryPath(): string;
static localFilePath(savefileId: number): string;
static webStorageKey(savefileId: number): string;
}
/**
* The static class that handles terms and messages.
* This is linked to the terms and information
* contained within the editor.
*/
declare class TextManager {
protected constructor();
static currencyUnit: string;
static level: string;
static levelA: string;
static hp: string;
static hpA: string;
static mp: string;
static mpA: string;
static tp: string;
static tpA: string;
static exp: string;
static expA: string;
static fight: string;
static escape: string;
static attack: string;
static guard: string;
static item: string;
static skill: string;
static equip: string;
static status: string;
static formation: string;
static save: string;
static gameEnd: string;
static options: string;
static weapon: string;
static armor: string;
static keyItem: string;
static equip2: string;
static optimize: string;
static clear: string;
static newGame: string;
static continue_: string;
static toTitle: string;
static cancel: string;
static buy: string;
static sell: string;
static alwaysDash: string;
static commandRemember: string;
static bgmVolume: string;
static bgsVolume: string;
static meVolume: string;
static seVolume: string;
static possession: string;
static expTotal: string;
static expNext: string;
static saveMessage: string;
static loadMessage: string;
static file: string;
static partyName: string;
static emerge: string;
static preemptive: string;
static surprise: string;
static escapeStart: string;
static escapeFailure: string;
static victory: string;
static defeat: string;
static obtainExp: string;
static obtainGold: string;
static obtainItem: string;
static levelUp: string;
static obtainSkill: string;
static useItem: string;
static criticalToEnemy: string;
static criticalToActor: string;
static actorDamage: string;
static actorRecovery: string;
static actorGain: string;
static actorLoss: string;
static actorDrain: string;
static actorNoDamage: string;
static actorNoHit: string;
static enemyDamage: string;
static enemyRecovery: string;
static enemyGain: string;
static enemyLoss: string;
static enemyDrain: string;
static enemyNoDamage: string;
static enemyNoHit: string;
static evasion: string;
static magicEvasion: string;
static magicReflection: string;
static counterAttack: string;
static substitute: string;
static buffAdd: string;
static debuffAdd: string;
static buffRemove: string;
static actionFailure: string;
static basic(basicId: number): string;
static param(paramId: number): string;
static command(commandId: number): string;
static message(messageId: string): string;
static getter(method: string, param: number): string;
}
declare namespace rm.types {
/**
* The data class for enemy [Actions].
*/
export type EnemyAction = {
/**
* The first parameter of the condition.
*/
conditionParam1: number;
/**
* The second parameter of the condition.
*/
conditionParam2: number;
/**
* The type of condition.
*
* 0: Always
* 1: Turn No.
* 2: HP
* 3: MP
* 4: State
* 5: Party Level
* 6: Switch
*/
conditionType: number;
/**
* The action's priority rating (1..10).
*/
rating: number;
/**
* The ID of skills to be employed as actions.
*/
skillId: number;
}
}
declare namespace rm.types {
/**
* The data class for damage.
*/
export type Damage = {
/**
* Critical hit (true/false).
*/
critical: boolean;
/**
* The element ID.
*/
elementId: number;
/**
* The formula.
*/
formula: string;
/**
* The type of damage.
*
* 0: None
* 1: HP damage
* 2: MP damage
* 3: HP recovery
* 4: MP recovery
* 5: HP drain
* 6: MP drain
*/
type: number;
/**
* The degree of variability.
*/
variance: number;
}
}
declare namespace rm.types {
/**
* The data class for use effects.
*/
export type Effect = {
/**
* The use effect code.
*/
code: number;
/**
* The ID of data (state, parameter, and so on) according to the type of use effect.
*/
dataId: number;
/**
* Value 1 set according to the type of use effect.
*/
value1: number;
/**
* Value 2 set according to the type of use effect.
*/
value2: number;
}
}
declare namespace rm.types {
export type UsableItem = {
/**
* The animation ID.
*/
animationId: number;
/**
* Damage (RPG.Damage).
*/
damage: rm.types.Damage;
/**
* The description text.
*/
description: string;
/**
* A list of use effects. An RPG.Effect array.
*/
effects: rm.types.Effect[];
/**
* The type of hit.
*
* 0: Certain hit
* 1: Physical attack
* 2: Magical attack
*/
hitType: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
/**
* When the item/skill may be used.
*
* 0: Always
* 1: Only in battle
* 2: Only from the menu
* 3: Never
*/
occasion: number;
/**
* The number of repeats.
*/
repeats: number;
/**
* The scope of effects.
*
* 0: None
* 1: One Enemy
* 2: All Enemies
* 3: One Random Enemy
* 4: Two Random Enemies
* 5: Three Random Enemies
* 6: Four Random Enemies
* 7: One Ally
* 8: All Allies
* 9: One Ally (Dead)
* 10: All Allies (Dead)
* 11: The User
*/
scope: number;
/**
* The speed correction.
*/
speed: number;
/**
* The success rate.
*/
successRate: number;
/**
* The number of TP gained.
*/
tpGain: number;
}
}
/**
* Game_Action
* The game object class representing a battle action.
* @class Game_Action
*/
declare class Game_Action {
constructor(subject: Game_Battler, forcing: boolean);
_subjectActorId: number;
_subjectEnemyIndex: number;
_targetIndex: number;
_forcing: boolean;
_item: Game_Item;
clear(): void;
setSubject(subject: Game_Battler): void;
subject(): Game_Battler;
friendsUnit(): Game_Unit;
opponentsUnit(): Game_Unit;
setEnemyAction(action: rm.types.EnemyAction): void;
setAttack(): void;
setGuard(): void;
setSkill(skillId: number): void;
setItem(itemId: number): void;
setItemObject(object: rm.types.UsableItem): void;
setTarget(targetIndex: number): void;
item(): rm.types.UsableItem;
isSkill(): boolean;
isItem(): boolean;
numRepeats(): number;
checkItemScope(list: number[]): boolean;
isForOpponent(): boolean;
isForFriend(): boolean;
isForDeadFriend(): boolean;
isForUser(): boolean;
isForOne(): boolean;
isForRandom(): boolean;
isForAll(): boolean;
needsSelection(): number;
numTargets(): number;
checkDamageType(list: number[]): boolean;
isHpEffect(): boolean;
isMpEffect(): boolean;
isDamage(): boolean;
isRecover(): boolean;
isDrain(): boolean;
isHpRecover(): boolean;
isMpRecover(): boolean;
isCertainHit(): boolean;
isPhysical(): boolean;
isMagical(): boolean;
isAttack(): boolean;
isGuard(): boolean;
isMagicSkill(): boolean;
decideRandomTarget(): void;
setConfusion(): void;
prepare(): void;
isValid(): boolean;
speed(): number;
makeTargets(): Game_Battler[];
repeatTargets(targets: Game_Battler[]): Game_Battler[];
confusionTarget(): Game_Battler;
targetsForOpponents(): Game_Battler[];
targetsForFriends(): Game_Battler[];
evaluate(): number;
itemTargetCandidates(): Game_Battler[];
evaluateWithTarget(target: Game_Battler): number;
testApply(target: Game_Battler): boolean;
hasItemAnyValidEffects(target: Game_Battler): boolean;
testItemEffect(target: Game_Battler, effect: rm.types.Effect): boolean;
itemCnt(target: Game_Battler): number;
itemMrf(target: Game_Battler): number;
itemHit(target: Game_Battler): number;
itemEva(target: Game_Battler): number;
itemCri(target: Game_Battler): number;
apply(target: Game_Battler): void;
makeDamageValue(target: Game_Battler, critical: boolean): number;
evalDamageFormula(target: Game_Battler): number;
calcElementRate(target: Game_Battler): number;
elementsMaxRate(target: Game_Battler, elements: number[]): number;
applyCritical(damage: number): number;
applyVariance(damage: number, variance: number): number;
applyGuard(damage: number, target: Game_Battler): number;
executeDamage(target: Game_Battler, value: number): void;
executeHpDamage(target: Game_Battler, value: number): void;
executeMpDamage(target: Game_Battler, value: number): void;
gainDrainedHp(value: number): void;
gainDrainedMp(value: number): void;
applyItemEffect(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectRecoverHp(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectRecoverMp(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectGainTp(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectAddState(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectAddAttackState(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectAddNormalState(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectRemoveState(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectAddBuff(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectAddDebuff(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectRemoveBuff(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectRemoveDebuff(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectSpecial(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectGrow(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectLearnSkill(target: Game_Battler, effect: rm.types.Effect): void;
itemEffectCommonEvent(target: Game_Battler, effect: rm.types.Effect): void;
makeSuccess(target: Game_Battler): void;
applyItemUserEffect(target: Game_Battler): void;
lukEffectRate(target: Game_Battler): number;
applyGlobal(): void;
static EFFECT_RECOVER_HP: number;
static EFFECT_RECOVER_MP: number;
static EFFECT_GAIN_TP: number;
static EFFECT_ADD_STATE: number;
static EFFECT_REMOVE_STATE: number;
static EFFECT_ADD_BUFF: number;
static EFFECT_ADD_DEBUFF: number;
static EFFECT_REMOVE_BUFF: number;
static EFFECT_REMOVE_DEBUFF: number;
static EFFECT_SPECIAL: number;
static EFFECT_GROW: number;
static EFFECT_LEARN_SKILL: number;
static EFFECT_COMMON_EVENT: number;
static SPECIAL_EFFECT_ESCAPE: number;
static HITTYPE_CERTAIN: number;
static HITTYPE_PHYSICAL: number;
static HITTYPE_MAGICAL: number;
}
declare namespace haxe.display {
}
declare namespace haxe.display {
}
declare namespace rm.types {
export type Trait = {
/**
* The trait code.
*/
code: number;
/**
* The ID of the data (such as elements or states) according to the type of the trait.
*/
dataId: number;
/**
* The map tree expansion flag, which is used internally.
*/
expanded: boolean;
/**
* The x-axis scroll position, which is used internally.
*/
scrollX: number;
/**
* The y-axis scroll position, which is used internally.
*/
scrollY: number;
/**
* The value set according to the type of the trait.
*/
value: number;
}
}
declare namespace rm.types {
/**
* The data class for state.
*/
export type State = {
/**
* The timing of automatic state removal.
*
* 0: None
* 1: At end of action
* 2: At end of turn
*/
autoRemovalTiming: number;
/**
* Chance of state being removed by damage (%).
*/
chanceByDamage: number;
description: string;
doc: string;
/**
* The icon number.
*/
iconIndex: number;
/**
* The ID.
*/
id: number;
internal: boolean;
links: string[];
/**
* The maximum turns of the duration.
*/
maxTurns: number;
/**
* The message when an actor fell in the state.
*/
message1: string;
/**
* The message when an enemy fell in the state.
*/
message2: string;
/**
* The message when the state remains.
*/
message3: string;
/**
* The message when the state is removed.
*/
message4: number;
/**
* The minimum turns of the duration.
*/
minTurns: number;
/**
* The side-view motion.
*/
motion: number;
/**
* The name.
*/
name: string;
/**
* The side-view overlay.
*/
overlay: number;
parameters: string[];
platforms: haxe.display.Platform[];
/**
* The state priority (0..100).
*/
priority: number;
releaseByDamage: boolean;
/**
* Removes state at end of battle (true/false).
*/
removeAtBattleEnd: boolean;
/**
* Removes state by damage (true/false).
*/
removeByDamage: boolean;
/**
* Removes state by action restriction (true/false).
*/
removeByRestriction: boolean;
/**
* Removes state by walking (true/false).
*/
removeByWalking: boolean;
/**
* Action restrictions.
*
* 0: None
* 1: Attack enemy
* 2: Attack enemy or ally
* 3: Attack ally
* 4: Cannot act
*/
restriction: number;
/**
* Number of steps until state is removed.
*/
stepToRemove: number;
targets: haxe.display.MetadataTarget[];
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
}
}
/**
* -----------------------------------------------------------------------------
* Game_ActionResult
*
* The game object declare class for a result of a battle action. For convinience, all
* member variables in this declare class are public.
* @class Game_ActionResult
*/
declare class Game_ActionResult {
constructor();
used: boolean;
missed: boolean;
evaded: boolean;
physical: boolean;
drain: boolean;
critical: boolean;
success: boolean;
hpAffected: boolean;
hpDamage: number;
mpDamage: number;
tpDamage: number;
addedStates: number[];
removedStates: number[];
addedBuffs: number[];
addedDebuffs: number[];
removedBuffs: number[];
initialize(): void;
/**
* Clears the game action result.
*
* @memberof Game_ActionResult
*/
clear(): void;
/**
* Returns the added states from the action result.
*
* @returns {Array<RPG.State>}
* @memberof Game_ActionResult
*/
addedStateObjects(): rm.types.State[];
/**
* Returns the removes states from the result.
*
* @returns {Array<RPG.State>}
* @memberof Game_ActionResult
*/
removedStateObjects(): rm.types.State[];
isStatusAffected(): boolean;
/**
* Returns true if the action result is a hit.
*
* @returns {Bool}
* @memberof Game_ActionResult
*/
isHit(): boolean;
isStateAdded(stateId: number): boolean;
pushAddedState(stateId: number): void;
isStateRemoved(stateId: number): boolean;
pushRemovedState(stateId: number): void;
/**
* Returns true if the a buff is added to the specified param
* from the action result.
* @param {number} paramId
* @returns {Bool}
* @memberof Game_ActionResult
*/
isBuffAdded(paramId: number): boolean;
pushAddedBuff(paramId: number): void;
isDebuffAdded(paramId: number): boolean;
pushAddedDebuff(paramId: number): void;
isBuffRemoved(paramId: number): boolean;
pushRemovedBuff(paramId: number): void;
}
declare namespace rm.types {
/**
* The data class for skills.
*/
export type Skill = {
/**
* The animation ID.
*/
animationId: number;
/**
* Damage (RPG.Damage).
*/
damage: rm.types.Damage;
/**
* The description text.
*/
description: string;
/**
* A list of use effects. An RPG.Effect array.
*/
effects: rm.types.Effect[];
/**
* The type of hit.
*
* 0: Certain hit
* 1: Physical attack
* 2: Magical attack
*/
hitType: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
/**
* The use message.
*/
message1: string;
/**
* The use message.
*/
message2: string;
meta: Object;
/**
* Number of MP consumed.
*/
mpCost: number;
/**
* The item name.
*/
name: string;
note: string;
/**
* When the item/skill may be used.
*
* 0: Always
* 1: Only in battle
* 2: Only from the menu
* 3: Never
*/
occasion: number;
/**
* The number of repeats.
*/
repeats: number;
/**
* Weapon type required.
*/
requiredWtypeId1: number;
/**
* Weapon type required.
*/
requiredWtypeId2: number;
/**
* The scope of effects.
*
* 0: None
* 1: One Enemy
* 2: All Enemies
* 3: One Random Enemy
* 4: Two Random Enemies
* 5: Three Random Enemies
* 6: Four Random Enemies
* 7: One Ally
* 8: All Allies
* 9: One Ally (Dead)
* 10: All Allies (Dead)
* 11: The User
*/
scope: number;
/**
* The speed correction.
*/
speed: number;
/**
* Skill type ID.
*/
stypeId: number;
/**
* The success rate.
*/
successRate: number;
/**
* Number of TP consumed
*/
tpCost: number;
/**
* The number of TP gained.
*/
tpGain: number;
}
}
declare namespace rm.types {
/**
* The data class for items.
*/
export type Item = {
/**
* The animation ID.
*/
animationId: number;
/**
* The truth value indicating whether the item disappears when used.
*/
consumable: boolean;
/**
* Damage (RPG.Damage).
*/
damage: rm.types.Damage;
/**
* The description text.
*/
description: string;
/**
* A list of use effects. An RPG.Effect array.
*/
effects: rm.types.Effect[];
/**
* The type of hit.
*
* 0: Certain hit
* 1: Physical attack
* 2: Magical attack
*/
hitType: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
/**
* The item type ID.
*
* 1: Regular item
* 2: Key item
*/
itypeId: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
/**
* When the item/skill may be used.
*
* 0: Always
* 1: Only in battle
* 2: Only from the menu
* 3: Never
*/
occasion: number;
/**
* The item's price.
*/
price: number;
/**
* The number of repeats.
*/
repeats: number;
/**
* The scope of effects.
*
* 0: None
* 1: One Enemy
* 2: All Enemies
* 3: One Random Enemy
* 4: Two Random Enemies
* 5: Three Random Enemies
* 6: Four Random Enemies
* 7: One Ally
* 8: All Allies
* 9: One Ally (Dead)
* 10: All Allies (Dead)
* 11: The User
*/
scope: number;
/**
* The speed correction.
*/
speed: number;
/**
* The success rate.
*/
successRate: number;
/**
* The number of TP gained.
*/
tpGain: number;
}
}
declare namespace rm.types {
/**
* A superclass of weapons and armor.
*/
export type EquipItem = {
/**
* The description text.
*/
description: string;
/**
* The type of weapon or armor.
*
* 0: Weapon
* 1: Shield
* 2: Head
* 3: Body
* 4: Accessory
*/
etypeId: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
/**
* The amount of parameter change. An array of integers using the following IDs as subscripts:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
*/
params: number[];
/**
* The price of the weapon or armor.
*/
price: number;
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
}
}
/**
* -----------------------------------------------------------------------------
* Game_BattlerBase
*
* The superdeclare class of Game_Battler. It mainly contains parameters calculation.
* @class Game_BattlerBase
*/
declare class Game_BattlerBase {
constructor();
initialize(): void;
_hp: number;
_mp: number;
_tp: number;
_hidden: boolean;
_paramPlus: number[];
_states: number[];
/**
* [stateId: Int]:Int
* }
* Access using number/integer
*/
_stateTurns: { [key: string]: any };
_buffs: number[];
_buffTurns: number[];
/**
* [read-only] Hit Points
*/
readonly hp: number;
/**
* [read-only] Magic Points
*/
readonly mp: number;
/**
* [read-only] Tactical Points
*/
readonly tp: number;
/**
* [read-only] Maximum Hit Points - param 0
*/
readonly mhp: number;
/**
* [read-only] Maximum Magic Points - param 1
*/
readonly mmp: number;
/**
* [read-only] ATtacK power - param 2
*/
readonly atk: number;
/**
* [read-only] DEFense power - param 3
*/
readonly def: number;
/**
* [read-only] Magic Attack power - param 4
*/
readonly mat: number;
/**
* [read-only] Magic Defense power - param 5
*/
readonly mdf: number;
/**
* [read-only] Agility - param 6
*/
readonly agi: number;
/**
* [read-only] LucK - param 7
*/
readonly luk: number;
/**
* [read-only] HIT rate -xparam 0
*/
readonly hit: number;
/**
* [read-only] EVAsion rate
*/
readonly eva: number;
/**
* [read-only] CRItical rate
*/
readonly cri: number;
/**
* [read-only] Critical EVasion rate
*/
readonly cev: number;
/**
* [read-only] Magic EVasion rate
*/
readonly mev: number;
/**
* [read-only] Magic ReFlection rate
*/
readonly mrf: number;
/**
* [read-only] CouNTer attack rate
*/
readonly cnt: number;
/**
* [read-only] Hp ReGeneration rate
*/
readonly hrg: number;
/**
* [read-only] Mp ReGeneration rate
*/
readonly mrg: number;
/**
* [read-only] Tp ReGeneration rate
*/
readonly trg: number;
/**
* [read-only] TarGet Rate
*/
readonly tgr: number;
/**
* [read-only] Ggweqrtg*xzuaRD effect rate
*/
readonly grd: number;
/**
* [read-only] RECovery effect rate
*/
readonly rec: number;
/**
* [read-only] PHArmacology
*/
readonly pha: number;
/**
* [read-only] Mp Cost Rate
*/
readonly mcr: number;
/**
* [read-only] Tp Charge Rate
*/
readonly tcr: number;
/**
* [read-only] Physical Damage Rate
*/
readonly pdr: number;
/**
* [read-only] Magical Damage Rate
*/
readonly mdr: number;
/**
* [read-only] Floor Damage Rate
*/
readonly fdr: number;
/**
* [read-only] EXperience Rate
*/
readonly exr: number;
initMembers(): void;
/**
* Clears any modifications to
* the base parameters.
*/
clearParamPlus(): void;
/**
* Clears states applied to the actors.
*/
clearStates(): void;
/**
* Erases the current state from the game battler given the
* stateId in the editor database.
* @param {number} stateId
* @memberof Game_BattlerBase
*/
eraseState(stateId: number): void;
/**
* Returns true if the battler is affected by the specified state given
* the state id.
* @param {number} stateId
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isStateAffected(stateId: number): boolean;
isDeathStateAffected(): boolean;
/**
* Returns the death state id.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
deathStateId(): number;
/**
* Resets the state count of the specified state, given the state id.
*
* @param {number} stateId
* @memberof Game_BattlerBase
*/
resetStateCounts(stateId: number): void;
/**
* Returns true if the state, given the state id is expired.
*
* @param {number} stateId
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isStateExpired(stateId: number): boolean;
updateStateTurns(): void;
/**
* Clears buffs from the battler.
*
* @memberof Game_BattlerBase
*/
clearBuffs(): void;
eraseBuff(paramId: number): void;
/**
* Returns the length of the buff.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
buffLength(): number;
/**
* Buffs the current parameter id.
*
* @param {number} paramId
* @returns {number}
* @memberof Game_BattlerBase
*/
buff(paramId: number): number;
isBuffAffected(paramId: number): boolean;
isDebuffAffected(paramId: number): boolean;
isBuffOrDebuffAffected(paramId: number): boolean;
isMaxBuffAffected(paramId: number): boolean;
isMaxDebuffAffected(paramId: number): boolean;
increaseBuff(paramId: number): void;
decreaseBuff(paramId: number): void;
overwriteBuffTurns(paramId: number, turns: number): void;
isBuffExpired(paramId: number): boolean;
/**
* Updates the buff turns on battler.
*
* @memberof Game_BattlerBase
*/
updateBuffTurns(): void;
/**
* Kills the battler.
*
* @memberof Game_BattlerBase
*/
die(): void;
/**
* Revives the battler.
*
* @memberof Game_BattlerBase
*/
revive(): void;
/**
* Returns the states applied to the battler.
*
* @returns {Array<RPG.State>}
* @memberof Game_BattlerBase
*/
states(): rm.types.State[];
/**
* Returns the array of state icons attached to the battler;
* this is determined by the active states on the battler.
* @returns {Array<number>}
* @memberof Game_BattlerBase
*/
stateIcons(): number[];
/**
* Returns the array of buff icons attached to the battler;
* this is determined by the active buffs on the battler.
* @returns {Array<number>}
* @memberof Game_BattlerBase
*/
buffIcons(): number[];
buffIconIndex(buffLevel: number, paramId: number): number;
/**
* Returns all of the icons attached to the battler.
*
* @returns {Array<number>}
* @memberof Game_BattlerBase
*/
allIcons(): number[];
/**
* Returns the trait object to the user
* @return Array<any>
*/
traitObjects(): any[];
/**
* Returns all the traits of the battler.
*
* @returns {Array<RPG.Trait>}
* @memberof Game_BattlerBase
*/
allTraits(): rm.types.Trait[];
traits(code: number): rm.types.Trait[];
traitsWithId(code: number, traitId: number): rm.types.Trait[];
traitsPi(code: number, traitId: number): number;
traitsSum(code: number, traitId: number): number;
traitsSumAll(code: number): number;
traitsSet(code: number): number[];
/**
* Returns the base parameters of the battler; this is determined by their
* current level and the paramId given.
* @param {number} paramId
* @returns {number}
* @memberof Game_BattlerBase
*/
paramBase(paramId: number): number;
paramPlus(paramId: number): number;
paramMin(paramId: number): number;
paramMax(paramId: number): number;
paramRate(paramId: number): number;
paramBuffRate(paramId: number): number;
/**
* Returns a standard parameter, given a paramId;
* standard parameters include: HP, MP, Atk, M.Atk, Def, M.Def, Luck, Agility.
* @param {number} paramId
* @returns {number}
* @memberof Game_BattlerBase
*/
param(paramId: number): number;
/**
* Returns the Extra parameter, given a x parameter id.
* These include
* Hit rate
* Evasion rate
* Critical rate
* Magic evasion rate
* Magic reflection rate
* Counter attack rate
* Hp regeneration rate
* Mp regeneration rate
* Tp regeneration rate
* @param xparamId
* @return Int
*/
xparam(xparamId: number): number;
sparam(sparamId: number): number;
elementRate(elementId: number): number;
debuffRate(paramId: number): number;
stateRate(stateId: number): number;
stateResistSet(): number[];
isStateResist(stateId: number): boolean;
/**
* Returns the attack elements of the battler
* as a list of numbers.
* @returns {Array<number>}
* @memberof Game_BattlerBase
*/
attackElements(): number[];
/**
* Returns the attack states of the battler as a
* list of numbers.
* @returns {Array<number>}
* @memberof Game_BattlerBase
*/
attackStates(): number[];
attackStatesRate(stateId: number): void;
/**
* Returns the attack speed of the battler.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
attackSpeed(): number;
/**
* Returns the number of attacks available to the battler.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
attackTimesAdd(): number;
/**
* Returns an array of integers
* representing skill type ids.
* @return Array<Int>
*/
addedSkillTypes(): number[];
isSkillTypeSealed(skilltypeId: number): boolean;
addedSkills(): number[];
isSkillSealed(skillId: number): boolean;
isEquipWtypeOk(weaponTypeId: number): boolean;
isEquipAtypeOk(armorTypeId: number): boolean;
isEquipTypeLocked(equipmentTypeId: number): boolean;
isEquipTypeSealed(equipmentTypeId: number): boolean;
/**
* Returns the battler slot type of a trait.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
slotType(): number;
/**
* Returns true if the battler dual wields.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isDualWield(): boolean;
actionPlusSet(): number[];
/**
* Takes a special flag
* @param flagId
* @return Bool
*/
specialFlag(flagId: number): boolean;
/**
* Returns the collapse type of the battler.
* This is represented as an Int.
* @returns {Int}
* @memberof Game_BattlerBase
*/
collapseType(): number;
partyAbility(abilityId: number): boolean;
/**
* Returns true if the battler is set to battle automatically.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isAutoBattle(): boolean;
/**
* Returns true if the battler is guarding.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isGuard(): boolean;
isSubstitute(): boolean;
/**
* Returns true if tp is preserved between battles.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isPreserveTp(): boolean;
addParam(paramId: number, value: number): void;
/**
* Sets the battler hp.
*
* @param {number} hp
* @memberof Game_BattlerBase
*/
setHp(hp: number): void;
/**
* Sets the battler mp.
*
* @param {number} mp
* @memberof Game_BattlerBase
*/
setMp(mp: number): void;
/**
* Sets the battler tp.
*
* @param {number} tp
* @memberof Game_BattlerBase
*/
setTp(tp: number): void;
/**
* Returns the maximum tp of the battler.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
maxTp(): number;
/**
* Refreshes the battler.
*
* @memberof Game_BattlerBase
*/
refresh(): void;
/**
* Recovers the battler from all states and restores the
* battler to maximum hp and mp.
* @memberof Game_BattlerBase
*/
recoverAll(): void;
/**
* Returns the percentage of the battler's hp left as a float.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
hpRate(): number;
/**
* Returns the percentage of the battler's mp left as a float.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
mpRate(): number;
/**
* Returns the percentage of the battler's tp left as a float.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
tpRate(): number;
/**
* Hides the game battler.
*
* @memberof Game_BattlerBase
*/
hide(): void;
/**
* Shows the game battler.
*
* @memberof Game_BattlerBase
*/
appear(): void;
/**
* Returns true if the game battler is hidden.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isHidden(): boolean;
/**
* Returns true if the game battler is not hidden.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isAppeared(): boolean;
/**
* Returns true if the battler is dead.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isDead(): boolean;
/**
* Returns true if the battler is alive.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isAlive(): boolean;
/**
* Returns true if the battler is dying.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isDying(): boolean;
/**
* Returns true if the game battler is restricted.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isRestricted(): boolean;
/**
* Returns true if the battler can input actions.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canInput(): boolean;
canMove(): boolean;
/**
* Returns true if the battler is confused.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isConfused(): boolean;
/**
* Returns the confusion level of the battler.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
confusionLevel(): number;
/**
* Returns true if the battler is an actor.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isActor(): boolean;
/**
* Returns true if the battler is an enemy.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isEnemy(): boolean;
/**
* Sorts the states attached to the battler.
*
* @memberof Game_BattlerBase
*/
sortStates(): void;
/**
* Returns the number of the restriction.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
restriction(): number;
/**
* Adds a new state given a state id to the battler.
*
* @param {number} stateId
* @memberof Game_BattlerBase
*/
addNewState(stateId: number): void;
/**
* Handler for when the battler is restricted.
*
* @memberof Game_BattlerBase
*/
onRestrict(): void;
mostImportantStateText(): string;
stateMotionIndex(): number;
stateOverlayIndex(): number;
/**
* Returns true if the skill is a weapon type
* oriented skill.
* @param {RPG.Skill} skill
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isSkillWtypeOk(skill: rm.types.Skill): boolean;
/**
* Returns the mp cost of the skill.
*
* @param {RPG.Skill} skill
* @returns {number}
* @memberof Game_BattlerBase
*/
skillMpCost(skill: rm.types.Skill): number;
/**
* Returns the tp cost of the skill.
*
* @param {RPG.Skill} skill
* @returns {number}
* @memberof Game_BattlerBase
*/
skillTpCost(skill: rm.types.Skill): number;
/**
* Returns true if the battler can pay the cost
* of the specified skill.
* @param {RPG.Skill} skill
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canPaySkillCost(skill: rm.types.Skill): boolean;
/**
* Pays the cost of the skill when activating the skill.
*
* @param {RPG.Skill} skill
* @memberof Game_BattlerBase
*/
paySkillCost(skill: rm.types.Skill): void;
/**
* Returns true if the item occasion is okay.
*
* @param {RPG.UsableItem} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
isOccasionOk(item: rm.types.UsableItem): boolean;
meetsUsableItemConditions(item: rm.types.UsableItem): boolean;
/**
* Returns true if the battler meets the skill conditions.
*
* @param {RPG.Skill} skill
* @returns {Bool}
* @memberof Game_BattlerBase
*/
meetsSkillConditions(skill: rm.types.Skill): boolean;
/**
* Returns true if the battler meets the item conditions.
*
* @param {RPG.Item} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
meetsItemConditions(item: rm.types.Item): boolean;
/**
* Returns true if the battler can use the item.
*
* @param {RPG.UsableItem} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canUse(item: rm.types.UsableItem): boolean;
/**
* Returns true if the battler can equip the item.
*
* @param {RPG.EquipItem} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canEquip(item: rm.types.EquipItem): boolean;
/**
* Returns true if the battler can equip a weapon.
*
* @param {RPG.EquipItem} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canEquipWeapon(item: rm.types.EquipItem): boolean;
/**
* Returns true if the battler can equip armor.
*
* @param {RPG.EquipItem} item
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canEquipArmor(item: rm.types.EquipItem): boolean;
/**
* Returns the attack skill id in the database.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
attackSkillid(): number;
/**
* Returns the guard skill id in the database.
*
* @returns {number}
* @memberof Game_BattlerBase
*/
guardSkillId(): number;
/**
* Returns true if the battler can attack.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canAttack(): boolean;
/**
* Returns true if the battler can guard.
*
* @returns {Bool}
* @memberof Game_BattlerBase
*/
canGuard(): boolean;
/**
* Trait element rate; default to 11.
*/
static TRAIT_ELEMENT_RATE: number;
/**
* Debuff Rate; default to 12.
*/
static TRAIT_DEBUFF_RATE: number;
/**
* Trait state rate; default to 13.
*/
static TRAIT_STATE_RATE: number;
/**
* Trait state resist; default to 14.
*/
static TRAIT_STATE_RESIST: number;
/**
* Trait param; default to 21.
*/
static TRAIT_PARAM: number;
/**
* Trait x param; default to 22.
*/
static TRAIT_XPARAM: number;
/**
* Trait s param; default to 23.
*/
static TRAIT_SPARAM: number;
/**
* Trait attack element; default to 31.
*/
static TRAIT_ATTACK_ELEMENT: number;
/**
* Trait attack state; default to 32.
*/
static TRAIT_ATTACK_STATE: number;
/**
* Trait attack speed; default to 33.
*/
static TRAIT_ATTACK_SPEED: number;
/**
* Trait attack times; default to 34.
*/
static TRAIT_ATTACK_TIMES: number;
/**
* Trait Stype(Skill type ) add; default to 41.
*/
static TRAIT_STYPE_ADD: number;
/**
* Trait Stype(Skill type) seal; default to 42.
*/
static TRAIT_STYPE_SEAL: number;
/**
* Trait Skill add; default to 43.
*/
static TRAIT_SKILL_ADD: number;
/**
* Trait skill seal; default to 44.
*/
static TRAIT_SKILL_SEAL: number;
/**
* Trait WType(equip weapon type); default to 51.
*/
static TRAIT_EQUIP_WTYPE: number;
/**
* Trait AType(Equip armor type); default to 52.
*/
static TRAIT_EQUIP_ATYPE: number;
/**
* Trait equipment lock; default to 53.
*/
static TRAIT_EQUIP_LOCK: number;
/**
* Trait equipment seal; default to 54.
*/
static TRAIT_EQUIP_SEAL: number;
/**
* Trait slot type;default to 55.
*/
static TRAIT_SLOT_TYPE: number;
/**
* Trait action plus; default to 61.
*/
static TRAIT_ACTION_PLUS: number;
/**
* Trait special flag; default to 62.
*/
static TRAIT_SPECIAL_FLAG: number;
/**
* Trait collapse type; default to 63.
*/
static TRAIT_COLLAPSE_TYPE: number;
/**
* Trait party ability; default to 64.
*/
static TRAIT_PARTY_ABILITY: number;
/**
* Flag ID auto battle; default to 0;
*/
static FLAG_ID_AUTO_BATTLE: number;
/**
* Flag ID guard; default to 1.
*/
static FLAG_ID_GUARD: number;
/**
* Flag Id substitude; default to 2.
*/
static FLAG_ID_SUBSTITUTE: number;
/**
* Flag id preserve type; default to 3.
*/
static FLAG_ID_PRESERVE_TP: number;
/**
* Icon buff start, default to 32.
*/
static ICON_BUFF_START: number;
/**
* Icon debuff start; default to 48.
*/
static ICON_DEBUFF_START: number;
}
declare namespace rm.types {
export type BattlerAnimation = {
animationId: number;
delay: number;
mirror: boolean;
}
}
declare namespace rm.types {
export const enum MotionType {
WALK = "walk",
WAIT = "wait",
CHANT = "chant",
GUARD = "guard",
DAMAGE = "damage",
EVADE = "evade",
THRUST = "thrust",
MISSLE = "missle",
SKILL = "SKILL",
SPELL = "spell",
ITEM = "item",
ESCAPE = "escape",
VICTORY = "victory",
DYING = "dying",
ABNORMAL = "abnormal",
SLEEP = "sleep",
DEAD = "dead",
}
}
declare namespace rm.types {
export const enum WeaponImageId {
base = -1,
}
}
declare namespace rm.types {
export const enum AnimationId {
base = -1,
}
}
declare namespace rm.types {
export const enum ActionState {
base = "",
}
}
declare class Game_Battler extends Game_BattlerBase {
protected constructor();
_actions: Game_Action[];
_speed: number;
_result: Game_ActionResult;
_actionState: string;
_lastTargetIndex: number;
_animations: rm.types.BattlerAnimation[];
_damagePopup: boolean;
_effectType: string;
_motionType: rm.types.MotionType;
_weaponImageId: number;
_motionRefresh: boolean;
_selected: boolean;
/**
* Returns the name of the battler.
*
* @returns {String}
* @memberof Game_Battler
*/
name(): string;
/**
* Returns the battler name of the battler;
* the battler name is associated with the file used as the battler graphic.
* @returns {String}
* @memberof Game_Battler
*/
battlerName(): string;
/**
* Returns the index of the battler.
*
* @returns {number}
* @memberof Game_Battler
*/
index(): number;
/**
* Returns the unit of the battler; this is either the
* game party or game troop.
* @returns {Game_Unit}
* @memberof Game_Battler
*/
friendsUnit(): Game_Unit;
/**
* Returns the opponents unit; this is either
* game party or game troop.
* @returns {Game_Unit}
* @memberof Game_Battler
*/
opponentsUnit(): Game_Unit;
/**
* Clears animations from the battler.
