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22335 lines
611 KiB
TypeScript
22335 lines
611 KiB
TypeScript
// Type definitions for Pixi.js 4.5
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// Project: https://github.com/pixijs/pixi.js/tree/dev
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// Definitions by: clark-stevenson <https://github.com/pixijs/pixi-typescript>
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// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
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// TypeScript Version: 2.1
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declare namespace PIXI {
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// from CONST
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const VERSION: typeof CONST.VERSION;
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const PI_2: typeof CONST.PI_2;
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const RAD_TO_DEG: typeof CONST.RAD_TO_DEG;
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const DEG_TO_RAD: typeof CONST.DEG_TO_RAD;
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const RENDERER_TYPE: typeof CONST.RENDERER_TYPE;
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const BLEND_MODES: typeof CONST.BLEND_MODES;
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const DRAW_MODES: typeof CONST.DRAW_MODES;
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const SCALE_MODES: typeof CONST.SCALE_MODES;
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const WRAP_MODES: typeof CONST.WRAP_MODES;
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const TRANSFORM_MODE: typeof CONST.TRANSFORM_MODE;
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const PRECISION: typeof CONST.PRECISION;
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const GC_MODES: typeof CONST.GC_MODES;
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const SHAPES: typeof CONST.SHAPES;
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const TEXT_GRADIENT: typeof CONST.TEXT_GRADIENT;
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const UPDATE_PRIORITY: typeof CONST.UPDATE_PRIORITY;
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function autoDetectRenderer(width: number, height: number, options?: PIXI.RendererOptions, forceCanvas?: boolean): PIXI.WebGLRenderer | PIXI.CanvasRenderer;
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function autoDetectRenderer(options?: PIXI.RendererOptions): PIXI.WebGLRenderer | PIXI.CanvasRenderer;
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const loader: PIXI.loaders.Loader;
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//////////////////////////////////////////////////////////////////////////////
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///////////////////////////////SETTINGS///////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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namespace settings {
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let TARGET_FPMS: number;
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let MIPMAP_TEXTURES: boolean;
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let RESOLUTION: number;
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let FILTER_RESOLUTION: number;
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let SPRITE_MAX_TEXTURES: number;
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let SPRITE_BATCH_SIZE: number;
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let RETINA_PREFIX: RegExp;
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const RENDER_OPTIONS: {
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view: HTMLCanvasElement | null,
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antialias: boolean,
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forceFXAA: boolean,
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autoResize: boolean,
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transparent: boolean,
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backgroundColor: number,
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clearBeforeRender: boolean,
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preserveDrawingBuffer: boolean,
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roundPixels: boolean
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width: number,
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height: number,
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legacy: boolean,
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};
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let TRANSFORM_MODE: number;
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let GC_MODE: number;
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let GC_MAX_IDLE: number;
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let GC_MAX_CHECK_COUNT: number;
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let WRAP_MODE: number;
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let SCALE_MODE: number;
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let PRECISION_VERTEX: string;
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let PRECISION_FRAGMENT: string;
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let PRECISION: string;
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let UPLOADS_PER_FRAME: number;
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let CAN_UPLOAD_SAME_BUFFER: boolean;
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}
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//////////////////////////////////////////////////////////////////////////////
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/////////////////////////////ACCESSIBILITY////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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namespace accessibility {
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// accessibility
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class AccessibilityManager {
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constructor(renderer: CanvasRenderer | WebGLRenderer);
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activate(): void;
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deactivate(): void;
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protected div: HTMLElement;
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protected pool: HTMLElement[];
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protected renderId: number;
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debug: boolean;
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renderer: SystemRenderer;
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protected children: AccessibleTarget[];
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protected isActive: boolean;
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protected updateAccessibleObjects(displayObject: DisplayObject): void;
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protected update(): void;
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protected capHitArea(hitArea: HitArea): void;
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protected addChild(displayObject: DisplayObject): void;
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protected _onClick(e: interaction.InteractionEvent): void;
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protected _onFocus(e: interaction.InteractionEvent): void;
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protected _onFocusOut(e: interaction.InteractionEvent): void;
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protected _onKeyDown(e: interaction.InteractionEvent): void;
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protected _onMouseMove(): void;
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destroy(): void;
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}
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interface AccessibleTarget {
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accessible: boolean;
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accessibleTitle: string | null;
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accessibleHint: string | null;
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tabIndex: number;
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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////////////////////////////////CORE//////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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// const
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namespace CONST {
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const VERSION: string;
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const PI_2: number;
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const RAD_TO_DEG: number;
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const DEG_TO_RAD: number;
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const TARGET_FPMS: number;
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const RENDERER_TYPE: {
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UNKNOWN: number;
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WEBGL: number;
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CANVAS: number;
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};
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const BLEND_MODES: {
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NORMAL: number;
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ADD: number;
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MULTIPLY: number;
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SCREEN: number;
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OVERLAY: number;
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DARKEN: number;
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LIGHTEN: number;
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COLOR_DODGE: number;
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COLOR_BURN: number;
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HARD_LIGHT: number;
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SOFT_LIGHT: number;
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DIFFERENCE: number;
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EXCLUSION: number;
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HUE: number;
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SATURATION: number;
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COLOR: number;
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LUMINOSITY: number;
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NORMAL_NPM: number;
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ADD_NPM: number;
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SCREEN_NPM: number;
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};
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const DRAW_MODES: {
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POINTS: number;
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LINES: number;
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LINE_LOOP: number;
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LINE_STRIP: number;
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TRIANGLES: number;
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TRIANGLE_STRIP: number;
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TRIANGLE_FAN: number;
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};
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const SCALE_MODES: {
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LINEAR: number,
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NEAREST: number
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};
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const GC_MODES: {
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AUTO: number;
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MANUAL: number;
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};
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const WRAP_MODES: {
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CLAMP: number;
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MIRRORED_REPEAT: number;
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REPEAT: number;
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};
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const TRANSFORM_MODE: {
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DEFAULT: number;
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DYNAMIC: number;
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STATIC: number;
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};
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const URL_FILE_EXTENSION: RegExp | string;
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const DATA_URI: RegExp | string;
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const SVG_SIZE: RegExp | string;
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const SHAPES: {
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POLY: number;
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RECT: number;
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CIRC: number;
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ELIP: number;
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RREC: number;
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};
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const PRECISION: {
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LOW: string;
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MEDIUM: string;
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HIGH: string;
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};
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const TEXT_GRADIENT: {
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LINEAR_VERTICAL: number;
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LINEAR_HORIZONTAL: number;
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};
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const UPDATE_PRIORITY: {
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INTERACTION: number;
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HIGH: number;
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NORMAL: number;
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LOW: number;
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UTILITY: number;
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};
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}
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// display
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class Application {
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constructor(options?: ApplicationOptions)
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constructor(width?: number, height?: number, options?: ApplicationOptions, noWebGL?: boolean, sharedTicker?: boolean, sharedLoader?: boolean);
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private _ticker: ticker.Ticker;
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renderer: PIXI.WebGLRenderer | PIXI.CanvasRenderer;
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stage: Container;
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ticker: ticker.Ticker;
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readonly screen: Rectangle;
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stop(): void;
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start(): void;
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render(): void;
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destroy(removeView?: boolean): void;
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readonly view: HTMLCanvasElement;
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}
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interface DestroyOptions {
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children?: boolean;
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texture?: boolean;
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baseTexture?: boolean;
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}
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class Bounds {
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minX: number;
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minY: number;
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maxX: number;
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maxY: number;
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rect: Rectangle;
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isEmpty(): boolean;
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clear(): void;
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getRectangle(rect?: Rectangle): Rectangle;
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addPoint(point: Point): void;
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addQuad(vertices: number[]): Bounds | undefined;
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addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void;
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addVertices(transform: Transform, vertices: number[], beginOffset: number, endOffset: number): void;
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addBounds(bounds: Bounds): void;
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addBoundsMask(bounds: Bounds, mask: Bounds): void;
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addBoundsArea(bounds: Bounds, area: Rectangle): void;
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}
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class Container extends DisplayObject {
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// begin extras.getChildByName
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getChildByName(name: string): DisplayObject;
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// end extras.getChildByName
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children: DisplayObject[];
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width: number;
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height: number;
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protected onChildrenChange: (...args: any[]) => void;
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addChild<T extends DisplayObject>(child: T, ...additionalChildren: DisplayObject[]): T;
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addChildAt<T extends DisplayObject>(child: T, index: number): T;
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swapChildren(child: DisplayObject, child2: DisplayObject): void;
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getChildIndex(child: DisplayObject): number;
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setChildIndex(child: DisplayObject, index: number): void;
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getChildAt(index: number): DisplayObject;
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removeChild(child: DisplayObject): DisplayObject;
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removeChildAt(index: number): DisplayObject;
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removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[];
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updateTransform(): void;
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calculateBounds(): void;
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protected _calculateBounds(): void;
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protected containerUpdateTransform(): void;
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renderWebGL(renderer: WebGLRenderer): void;
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renderAdvancedWebGL(renderer: WebGLRenderer): void;
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protected _renderWebGL(renderer: WebGLRenderer): void;
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protected _renderCanvas(renderer: CanvasRenderer): void;
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renderCanvas(renderer: CanvasRenderer): void;
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destroy(options?: DestroyOptions | boolean): void;
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once(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this;
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//tslint:disable-next-line:ban-types forbidden-types
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once(event: string, fn: Function, context?: any): this;
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on(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this;
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//tslint:disable-next-line:ban-types forbidden-types
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on(event: string, fn: Function, context?: any): this;
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//tslint:disable-next-line:ban-types forbidden-types
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off(event: "added" | "removed" | string, fn?: Function, context?: any): this;
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}
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class DisplayObject extends utils.EventEmitter implements interaction.InteractiveTarget, accessibility.AccessibleTarget {
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// begin extras.cacheAsBitmap
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protected _cacheAsBitmap: boolean;
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protected _cacheData: boolean;
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cacheAsBitmap: boolean;
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protected _renderCachedWebGL(renderer: WebGLRenderer): void;
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protected _initCachedDisplayObject(renderer: WebGLRenderer): void;
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protected _renderCachedCanvas(renderer: CanvasRenderer): void;
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protected _initCachedDisplayObjectCanvas(renderer: CanvasRenderer): void;
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protected _calculateCachedBounds(): Rectangle;
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protected _getCachedLocalBounds(): Rectangle;
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protected _destroyCachedDisplayObject(): void;
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protected _cacheAsBitmapDestroy(options: boolean | any): void;
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// end extras.cacheAsBitmap
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// begin extras.getChildByName
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name: string | null;
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// end extras.getChildByName
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// begin extras.getGlobalPosition
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getGlobalPosition(point?: Point, skipUpdate?: boolean): Point;
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// end extras.getGlobalPosition
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// begin accessible target
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accessible: boolean;
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accessibleTitle: string | null;
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accessibleHint: string | null;
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tabIndex: number;
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// end accessible target
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// begin interactive target
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interactive: boolean;
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interactiveChildren: boolean;
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hitArea: PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon | PIXI.RoundedRectangle;
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buttonMode: boolean;
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cursor: string;
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trackedPointers(): { [key: number]: interaction.InteractionTrackingData; };
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// depricated
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defaultCursor: string;
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// end interactive target
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transform: TransformBase;
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alpha: number;
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visible: boolean;
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renderable: boolean;
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parent: Container;
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worldAlpha: number;
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filterArea: Rectangle;
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protected _filters: Filter[] | null;
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protected _enabledFilters: Filter[] | null;
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protected _bounds: Bounds;
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protected _boundsID: number;
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protected _lastBoundsID: number;
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protected _boundsRect: Rectangle;
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protected _localBoundsRect: Rectangle;
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protected _mask: PIXI.Graphics | PIXI.Sprite;
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protected readonly _destroyed: boolean;
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x: number;
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y: number;
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worldTransform: Matrix;
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localTransform: Matrix;
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position: Point | ObservablePoint;
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scale: Point | ObservablePoint;
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pivot: Point | ObservablePoint;
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skew: ObservablePoint;
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rotation: number;
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worldVisible: boolean;
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mask: PIXI.Graphics | PIXI.Sprite;
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filters: Filter[] | null;
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updateTransform(): void;
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protected displayObjectUpdateTransform(): void;
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protected _recursivePostUpdateTransform(): void;
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getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle;
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getLocalBounds(rect?: Rectangle): Rectangle;
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//creates and returns a new point
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toGlobal(position: PointLike): Point;
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//modifies the x and y of the passed point and returns it
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toGlobal<T extends PointLike>(position: PointLike, point?: T, skipUpdate?: boolean): T;
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//creates and returns a new point
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toLocal(position: PointLike, from?: DisplayObject): Point;
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//modifies the x and y of the passed point and returns it
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toLocal<T extends PointLike>(position: PointLike, from?: DisplayObject, point?: T, skipUpdate?: boolean): T;
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renderWebGL(renderer: WebGLRenderer): void;
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renderCanvas(renderer: CanvasRenderer): void;
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setParent(container: Container): Container;
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setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject;
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destroy(): void;
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on(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
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once(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
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removeListener(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this;
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removeAllListeners(event: interaction.InteractionEventTypes): this;
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off(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this;
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addListener(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this;
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}
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class TransformBase {
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static IDENTITY: TransformBase;
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worldTransform: Matrix;
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localTransform: Matrix;
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protected _worldID: number;
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updateLocalTransform(): void;
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updateTransform(parentTransform: TransformBase): void;
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updateWorldTransform(parentTransform: TransformBase): void;
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}
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class TransformStatic extends TransformBase {
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position: ObservablePoint;
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scale: ObservablePoint;
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pivot: ObservablePoint;
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skew: ObservablePoint;
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protected _rotation: number;
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protected _sr?: number;
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protected _cr?: number;
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protected _cy?: number;
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protected _sy?: number;
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protected _nsx?: number;
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protected _cx?: number;
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protected _currentLocalID: number;
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protected onChange(): void;
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updateSkew(): void;
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updateLocalTransform(): void;
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updateTransform(parentTransform: TransformBase): void;
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setFromMatrix(matrix: Matrix): void;
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rotation: number;
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}
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class Transform extends TransformBase {
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constructor();
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position: Point;
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scale: Point;
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skew: ObservablePoint;
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pivot: Point;
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protected _rotation: number;
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protected _sr?: number;
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protected _cr?: number;
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protected _cy?: number;
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protected _sy?: number;
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protected _nsx?: number;
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protected _cx?: number;
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updateSkew(): void;
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setFromMatrix(matrix: Matrix): void;
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rotation: number;
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}
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// graphics
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class GraphicsData {
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constructor(
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lineWidth: number,
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lineColor: number,
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lineAlpha: number,
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fillColor: number,
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fillAlpha: number,
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fill: boolean,
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nativeLines: boolean,
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shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any);
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lineWidth: number;
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nativeLines: boolean;
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lineColor: number;
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lineAlpha: number;
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protected _lineTint: number;
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fillColor: number;
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fillAlpha: number;
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protected _fillTint: number;
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fill: boolean;
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protected holes: Circle[] | Rectangle[] | Ellipse[] | Polygon[] | RoundedRectangle[] | any[];
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shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any;
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type?: number;
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clone(): GraphicsData;
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addHole(shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any): void;
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destroy(options?: DestroyOptions | boolean): void;
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}
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class Graphics extends Container {
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constructor(nativeLines?: boolean);
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fillAlpha: number;
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lineWidth: number;
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nativeLines: boolean;
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lineColor: number;
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protected graphicsData: GraphicsData[];
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tint: number;
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protected _prevTint: number;
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blendMode: number;
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currentPath: GraphicsData;
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protected _webGL: any;
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isMask: boolean;
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boundsPadding: number;
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protected _localBounds: Bounds;
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dirty: number;
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fastRectDirty: number;