*
* @memberof Game_Battler
*/
clearAnimations(): void;
/**
* Clear damage pop up from the battler.
*
* @memberof Game_Battler
*/
clearDamagePopup(): void;
/**
* Clear weapon animation from the battler.
*
* @memberof Game_Battler
*/
clearWeaponAnimation(): void;
/**
* Clears effect from the battler.
*
* @memberof Game_Battler
*/
clearEffect(): void;
/**
* Clears motion from the battler.
*
* @memberof Game_Battler
*/
clearMotion(): void;
requestEffect(effectType: string): void;
/**
* Request the specified motion on the game battler.
*
* @param {String} motionType
* @memberof Game_Battler
*/
requestMotion(motionType: string): void;
requestMotionRefresh(): void;
select(): void;
deselect(): void;
isAnimationRequested(): boolean;
isDamagePopupRequested(): boolean;
isEffectRequested(): boolean;
/**
* Returns true if a motion is requested.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isMotionRequested(): boolean;
/**
* Returns true if a weapon animation is requested.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isWeaponAnimationRequested(): boolean;
isMotionRefreshRequested(): boolean;
isSelected(): boolean;
/**
* Returns the effect type of the battler.
*
* @returns {String}
* @memberof Game_Battler
*/
effectType(): string;
/**
* Returns the motion type of the battler.
*
* @returns {String}
* @memberof Game_Battler
*/
motionType(): string;
/**
* Returns the weapon image id.
*
* @returns {number}
* @memberof Game_Battler
*/
weaponImageId(): rm.types.WeaponImageId;
/**
* Shifts the battler animation.
*
* @returns {BattlerAnimation}
* @memberof Game_Battler
*/
shiftAnimation(): rm.types.BattlerAnimation;
/**
* Starts the specified animation, given the animation id on the
* battler.
* @param {number} animationId
* @param {Bool} mirror
* @param {number} delay
* @memberof Game_Battler
*/
startAnimation(animationId: rm.types.AnimationId, mirror: boolean, delay: number): void;
/**
* Starts a damage pop up on the battler.
*
* @memberof Game_Battler
*/
startDamagePopup(): void;
/**
* Starts the weapon animation on te battler given a weapon id.
*
* @param {number} weaponImageId
* @memberof Game_Battler
*/
startWeaponAnimation(weaponImageId: rm.types.WeaponImageId): void;
action(index: number): Game_Action;
/**
* Sets the action at the specified index for the battler.
*
* @param {number} index
* @param {Game_Action} action
* @memberof Game_Battler
*/
setAction(index: number, action: Game_Action): void;
/**
* Returns the number of battler actions.
*
* @returns {number}
* @memberof Game_Battler
*/
numActions(): number;
/**
* Clears the battler actions.
*
* @memberof Game_Battler
*/
clearActions(): void;
/**
* Returns the battler action result.
*
* @returns {Game_ActionResult}
* @memberof Game_Battler
*/
result(): Game_ActionResult;
/**
* Clears the battler action result.
*
* @memberof Game_Battler
*/
clearResult(): void;
/**
* Refreshes the battler.
*
* @memberof Game_Battler
*/
refresh(): void;
/**
* Adds a state to the battler given the specified
* state id.
* @param {number} stateId
* @memberof Game_Battler
*/
addState(stateId: number): void;
/**
* Returns true if the specified state given the state id
* is addable.
* @param {number} stateId
* @returns {Bool}
* @memberof Game_Battler
*/
isStateAddable(stateId: number): boolean;
/**
* Returns true if the specified state given the state id
* restricts.
*
* @param {number} stateId
* @returns {Bool}
* @memberof Game_Battler
*/
isStateRestrict(stateId: number): boolean;
/**
* Handler for when theb attler is restricted.
*
* @memberof Game_Battler
*/
onRestrict(): void;
/**
* Removes the specified state given the state id.
*
* @param {number} stateId
* @memberof Game_Battler
*/
removeState(stateId: number): void;
/**
* Has the battler escape from battle; plays a sound on escaping.
*
* @memberof Game_Battler
*/
escape(): void;
/**
* Adds a buff to the battler for the specified number of turns
* on the selected parameter.
* @param {number} paramId
* @param {number} turns
* @memberof Game_Battler
*/
addBuff(paramId: number, turns: number): void;
/**
* Adds a debuff to the battler for the specified number of turns
* on the selected parameter.
* @param {number} paramId
* @param {number} turns
* @memberof Game_Battler
*/
addDebuff(paramId: number, turns: number): void;
removeBuff(paramId: number): void;
removeBattleStates(): void;
/**
* Removes all buffs from the battler.
*
* @memberof Game_Battler
*/
removeAllBuffs(): void;
removeStatesAuto(timing: number): void;
removeBuffsAuto(): void;
removeStatesByDamage(): void;
/**
* Creates the number of times for
* an action.
* @returns {number}
* @memberof Game_Battler
*/
makeActionTimes(): number;
/**
* Creates the actions for the battler.
*
* @memberof Game_Battler
*/
makeActions(): void;
/**
* Returns the speed of the battler.
*
* @returns {number}
* @memberof Game_Battler
*/
speed(): number;
/**
* Calculates the speed of the battler.
*
* @memberof Game_Battler
*/
makeSpeed(): void;
/**
* Returns the current action of the battler.
*
* @returns {Game_Action}
* @memberof Game_Battler
*/
currentAction(): Game_Action;
/**
* Removes the current battler action.
*
* @memberof Game_Battler
*/
removeCurrentAction(): void;
/**
* Sets the last target based on the target passed in.
* @param target
*/
setLastTarget(target: Game_Battler): void;
forceAction(skillId: number, targetIndex: number): void;
/**
* Has theb attler use the given item.
*
* @param {RPG.UsableItem} item
* @memberof Game_Battler
*/
useItem(item: rm.types.UsableItem): void;
/**
* Has the battler consume the given item.
*
* @param {RPG.UsableItem} item
* @memberof Game_Battler
*/
consumeItem(item: rm.types.UsableItem): void;
/**
* Adds the specified amount of hp to the battler.
*
* @param {number} value
* @memberof Game_Battler
*/
gainHp(value: number): void;
/**
* Adds the specified amount of mp to the battler.
*
* @param {number} value
* @memberof Game_Battler
*/
gainMp(value: number): void;
/**
* Adds the specified amount of tp to the battler.
*
* @param {number} value
* @memberof Game_Battler
*/
gainTp(value: number): void;
/**
* Adds a specified amount of tp to the battler silently.
*
* @param {number} value
* @memberof Game_Battler
*/
gainSilentTp(value: number): void;
/**
* Initializes the battler's tp; tp is random.
*
* @memberof Game_Battler
*/
initTp(): void;
/**
* Clears the battler's tp.
*
* @memberof Game_Battler
*/
clearTp(): void;
chargeTpByDamage(damageRate: number): void;
/**
* Has the battler regenerate hp based on their hp regen.
*
* @memberof Game_Battler
*/
regenerateHp(): void;
maxSlipDamage(): number;
/**
* Has the battler regenerate mp based on their mp regen.
*
* @memberof Game_Battler
*/
regenerateMp(): void;
/**
* Has the battler regenerate tp based on their tp regen.
*
* @memberof Game_Battler
*/
regenerateTp(): void;
/**
* Has the battler regenerate all resources based on
* their respective regeneration stats.
* @memberof Game_Battler
*/
regenerateAll(): void;
/**
* Handler for when battle has started.
*
* @memberof Game_Battler
*/
onBattleStart(): void;
/**
* Handler for when all actions end
*/
onAllActionsEnd(): void;
/**
* Handler for when turn ends
*/
onTurnEnd(): void;
/**
* Handler for when battle ends
*/
onBattleEnd(): void;
/**
* Handler for when damage is done
* @param value
*/
onDamage(value: number): void;
/**
* Sets the action state
* @param actionState
*/
setActionState(actionState: rm.types.ActionState): void;
isUndecided(): boolean;
/**
* Returns true if the battler is inputting commands in battle.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isInputting(): boolean;
/**
* Returns true if the battler is waiting in battle.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isWaiting(): boolean;
/**
* Returns true if the battler is performing an action in battle.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isActing(): boolean;
/**
* Returns true if the battler is chanting in combat.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isChanting(): boolean;
/**
* Returns true if the battler is waiting to guard.
*
* @returns {Bool}
* @memberof Game_Battler
*/
isGuardWaiting(): boolean;
/**
* Perform action start motion, given the specified game action.
*
* @param {Game_Action} action
* @memberof Game_Battler
*/
performActionStart(action: Game_Action): void;
/**
* Perform given action motion.
*
* @param {Game_Action} action
* @memberof Game_Battler
*/
performAction(action: Game_Action): void;
/**
* Perform action end motion.
*
* @memberof Game_Battler
*/
performActionEnd(): void;
/**
* Perform damage motion.
*
* @memberof Game_Battler
*/
performDamage(): void;
/**
* Perform miss motion.
*
* @memberof Game_Battler
*/
performMiss(): void;
/**
* Perform recovery motion.
*
* @memberof Game_Battler
*/
performRecovery(): void;
/**
* Perform evasion motion.
*
* @memberof Game_Battler
*/
performEvasion(): void;
/**
* Perform magic evasion motion.
*
* @memberof Game_Battler
*/
performMagicEvasion(): void;
/**
* Perform counter motion.
*
* @memberof Game_Battler
*/
performCounter(): void;
/**
* Performs the reflect motion.
*
* @memberof Game_Battler
*/
performReflection(): void;
/**
* Perform substitute motion with the specified game battler.
*
* @param {Game_Battler} target
* @memberof Game_Battler
*/
performSubstitute(target: Game_Battler): void;
/**
* Performs the collapse motion.
*
* @memberof Game_Battler
*/
performCollapse(): void;
}
declare namespace rm.types {
/**
* The data class for actors.
*/
export type Actor = {
/**
* The file name of the actor's battler graphic.
*/
battlerName: string;
/**
* The index (0..7) of the actor's walking graphic.
*/
characterIndex: number;
/**
* The file name of the actor's walking graphic.
*/
characterName: string;
/**
* The actor's class ID.
*/
classId: number;
doc: string;
/**
* The actor's initial equipment. An array of weapon IDs or armor IDs with the following subscripts:
*/
equips: number[];
/**
* The index (0..7) of the actor's face graphic.
*/
faceIndex: number;
/**
* The file name of the actor's face graphic.
*/
faceName: string;
/**
* The ID.
*/
id: string;
/**
* The actor's initial level.
*/
initialLevel: number;
internal: boolean;
links: string[];
/**
* The actor's max level
*/
maxLevel: number;
/**
* The name.
*/
name: string;
/**
* The actor's nickname.
*/
nickname: string;
parameters: string[];
platforms: haxe.display.Platform[];
/**
* The profile.
*/
profile: string;
targets: haxe.display.MetadataTarget[];
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
}
}
declare namespace rm.types {
/**
* The data class for weapons.
*/
export type Weapon = {
/**
* The animation ID when using the weapon.
*/
animationId: number;
/**
* The description text.
*/
description: string;
/**
* The type of weapon or armor.
*
* 0: Weapon
* 1: Shield
* 2: Head
* 3: Body
* 4: Accessory
*/
etypeId: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
/**
* The amount of parameter change. An array of integers using the following IDs as subscripts:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
*/
params: number[];
/**
* The price of the weapon or armor.
*/
price: number;
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
/**
* The weapon type ID.
*/
wtypeId: number;
}
}
declare namespace rm.types {
/**
* The data class for armor.
*/
export type Armor = {
/**
* The armor type ID.
*/
atypeId: number;
/**
* The description text.
*/
description: string;
/**
* The type of weapon or armor.
*
* 0: Weapon
* 1: Shield
* 2: Head
* 3: Body
* 4: Accessory
*/
etypeId: number;
/**
* The icon number.
*/
iconIndex: number;
/**
* The item ID.
*/
id: number;
meta: Object;
/**
* The item name.
*/
name: string;
note: string;
/**
* The amount of parameter change. An array of integers using the following IDs as subscripts:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
*/
params: number[];
/**
* The price of the weapon or armor.
*/
price: number;
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
}
}
declare namespace rm.types {
/**
* The data class for a class's [Skills to Learn].
*/
export type ClassLearning = {
doc: string;
internal: boolean;
/**
* The data class for a class's [Skills to Learn].
*/
level: number;
links: string[];
name: string;
parameters: string[];
platforms: haxe.display.Platform[];
/**
* The ID of the skill to learn.
*/
skillId: number;
targets: haxe.display.MetadataTarget[];
}
}
declare namespace rm.types {
/**
* The data class for class.
*/
export type RPGClass = {
doc: string;
/**
* An array of values that decides the experience curve. The subscripts are as follows:
*
* 0: Base value
* 1: Extra value
* 2: Acceleration A
* 3: Acceleration B
*/
expParams: number[];
/**
* The ID.
*/
id: number;
internal: boolean;
/**
* The skills to learn. An array of RPG.Class.Learning.
*/
learnings: rm.types.ClassLearning[];
links: string[];
/**
* The name.
*/
name: string;
parameters: string[];
/**
* The parameter development curve. A 2-dimensional array containing ordinary parameters according to level (Table).
*
* The format is params[param_id, level], and param_id is assigned as follows:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
*/
params: number[][];
platforms: haxe.display.Platform[];
targets: haxe.display.MetadataTarget[];
/**
* The array of Trait data.
*/
traits: rm.types.Trait[];
}
}
declare class Game_Actor extends Game_Battler {
constructor(actorId: number);
_actorId: number;
_name: string;
_nickname: string;
_profile: string;
_classId: number;
_level: number;
_characterName: string;
_characterIndex: number;
_faceName: string;
_faceIndex: number;
_battlerName: string;
_exp: Object;
/**
* Skill Ids
*/
_skills: number[];
_equips: Game_Item[];
_actionInputIndex: number;
_lastMenuSkill: Game_Item;
_lastBattleSkill: Game_Item;
_lastCommandSymbol: string;
_stateSteps: Object;
/**
* [read-only]
*/
level: number;
setup(actorId: number): void;
/**
* Returns the id of the actor.
*
* @returns {Int}
* @memberof Game_Actor
*/
actorId(): number;
/**
* Returns the database information of the actor.
*
* @returns {Actor}
* @memberof Game_Actor
*/
actor(): rm.types.Actor;
/**
* Returns the actor's name.
* @return String
*/
name(): string;
/**
* Sets the actor name.
*
* @param {String} name
* @memberof Game_Actor
*/
setName(name: string): void;
/**
* Returns the nickname of the actor.
*
* @returns {String}
* @memberof Game_Actor
*/
nickname(): string;
/**
* Sets the nickname of the actor.
*
* @param {String} nickname
* @memberof Game_Actor
*/
setNickname(nickname: string): void;
/**
* Returns the actor profile.
*
* @returns {String}
* @memberof Game_Actor
*/
profile(): string;
/**
* Sets the actor profile.
*
* @param {String} profile
* @memberof Game_Actor
*/
setProfile(profile: string): void;
/**
* Returns the face name of the actor; this is
* the image of faces for the actor.
* @returns {String}
* @memberof Game_Actor
*/
faceName(): string;
/**
* Returns the face index of the actor.
*
* @returns {Int}
* @memberof Game_Actor
*/
faceIndex(): number;
/**
* Clears all states from the actor.
*
* @memberof Game_Actor
*/
clearStates(): void;
/**
* Erase the specified state from the actor.
*
* @param {Int} stateId
* @memberof Game_Actor
*/
eraseState(stateId: number): void;
/**
* Reset state count of the specified state.
*
* @param {Int} stateId
* @memberof Game_Actor
*/
resetStateCounts(stateId: number): void;
/**
* Initialize images of the actor.
*
* @memberof Game_Actor
*/
initImages(): void;
/**
* Returns the exp required to level.
*
* @param {Int} level
* @returns {Int}
* @memberof Game_Actor
*/
expForLevel(level: number): number;
/**
* Initialize exp of the actor.
*
* @memberof Game_Actor
*/
initExp(): void;
/**
* Returns the current experience points of the actor.
*
* @returns {Int}
* @memberof Game_Actor
*/
currentExp(): number;
/**
* Returns the current level's experience for the actor.
*
* @returns {Int}
* @memberof Game_Actor
*/
currentLevelExp(): number;
/**
* Returns the experience points for the next level of the actor.
*
* @returns {Int}
* @memberof Game_Actor
*/
nextLevelExp(): number;
/**
* Returns the next required experience points for the actor to level up.
*
* @returns {Int}
* @memberof Game_Actor
*/
nextRequiredExp(): number;
/**
* Returns the maximum level of the actor.
*
* @memberof Game_Actor
*/
maxLevel(): void;
/**
* Returns true if the actor is max level.
*
* @returns {Bool}
* @memberof Game_Actor
*/
isMaxLevel(): boolean;
/**
* Initialize actor skills.
*
* @memberof Game_Actor
*/
initSkills(): void;
/**
* Initialize actor equipment in the given slots.
*
* @param {Array<Int>} equips
* @memberof Game_Actor
*/
initEquips(equips: number[]): void;
/**
* Returns the equip slots of the actor.
*
* @returns {Array<Int>}
* @memberof Game_Actor
*/
equipSlots(): number[];
/**
* Returns the equipment of the actor.
*
* @returns {Array<EquipItem>}
* @memberof Game_Actor
*/
equips(): rm.types.EquipItem[];
/**
* Returns the weapon of the actor.
*
* @returns {Array<Weapon>}
* @memberof Game_Actor
*/
weapons(): rm.types.Weapon[];
/**
* Returns the armor of the actor.
*
* @returns {Array<Armor>}
* @memberof Game_Actor
*/
armors(): rm.types.Armor[];
/**
* Returns true if the actor has a weapon.
*
* @param {Weapon} weapon
* @returns {Bool}
* @memberof Game_Actor
*/
hasWeapon(weapon: rm.types.Weapon): boolean;
/**
* Returns true if the actor has armor.
*
* @param {Armor} armor
* @returns {Bool}
* @memberof Game_Actor
*/
hasArmor(armor: rm.types.Armor): boolean;
/**
* Returns true if the equip change is okay in the given slot.
*
* @param {Int} slotId
* @returns {Bool}
* @memberof Game_Actor
*/
isEquipChangeOk(slotId: number): boolean;
/**
* Changes the actor equipment in the given slot with the
* given equip item. Places the original item into the party
* inventory.
* @param {Int} slotId
* @param {EquipItem} item
* @memberof Game_Actor
*/
changeEquip(slotId: number, item: rm.types.EquipItem): void;
/**
* Forces the actor to change equipment in the given slot
* with the given equip item without placing the item back into
* the party inventory.
* @param {Int} slotId
* @param {EquipItem} item
* @memberof Game_Actor
*/
forceChangeEquip(slotId: number, item: rm.types.EquipItem): void;
/**
* Trades the new item with the old item in the party inventory.
*
* @param {EquipItem} newItem
* @param {EquipItem} oldItem
* @returns {Bool}
* @memberof Game_Actor
*/
tradeItemWithParty(newItem: rm.types.EquipItem, oldItem: rm.types.EquipItem): boolean;
/**
* Changes the actor equip with an item based on the equip id.
*
* @param {Int} etypeId
* @param {Int} itemId
* @memberof Game_Actor
*/
changeEquipById(etypeId: number, itemId: number): void;
/**
* Returns true if the actor is equipped with the specific item.
*
* @param {EquipItem} item
* @returns {Bool}
* @memberof Game_Actor
*/
isEquipped(item: rm.types.EquipItem): boolean;
/**
* Discards the given equip item from the actor; item
* is not return to the party inventory.
* @param {EquipItem} item
* @memberof Game_Actor
*/
discardEquip(item: rm.types.EquipItem): void;
/**
* Returns items the actor can't normally equip to the party inventory.
*
* @param {Bool} forcing
* @memberof Game_Actor
*/
releaseUnequippableItems(forcing: boolean): void;
/**
* Clears the actor's equipment; items are returned to the inventory.
*
* @memberof Game_Actor
*/
clearEquipments(): void;
/**
* Optimize the actor's equipment.
*
* @memberof Game_Actor
*/
optimizeEquipments(): void;
/**
* Equips the best item in the given slot.
*
* @param {Int} slotId
* @memberof Game_Actor
*/
bestEquipItem(slotId: number): void;
/**
* Calculates the equip item performance and returns the sum/difference.
*
* @param {EquipItem} item
* @returns {Int}
* @memberof Game_Actor
*/
calcEquipItemPerformance(item: rm.types.EquipItem): number;
isSkillWtypeOk(skill: rm.types.Skill): boolean;
isWtypeEquipped(wtypeId: number): boolean;
/**
* Refreshes the actor.
*
* @memberof Game_Actor
*/
refresh(): void;
friendsUnit(): Game_Party;
opponentsUnit(): Game_Temp;
/**
* Returns true if the actor is a member in battle.
*
* @returns {Bool}
* @memberof Game_Actor
*/
isBattleMember(): boolean;
isFormationChangeOk(): boolean;
/**
* Returns the current class of the actor from the database.
*
* @returns {Class}
* @memberof Game_Actor
*/
currentClass(): rm.types.RPGClass;
/**
* Returns true if the actor is the specified class from the database.
*
* @param {Class} gameClass
* @returns {Bool}
* @memberof Game_Actor
*/
isClass(gameClass: rm.types.RPGClass): boolean;
/**
* Returns the actor's skills; even if the skills are not usable.
*
* @returns {Array<Skill>}
* @memberof Game_Actor
*/
skills(): rm.types.Skill[];
/**
* Returns the usable skills of the actor.
*
* @returns {Array<Skill>}
* @memberof Game_Actor
*/
usableSkills(): rm.types.Skill[];
/**
* Returns the attack element ids.
*
* @returns {Array<Int>}
* @memberof Game_Actor
*/
attackElements(): number[];
/**
* Returns true if the actor has no weapon.
*
* @returns {Bool}
* @memberof Game_Actor
*/
hasNoWeapons(): boolean;
/**
* Returns the element id of barehanded attacks.
* By default this is 1.
*
* @returns {Int}
* @memberof Game_Actor
*/
bareHandsElementId(): number;
/**
* Returns the base value of the parameter.
* @param paramId
* @return Int
*/
paramBase(paramId: number): number;
/**
* Returns the first attack animation id.
*
* @returns {Int}
* @memberof Game_Actor
*/
attackAnimationId1(): number;
/**
* Returns the second attack animation id.
*
* @returns {Int}
* @memberof Game_Actor
*/
attackAnimationId2(): number;
/**
* Returns the animation id for a barehanded attack.
*
* @returns {Int}
* @memberof Game_Actor
*/
bareHandsAnimationId(): number;
/**
* Change the actor experience points; leveling up the actor
* if it's above the required exp for the current level.
* If show is set to true, actor level up with be displayed.
* @param {Int} exp
* @param {Bool} show
* @memberof Game_Actor
*/
changeExp(exp: number, show: boolean): void;
/**
* Level up the actor.
*
* @memberof Game_Actor
*/
levelUp(): void;
/**
* Level down the actor.
*
* @memberof Game_Actor
*/
levelDown(): void;
findNewSkills(lastSkills: rm.types.Skill[]): rm.types.Skill[];
/**
* Displays the actor level up in a message window, with the learned skills.
*
* @param {Array<Skill>} newSkills
* @memberof Game_Actor
*/
displayLevelUp(newSkills: rm.types.Skill[]): void;
/**
* Gives the specified exp to the actor.
*
* @param {Int} exp
* @memberof Game_Actor
*/
gainExp(exp: number): void;
/**
* Returns the final exp rate of the actor based on if the actor
* is a reserved party member or an active battle member.
* @returns {Int}
* @memberof Game_Actor
*/
finalExpRate(): number;
/**
* Returns the exp rate of actors not in battle; this is set in the database.
*
* @returns {Int}
* @memberof Game_Actor
*/
benchMembersExpRate(): number;
/**
* Returns true if the actor should display level up in a message window.
*
* @returns {Bool}
* @memberof Game_Actor
*/
shouldDisplayLevelUp(): boolean;
/**
* Changes the actor level; if show is set to true,
* the actor level will be displayed.
* @param {Int} level
* @param {Bool} show
* @memberof Game_Actor
*/
changeLevel(level: number, show: boolean): void;
/**
* Actor learns the specified skill given the skill id.
*
* @param {Int} skillId
* @memberof Game_Actor
*/
learnSkill(skillId: number): void;
/**
* Actor forgets the specified skill given the skill id from
* the actor's usable skills.
* @param {Int} skillId
* @memberof Game_Actor
*/
forgetSkill(skillId: number): void;
/**
* Returns true if the actor has learned the specified
* skill given the specified skill id.
* @param {Int} skillId
* @returns {Bool}
* @memberof Game_Actor
*/
isLearnedSkill(skillId: number): boolean;
/**
* Changes the actor class; if keep is true, the actor
* will retain their experience points.
* @param {Int} classId
* @param {Bool} keepExp
* @memberof Game_Actor
*/
changeClass(classId: number, keepExp: boolean): void;
setCharacterImage(characterName: string, characterIndex: number): void;
/**
* Sets the face image of the actor given the face image (from database)
* and face index within the iamge.
*
* @param {String} faceName
* @param {Int} faceIndex
* @memberof Game_Actor
*/
setFaceImage(faceName: string, faceIndex: number): void;
/**
* Sets the battler image of the actor; this is the sprite displayed
* in the side view mode.
* @param {String} battlerName
* @memberof Game_Actor
*/
setBattlerImage(battlerName: string): void;
/**
* Returns true if the actor sprite is visible.
*
* @returns {Bool}
* @memberof Game_Actor
*/
isSpriteVisible(): boolean;
/**
* Starts the animation on the actor given the specified animation id;
* if mirror is set to true, the animation will be mirrored. If a delay is enter,
* the animation will be delayed.
* @param {Int} animationId
* @param {Bool} mirror
* @param {Int} delay
* @memberof Game_Actor
*/
startAnimation(animationId: number, mirror: boolean, delay: number): void;
/**
* Performs the attack motion for the actor.
*
* @memberof Game_Actor
*/
performAttack(): void;
/**
* Perform the victory motion for the actor.
*
* @memberof Game_Actor
*/
performVictory(): void;
/**
* Performs the escape motion for the actor.
*
* @memberof Game_Actor
*/
performEscape(): void;
/**
* Creates the action list for the actor.
*
* @returns {Array<Game_Action>}
* @memberof Game_Actor
*/
makeActionList(): Game_Action[];
/**
* Creates the auto battle actions for the game actor.
*
* @memberof Game_Actor
*/
makeAutoBattleActions(): void;
makeConfusionActions(): void;
/**
* Handler for when the player walks on the map scene.
*
* @memberof Game_Actor
*/
onPlayerWalk(): void;
updateStateSteps(state: rm.types.State): void;
/**
* Shows the added states to the actor.
*
* @memberof Game_Actor
*/
showAddedStates(): void;
/**
* Shows the removed states from the actor.
*
* @memberof Game_Actor
*/
showRemovedStates(): void;
stepsForTurn(): number;
turnEndOnMap(): void;
/**
* Checks the effect of the floor on the actor.
*
* @memberof Game_Actor
*/
checkFloorEffect(): void;
/**
* Executes the floor dmaage on the actor.
*
* @memberof Game_Actor
*/
executeFloorDamage(): void;
/**
* Returns the basic floor damage.
*
* @returns {Int}
* @memberof Game_Actor
*/
basicFloorDamage(): number;
/**
* Returns the max floor damage.
*
* @returns {Int}
* @memberof Game_Actor
*/
maxFloorDamage(): number;
/**
* Perform damage to the actor on the map scene.
*
* @memberof Game_Actor
*/
performMapDamage(): void;
/**
* Clears all of the actor's animations.
*
* @memberof Game_Actor
*/
clearActions(): void;
/**
* Returns action the actor is inputting.
*
* @returns {Game_Action}
* @memberof Game_Actor
*/
inputtingAction(): Game_Action;
selectNextCommand(): boolean;
selectPreviousCommand(): boolean;
/**
* Returns the last menu skill of the actor.
*
* @returns {Skill}
* @memberof Game_Actor
*/
lastMenuSkill(): rm.types.Skill;
setLastMenuSkill(skill: rm.types.Skill): void;
/**
* Returns the last battle skill of the actor.
*
* @returns {Skill}
* @memberof Game_Actor
*/
lastBattleSkill(): rm.types.Skill;
setLastBattleSkill(skill: rm.types.Skill): void;
/**
* Returns the last command symbol that the actor used.
*
* @returns {String}
* @memberof Game_Actor
*/
lastCommandSymbol(): string;
/**
* Sets the last command symbol to the given symbol; this is the
* selected command in the battle menu.
* @param {String} symbol
* @memberof Game_Actor
*/
setLastCommandSymbol(symbol: string): void;
/**
* Returns true if the item effect has a special effect from game action.
* @param item
* @return Bool
*/
testEscape(item: rm.types.BaseItem): boolean;
}
declare class Game_Actors {
constructor();
/**
* List of all Game_Actor in the database.
*/
_data: Game_Actor[];
initialize(): void;
/**
* Returns the actor with the specified id.
*
* @param {number} actorId
* @returns {Game_Actor}
* @memberof Game_Actors
*/
actor(actorId: number): Game_Actor;
}
declare namespace rm.types {
export const enum MoveSpeed {
X8SLOWER = 1,
X4SLOWER = 2,
X2SLOWER = 3,
NORMAL = 4,
X2FASTER = 5,
X4FASTER = 6,
}
}
declare namespace rm.types {
export const enum MoveFrequency {
LOWEST = 1,
LOWER = 2,
NORMAL = 3,
HIGHER = 4,
HIGHEST = 5,
}
}
declare namespace rm.types {
export const enum Direction {
base = -1,
}
}
declare namespace rm.types {
}
declare namespace rm.types {
export const enum CharacterPriority {
BELOW_CHARACTERS = 0,
SAME_AS_CHARACTERS = 1,
ABOVE_CHARACTERS = 2,
}
}
declare namespace rm.types {
export const enum BalloonId {
EXCLAMATION = 0,
QUESTION = 1,
MUSIC_NOTE = 2,
HEART = 3,
ANGER = 4,
SWEAT = 5,
COBWEB = 6,
SILENCE = 7,
LIGHT_BULB = 8,
ZZZ = 9,
}
}
/**
* The super class of Game Character. It handles basic
* information such as coordinates, images, and more
* shared by all characters.
*/
declare class Game_CharacterBase {
constructor();
_x: number;
_y: number;
_realX: number;
_realY: number;
_moveSpeed: rm.types.MoveSpeed;
_moveFrequency: rm.types.MoveFrequency;
_opacity: number;
_blendMode: number;
_direction: rm.types.Direction;
_pattern: rm.types.CharacterPattern;
_priorityType: rm.types.CharacterPriority;
_tileId: number;
_characterName: string;
_characterIndex: number;
_isObjectCharacter: boolean;
_walkAnime: boolean;
_stepAnime: boolean;
_directionFix: boolean;
_through: boolean;
_transparent: boolean;
_bushDepth: number;
_animationId: rm.types.AnimationId;
_ballonId: rm.types.BalloonId;
_animationPlaying: boolean;
_balloonPlaying: boolean;
_animationCount: number;
_stopCount: number;
_jumpCount: number;
_jumpPeak: number;
_movementSuccess: boolean;
initialize(): void;
/**
* [read-only]
*/
x: number;
/**
* [read-only]
*/
y: number;
initMembers(): void;
pos(x: number, y: number): boolean;
posNt(x: number, y: number): boolean;
/**
* Returns the move speed of the game character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
moveSpeed(): number;
setMoveSpeed(moveSpeed: number): void;
/**
* Returns the move frequency of the character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
moveFrequency(): number;
setMoveFrequency(moveFrequency: number): void;
opacity(): number;
setOpacity(opacity: number): void;
/**
* Returns the blend mode of the character;
* these are represented by Ints.
* @returns {Int}
* @memberof Game_CharacterBase
*/
blendMode(): number;
/**
* Sets the blend mode of the character;
* these are represented by Ints.
* @param {Int} blendMode
* @memberof Game_CharacterBase
*/
setBlendMode(blendMode: number): void;
/**
* Returns true if the character is
* normal priority; this means you can collide with them.
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isNormalPriority(): boolean;
setPriorityType(priorityType: number): void;
/**
* Returns true if the character is moving.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isMoving(): boolean;
/**
* Returns true if the character is jumping.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isJumping(): boolean;
/**
* Returns the jump height of base character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
jumpHeight(): number;
/**
* Returns true if the character is stopping.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isStopping(): boolean;
checkStop(threshold: number): boolean;
/**
* Resets the step count of the character.
*
* @memberof Game_CharacterBase
*/
resetStopCount(): void;
realMoveSpeed(): number;
distancePerFrame(): number;
/**
* Returns true if the character is dashing.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isDashing(): boolean;
isDebugThrough(): boolean;
/**
* Straightens the character.
*
* @memberof Game_CharacterBase
*/
straighten(): void;
reverseDir(d: number): number;
canPass(x: number, y: number, d: number): boolean;
canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean;
isMapPassable(x: number, y: number, d: number): boolean;
isCollidedWithCharacters(x: number, y: number): boolean;
isCollidedWithEvents(x: number, y: number): boolean;
isCollidedWithVehicles(x: number, y: number): boolean;
setPosition(x: number, y: number): void;
copyPosition(character: Game_Player): void;
locate(x: number, y: number): void;
direction(): number;
/**
* Sets the direction of the character based on numpad
* directions.
* @param {Int} d
* @memberof Game_CharacterBase
*/
setDirection(d: number): void;
/**
* Returns true if the character is a tile; these
* are events without character sprites.
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isTile(): boolean;
/**
* Returns true if the character is an object character;
* these are events with character sprites.
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isObjectCharacter(): boolean;
shiftY(): number;
scrolledX(): number;
scrolledY(): number;
/**
* Returns the character's scrreen x position.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
screenX(): number;
/**
* Returns the character's screen y position.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
screenY(): number;
/**
* Returns the character's screen z position.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
screenZ(): number;
isNearTheScreen(): boolean;
update(): void;
updateStop(): void;
updateJump(): void;
updateMove(): void;
updateAnimation(): void;
animationWait(): number;
/**
* Updates the character's animation count.
*
* @memberof Game_CharacterBase
*/
updateAnimationCount(): void;
updatePattern(): void;
maxPattern(): number;
/**
* Returns the pattern of the character; these are the walking
* patterns.
* @returns {Int}
* @memberof Game_CharacterBase
*/
pattern(): number;
/**
* Sets the pattern of the character, given
* a pattern Int.
* @param {Int} pattern
* @memberof Game_CharacterBase
*/
setPattern(pattern: number): void;
isOriginalPattern(): boolean;
/**
* Resets the pattern of the character.
*
* @memberof Game_CharacterBase
*/
resetPattern(): void;
refreshBushDepth(): void;
isOnLadder(): boolean;
isOnBush(): boolean;
/**
* Returns the terrain tag of the character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
terrainTag(): number;
/**
* Returns the region id of the character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
regionId(): number;
/**
* Increases the character steps.
*
* @memberof Game_CharacterBase
*/
increaseSteps(): void;
/**
* Returns the tile id of character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
tileId(): number;
characterName(): string;
characterIndex(): number;
setImage(characterName: string, characterIndex: number): void;
setTileImage(tileId: number): void;
checkEventTriggerTouchFront(d: number): void;
checkEventTriggerTouch(x: number, y: number): boolean;
isMovementSucceeded(x: number, y: number): boolean;
setMovementSuccess(success: boolean): void;
moveStraight(d: number): void;
moveDiagonally(horz: number, vert: number): void;
jump(xPlus: number, yPlus: number): void;
hasWalkAnime(): boolean;
setWalkAnime(walkAnime: boolean): void;
/**
* Returns true if the character has step animation.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
hasStepAnime(): boolean;
setStepAnime(stepAnime: boolean): void;
/**
* Returns true if the character is set to a fixed direction.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isDirectionFixed(): boolean;
/**
* Sets the character to be fixed in a specified direction
* given a Bool value.
* @param {Bool} directionFix
* @memberof Game_CharacterBase
*/
setDirectionFix(directionFix: boolean): void;
/**
* Returns true if the character is set to pass through.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isThrough(): boolean;
setThrough(through: boolean): void;
isTransparent(): boolean;
/**
* Returns the bush depth around the character.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
bushDepth(): number;
setTransparent(transparent: boolean): void;
/**
* Requests an animation given the animation id.
*
* @param {Int} animationId
* @memberof Game_CharacterBase
*/
requestAnimation(animationId: number): void;
/**
* Requests the balloon animation given the balloon id.