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clearDirty: number;
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boundsDirty: number;
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protected cachedSpriteDirty: boolean;
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protected _spriteRect: Rectangle;
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protected _fastRect: boolean;
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static _SPRITE_TEXTURE: Texture;
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clone(): Graphics;
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lineStyle(lineWidth?: number, color?: number, alpha?: number): Graphics;
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moveTo(x: number, y: number): Graphics;
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lineTo(x: number, y: number): Graphics;
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quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Graphics;
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bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Graphics;
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|
arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Graphics;
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arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): Graphics;
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beginFill(color: number, alpha?: number): Graphics;
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endFill(): Graphics;
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drawRect(x: number, y: number, width: number, height: number): Graphics;
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drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Graphics;
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drawCircle(x: number, y: number, radius: number): Graphics;
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drawEllipse(x: number, y: number, width: number, height: number): Graphics;
|
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drawPolygon(path: number[] | Point[]): Graphics;
|
|
clear(): Graphics;
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|
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
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// https://github.com/englercj/resource-loader/
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// 2.0.6
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class MiniSignalBinding {
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//tslint:disable-next-line:ban-types forbidden-types
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constructor(fn: Function, once?: boolean, thisArg?: any);
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//tslint:disable-next-line:ban-types forbidden-types
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protected _fn: Function;
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protected _once: boolean;
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protected _thisArg: any;
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protected _next: MiniSignalBinding;
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protected _prev: MiniSignalBinding;
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protected _owner: MiniSignal;
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detach(): boolean;
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}
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class MiniSignal {
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constructor();
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protected _head: MiniSignalBinding;
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protected _tail: MiniSignalBinding;
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handlers(exists?: boolean): MiniSignalBinding[] | boolean;
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handlers(exists?: true): boolean;
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handlers(exists?: false): MiniSignalBinding[];
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has(node: MiniSignalBinding): boolean;
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dispatch(): boolean;
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//tslint:disable-next-line:ban-types forbidden-types
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add(fn: Function, thisArg?: any): any;
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//tslint:disable-next-line:ban-types forbidden-types
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once(fn: Function, thisArg?: any): any;
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detach(node: MiniSignalBinding): MiniSignal;
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detachAll(): MiniSignal;
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}
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namespace loaders {
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interface LoaderOptions {
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crossOrigin?: boolean | string;
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loadType?: number;
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xhrType?: string;
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metaData?: any;
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loadElement?: HTMLImageElement | HTMLAudioElement | HTMLVideoElement;
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skipSource?: boolean;
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}
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interface ResourceDictionary {
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[index: string]: PIXI.loaders.Resource;
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}
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// As of ResourceLoader v2 we no longer require EventEmitter
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// However, for depreciation reasons, it remains.
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class Loader extends utils.EventEmitter {
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// pixi overrides here
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//tslint:disable-next-line:ban-types forbidden-types
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static addPixiMiddleware(fn: Function): void;
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// below this line is the original non-pixi loader
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static Resource: any;
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static async: any;
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static base64: any;
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constructor(baseUrl?: string, concurrency?: number);
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baseUrl: string;
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progress: number;
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loading: boolean;
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defaultQueryString: string;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _beforeMiddleware: Function[];
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//tslint:disable-next-line:ban-types forbidden-types
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protected _afterMiddleware: Function[];
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protected _resourcesParsing: Resource[];
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundLoadResource: (r: Resource, d: Function) => void;
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protected _queue: any;
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resources: ResourceDictionary;
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onProgress: MiniSignal;
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onError: MiniSignal;
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onLoad: MiniSignal;
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onStart: MiniSignal;
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onComplete: MiniSignal;
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add(...params: any[]): this;
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//tslint:disable-next-line:ban-types forbidden-types
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add(name: string, url: string, options?: LoaderOptions, cb?: Function): this;
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//tslint:disable-next-line:ban-types forbidden-types
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add(obj: string | any | any[], options?: LoaderOptions, cb?: Function): this;
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//tslint:disable-next-line:ban-types forbidden-types
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pre(fn: Function): this;
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//tslint:disable-next-line:ban-types forbidden-types
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use(fn: Function): this;
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reset(): this;
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//tslint:disable-next-line:ban-types forbidden-types
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load(cb?: Function): this;
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protected _prepareUrl(url: string): string;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _loadResource(resource: Resource, dequeue: Function): void;
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protected _onComplete(): void;
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protected _onLoad(resource: Resource): void;
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destroy(): void;
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// depreciation
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on(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this;
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on(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this;
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on(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this;
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on(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this;
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once(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this;
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once(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this;
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once(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this;
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once(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this;
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//tslint:disable-next-line:ban-types forbidden-types
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off(event: "complete" | "error" | "load" | "progress" | "start" | string, fn?: Function, context?: any): this;
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}
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interface TextureDictionary {
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[index: string]: PIXI.Texture;
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}
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class Resource {
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static setExtensionLoadType(extname: string, loadType: number): void;
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static setExtensionXhrType(extname: string, xhrType: string): void;
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constructor(name: string, url: string | string[], options?: LoaderOptions);
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protected _flags: number;
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name: string;
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url: string;
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extension: string;
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data: any;
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crossOrigin: boolean | string;
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loadType: number;
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xhrType: string;
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metadata: any;
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error: Error;
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xhr: XMLHttpRequest | null;
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children: Resource[];
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type: number;
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progressChunk: number;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _dequeue: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _onLoadBinding: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundComplete: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundOnError: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundOnProgress: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundXhrOnError: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundXhrOnAbort: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundXhrOnLoad: Function;
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//tslint:disable-next-line:ban-types forbidden-types
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protected _boundXdrOnTimeout: Function;
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onStart: MiniSignal;
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onProgress: MiniSignal;
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onComplete: MiniSignal;
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onAfterMiddleware: MiniSignal;
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isDataUrl: boolean;
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isComplete: boolean;
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isLoading: boolean;
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complete(): void;
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abort(message?: string): void;
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//tslint:disable-next-line:ban-types forbidden-types
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load(cb?: Function): void;
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protected _hasFlag(flag: number): boolean;
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protected _setFlag(flag: number, value: boolean): void;
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protected _loadElement(type: string): void;
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protected _loadSourceElement(type: string): void;
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protected _loadXhr(): void;
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protected _loadXdr(): void;
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protected _createSource(type: string, url: string, mime?: string): HTMLSourceElement;
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protected _onError(event?: any): void;
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protected _onProgress(event?: any): void;
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protected _xhrOnError(): void;
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protected _xhrOnAbort(): void;
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protected _xdrOnTimeout(): void;
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protected _xhrOnLoad(): void;
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protected _determineCrossOrigin(url: string, loc: any): string;
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protected _determineXhrType(): number;
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protected _determineLoadType(): number;
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protected _getExtension(): string;
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protected _getMimeXhrType(type: number): string;
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static STATUS_FLAGS: {
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NONE: number;
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DATA_URL: number;
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COMPLETE: number;
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LOADING: number;
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};
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static TYPE: {
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UNKNOWN: number;
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JSON: number;
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XML: number;
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IMAGE: number;
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AUDIO: number;
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VIDEO: number;
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TEXT: number;
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};
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static LOAD_TYPE: {
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XHR: number;
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IMAGE: number;
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AUDIO: number;
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VIDEO: number;
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};
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static XHR_RESPONSE_TYPE: {
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DEFAULT: string;
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BUFFER: string;
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BLOB: string;
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DOCUMENT: string;
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JSON: string;
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TEXT: string;
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};
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static EMPTY_GIF: string;
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texture: Texture;
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spineAtlas: any;
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spineData: any;
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textures?: TextureDictionary;
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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///////////////////////////////MESH///////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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namespace mesh {
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class Mesh extends Container {
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constructor(texture: Texture, vertices?: Float32Array, uvs?: Float32Array, indices?: Uint16Array, drawMode?: number);
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protected _texture: Texture;
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uvs: Float32Array;
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vertices: Float32Array;
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indices: Uint16Array;
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dirty: number;
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indexDirty: number;
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dirtyVertex: boolean;
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protected _geometryVersion: number;
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blendMode: number;
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pluginName: string;
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canvasPadding: number;
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drawMode: number;
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texture: Texture;
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tintRgb: Float32Array;
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protected _glDatas: { [n: number]: any; };
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protected _uvTransform: extras.TextureTransform;
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uploadUvTransform: boolean;
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multiplyUvs(): void;
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refresh(forceUpdate?: boolean): void;
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protected _refresh(): void;
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protected _renderWebGL(renderer: WebGLRenderer): void;
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protected _renderCanvas(renderer: CanvasRenderer): void;
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protected _onTextureUpdate(): void;
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protected _calculateBounds(): void;
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containsPoint(point: Point): boolean;
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tint: number;
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static DRAW_MODES: {
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TRIANGLE_MESH: number;
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TRIANGLES: number;
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};
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}
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class CanvasMeshRenderer {
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constructor(renderer: CanvasRenderer);
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renderer: CanvasRenderer;
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render(mesh: Mesh): void;
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protected _renderTriangleMesh(mesh: Mesh): void;
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protected _renderTriangles(mesh: Mesh): void;
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protected _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void;
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protected renderMeshFlat(mesh: Mesh): void;
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destroy(): void;
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}
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class MeshRenderer extends ObjectRenderer {
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constructor(renderer: WebGLRenderer);
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shader: Shader;
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render(mesh: Mesh): void;
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}
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class Plane extends Mesh {
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constructor(texture: Texture, verticesX?: number, verticesY?: number);
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protected _ready: boolean;
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verticesX: number;
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verticesY: number;
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drawMode: number;
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refresh(): void;
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protected _onTexureUpdate(): void;
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}
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class NineSlicePlane extends Plane {
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constructor(texture: Texture, leftWidth?: number, topHeight?: number, rightWidth?: number, bottomHeight?: number);
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width: number;
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height: number;
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leftWidth: number;
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rightWidth: number;
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topHeight: number;
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bottomHeight: number;
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protected _leftWidth: number;
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protected _rightWidth: number;
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protected _topHeight: number;
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protected _bottomHeight: number;
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protected _height: number;
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protected _width: number;
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protected _origHeight: number;
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protected _origWidth: number;
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protected _uvh: number;
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protected _uvw: number;
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updateHorizontalVertices(): void;
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updateVerticalVertices(): void;
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protected drawSegment(context: CanvasRenderingContext2D | WebGLRenderingContext, textureSource: any, w: number, h: number, x1: number, y1: number, x2: number, y2: number): void;
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protected _refresh(): void;
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}
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class Rope extends Mesh {
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constructor(texture: Texture, points: Point[]);
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points: Point[];
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colors: number[];
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autoUpdate: boolean;
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protected _refresh(): void;
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refreshVertices(): void;
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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/////////////////////////////PARTICLES////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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namespace particles {
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interface ParticleContainerProperties {
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scale?: boolean;
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position?: boolean;
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rotation?: boolean;
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uvs?: boolean;
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alpha?: boolean;
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}
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class ParticleContainer extends Container {
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constructor(size?: number, properties?: ParticleContainerProperties, batchSize?: number);
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protected _tint: number;
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protected tintRgb: number | any[];
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tint: number;
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protected _properties: boolean[];
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protected _maxSize: number;
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protected _batchSize: number;
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protected _glBuffers: { [n: number]: WebGLBuffer; };
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protected _bufferToUpdate: number;
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interactiveChildren: boolean;
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blendMode: number;
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roundPixels: boolean;
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baseTexture: BaseTexture;
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setProperties(properties: ParticleContainerProperties): void;
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protected onChildrenChange: (smallestChildIndex?: number) => void;
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destroy(options?: DestroyOptions | boolean): void;
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}
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class ParticleBuffer {
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constructor(gl: WebGLRenderingContext, properties: any, dynamicPropertyFlags: any[], size: number);
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gl: WebGLRenderingContext;
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vertSize: number;
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vertByteSize: number;
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size: number;
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dynamicProperties: any[];
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staticProperties: any[];
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staticStride: number;
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staticBuffer: any;
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staticData: any;
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dynamicStride: number;
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dynamicBuffer: any;
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dynamicData: any;
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destroy(): void;
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}
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interface ParticleRendererProperty {
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attribute: number;
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size: number;
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uploadFunction(children: PIXI.DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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offset: number;
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}
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class ParticleRenderer extends ObjectRenderer {
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constructor(renderer: WebGLRenderer);
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shader: glCore.GLShader;
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indexBuffer: WebGLBuffer;
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properties: ParticleRendererProperty[];
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protected tempMatrix: Matrix;
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start(): void;
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generateBuffers(container: ParticleContainer): ParticleBuffer[];
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uploadVertices(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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uploadPosition(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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uploadRotation(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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uploadUvs(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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uploadAlpha(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
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destroy(): void;
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indices: Uint16Array;
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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////////////////////////////PREPARE///////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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namespace prepare {
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type AddHook = (item: any, queue: any[]) => boolean;
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type UploadHook<UploadHookSource> = (prepare: UploadHookSource, item: any) => boolean;
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abstract class BasePrepare<UploadHookSource>{
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constructor(renderer: SystemRenderer);
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limiter: CountLimiter | TimeLimiter;
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protected renderer: SystemRenderer;
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protected uploadHookHelper: UploadHookSource;
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protected queue: any[];
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protected addHooks: AddHook[];
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protected uploadHooks: Array<UploadHook<UploadHookSource>>;
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//tslint:disable-next-line:ban-types forbidden-types
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protected completes: Function[];
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protected ticking: boolean;
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protected delayedTick: () => void;
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|
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//tslint:disable-next-line:ban-types forbidden-types
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upload(item: Function | DisplayObject | Container | BaseTexture | Texture | Graphics | Text | any, done?: () => void): void;
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protected tick(): void;
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protected prepareItems(): void;
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registerFindHook(addHook: AddHook): this;
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registerUploadHook(uploadHook: UploadHook<UploadHookSource>): this;
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protected findMultipleBaseTextures(item: PIXI.DisplayObject, queue: any[]): boolean;
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protected findBaseTexture(item: PIXI.DisplayObject, queue: any[]): boolean;
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protected findTexture(item: PIXI.DisplayObject, queue: any[]): boolean;
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add(item: PIXI.DisplayObject | PIXI.Container | PIXI.BaseTexture | PIXI.Texture | PIXI.Graphics | PIXI.Text | any): this;
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destroy(): void;
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}
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class CanvasPrepare extends BasePrepare<CanvasPrepare> {
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constructor(renderer: CanvasRenderer);
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|
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protected canvas: HTMLCanvasElement;
|
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protected ctx: CanvasRenderingContext2D;
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}
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class WebGLPrepare extends BasePrepare<WebGLRenderer> {
|
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constructor(renderer: WebGLRenderer);
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}
|
|
class CountLimiter {
|
|
constructor(maxItemsPerFrame: number);
|
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|
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protected maxItemsPerFrame: number;
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|
protected itemsLeft: number;
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|
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beginFrame(): void;
|
|
allowedToUpload(): boolean;
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}
|
|
class TimeLimiter {
|
|
constructor(maxMilliseconds: number);
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|
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protected maxMilliseconds: number;
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protected frameStart: number;
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|
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beginFrame(): void;
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allowedToUpload(): boolean;
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}
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|
}
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|
|
//////////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////////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 {
|
|
/**
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|
* Boolean that indicates if the canvas contains an alpha buffer.