*
* @param {Int} balloonId
* @memberof Game_CharacterBase
*/
requestBalloon(balloonId: number): void;
/**
* Returns the animation id.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
animationId(): number;
/**
* Returns the id of the balloon animation.
*
* @returns {Int}
* @memberof Game_CharacterBase
*/
balloonId(): number;
/**
* Starts the requested animation.
*
* @memberof Game_CharacterBase
*/
startAnimation(): void;
/**
* Stars a balloon animation.
*
* @memberof Game_CharacterBase
*/
startBalloon(): void;
isAnimationPlaying(): boolean;
/**
* Returns true if a balloon animation is playing.
*
* @returns {Bool}
* @memberof Game_CharacterBase
*/
isBalloonPlaying(): boolean;
endAnimation(): void;
/**
* Ends the balloon animation on the character.
*
* @memberof Game_CharacterBase
*/
endBalloon(): void;
}
declare namespace rm.types {
/**
* The data class for the Move command.
*/
export type MoveCommand = {
/**
* Move command code.
*/
code: number;
/**
* An array containing the Move command's arguments. The contents vary for each command.
*/
parameters: any[];
}
}
declare namespace rm.types {
/**
* The data class for the Move route.
*/
export type MoveRoute = {
/**
* Program contents. An RPG.MoveCommand array.
*/
list: rm.types.MoveCommand[];
/**
* The truth value of the [Repeat Action] option.
*/
repeat: boolean;
/**
* The truth value of the [Skip If Cannot Move] option.
*/
skippable: boolean;
/**
* The truth value of the [Wait for Completion] option.
*/
wait: boolean;
}
}
/**
* Super class of Game_Player, Game_Follower, Game_Vehicle,
* and Game_Event.
*/
declare class Game_Character extends Game_CharacterBase {
protected constructor();
_moveRouteForcing: boolean;
_moveRoute: rm.types.MoveRoute;
_moveRouteIndex: number;
_originalMoveRoute: rm.types.MoveRoute;
_originalMoveRouteIndex: number;
_waitCount: number;
initMembers(): void;
/**
* Memorizes the movement route.
*
* @memberof Game_Character
*/
memorizeMoveRoute(): void;
/**
* Restores the original movement route.
*
* @memberof Game_Character
*/
restoreMoveRoute(): void;
/**
* Returns true if the move route is being forced.
*
* @returns {Bool}
* @memberof Game_Character
*/
isMoveRouteForcing(): boolean;
/**
* Sets the move route of the game character.
*
* @param {RPG.MoveRoute} moveRoute
* @memberof Game_Character
*/
setMoveRoute(moveRoute: rm.types.MoveRoute): void;
/**
* Forces the move route of the game character.
*
* @param {RPG.MoveRoute} moveRoute
* @memberof Game_Character
*/
forceMoveRoute(moveRoute: rm.types.MoveRoute): void;
updateStop(): void;
/**
* Updates the game character's move routine.
*
* @memberof Game_Character
*/
updateRoutineMove(): void;
/**
* Processes the given move commands.
*
* @param {RPG.MoveCommand} command
* @memberof Game_Character
*/
processMoveCommand(command: rm.types.MoveCommand): void;
deltaXFrom(x: number): number;
deltaYFrom(y: number): number;
/**
* Move's the game character at random.
*
* @memberof Game_Character
*/
moveRandom(): void;
/**
* Moves the game character toward the other game character.
*
* @param {Game_Character} character
* @memberof Game_Character
*/
moveTowardCharacter(character: Game_Character): void;
/**
* Moves the game character away from the other game character.
*
* @param {Game_Character} character
* @memberof Game_Character
*/
moveAwayFromCharacter(character: Game_Character): void;
/**
* Turns the game character toward the other game character.
*
* @param {Game_Character} character
* @memberof Game_Character
*/
turnTowardCharacter(character: Game_Character): void;
/**
* Turns the game character away from the other game character.
*
* @param {Game_Character} character
* @memberof Game_Character
*/
turnAwayFromCharacter(character: Game_Character): void;
/**
* Turns the game character toward the player.
*
* @memberof Game_Character
*/
turnTowardPlayer(): void;
/**
* Turns the game character away from the player.
*
* @memberof Game_Character
*/
turnAwayFromPlayer(): void;
/**
* Moves the game character toward the player.
*
* @memberof Game_Character
*/
moveTowardPlayer(): void;
/**
* Moves the game character away from the player.
*
* @memberof Game_Character
*/
moveAwayFromPlayer(): void;
/**
* Moves the game character forward.
*
* @memberof Game_Character
*/
moveForward(): void;
/**
* Moves the game character backward.
*
* @memberof Game_Character
*/
moveBackward(): void;
/**
* Handles the end of the move route.
*
* @memberof Game_Character
*/
processRouteEnd(): void;
advanceMoveRouteIndex(): void;
/**
* Turns the game character right by 90 degrees.
*
* @memberof Game_Character
*/
turnRight90(): void;
/**
* Turns the game character left by 90 degrees.
*
* @memberof Game_Character
*/
turnLeft90(): void;
turn180(): void;
/**
* Turns the game character or left by 90 degrees.
*
* @memberof Game_Character
*/
turnRightOrLeft90(): void;
/**
* Turns the game character at random.
*
* @memberof Game_Character
*/
turnRandom(): void;
swap(character: Game_Character): void;
findDirectionTo(goalX: number, goalY: number): number;
/**
* Returns the search limit for path finding.
*
* @returns {Int}
* @memberof Game_Character
*/
searchLimit(): number;
static ROUTE_END: number;
static ROUTE_MOVE_DOWN: number;
static ROUTE_MOVE_LEFT: number;
static ROUTE_MOVE_RIGHT: number;
static ROUTE_MOVE_UP: number;
static ROUTE_MOVE_LOWER_L: number;
static ROUTE_MOVE_LOWER_R: number;
static ROUTE_MOVE_UPPER_L: number;
static ROUTE_MOVE_UPPER_R: number;
static ROUTE_MOVE_RANDOM: number;
static ROUTE_MOVE_TOWARD: number;
static ROUTE_MOVE_AWAY: number;
static ROUTE_MOVE_FORWARD: number;
static ROUTE_MOVE_BACKWARD: number;
static ROUTE_JUMP: number;
static ROUTE_WAIT: number;
static ROUTE_TURN_DOWN: number;
static ROUTE_TURN_LEFT: number;
static ROUTE_TURN_RIGHT: number;
static ROUTE_TURN_UP: number;
static ROUTE_TURN_90D_R: number;
static ROUTE_TURN_90D_L: number;
static ROUTE_TURN_180D: number;
static ROUTE_TURN_90D_R_L: number;
static ROUTE_TURN_RANDOM: number;
static ROUTE_TURN_TOWARD: number;
static ROUTE_TURN_AWAY: number;
static ROUTE_SWITCH_ON: number;
static ROUTE_SWITCH_OFF: number;
static ROUTE_CHANGE_SPEED: number;
static ROUTE_CHANGE_FREQ: number;
static ROUTE_WALK_ANIME_ON: number;
static ROUTE_WALK_ANIME_OFF: number;
static ROUTE_STEP_ANIME_ON: number;
static ROUTE_STEP_ANIME_OFF: number;
static ROUTE_DIR_FIX_ON: number;
static ROUTE_DIR_FIX_OFF: number;
static ROUTE_THROUGH_ON: number;
static ROUTE_THROUGH_OFF: number;
static ROUTE_TRANSPARENT_ON: number;
static ROUTE_TRANSPARENT_OFF: number;
static ROUTE_CHANGE_IMAGE: number;
static ROUTE_CHANGE_OPACITY: number;
static ROUTE_CHANGE_BLEND_MODE: number;
static ROUTE_PLAY_SE: number;
static ROUTE_SCRIPT: number;
}
declare namespace rm.types {
/**
* The data class for the Event command.
*/
export type EventCommand = {
/**
* The event code.
*/
code: number;
/**
* The indent depth. Usually 0. The [Conditional Branch] command, among others, adds 1 with every step deeper.
*/
indent: number;
/**
* An array containing the Event command's arguments. The contents vary for each command.
*/
parameters: any[];
}
}
declare namespace rm.types {
/**
* The data class for common events.
*/
export type CommonEvent = {
/**
* The event ID.
*/
id: number;
/**
* A list of event commands. An RPG.EventCommand array.
*/
list: rm.types.EventCommand[];
/**
* The event name.
*/
name: string;
/**
* The condition switch ID.
*/
switchId: number;
/**
* The event trigger (0: none, 1: autorun; 2: parallel).
*/
trigger: number;
}
}
declare class Game_CommonEvent {
constructor(commonEventId: number);
_commonEventId: number;
_interpreter: Game_Interpreter;
initialize(commonEventId: number): void;
/**
* Returns the common event information from the database.
*
* @returns {CommonEvent}
* @memberof Game_CommonEvent
*/
event(): rm.types.CommonEvent;
/**
* Returns the common event's list of event commands.
*
* @returns {Array<EventCommand>}
* @memberof Game_CommonEvent
*/
list(): rm.types.EventCommand[];
/**
* Refreshes the common event.
*
* @memberof Game_CommonEvent
*/
refresh(): void;
/**
* Returns true if the common event is active.
*
* @returns {boolean}
* @memberof Game_CommonEvent
*/
isActive(): boolean;
/**
* Updates the common event.
*
* @memberof Game_CommonEvent
*/
update(): void;
}
declare namespace rm.types {
export type EnemyDropItem = {
/**
* The ID of the data depending on the type of dropped item (item, weapon, or armor).
*/
dataId: number;
/**
* N of the probability that the item will be dropped, 1/N.
*/
denominator: number;
/**
* The type of dropped item.
*
* 0: None
* 1: Item
* 2: Weapon
* 3: Armor
*/
kind: number;
}
}
declare namespace rm.types {
export type Enemy = {
/**
* The enemy's action pattern. An array of RPG.Enemy.Action.
*/
actions: rm.types.EnemyAction[];
/**
* The adjustment value for the battler graphic's hue (0..360).
*/
battlerHue: number;
/**
* The file name of the enemy's battler graphic.
*/
battlerName: string;
doc: string;
/**
* The items the enemy drops. An RPG.Enemy.DropItem array.
*/
dropItems: rm.types.EnemyDropItem[];
/**
* The enemy's experience.
*/
exp: number;
/**
* The enemy's gold.
*/
gold: number;
/**
* The ID of the enemy in the database.
*
* @type {number}
* @memberof Enemy
*/
id: number;
internal: boolean;
links: string[];
/**
* The name of the enemy in the database.
*
* @type {string}
* @memberof Enemy
*/
name: string;
parameters: string[];
/**
* Parameters. An array of integers using the following IDs as subscripts:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
*/
params: number[];
platforms: haxe.display.Platform[];
targets: haxe.display.MetadataTarget[];
}
}
/**
* -----------------------------------------------------------------------------
* Game_Enemy
*
* The game object declare class for an enemy.
* @class Game_Enemy
*/
declare class Game_Enemy extends Game_Battler {
constructor(enemyId: number, x: number, y: number);
_enemyId: number;
_letter: string;
_plural: boolean;
_screenX: number;
_screenY: number;
initialize(enemyId: number, x: number, y: number): void;
initMembers(): void;
setup(enemyId: number, x: number, y: number): void;
/**
* Returns the other troops in the enemy team.
*
* @returns {Game_Troop}
* @memberof Game_Enemy
*/
friendsUnit(): Game_Temp;
/**
* Returns the game party.
*
* @returns {Game_Party}
* @memberof Game_Enemy
*/
opponentsUnit(): Game_Party;
isBattleMember(): boolean;
/**
* Returns the enemy id.
*
* @returns {number}
* @memberof Game_Enemy
*/
enemyId(): number;
/**
* Returns the enemy information from the database.
*
* @returns {RPG.Enemy}
* @memberof Game_Enemy
*/
enemy(): rm.types.Enemy;
/**
* Returns the enemy's exp amount.
*
* @memberof Game_Enemy
*/
exp(): void;
/**
* Returns enemy's given gold.
*
* @memberof Game_Enemy
*/
gold(): void;
/**
* Creates the drop items for the enemy specified by the database.
*
* @returns {Array<RPG.BaseItem>}
* @memberof Game_Enemy
*/
makeDropItems(): rm.types.BaseItem[];
/**
* Returns the item drop rate of the enemy.
*
* @returns {number}
* @memberof Game_Enemy
*/
dropItemRate(): number;
itemObject(kind: number, dataId: number): void;
/**
* Returns true if the enemy sprite is visible.
*
* @returns {boolean}
* @memberof Game_Enemy
*/
isSpriteVisible(): boolean;
/**
* Returns enemy screen X coordinate.
*
* @returns {number}
* @memberof Game_Enemy
*/
screenX(): number;
/**
* Returns enemy screen Y position.
*
* @returns {number}
* @memberof Game_Enemy
*/
screenY(): number;
/**
* Returns the hue of the enemy.
*
* @returns {number}
* @memberof Game_Enemy
*/
battlerHue(): number;
/**
* Returns the enemy original name.
*
* @returns {string}
* @memberof Game_Enemy
*/
originalName(): string;
isLetterEmpty(): boolean;
setLetter(letter: string): void;
setPlural(plural: boolean): void;
/**
* Transform the enemy into another enemy based on id.
*
* @param {number} enemyId
* @memberof Game_Enemy
*/
transform(enemyId: number): void;
meetsCondition(action: rm.types.EnemyAction): boolean;
meetsTurnCondition(param1: number, param2: number): boolean;
meetsHpCondition(param1: number, param2: number): boolean;
meetsMpCondition(param1: number, param2: number): boolean;
meetsStateCondition(param: number): boolean;
meetsPartyLevelCondition(param: number): boolean;
meetsSwitchCondition(param: number): boolean;
/**
* Returns true if the enemy action is valid.
*
* @param {RPG.Enemy.Action} action
* @returns {boolean}
* @memberof Game_Enemy
*/
isActionValid(action: rm.types.EnemyAction): boolean;
selectAction(actionList: rm.types.EnemyAction[], ratingZero: number): rm.types.EnemyAction;
selectAllActions(actionList: rm.types.EnemyAction[]): void;
}
declare namespace rm.types {
export const enum MoveType {
FIXED = 0,
RANDOM = 1,
APPROACH = 2,
CUSTOM = 3,
}
}
declare namespace rm.types {
export const enum EventTrigger {
base = -1,
}
}
declare namespace rm.types {
/**
* The data class for the event page conditions.
*/
export type EventPageConditions = {
/**
* The ID of that actor if the [Actor] condition is valid.
*/
actorId: string;
/**
* The truth value indicating whether the [Actor] condition is valid.
*/
actorValid: boolean;
/**
* The ID of that item if the [Item] condition is valid.
*/
itemId: string;
/**
* The truth value indicating whether the [Item] condition is valid.
*/
itemValid: boolean;
/**
* The letter of that self switch ("A".."D") if the [Self Switch] condition is valid.
*/
selfSwitchCh: string;
/**
* The truth value indicating whether the [Self Switch] condition is valid.
*/
selfSwitchValid: boolean;
/**
* The ID of that switch if the first [Switch] condition is valid.
*/
switch1Id: number;
/**
* The truth value indicating whether the first [Switch] condition is valid.
*/
switch1Valid: boolean;
/**
* The ID of that switch if the second [Switch] condition is valid.
*/
switch2Id: number;
/**
* The truth value indicating whether the second [Switch] condition is valid.
*/
switch2Valid: boolean;
/**
* The ID of that variable if the [Variable] condition is valid.
*/
variableId: number;
/**
* The truth value indicating whether the [Variable] condition is valid.
*/
variableValid: boolean;
/**
* The standard value of that variable (x and greater) if the [Variable] condition is valid.
*/
variableValue: number;
}
}
declare namespace rm.types {
/**
* The data class for the Event page [Graphics].
*/
export type EventPageImage = {
/**
* The index of the character's graphic file (0..7).
*/
characterIndex: number;
/**
* The file name of the character's graphic.
*/
characterName: string;
/**
* The direction in which the character is facing (2: down, 4: left, 6: right, 8: up).
*/
direction: number;
/**
* The character's pattern (0..2).
*/
pattern: number;
/**
* The tile ID. If the specified graphic is not a tile, this value is 0.
*/
tileId: number;
}
}
declare namespace rm.types {
/**
* The data class for the event page.
*/
export type EventPage = {
/**
* The event condition (RPG.EventPage.Condition).
*/
conditions: rm.types.EventPageConditions;
/**
* The truth value of the [Direction Fix] option.
*/
directionFix: boolean;
/**
* The event graphic (RPG.EventPage.Image) .
*/
image: rm.types.EventPageImage;
/**
* A list of event commands. An RPG.EventCommand array.
*/
list: rm.types.EventCommand[];
/**
* The movement frequency (1: lowest, 2: lower, 3: normal, 4: higher, 5: highest).
*/
moveFrequency: number;
/**
* The movement route (RPG.MoveRoute). Referenced only when the movement type is set to custom.
*/
moveRoute: rm.types.MoveRoute[];
/**
* The movement speed (1: x8 slower, 2: x4 slower, 3: x2 slower, 4: normal, 5: x2 faster, 6: x4 faster).
*/
moveSpeed: number;
/**
* The type of movement (0: fixed, 1: random, 2: approach, 3: custom).
*/
moveType: number;
/**
* The priority type (0: below characters, 1: same as characters, 2: above characters).
*/
priorityType: number;
/**
* The truth value of the [Stepping Animation] option.
*/
stepAnime: boolean;
/**
* The truth value of the [Through] option.
*/
through: boolean;
/**
* The event trigger (0: action button, 1: player touch, 2: event touch, 3: autorun, 4: parallel).
*/
trigger: number;
/**
* The truth value of the [Walking Animation] option.
*/
walkAnime: boolean;
}
}
declare namespace rm.types {
/**
* The data class for map events.
*/
export type Event = {
/**
* The event ID.
*/
id: number;
meta: Object;
/**
* The event name.
*/
name: string;
note: string;
/**
* The event pages. RPG.EventPage array.
*/
pages: rm.types.EventPage[];
/**
* The event's x-coordinate on the map.
*/
x: number;
/**
* The event's y-coordinate on the map.
*/
y: number;
}
}
/**
* THe game object class for an event. It contains functionality
* for event page switching and running parallel process events.
*/
declare class Game_Event extends Game_Character {
constructor(mapId: number, eventId: number);
_mapId: number;
_eventId: number;
_moveType: rm.types.MoveType;
_trigger: rm.types.EventTrigger;
_starting: boolean;
_erased: boolean;
_pageIndex: number;
_originalPattern: rm.types.CharacterPattern;
_originalDirection: rm.types.Direction;
_prelockDirection: rm.types.Direction;
_locked: boolean;
initialize(mapId: number, eventId: number): void;
initMembers(): void;
/**
* Returns the event id of the game event.
*
* @returns {Int}
* @memberof Game_Event
*/
eventId(): number;
/**
* Returns the event database information.
*
* @returns {RPG.Event}
* @memberof Game_Event
*/
event(): rm.types.Event;
/**
* Returns the event page created in the database.
*
* @returns {RPG.EventPage}
* @memberof Game_Event
*/
page(): rm.types.EventPage;
/**
* Returns the list of event commands on the current page of the game event.
*
* @returns {Array<RPG.EventCommand>}
* @memberof Game_Event
*/
list(): rm.types.EventCommand[];
isCollidedWithCharacters(x: number, y: number): boolean;
isCollidedWithEvents(x: number, y: number): boolean;
/**
* Returns true if the event has collided with the player character
* at the specified x and y coordinates.
* @param {Int} x
* @param {Int} y
* @returns {Bool}
* @memberof Game_Event
*/
isCollidedWithPlayerCharacters(x: number, y: number): boolean;
/**
* Locks the game event.
*
* @memberof Game_Event
*/
lock(): void;
/**
* Unlocks the game eveent.
*
* @memberof Game_Event
*/
unlock(): void;
updateStop(): void;
/**
* Updates the self movement of the game event.
*
* @memberof Game_Event
*/
updateSelfMovement(): void;
stopCountThreshold(): number;
moveTypeRandom(): void;
moveTypeTowardPlayer(): void;
/**
* Returns true if the game event is near the player.
*
* @returns {Bool}
* @memberof Game_Event
*/
isNearThePlayer(): boolean;
moveTypeCustom(): void;
/**
* Returns true if the event is staring.
*
* @returns {Bool}
* @memberof Game_Event
*/
isStarting(): boolean;
/**
* Clears the starting flag.
*
* @memberof Game_Event
*/
clearStartingFlag(): void;
isTriggerIn(triggers: number[]): boolean;
/**
* Starts the game event.
*
* @memberof Game_Event
*/
start(): void;
/**
* Erases the event.
*
* @memberof Game_Event
*/
erase(): void;
/**
* Refreshes the game event.
*
* @memberof Game_Event
*/
refresh(): void;
/**
* Finds the proper page index of the game event for
* event command processing.
* @returns {Int}
* @memberof Game_Event
*/
findProperPageIndex(): number;
meetsConditions(page: rm.types.EventPage): boolean;
/**
* Sets up the event page.
*
* @memberof Game_Event
*/
setupPage(): void;
/**
* Clears the page settings of the game event.
*
* @memberof Game_Event
*/
clearPageSettings(): void;
/**
* Sets up the event page settings.
*
* @memberof Game_Event
*/
setupPageSettings(): void;
isOriginalPattern(): boolean;
/**
* Resets the pattern of the game event.
*
* @memberof Game_Event
*/
resetPattern(): void;
checkEventTriggerAuto(): void;
update(): void;
updateParallel(): void;
locate(x: number, y: number): void;
/**
* Forces the game event to move along the specified route.
*
* @param {RPG.MoveRoute} moveRoute
* @memberof Game_Event
*/
forceMoveRoute(moveRoute: rm.types.MoveRoute): void;
}
/**
* -----------------------------------------------------------------------------
* Game_Follower
*
* The game object declare class for a follower. A follower is an allied character,
* other than the front character, displayed in the party.
* @class Game_Follower
*/
declare class Game_Follower extends Game_Character {
constructor(memberIndex: number);
_memberIndex: number;
refresh(): void;
/**
* Returns the current actor.
*
* @returns {Game_Actor}
* @memberof Game_Follower
*/
actor(): Game_Actor;
/**
* Returns true if the follower is visible.
*
* @returns {Bool}
* @memberof Game_Follower
*/
isVisible(): boolean;
/**
* Updates the game follower.
*
* @memberof Game_Follower
*/
update(): void;
/**
* Has the follower chase a game actor.
*
* @param {Game_Character} character
* @memberof Game_Follower
*/
chaseCharacter(character: Game_Character): void;
}
/**
* -----------------------------------------------------------------------------
* Game_Followers
*
* The wrapper declare class for a follower array.
* @class Game_Followers
*/
declare class Game_Followers {
constructor();
_visible: boolean;
_gathering: boolean;
_data: Game_Follower[];
initialize(): void;
/**
* Returns true if the followers are visible.
*
* @returns {Bool}
* @memberof Game_Followers
*/
isVisible(): boolean;
/**
* Shows the followers.
*
* @memberof Game_Followers
*/
show(): void;
/**
* Hides the followers.
*
* @memberof Game_Followers
*/
hide(): void;
/**
* Returns the followers at the specified index.
*
* @param {number} index
* @returns {Game_Follower}
* @memberof Game_Followers
*/
follower(index: number): Game_Follower;
forEach(callback: () => void, thisObject: any): void;
reverseEach(callback: () => void, thisObject: any): void;
/**
* Refreshes the game followers.
*
* @memberof Game_Followers
*/
refresh(): void;
/**
* Updates the game followers.
*
* @memberof Game_Followers
*/
update(): void;
/**
* Updates the movement of game followers.
*
* @memberof Game_Followers
*/
updateMove(): void;
jumpAll(): void;
synchronize(x: number, y: number, d: number): void;
/**
* Gathers the followers.
*
* @memberof Game_Followers
*/
gather(): void;
/**
* Returns true if the followers are gathering.
*
* @returns {Bool}
* @memberof Game_Followers
*/
areGathering(): boolean;
/**
* Returns the visible followers.
*
* @returns {Array<Game_Follower>}
* @memberof Game_Followers
*/
visibleFollowers(): Game_Follower[];
/**
* Returns true if the followers are moving.
*
* @returns {Bool}
* @memberof Game_Followers
*/
areMoving(): boolean;
/**
* Returns true if the followers are gathered.
*
* @returns {Bool}
* @memberof Game_Followers
*/
areGathered(): boolean;
/**
* Returns true if the specified follower is collided at the specified x and y
*coordinate.
*
* @param {number} x
* @param {number} y
* @returns {Bool}
* @memberof Game_Followers
*/
isSomeoneCollided(x: number, y: number): boolean;
}
/**
* -----------------------------------------------------------------------------
* Game_Interpreter
*
* The interpreter for running event commands.
* @class Game_Interpreter
*/
declare class Game_Interpreter {
constructor(depth: number);
_depth: number;
_branch: Object;
_params: any[];
_indent: number;
_frameCount: number;
_freezeChecker: number;
_mapId: number;
_eventId: number;
_list: rm.types.EventCommand[];
_index: number;
_waitCount: number;
_waitMode: string;
_comments: string;
_character: Game_Event;
_childInterpreter: Game_Interpreter;
checkOverflow(): void;
/**
* Clears the interpreter.
*
* @memberof Game_Interpreter
*/
clear(): void;
/**
* Sets up the interpreter with the list of event commands, and the given
* event Id.
*
* @param {Array<RPG.EventCommand>} list
* @param {Int} eventId
* @memberof Game_Interpreter
*/
setup(list: rm.types.EventCommand[], eventId: number): void;
/**
* Returns the currrent eventId.
*
* @returns {Int}
* @memberof Game_Interpreter
*/
eventId(): number;
/**
* Returns true if the event is on the current map.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
isOnCurrentMap(): boolean;
/**
* Returns true after setting up the reserved common event.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
setupReservedCommonEvent(): boolean;
/**
* Returns true if the interpreter is running.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
isRunning(): boolean;
update(): void;
/**
* Updates the child game interpreter.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
updateChild(): boolean;
/**
* Updates the wait of the game interpreter.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
updateWait(): boolean;
updateWaitCount(): boolean;
updateWaitMode(): boolean;
/**
* Sets the wait mode of the interpreter.
*
* @param {String} waitMode
* @memberof Game_Interpreter
*/
setWaitMode(waitMode: string): void;
/**
* sets a specified wait duration for the interpreter.
*
* @param {Int} duration
* @memberof Game_Interpreter
*/
wait(duration: number): void;
fadeSpeed(): number;
/**
* Executes the event command;
* returns true or false based on execution.
* @returns {Bool}
* @memberof Game_Interpreter
*/
executeCommand(): boolean;
/**
* Checks if the interpreter has frozen.
*
* @returns {Bool}
* @memberof Game_Interpreter
*/
checkFreeze(): boolean;
/**
* Terminates the game interpreter.
*
* @memberof Game_Interpreter
*/
terminate(): void;
/**
* Skips a conditional branch on the interpreter.
*
* @memberof Game_Interpreter
*/
skipBranch(): void;
/**
* Returns the current event command.
*
* @returns {RPG.EventCommand}
* @memberof Game_Interpreter
*/
currentCommand(): rm.types.EventCommand;
/**
* Returns the next event code.
*
* @returns {Int}
* @memberof Game_Interpreter
*/
nextEventCode(): number;
iterateActorId(param: number, callback: (actor: Game_Actor) => void): void;
iterateActorEx(param1: number, param2: number, callback: (actor: Game_Actor) => void): void;
iterateActorIndex(param: number, callback: (actor: Game_Actor) => void): void;
iterateEnemyIndex(param: number, callback: (enemt: Game_Enemy) => void): void;
iterateBattler(param1: number, param2: number, callback: (battler: Game_Battler) => void): void;
character(param: number): Game_Character;
operateValue(operation: number, operandType: number, operand: number): number;
changeHp(target: number, value: number, allowDeath: boolean): void;
/**
* Show Text
*/
command101(): boolean;
/**
* Show Choices
*/
command102(): boolean;
setupChoices(params: any[]): void;
/**
* When [**]
*/
command402(): boolean;
/**
* When Cancel
*/
command403(): boolean;
/**
* Input Number
*/
command103(): boolean;
/**
*
* @param params
*/
setupNumInput(params: number[]): void;
/**
* Select Item
*/
command104(): boolean;
setupItemChoice(params: number[]): void;
/**
* Show Scrolling Text
*/
command105(): boolean;
/**
* Comment
*/
command108(): boolean;
/**
* Conditional Branch
*/
command111(): boolean;
/**
* Else
*/
command411(): boolean;
/**
* Loop
*/
command112(): boolean;
/**
* Repeat Above
*/
command413(): boolean;
/**
* Break Loop
*/
command113(): boolean;
/**
* Exit Event Processing
*/
command115(): boolean;
/**
* Common Event
*/
command117(): boolean;
setupChild(list: rm.types.EventCommand[], eventId: number): void;
/**
* Label
*/
command118(): boolean;
/**
* Jump to Label
*/
command119(): boolean;
jumpTo(index: number): void;
/**
* Control Switches
*/
command121(): boolean;
/**
* Control Variables
*/
command122(): boolean;
gameDataOperand(type: number, param1: number, param2: number): number;
operateVariable(variableId: number, operationType: number, value: number): void;
/**
* Control Self Switch
*/
command123(): boolean;
/**
* Control Timer
*/
command124(): boolean;
/**
* Change Gold
*/
command125(): boolean;
/**
* Change Items
*/
command126(): boolean;
/**
* Change Weapons
*/
command127(): boolean;
/**
* Change Armors
*/
command128(): boolean;
/**
* Change Party Member
*/
command129(): boolean;
/**
* Change Battle BGM
*/
command132(): boolean;
/**
* Change Victory ME
*/
command133(): boolean;
/**
* Change Save Access
*/
command134(): boolean;
/**
* Change Menu Access
*/
command135(): boolean;
/**
* Change Encounter Disable
*/
command136(): boolean;
/**
* Change Formation Access
*/
command137(): boolean;
/**
* Change Window Color
*/
command138(): boolean;
/**
* Change Defeat ME
*/
command139(): boolean;
/**
* Change Vehicle BGM
*/
command140(): boolean;
/**
* Transfer Player
*/
command201(): boolean;
/**
* Set Vehicle Location
*/
command202(): boolean;
/**
* Set Event Location
*/
command203(): boolean;
/**
* Scroll Map
*/
command204(): boolean;
/**
* Set Movement Route
*/
command205(): boolean;
/**
* Getting On and Off Vehicles
*/
command206(): boolean;
/**
* Change Transparency
*/
command211(): boolean;
/**
* Show Animation
*/
command212(): boolean;
/**
* Show Balloon Icon
*/
command213(): boolean;
/**
* Erase Event
*/
command214(): boolean;
/**
* Change Player Followers
*/
command216(): boolean;
/**
* Gather Followers
*/
command217(): boolean;
/**
* Fadeout Screen
*/
command221(): boolean;
/**
* Fadein Screen
*/
command222(): boolean;
/**
* Tint Screen
*/
command223(): boolean;
/**
* Flash Screen
*/
command224(): boolean;
/**
* Shake Screen
*/
command225(): boolean;
/**
* Wait
*/
command230(): boolean;
/**
* Show Picture
*/
command231(): boolean;
/**
* Move Picture
*/
command232(): boolean;
/**
* Rotate Picture
*/
command233(): boolean;
/**
* Tint Picture
*/
command234(): boolean;
/**
* Erase Picture
*/
command235(): boolean;
/**
* Set Weather Effect
*/
command236(): boolean;
/**
* Play BGM
*/
command241(): boolean;
/**
* Fadeout BGM
*/
command242(): boolean;
/**
* Save BGM
*/
command243(): boolean;
/**
* Resume BGM
*/
command244(): boolean;
/**
* Play BGS
*/
command245(): boolean;
/**
* Fadeout BGS
*/
command246(): boolean;
/**
* Play ME
*/
command249(): boolean;
/**
* Play SE
*/
command250(): boolean;
/**
* Stop SE
*/
command251(): boolean;
/**
* Play Movie
*/
command261(): boolean;
videoFileExt(): string;
/**
* Change Map Name Display
*/
command281(): boolean;
/**
* Change Tileset
*/
command282(): boolean;
/**
* Change Battle Back
*/
command283(): boolean;
/**
* Change Parallax
*/
command284(): boolean;
/**
* Get Location Info
*/
command285(): boolean;
/**
* Battle Processing
*/
command301(): boolean;
/**
* If Win
*/
command601(): boolean;
/**
* If Escape
*/
command602(): boolean;
/**
* If Lose
*/
command603(): boolean;
/**
* Shop Processing
*/
command302(): boolean;
/**
* Name Input Processing
*/
command303(): boolean;
/**
* Change HP
*/
command311(): boolean;
/**
* Change MP
*/
command312(): boolean;
/**
* Change TP
*/
command326(): boolean;
/**
* Change State
*/
command313(): boolean;
/**
* Recover All
*/
command314(): boolean;
/**
* Change EXP
*/
command315(): boolean;
/**
* Change Level
*/
command316(): boolean;
/**
* Change Parameter
*/
command317(): boolean;
/**
* Change Skill
*/
command318(): boolean;
/**
* Change Equipment
*/
command319(): boolean;
/**
* Change Name
*/
command320(): boolean;
/**
* Change Class
*/
command321(): boolean;
/**
* Change Actor Images
*/
command322(): boolean;
/**
* Change Vehicle Image
*/
command323(): boolean;
/**
* Change Nickname
*/
command324(): boolean;
/**
* Change Profile
*/
command325(): boolean;
/**
* Change Enemy HP
*/
command331(): boolean;
/**
* Change Enemy MP
*/
command332(): boolean;
/**
* Change Enemy TP
*/
command342(): boolean;
/**
* Change Enemy State
*/
command333(): boolean;
/**
* Enemy Recover All
*/
command334(): boolean;
/**
* Enemy Appear
*/
command335(): boolean;
/**
* Enemy Transform
*/
command336(): boolean;
/**
* Show Battle Animation
*/
command337(): boolean;
/**
* Force Action
*/
command339(): boolean;
/**
* Abort Battle
*/
command340(): boolean;
/**
* Open Menu Screen
*/
command351(): boolean;
/**
* Open Save Screen
*/
command352(): boolean;
/**
* Game Over
*/
command353(): boolean;
/**
* Return to Title Screen
*/
command354(): boolean;
/**
* Script
*/
command355(): boolean;
/**
* Plugin Command
*/
command356(): boolean;
pluginCommand(command: string, args: string[]): void;
}
/**
* Game_Item
* The game object class for handling skills, items, weapons. armor.
* This is required, because the save data should not include the database object itself.
* @class Game_Item
*/
declare class Game_Item {
constructor(item: rm.types.BaseItem);
_dataClass: string;
_itemId: number;
initialize(): void;
/**
* Returns true the item is a skill.
*
* @returns {boolean}
* @memberof Game_Item
*/
isSkill(): boolean;
/**
* Returns true if the item is an item.
*
* @returns {boolean}
* @memberof Game_Item
*/
isItem(): boolean;
/**
* Returns true if the item is a usable item, similar to a potion.
*
* @returns {boolean}
* @memberof Game_Item
*/
isUsableItem(): boolean;
/**
* Returns true if the item is a weapon.
*
* @returns {boolean}
* @memberof Game_Item
*/
isWeapon(): boolean;
/**
* Returns true if the item is an armor.
*
* @returns {boolean}
* @memberof Game_Item
*/
isArmor(): boolean;
/**
* Returns true if the item is equippable (weapon or armor).
*
* @returns {boolean}
* @memberof Game_Item
*/
isEquipItem(): boolean;
/**
* Returns true if the item is 'null'.
*
* @returns {boolean}
* @memberof Game_Item
*/
isNull(): boolean;
/**
* Returns the current itemId.
*
* @returns {number}
* @memberof Game_Item
*/
itemId(): number;
object(): rm.types.BaseItem;
/**
* Sets the current item of the current Game_Item object.
*
* @param {RPG.BaseItem} item
* @memberof Game_Item
*/
setObject(item: rm.types.BaseItem): void;
setEquip(isWeapon: boolean, itemId: number): void;
}
declare namespace rm.types {
/**
* The data class for tile sets.
*/
export type Tileset = {
doc: string;
/**
* The flags table. A 1-dimensional array containing a variety of flags (Table).
*
* Uses tile IDs as subscripts. The correspondence of each bit is as shown below:
*
* 0x0001: Impassable downward
* 0x0002: Impassable leftward
* 0x0004: Impassable rightward
* 0x0008: Impassable upward
* 0x0010: Display on normal character
* 0x0020: Ladder
* 0x0040: Bush
* 0x0080: Counter
* 0x0100: Damage floor
* 0x0200: Impassable by boat
* 0x0400: Impassable by ship
* 0x0800: Airship cannot land
* 0xF000: Terrain tag
* This manual does not discuss bit operations, but they are similar to those in C.
* We recommend an Internet search using keywords such as "hexadecimal bit operations" when necessary.
*/
flags: number[];
/**
* The ID of the tile set.
*/
id: number;
internal: boolean;
links: string[];
/**
* The mode of the tile set (0: Field type, 1: Area type, 2: VX compatible type).
*/
mode: number;
/**
* The name of the tile set.
*/
name: string;
parameters: string[];
platforms: haxe.display.Platform[];
targets: haxe.display.MetadataTarget[];
/**
* The file name of the graphic used as the number index (0-8) tile set.
*
* The correspondence between numbers and sets is illustrated in the table below.
*
* 0 TileA1
* 1 TileA2
* 2 TileA3
* 3 TileA4
* 4 TileA5
* 5 TileB
* 6 TileC
* 7 TileD
* 8 TileE
*/
tilesetNames: string[];
}
}
declare namespace rm.types {
export type MapEncounter = {
/**
* An array containing Region IDs.
*/
regionSet: number[];
/**
* The enemy Troop ID.
*/
troopId: number;
/**
* Weight/chance among enemies on the map that you'll
* meet this enemy.
*/
weight: number;
}
}
/**
* The game object for the map. It contains scrolling and passage functions
* along with the game interpreter.
*/
declare class Game_Map {
constructor();
_interpreter: Game_Interpreter;
_mapId: number;
_tilesetId: number;
_events: Game_Event[];
_commonEvents: Game_CommonEvent[];
_vehicles: Game_Vehicle[];
_displayX: number;
_displayY: number;
_nameDisplay: boolean;
_scrollDirection: number;
_scrollRest: number;
_scrollSpeed: number;
_parallaxName: string;
_parallaxZero: boolean;
_parallaxLoopX: boolean;
_parallaxLoopY: boolean;
_parallaxSx: number;
_parallaxSy: number;
_parallaxX: number;
_parallaxY: number;
_battleback1Name: string;
_battleback2Name: string;
_needsRefresh: boolean;
initialize(): void;
setup(mapId: number): void;
/**
* Returns true if an event is running.
*
* @returns {Bool}
* @memberof Game_Map
*/
isEventRunning(): boolean;
/**
* Returns tile width.
*
* @returns {Int}
* @memberof Game_Map
*/
tileWidth(): number;
/**
* Returns tile height.
*
* @returns {Int}
* @memberof Game_Map
*/
tileHeight(): number;
/**
* Returns map id.
*
* @returns {Int}
* @memberof Game_Map
*/
mapId(): number;
/**
* Returns the tileset id.
*
* @returns {Int}
* @memberof Game_Map
*/
tilesetId(): number;
/**
* Returns the display x coordinate.
*
* @returns {Int}
* @memberof Game_Map
*/
displayX(): number;
/**
* Returns the display y coordinate.
*
* @returns {Int}
* @memberof Game_Map
*/
displayY(): number;
parallaxName(): string;
/**
* Returns the name of battle back 1.
*
* @returns {String}
* @memberof Game_Map
*/
battleback1Name(): string;
/**
* Returns the name of battle back 2.
*
* @returns {String}
* @memberof Game_Map
*/
battleback2Name(): string;
requestRefresh(mapId: number): void;
/**
* Returns true if the name display is enabled.
*
* @returns {Bool}
* @memberof Game_Map
*/
isNameDisplayEnabled(): boolean;
/**
* Disables name display.
*
* @memberof Game_Map
*/
disableNameDisplay(): void;
/**
* Enable name display.
*
* @memberof Game_Map
*/
enableNameDisplay(): void;
/**
* Creates the vehicles for the game map.
*
* @memberof Game_Map
*/
createVehicles(): void;
/**
* Refreshes the vehicles on the game map.
*
* @memberof Game_Map
*/
refereshVehicles(): void;
vehicles(): Game_Vehicle[];
/**
* Returns the game vehicle specified by type.
*
* @param {String} type
* @returns {Game_Vehicle}
* @memberof Game_Map
*/
vehicle(type: string): Game_Vehicle;
/**
* Returns the game boat.
*
* @returns {Game_Vehicle}
* @memberof Game_Map
*/
boat(): Game_Vehicle;
/**
* Returns the game ship.
*
* @returns {Game_Vehicle}
* @memberof Game_Map
*/
ship(): Game_Vehicle;
/**
* Returns the game airship.
*
* @returns {Game_Vehicle}
* @memberof Game_Map
*/
airship(): Game_Vehicle;
setupEvents(): void;
/**
* Returns all events on the game map.
*
* @returns {Array<Game_Event>}
* @memberof Game_Map
*/
events(): Game_Event[];
/**
* Returns an event, given the event id.
*
* @param {Int} eventId
* @returns {Game_Event}
* @memberof Game_Map
*/
event(eventId: number): Game_Event;
/**
* Erases the event given the event id.
*
* @param {Int} eventId
* @memberof Game_Map
*/
eraseEvent(eventId: number): void;
/**
* Returns all the parallel running common events.
*
* @returns {Array<RPG.CommonEvent>}
* @memberof Game_Map
*/
parallelCommonEvents(): rm.types.CommonEvent[];
setupScroll(): void;
setupParallax(): void;
setupBattleback(): void;
setDisplayPos(x: number, y: number): void;
parallaxOx(): number;
parallaxOy(): number;
/**
* Returns the tilset of the game map.
*
* @returns {RPG.Tileset}
* @memberof Game_Map
*/
tileset(): rm.types.Tileset;
/**
* Returns the tileset flags of the game map.
*
* @returns {Array<Int>}
* @memberof Game_Map
*/
tilesetFlags(): number[];
/**
* Returns the display name of the game map.
*
* @returns {String}
* @memberof Game_Map
*/
displayName(): string;
/**
* Returns the map width.
*
* @returns {Int}
* @memberof Game_Map
*/
width(): number;
/**
* Returns the map height.
*
* @returns {Int}
* @memberof Game_Map
*/
height(): number;
/**
* Returns the map data.
*
* @returns {Array<Int>}
* @memberof Game_Map
*/
data(): number[];
/**
* Returns true if the map loops horizontally.
*
* @returns {Bool}
* @memberof Game_Map
*/
isLoopHorizontal(): boolean;
/**
* Returns true if the map loops vertically.
*
* @returns {Bool}
* @memberof Game_Map
*/
isLoopVertical(): boolean;
/**
* Returns true if dash is disabled on the map.
*
* @returns {Bool}
* @memberof Game_Map
*/
isDashDisabled(): boolean;
/**
* Returns the list of possible encounters on the current map.
*
* @returns {Array<RPG.Map.Encounter>}
* @memberof Game_Map
*/
encounterList(): rm.types.MapEncounter[];
/**
* Returns the Int of encounter steps on the map.
*
* @returns {Int}
* @memberof Game_Map
*/
encounterStep(): number;
/**
* Returns true if the map is an over world map.
*
* @returns {Bool}
* @memberof Game_Map
*/
isOverworld(): boolean;
/**
* Returns the screen tile x coordinate.
*
* @returns {Int}
* @memberof Game_Map
*/
screenTileX(): number;
/**
* Returns the screen tile y coordinate.
*
* @returns {Int}
* @memberof Game_Map
*/
screenTileY(): number;
adjustX(x: number): number;
adjustY(y: number): number;
roundX(x: number): number;
roundY(y: number): number;
xWithDirection(x: number, d: number): number;
yWithDirection(y: number, d: number): number;
roundXWithDirection(x: number, d: number): number;
roundYWithDirection(y: number, d: number): number;
deltaX(x1: number, x2: number): number;
deltaY(y1: number, y2: number): number;
distance(x1: number, y1: number, x2: number, y2: number): number;
/**
* Converts the x coordinate from canvas to map coordinate x.
*
* @param {Int} x
* @returns {Int}
* @memberof Game_Map
*/
canvasToMapX(x: number): number;
/**
* Converts the y coordinate from canvas to map y coordinate.
*
* @param {Int} y
* @returns {Int}
* @memberof Game_Map
*/
canvasToMapY(y: number): number;
/**
* Auto plays the game map.
*
* @memberof Game_Map
*/
autoplay(): void;
refreshIfNeeded(): void;
refresh(): void;
refreshTileEvents(): void;
/**
* Returns the game events at the specified
* x and y position.
* @param {Int} x
* @param {Int} y
* @returns {Array<Game_Event>}
* @memberof Game_Map
*/
eventsXy(x: number, y: number): Game_Event[];
eventsXyNt(x: number, y: number): Game_Event[];
tileEventsXy(x: number, y: number): Game_Event[];
eventIdXy(x: number, y: number): number;
scrollDown(distance: number): void;
scrollLeft(distance: number): void;
scrollRight(distance: number): void;
scrollUp(distance: number): void;
/**
* Returns true if the x and y coordinates are valid.
*
* @param {Int} x
* @param {Int} y
* @returns {Bool}
* @memberof Game_Map
*/
isValid(x: number, y: number): boolean;
checkPassage(x: number, y: number, bit: number): boolean;
/**
* Returns the tile id at the specified x, y, and z coordinates.
*
* @param {Int} x
* @param {Int} y
* @param {Int} z
* @returns {Int}
* @memberof Game_Map
*/
tileId(x: number, y: number, z: number): number;
layeredTiles(x: number, y: number): number[];
allTiles(x: number, y: number): number[];
autotileType(x: number, y: number, z: number): number;
isPassable(x: number, y: number, d: number): boolean;
isBoatPassable(x: number, y: number): boolean;
isShipPassable(x: number, y: number): boolean;
isAirshipLandOk(x: number, y: number): boolean;
checkLayeredTilesFlags(x: number, y: number, bit: number): boolean;
/**
* Returns true if the specified element at the given x and y coordinates
* is a ladder.
* @param {Int} x
* @param {Int} y
* @returns {Bool}
* @memberof Game_Map
*/
isLadder(x: number, y: number): boolean;
isBush(x: number, y: number): boolean;
isCounter(x: number, y: number): boolean;
isDamageFloor(x: number, y: number): boolean;
terrainTag(x: number, y: number): number;
regionId(x: number, y: number): number;
startScroll(direction: number, distance: number, speed: number): void;
isScrolling(): boolean;
/**
* Updates the game map, given that the scene is active.
*
* @param {Bool} sceneActive
* @memberof Game_Map
*/
update(sceneActive: boolean): void;
updateScroll(): void;
scrollDistance(): number;
doScroll(direction: number, distance: number): void;
/**
* Updates all events on the map.
*
* @memberof Game_Map
*/
updateEvents(): void;
/**
* Updates all game vehicles on the map.
*
* @memberof Game_Map
*/
updateVehicles(): void;
/**
* Updates the map parallaxes.
*
* @memberof Game_Map
*/
updateParallax(): void;
/**
* Changes them ap tileset, given the tileset id.
*
* @param {Int} tilesetId
* @memberof Game_Map
*/
changeTileset(tilesetId: number): void;
changeBattleback(battleback1Name: string, battleback2Name: string): void;
changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void;
/**
* Updates the map's game interpreter.
*
* @memberof Game_Map
*/
updateInterpreter(): void;
/**
* Unlocks an event on the map given the event id.
*
* @param {Int} eventId
* @memberof Game_Map
*/
unlockEvent(eventId: number): void;
setupStartingEvent(): boolean;
setupTestEvent(): boolean;
setupStartingMapEvent(): boolean;
/**
* Sets up an auto run common event.
*
* @returns {Bool}
* @memberof Game_Map
*/
setupAutorunCommonEvent(): boolean;
/**
* Returns true if any event is starting on the map.
*
* @returns {Bool}
* @memberof Game_Map
*/
isAnyEventStarting(): boolean;
}
declare namespace rm.types {
export const enum MessageBackgroundType {
base = -1,
}
}
declare namespace rm.types {
export const enum MessagePositionType {
base = -1,
}
}
declare namespace rm.types {
export const enum ChoiceDefaultType {
base = -1,
}
}
declare namespace rm.types {
export const enum ChoiceCancelType {
base = -1,
}
}
declare namespace rm.types {
export const enum ChocieBackgroundType {
base = -1,
}
}
declare namespace rm.types {
export const enum ChoicePositionType {
base = -1,
}
}
declare class Game_Message {
constructor();
_texts: string[];
_choices: string[];
_faceName: string;
_faceIndex: number;
_background: rm.types.MessageBackgroundType;
_positionType: rm.types.MessagePositionType;
_choiceDefaultType: rm.types.ChoiceDefaultType;
_choiceCancelType: rm.types.ChoiceCancelType;
_choiceBackground: rm.types.ChocieBackgroundType;
_choicePositionType: rm.types.ChoicePositionType;
_numInputVariableId: number;
_numInputMaxDigits: number;
_itemChoiceVariableId: number;
_itemChoiceItypeId: number;
_scrollMode: boolean;
_scrollSpeed: number;
_scrollNoFast: boolean;
_choiceCallback: (n: number) => void;
initialize(): void;
clear(): void;
choices(): string[];
/**
* Returns the name of the face image used for the message.
*
* @returns {String}
* @memberof Game_Message
*/
faceName(): string;
/**
* Returns the face index within the face image to display the
* correct face.
* @returns {number}
* @memberof Game_Message
*/
faceIndex(): number;
/**
* Returns the background associated with the message;
* this is the background
* @returns {number}
* @memberof Game_Message
*/
background(): number;
/**
* Returns the current position type of the message window.
*
* @returns {number}
* @memberof Game_Message
*/
positionType(): number;
choiceDefaultType(): number;
choiceCancelType(): number;
/**
* Returns the background type of the choice window.
*
* @returns {number}
* @memberof Game_Message
*/
choiceBackground(): number;
/**
* Returns the position of the choice window.
*
* @returns {number}
* @memberof Game_Message
*/
choicePositionType(): number;
/**
* Returns the number input variable id.
*
* @returns {number}
* @memberof Game_Message
*/
numInputVariableId(): number;
/**
* Returns the number input maximum digits.
*
* @returns {number}
* @memberof Game_Message
*/
numInputMaxDigits(): number;
/**
* Returns the item choice variable id.
*
* @returns {number}
* @memberof Game_Message
*/
itemChoiceVariableId(): number;
/**
* Returns the item choice item type id.
*
* @returns {number}
* @memberof Game_Message
*/
itemChoiceItypeId(): number;
/**
* Returns true if the scroll mode is set to true.
*
* @returns {boolean}
* @memberof Game_Message
*/
scrollMode(): boolean;
/**
* Returns the scroll speed.
*
* @returns {number}
* @memberof Game_Message
*/
scrollSpeed(): number;
/**
* Returns true if the scroll is set to not being fast.
*
* @returns {boolean}
* @memberof Game_Message
*/
scrollNoFast(): boolean;
/**
* Adds text to the game message object.
*
* @param {String} text
* @memberof Game_Message
*/
add(text: string): void;
setFaceImage(faceName: string, faceIndex: number): void;
/**
* Sets the background of the message window;
* options are 0 (fully opaque), 1 (transparent), 2 (invisible background).
* The default is 0.
* @param {number} background
* @memberof Game_Message
*/
setBackground(background: number): void;
/**
* Sets the position of the message window;
* default is 2.
* @param {number} positionType
* @memberof Game_Message
*/
setPositionType(positionType: number): void;
/**
* Sets the choices within the choice window;
* sets the default and cancel choices for the window.
* @param {Array<String>} choices
* @param {number} defaultType
* @param {number} cancelType
* @memberof Game_Message
*/
setChoices(choices: string[], defaultType: number, cancelType: number): void;
setChoiceBackground(background: number): void;
/**
* Sets the position of the choice window associated with the
* message window.
* @param {number} positionType
* @memberof Game_Message
*/
setChoicePositionType(positionType: number): void;
/**
* Sets the number input and associates it with a variable id;
* the max number of digits can also be set.
* @param {number} variableId
* @param {number} maxDigits
* @memberof Game_Message
*/
setNumberInput(variableId: number, maxDigits: number): void;
/**
* Sets the choice and associates it with a variable id;
* sets the itemtype id associated with the choice.
* @param {number} variableId
* @param {number} itemType
* @memberof Game_Message
*/
setItemChoice(variableId: number, itemType: number): void;
/**
* Sets the scroll speed of the message window;
* disable fast movement if noFast is set to true.
* @param {number} speed
* @param {boolean} noFast
* @memberof Game_Message
*/
setScroll(speed: number, noFast: boolean): void;
/**
* Sets a callback to be associated with a specific choice;
* a callback is a JavaScript function that will be run when the
* choice is selected.
* @param {((n: number) => Void)} callback
* @memberof Game_Message
*/
setChoiceCallback(callback: (n: number) => void): void;
onChoice(n: number): void;
/**
* Returns true if the game message object has text.
*
* @returns {boolean}
* @memberof Game_Message
*/
hasText(): boolean;
/**
* Returns true if the game message object has a set of choices.
*
* @returns {boolean}
* @memberof Game_Message
*/
isChoice(): boolean;
/**
* Returns true if the game message object has a number input attached.
*
* @returns {boolean}
* @memberof Game_Message
*/
isNumberInput(): boolean;
/**
* Returns true if the game message object has an item choice attached.
*
* @returns {boolean}
* @memberof Game_Message
*/
isItemChoice(): boolean;
/**
* Returns true if the game message object has text, choices, number input,
* or item choice.
* @returns {boolean}
* @memberof Game_Message
*/
isBusy(): boolean;
/**
* Creates a new page for the text within the message window.
*
* @memberof Game_Message
*/
newPage(): void;
/**
* Returns all of the text contained within the message.
*
* @returns {String}
* @memberof Game_Message
*/
allText(): string;
}
/**
* Superclass of Game_Party & Game_Troop
*
* @class Game_Unit
*/
declare class Game_Unit {
constructor();
_inBattle: boolean;
initialize(): void;
/**
* Returns true if unit is in battle.
*
* @returns {boolean}
* @memberof Game_Unit
*/
inBattle(): boolean;
/**
* Returns the list of battlers.
*
* @returns {Array<Game_Battler>}
* @memberof Game_Unit
*/
members(): Game_Battler[];
/**
* Returns the list of alive battlers.
*
* @returns {Array<Game_Battler>}
* @memberof Game_Unit
*/
aliveMembers(): Game_Battler[];
/**
* Returns the list of dead battlers.
*
* @returns {Array<Game_Battler>}
* @memberof Game_Unit
*/
deadMembers(): Game_Battler[];
/**
* Returns the list of movable members.
*
* @returns {Array<Game_Battler>}
* @memberof Game_Unit
*/
movableMembers(): Game_Battler[];
/**
* Clears the unit's actions.
*
* @memberof Game_Unit
*/
clearActions(): void;
/**
* Returns the agility of the unit.
*
* @returns {Int}
* @memberof Game_Unit
*/
agility(): number;
tgrSum(): number;
/**
* Returns a random target from the game unit.
*
* @returns {Game_Battler}
* @memberof Game_Unit
*/
randomTarget(): Game_Battler;
/**
* Returns a random dead target from the game unit.
*
* @returns {Game_Battler}
* @memberof Game_Unit
*/
randomDeadTarget(): Game_Battler;
smoothTarget(index: number): Game_Battler;
smoothDeadTarget(index: number): Game_Battler;
/**
* Clears the action results.
*
* @memberof Game_Unit
*/
clearResults(): void;
/**
* Handler for when battle is started.
*
* @memberof Game_Unit
*/
onBattleStart(): void;
/**
* Handler for when battle has ended.
*
* @memberof Game_Unit
*/
onBattleEnd(): void;
/**
* Creates the action's of the game unit.
*
* @memberof Game_Unit
*/
makeActions(): void;
/**
* Selects a member of the unit given a battler.
*
* @param {Game_Battler} activeMember
* @memberof Game_Unit
*/
select(activeMember: Game_Battler): void;
/**
* Returns true if all members of the unit are dead.
*
* @returns {Bool}
* @memberof Game_Unit
*/
isAllDead(): boolean;
substituteBattler(): Game_Battler;
}
/**
* The game object for the party. Contains information
* such as gold and items.
*/
declare class Game_Party extends Game_Unit {
protected constructor();
_gold: number;
_steps: number;
_lastItem: Game_Item;
_menuActorId: number;
_targetActorId: number;
_actors: Game_Actor[];
/**
* Data structure.
* [ItemId:Int] : Int
*/
_items: { [key: string]: any };
/**
* Data structure.
* [weaponId:Int] : Int
*/
_weapons: { [key: string]: any };
/**
* Data structure.
* [armorId:Int] : Int
*/
_armors: { [key: string]: any };
/**
* Returns all party members.
*
* @returns {Array<Game_Actor>}
* @memberof Game_Party
*/
members(): Game_Actor[];
/**
* Returns the living party members.
*
* @returns {Array<Game_Actor>}
* @memberof Game_Party
*/
aliveMembers(): Game_Actor[];
/**
* Returns the dead party members.
*
* @returns {Array<Game_Actor>}
* @memberof Game_Party
*/
deadMembers(): Game_Actor[];
/**
* Returns the movable members in the party.
*
* @returns {Array<Game_Actor>}
* @memberof Game_Party
*/
movableMembers(): Game_Actor[];
/**
* Returns the battle members in the party.
*
* @returns {Array<Game_Actor>}
* @memberof Game_Party
*/
battleMembers(): Game_Actor[];
/**
* Initialize all party items.
*
* @memberof Game_Party
*/
initAllItems(): void;
/**
* Returns true if the game party exists.
*
* @returns {Bool}
* @memberof Game_Party
*/
exists(): boolean;
/**
* Returns the size of the party.
*
* @returns {Int}
* @memberof Game_Party
*/
size(): number;
/**
* Returns true if the game party is empty.
*
* @returns {Bool}
* @memberof Game_Party
*/
isEmpty(): boolean;
/**
* Returns the maximum battle members in the party.
*
* @returns {Int}
* @memberof Game_Party
*/
maxBattleMembers(): number;
/**
* Returns the leader of the party.
*
* @returns {Game_Actor}
* @memberof Game_Party
*/
leader(): Game_Actor;
/**
* Revive the battle members of the party.
*
* @memberof Game_Party
*/
reviveBattleMembers(): void;
items(): rm.types.Item[];
/**
* Returns the weapons of the party.
*
* @returns {Array<RPG.Weapon>}
* @memberof Game_Party
*/
weapons(): rm.types.Weapon[];
/**
* Returns the party's armor.
*
* @returns {Array<RPG.Armor>}
* @memberof Game_Party
*/
armors(): rm.types.Armor[];
/**
* Returns the party's equippable items.
*
* @returns {Array<RPG.EquipItem>}
* @memberof Game_Party
*/
equipItems(): rm.types.EquipItem[];
/**
* Returns all items within the party's posession.
* Items can be of equip item, or item type.
* @returns {Array<RPG.BaseItem>}
* @memberof Game_Party
*/
allItems(): rm.types.BaseItem[];
itemContainer(item: rm.types.BaseItem): { ItemId: number };
/**
* Sets up the starting party members.
*
* @memberof Game_Party
*/
setupStartingMembers(): void;
name(): string;
/**
* Sets up a test battle with the party.
*
* @memberof Game_Party
*/
setupBattleTest(): void;
/**
* Sets up the battle test members.
*
* @memberof Game_Party
*/
setupBattleTestMembers(): void;
/**
* Sets up the battle test items.
*
* @memberof Game_Party
*/
setupBattleTestItems(): void;
/**
* Returns the highest level in the party.
*
* @returns {Int}
* @memberof Game_Party
*/
highestLevel(): number;
/**
* Adds an actor to the party given the actor id.
*
* @param {Int} actorId
* @memberof Game_Party
*/
addActor(actorId: number): void;
/**
* Removes an actor from the party given the actor id.
*
* @param {Int} actorId
* @memberof Game_Party
*/
removeActor(actorId: number): void;
/**
* Returns party gold.
*
* @returns {Int}
* @memberof Game_Party
*/
gold(): number;
/**
* Increases the party gold given a specified amount.
*
* @param {Int} amount
* @memberof Game_Party
*/
gainGold(amount: number): void;
/**
* Decreases the party gold given a specified amount.
*
* @param {Int} amount
* @memberof Game_Party
*/
loseGold(amount: number): void;
/**
* Returns maximum gold of the party.
*
* @returns {Int}
* @memberof Game_Party
*/
maxGold(): number;
/**
* Returns the Int of steps the party has taken.
*
* @returns {Int}
* @memberof Game_Party
*/
steps(): number;
/**
* Increases the Int of steps the party has taken.
*
* @memberof Game_Party
*/
increaseSteps(): void;
/**
* Returns the Int of items in the possession of the party of the
* given item.
* @param {RPG.BaseItem} item
* @returns {Int}
* @memberof Game_Party
*/
numItems(item: rm.types.BaseItem): number;
/**
* Returns the maximum Int of items of the given item.
*
* @param {RPG.BaseItem} item
* @returns {Int}
* @memberof Game_Party
*/
maxItems(item: rm.types.BaseItem): number;
hasMaxItems(item: rm.types.BaseItem): boolean;
/**
* Returns true if the party has the given item;
* if includeEquip is set to true, this will also check party equipment.
* @param {RPG.BaseItem} item
* @param {Bool} includeEquip
* @returns {Bool}
* @memberof Game_Party
*/
hasItem(item: rm.types.BaseItem, includeEquip: boolean): boolean;
/**
* Returns true if any party member has the specified equip item.
*
* @param {RPG.EquipItem} item
* @returns {Bool}
* @memberof Game_Party
*/
isAnyMemberEquipped(item: rm.types.EquipItem): boolean;
gainItem(item: rm.types.BaseItem, amount: number, includeEquip: boolean): void;
discardMembersEquip(item: rm.types.EquipItem, amount: number): void;
loseItem(item: rm.types.BaseItem, amount: number, includeEquip: boolean): void;
/**
* Has the party consume the given item.
*
* @param {RPG.BaseItem} item
* @memberof Game_Party
*/
consumeItem(item: rm.types.BaseItem): void;
/**
* Returns true if the party can use the item.
*
* @param {RPG.BaseItem} item
* @returns {Bool}
* @memberof Game_Party
*/
canUse(item: rm.types.BaseItem): boolean;
canInput(): boolean;
/**
* Handler for when the player walks.
*
* @memberof Game_Party
*/
onPlayerWalk(): void;
/**
* Returns the actor that will be used in the current menu;
* this is for menu scenes that target one actor.
* @returns {Game_Actor}
* @memberof Game_Party
*/
menuActor(): Game_Actor;
setMenuActor(actor: Game_Actor): void;
makeMenuActorNext(): void;
makeMenuActorPrevious(): void;
targetActor(): Game_Actor;
setTargetActor(actor: Game_Actor): void;
/**
* Returns the last item selected by the game party.
*
* @returns {RPG.BaseItem}
* @memberof Game_Party
*/
lastItem(): rm.types.BaseItem;
setLastItem(item: rm.types.BaseItem): void;
swapOrder(index1: number, index2: number): void;
/**
* Returns the characters that go on the save life.
*
* @returns {Array<Array<any>>}
* @memberof Game_Party
*/
charactersForSavefile(): any[][];
/**
* Returns the actor faces for the save file.
*
* @returns {Array<Array<any>>}
* @memberof Game_Party
*/
facesForSavefile(): any[][];
partyAbility(abilityId: number): boolean;
/**
* Returns true if the encounter rate is set to half.
*
* @returns {Bool}
* @memberof Game_Party
*/
hasEncounterHalf(): boolean;
/**
* Returns true if the encounter rate is set to none.
*
* @returns {Bool}
* @memberof Game_Party
*/
hasEncounterNone(): boolean;
hasCancelSurprise(): boolean;
/**
* Returns true if the party has an increased chance of preemptive strike.
*
* @returns {Bool}
* @memberof Game_Party
*/
hasRaisePreemptive(): boolean;
/**
* Returns true if the party has double gold in effect.
*
* @returns {Bool}
* @memberof Game_Party
*/
hasGoldDouble(): boolean;
hasDropItemDouble(): boolean;
ratePreemptive(troopAgi: number): number;
rateSurprise(troopAgi: number): number;
/**
* Performs victory motion for the entire party.
*
* @memberof Game_Party
*/
performVictory(): void;
/**
* Performs escape motion for the entire party.
*
* @memberof Game_Party
*/
performEscape(): void;
/**
* Remove battle states from all actors in the party.
*
* @memberof Game_Party
*/
removeBattleStates(): void;
/**
* Refreshes the motion on all actors in the party.
*
* @memberof Game_Party
*/
requestMotionRefresh(): void;
static ABILITY_ENCOUNTER_HALF: number;
static ABILITY_ENCOUNTER_NONE: number;
static ABILITY_CANCEL_SURPRISE: number;
static ABILITY_RAISE_PREEMPTIVE: number;
static ABILITY_GOLD_DOUBLE: number;
static ABILITY_DROP_ITEM_DOUBLE: number;
}
/**
* -----------
* The game object class for a picture.
*
*/
declare class Game_Picture {
constructor();
/**
* _name property of the current picture.
*
* @protected
* @type {string}
* @memberof Game_Picture
*/
_name: string;
_origin: number;
_x: number;
_y: number;
_scaleX: number;
_scaleY: number;
_opacity: number;
/**
* Blend Mode, accepts an integer.
*/
_blendMode: number;
_targetX: number;
_targetY: number;
_targetScaleX: number;
_targetScaleY: number;
_targetOpacity: number;
_duration: number;
/**
* Tone of the picture, in RGB format.
* 0 - 255, for all three tone elements.
*/
_tone: number[];
_toneTarget: number[];
_toneDuration: number;
_angle: number;
_rotationSpeed: number;
initialize(): void;
/**
* Returns the name of the game picture.
*
* @returns {string}
* @memberof Game_Picture
*/
name(): string;
/**
* Returns the origin of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
origin(): number;
/**
* Returns the picture x coordinate.
*
* @returns {number}
* @memberof Game_Picture
*/
x(): number;
/**
* Returns the picture y coordinate.
*
* @returns {number}
* @memberof Game_Picture
*/
y(): number;
/**
* Returns x scale of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
scaleX(): number;
/**
* Returns the y scale of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
scaleY(): number;
/**
* Returns the opacity of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
opacity(): number;
/**
* Returns the blend mode of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
blendMode(): number;
/**
* Returns the tone of the game picture.
*
* @returns {Array<number>}
* @memberof Game_Picture
*/
tone(): number[];
/**
* Returns the angle of the game picture.
*
* @returns {number}
* @memberof Game_Picture
*/
angle(): number;
initBasic(): void;
initTarget(): void;
initTone(): void;
initRotation(): void;
show(name: string, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number): void;
move(origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void;
rotate(speed: number): void;
tint(tone: number[], duration: number): void;
/**
* Erases the game picture.
*
* @memberof Game_Picture
*/
erase(): void;
/**
* Updates the game picture.
*
* @memberof Game_Picture
*/
update(): void;
/**
* Updates the movement of the game picture.
*
* @memberof Game_Picture
*/
updateMove(): void;
/**
* Updates the tone of the game picture.
*
* @memberof Game_Picture
*/
updateTone(): void;
/**
* Updates the rotation of the game picture.
*
* @memberof Game_Picture
*/
updateRotation(): void;
}
/**
* The game object class for the player. It contains,
* encounter information, x, y, vehicle type, and whether
* the player is dashing. The Game Player State is this
* object.
*/
declare class Game_Player extends Game_Character {
protected constructor();
_vehicleType: string;
_vehicleGettingOn: boolean;
_vehicleGettingOff: boolean;
_dashing: boolean;
_needsMapReload: boolean;
_transferring: boolean;
_newX: number;
_newY: number;
_newDirection: rm.types.Direction;
_fadeType: number;
_followers: Game_Followers;
_encounterCount: number;
/**
* Clears the transfer information for the player.
*
* @memberof Game_Player
*/
clearTransferInfo(): void;
/**
* Returns the player followers (party members).
*
* @returns {Game_Followers}
* @memberof Game_Player
*/
followers(): Game_Followers;
/**
* Refreshes the game player.
*
* @memberof Game_Player
*/
refresh(): void;
/**
* Returns true if the player is stopping.
*
* @returns {Bool}
* @memberof Game_Player
*/
isStopping(): boolean;
/**
* Reserves a transfer of the player to the specified map, at the given
* x and y coordinates, facing the given direction (d). Using a specific fade.
* @param {Int} mapId
* @param {Int} x
* @param {Int} y
* @param {Int} [d]
* @param {Int} [fadeType]
* @memberof Game_Player
*/
reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void;
requestMapReload(): void;
isTransferring(): boolean;
/**
* Returns the new map id.
*
* @returns {Int}
* @memberof Game_Player
*/
newMapId(): number;
fadeType(): number;
/**
* Performs a transfer of the player to a different area or map.
*
* @memberof Game_Player
*/
performTransfer(): void;
isMapPassable(x: number, y: number, d: number): boolean;
/**
* Returns the current vehicles the player is riding in.
*
* @returns {Game_Vehicle}
* @memberof Game_Player
*/
vehicle(): Game_Vehicle;
/**
* Returns true if the player is in a boat.
*
* @returns {Bool}
* @memberof Game_Player
*/
isInBoat(): boolean;
/**
* Returns true if the player is in a ship.
*
* @returns {Bool}
* @memberof Game_Player
*/
isInShip(): boolean;
/**
* Returns true if the player is in an airship.
*
* @returns {Bool}
* @memberof Game_Player
*/
isInAirship(): boolean;
/**
* Returns true if the player is in a vehicle.
*
* @returns {Bool}
* @memberof Game_Player
*/
isInVehicle(): boolean;
/**
* Returns true if the player is in their normal state.
*
* @returns {Bool}
* @memberof Game_Player
*/
isNormal(): boolean;
/**
* Returns true if the player is dashing.
*
* @returns {Bool}
* @memberof Game_Player
*/
isDashRing(): boolean;
isDebugThrough(): boolean;
isCollided(x: number, y: number): boolean;
/**
* Returns the player's center x coordinate.
*
* @returns {Int}
* @memberof Game_Player
*/
centerX(): number;
/**
* Returns the player's center y coordinate.
*
* @returns {Int}
* @memberof Game_Player
*/
centerY(): number;
center(x: number, y: number): void;
locate(x: number, y: number): void;
increaseSteps(): void;
/**
* Creates the encounter count for the player.
*
* @memberof Game_Player
*/
makeEncounterCount(): void;
/**
* Creates the encounter troop id and returns it.
*
* @returns {Int}
* @memberof Game_Player
*/
makeEncounterTroopId(): number;
meetsEncounterConditions(encounter: rm.types.MapEncounter): boolean;
/**
* Executes an encounter.
*
* @returns {Bool}
* @memberof Game_Player
*/
executeEncounter(): boolean;
/**
* Has the player start a map event at the given x and y coordinates.
* Also passing the triggers and whether the event start is normal.
* @param {Int} x
* @param {Int} y
* @param {Array<Int>} triggers
* @param {Bool} normal
* @memberof Game_Player
*/
startMapEvent(x: number, y: number, triggers: number[], normal: boolean): void;
moveByInput(): void;
/**
* Returns true if the player can move.
*
* @returns {Bool}
* @memberof Game_Player
*/
canMove(): boolean;
/**
* Gets the input direction of the player as a Int.
*
* @returns {Int}
* @memberof Game_Player
*/
getInputDirection(): number;
executeMove(direction: number): void;
update(sceneActive?: boolean): void;
/**
* Updates the dashing of the player.
*
* @memberof Game_Player
*/
updateDashing(): void;
/**
* Returns true if the dash button is pressed.
*
* @returns {Bool}
* @memberof Game_Player
*/
isDashButtonPressed(): boolean;
updateScroll(lastScrolledX: number, lastScrolledY: number): void;
/**
* Updates the vehicle.
*
* @memberof Game_Player
*/
updateVehicle(): void;
/**
* Updates the player getting on the vehicle.
*
* @memberof Game_Player
*/
updateVehicleGetOn(): void;
/**
* Updates the player getting off the vehicle.
*
* @memberof Game_Player
*/
updateVehicleGetOff(): void;
updateNonmoving(wasMoving: boolean): void;
triggerAction(): boolean;
triggerButtonAction(): boolean;
/**
* Returns true if the player triggered a touch action.
*
* @returns {Bool}
* @memberof Game_Player
*/
triggerTouchAction(): boolean;
triggerTouchActionD1(x1: number, y1: number): boolean;
triggerTouchActionD2(x2: number, y2: number): boolean;
triggerTouchActionD3(x2: number, y2: number): boolean;
/**
* Updates the player encounter count.