|
|
*/
|
|
alpha?: boolean;
|
|
/**
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|
* Boolean that indicates that the drawing buffer has a depth buffer of at least 16 bits.
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|
*/
|
|
depth?: boolean;
|
|
/**
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|
* 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
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declare module "pixi.js" {
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export = PIXI;
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}
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/* tslint:disable */// Generated by Haxe TypeScript Declaration Generator :)
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/**
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* Allows you to map pixels to the screen or draw rectangles.
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*/
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declare class Bitmap {
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/**
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* The basic object that represents an image.
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*
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* @class Bitmap
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* @constructor
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* @param {Int} width The width of the bitmap
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* @param {Int} height The height of the bitmap
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*/
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constructor(width?: number, height?: number);
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/**
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* The face name of the font.
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*
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* @property fontFace
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* @type String
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*/
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fontFace: string;
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/**
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* The size of the font in pixels.
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*
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* @property fontSize
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* @type Number
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*/
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fontSize: number;
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/**
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* Whether the font is italic.
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*
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* @property fontItalic
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* @type Boolean
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*/
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fontItalic: number;
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/**
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* The color of the text in CSS format.
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*
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* @property textColor
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* @type String
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*/
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textColor: string;
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/**
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* The color of the outline of the text in CSS format.
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*
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* @property outlineColor
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* @type String
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*/
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outlineColor: string;
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/**
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* The width of the outline of the text.
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*
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* @property outlineWidth
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* @type Number
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*/
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outlineWidth: number;
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/**
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* [read-only] The url of the image file.
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*
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* @property url
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* @type String
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*/
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url: string;
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/**
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* [read-only] The base texture that holds the image.
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*
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* @property baseTexture
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* @type PIXI.BaseTexture
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*/
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baseTexture: PIXI.BaseTexture;
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/**
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* [read-only] The bitmap canvas.
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*
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* @property canvas
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* @type HTMLCanvasElement
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*/
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canvas: HTMLCanvasElement;
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/**
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* [read-only] The 2d context of the bitmap canvas.
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*
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* @property context
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* @type CanvasRenderingContext2D
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*/
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context: CanvasRenderingContext2D;
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/**
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* [read-only] The width of the bitmap.
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*
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* @property width
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* @type Number
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*/
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width: number;
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/**
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* [read-only] The height of the bitmap.
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*
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* @property height
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* @type Number
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*/
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height: number;
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/**
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* [read-only] The rectangle of the bitmap.
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*
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* @property rect
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* @type Rectangle
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*/
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rect: Rectangle;
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/**
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* Whether the smooth scaling is applied.
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*
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* @property smooth
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* @type Boolean
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*/
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smooth: boolean;
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/**
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* The opacity of the drawing object in the range (0, 255).
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*
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* @property paintOpacity
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* @type Number
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*/
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paintOpacity: number;
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/**
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* Cache entry, for images. In all cases _url is the same as cacheEntry.key
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* @type CacheEntry
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*/
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cacheEntry: CacheEntry;
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/**
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* Checks whether the bitmap is ready to render.
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*
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* @method isReady
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* @return {Boolean} True if the bitmap is ready to render
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*/
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isReady(): boolean;
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/**
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* Checks whether a loading error has occurred.
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*
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* @method isError
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* @return {Boolean} True if a loading error has occurred
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*/
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isError(): boolean;
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/**
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* Resizes the bitmap.
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*
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* @method resize
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* @param {Number} width The new width of the bitmap
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* @param {Number} height The new height of the bitmap
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*/
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resize(width: number, height: number): void;
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/**
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* Performs a block transfer.
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*
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* @method blt
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* @param {Bitmap} source The bitmap to draw
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* @param {Number} sx The x coordinate in the source
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* @param {Number} sy The y coordinate in the source
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* @param {Number} sw The width of the source image
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* @param {Number} sh The height of the source image
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* @param {Number} dx The x coordinate in the destination
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* @param {Number} dy The y coordinate in the destination
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* @param {Number} [dw=sw] The width to draw the image in the destination
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* @param {Number} [dh=sh] The height to draw the image in the destination
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*/
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blt(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw?: number, dh?: number): void;
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/**
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* Returns pixel color at the specified point.
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*
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* @method getPixel
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* @param {Number} x The x coordinate of the pixel in the bitmap
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* @param {Number} y The y coordinate of the pixel in the bitmap
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* @return {String} The pixel color (hex format)
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*/
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getPixel(x: number, y: number): string;
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/**
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* Returns alpha pixel value at the specified point.
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*
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* @method getAlphaPixel
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* @param {Number} x The x coordinate of the pixel in the bitmap
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* @param {Number} y The y coordinate of the pixel in the bitmap
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* @return {String} The alpha value
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*/
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getAlphaPixel(x: number, y: number): string;
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/**
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* Clears the specified rectangle.
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*
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* @method clearRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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*/
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clearRect(x: number, y: number, width: number, height: number): void;
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/**
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* Clears the entire bitmap.
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*
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* @method clear
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*/
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clear(): void;
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/**
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* Fills the specified rectangle.
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*
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* @method fillRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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* @param {String} color The color of the rectangle in CSS format
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*/
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fillRect(x: number, y: number, width: number, height: number, color: string): void;
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/**
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* Fills the entire bitmap.
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*
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* @method fillAll
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* @param {String} color The color of the rectangle in CSS format
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*/
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fillAll(color: string): void;
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/**
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* Draws the rectangle with a gradation.
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*
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* @method gradientFillRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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* @param {String} color1 The start color of the gradation
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* @param {String} color2 The end color of the gradation
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* @param {Boolean} vertical Whether it draws a vertical gradient
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*/
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gradientFillRect(x: number, y: number, width: number, height: number, color1: string, color2: string, vertical?: boolean): void;
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/**
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* Draw the filled circle.
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*
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* @method drawCircle
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* @param {Number} x The x coordinate of the center of the circle
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* @param {Number} y The y coordinate of the center of the circle
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* @param {Number} radius The radius of the circle
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* @param {String} color The color of the circle in CSS format
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*/
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drawCircle(x: number, y: number, radius: number, color: string): void;
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/**
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* Draws the outline text to the bitmap.