*
* @memberof Game_Player
*/
updateEncounterCount(): void;
/**
* Returns true if the player can encounter enemies.
*
* @returns {Bool}
* @memberof Game_Player
*/
canEncounter(): boolean;
/**
* Returns the encounter progress value of the player.
*
* @returns {Int}
* @memberof Game_Player
*/
encounterProgressValue(): number;
checkEventTriggerHere(triggers: number[]): void;
checkEventTriggerThere(triggers: number[]): void;
/**
* Returns true if the player can start local events.
*
* @returns {Bool}
* @memberof Game_Player
*/
canStartLocalEvents(): boolean;
/**
* Returns true if the player is getting on/off a vehicle.
*
* @returns {Bool}
* @memberof Game_Player
*/
getOnOffVehicle(): boolean;
/**
* Returns true if the player is getting on a vehicle.
*
* @returns {Bool}
* @memberof Game_Player
*/
getOnVehicle(): boolean;
/**
* Returns true if the player is getting off a vehicle.
*
* @returns {Bool}
* @memberof Game_Player
*/
getOffVehicle(): boolean;
/**
* Forces the player to move forward.
*
* @memberof Game_Player
*/
forceMoveForward(): void;
/**
* Returns true if the player is on a floor that does damage.
*
* @returns {Bool}
* @memberof Game_Player
*/
isOnDamageFloor(): boolean;
/**
* Moves the player straight, given a direction.
*
* @param {Int} d
* @memberof Game_Player
*/
moveStraight(d: number): void;
/**
* Moves the player diagonally, given a horizontal
* and vertical direction. The numpad represents the directions.
* @param {Int} horz
* @param {Int} vert
* @memberof Game_Player
*/
moveDiagonally(horz: number, vert: number): void;
/**
* Has the player jump in the given direction at the specified
* x and y coordinate. This x and y will be added to the player's current
* position.
* @param {Int} xPlus
* @param {Int} yPlus
* @memberof Game_Player
*/
jump(xPlus: number, yPlus: number): void;
/**
* Shows the player followers.
*
* @memberof Game_Player
*/
showFollowers(): void;
/**
* Hides the player followers.
*
* @memberof Game_Player
*/
hideFollowers(): void;
/**
* Gather followers around the player.
*
* @memberof Game_Player
*/
gatherFollowers(): void;
/**
* Returns true if the followers are currently gathering.
*
* @returns {Bool}
* @memberof Game_Player
*/
areFollowersGathering(): boolean;
/**
* Returns true if the followers are gathered.
*
* @returns {Bool}
* @memberof Game_Player
*/
areFollowersGathered(): boolean;
}
/**
* The game object class for screen effect data, such as
* changes in color tone and flashes.
* aliased as $gameScreen.
* @class Game_Screen
*/
declare class Game_Screen {
constructor();
initialize(): void;
clear(): void;
/**
* Handler for when the battle starts in game; prepares
* the screen for the battle scene.
* @memberof Game_Screen
*/
onBattleStart(): void;
/**
* Returns the brightness of the game screen.
*
* @returns {number}
* @memberof Game_Screen
*/
brightness(): number;
tone(): number[];
flashColor(): number[];
shake(): number;
/**
* Returns the zoom x coordinate of the screen.
*
* @returns {number}
* @memberof Game_Screen
*/
zoomX(): number;
/**
* Returns the zoom y coordiante of the screen.
*
* @returns {number}
* @memberof Game_Screen
*/
zoomY(): number;
/**
* Returns the zoom scale of the screen.
*
* @returns {number}
* @memberof Game_Screen
*/
zoomScale(): number;
/**
* Returns the current weather type.
*
* @returns {string}
* @memberof Game_Screen
*/
weatherType(): string;
/**
* Returns the weather power.
*
* @returns {number}
* @memberof Game_Screen
*/
weatherPower(): number;
/**
* Returns the specified picture given the picture id.
*
* @param {number} pictureId
* @returns {Game_Picture}
* @memberof Game_Screen
*/
picture(pictureId: number): Game_Picture;
/**
* Returns the real picture id, given the picture id.
*
* @param {number} pictureId
* @returns {number}
* @memberof Game_Screen
*/
realPictureId(pictureId: number): number;
/**
* Clears the screen fade.
*
* @memberof Game_Screen
*/
clearFade(): void;
/**
* Clears the screen tone.
*
* @memberof Game_Screen
*/
clearTone(): void;
/**
* Clears the screen flash.
*
* @memberof Game_Screen
*/
clearFlash(): void;
/**
* Clears the screen shake.
*
* @memberof Game_Screen
*/
clearShake(): void;
/**
* Clears the screen zoom.
*
* @memberof Game_Screen
*/
clearZoom(): void;
/**
* Clears the screen weather.
*
* @memberof Game_Screen
*/
clearWeather(): void;
/**
* Clears the pictures set on the game screen.
*
* @memberof Game_Screen
*/
clearPictures(): void;
/**
* Erases the battle pictures.
*
* @memberof Game_Screen
*/
eraseBattlePictures(): void;
/**
* Returns the maximum number of pictures set on the game screen.
*
* @returns {number}
* @memberof Game_Screen
*/
maxPictures(): number;
startFadeOut(duration: number): void;
startFadeIn(duration: number): void;
startTint(tone: number[], duration: number): void;
startFlash(color: number[], duration: number): void;
startShake(power: number, speed: number, duration: number): void;
startZoom(x: number, y: number, scale: number, duration: number): void;
setZoom(x: number, y: number, scale: number): void;
changeWeather(type: string, power: number, duration: number): void;
/**
* Updates the game screen.
*
* @memberof Game_Screen
*/
update(): void;
/**
* Updates the screen fade out.
*
* @memberof Game_Screen
*/
updateFadeOut(): void;
/**
* Updates the screen fade in.
*
* @memberof Game_Screen
*/
updateFadeIn(): void;
/**
* Updates the screen tone.
*
* @memberof Game_Screen
*/
updateTone(): void;
/**
* Update the screen flash.
*
* @memberof Game_Screen
*/
updateFlash(): void;
/**
* Update the screen shake.
*
* @memberof Game_Screen
*/
updateShake(): void;
/**
* Update the screen zoom.
*
* @memberof Game_Screen
*/
updateZoom(): void;
/**
* Update the screen weather.
*
* @memberof Game_Screen
*/
updateWeather(): void;
/**
* Update the screen pictures.
*
* @memberof Game_Screen
*/
updatePictures(): void;
startFlashForDamage(): void;
showPicture(pictureId: number, name: string, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number): void;
movePicture(pictureId: number, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void;
rotatePicture(pictureId: number, speed: number): void;
tintPicture(pictureId: number, tone: number[], duration: number): void;
/**
* Erases a picture from the screen given the respected picture id.
*
* @param {number} pictureId
* @memberof Game_Screen
*/
erasePicture(pictureId: number): void;
}
/**
* The game object class for self switches.
*/
declare class Game_SelfSwitches {
constructor();
/**
* {key: Array<Any>}
*/
_data: { [key: string]: any };
initialize(): void;
/**
* Clears the array of data for the game's self switches.
*
* @memberof Game_SelfSwitches
*/
clear(): void;
/**
* Returns the value of the switch at the current key;
* the value is a boolean (true or false).
* @param {Array<any>} key
* @returns {boolean}
* @memberof Game_SelfSwitches
*/
value(key: any[]): boolean;
/**
* Sets the value of the key of the respected self switch.
*
* @param {Array<any>} key
* @param {boolean} value
* @memberof Game_SelfSwitches
*/
setValue(key: any[], value: boolean): void;
onChange(): void;
}
/**
* The game object class for game switches.
*
* @class Game_Switches
*/
declare class Game_Switches {
constructor();
_data: boolean[];
initialize(): void;
clear(): void;
value(switchId: number): boolean;
setValue(switchId: number, value: boolean): void;
onChange(): void;
}
declare namespace rm.types {
/**
* The data class for audio file.
*/
export type AudioFile = {
/**
* The sound file name.
*/
name: string;
/**
* The pan.
*/
pan: number;
/**
* The sound's pitch (50..150). The default value is 100.
*/
pitch: number;
/**
* The sound's volume (0..100). The default values are 100 for BGM and ME and 80 for BGS and SE.
*/
volume: number;
}
}
/**
* Game_System
* The game object class representing system data.
* @class Game_System
*/
declare class Game_System {
protected constructor();
initialize(): void;
isJapanese(): boolean;
isChinese(): boolean;
isKorean(): boolean;
isCJK(): boolean;
isRussian(): boolean;
isSideView(): boolean;
isAutoSaveEnabled(): boolean;
isSaveEnabled(): boolean;
/**
* Disables the ability to save the game.
*
* @memberof Game_System
*/
disableSave(): void;
/**
* Enables the ability to save the game.
*
* @memberof Game_System
*/
enableSave(): void;
/**
* Returns true if the menu is enabled.
*
* @returns {Bool}
* @memberof Game_System
*/
isMenuEnabled(): boolean;
/**
* Disables the menu from being accessed.
*
* @memberof Game_System
*/
disableMenu(): void;
/**
* Enables the menu to be accessed.
*
* @memberof Game_System
*/
enableMenu(): void;
isEncounterEnabled(): boolean;
/**
* Returns true if the player can encounter enemies.
*
* @memberof Game_System
*/
disableEncounter(): void;
enableEncounter(): void;
isFormationEnabled(): boolean;
/**
* Disables the use of the formation command in the menu.
*
* @memberof Game_System
*/
disableFormation(): void;
/**
* Enables the use of the formation command in the menu.
*
* @memberof Game_System
*/
enableFormation(): void;
/**
* Returns the number of battles the player has participated in.
*
* @returns {number}
* @memberof Game_System
*/
battleCount(): number;
/**
* Returns the number of the wins the player has gained in battle.
*
* @returns {number}
* @memberof Game_System
*/
winCount(): number;
/**
* Returns the number of battles the player has escaped from in battle.
*
* @returns {number}
* @memberof Game_System
*/
escapeCount(): number;
/**
* Returns the number of saves the player has made in game.
*
* @returns {number}
* @memberof Game_System
*/
saveCount(): number;
/**
* Returns the version id represented in the database.
*
* @returns {number}
* @memberof Game_System
*/
versionId(): number;
/**
* Returns the current save file id
*
* @returns {number}
* @memberof Game_System
*/
savefileId(): number;
/**
* Sets the save file id
*
* @returns {Void}
* @memberof Game_System
*/
setSavefileId(savefileId: number): void;
/**
* Returns the tone of the window in the database.
*
* @returns {Array<Int>}
* @memberof Game_System
*/
windowTone(): number[];
/**
* Sets the window tone, given an array
* of rgb. Example: [0, 255, 255].
* @param {Array<Int>} value
* @memberof Game_System
*/
setWindowTone(value: number[]): void;
/**
* Returns the current battle background music.
*
* @returns {AudioFile}
* @memberof Game_System
*/
battleBgm(): rm.types.AudioFile;
/**
* Sets the battle background music.
*
* @param {AudioFile} value
* @memberof Game_System
*/
setBattleBgm(value: rm.types.AudioFile): void;
/**
* Returns the victory musical effect.
*
* @returns {AudioFile}
* @memberof Game_System
*/
victoryMe(): rm.types.AudioFile;
/**
* Sets the victory musical effect.
*
* @param {AudioFile} value
* @memberof Game_System
*/
setVictoryMe(value: rm.types.AudioFile): void;
/**
* Returns the defeat musical effect.
*
* @returns {AudioFile}
* @memberof Game_System
*/
defeatMe(): rm.types.AudioFile;
onBattleStart(): void;
onBattleWin(): void;
onBattleEscape(): void;
onBeforeSave(): void;
onAfterLoad(): void;
/**
* Returns the total play time.
*
* @returns {number}
* @memberof Game_System
*/
playtime(): number;
playtimeText(): string;
/**
* Saves background music to the game system object.
*
* @memberof Game_System
*/
saveBgm(): void;
/**
* Replays the saved background music.
*
* @memberof Game_System
*/
replayBgm(): void;
/**
* Saves the walking background music.
*
* @memberof Game_System
*/
saveWalkingBgm(): void;
/**
* Replays the saved walking background music.
*
* @memberof Game_System
*/
replayWalkingBgm(): void;
/**
* Saves the second walking bgm from the map data.
*
* @memberof Game_System
*/
saveWalkingBgm2(): void;
/**
* Returns the main font face
*
* @returns {String}
* @memberof Game_System
*/
mainFontFace(): string;
/**
* Returns the font face for number
*
* @returns {String}
* @memberof Game_System
*/
numberFontFace(): string;
/**
* Returns the main font size
*
* @returns {Int}
* @memberof Game_System
*/
mainFontSize(): number;
/**
* Returns the window padding
*
* @returns {Int}
* @memberof Game_System
*/
windowPadding(): number;
}
/**
* The game object class for temporary data that is not
* included in the save data.
* @class Game_Temp
*/
declare class Game_Temp {
constructor();
_isPlaytest: boolean;
_commonEventId: number;
_destinationX: number;
_destinationY: number;
initialize(): void;
/**
* Determines if the game is in Play Test mode.
*
* @returns {boolean}
* @memberof Game_Temp
*/
isPlaytest(): boolean;
/**
* Reserves the given commonEventId to be processed later.
*
* @param {number} commonEventId
* @memberof Game_Temp
*/
reserveCommonEvent(commonEventId: number): void;
/**
* Clears the current reserved common event.
*
* @memberof Game_Temp
*/
clearCommonEvent(): void;
/**
* Returns true if a common event has been reserved.
*
* @returns {boolean}
* @memberof Game_Temp
*/
isCommonEventReserved(): boolean;
/**
* Returns common event data from the database.
*
* @returns {any}
* @memberof Game_Temp
*/
reservedCommonEvent(): any;
/**
* Sets the destination of the player for movement.
*
* @param {number} x
* @param {number} y
* @memberof Game_Temp
*/
setDestination(x: number, y: number): void;
/**
* Clears the destination of movement for the player.
*
* @memberof Game_Temp
*/
clearDestination(): void;
/**
* Determines if the destination for the player to move to is valid.
*
* @returns {boolean}
* @memberof Game_Temp
*/
isDestinationValid(): boolean;
/**
* Returns the x coordinate of the destination.
*
* @returns {number}
* @memberof Game_Temp
*/
destinationX(): number;
/**
* Returns the y coordinate of the destination.
*
* @returns {number}
* @memberof Game_Temp
*/
destinationY(): number;
}
/**
* The game object class for the timer.
*
* @class Game_Timer
*/
declare class Game_Timer {
constructor();
_frames: number;
_working: boolean;
initialize(): void;
/**
* Updates the game timer.
*
* @param {boolean} sceneActive
* @memberof Game_Timer
*/
update(sceneActive: boolean): void;
/**
* Starts the timer with the specified number of frames as count.
*
* @param {number} count
* @memberof Game_Timer
*/
start(count: number): void;
/**
* Stops the timer.
*
* @memberof Game_Timer
*/
stop(): void;
/**
* Returns true if the timer is working and counting down.
*
* @returns {boolean}
* @memberof Game_Timer
*/
isWorking(): void;
/**
* Returns the number of seconds on the timer.
*
* @returns {number}
* @memberof Game_Timer
*/
seconds(): number;
/**
* Handler for when the time expires on the timer.
*
* @memberof Game_Timer
*/
onExpire(): void;
}
declare namespace rm.types {
export type TroopMember = {
/**
* The enemy ID.
*/
enemyId: number;
/**
* The truth value of the [Appear Halfway] option.
*/
hidden: boolean;
/**
* The troop member's x-coordinate.
*/
x: number;
/**
* The troop member's y-coordinate.
*/
y: number;
}
}
declare namespace rm.types {
/**
* The data class of battle event [Conditions].
*/
export type PageCondition = {
/**
* The HP percentage specified in the [Actor] condition.
*/
actorHp: number;
/**
* The actor ID specified in the [Actor] condition.
*/
actorId: number;
/**
* The truth value indicating whether the [Actor] condition is valid.
*/
actorValid: boolean;
/**
* The HP percentage specified in the [Enemy] condition.
*/
enemyHp: number;
/**
* The troop member index specified in the [Enemy] condition (0..7).
*/
enemyIndex: number;
/**
* The truth value indicating whether the [Enemy] condition is valid.
*/
enemyValid: boolean;
/**
* The switch ID specified in the [Switch] condition.
*/
switchId: number;
/**
* The truth value indicating whether the [Switch] condition is valid.
*/
switchValid: boolean;
/**
* The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X.
*/
turnA: number;
/**
* The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X.
*/
turnB: number;
/**
* The truth value indicating whether the [At End of Turn] condition is valid.
*/
turnEnding: boolean;
/**
* The truth value indicating whether the [Turn No.] condition is valid.
*/
turnValid: boolean;
}
}
declare namespace rm.types {
/**
* The data class for battle events (pages).
*/
export type Page = {
/**
* Condition (RPG.Troop.Page.Condition).
*/
condition: rm.types.PageCondition;
/**
* Program contents. An RPG.EventCommand array.
*/
list: rm.types.EventCommand[];
/**
* Span (0: battle, 1: turn, 2: moment).
*/
span: number;
}
}
declare namespace rm.types {
export type Troop = {
/**
* The troop ID.
*/
id: number;
/**
* The troop members. An RPG.Troop.Member array.
*/
members: rm.types.TroopMember[];
/**
* The troop name.
*/
name: string;
/**
* The battle events. An RPG.Troop.Page array.
*/
pages: rm.types.Page[];
}
}
/**
* -----------------------------------------------------------------------------
* Game_Troop
*
* The game object declare class for a troop and the battle-related data.
* @class Game_Troop
*/
declare class Game_Temp extends Game_Unit {
constructor();
_interpreter: Game_Interpreter;
_troopId: number;
/**
* Returns all enemies in the battle.
*
* @returns {Array<Game_Enemy>}
* @memberof Game_Troop
*/
members(): Game_Enemy[];
/**
* Returns all alive enemies.
*
* @returns {Array<Game_Enemy>}
* @memberof Game_Troop
*/
aliveMembers(): Game_Enemy[];
/**
* Returns all dead enemies.
*
* @returns {Array<Game_Enemy>}
* @memberof Game_Troop
*/
deadMembers(): Game_Enemy[];
/**
* Returns movable enemies.
*
* @returns {Array<Game_Enemy>}
* @memberof Game_Troop
*/
movableMembers(): Game_Enemy[];
/**
* Returns true if event is running.
*
* @returns {boolean}
* @memberof Game_Troop
*/
isEventRunning(): boolean;
/**
* Updates the game interpreter.
*
* @memberof Game_Troop
*/
updateInterpreter(): void;
/**
* Returns the turn count.
*
* @returns {number}
* @memberof Game_Troop
*/
turnCount(): number;
clear(): void;
/**
* Returns troop information from the database.
*
* @returns {RPG.Troop}
* @memberof Game_Troop
*/
troop(): rm.types.Troop;
setup(troopId: number): void;
/**
* Creates unique names for each enemy.
*
* @memberof Game_Troop
*/
makeUniqueNames(): void;
/**
* Returns the letter table for enemy troops.
*
* @returns {Array<string>}
* @memberof Game_Troop
*/
letterTable(): string[];
/**
* Returns the name of enemies within the troop.
*
* @returns {Array<string>}
* @memberof Game_Troop
*/
enemyNames(): string[];
meetsConditions(page: rm.types.EventPage): boolean;
setupBattleEvent(): void;
/**
* Increases the turn number.
*
* @memberof Game_Troop
*/
increaseTurn(): void;
/**
* Returns the total exp of all members of the enemy troop.
*
* @returns {number}
* @memberof Game_Troop
*/
expTotal(): number;
/**
* Return the total gold of all enemies.
*
* @returns {number}
* @memberof Game_Troop
*/
goldTotal(): number;
/**
* Returns the gold rate based on game party gold rate.
*
* @returns {number}
* @memberof Game_Troop
*/
goldRate(): number;
/**
* Creates the drop items for all members of the enemy troop, and
* returns the item information.
* @returns {Array<RPG.BaseItem>}
* @memberof Game_Troop
*/
makeDropItems(): rm.types.BaseItem[];
static LETTER_TABLE_HALF: string[];
static LETTER_TABLE_FULL: string[];
}
/**
* The game object class for game variables.
*/
declare class Game_Variables {
constructor();
_data: number[];
initialize(): void;
clear(): void;
value(variableId: number): number;
setValue(variableId: number, value: number): void;
onChange(): void;
}
declare namespace rm.types {
/**
* The data class for vehicles.
*/
export type SystemVehicle = {
/**
* The vehicle's BGM (RPG.AudioFile).
*/
bgm: rm.types.AudioFile;
/**
* The index of the vehicle's walking graphic (0..7).
*/
characterIndex: number;
/**
* The file name of the vehicle's walking graphic.
*/
characterName: string;
/**
* The map ID of the vehicle's initial position.
*/
startMapId: number;
/**
* The map's x-coordinate of the vehicle's initial position.
*/
startX: number;
/**
* The map's y-coordinate of the vehicle's initial position.
*/
startY: number;
}
}
/**
* The game object class for a vehicle.
*/
declare class Game_Vehicle extends Game_Character {
constructor(type: string);
_type: string;
_mapId: number;
_altitude: number;
_driving: boolean;
_bgm: rm.types.AudioFile;
initMembers(): void;
/**
* Returns true if the vehicle is a boat.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isBoat(): boolean;
/**
* Returns true if the vehicle is a ship.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isShip(): boolean;
/**
* Returns true if the vehicle is an airship.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isAirship(): boolean;
/**
* Resets the direction of the vehicle.
*
* @memberof Game_Vehicle
*/
resetDirection(): void;
initMoveSpeed(): void;
/**
* Returns the current vehicle.
*
* @returns {RPG.System.Vehicle}
* @memberof Game_Vehicle
*/
vehicle(): rm.types.SystemVehicle;
loadSystemSettings(): void;
/**
* Refreshes the game vehicle.
*
* @memberof Game_Vehicle
*/
refresh(): void;
setLocation(mapId: number, x: number, y: number): void;
pos(x: number, y: number): boolean;
isMapPassable(x: number, y: number, d: rm.types.Direction): boolean;
/**
* Gets on the vehicle.
*
* @memberof Game_Vehicle
*/
getOn(): void;
/**
* Gets off the vehicle.
*
* @memberof Game_Vehicle
*/
getOff(): void;
/**
* Sets the bgm associated with the vehicle.
*
* @param {RPG.AudioFile} bgm
* @memberof Game_Vehicle
*/
setBgm(bgm: rm.types.AudioFile): void;
/**
* Plays the bgm associated with the vehicle.
*
* @memberof Game_Vehicle
*/
playBgm(): void;
/**
* Syncs the vehicle with the player.
*
* @memberof Game_Vehicle
*/
syncWithPlayer(): void;
/**
* Returns the screen y position of the vehicle.
*
* @returns {number}
* @memberof Game_Vehicle
*/
screenY(): number;
/**
* Returns the shadow x position of the vehicle's shadow.
*
* @returns {number}
* @memberof Game_Vehicle
*/
shadowX(): number;
/**
* Returns the shadow y position of the vehicle's shadow.
*
* @returns {number}
* @memberof Game_Vehicle
*/
shadowY(): number;
/**
* Returns the shadow opacity of the vehicle's shadow.
*
* @returns {number}
* @memberof Game_Vehicle
*/
shadowOpacity(): number;
/**
* Returns true if the vehicle can move.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
canMove(): boolean;
/**
* Updates the vehicle.
*
* @memberof Game_Vehicle
*/
update(): void;
/**
* Updates the airship.
*
* @memberof Game_Vehicle
*/
updateAirship(): void;
/**
* Updates airship altitude.
*
* @memberof Game_Vehicle
*/
updateAirshipAltitude(): void;
/**
* Returns the max altitude of the vehicle.
*
* @returns {number}
* @memberof Game_Vehicle
*/
maxAltitude(): number;
/**
* Returns true if the vehicle is at it's lowest altitude.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isLowest(): boolean;
/**
* Returns true if the vehicle is at it's highest altitude.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isHighest(): boolean;
/**
* Returns true if take off is ok.
*
* @returns {Bool}
* @memberof Game_Vehicle
*/
isTakeoffOk(): boolean;
/**
* Returns true if the vehicle is capable of landing at the specified
* x, y coordinate, with the specified direction (d).
* @param {number} x
* @param {number} y
* @param {number} d
* @returns {Bool}
* @memberof Game_Vehicle
*/
isLandOk(x: number, y: number, d: rm.types.Direction): boolean;
}
declare class Scene_Base extends Stage {
constructor();
_windowLayer: WindowLayer;
/**
* Initializes the scene.
* @return Void
*/
initialize(): void;
/**
* Creates the scene's important properties.
*/
create(): void;
/**
* Returns whether the scene is active or not.
* @return Bool
*/
isActive(): boolean;
/**
* Returns if the scene is ready or not.
* @return Bool
*/
isReady(): boolean;
/**
* Starts the scene.
*/
start(): void;
/**
* Updates the scene.
*/
update(): void;
/**
* Stops the scene.
*/
stop(): void;
/**
* Checks if the Scene is busy processing an event
* or other conditions.
* @return Bool
*/
isBusy(): boolean;
/**
* Terminates/ends the scene.
*/
terminate(): void;
/**
* Creates the window layer on the current scene
* for displaying any and all windows.
*/
createWindowLayer(): void;
/**
* Adds a child window to the window layer for processing.
* @param window
*/
addWindow(window: Window_Base): void;
/**
* Request a fadeIn screen process
* @param duration [duration=30] The time the process will take to fadeIn the screen.
* @param white [white=false] If true the fadeIn will process with a white color else it will be black.
*/
startFadeIn(duration: number, white: boolean): void;
/**
* Request a fadeOut screen process
* @param duration [duration=30] The time the process will take to fadeOut the screen.
* @param white [white=false] If true the fadeOut will process with a white color else it will be black.
*/
startFadeOut(duration: number, white: boolean): void;
createFadeSprite(white: boolean): void;
/**
* Updates the scene's fade
*/
updateFade(): void;
updateChildren(): void;
/**
* Pops the current scene and returns to the previous scene if available.
*/
popScene(): void;
/**
* Checks for game over.
*/
checkGameOver(): void;
fadeOutAll(): void;
/**
* Returns the fade speed.
* @return Int
*/
fadeSpeed(): number;
/**
* Returns the slow fade speed.
* @return Int
*/
slowFadeSpeed(): number;
}
/**
* Scene class of the battle screen.
*/
declare class Scene_Battle extends Scene_Base {
protected constructor();
updateBattleProcess(): void;
isAnyInputWindowActive(): boolean;
changeInputWindow(): void;
/**
* Stops the battle scene.
*
* @memberof Scene_Battle
*/
stop(): void;
/**
* Returns true if the battle needs a slow fade out.
*
* @returns {boolean}
* @memberof Scene_Battle
*/
needsSlowFadeOut(): boolean;
/**
* Updates the status window on the battle scene.
*
* @memberof Scene_Battle
*/
updateStatusWindow(): void;
/**
* Updates the position of the battle scene windows.
*
* @memberof Scene_Battle
*/
updateWindowPositions(): void;
/**
* Creates all the display objects including:
* the spritesheet, window layer, windows, and more.
*
* @memberof Scene_Battle
*/
createDisplayObjects(): void;
/**
* Creates the spriteset within
* the battle scene. This includes
* sprites for actors, enemies, etc.
* @memberof Scene_Battle
*/
createSpriteset(): void;
/**
* Creates all the windows within the
* battle scene.
* @memberof Scene_Battle
*/
createAllWindows(): void;
/**
* Creates the log window.
*
* @memberof Scene_Battle
*/
createLogWindow(): void;
createStatusWindow(): void;
createPartyCommandWindow(): void;
/**
* Creates the actor command window.
*
* @memberof Scene_Battle
*/
createActorCommandWindow(): void;
/**
* Creates the help window.
*
* @memberof Scene_Battle
*/
createHelpWindow(): void;
/**
* Creates the skill window.
*
* @memberof Scene_Battle
*/
createSkillWindow(): void;
/**
* Creates the item window.
*
* @memberof Scene_Battle
*/
createItemWindow(): void;
/**
* Creates the actor window.
*
* @memberof Scene_Battle
*/
createActorWindow(): void;
/**
* Creates the enemy window.
*
* @memberof Scene_Battle
*/
createEnemyWindow(): void;
/**
* Creates the message window on the battle scene.
*
* @memberof Scene_Battle
*/
createMessageWindow(): void;
/**
* Creates the scroll text window.
*
* @memberof Scene_Battle
*/
createScrollTextWindow(): void;
refreshStatus(): void;
startPartyCommandSelection(): void;
/**
* Handler for the fight command on battle start..
*
* @memberof Scene_Battle
*/
commandFight(): void;
/**
* Handler for the escape command on battle start.
*
* @memberof Scene_Battle
*/
commandEscape(): void;
startActorCommandSelection(): void;
/**
* Handler for the attack command.
*
* @memberof Scene_Battle
*/
commandAttack(): void;
/**
*
* Handler for the skill command.
*
* @memberof Scene_Battle
*/
commandSkill(): void;
/**
* Handler for the guard command.
*
* @memberof Scene_Battle
*/
commandGuard(): void;
/**
* Handler for the item command.
*
* @memberof Scene_Battle
*/
commandItem(): void;
/**
* Selects the next command in the battle scene.
*
* @memberof Scene_Battle
*/
selectNextCommand(): void;
/**
* Selects the previous command in the battle scene.
*
* @memberof Scene_Battle
*/
selectPreviousCommand(): void;
selectActorSelection(): void;
onActorOk(): void;
onActorCancel(): void;
selectEnemySelection(): void;
/**
* Handler for when an enemy is selected.
*
* @memberof Scene_Battle
*/
onEnemyOk(): void;
onEnemyCancel(): void;
/**
* Handler for when a skill is selected.
*
* @memberof Scene_Battle
*/
onSkillOk(): void;
onSkillCancel(): void;
onItemOk(): void;
onItemCancel(): void;
onSelectAction(): void;
endCommandSelection(): void;
}
declare class Scene_Boot extends Scene_Base {
protected constructor();
_databaseLoaded: boolean;
/**
* Loads the system images upon booting the game.
*/
loadSystemImages(): void;
/**
* Loads the system window image for showing all windows in game.
*/
loadSystemWindowImage(): void;
/**
* Returns true if the game font is loaded.
* @return Bool
*/
isGameFontLoaded(): boolean;
updateDocumentTitle(): void;
/**
* Checks the player location upon booting the game.
*/
checkPlayerLocation(): void;
}
/**
* The super class of all menu-type scenes
*/
declare class Scene_MenuBase extends Scene_Base {
protected constructor();
/**
* Returns the current game actor.
*
* @returns {Game_Actor}
* @memberof Scene_MenuBase
*/
actor(): Game_Actor;
/**
* Updates the current actor.
*
* @memberof Scene_MenuBase
*/
updateActor(): void;
/**
* Creates the background of the base menu scene.
*
* @memberof Scene_MenuBase
*/
createBackground(): void;
/**
* Sets the background opacity of the base menu scene background.
*
* @param {number} opacity
* @memberof Scene_MenuBase
*/
setBackgroundOpacity(opacity: number): void;
/**
* Creates the help window.
*
* @memberof Scene_MenuBase
*/
createHelpWindow(): void;
/**
* Moves to the next actor in the party.
*
* @memberof Scene_MenuBase
*/
nextActor(): void;
/**
* Moves to the previous actor in the party.
*
* @memberof Scene_MenuBase
*/
previousActor(): void;
onActorChange(): void;
}
/**
* Scene class of the debug menu screen.
*/
declare class Scene_Debug extends Scene_MenuBase {
protected constructor();
/**
* Creates the range window.
*
* @memberof Scene_Debug
*/
createRangeWindow(): void;
/**
* Creates the edit window.
*
* @memberof Scene_Debug
*/
createEditWindow(): void;
/**
* Creates the debug help .window.
*
* @memberof Scene_Debug
*/
createDebugHelpWindow(): void;
onRangeOk(): void;
onEditCancel(): void;
refreshHelpWindow(): void;
/**
* Returns the help text within the
* debug scene.
* @returns {String}
* @memberof Scene_Debug
*/
helpText(): string;
}
/**
* Scene class of the equipment screen.
*/
declare class Scene_Equip extends Scene_MenuBase {
protected constructor();
/**
* Creates the status window within the equip scene.
*
* @memberof Scene_Equip
*/
createStatusWindow(): void;
/**
* Creates the status window within the equip scene.
*
* @memberof Scene_Equip
*/
createCommandWindow(): void;
/**
* Creates the slot window within the equip scene.
*
* @memberof Scene_Equip
*/
createSlotWindow(): void;
/**
* Creates the item window within the equip scene.
*
* @memberof Scene_Equip
*/
createItemWindow(): void;
/**
* Refreshes the actor within the equip scene.
*
* @memberof Scene_Equip
*/
refreshActor(): void;
/**
* Handler for the equip command.
*
* @memberof Scene_Equip
*/
commandEquip(): void;
/**
* Handler for the optimize command.
*
* @memberof Scene_Equip
*/
commandOptimize(): void;
commandClear(): void;
onSlotOk(): void;
onSlotCancel(): void;
onItemOk(): void;
onItemCancel(): void;
onActorChange(): void;
}
/**
* Super class of Scene_Save and Scene_Load
*/
declare class Scene_File extends Scene_MenuBase {
protected constructor();
/**
* Returns the index of the first
* save file.
* @returns {number}
* @memberof Scene_File
*/
firstSavefileIndex(): number;
/**
* Returns the current savefileId.
*
* @memberof Scene_File
*/
savefileId(): number;
createHelpWindow(): void;
createListWindow(): void;
/**
* The current mode of the scene;
* the modes are 'save' or 'load'.
* @memberof Scene_File
*/
mode(): void;
activateListWindow(): void;
helpWindowText(): string;
/**
* Handler for when a
* save file is selected within the file scene.
* @memberof Scene_File
*/
onSavefileOk(): void;
}
/**
* Scene class of the game end screen.
*/
declare class Scene_GameEnd extends Scene_MenuBase {
protected constructor();
stop(): void;
/**
* Creates the background for
* the game end scene.
* @memberof Scene_GameEnd
*/
createBackground(): void;
/**
* Creates the command window
* for the game end screen.
* @memberof Scene_GameEnd
*/
createCommandWindow(): void;
/**
* Handler for when to title
* is clicked within the game end screen.
* @memberof Scene_GameEnd
*/
commandToTitle(): void;
}
/**
* Scene class of the game over screen.
*/
declare class Scene_Gameover extends Scene_Base {
protected constructor();
stop(): void;
/**
* Plays the game over music
* within the game over scene.
* @memberof Scene_Gameover
*/
playGameoverMusic(): void;
/**
* Creates the background of
* the game over scene.
* @memberof Scene_Gameover
*/
createBackground(): void;
isTriggered(): boolean;
/**
* Returns to the title scene (Scene_Title).
* @memberof Scene_Gameover
*/
gotoTitle(): void;
}
/**
* Super class of all public function item(skill, items, etc) screen scenes.
* Super class of Scene_Item & Scene_Skill.
*/
declare class Scene_ItemBase extends Scene_Base {
protected constructor();
/**
* Creates the actor window within the base item scene.
*
* @memberof Scene_ItemBase
*/
createActorWindow(): void;
/**
* Returns the item attached to the item window within the base item scene.
*
* @returns {*}
* @memberof Scene_ItemBase
*/
item(): any;
/**
* Returns the current game actor.
*
* @returns {Game_Actor}
* @memberof Scene_ItemBase
*/
user(): Game_Actor;
/**
* Returns true if the cursor is left.
*
* @returns {boolean}
* @memberof Scene_ItemBase
*/
isCursorLeft(): boolean;
/**
* Shows the sub window.
*
* @param {Window_Base} window
* @memberof Scene_ItemBase
*/
showSubWindow(window: Window_Base): void;
/**
* Hides the sub window.
*
* @param {Window_Base} window
* @memberof Scene_ItemBase
*/
hideSubWindow(window: Window_Base): void;
onActorOk(): void;
onActorCancel(): void;
determineItem(): void;
/**
* Uses the current item.
*
* @memberof Scene_ItemBase
*/
useItem(): void;
/**
* Activates the item window.
*
* @memberof Scene_ItemBase
*/
activateItemWindow(): void;
itemTargetActors(): Game_Actor;
/**
* Returns true if the user (game actor) can use the item.