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*
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* @method drawText
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* @param {String} text The text that will be drawn
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* @param {Number} x The x coordinate for the left of the text
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* @param {Number} y The y coordinate for the top of the text
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* @param {Number} maxWidth The maximum allowed width of the text
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* @param {Number} lineHeight The height of the text line
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* @param {String} align The alignment of the text
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*/
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drawText(text: string, x: number, y: number, maxWidth: number, lineHeight: number, align?: string): void;
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/**
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* Returns the width of the specified text.
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*
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* @method measureTextWidth
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* @param {String} text The text to be measured
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* @return {Number} The width of the text in pixels
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*/
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measureTextWidth(text: string): number;
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/**
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* Changes the color tone of the entire bitmap.
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*
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* @method adjustTone
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* @param {Number} r The red strength in the range (-255, 255)
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* @param {Number} g The green strength in the range (-255, 255)
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* @param {Number} b The blue strength in the range (-255, 255)
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*/
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adjustTone(r: number, g: number, b: number): void;
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/**
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* Rotates the hue of the entire bitmap.
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*
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* @method rotateHue
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* @param {Number} offset The hue offset in 360 degrees
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*/
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rotateHue(offset: number): void;
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/**
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* Applies a blur effect to the bitmap.
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*
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* @method blur
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*/
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blur(): void;
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/**
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* Add a callback function that will be called when the bitmap is loaded.
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*
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* @method addLoadListener
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* @param {Function} listner The callback function
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*/
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addLoadListener(listner: (bitmap: Bitmap) => void): void;
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/**
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* touch the resource
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* @method touch
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*/
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touch(): void;
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/**
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* Performs a block transfer, using assumption that original image was not modified (no hue)
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*
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* @method blt
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* @param {Bitmap} source The bitmap to draw
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* @param {Int} sx The x coordinate in the source
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* @param {Int} sy The y coordinate in the source
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* @param {Int} sw The width of the source image
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* @param {Int} sh The height of the source image
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* @param {Int} dx The x coordinate in the destination
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* @param {Int} dy The y coordinate in the destination
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* @param {Int} [dw=sw] The width to draw the image in the destination
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* @param {Int} [dh=sh] The height to draw the image in the destination
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*/
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bltImage(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw?: number, dh?: number): void;
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/**
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* Loads a image file and returns a new bitmap object.
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*
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* @static
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* @method load
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* @param {String} url The image url of the texture
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* @return Bitmap
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*/
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static load(url: string): Bitmap;
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/**
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* Takes a snapshot of the game screen and returns a new bitmap object.
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*
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* @static
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* @method snap
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* @param {Stage} stage The stage object
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* @return Bitmap
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*/
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static snap(stage: Stage): Bitmap;
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}
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declare class CacheEntry {
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/**
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* The resource class. Allows to be collected as a garbage if not use for some time or ticks
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*
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* @class CacheEntry
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* @constructor
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* @param {ResourceManager} resource manager
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* @param {string} key, url of the resource
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* @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache
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*/
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constructor(cache: CacheMap, key: string, item: string);
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/**
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* frees the resource
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*/
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free(byTTL?: boolean): void;
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/**
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* Allocates the resource
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* @returns {CacheEntry}
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*/
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allocate(): CacheEntry;
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/**
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* Sets the time to live
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* @param {number} ticks TTL in ticks, 0 if not set
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* @param {number} time TTL in seconds, 0 if not set
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* @returns {CacheEntry}
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*/
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setTimeToLive(ticks?: number, seconds?: number): CacheEntry;
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isStillAlive(): boolean;
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/**
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* makes sure that resource wont freed by Time To Live
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* if resource was already freed by TTL, put it in cache again
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*/
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touch(): void;
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}
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declare class CacheMap {
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/**
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* Cache for images, audio, or any other kind of resource
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* @param manager
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* @constructor
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*/
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constructor(manager: ImageManager);
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/**
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* checks ttl of all elements and removes dead ones
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*/
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checkTTL(): void;
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/**
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* cache item
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* @param key url of cache element
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* @returns {*|null}
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*/
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getItem(key: string): any;
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clear(): void;
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setItem(key: string, item: any): CacheEntry;
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update(ticks: number, delta: number): void;
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}
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/**
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* The static class that carries out graphics processing.
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*
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* @class Graphics
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*/
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declare class Graphics {
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protected constructor();
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/**
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* The total frame count of the game screen.
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*
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* @static
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* @property frameCount
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* @type Number
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*/
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static frameCount: number;
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/**
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* The alias of PIXI.blendModes.NORMAL.
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*
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* @static
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* @property BLEND_NORMAL
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* @type Number
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* @final
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*/
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static BLEND_NORMAL: number;
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/**
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* The alias of PIXI.blendModes.ADD.
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*
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* @static
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* @property BLEND_ADD
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* @type Number
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* @final
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*/
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static BLEND_ADD: number;
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/**
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* The alias of PIXI.blendModes.MULTIPLY.
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*
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* @static
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* @property BLEND_MULTIPLY
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* @type Number
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* @final
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*/
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static BLEND_MULTIPLY: number;
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/**
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* The alias of PIXI.blendModes.SCREEN.
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*
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* @static
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* @property BLEND_SCREEN
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* @type Number
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* @final
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*/
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static BLEND_SCREEN: number;
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/**
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* The width of the game screen.
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*
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* @static
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* @property width
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* @type Number
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*/
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static width: number;
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/**
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* The height of the game screen.
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*
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* @static
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* @property height
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* @type Number
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*/
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static height: number;
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/**
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* The width of the window display area.
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*
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* @static
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* @property boxWidth
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* @type Number
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*/
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static boxWidth: number;
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/**
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* The height of the window display area.
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*
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* @static
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* @property boxHeight
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* @type Number
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*/
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static boxHeight: number;
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/**
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* The zoom scale of the game screen.
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*
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* @static
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* @property scale
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* @type Number
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*/
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static scale: number;
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/**
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* Initializes the graphics system.
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*
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* @static
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* @method initialize
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* @param {Number} width The width of the game screen
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* @param {Number} height The height of the game screen
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* @param {String} type The type of the renderer.
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* 'canvas', 'webgl', or 'auto'.
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*/
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static initialize(width?: number, height?: number, type?: string): void;
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/**
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* Marks the beginning of each frame for FPSMeter.
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*
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* @static
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* @method tickStart
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*/
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static tickStart(): void;
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/**
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* Marks the end of each frame for FPSMeter.
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*
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* @static
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* @method tickEnd
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*/
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static tickEnd(): void;
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/**
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* Renders the stage to the game screen.
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*
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* @static
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* @method render
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* @param {Stage} stage The stage object to be rendered
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*/
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static render(stage?: Stage): void;
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/**
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* Checks whether the renderer type is WebGL.
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*
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* @static
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* @method isWebGL
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* @return {Boolean} True if the renderer type is WebGL
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*/
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static isWebGL(): boolean;
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/**
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* Checks whether the current browser supports WebGL.
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*
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* @static
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* @method hasWebGL
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* @return {Boolean} True if the current browser supports WebGL.
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*/
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static hasWebGL(): boolean;
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/**
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* Checks whether the canvas blend mode 'difference' is supported.
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*
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* @static
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* @method canUseDifferenceBlend
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* @return {Boolean} True if the canvas blend mode 'difference' is supported
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*/
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static canUseDifferenceBlend(): boolean;
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/**
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* Checks whether the canvas blend mode 'saturation' is supported.
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*
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* @static
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* @method canUseSaturationBlend
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* @return {Boolean} True if the canvas blend mode 'saturation' is supported
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*/
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static canUseSaturationBlend(): boolean;
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/**
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* Sets the source of the "Now Loading" image.