*
* @returns {boolean}
* @memberof Scene_ItemBase
*/
canUse(): boolean;
/**
* Returns true if the item effects are valid on the public function target(the user).
*
* @returns {boolean}
* @memberof Scene_ItemBase
*/
isItemEffectsValid(): boolean;
applyItem(): void;
/**
* Checks the common event set on the item.
*
* @memberof Scene_ItemBase
*/
checkCommonEvent(): void;
}
/**
* -----------------------------------------------------------------------------
* Scene_Item
*
* The scene class of the item screen.
* @class Scene_Item
* @extends {Scene_ItemBase}
*/
declare class Scene_Item extends Scene_ItemBase {
protected constructor();
/**
* Creates the category window on the
* item scene.
* @memberof Scene_Item
*/
createCategoryWindow(): void;
/**
* Creates the item window on the item
* scene.
* @memberof Scene_Item
*/
createItemWindow(): void;
/**
* Handler for when a cataegory is selected
* on the item scene.
* @memberof Scene_Item
*/
onCategoryOk(): void;
/**
* Handler for when an item is selected
* on the item scene.
* @memberof Scene_Item
*/
onItemOk(): void;
/**
* Handler for when an item selection
* is canceled on the item scene.
* @memberof Scene_Item
*/
onItemCancel(): void;
/**
* Plays a sound effect when the
* item is confirmed.
* @memberof Scene_Item
*/
playSeForItem(): void;
}
/**
* The scene class of the load game screen.
*/
declare class Scene_Load extends Scene_File {
protected constructor();
/**
* Returns the mode of the
* load scene.
* @returns {string}
* @memberof Scene_Load
*/
mode(): string;
/**
* Returns the help window text on the
* game load scene.
* @returns {string}
* @memberof Scene_Load
*/
helpWindowText(): string;
firstSavefileIndex(): number;
onSavefileOk(): void;
onLoadSuccess(): void;
onLoadFailure(): void;
reloadMapIfUpdated(): void;
}
/**
* The scene class for the map screen.
*/
declare class Scene_Map extends Scene_Base {
protected constructor();
menuCalling: boolean;
/**
* Handler for when the map scene is loaded.
*
* @memberof Scene_Map
*/
onMapLoaded(): void;
/**
* Speeds up the updateMain if
* the map scene is in fast forward mode.
* @memberof Scene_Map
*/
updateMainMultiply(): void;
/**
* Updates the main $game globals
* if the map scene is active.
* @memberof Scene_Map
*/
updateMain(): void;
/**
* Returns true if the player
* is holding down the confirm button to
* fast forward through text.
* @returns {boolean}
* @memberof Scene_Map
*/
isFastForward(): boolean;
/**
* Stops the map scene and prepares
* for a new scene.
* @memberof Scene_Map
*/
stop(): void;
/**
* Returns true if the map scene needs a slow fade in.
*
* @returns {boolean}
* @memberof Scene_Map
*/
needsFadeIn(): boolean;
/**
* Returns true if the map scene needs a slow fade out.
*
* @returns {boolean}
* @memberof Scene_Map
*/
needsSlowFadeOut(): boolean;
updateWaitCount(): boolean;
/**
* Constantly checks if the player
* is touching the map, then processes
* a map touch for mouse based player character movement.
* @memberof Scene_Map
*/
updateDestination(): void;
/**
* Returns true if the map scene is
* active and the player can move. Used for
* mouse movement on the map scene.
* @returns {boolean}
* @memberof Scene_Map
*/
isMapTouchOk(): boolean;
/**
* Processes the map touch and turns it
* into coordinates for the player character to move to.
* @memberof Scene_Map
*/
processMapTouch(): void;
isSceneChangeOk(): boolean;
/**
* Updates the scene.
*
* @memberof Scene_Map
*/
updateScene(): void;
/**
* Creates all the display objects on the map scene;
* this includes the sprites, window layer, windows, and more.
* @memberof Scene_Map
*/
createDisplayObjects(): void;
/**
* Creates the spriteset on the map scene;
* this shows all the characters and events on the map.
* @memberof Scene_Map
*/
createSpriteset(): void;
/**
* Creates all the windows on the map scene
* contains other window creation methods.
* @memberof Scene_Map
*/
createAllWindows(): void;
/**
* Creates the map name window within
* the map scene; display map name.
* @memberof Scene_Map
*/
createMapNameWindow(): void;
/**
* Creates the message window for displaying
* text on the map scene. Commonly used with the
* showText command.
* @memberof Scene_Map
*/
createMessageWindow(): void;
/**
* Creates a scrolling text window on the map scene.
*
* @memberof Scene_Map
*/
createScrollTextWindow(): void;
/**
* Checks if the player is transferring;
* if the player is transferring, move to a new map scene.
* @memberof Scene_Map
*/
updateTransferPlayer(): void;
/**
* Processes starting an encounter on the map scene.
*
* @memberof Scene_Map
*/
updateEncounter(): void;
/**
* Processes calling the menu on the map scene.
*
* @memberof Scene_Map
*/
updateCallMenu(): void;
/**
* Returns true if the menu is enabled
* in the database.
* @returns {boolean}
* @memberof Scene_Map
*/
isMenuEnabled(): boolean;
/**
* Returns true if the menu is called
* via an input trigger.
* @returns {boolean}
* @memberof Scene_Map
*/
isMenuCalled(): boolean;
/**
* Calls the standard RPGMakerMV menu scene.
*
* @memberof Scene_Map
*/
callMenu(): void;
/**
* Checks if debug is called via input trigger
* and starts the debug scene.
*
* @memberof Scene_Map
*/
updateCallDebug(): void;
/**
* Returns true if the debug
* scene is called via button press and in play test mode.
* @returns {boolean}
* @memberof Scene_Map
*/
isDebugCalled(): void;
fadeInForTransfer(): void;
fadeOutForTransfer(): void;
/**
* Launches into the battle scene.
*
* @memberof Scene_Map
*/
launchBattle(): void;
/**
* Stops all audio on battle start.
*
* @memberof Scene_Map
*/
stopAudioOnBattleStart(): void;
/**
* Starts the encounter effect on the map scene.
*
* @memberof Scene_Map
*/
startEncounterEffect(): void;
updateEncounterEffect(): void;
/**
* Takes a snapshot of the map scene for displaying
* on the battle scene if no battleback is present.
* @memberof Scene_Map
*/
snapForBattleBackground(): void;
/**
* Starts a flash encounter effect on the map scene
* given a duration of the flash.
* @param {number} duration
* @memberof Scene_Map
*/
startFlashForEncounter(duration: number): void;
/**
* Returns the speed of the encounter effect.
*
* @returns {number}
* @memberof Scene_Map
*/
encounterEffectSpeed(): number;
}
/**
* The menu scene in your RPGMakerMV game.
*/
declare class Scene_Menu extends Scene_MenuBase {
protected constructor();
/**
* Creates the main menu window on the
* menu scene; contains the commands for
* menu usage.
* @memberof Scene_Menu
*/
createCommandWindow(): void;
/**
* Creates the gold window on the menu scene.
*
* @memberof Scene_Menu
*/
createGoldWindow(): void;
/**
* Creates the status window on the menu scene.
*
* @memberof Scene_Menu
*/
createStatusWindow(): void;
/**
* Handler for what to do when the 'item'
* command is clicked.
* @memberof Scene_Menu
*/
commandItem(): void;
commandPersonal(): void;
commandFormation(): void;
/**
* Handler for what to do when the 'option'
* command is clicked.
* @memberof Scene_Menu
*/
commandOptions(): void;
/**
* Handler for what to do when the 'save'
* command is clicked.
* @memberof Scene_Menu
*/
commandSave(): void;
/**
* Handler for what to do when the 'game end'
* command is clicked.
* @memberof Scene_Menu
*/
commandGameEnd(): void;
onPersonalOk(): void;
onPersonalCancel(): void;
onFormationOk(): void;
onFormationCancel(): void;
}
/**
* Scene class of the name input screen.
*/
declare class Scene_Name extends Scene_MenuBase {
protected constructor();
/**
* Prepares the name input scene for giving the specified
* actor at actorId a name with a maximum number of characters
* given by maxLength.
* @param {number} actorId
* @param {number} maxLength
* @memberof Scene_Name
*/
prepare(actorId: number, maxLength: number): void;
/**
* Creates the edit window.
*
* @memberof Scene_Name
*/
createEditWindow(): void;
/**
* Creates the input window.
*
* @memberof Scene_Name
*/
createInputWindow(): void;
/**
* Handler for when ok is processed on the name input scene.
*
* @memberof Scene_Name
*/
onInputOk(): void;
}
/**
* Scene class of the options screen.
*/
declare class Scene_Options extends Scene_MenuBase {
protected constructor();
createOptionsWindow(): void;
}
/**
* Save game screen scene for RPGMakerMV.
*/
declare class Scene_Save extends Scene_File {
protected constructor();
/**
* Returns the mode of the
* save scene.
* @returns {string}
* @memberof Scene_Save
*/
mode(): string;
helpWindowText(): string;
/**
* Returns the index of the first
* save file within the save scene.
* @returns {number}
* @memberof Scene_Save
*/
firstSavefileIndex(): number;
/**
* Handler for when a save file
* is confirmed within the save scene.
* @memberof Scene_Save
*/
onSavefileOk(): void;
/**
* Handler for when save is a success.
*
* @memberof Scene_Save
*/
onSaveSuccess(): void;
/**
* Handler for when save fails.
*
* @memberof Scene_Save
*/
onSaveFailure(): void;
}
declare namespace rm.types {
export const enum Money {
base = -1,
}
}
/**
* Scene class of the shop screen.
*/
declare class Scene_Shop extends Scene_MenuBase {
protected constructor();
prepare(goods: any[][], purchaseOnly: boolean): void;
/**
* Creates the gold window on the shop scene.
*
* @memberof Scene_Shop
*/
createGoldWindow(): void;
/**
* Creates the command window for buying or selling.
*
* @memberof Scene_Shop
*/
createCommandWindow(): void;
createDummyWindow(): void;
/**
* Creates the number input window on the shop scene.
*
* @memberof Scene_Shop
*/
createNumberWindow(): void;
/**
* Creates the status window.
*
* @memberof Scene_Shop
*/
createStatusWindow(): void;
/**
* Creates the buy window.
*
* @memberof Scene_Shop
*/
createBuyWindow(): void;
/**
* Creates the category window.
*
* @memberof Scene_Shop
*/
createCategoryWindow(): void;
/**
* Creates the sell window.
*
* @memberof Scene_Shop
*/
createSellWindow(): void;
/**
* Activates the buy window within the shop scene.
*
* @memberof Scene_Shop
*/
activateBuyWindow(): void;
/**
* Activates the sell window within the shop scene.
*
* @memberof Scene_Shop
*/
activateSellWindow(): void;
/**
* Handler for pressing buy within the shop scene.
*
* @memberof Scene_Shop
*/
commandBuy(): void;
/**
* Handler for pressing sell within the shop scene.
*
* @memberof Scene_Shop
*/
commandSell(): void;
/**
* Handler for when buying is confirmed.
*
* @memberof Scene_Shop
*/
onBuyOk(): void;
/**
* Handler for when buying is cancelled.
*
* @memberof Scene_Shop
*/
onBuyCancel(): void;
onCategoryOk(): void;
onCategoryCancel(): void;
onSellOk(): void;
onSellCancel(): void;
onNumberOk(): void;
onNumberCancel(): void;
/**
* Amount of item to buy.
* @param number
*/
doBuy(number: number): void;
/**
* Amount of item to sell.
* @param number
*/
doSell(number: number): void;
endNumberInput(): void;
/**
* Returns the maximum number bought.
*
* @returns {number}
* @memberof Scene_Shop
*/
maxBuy(): number;
/**
* Returns the maximum number sold.
*
* @returns {number}
* @memberof Scene_Shop
*/
maxSell(): number;
/**
* Returns the player gold within
* the shop scene.
* @returns {number}
* @memberof Scene_Shop
*/
money(): rm.types.Money;
/**
* Returns the currency unit of the
* game within the shop scene.
* @returns {string}
* @memberof Scene_Shop
*/
currencyUnit(): string;
/**
* Returns the buying price for the current item.
*
* @returns {number}
* @memberof Scene_Shop
*/
buyingPrice(): rm.types.Money;
/**
* Returns the selling price for the current item.
*
* @returns {number}
* @memberof Scene_Shop
*/
sellingPrice(): rm.types.Money;
}
/**
* The scene class of the skill screen.
*/
declare class Scene_Skill extends Scene_ItemBase {
protected constructor();
/**
* Creates the window for skill types
* within the skill scene.
* @memberof Scene_Skill
*/
createSkillTypeWindow(): void;
/**
* Creates the status window within
* the skill scene.
* @memberof Scene_Skill
*/
createStatusWindow(): void;
/**
* Creates the item window
* within the skill scene.
* @memberof Scene_Skill
*/
createItemWindow(): void;
/**
* Refreshes the current actor displayed in the Skill
* window with updated information on changes.
*/
refreshActor(): void;
/**
* Handler for when a skill is
* selected/confirmed within the skill scene.
* @memberof Scene_Skill
*/
commandSkill(): void;
/**
* Function to run when selection is cancelled
* on the skill scene.
*/
onItemCancel(): void;
/**
* Plays a sound effect on item
* confirmation withiin the skill scene.
* @memberof Scene_Skill
*/
playSeForItem(): void;
/**
* Handler for when an an actor is
* changed within the skill scene.
* @memberof Scene_Skill
*/
onActorChange(): void;
}
/**
* Scene class of the status screen in RPGMakerMV.
*/
declare class Scene_Status extends Scene_MenuBase {
protected constructor();
/**
* Refreshes the actor within the status scene.
*
* @memberof Scene_Status
*/
refreshActor(): void;
/**
* Handler for when the actor is changed within the status scene.
*
* @memberof Scene_Status
*/
onActorChange(): void;
}
declare class Scene_Title extends Scene_Base {
protected constructor();
/**
* The command window for title scene commands like new game, continue, or options.
*/
_commandWindow: Window_TitleCommand;
/**
* The background sprite which loads the $dataSystem.title1Name image.
*/
_backSprite1: Sprite;
/**
* The background sprite which loads the $dataSystem.title2Name image.
*/
_backSprite2: Sprite;
/**
* The sprite which holds the game title text.
*/
_gameTitleSprite: Sprite;
/**
* Creates the title scene background.
*/
createBackground(): void;
/**
* Creates the title screen foreground.
*/
createForeground(): void;
/**
* Draws the game title.
*/
drawGameTitle(): void;
/**
* Scales the background images and centers it.
*/
adjustBackground(): void;
/**
* Creates the command window and sets it's handlers.
*/
createCommandWindow(): void;
commandWindowRect(): Rectangle;
centerSprite(sprite: Sprite): void;
/**
* Handler for the new game command.
*/
commandNewGame(): void;
/**
* Handler for the continue command.
*/
commandContinue(): void;
/**
* Handler for the options command.
*/
commandOptions(): void;
/**
* Plays the title screen music upon entering the scene.
*/
playTitleMusic(): void;
}
declare namespace rm.types {
/**
* The data class for the timing of an animation's SE and flash effects.
*/
export type AnimationTiming = {
/**
* The color of the flash (Color).
*/
flashColor: number[];
/**
* The duration of the flash.
*/
flashDuration: number;
/**
* The flash area (0: none, 1: target, 2: screen; 3: hide target).
*/
flashScope: number;
/**
* The frame number. 1 less than the number displayed in RPG Maker.
*/
frame: number;
/**
* The sound effect or SE (RPG.AudioFile).
*/
se: rm.types.AudioFile;
}
}
declare namespace rm.types {
/**
* The data class for animation.
*/
export type Animation = {
/**
* The adjustment value for the hue of the first animation's graphic (0..360).
*/
animation1Hue: string;
/**
* The file name of the first animation's graphic.
*/
animation1Name: string;
/**
* The adjustment value for the hue of the second animation's graphic (0..360).
*/
animation2Hue: number;
/**
* The file name of the second animation's graphic.
*/
animation2Name: string;
/**
* Number of frames.
*/
frameMax: number;
/**
* The three-dimensional array containing the frame contents.
*/
frames: number[][][];
/**
* The animation ID.
*/
id: number;
/**
* The animation name.
*/
name: string;
/**
* The base position (0: head, 1: center, 2: feet, 3: screen).
*/
position: number;
/**
* Timing for SE and flash effects. An RPG.Animation.Timing array.
*/
timings: rm.types.AnimationTiming[];
}
}
declare class Sprite_Base extends Sprite {
constructor();
/**
* The animation sprites assigned to the
* sprite object.
* @protected
* @type {Array<Sprite_Animation>}
* @memberof Sprite_Base
*/
_animationSprites: Sprite_Animation[];
/**
* The target that will have the animations applied
* to it.
* @protected
* @type {Sprite_Base}
* @memberof Sprite_Base
*/
_effectTarget: Sprite_Base;
/**
* Determines sprite's visibility
*/
_hiding: boolean;
/**
* Initializes the sprite.
*
* @memberof Sprite_Base
*/
initialize(): void;
/**
* Hides the sprite.
*/
hide(): void;
/**
* Shows the sprite.
*/
show(): void;
/**
* Updadtes the visibility of the sprite based
* on the _hiding property.
* @memberof Sprite_Base
*/
updateVisibility(): void;
/**
* Updates the animation sprites, cloning them;
* if the sprite is playing, pushes the sprites into
* animation sprites, otherwise the sprite is removed.
* @memberof Sprite_Base
*/
updateAnimationSprites(): void;
/**
* Starts a new animation on the current
* sprite by assigning a new Sprite_Animation object to the
* sprite's parent.
* @param {RPG.Animation} animation
* @param {boolean} mirror
* @param {number} delay
* @memberof Sprite_Base
*/
startAnimation(animation: rm.types.Animation, mirror: boolean, delay: number): void;
/**
* Returns true if an animation is currently playing.
* @returns {boolean}
* @memberof Sprite_Base
*/
isAnimationPlaying(): boolean;
}
declare class Sprite_Battler extends Sprite_Base {
protected constructor();
_battler: Game_Battler;
_homeX: number;
_homeY: number;
_offsetX: number;
_offsetY: number;
_targetOffsetX: number;
_targetOffsetY: number;
_movementDuration: number;
_selectionEffectCount: number;
initMembers(): void;
setHome(x: number, y: number): void;
/**
* Updates the main loop of the sprite battler.
*/
updateMain(): void;
/**
* Updates the bitmap of the sprite battler.
*/
updateBitmap(): void;
/**
* Updates movement on the sprite battler.
*/
updateMove(): void;
/**
* Updates the position of the sprite battler.
*/
updatePosition(): void;
/**
* Updates the sprite battler animation.
*/
updateAnimation(): void;
}
declare namespace rm.types {
export type Motion = {
index: number;
loop: boolean;
}
}
/**
* -----------------------------------------------------------------------------
* Sprite_Actor
*
* The sprite for displaying an actor.
*/
declare class Sprite_Actor extends Sprite_Battler {
/**
* Creates an instance of Sprite_Actor; can be passed
* a battler on creation.
* @param {Game_Actor} [battler]
* @memberof Sprite_Actor
*/
constructor(battler?: Game_Actor);
_battlerName: string;
_motion: rm.types.Motion;
_motionCount: number;
_pattern: rm.types.CharacterPattern;
_mainSprite: Sprite_Base;
_shadowSprite: Sprite;
_weaponSprite: Sprite_Weapon;
_stateSprite: Sprite_StateOverlay;
_actor: Game_Actor;
initialize(battler?: Game_Actor): void;
/**
* Creates the main sprite of the sprite actor.
*
* @memberof Sprite_Actor
*/
createMainSprite(): void;
/**
* Creates the shadow sprite of the sprite actor.
*
* @memberof Sprite_Actor
*/
createShadowSprite(): void;
/**
* Sets the weapon sprite of the sprite actor.
*
* @memberof Sprite_Actor
*/
createWeaponSprite(): void;
/**
* Creates the state sprite of the sprite actor.
*
* @memberof Sprite_Actor
*/
createStateSprite(): void;
/**
* Sets the battler of the sprite actor.
*
* @param {Game_Actor} battler
* @memberof Sprite_Actor
*/
setBattler(battler: Game_Actor): void;
/**
* Moves the sprite actor to the start position.
*
* @memberof Sprite_Actor
*/
moveToStartPosition(): void;
setActorHome(index: number): void;
updateShadow(): void;
/**
* Sets up motion on the sprite actor.
*
* @memberof Sprite_Actor
*/
setupMotion(): void;
/**
* Sets up weapon animation on the sprite actor.
*
* @memberof Sprite_Actor
*/
setupWeaponAnimation(): void;
/**
* Starts the motion given the specified motion
* type.
* @param {string} motionType
* @memberof Sprite_Actor
*/
startMotion(motionType: string): void;
updateTargetPosition(): void;
/**
* Updates the sprite actor's movement.
*
* @memberof Sprite_Actor
*/
updateMove(): void;
/**
* Updates the sprite actor's motion.
*
* @memberof Sprite_Actor
*/
updateMotion(): void;
updateMotionCount(): void;
/**
* Returns the speed of the motion for the sprite actor.
*
* @returns {Int}
* @memberof Sprite_Actor
*/
motionSpeed(): number;
/**
* Refreshes the motion of the sprite actor.
*
* @memberof Sprite_Actor
*/
refreshMotion(): void;
/**
* Starts the entry motion of the sprite actor.
*
* @memberof Sprite_Actor
*/
startEntryMotion(): void;
/**
* Has the sprite actor step forward.
*
* @memberof Sprite_Actor
*/
stepForward(): void;
/**
* Has the sprite actor step back.
*
* @memberof Sprite_Actor
*/
stepBack(): void;
/**
* Has the sprite actor retreat.
*
* @memberof Sprite_Actor
*/
retreat(): void;
damageOffsetX(): number;
damageOffsetY(): number;
static MOTIONS: { abnormal: rm.types.Motion, chant: rm.types.Motion, damage: rm.types.Motion, dead: rm.types.Motion, dying: rm.types.Motion, escape: rm.types.Motion, evade: rm.types.Motion, guard: rm.types.Motion, item: rm.types.Motion, missile: rm.types.Motion, skill: rm.types.Motion, sleep: rm.types.Motion, spell: rm.types.Motion, swing: rm.types.Motion, thrust: rm.types.Motion, victory: rm.types.Motion, wait: rm.types.Motion, walk: rm.types.Motion };
}
/**
* -----------------------------------------------------------------------------
* Sprite_Animation
*
* The sprite for displaying an animation.
*/
declare class Sprite_Animation extends Sprite {
protected constructor();
/**
* {
* key: Animation
* };
*/
_checker1: { [key: string]: any };
_target: Sprite_Base;
_animation: rm.types.Animation;
_mirror: boolean;
_delay: number;
_rate: number;
_duration: number;
_flashColor: number[];
_flashDuration: number;
_screenFlashDuration: number;
_hidingDuration: number;
_bitmap1: Bitmap;
_bitmap2: Bitmap;
_cellSprites: Sprite[];
_screenFlashSprite: ScreenSprite;
_duplicated: boolean;
_reduceArtifacts: boolean;
initMembers(): void;
setup(target: Sprite_Base, animation: rm.types.Animation, mirror: boolean, delay: number): void;
/**
* Removes the sprite animation.
*
* @memberof Sprite_Animation
*/
remove(): void;
setupRate(): void;
setupDuration(): void;
/**
* Updates the flash animation of the sprite animation.
*
* @memberof Sprite_Animation
*/
updateFlash(): void;
updateScreenFlash(): void;
/**
* Returns the absolute x position of the sprite animation.
*
* @returns {number}
* @memberof Sprite_Animation
*/
absoluteX(): number;
/**
* Returns the absolute y position of the sprite aniamtion.
*
* @returns {number}
* @memberof Sprite_Animation
*/
absoluteY(): number;
/**
* Updates the hiding of the sprite animation.
*
* @memberof Sprite_Animation
*/
updateHiding(): void;
/**
* Returns true if the sprite animation is playing.
*
* @returns {boolean}
* @memberof Sprite_Animation
*/
isPlaying(): boolean;
/**
* Loads the bitmaps of the sprite animation.
*
* @memberof Sprite_Animation
*/
loadBitmaps(): void;
/**
* Returns true if the sprite animation is ready.
*
* @returns {boolean}
* @memberof Sprite_Animation
*/
isReady(): boolean;
/**
* Create the sprites of the sprite animation.
*
* @memberof Sprite_Animation
*/
createSprites(): void;
/**
* Create the cell sprites of the sprite animation.
*
* @memberof Sprite_Animation
*/
createCellSprites(): void;
/**
* Create the screen flash sprite of the sprite animation.
*
* @memberof Sprite_Animation
*/
createScreenFlashSprite(): void;
/**
* Updates the main loop of the sprite animation.
*
* @memberof Sprite_Animation
*/
updateMain(): void;
/**
* Updates the position of the sprite animation.
*
* @memberof Sprite_Animation
*/
updatePosition(): void;
/**
* Updates the frame of the sprite aniamtion.
*
* @memberof Sprite_Animation
*/
updateFrame(): void;
/**
* Returns the current frame index of the sprite aniamtion.
*
* @returns {number}
* @memberof Sprite_Animation
*/
currentFrameIndex(): number;
updateAllCellSprites(frame: number[][]): void;
updateCellSprite(sprite: Sprite, cell: number[]): void;
processTimingData(timing: rm.types.AnimationTiming): void;
startFlash(color: number[], duration: number): void;
startScreenFlash(color: number[], duration: number): void;
/**
* Starts hiding the sprite animation.
*
* @param {number} duration The duration of the hide.
* @memberof Sprite_Animation
*/
startHiding(duration: number): void;
/**
* Structure
* {
* key: Animation
* };
*/
static _checker2: { [key: string]: any };
}
/**
* -----------------------------------------------------------------------------
* Sprite_Balloon
*
* The sprite for displaying a balloon icon.
*/
declare class Sprite_Balloon extends Sprite_Base {
protected constructor();
_balloonId: rm.types.BalloonId;
_duration: number;
initMembers(): void;
loadBitmap(): void;
setup(balloonId: rm.types.BalloonId): void;
/**
* Updates the balloon sprite.
*
* @memberof Sprite_Balloon
*/
update(): void;
/**
* Updates the balloon sprite frame.
*
* @memberof Sprite_Balloon
*/
updateFrame(): void;
/**
* Returns the speed of the balloon animation.
*
* @returns {number}
* @memberof Sprite_Balloon
*/
speed(): number;
/**
* Returns the wait time.
*
* @returns {number}
* @memberof Sprite_Balloon
*/
waitTime(): number;
/**
* Returns the frame index of the balloon animation.
*
* @returns {number}
* @memberof Sprite_Balloon
*/
frameIndex(): number;
/**
* Returns true if the balloon animation is playing.
*
* @returns {boolean}
* @memberof Sprite_Balloon
*/
isPlaying(): boolean;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Button
*
* The sprite for displaying a button.
*/
declare class Sprite_Button extends Sprite {
protected constructor();
_touching: boolean;
_coldFrame: Rectangle;
_hotFrame: Rectangle;
_clickHandler: () => void;
/**
* Update method, which checks if the sprite is being touched and updates
* the current frame.
*
* @memberof Sprite_Button
*/
updateFrame(): void;
/**
* Set the button sprites cold frame.
*
* @param {Int} x
* @param {Int} y
* @param {Int} width
* @param {Int} height
*
* @memberof Sprite_Button
*
*/
setColdFrame(x: number, y: number, width: number, height: number): void;
/**
* Set the button sprites hot frame
*
* @param {Int} x
* @param {Int} y
* @param {Int} width
* @param {Int} height
*
* @memberof Sprite_Button
*
*/
setHotFrame(x: number, y: number, width: number, height: number): void;
/**
* Creates a new handler and binds it to the button.
*
* @param {function} height
* @memberof Sprite_Button
*/
setClickHandler(method: () => void): void;
/**
* Calls the handler method bound to the button.
*
* @param {function} height
* @memberof Sprite_Button
*/
callClickHandler(): void;
/**
* Processes weather or not the button is being touched and calls the handler
* bound to the button.
* @memberof Sprite_Button
*/
processTouch(): void;
/**
* Returns true if the sprite button is currently active.
* @returns {Bool}
* @memberof Sprite_Button
*/
isActive(): boolean;
/**
* Returns true is the button is presently being touched.
* @returns {Bool}
* @memberof Sprite_Button
*/
isButtonTouched(): boolean;
/**
* Changes the x coordinate of the screen to local sprite x coordinate.
* @param {Int} x
* @returns {Int}
* @memberof Sprite_Button
*/
canvasToLocalX(x: number): number;
/**
* Changes the y coordinate of the screen
* to local sprite y coordinate.
* @param {Int} y
* @returns {Int}
* @memberof Sprite_Button
*/
canvasToLocalY(y: number): number;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Character
*
* The sprite for displaying a character.
*/
declare class Sprite_Character extends Sprite_Base {
/**
* Creates an instance of Sprite_Character.
* @param {Game_Character} character
* @memberof Sprite_Character
*/
constructor(character: Game_Character);
/**
* The Game_Character object assigned
* to the sprite.
* @private var
* @type {Game_Character}
* @memberof Sprite_Character
*/
_character: Game_Character;
_balloonDuration: number;
_tilesetId: number;
_upperBody: Sprite;
_lowerBody: Sprite;
_bushDepth: number;
/**
* The current balloon sprite
* assigned to the sprite.
* @private var
* @type {Sprite_Balloon}
* @memberof Sprite_Character
*/
_balloonSprite: Sprite_Balloon;
initialize(character: Game_Character): void;
initMembers(): void;
/**
* Sets the current Game_Character object
* attached to the sprite.
* @param {Game_Character} character
* @memberof Sprite_Character
*/
setCharacter(character: Game_Character): void;
/**
* Returns true if the Game_Character object
* tileId is greater than 0.
* @returns {Bool}
* @memberof Sprite_Character
*/
isTile(): boolean;
tilesetBitmap(tileId: number): Bitmap;
/**
* Updates the bitmap of the sprite character.
*
* @memberof Sprite_Character
*/
updateBitmap(): void;
/**
* Returns true if the sprite character image has changed.
*
* @returns {Bool}
* @memberof Sprite_Character
*/
isImageChanged(): boolean;
setTileBitmap(): void;
/**
* Sets the sprite character bitmap.
*
* @memberof Sprite_Character
*/
setCharacterBitmap(): void;
/**
* Updates the sprite character frame.
*
* @memberof Sprite_Character
*/
updateFrame(): void;
/**
* Updates the sprite character tile frame.
*
* @memberof Sprite_Character
*/
updateTileFrame(): void;
/**
* Updates the sprite character -- character frame.
*
* @memberof Sprite_Character
*/
updateCharacterFrame(): void;
characterBlockX(): number;
characterBlockY(): number;
/**
* Returns the character x pattern.
*
* @returns {number}
* @memberof Sprite_Character
*/
characterPatternX(): rm.types.CharacterPattern;
/**
* Returns the character y pattern.
*
* @returns {number}
* @memberof Sprite_Character
*/
characterPatternY(): rm.types.CharacterPattern;
/**
* Returns the pattern width.
*
* @returns {number}
* @memberof Sprite_Character
*/
patternWidth(): number;
/**
* Returns the pattern height.
*
* @returns {number}
* @memberof Sprite_Character
*/
patternHeight(): number;
updateHalfBodySprites(): void;
createHalfBodySprites(): void;
/**
* Updates the position of the sprite character.
*
* @memberof Sprite_Character
*/
updatePosition(): void;
updateAnimation(): void;
updateOther(): void;
setupAnimation(): void;
/**
* Sets up the Game_Character object
* balloon sprite, and calls the startBalloon method.
* @memberof Sprite_Character
*/
setupBalloon(): void;
/**
* Starts the balloon sprite on the
* Game_Character object.
* @memberof Sprite_Character
*/
startBalloon(): void;
/**
* Processes the balloon sprite, calls
* the endBaloon method if the balloon sprite is done playing.
* @memberof Sprite_Character
*/
updateBalloon(): void;
/**
* Ends the balloon sprite, removing it from
* the Game_Character object sprite.
* @memberof Sprite_Character
*/
endBalloon(): void;
/**
* Returns true if a balloon animation
* is playing on the character.
* @returns {Bool}
* @memberof Sprite_Character
*/
isBalloonPlaying(): boolean;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Damage
*
* The sprite for displaying a popup damage.
*/
declare class Sprite_Damage extends Sprite {
protected constructor();
__duration: number;
/**
* Array of 3 numbers of RGB
*/
_flashColor: number[];
_flashDuration: number;
_damageBitmap: Bitmap;
setup(target: Game_Actor): void;
setupCriticalEffect(): void;
/**
* Returns the digit width of the sprite damage.
*
* @returns {number}
* @memberof Sprite_Damage
*/
digitWidth(): number;
/**
* Returns the digit height of the sprite damage.
*
* @returns {number}
* @memberof Sprite_Damage
*/
digitHeight(): number;
/**
* Creates the miss display of the damage sprite.
*
* @memberof Sprite_Damage
*/
createMiss(): void;
createDigits(baseRow: number, value: number): void;
/**
* Creates the child sprite of the damage sprite for displaying damage.
*
* @returns {Sprite}
* @memberof Sprite_Damage
*/
createChildSprite(): Sprite;
updateChild(sprite: Sprite): void;
/**
* Updates the flash of the damage sprite.
*
* @memberof Sprite_Damage
*/
updateFlash(): void;
/**
* Updates the opacity of the damage sprite.
*
* @memberof Sprite_Damage
*/
updateOpacity(): void;
/**
* Returns true if the damage sprite is playing.
*
* @returns {boolean}
* @memberof Sprite_Damage
*/
isPlaying(): boolean;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Destination
*
* The sprite for displaying the destination place of the touch input.
*/
declare class Sprite_Destination extends Sprite {
protected constructor();
_frameCount: number;
/**
* Creates the destination bitmap of the destination sprite.
*
* @memberof Sprite_Destination
*/
createBitmap(): void;
/**
* Updates the position of the destination sprite.
*
* @memberof Sprite_Destination
*/
updatePosition(): void;
/**
* Updates the destination sprite animation.
*
* @memberof Sprite_Destination
*/
updateAnimation(): void;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Enemy
*
* The sprite for displaying an enemy.
*/
declare class Sprite_Enemy extends Sprite_Battler {
constructor(battler: Game_Enemy);
_enemy: Game_Enemy;
_appeared: boolean;
_battlerName: string;
_battlerHue: number;
_effectType: string;
_effectDuration: number;
_shake: number;
_stateIconSprite: Sprite_StateIcon;
initialize(battler: Game_Enemy): void;
createStateIconSprite(): void;
/**
* Sets the battler to an instance of game enemy.
*
* @param {Game_Enemy} battler Instance of game enemy.
* @memberof Sprite_Enemy
*/
setBattler(battler: Game_Enemy): void;
loadBitmap(name: string, hue: number): void;
/**
* Updates the state sprite on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
updateStateSprite(): void;
initVisibility(): void;
setupEffect(): void;
startEffect(effectType: string): void;
/**
* Starts the appearinig effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
startAppear(): void;
/**
* Starts the disappearing effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
startDisappear(): void;
/**
* Starts the whiten effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
startWhiten(): void;
/**
* Starts the blink effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
startBlink(): void;
/**
* Starts the collapse effect of the sprite
* enemy.
* @memberof Sprite_Enemy
*/
startCollapse(): void;
/**
* Starts the boss collapse effect of the sprite
* enemy.
* @memberof Sprite_Enemy
*/
startBossCollapse(): void;
/**
* Starts the instant collapse effect of the sprite enemy.
*
* @memberof Sprite_Enemy
*/
startInstantCollapse(): void;
updateEffect(): void;
/**
* Returns true if the effect type on the sprite enemy
* is not null.
* @returns {Bool}
* @memberof Sprite_Enemy
*/
isEffecting(): boolean;
/**
* Revers the sprite enemy to a normal state.
*
* @memberof Sprite_Enemy
*/
revertToNormal(): void;
/**
* Updates the whiten effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
updateWhiten(): void;
/**
* Updates the blink effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
updateBlink(): void;
/**
* Updates the appear effect on the sprite enemy.
*
* @memberof Sprite_Enemy
*/
updateAppear(): void;
updateDisappear(): void;
/**
* Updates the collapse effect.
*
* @memberof Sprite_Enemy
*/
updateCollapse(): void;
/**
* Updates the boss collapse effect.
*
* @memberof Sprite_Enemy
*/
updateBossCollapse(): void;
/**
* Updates the instant collapse effect.
*
* @memberof Sprite_Enemy
*/
updateInstantCollapse(): void;
damageOffsetX(): number;
damageOffsetY(): number;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Picture
*
* The sprite for displaying a picture.
*/
declare class Sprite_Picture {
constructor(pictureId: number);
_pictureId: number;
_pictureName: string;
_isPicture: boolean;
picture(): Game_Picture;
updateBitmap(): void;
updateOrigin(): void;
updatePosition(): void;
updateScale(): void;
updateTone(): void;
updateOther(): void;
loadBitmap(): void;
}
/**
* -----------------------------------------------------------------------------
* Sprite_StateIcon
*
* The sprite for displaying state icons.
*/
declare class Sprite_StateIcon extends Sprite {
protected constructor();
_battler: Game_Battler;
_iconIndex: number;
_animationCount: number;
_animationIndex: number;
/**
* Initializes the sprite state icon properties.
*
* @memberof Sprite_StateIcon
*/
initMembers(): void;
/**
* Loads the bitmap of the sprite state icon.
*
* @memberof Sprite_StateIcon
*/
loadBitmap(): void;
setup(battler: Game_Battler): void;
animationWait(): number;
/**
* Updates the icon displayed in the icon sprite.
*
* @memberof Sprite_StateIcon
*/
updateIcon(): void;
/**
* Updates the state icon sprite frame.
*
* @memberof Sprite_StateIcon
*/
updateFrame(): void;
static _iconWidth: number;
static _iconHeight: number;
}
/**
* -----------------------------------------------------------------------------
* Sprite_StateOverlay
*
* The sprite for displaying an overlay image for a state.
*/
declare class Sprite_StateOverlay extends Sprite_Base {
protected constructor();
_battler: Game_Battler;
_overlayIndex: number;
_animationCount: number;
_pattern: number;
/**
* Initialize the overlay sprite properties.
*
* @memberof Sprite_StateOverlay
*/
initMembers(): void;
/**
* Loads the bitmap of the overlay sprite.
*
* @memberof Sprite_StateOverlay
*/
loadBitmap(): void;
setup(battler: Game_Battler): void;
animationWait(): number;
/**
* Updates the overlay sprite pattern.
*
* @memberof Sprite_StateOverlay
*/
updatePattern(): void;
/**
* Updates the overlay sprite frame.
*
* @memberof Sprite_StateOverlay
*/
updateFrame(): void;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Timer
*
* The sprite for displaying the timer.
*/
declare class Sprite_Timer extends Sprite {
protected constructor();
_seconds: number;
/**
* Creates the bitmap of the sprite timer.
*
* @memberof Sprite_Timer
*/
createBitmap(): void;
/**
* Updates the bitmap of the sprite timer.
*
* @memberof Sprite_Timer
*/
updateBitmap(): void;
/**
* Redraws the sprite timer.
*
* @memberof Sprite_Timer
*/
redraw(): void;
/**
* Returns the text of the timer.
*
* @returns {string} The text displayed on the timer.
* @memberof Sprite_Timer
*/
timerText(): string;
/**
* Updates the positon of the sprite timer.
*
* @memberof Sprite_Timer
*/
updatePosition(): void;
/**
* Updates the visibility of the sprite timer.
*
* @memberof Sprite_Timer
*/
updateVisibility(): void;
}
/**
* -----------------------------------------------------------------------------
* Sprite_Weapon
*
* The sprite for displaying a weapon image for attacking.
*/
declare class Sprite_Weapon extends Sprite_Base {
protected constructor();
_weaponImageId: rm.types.WeaponImageId;
_animaationCount: number;
_pattern: number;
/**
* Initializes the members of the weapon sprite object.
*
* @memberof Sprite_Weapon
*/
initMembers(): void;
setup(weaponImageId: rm.types.WeaponImageId): void;
animationWait(): number;
/**
* Updates the pattern of the weapon sprite.
*
* @memberof Sprite_Weapon
*/
updatePattern(): void;
/**
* Loads the bitmap of the weapon sprite.
*
* @memberof Sprite_Weapon
*/
loadBitmap(): void;
/**
* Updates the weapon sprite frames.
*
* @memberof Sprite_Weapon
*/
updateFrame(): void;
/**
* Returns true if the weapon sprite is playing.
*
* @returns {boolean}
* @memberof Sprite_Weapon
*/
isPlaying(): boolean;
}
/**
* -----------------------------------------------------------------------------
* Spriteset_Base
*
* The superdeclare class of Spriteset_Map and Spriteset_Battle.
*/
declare class Spriteset_Base extends Sprite {
protected constructor();
_tone: number[];
_baseSprite: Sprite;
_blackScreen: ScreenSprite;
_toneFilter: ToneFilter;
_toneSprite: ToneSprite;
_pictureContainer: Sprite;
_timerSprite: Sprite_Timer;
_flashSprite: ScreenSprite;
_fadeSprite: ScreenSprite;
/**
* Creates the lower layer including the base sprites.
*
* @memberof Spriteset_Base
*/
createLowerLayer(): void;
/**
* Creates the upper layer including the pictures,
* timer, and screen sprites.
* @memberof Spriteset_Base
*/
createUpperLayer(): void;
/**
* Create the base sprite.
*
* @memberof Spriteset_Base
*/
createBaseSprite(): void;
/**
* Creates the tone changer sprite.
*
* @memberof Spriteset_Base
*/
createToneChanger(): void;
/**
* Creates the WebGL toner.
*
* @memberof Spriteset_Base
*/
createWebGLToneChanger(): void;
/**
* Creates the Canvas tone.
*
* @memberof Spriteset_Base
*/
createCanvasToneChanger(): void;
/**
* Creates a new sprite picture on the spritesetb ase.
*
* @memberof Spriteset_Base
*/
createPictures(): void;
/**
* Creates a new Sprite timer on the spriteset base.
*
* @memberof Spriteset_Base
*/
createTimer(): void;
/**
* Creates the screen sprite.
*
* @memberof Spriteset_Base
*/
createScreenSprites(): void;
/**
* Updates the screen sprites on the spriteset base.
*
* @memberof Spriteset_Base
*/
updateScreenSprites(): void;
updateToneChanger(): void;
/**
* Updates the WebGL tone changer.
*
* @memberof Spriteset_Base
*/
updateWebGLToneChanger(): void;
/**
* Updates the Canvas tone changer.
*
* @memberof Spriteset_Base
*/
updateCanvasToneChanger(): void;
/**
* Updates the position of spriteset base.
*
* @memberof Spriteset_Base
*/
updatePosition(): void;
}
/**
* -----------------------------------------------------------------------------
* Spriteset_Battle
*
* The set of sprites on the battle screen.
*/
declare class Spriteset_Battle extends Spriteset_Base {
protected constructor();
_battlebackLocated: boolean;
_backgroundSprite: Sprite;
_battleField: Sprite;
_back1Sprite: TilingSprite;
_back2Sprite: TilingSprite;
_enemySprites: Sprite_Enemy[];
_actorSprites: Sprite_Actor[];
/**
* Creates the background of the battle spriteset.
*
* @memberof Spriteset_Battle
*/
createBackground(): void;
/**
* Creates the battlefield of the battle spriteset.
*
* @memberof Spriteset_Battle
*/
createBattleField(): void;
/**
* Creates the battleback of the battle spriteset.
*
* @memberof Spriteset_Battle
*/
createBattleback(): void;
/**
* Updates the battleback of the battle spriteset.
*
* @memberof Spriteset_Battle
*/
updateBattleback(): void;
/**
* Locates the battleback and adjusts the coordinates of the
* battleback.
* @memberof Spriteset_Battle
*/
locateBattleback(): void;
/**
* Returns battleb ack 2 of the battle spriteset.
*
* @returns {Bitmap} Instance of the Bitmap class.
* @memberof Spriteset_Battle
*/
battleback1Bitmap(): Bitmap;
/**
* Returns battleback 2 of the battle spriteset.
*
* @returns {Bitmap} Instance of the Bitmap class.
* @memberof Spriteset_Battle
*/
battleback2Bitmap(): Bitmap;
/**
*
*
* @returns {string} Name of battleback 1 bitmap.
* @memberof Spriteset_Battle
*/
battleback1Name(): string;
/**
*
*
* @returns {string} Name of battleback 2 bitmap.
* @memberof Spriteset_Battle
*/
battleback2Name(): string;
/**
* Returns the battleback 1 name as a string.
*
* @returns {string} Name of overworld battleback 1 bitmap.
* @memberof Spriteset_Battle
*/
overworldBattleback1Name(): string;
/**
* Returns the battleback 2 name as a string.
*
* @returns {string} Name of overworld battleback 2 bitmap.
* @memberof Spriteset_Battle
*/
overworldBattleback2Name(): string;
/**
*
*
* @returns {string} Name of the normal battleback 1 bitmap.
* @memberof Spriteset_Battle
*/
normalBattleback1Name(): string;
/**
*
*
* @returns {string} Name of the normal battleback 2 bitmap.
* @memberof Spriteset_Battle
*/
normalBattleback2Name(): string;
/**
* Given the specified terrtain type, return
* the battleback 1 name.
* @param {number} type Terrain type.
* @returns {string} Name of the terrtain battleback 1 bitmap.
* @memberof Spriteset_Battle
*/
terrainBattleback1Name(type: number): string;
/**
* Given the specified terrain type, return
* the battleback 2 name.
* @param {number} type Terrain type.
* @returns {string} Name of the terrain battleback 2 bitmap.
* @memberof Spriteset_Battle
*/
terrainBattleback2Name(type: number): string;
/**
*
*
* @returns {string} Name of the default battleback 1 name.
* @memberof Spriteset_Battle
*/
defaultBattleback1Name(): string;
/**
*
*
* @returns {string} Name of the default battleback 2 name.
* @memberof Spriteset_Battle
*/
defaultBattleback2Name(): string;
/**
*
*
* @returns {string} Name of the ship battleback 1 bitmap.
* @memberof Spriteset_Battle
*/
shipBattleback1Name(): string;
/**
*
*
* @returns {string} Name of the ship battleback 2 bitmap.
* @memberof Spriteset_Battle
*/
shipBattleback2Name(): string;
autotileType(z: number): number;
/**
* Creates sprite enemies for the battle spriteset.
*
* @memberof Spriteset_Battle
*/
createEnemies(): void;
compareEnemySprite(a: Sprite_Enemy, b: Sprite_Enemy): number;
/**
* Creates sprite actors for the battle spriteset.
*
* @memberof Spriteset_Battle
*/
createActors(): void;
/**
* Updates the actor sprites on the battle spriteset.
*
* @memberof Spriteset_Battle
*/
updateActors(): void;
/**
* Returns all battler sprites on the battle spriteset.
*
* @returns {Array<Sprite_Battler>}
* @memberof Spriteset_Battle
*/
battlerSprites(): Sprite_Battler[];
/**
* Returns true if animation is playing on the battle spriteset.
*
* @returns {boolean}
* @memberof Spriteset_Battle
*/
isAnimationPlaying(): boolean;
isEffecting(): boolean;
/**
* Returns true if any sprite actor or enemy is moving.
*
* @returns {boolean} Representing whether any battle participants are moving.
* @memberof Spriteset_Battle
*/
isAnyoneMoving(): boolean;
/**
* Returns true if the battle spriteset is busy.
*
* @returns {boolean}
* @memberof Spriteset_Battle
*/
isBusy(): boolean;
}
/**
* -----------------------------------------------------------------------------
* Spriteset_Map
*
* The set of sprites on the map screen.
*/
declare class Spriteset_Map extends Spriteset_Base {
protected constructor();
_parallax: TilingSprite;
_tilemap: Tilemap | ShaderTilemap;
_tileset: rm.types.Tileset;
_characterSprites: Sprite_Character[];
_shadowSprite: Sprite;
_destinationSprite: Sprite_Destination;
_weather: Weather;
_parallaxName: string;
/**
* Hides the map spriteset character sprites.
*
* @memberof Spriteset_Map
*/
hideCharacters(): void;
/**
* Creates the map spriteset parallax.
*
* @memberof Spriteset_Map
*/
createParallax(): void;
/**
* Creates the map spriteset tile map.
*
* @memberof Spriteset_Map
*/
createTilemap(): void;
/**
* Loads the map spriteset tileset.
*
* @memberof Spriteset_Map
*/
loadTileset(): void;
/**
* Creates the map spriteset character sprite.
*
* @memberof Spriteset_Map
*/
createCharacters(): void;
/**
* Creates the map spriteset shadow sprite.
*
* @memberof Spriteset_Map
*/
createShadow(): void;
/**
* Creates the map spriteset destination sprite.
*
* @memberof Spriteset_Map
*/
createDestination(): void;
/**
* Creates the map spriteset weather.
*
* @memberof Spriteset_Map
*/
createWeather(): void;
/**
* Updates the map spriteset tileset.
*
* @memberof Spriteset_Map
*/
updateTileset(): void;
updateParallax(): void;
/**
* Updates the map spriteset tile map.
*
* @memberof Spriteset_Map
*/
updateTilemap(): void;
/**
* Updates the map spriteset shadow.
*
* @memberof Spriteset_Map
*/
updateShadow(): void;
/**
* Updates the map spriteset weather.
*
* @memberof Spriteset_Map
*/
updateWeather(): void;
}
declare class Window_Selectable extends Window_Base {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, height: number, width: number): void;
/**
* Returns the current position of the _index property.
*
* @returns {Int}
* @memberof Window_Selectable
*/
index(): number;
/**
* Returns true if the _cursorFixed property is true;
* this means the cursor is locked to a position.
* @returns {boolean}
* @memberof Window_Selectable
*/
cursorFixed(): boolean;
/**
* Sets the _cursorFixed property of the
* window.
* @param {boolean} cursorFixed
* @memberof Window_Selectable
*/
setCursorFixed(cursorFixed: boolean): void;
cursorAll(): boolean;
setCursorAll(cursorAll: boolean): void;
/**
* Returns the maximum number of columns
* for the window.
* @returns {number}
* @memberof Window_Selectable
*/
maxCols(): number;
/**
* Returns the maximum number of items within the window;
* useful to overwrite when creating a new window.
* This method is used to calculate the number of rows and more.
* @returns {number}
* @memberof Window_Selectable
*/
maxItems(): number;
spacing(): number;
/**
* Returns the width of an item within the window;
* determines the width of a column.
* @returns {number}
* @memberof Window_Selectable
*/
itemWidth(): number;
/**
* Returns the height of an item within the window;
* determines the height of a row.
* @returns {number}
* @memberof Window_Selectable
*/
itemHeight(): number;
/**
* Selects the current index within the window given a number.
*
* @param {number} index
* @memberof Window_Selectable
*/
select(index: number): void;
/**
* Deselects the currently selected index.
*
* @memberof Window_Selectable
*/
deselect(): void;
/**
* Reselects the index based on the window's _index property.
*
* @memberof Window_Selectable
*/
reselect(): void;
row(): number;
topRow(): number;
maxTopRow(): number;
/**
* Sets the current top row of the given a number.
* The top row will then be moved to an index
* of the window.
* @param {number} row
* @memberof Window_Selectable
*/
setTopRow(row: number): void;
resetScroll(): void;
maxPageRows(): number;
maxPageItems(): number;
/**
* Returns true if the window is horizontal;
* means the window only has a single row.
* @returns {boolean}
* @memberof Window_Selectable
*/
isHorizontal(): boolean;
bottomRow(): number;
setBottomRow(row: number): void;
/**
* Creates a new rectangle based on itemWidth and itemHeight.
* The rectangle is mainly used for positioning items within
* the selectable window.
* @param {number} index
* @returns {Rectangle}
* @memberof Window_Selectable
*/
itemRect(index: number): Rectangle;
/**
* Creates a new rectangle based on itemWidth and itemHeight
* The rectangle is used for positioning text within
* the selectable window.
* @param {number} index
* @returns {Rectangle}
* @memberof Window_Selectable
*/
itemRectForText(index: number): Rectangle;
setHelpWindow(helpWindow: Window_Help): void;
/**
* Shows the attached help window.
*
* @memberof Window_Selectable
*/
showHelpWindow(): void;
/**
* Hides the attached help window.
*
* @memberof Window_Selectable
*/
hideHelpWindow(): void;
/**
* Creates a new handler with the symbol as the handler name
* and a method (JS function) bound to it.
* @param {string} symbol
* @param {*} method
* @memberof Window_Selectable
*/
setHandler(symbol: string, method: any): void;
isHandled(symbol: string): boolean;
callHandler(symbol: string): void;
isOpenAndActive(): boolean;
isCursorMovable(): boolean;
/**
* Moves the cursor down; if wrap is passed
* as true, then it will return to the top when
* at the end of the list.
* @param {boolean} wrap
* @memberof Window_Selectable
*/
cursorDown(wrap: boolean): void;
/**
* Moves the cursor up; if wrap is passed
* as true, then it will return to the bottom
* when at the top of the list.
* @param {boolean} wrap
* @memberof Window_Selectable
*/
cursorUp(wrap: boolean): void;
cursorRight(wrap: boolean): void;
cursorLeft(wrap: boolean): void;
cursorPagedown(): void;
cursorPageup(): void;
scrollDown(): void;
scrollUp(): void;
updateArrows(): void;
/**
* Handles the processing of cursor movement.
*
* @memberof Window_Selectable
*/
processCursorMove(): void;
/**
* Handles the process of attached handlers.
*
* @memberof Window_Selectable
*/
processHandling(): void;
/**
* Handles the processing of the scroll wheel within
* the window.
* @memberof Window_Selectable
*/
processWheel(): void;
/**
* Handles the processing of touch input.
*
* @memberof Window_Selectable
*/
processTouch(): void;
isTouchedInsideFrame(): boolean;
onTouch(triggered: boolean): void;
hitTest(x: number, y: number): number;
isContentsArea(x: number, y: number): boolean;
/**
* Determines if touch ok is enabled as an option;
* this means whether you can confirm the selection
* of an item within the window with touch input.
* @returns {boolean}
* @memberof Window_Selectable
*/
isTouchOkEnabled(): boolean;
/**
* Determines if ok is enabled as an option;
* this means whether you can confirm selection
* of an item within the window.
* @returns {boolean}
* @memberof Window_Selectable
*/
isOkEnabled(): boolean;
isCancelEnabled(): boolean;
isOkTriggered(): boolean;
isCancelTriggered(): boolean;
processOk(): void;
callOkHandler(): void;
processCancel(): void;
callCancelHandler(): void;
processPageup(): void;
processPagedown(): void;
updateInputData(): void;
updateCursor(): void;
/**
* Determines if the cursor is visible within
* the window.
* @returns {boolean}
* @memberof Window_Selectable
*/
isCursorVisible(): boolean;
ensureCursorVisible(): void;
callUpdateHelp(): void;
updateHelp(): void;
setHelpWindowItem(item: any): void;
isCurrentItemEnabled(): boolean;
/**
* Draws all items within the window; this method
* cals drawItem multiple times.
* @memberof Window_Selectable
*/
drawAllItems(): void;
drawItem(index: number): void;
clearItem(index: number): void;
redrawItem(index: number): void;
redrawCurrentItem(): void;
/**
* Refreshes the window contents.
*
* @memberof Window_Selectable
*/
refresh(): void;
}
declare class Window_Command extends Window_Selectable {
/**
* Creates an instance of Window_Command.
* @param {number} x
* @param {number} y
* @memberof Window_Command
*/
constructor(x: number, y: number);
initialize(x: number, y: number): void;
/**
* Returns the width of the window;
* default is 240.
* @returns {number}
* @memberof Window_Command
*/
windowWidth(): number;
/**
* Returns the height of the window;
* takes the visible rows and passes it to the fittingHeight method.
* @returns {number}
* @memberof Window_Command
*/
windowHeight(): number;
/**
* Returns the number of visible rows within the window.
*
* @returns {number}
* @memberof Window_Command
*/
numVisibleRows(): number;
/**
* Returns the maximum number of items within the window.
*
* @returns {number}
* @memberof Window_Command
*/
maxItems(): number;
/**
* Clears the list of commands from the window;
* this is useful for refreshing changing commands.
* @memberof Window_Command
*/
clearCommandList(): void;
/**
* Convenient method for overwriting and adding
* commands with the addCommand method.
* @memberof Window_Command
*/
makeCommandList(): void;
/**
* Adds commands to the window list with the specified
* parameters. The actual command can be found as an object.
* @param {String} name
* @param {String} symbol
* @param {boolean} enabled
* @param {(any | object)} [ext]
* @memberof Window_Command
*/
addCommand(name: string, symbol: string, enabled: boolean, ext?: any): void;
/**
* Returns the command name given an index.
*
* @param {number} index
* @returns {String}
* @memberof Window_Command
*/
commandName(index: number): string;
/**
* Returns the command symbol given an index.
*
* @param {number} index
* @returns {String}
* @memberof Window_Command
*/
commandSymbol(index: number): string;
/**
* Determines if the command is enabled;
* checks the enabled property of the command.
* @param {number} index
* @returns {boolean}
* @memberof Window_Command
*/
isCommandEnabled(index: number): boolean;
/**
* Returns the command object at the current index.
*
* @returns {object}
* @memberof Window_Command
*/
currentData(): any;
/**
* Returns the command symbol at the current index.
*
* @returns {String}
* @memberof Window_Command
*/
currentSymbol(): string;
/**
* Returns the ext property of the command at the current index.
*
* @returns {(any | object)}
* @memberof Window_Command
*/
currentExt(): any;
/**
* Finds a command object and returns the index number based
* on the symbol property.
* @param {String} symbol
* @returns {number}
* @memberof Window_Command
*/
findSymbol(symbol: string): boolean;
/**
* Selects a command object based on the symbol property.
*
* @param {String} symbol
* @memberof Window_Command
*/
selectSymbol(symbol: string): void;
/**
* Finds a command object and returns the index number
* based on the ext property.
* @param {(any | object)} ext
* @returns {number}
* @memberof Window_Command
*/
findExt(ext: any): number;
/**
* Selects a command object based on the ext property.
*
* @param {(any | object)} ext
* @memberof Window_Command
*/
selectExt(ext: any): void;
/**
* Returns the text align of the commands;
* possible values are: 'left', 'center', 'right'.
* @returns {String}
* @memberof Window_Command
*/
itemTextAlign(): string;
}
/**
* -----------------------------------------------------------------------------
* Window_ActorCommand
*
* The window for selecting an actor's action on the battle screen.
* @class Window_ActorCommand
*/
declare class Window_ActorCommand extends Window_Command {
constructor();
/**
* Adds the attack command to the actor command window.
*
* @memberof Window_ActorCommand
*/
addAttackCommand(): void;
/**
* Adds the skill command to the actor command window.
*
* @memberof Window_ActorCommand
*/
addSkillCommands(): void;
/**
* Adds the guard command to the actor command window.
*
* @memberof Window_ActorCommand
*/
addGuardCommand(): void;
/**
* Adds the item command to the actor command window.
*
* @memberof Window_ActorCommand
*/
addItemCommand(): void;
/**
* Sets up the actor command window with a specified actor.
*
* @param {Game_Actor} actor
* @memberof Window_ActorCommand
*/
setup(actor: Game_Actor): void;
selectLast(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleStatus
*
* The window for displaying the status of party members on the battle screen.
* @class Window_BattleStatus
*/
declare class Window_BattleStatus extends Window_Selectable {
constructor();
/**
* Returns the window width.
*
* @returns {number}
* @memberof Window_BattleStatus
*/
windowWidth(): number;
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_BattleStatus
*/
windowHeight(): number;
/**
* Returns the number of visible rows.
*
* @returns {number}
* @memberof Window_BattleStatus
*/
numVisibleRows(): number;
basicAreaRect(index: number): Rectangle;
/**
* returns a rectangle for the gauges in the gauge area.
*
* @param {number} index
* @returns {Rectangle}
* @memberof Window_BattleStatus
*/
gaugeAreaRect(index: number): Rectangle;
/**
* Returns the width of the guage area.
*
* @returns {number}
* @memberof Window_BattleStatus
*/
gaugeAreaWidth(): number;
/**
* Draws the basic area for actors within the battle status window.
*
* @param {Rectangle} rect
* @param {Game_Actor} actor
* @memberof Window_BattleStatus
*/
drawBasicArea(rect: Rectangle, actor: Game_Actor): void;
/**
* Draws the gauge area for the actors within the battle status window.
*
* @param {Rectangle} rect
* @param {Game_Actor} actor
* @memberof Window_BattleStatus
*/
drawGaugeArea(rect: Rectangle, actor: Game_Actor): void;
/**
* Draws the gauges in the basic area with tp included.
*
* @param {Rectangle} rect
* @param {Game_Actor} actor
* @memberof Window_BattleStatus
*/
drawGaugeAreaWithTp(rect: Rectangle, actor: Game_Actor): void;
/**
* Draws the gauges in the basic area without tp included.
*
* @param {Rectangle} rect
* @param {Game_Actor} actor
* @memberof Window_BattleStatus
*/
drawGaugeAreaWithoutTp(rect: Rectangle, actor: Game_Actor): void;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleActor
*
* The window for selecting a target actor on the battle screen.
* @class Window_BattleActor
*/
declare class Window_BattleActor extends Window_BattleStatus {
constructor(x: number, y: number);
initialize(x: number, y: number): void;
/**
* Selects an actor within the battle actor window.
*
* @param {number} index
* @memberof Window_BattleActor
*/
select(index: number): void;
/**
* Returns the current selected actor.
*
* @returns {Game_Actor}
* @memberof Window_BattleActor
*/
actor(): Game_Actor;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleEnemy
*
* The window for selecting a target enemy on the battle screen.
* @class Window_BattleEnemy
*/
declare class Window_BattleEnemy extends Window_Selectable {
constructor(x: number, y: number);
initialize(x: number, y: number): void;
/**
* Returns the window width.
*
* @returns {number}
* @memberof Window_BattleEnemy
*/
windowWidth(): number;
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_BattleEnemy
*/
windowHeight(): number;
/**
* Returns the number of visible rows.
*
* @returns {number}
* @memberof Window_BattleEnemy
*/
numVisibleRows(): number;
/**
* Returns the current enemy.
*
* @returns {Game_Enemy}
* @memberof Window_BattleEnemy
*/
enemy(): Game_Enemy;
/**
* Returns the current index selected.
*
* @returns {number}
* @memberof Window_BattleEnemy
*/
enemyIndex(): number;
/**
* Selects a specified enemy using the index.
*
* @param {number} index
* @memberof Window_BattleEnemy
*/
select(index: number): void;
}
declare class Window_ItemList extends Window_Selectable {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, width: number, height: number): void;
needsNumber(): boolean;
selectLast(): void;
makeItemList(): void;
numberWidth(): number;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleItem
*
* The window for selecting an item to use on the battle screen.
* @class Window_BattleItem
*/
declare class Window_BattleItem extends Window_ItemList {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, width: number, height: number): void;
includes(item: rm.types.UsableItem): boolean;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleLog
*
* The window for displaying battle progress. No frame is displayed, but it is
* handled as a window for convenience.
* @class Window_BattleLog
*/
declare class Window_BattleLog extends Window_Base {
constructor();
initialize(): void;
setSpriteset(spriteset: Spriteset_Battle): void;
windowWidth(): number;
windowHeight(): number;
maxLines(): number;
createBackBitmap(): void;
createBackSprite(): void;
numLines(): number;
messageSpeed(): number;
isBusy(): boolean;
updateWait(): boolean;
updateWaitCount(): boolean;
updateWaitMode(): boolean;
setWaitMode(waitMode: string): void;
callNextMethod(): void;
isFastForward(): boolean;
push(methodName: string, args: any[]): void;
clear(): void;
wait(): void;
waitForEffect(): void;
waitForMovement(): void;
addText(text: string): void;
pushBaseLine(): void;
popBaseLine(): void;
waitForNewLine(): void;
popupDamage(target: Game_Battler): void;
performActionStart(subject: Game_Battler, action: Game_Action): void;
performAction(subject: Game_Battler, action: Game_Action): void;
performActionEnd(subject: Game_Battler): void;
performDamage(target: Game_Battler): void;
performMiss(target: Game_Battler): void;
performRecovery(target: Game_Battler): void;
performEvasion(target: Game_Battler): void;
performMagicEvasion(target: Game_Battler): void;
performCounter(target: Game_Battler): void;
performReflection(target: Game_Battler): void;
performSubstitute(substitute: Game_Battler, target: Game_Battler): void;
performCollapse(target: Game_Battler): void;
showAnimation(subject: Game_Battler, targets: Game_Battler, animationId: number): void;
showAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
showActorAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
showEnemyAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
showNormalAnimation(targets: Game_Battler, animationId: number, mirror: boolean): void;
animationBaseDelay(): number;
animationNextDelay(): number;
drawBackground(): void;
backRect(): Rectangle;
backColor(): string;
backPaintOpacity(): number;
drawLineText(index: number): void;
startTurn(): void;
startAction(subject: Game_Battler, action: Game_Action, targets: Game_Battler[]): void;
endAction(subject: Game_Battler): void;
displayCurrentState(subject: Game_Battler): void;
displayRegeneration(subject: Game_Battler): void;
displayAction(subject: Game_Battler, item: rm.types.UsableItem): void;
displayCounter(target: Game_Battler): void;
displayReflection(target: Game_Battler): void;
displaySubstitute(substitute: Game_Battler, target: Game_Battler): void;
displayActionResults(subject: Game_Battler, targt: Game_Battler): void;
displayFailure(target: Game_Battler): void;
displayCritical(target: Game_Battler): void;
displayDamage(target: Game_Battler): void;
displayMiss(target: Game_Battler): void;
displayEvasion(target: Game_Battler): void;
displayHpDamage(target: Game_Battler): void;
displayMpDamage(target: Game_Battler): void;
displayTpDamage(target: Game_Battler): void;
displayAffectedStatus(target: Game_Battler): void;
displayAutoAffectedStatus(target: Game_Battler): void;
displayChangedStates(target: Game_Battler): void;
displayAddedStates(target: Game_Battler): void;
displayRemovedStates(target: Game_Battler): void;
displayChangedBuffs(target: Game_Battler): void;
/**
*
* @param target
* @param buffs list of integers representing buff Ids
* @param fmt
*/
displayBuffs(target: Game_Battler, buffs: number[], fmt: string): void;
makeHpDamageText(target: Game_Battler): void;
makeMpDamageText(target: Game_Battler): string;
makeTpDamageText(target: Game_Battler): string;
}
declare namespace rm.types {
export const enum SkillTypeIdA {
base = -1,
}
}
/**
* -----------------------------------------------------------------------------
* Window_SkillList
*
* The window for selecting a skill on the skill screen.
* @class Window_SkillList
*/
declare class Window_SkillList extends Window_Selectable {
constructor(x: number, y: number, witth: number, height: number);
_actor: Game_Actor;
/**
* Returns the Skill Type Id, which is an Int.
*/
_stypeId: rm.types.SkillTypeIdA;
_data: rm.types.Skill[];
initialize(x: number, y: number, width: number, height: number): void;
/**
* Sets the current actor of the skill list window.
*
* @param {Game_Actor} actor
* @memberof Window_SkillList
*/
setActor(actor: Game_Actor): void;
/**
* Sets the skill type id of the skill list window.
*
* @param {number} stypeId - Integer
* @memberof Window_SkillList
*/
setStypeId(stypeId: rm.types.SkillTypeIdA): void;
/**
* Returns the current skill at the window index
* loaded from the databse.
*
* @returns {RPG.Skill}
* @memberof Window_SkillList
*/
item(): rm.types.Skill;
/**
* Returns true if the given skill is included.
*
* @param {RPG.Skill} item
* @returns {boolean}
* @memberof Window_SkillList
*/
includes(item: rm.types.Skill): boolean;
/**
* Returns true if the given skill is enabled.
*
* @param {RPG.Skill} item
* @returns {boolean}
* @memberof Window_SkillList
*/
isEnabled(item: rm.types.Skill): boolean;
/**
* Creates the item list.
*
* @memberof Window_SkillList
*/
makeItemList(): void;
selectLast(): void;
costWidth(): number;
drawSkillCost(skill: rm.types.Skill, x: number, y: number, width: number): void;
}
/**
* -----------------------------------------------------------------------------
* Window_BattleSkill
*
* The window for selecting a skill to use on the battle screen.
* @class Window_BattleSkill
*/
declare class Window_BattleSkill extends Window_SkillList {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, width: number, height: number): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ChoiceList
*
* The window used for the event command [Show Choices].
* @class Window_ChoiceList
*/
declare class Window_ChoiceList extends Window_Command {
constructor(messageWindow: Window_Message);
initialize(messageWindow: Window_Message): void;
start(): void;
selectDefault(): void;
updatePlacement(): void;
updateBackground(): void;
maxChoiceWidth(): number;
textWidthEx(text: string): number;
}
/**
* -----------------------------------------------------------------------------
* Window_DebugEdit
*
* The window for displaying switches and variables on the debug screen.
* @class Window_DebugEdit
*/
declare class Window_DebugEdit extends Window_Selectable {
constructor(x: number, y: number, width: number);
itemName(dataId: number): string;
itemStatus(dataId: string): string;
setMode(mode: string): void;
setTopId(id: number): void;
currentId(): number;
updateSwitch(): void;
updateVariable(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_DebugRange
*
* The window for selecting a block of switches/variables on the debug screen.
* @class Window_DebugRange
*/
declare class Window_DebugRange extends Window_Selectable {
constructor(x: number, y: number);
windowWidth(): number;
windowHeight(): number;
mode(): string;
topId(): number;
setEditWindow(editWindow: Window_DebugEdit): void;
}
declare class Window_HorzCommand extends Window_Command {
constructor(x: number, y: number);
}
declare class Window_EquipCommand extends Window_HorzCommand {
protected constructor();
}
/**
* -----------------------------------------------------------------------------
* Window_EquipItem
*
* The window for selecting an equipment item on the equipment screen.
* @class Window_EquipItem
*/
declare class Window_EquipItem {
constructor(x: number, y: number, width: number, height: number);
setActor(actor: Game_Actor): void;
setSlotId(slotId: number): void;
includes(item: rm.types.EquipItem): boolean;
isEnabled(item: rm.types.EquipItem): boolean;
setStatusWindow(statusWindow: Window_EquipStatus): void;
}
/**
* -----------------------------------------------------------------------------
* Window_EquipSlot
*
* The window for selecting an equipment slot on the equipment screen.
* @class Window_EquipSlot
*/
declare class Window_EquipSlot extends Window_Selectable {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, width: number, height: number): void;
/**
* Sets the current game actor.
*
* @param {Game_Actor} actor
* @memberof Window_EquipSlot
*/
setActor(actor: Game_Actor): void;
/**
* Returns the current equip item.
*
* @returns {RPG.EquipItem}
* @memberof Window_EquipSlot
*/
item(): rm.types.EquipItem;
/**
* Returns the name of the slot at the specified index.
*
* @param {number} index
* @returns {string}
* @memberof Window_EquipSlot
*/
slotName(index: number): string;
/**
* Returns true if the current slot is enabled.
*
* @param {number} index
* @returns {boolean}
* @memberof Window_EquipSlot
*/
isEnabled(index: number): boolean;
/**
* Sets the status window within the equip slot window.
*
* @param {Window_EquipStatus} statusWindow
* @memberof Window_EquipSlot
*/
setStatusWindow(statusWindow: Window_EquipStatus): void;
/**
* Sets the item window within the equip slot window.
*
* @param {Window_EquipItem} itemWindow
* @memberof Window_EquipSlot
*/
setItemWindow(itemWindow: Window_EquipItem): void;
}
declare class Window_EquipStatus extends Window_Base {
protected constructor();
}
/**
* -----------------------------------------------------------------------------
* Window_EventItem
*
* The window used for the event command [Select Item].
* @class Window_EventItem
*/
declare class Window_EventItem extends Window_ItemList {
constructor(messageWindow: Window_Message);
/**
* Returns the height off the window.
*
* @returns {number}
* @memberof Window_EventItem
*/
windowHeight(): number;
/**
* Returns the number of visible rows.
*
* @returns {number}
* @memberof Window_EventItem
*/
numVisibleRows(): number;
/**
* Starts the event item window.
*
* @memberof Window_EventItem
*/
start(): void;
updatePlacement(): void;
includes(item: rm.types.BaseItem): boolean;
isEnabled(item: rm.types.BaseItem): boolean;
onOk(): void;
onCancel(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_GameEnd
*
* The window for selecting "Go to Title" on the game end screen.
* @class Window_GameEnd
*/
declare class Window_GameEnd extends Window_Base {
constructor();
updatePlacement(): void;
}
declare class Window_Gold extends Window_Base {
constructor(x: number, y: number);
/**
* Returns the $gameParty gold as a number.