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*
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* @static
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* @method setLoadingImage
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* @param {String} Path of image
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*/
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static setLoadingImage(src: string): void;
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/**
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* Initializes the counter for displaying the "Now Loading" image.
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*
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* @static
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* @method startLoading
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*/
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static startLoading(): void;
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/**
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* Increments the loading counter and displays the "Now Loading" image if necessary.
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*
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* @static
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* @method updateLoading
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*/
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static updateLoading(): void;
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/**
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* Erases the "Now Loading" image.
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*
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* @static
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* @method endLoading
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*/
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static endLoading(): void;
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/**
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* Displays the error text to the screen.
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|
*
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* @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.
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|
* @class Game_ActionResult
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|
*/
|
|
declare class Game_ActionResult {
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|
constructor();
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used: boolean;
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missed: boolean;
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evaded: boolean;
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physical: boolean;
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|
drain: boolean;
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|
critical: boolean;
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|
success: boolean;
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|
hpAffected: boolean;
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|
hpDamage: number;
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|
mpDamage: number;
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|
tpDamage: number;
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addedStates: number[];
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|
removedStates: number[];
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addedBuffs: number[];
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addedDebuffs: number[];
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|
removedBuffs: number[];
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initialize(): void;
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|
/**
|
|
* Clears the game action result.
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|
*
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|
* @memberof Game_ActionResult
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|
*/
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|
clear(): void;
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|
/**
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|
* Returns the added states from the action result.
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*
|
|
* @returns {Array<RPG.State>}
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|
* @memberof Game_ActionResult
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|
*/
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|
addedStateObjects(): rm.types.State[];
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/**
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|
* Returns the removes states from the result.
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|
*
|
|
* @returns {Array<RPG.State>}
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|
* @memberof Game_ActionResult
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|
*/
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|
removedStateObjects(): rm.types.State[];
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isStatusAffected(): boolean;
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|
/**
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|
* Returns true if the action result is a hit.
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|
*
|
|
* @returns {Bool}
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|
* @memberof Game_ActionResult
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|
*/
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|
isHit(): boolean;
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isStateAdded(stateId: number): boolean;
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pushAddedState(stateId: number): void;
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isStateRemoved(stateId: number): boolean;
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|
pushRemovedState(stateId: number): void;
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|
/**
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|
* Returns true if the a buff is added to the specified param
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|
* from the action result.
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* @param {number} paramId
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* @returns {Bool}
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|
* @memberof Game_ActionResult
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|
*/
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|
isBuffAdded(paramId: number): boolean;
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pushAddedBuff(paramId: number): void;
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isDebuffAdded(paramId: number): boolean;
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pushAddedDebuff(paramId: number): void;
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isBuffRemoved(paramId: number): boolean;
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|
pushRemovedBuff(paramId: number): void;
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|
}
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|
|
|
declare namespace rm.types {
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|
/**
|
|
* The data class for skills.
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|
*/
|
|
export type Skill = {
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|
/**
|
|
* The animation ID.
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|
*/
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|
animationId: number;
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|
/**
|
|
* Damage (RPG.Damage).
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|
*/
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|
damage: rm.types.Damage;
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|
/**
|
|
* The description text.
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|
*/
|
|
description: string;
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|
/**
|
|
* A list of use effects. An RPG.Effect array.
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|
*/
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|
effects: rm.types.Effect[];
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|
/**
|
|
* The type of hit.
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*
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|
* 0: Certain hit
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* 1: Physical attack
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* 2: Magical attack
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|
*/
|
|
hitType: number;
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|
/**
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|
* The icon number.
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|
*/
|
|
iconIndex: number;
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|
/**
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|
* The item ID.
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|
*/
|
|
id: number;
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|
/**
|
|
* The use message.
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|
*/
|
|
message1: string;
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|
/**
|
|
* The use message.
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|
*/
|
|
message2: string;
|
|
meta: Object;
|
|
/**
|
|
* Number of MP consumed.
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|
*/
|
|
mpCost: number;
|
|
/**
|
|
* The item name.
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|
*/
|
|
name: string;
|
|
note: string;
|
|
/**
|
|
* When the item/skill may be used.
|
|
*
|
|
* 0: Always
|
|
* 1: Only in battle
|
|
* 2: Only from the menu
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|
* 3: Never
|
|
*/
|
|
occasion: number;
|
|
/**
|
|
* The number of repeats.
|
|
*/
|
|
repeats: number;
|
|
/**
|
|
* Weapon type required.
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|
*/
|
|
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 {
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export const enum MotionType {
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WALK = "walk",
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WAIT = "wait",
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CHANT = "chant",
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GUARD = "guard",
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DAMAGE = "damage",
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EVADE = "evade",
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THRUST = "thrust",
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MISSLE = "missle",
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SKILL = "SKILL",
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SPELL = "spell",
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ITEM = "item",
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ESCAPE = "escape",
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VICTORY = "victory",
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DYING = "dying",
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ABNORMAL = "abnormal",
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SLEEP = "sleep",
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DEAD = "dead",
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}
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}
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declare namespace rm.types {
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export const enum WeaponImageId {
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base = -1,
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}
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}
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declare namespace rm.types {
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export const enum AnimationId {
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base = -1,
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}
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}
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declare namespace rm.types {
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export const enum ActionState {
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base = "",
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}
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}
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declare class Game_Battler extends Game_BattlerBase {
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protected constructor();
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_actions: Game_Action[];
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_speed: number;
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_result: Game_ActionResult;
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_actionState: string;
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_lastTargetIndex: number;
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_animations: rm.types.BattlerAnimation[];
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_damagePopup: boolean;
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_effectType: string;
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_motionType: rm.types.MotionType;
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_weaponImageId: number;
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_motionRefresh: boolean;
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_selected: boolean;
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/**
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* Returns the name of the battler.
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*
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* @returns {String}
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* @memberof Game_Battler
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*/
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name(): string;
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/**
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* Returns the battler name of the battler;
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* the battler name is associated with the file used as the battler graphic.
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* @returns {String}
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* @memberof Game_Battler
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*/
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battlerName(): string;
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/**
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* Returns the index of the battler.
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*
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* @returns {number}
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* @memberof Game_Battler
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*/
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index(): number;
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/**
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* Returns the unit of the battler; this is either the
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* game party or game troop.
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* @returns {Game_Unit}
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* @memberof Game_Battler
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*/
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friendsUnit(): Game_Unit;
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/**
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* Returns the opponents unit; this is either
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* game party or game troop.
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* @returns {Game_Unit}
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* @memberof Game_Battler
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*/
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opponentsUnit(): Game_Unit;
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/**
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* Clears animations from the battler.
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*
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* @memberof Game_Battler
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*/
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clearAnimations(): void;
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/**
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* Clear damage pop up from the battler.
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*
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* @memberof Game_Battler
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*/
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clearDamagePopup(): void;
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/**
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* Clear weapon animation from the battler.
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*
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* @memberof Game_Battler
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*/
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clearWeaponAnimation(): void;
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/**
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* Clears effect from the battler.
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*
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* @memberof Game_Battler
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*/
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clearEffect(): void;
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/**
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* Clears motion from the battler.
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*
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* @memberof Game_Battler
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*/
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clearMotion(): void;
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requestEffect(effectType: string): void;
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/**
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* Request the specified motion on the game battler.