*
* @returns {number}
* @memberof Window_Gold
*/
value(): number;
/**
* Returns the RPGMakerMV database currency
* as a string.
* @returns {string}
* @memberof Window_Gold
*/
currencyUnit(): string;
}
declare class Window_Help extends Window_Base {
/**
* Creates an instance of Window_Help.
* @param {number} numLines
* @memberof Window_Help
*/
constructor(numLines: number);
/**
* Sets the _text property of the window;
* this text will be displayed within the window.
* @param {string} text
* @memberof Window_Help
*/
setText(text: string): void;
clear(): void;
/**
* Sets the current item of the help window.
*
* @param {RPG.BaseItem} item
* @memberof Window_Help
*/
setItem(item: rm.types.BaseItem): void;
}
declare class Window_ItemCategory extends Window_HorzCommand {
protected constructor();
}
/**
* -----------------------------------------------------------------------------
* Window_MapName
*
* The window for displaying the map name on the map screen.
* @class Window_MapName
*/
declare class Window_MapName extends Window_Base {
constructor();
/**
* Returns the window width.
*
* @returns {number}
* @memberof Window_MapName
*/
windowWidth(): number;
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_MapName
*/
windowHeight(): number;
updateFadeIn(): void;
updateFadeOut(): void;
/**
* Windows the map name window.
*
* @memberof Window_MapName
*/
refresh(): void;
/**
* Draws the background of the map name window.
*
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @memberof Window_MapName
*/
drawBackground(x: number, y: number, width: number, height: number): void;
}
/**
* -----------------------------------------------------------------------------
* Window_MenuStatus
*
* The window for displaying party member status on the menu screen.
* @class Window_MenuStatus
* @extends {Window_Selectable}
*/
declare class Window_MenuStatus extends Window_Selectable {
/**
* Creates an instance of Window_MenuStatus.
* @param {number} x
* @param {number} y
* @memberof Window_MenuStatus
*/
constructor(x: number, y: number);
/**
* Window width.
* @return Int
*/
windowWidth(): number;
/**
* Window height.
* @return Int
*/
windowHeight(): number;
/**
* Returns the height of each item (actor status) in the main menu
* window.
* @returns {number}
* @memberof Window_MenuStatus
*/
itemHeight(): number;
/**
* Returns the number of visible rows in
* menu status.
* @returns {number}
* @memberof Window_MenuStatus
*/
numVisibleRows(): number;
/**
* Loads the images for the main menu status window.
*
* @memberof Window_MenuStatus
*/
loadImages(): void;
/**
* Draws the item background at the given index.
*
* @param {number} index
* @memberof Window_MenuStatus
*/
drawItemBackground(index: number): void;
drawItemImage(index: number): void;
drawItemStatus(index: number): void;
selectLast(): void;
/**
* Determines if the window is in formation mode;
* if true, the player can select characters to swap
* positions with.
* @returns {boolean}
* @memberof Window_MenuStatus
*/
formationMode(): boolean;
/**
* Sets the formation mode to true or false.
*
* @param {boolean} formationMode
* @memberof Window_MenuStatus
*/
setFormationMode(formationMode: boolean): void;
pendingIndex(): number;
setPendingIndex(index: number): void;
}
declare class Window_MenuActor extends Window_MenuStatus {
constructor();
initialize(): void;
selectForItem(item: rm.types.BaseItem): void;
}
declare class Window_MenuCommand extends Window_Command {
constructor(x: number, y: number);
/**
* Adds the standard game commands to the
* RPGMakerMV main menu.
* @memberof Window_MenuCommand
*/
addMainCommands(): void;
/**
* Adds the standard formation command to the
* RPGMakerMV main menu.
* @memberof Window_MenuCommand
*/
addFormationCommand(): void;
/**
* Adds any user created commands to the
* RPGMakerMV main menu.
* @memberof Window_MenuCommand
*/
addOriginalCommands(): void;
/**
* Adds the save command to the
* RPGMakerMV main menu.
* @memberof Window_MenuCommand
*/
addSaveCommand(): void;
addGameEndCommand(): void;
/**
* Checks if the standard game commands for the menu
* are needed based on database system options.
* @param {string} name
* @returns {boolean}
* @memberof Window_MenuCommand
*/
needsCommand(name: string): boolean;
/**
* Determines if the main commands are enabled;
* this is based on the settings in the database.
* @returns {boolean}
* @memberof Window_MenuCommand
*/
areMainCommandsEnabled(): boolean;
/**
* Determines if the option command is enabled;
* based on the setting in the database.
* @returns {boolean}
* @memberof Window_MenuCommand
*/
isOptionsEnabled(): boolean;
/**
* Determines if the save command is enabled;
* based on the setting in the database.
* @returns {boolean}
* @memberof Window_MenuCommand
*/
isSaveEnabled(): boolean;
/**
* Selects the last command in menu.
*
* @memberof Window_MenuCommand
*/
selectLast(): void;
static initCommandPosition(): void;
static _lastCommandSymbol: any;
}
declare class Window_Message extends Window_Base {
protected constructor();
initialize(): void;
initMembers(): void;
/**
* Processes normal characters displayed within the message window.
* @param textState
*/
processNormalCharacter(textState: string): void;
/**
* Returns the sub windows attached to the message window.
*
* @returns {Array<Window_Base>}
* @memberof Window_Message
*/
subWindows(): Window_Base[];
/**
* Creates the sub windows for the message window.
*
* @memberof Window_Message
*/
createSubWindows(): void;
/**
* Returns the width of the window.
*
* @returns {number}
* @memberof Window_Message
*/
windowWidth(): number;
/**
* Returns the height of the window.
*
* @returns {number}
* @memberof Window_Message
*/
windowHeight(): number;
/**
* Returns the number of visible rows within the message window.
*
* @returns {number}
* @memberof Window_Message
*/
numVisibleRows(): number;
checkToNotClose(): void;
/**
* Returns true if the message window can start.
*
* @returns {boolean}
* @memberof Window_Message
*/
canStart(): boolean;
/**
* Starts the displaying of the message within the message window.
*
* @memberof Window_Message
*/
startMessage(): void;
/**
* Updates the placement of the message window.
*
* @memberof Window_Message
*/
updatePlacement(): void;
/**
* Clears the message window flags for
* fast text, pause skip, and line show fast
*/
clearFlags(): void;
/**
* Sets the background type of the window in terms
* of transparency.
* 0,
* 1,
* 2
*/
setBackgroundType(backgroundType: number): void;
/**
* Processes the escape characters in the message window.
* @param code
* @param textState
*/
processEscapeCharacter(code: string, textState: string): void;
/**
* Starts the wait count for the message window.
* @param count
*/
startWait(count: number): void;
/**
* Starts the pause for the window.
* Sets the wait count to 10 and pauses
* the window.
*/
startPause(): void;
/**
* Updates the background of the message window.
*
* @memberof Window_Message
*/
updateBackground(): void;
/**
* Terminates the message and closes the gold and message window.
*
* @memberof Window_Message
*/
terminateMessage(): void;
/**
* Updates the wait of the message window.
*
* @returns {Bool}
* @memberof Window_Message
*/
updateWait(): boolean;
updateLoading(): boolean;
/**
* Updates input when the message window is processing.
*
* @returns {Bool}
* @memberof Window_Message
*/
updateInput(): boolean;
/**
* Returns true if any sub window is active.
*
* @returns {Bool}
* @memberof Window_Message
*/
isAnySubWindowActive(): boolean;
/**
* Updates the message.
*
* @returns {Bool}
* @memberof Window_Message
*/
updateMessage(): boolean;
/**
* Handler for when there is no text left to display within
* the message window.
* @memberof Window_Message
*/
onEndOfText(): void;
startInput(): boolean;
/**
* Returns true if the ok or cancel inputs have been triggered
* multiple times.
* @returns {Bool}
* @memberof Window_Message
*/
isTriggered(): boolean;
/**
* Returns true if the message window still has text
* and settings have not changed.
* @returns {Bool}
* @memberof Window_Message
*/
doesContinue(): boolean;
/**
* Returns true if the message window settings have been changed.
*
* @returns {Bool}
* @memberof Window_Message
*/
areSettingsChanged(): boolean;
updateShowFast(): void;
newPage(textState: rm.types.TextState): void;
loadMessageFace(): void;
drawMessageFace(): void;
newLineX(): number;
processNewLine(textState: rm.types.TextState): void;
processNewPage(textState: rm.types.TextState): void;
}
declare class Window_NameBox extends Window_Base {
constructor();
baseTextRect(): Rectangle;
}
/**
* -----------------------------------------------------------------------------
* Window_NameEdit
*
* The window for editing an actor's name on the name input screen.
* @class Window_NameEdit
*/
declare class Window_NameEdit {
/**
* Creates an instance of Window_NameEdit.
* @param {Game_Actor} actor
* @param {number} maxLength
* @memberof Window_NameEdit
*/
constructor(actor: Game_Actor, maxLength: number);
/**
* Returns the window width.
*
* @returns {number}
* @memberof Window_NameEdit
*/
windowWidth(): number;
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_NameEdit
*/
windowHeight(): number;
restoreDefault(): boolean;
add(ch: string): boolean;
back(): boolean;
/**
* Returns the width of the character face.
*
* @returns {number}
* @memberof Window_NameEdit
*/
faceWidth(): number;
/**
* Returns the width of a character.
*
* @returns {number}
* @memberof Window_NameEdit
*/
charWidth(): number;
left(): number;
underlineRect(index: number): Rectangle;
/**
* Returns the color of the underline as a css color String.
*
* @returns {String}
* @memberof Window_NameEdit
*/
underlineColor(): string;
/**
* Draws the underline at the given index of the window.
*
* @param {number} index
* @memberof Window_NameEdit
*/
drawUnderline(index: number): void;
/**
* Draws a character within the window at the specified index.
*
* @param {number} index
* @memberof Window_NameEdit
*/
drawChar(index: number): void;
/**
* Refreshes the window contents.
*
* @memberof Window_NameEdit
*/
refresh(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_NameInput
*
* The window for selecting text characters on the name input screen.
* @class Window_NameInputt
*/
declare class Window_NameInput extends Window_Selectable {
constructor(editWindow: Window_NameEdit);
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_NameInput
*/
windowHeight(): number;
/**
* Returns the table of characters to input.
*
* @returns {Array<Array<String>>}
* @memberof Window_NameInput
*/
table(): string[][];
character(): string;
isPageChange(): boolean;
isOk(): boolean;
processJump(): void;
processBack(): void;
onNameAdd(): void;
onNameOk(): void;
static LATIN1: string[];
static LATIN2: string[];
static RUSSIA: string[];
static JAPAN1: string[];
static JAPAN2: string[];
static JAPAN3: string[];
}
declare class Window_NumberInput extends Window_Selectable {
constructor(messageWindow: Window_Message);
start(): void;
updatePlacement(): void;
/**
* Returns the window width.
*
* @returns {number}
* @memberof Window_NumberInput
*/
windowWidth(): number;
/**
* Returns the window height.
*
* @returns {number}
* @memberof Window_NumberInput
*/
windowHeight(): number;
/**
* Returns the item width.
*
* @returns {number}
* @memberof Window_NumberInput
*/
itemWidth(): number;
/**
* Creates the number input window buttons.
*
* @memberof Window_NumberInput
*/
createButtons(): void;
/**
* Places the number input window buttons.
*
* @memberof Window_NumberInput
*/
placeButtons(): void;
updateButtonsVisiblity(): void;
showButtons(): void;
hideButtons(): void;
buttonY(): number;
processDigitChange(): void;
changeDigit(up: boolean): void;
onButtonUp(): void;
onButtonDown(): void;
onButtonOk(): void;
}
declare class Window_Options extends Window_Command {
constructor();
updatePlacement(): void;
addGeneralOptions(): void;
addVolumeOptions(): void;
statusWidth(): number;
statusText(index: number): string;
isVolumeSymbol(symbol: string): boolean;
booleanStatusText(value: boolean): string;
volumeStatusText(value: number): string;
volumeOffset(): number;
changeValue(symbol: string, value: boolean | number): void;
getConfigValue(symbol: string): boolean;
setConfigValue(symbol: string, volume: boolean | number): void;
}
/**
* -----------------------------------------------------------------------------
* Window_PartyCommand
*
* The window for selecting whether to fight or escape on the battle screen.
* @class Window_PartyCommand
*/
declare class Window_PartyCommand extends Window_Command {
constructor();
setup(): void;
}
declare namespace rm.windows {
export type Info = {
key: string;
}
}
declare class Window_SavefileList extends Window_Selectable {
constructor(x: number, y: number, width: number, height: number);
/**
* Sets the mode of the save file window.
*
* @param {string} mode
* @memberof Window_SavefileList
*/
setMode(mode: string): void;
/**
* Returns the maximum number of visible items.
*
* @returns {number}
* @memberof Window_SavefileList
*/
maxVisibleItems(): number;
itemHeight(): number;
/**
* Draws the file id at the specified x and y coordinates.
*
* @param {number} id
* @param {number} x
* @param {number} y
* @memberof Window_SavefileList
*/
drawFileId(id: number, x: number, y: number): void;
drawContents(info: rm.windows.Info, rect: Rectangle, valid: boolean): void;
drawGameTitle(info: rm.windows.Info, x: number, y: number, width: number): void;
drawPartyCharacters(info: rm.windows.Info, x: number, y: number): void;
/**
* Draws the current playtime at the specified x and y coordinates within the given
* width.
* @param {{key: string}} info
* @param {number} x
* @param {number} y
* @param {number} width
* @memberof Window_SavefileList
*/
drawPlaytime(info: rm.windows.Info, x: number, y: number, width: number): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ScrollText
*
* The window for displaying scrolling text. No frame is displayed, but it
* is handled as a window for convenience.
* @class Window_ScrollText
*/
declare class Window_ScrollText extends Window_Base {
constructor();
/**
* Starts the displaying of a message in the scroll text window.
*
* @memberof Window_ScrollText
*/
startMessage(): void;
refresh(): void;
updateMessage(): void;
scrollSpeed(): number;
/**
* Returns true if the scene is in fast forward mode.
*
* @returns {boolean}
* @memberof Window_ScrollText
*/
isFastForward(): boolean;
/**
* Returns the fast forward rate of the scroll text window.
*
* @returns {number}
* @memberof Window_ScrollText
*/
fastForwardRate(): number;
/**
* Terminates the message and the scroll text window is hidden.
*
* @memberof Window_ScrollText
*/
terminateMessage(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ShopBuy
*
* The window for selecting an item to buy on the shop screen.
* @class Window_ShopBuy
*/
declare class Window_ShopBuy extends Window_Selectable {
/**
* Creates an instance of Window_ShopBuy.
* @param {number} x
* @param {number} y
* @param {number} height
* @param {Array<Array<any>>} shopGoods
* @memberof Window_ShopBuy
*/
constructor(x: number, y: number, height: number, shopGoods: any[][]);
/**
* Returns the width of the window.
*
* @returns {number}
* @memberof Window_ShopBuy
*/
windowWidth(): number;
/**
* Returns the current item of the window.
*
* @returns {RPG.BaseItem}
* @memberof Window_ShopBuy
*/
item(): rm.types.BaseItem;
setMoney(money: number): void;
/**
* Returns the p rice of an item
* @param item
* @return Int
*/
price(item: rm.types.BaseItem): number;
/**
* Checks if the current item is enabled (can be bought/sold).
*
* @param {RPG.BaseItem} item
* @returns {boolean}
* @memberof Window_ShopBuy
*/
isEnabled(item: rm.types.BaseItem): boolean;
/**
* Creates a list of items for the shop window.
*
* @memberof Window_ShopBuy
*/
makeItemList(): void;
/**
* Sets the status window for the shop buy window.
* @param statusWindow
*/
setStatusWindow(statusWindow: Window_ShopStatus): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ShopCommand
*
* The window for selecting buy/sell on the shop screen.
* @class Window_ShopCommand
*/
declare class Window_ShopCommand extends Window_HorzCommand {
protected constructor();
_purchaseOnly: boolean;
/**
* Determines the width of the shop buy/sell window;
* also determines if the shop is purchase only.
* @param {number} width
* @param {boolean} purchaseOnly
* @memberof Window_ShopCommand
*/
initialize(width: number, purchaseOnly: boolean): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ShopNumber
*
* The window for inputting quantity of items to buy or sell on the shop
* screen.
* @class Window_ShopNumber
*/
declare class Window_ShopNumber extends Window_Selectable {
/**
* Creates an instance of Window_ShopNumber.
* @param {number} x
* @param {number} y
* @param {number} height
* @memberof Window_ShopNumber
*/
constructor(x: number, y: number, height: number);
/**
* Returns the width of the window.
*
* @returns {number}
* @memberof Window_ShopNumber
*/
windowWidth(): number;
number(): number;
setup(item: rm.types.BaseItem, max: number, price: number): void;
setCurrencyUnit(currencyUnit: string): void;
createButtons(): void;
placeButtons(): void;
updateButtonsVisiblity(): void;
/**
* Shows the quantity input buttons.
*
* @memberof Window_ShopNumber
*/
showButtons(): void;
/**
* Hides the quantity input buttons.
*
* @memberof Window_ShopNumber
*/
hideButtons(): void;
drawMultiplicationSign(): void;
/**
* Draws the number.
*/
drawNumber(): void;
/**
* Draws the total price of the selected
* quantity of item.
* @memberof Window_ShopNumber
*/
drawTotalPrice(): void;
/**
* Item y position.
* @return Int
*/
itemY(): number;
/**
* Y position of the price.
* @return Int
*/
priceY(): number;
/**
* Y position of the button.
* @return Int
*/
buttonY(): number;
/**
* Returns the width of the cursor.
*
* @returns {number}
* @memberof Window_ShopNumber
*/
cursorWidth(): number;
/**
* Cursor x position.
* @return Int
*/
cursorX(): number;
/**
* The max number of digits for the shop number display
* window.
*/
maxDigits(): number;
/**
* Processes the change in quantity.
*
* @memberof Window_ShopNumber
*/
processNumberChange(): void;
/**
* Changes the quantity, given a number.
*
* @param {number} amount
* @memberof Window_ShopNumber
*/
changeNumber(amount: number): void;
/**
* Handle for button up event.
*/
onButtonUp(): void;
/**
* Handler for button up event 2.
*/
onButtonUp2(): void;
/**
* Handler for button down event.
*/
onButtonDown(): void;
/**
* Handler for button down event.
*/
onButtonDown2(): void;
/**
* Handler for button ok event.
*/
onButtonOk(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_ShopSell
*
* The window for selecting an item to sell on the shop screen.
* @class Window_ShopSell
*/
declare class Window_ShopSell extends Window_ItemList {
constructor(x: number, y: number, width: number, height: number);
/**
* Determines if the item is sellable, otherwise, greyed out.
*
* @param {RPG.BaseItem} item
* @returns {boolean}
* @memberof Window_ShopSell
*/
isEnabled(item: rm.types.BaseItem): boolean;
}
declare namespace rm.types {
export const enum EquipTypeId {
base = -1,
}
}
/**
* -----------------------------------------------------------------------------
* Window_ShopStatus
*
* The window for displaying number of items in possession and the actor's
* equipment on the shop screen.
* @class Window_ShopStatus
*/
declare class Window_ShopStatus extends Window_Base {
/**
* Creates an instance of Window_ShopStatus.
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
* @memberof Window_ShopStatus
*/
constructor(x: number, y: number, width: number, height: number);
/**
* Refreshes the window contents.
*
* @memberof Window_ShopStatus
*/
refresh(): void;
/**
* Sets the item in the window shop status for display.
*/
setItem(item: rm.types.BaseItem): void;
/**
* Returns true if the item in the
* shop status window is an equippable item.
*/
isEquipItem(): boolean;
drawPossession(x: number, y: number): void;
/**
* Draw Equip Information.
*/
drawEquipInfo(x: number, y: number): void;
statusMembers(): Game_Actor[];
/**
* Returns the page size.
*
* @returns {number}
* @memberof Window_ShopStatus
*/
pageSize(): number;
/**
* Returns the max number of pages.
*
* @returns {number}
* @memberof Window_ShopStatus
*/
maxPages(): number;
drawActorEquipInfo(x: number, y: number, actor: Game_Actor): void;
drawActorParamChange(x: number, y: number, actor: Game_Actor, item1: rm.types.EquipItem): void;
/**
* Returns the parameter id.
*
* @returns {number}
* @memberof Window_ShopStatus
*/
paramId(): number;
/**
* Returns the current item equiped by the given actor when
* the respective equipment Id is passed.
* @param {Game_Actor} actor
* @param {number} etypeId
* @returns {RPG.EquipItem}
* @memberof Window_ShopStatus
*/
currentEquippedItem(actor: Game_Actor, etypeId: rm.types.EquipTypeId): rm.types.EquipItem;
/**
* Updates the current page.
*
* @memberof Window_ShopStatus
*/
updatePage(): void;
/**
* Determines if page can be changed.
*
* @returns {boolean}
* @memberof Window_ShopStatus
*/
isPageChangeEnabled(): boolean;
isPageChangeRequested(): boolean;
/**
* Determines if the window is touched within it's frame.
*
* @returns {boolean}
* @memberof Window_ShopStatus
*/
isTouchedInsideFrame(): boolean;
/**
* Changes the current page.
*
* @memberof Window_ShopStatus
*/
changePage(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_SkillStatus
*
* The window for displaying the skill user's status on the skill screen.
* @class Window_SkillStatus
*/
declare class Window_SkillStatus extends Window_Base {
/**
* Creates an instance of Window_SkillStatus.
* @param x
* @param y
* @param width
* @param height
* @memberof Window_SkillStatus
*/
constructor(x: number, y: number, width: number, height: number);
/**
* Sets the current actor for the window.
*
* @param {Game_Actor} actor
* @memberof Window_SkillStatus
*/
setActor(actor: Game_Actor): void;
/**
* Refreshes the window contents.
*
* @memberof Window_SkillStatus
*/
refresh(): void;
}
/**
* -----------------------------------------------------------------------------
* Window_SkillType
*
* The window for selecting a skill type on the skill screen.
* @class Window_SkillType
*/
declare class Window_SkillType extends Window_Command {
/**
* Creates an instance of Window_SkillType.
* @param x
* @param y
* @memberof Window_SkillType
*/
constructor(x: number, y: number);
/**
* Sets the current actor for the skill type window.
*
* @param {Game_Actor} actor
* @memberof Window_SkillType
*/
setActor(actor: Game_Actor): void;
/**
* Sets the skill window for the current skill type.
*
* @param {Window_SkillList} skillWindow
* @memberof Window_SkillType
*/
setSkillWindow(skillWindow: Window_SkillList): void;
/**
* Selects the last command in the window.
*
* @memberof Window_SkillType
*/
selectLast(): void;
}
declare class Window_Status extends Window_Selectable {
constructor(x: number, y: number, width: number, height: number);
initialize(x: number, y: number, width: number, height: number): void;
/**
* Sets the skill type id of the skill list window.
*
* @param {number} stypeId
* @memberof Window_SkillList
*/
setStypeId(stypeId: number): void;
/**
* Returns the current skill from the databse.
*
* @returns {RPG.Skill}
* @memberof Window_SkillList
*/
item(): rm.types.Skill;
/**
* Returns true if the given skill is included.
*
* @param {RPG.Skill} item
* @returns {boolean}
* @memberof Window_SkillList
*/
includes(item: rm.types.Skill): boolean;
/**
* Returns true if the given skill is enabled.
*
* @param {RPG.Skill} item
* @returns {boolean}
* @memberof Window_SkillList
*/
isEnabled(item: rm.types.Skill): boolean;
/**
* Creates the item list.
*
* @memberof Window_SkillList
*/
makeItemList(): void;
selectLast(): void;
costWidth(): number;
drawSkillCost(skill: rm.types.Skill, x: number, y: number, width: number): void;
/**
* Sets the current actor of the skill list window.
*
* @param {Game_Actor} actor
* @memberof Window_SkillList
*/
setActor(actor: Game_Actor): void;
}
/**
* -----------------------------------------------------------------------------
* Window_TitleCommand
*
* The window for selecting New Game/Continue on the title screen.
* @class Window_TitleCommand
*/
declare class Window_TitleCommand extends Window_Command {
protected constructor();
updatePlacement(): void;
isContinueEnabled(): boolean;
initCommandPosition(): void;
selectLast(): void;
}
interface AttackMotion {
/**
* The type of the motion.
*/
type: number;
/**
* The ID of the weapon image.
*/
weaponImageId: number;
}
interface Terms {
/**
* The basic status. A string array with the following subscripts:
*
* 0: Level
* 1: Level (short)
* 2: HP
* 3: HP (short)
* 4: MP
* 5: MP (short)
* 6: TP
* 7: TP (short)
* 8: EXP
* 9: EXP (short)
*/
basic: Array<string>;
/**
* Parameters. A string array with the following subscripts:
*
* 0: Maximum hit points
* 1: Maximum magic points
* 2: Attack power
* 3: Defense power
* 4: Magic attack power
* 5: Magic defense power
* 6: Agility
* 7: Luck
* 8: Hit
* 9: Evasion
*/
params: Array<string>;
/**
* 0: Fight
* 1: Escape
* 2: Attack
* 3: Defend
* 4: Item
* 5: Skill
* 6: Equip
* 7: Status
* 8: Sort
* 9: Save
* 10: Exit Game
* 11: Option
* 12: Weapon
* 13: Armor
* 14: Key Item
* 15: Change Equipment
* 16: Ultimate Equipment
* 17: Remove All
* 18: New Game
* 19: Continue
* 20: (not used)
* 21: Go to Title
* 22: Cancel
* 23: (not used)
* 24: Buy
* 25: Sell
*/
commands: Array<string>;
/**
* The messages.
*/
messages: { [key: string]: string };
}
interface TestBattler {
/**
* The actor ID.
*/
actorId: number;
/**
* The actor's level.
*/
level: number;
/**
* The actor's equipment. An array of weapon IDs or armor IDs with the following subscripts:
*
* 0: Weapon
* 1: Shield
* 2: Head
* 3: Body
* 4: Accessory
*/
equips: Array<number>;
}
type MapInfo = {
/**
* The map name.
*/
name: string;
/**
* The parent map ID.
*/
parentId: number;
/**
* The map tree display order, which is used internally.
*/
order: number;
}
interface MetaData {
/**
* The text of the note.
*/
note: string;
/**
* The Meta.
*/
meta: { [key: string]: any };
}
/**
* The data class for maps.
*/
interface Map extends MetaData {
/**
* The map's display name.
*/
displayName: string;
/**
* The map's tile set.
*/
tilesetId: number;
/**
* The map's width.
*/
width: number;
/**
* The map's height.
*/
height: number;
/**
* The scroll type (0: No Loop, 1: Vertical Loop, 2: Horizontal Loop, 3: Both Loop).
*/
scrollType: number;
/**
* The truth value indicating whether the battle background specification is enabled.
*/
specifyBattleback: boolean;
/**
* The file name of the floor graphic if the battle background specification is enabled.
*/
battleback1Name: string;
/**
* The file name of the wall graphic if the battle background specification is enabled.
*/
battleback2_name: string;
/**
* The truth value indicating whether BGM autoswitching is enabled.
*/
autoplayBgm: boolean;
/**
* The name of that BGM (RPG.AudioFile) if BGM autoswitching is enabled.
*/
bgm: rm.types.AudioFile;
/**
* The truth value indicating whether BGS autoswitching is enabled.
*/
autoplayBgs: boolean;
/**
* The name of that BGS (RPG.AudioFile) if BGS autoswitching is enabled.
*/
bgs: rm.types.AudioFile;
/**
* The truth value of the [Disable Dashing] option.
*/
disableDashing: boolean;
/**
* An encounter list. A RPG.Map.Encounter ID array.
*/
encounterList: Array<rm.types.MapEncounter>;
/**
* The average number of steps between encounters.
*/
encounterStep: number;
/**
* The file name of the parallax background's graphic.
*/
parallaxName: string;
/**
* The truth value of the [Loop Horizontal] option for the parallax background.
*/
parallaxLoopX: boolean;
/**
* The truth value of the [Loop Vertical] option for the parallax background.
*/
parallaxLoopY: boolean;
/**
* The automatic x-axis scrolling speed for the parallax background.
*/
parallaxSx: number;
/**
* The automatic y-axis scrolling speed for the parallax background.
*/
parallaxSy: number;
/**
* The truth value of the [Show in the Editor] option for the parallax background.
*/
parallaxShow: boolean;
/**
* The map data. A 3-dimensional tile ID array (Table).
*/
data: Array<number>;
/**
* The array of RPG.Event data.
*/
events: Array<Event>;
}
interface System {
/**
* The game title.
*/
gameTitle: string;
/**
* A random number used for update checks. The number changes every time data is saved in RPG Maker.
*/
versionId: number;
/**
* The locale string such as "ja_JP" and "en_US".
*/
locale: string;
/**
* The initial party. An array of actor IDs.
*/
partyMembers: Array<number>;
/**
* The unit of currency.
*/
currencyUnit: string;
/**
* The window color.
*/
windowTone: Array<number>;
/**
* The array of System.AttackMotion data.
*/
attackMotions: Array<rm.types.Motion>;
/**
* A list of elements. A string array using element IDs as subscripts, with the element in the 0 position being nil.
*/
elements: Array<string>;
/**
* he equipment type. A string array with the following subscripts:
* 1: Weapon
* 2: Shield
* 3: Head
* 4: Body
* 5: Accessory
*/
equipTypes: Array<string>;
/**
* A list of skill types. A string array using skill type IDs as subscripts, with the element in the 0 position being nil.
*/
skillTypes: Array<string>;
/**
* A list of weapon types. A string array using weapon type IDs as subscripts, with the element in the 0 position being nil.
*/
weaponTypes: Array<string>;
/**
* A list of armor types. A string array using armor type IDs as subscripts, with the element in the 0 position being nil.
*/
armorTypes: Array<string>;
/**
* A switch name list. A string array using switch IDs as subscripts, with the element in the 0 position being nil.
*/
switches: Array<string>;
/**
* A variable name list. A string array using variable IDs as subscripts, with the element in the 0 position being nil.
*/
variables: Array<string>;
/**
* Boat settings (RPG.System.Vehicle).
*/
boat: rm.types.SystemVehicle;
/**
* Ship settings (RPG.System.Vehicle).
*/
ship: rm.types.SystemVehicle;
/**
* Airship settings (RPG.System.Vehicle).
*/
airship: rm.types.SystemVehicle;
/**
* The file name of the title (background) graphic.
*/
title1Name: string;
/**
* The file name of the title (frame) graphic.
*/
title2Name: string;
/**
* The truth value of the [Draw Game Title] option.
*/
optDrawTitle: boolean;
/**
* The truth value of the [Start Transparent] option.
*/
optTransparent: boolean;
/**
* The truth value of the [Show Player Followers] option.
*/
optFollowers: boolean;
/**
* The truth value of the [K.O. by Slip Damage] option.
*/
optSlipDeath: boolean;
/**
* The truth value of the [K.O. by Floor Damage] option.
*/
optFloorDeath: boolean;
/**
* The truth value of the [Display TP in Battle] option.
*/
optDisplayTp: boolean;
/**
* The truth value of the [Reserve Members' EXP] option.
*/
optExtraExp: boolean;
/**
* The truth value of the [use side-view battle] option.
*/
optSideView: boolean;
/**
* The title BGM (RPG.AudioFile).
*/
titleBgm: rm.types.AudioFile;
/**
* The battle BGM (RPG.AudioFile).
*/
battleBgm: rm.types.AudioFile;
/**
* The battle end ME (RPG.AudioFile).
*/
battleEndMe: rm.types.AudioFile;
/**
* The gameover ME (RPG.AudioFile).
*/
gameoverMe: rm.types.AudioFile;
/**
* Sound effects. An RPG.SE array.
*/
sounds: Array<rm.types.AudioFile>;
/**
* The map ID of the player's initial position.
*/
startMapId: number;
/**
* The map's x-coordinate of the player's initial position.
*/
startX: number;
/**
* The map's y-coordinate of the player's initial position.
*/
startY: number;
/**
* Terms (RPG.System.Terms).
*/
terms: Terms;
/**
* Party settings for battle tests. An RPG.System.TestBattler array.
*/
testBattlers: Array<TestBattler>;
/**
* The enemy troop ID for battle tests.
*/
testTroopId: number;
/**
* The file name of the battle background (floor) graphic for use in editing enemy troops and battle tests.
*/
battleback1Name: string;
/**
* The file name of the battle background (wall) graphic for use in editing enemy troops and battle tests.
*/
battleback2Name: string;
/**
* The battler graphic file name for use in editing animations.
*/
battlerName: string;
/**
* The adjustment value for the battler graphic's hue (0..360) for use in editing animations.
*/
battlerHue: number;
/**
* The ID of the map currently being edited. For internal use.
*/
editMapId: number;
}
/** @global RPGMaker Plugin's Object */
declare var $plugins: Array<rm.types.PluginSettings>;
/** @global RPGMakerMV Actor data. */
declare var $dataActors: Array<rm.types.Actor>;
/** @global RPGMakerMV Class data. */
declare var $dataClasses: Array<rm.types.RPGClass>;
/** @global RPGMakerMV Skill data. */
declare var $dataSkills: Array<rm.types.Skill>;
/** @global RPGMakerMV Item data. */
declare var $dataItems: Array<rm.types.Item>;
/** @global RPGMakerMV Weapon data. */
declare var $dataWeapons: Array<rm.types.Weapon>;
/** @global RPGMakerMV Armor data. */
declare var $dataArmors: Array<rm.types.Armor>;
/** @global RPGMakerMV Enemy data. */
declare var $dataEnemies: Array<rm.types.Enemy>;
/** @global RPGMakerMV Troop data. */
declare var $dataTroops: Array<rm.types.Troop>;
/** @global RPGMakerMV State data. */
declare var $dataStates: Array<rm.types.State>;
/** @global RPGMakerMV Animation data. */
declare var $dataAnimations: Array<rm.types.Animation>;
/** @global RPGMakerMV Tileset data. */
declare var $dataTilesets: Array<rm.types.Tileset>;
/** @global RPGMakerMV CommonEvent data. */
declare var $dataCommonEvents: Array<rm.types.CommonEvent>;
/** @global RPGMakerMV System data. */
declare var $dataSystem: System;
/** @global RPGMakerMV MapInfo data. */
declare var $dataMapInfos: Array<MapInfo>;
/** @global RPGMakerMV Map data for the current map. */
declare var $dataMap: Map;
/** @global RPGMakerMV Temporary game data; not saved with the game. */
declare var $gameTemp: Game_Temp;
/** @global RPGMakerMV Game System data; saved with the game.
* @type {Game_Temp}
*/
declare var $gameSystem: Game_System;
/** @global RPGMakerMV Game Screen; contains properties and methods
* for adjusting the game screen.
* @type {Game_Screen}
*/
declare var $gameScreen: Game_Screen;
declare var $gameTimer: Game_Timer;
/** @global RPGMakerMV Game Message; contains properties and methods
* for displaying messages in the game message window.
* @type {Game_Message}
*/
declare var $gameMessage: Game_Message;
/** @global RPGMakerMV Game Switches; contains properties and methods
* for modifying in game switches while the game is running.
* These are boolean values: true or false.
* @type {Game_Switches}
*/
declare var $gameSwitches: Game_Switches;
/** @global RPGMakerMV Game Variables; contains properties and methods
* for modifying the values of game variables.
* The variables can contain anything.
* @type {Game_Variables}
*/
declare var $gameVariables: Game_Variables;
declare var $gameSelfSwitches: Game_SelfSwitches;
declare var $gameActors: Game_Actors;
/** @global RPGmakerMV Game Party; contains properties and methods
* for interacting with the game party. Some of the methods include
* number of party members, etc.
* @type {Game_Party}
*/
declare var $gameParty: Game_Party;
/** @global RPGMakerMV Game Troop; contains properties and methods
* for interacting with the game troops. Some of the methods include
* enemy data, enemy names, etc.
* @type {Game_Troop}
*/
declare var $gameTroop: Game_Troop;
/** @global RPGMakerMV Game Map; contains properties and methods
* for interacting with the game map. Some of these methods include
* interacting with the map's game_interpreter, and event information.
* @type {Game_Map}
*/
declare var $gameMap: Game_Map;
/** @global RPGMakerMV Game Player; contains properties and methods
* for interacting with the game player. Some of these methods
* include interacting with the player's position and move route.
* @type {Game_Player}
*/
declare var $gamePlayer: Game_Player;
declare var $testEvent: Array<rm.types.EventCommand>;