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*
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* @param {String} motionType
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* @memberof Game_Battler
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*/
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requestMotion(motionType: string): void;
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requestMotionRefresh(): void;
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select(): void;
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deselect(): void;
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isAnimationRequested(): boolean;
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isDamagePopupRequested(): boolean;
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isEffectRequested(): boolean;
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/**
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* Returns true if a motion is requested.
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*
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* @returns {Bool}
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* @memberof Game_Battler
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*/
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isMotionRequested(): boolean;
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/**
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* Returns true if a weapon animation is requested.
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*
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* @returns {Bool}
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* @memberof Game_Battler
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*/
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isWeaponAnimationRequested(): boolean;
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isMotionRefreshRequested(): boolean;
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isSelected(): boolean;
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/**
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* Returns the effect type of the battler.
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*
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* @returns {String}
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* @memberof Game_Battler
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*/
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effectType(): string;
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/**
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* Returns the motion type of the battler.
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*
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* @returns {String}
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* @memberof Game_Battler
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*/
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motionType(): string;
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/**
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* Returns the weapon image id.
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*
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* @returns {number}
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* @memberof Game_Battler
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*/
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weaponImageId(): rm.types.WeaponImageId;
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/**
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* Shifts the battler animation.
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*
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* @returns {BattlerAnimation}
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* @memberof Game_Battler
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*/
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shiftAnimation(): rm.types.BattlerAnimation;
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/**
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* Starts the specified animation, given the animation id on the
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* battler.
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* @param {number} animationId
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* @param {Bool} mirror
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* @param {number} delay
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* @memberof Game_Battler
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*/
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startAnimation(animationId: rm.types.AnimationId, mirror: boolean, delay: number): void;
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/**
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* Starts a damage pop up on the battler.
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*
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* @memberof Game_Battler
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*/
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startDamagePopup(): void;
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/**
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* Starts the weapon animation on te battler given a weapon id.
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*
|
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* @param {number} weaponImageId
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* @memberof Game_Battler
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*/
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startWeaponAnimation(weaponImageId: rm.types.WeaponImageId): void;
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action(index: number): Game_Action;
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/**
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* Sets the action at the specified index for the battler.
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*
|
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* @param {number} index
|
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* @param {Game_Action} action
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* @memberof Game_Battler
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*/
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setAction(index: number, action: Game_Action): void;
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/**
|
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* Returns the number of battler actions.
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|
*
|
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* @returns {number}
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* @memberof Game_Battler
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*/
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numActions(): number;
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/**
|
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* Clears the battler actions.
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*
|
|
* @memberof Game_Battler
|
|
*/
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clearActions(): void;
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/**
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* Returns the battler action result.
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|
*
|
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* @returns {Game_ActionResult}
|
|
* @memberof Game_Battler
|
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*/
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result(): Game_ActionResult;
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/**
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* Clears the battler action result.
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*
|
|
* @memberof Game_Battler
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*/
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clearResult(): void;
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/**
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|
* Refreshes the battler.
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*
|
|
* @memberof Game_Battler
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*/
|
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refresh(): void;
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/**
|
|
* Adds a state to the battler given the specified
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* state id.
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* @param {number} stateId
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* @memberof Game_Battler
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*/
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addState(stateId: number): void;
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/**
|
|
* Returns true if the specified state given the state id
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* is addable.
|
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* @param {number} stateId
|
|
* @returns {Bool}
|
|
* @memberof Game_Battler
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|
*/
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|
isStateAddable(stateId: number): boolean;
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|
/**
|
|
* Returns true if the specified state given the state id
|
|
* restricts.
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|
*
|
|
* @param {number} stateId
|
|
* @returns {Bool}
|
|
* @memberof Game_Battler
|
|
*/
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|
isStateRestrict(stateId: number): boolean;
|
|
/**
|
|
* Handler for when theb attler is restricted.
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|
*
|
|
* @memberof Game_Battler
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|
*/
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onRestrict(): void;
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/**
|
|
* Removes the specified state given the state id.
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|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_Battler
|
|
*/
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|
removeState(stateId: number): void;
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|
/**
|
|
* Has the battler escape from battle; plays a sound on escaping.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
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escape(): void;
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|
/**
|
|
* Adds a buff to the battler for the specified number of turns
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|
* on the selected parameter.
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|
* @param {number} paramId
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* @param {number} turns
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|
* @memberof Game_Battler
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|
*/
|
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addBuff(paramId: number, turns: number): void;
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|
/**
|
|
* Adds a debuff to the battler for the specified number of turns
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* on the selected parameter.
|
|
* @param {number} paramId
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|
* @param {number} turns
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|
* @memberof Game_Battler
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|
*/
|
|
addDebuff(paramId: number, turns: number): void;
|
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removeBuff(paramId: number): void;
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|
removeBattleStates(): void;
|
|
/**
|
|
* Removes all buffs from the battler.
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|
*
|
|
* @memberof Game_Battler
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|
*/
|
|
removeAllBuffs(): void;
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removeStatesAuto(timing: number): void;
|
|
removeBuffsAuto(): void;
|
|
removeStatesByDamage(): void;
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|
/**
|
|
* Creates the number of times for
|
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* 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 {
|
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base = -1,
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}
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}
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declare class Game_Message {
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constructor();
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_texts: string[];
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_choices: string[];
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_faceName: string;
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_faceIndex: number;
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_background: rm.types.MessageBackgroundType;
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_positionType: rm.types.MessagePositionType;
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_choiceDefaultType: rm.types.ChoiceDefaultType;
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_choiceCancelType: rm.types.ChoiceCancelType;
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_choiceBackground: rm.types.ChocieBackgroundType;
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_choicePositionType: rm.types.ChoicePositionType;
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_numInputVariableId: number;
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_numInputMaxDigits: number;
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_itemChoiceVariableId: number;
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_itemChoiceItypeId: number;
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_scrollMode: boolean;
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_scrollSpeed: number;
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_scrollNoFast: boolean;
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_choiceCallback: (n: number) => void;
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initialize(): void;
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clear(): void;
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choices(): string[];
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/**
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* Returns the name of the face image used for the message.
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*
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* @returns {String}
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* @memberof Game_Message
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*/
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faceName(): string;
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/**
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* Returns the face index within the face image to display the
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* correct face.
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* @returns {number}
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* @memberof Game_Message
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*/
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faceIndex(): number;
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/**
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* Returns the background associated with the message;
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* this is the background
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* @returns {number}
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* @memberof Game_Message
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*/
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background(): number;
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/**
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* Returns the current position type of the message window.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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positionType(): number;
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choiceDefaultType(): number;
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choiceCancelType(): number;
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/**
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* Returns the background type of the choice window.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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choiceBackground(): number;
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/**
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* Returns the position of the choice window.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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choicePositionType(): number;
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/**
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* Returns the number input variable id.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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numInputVariableId(): number;
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/**
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* Returns the number input maximum digits.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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numInputMaxDigits(): number;
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/**
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* Returns the item choice variable id.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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itemChoiceVariableId(): number;
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/**
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* Returns the item choice item type id.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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itemChoiceItypeId(): number;
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/**
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* Returns true if the scroll mode is set to true.
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*
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* @returns {boolean}
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* @memberof Game_Message
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*/
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scrollMode(): boolean;
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/**
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* Returns the scroll speed.
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*
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* @returns {number}
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* @memberof Game_Message
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*/
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scrollSpeed(): number;
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/**
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* Returns true if the scroll is set to not being fast.
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*
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* @returns {boolean}
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* @memberof Game_Message
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*/
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scrollNoFast(): boolean;
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/**
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* Adds text to the game message object.
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*
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* @param {String} text
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* @memberof Game_Message
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*/
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add(text: string): void;
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setFaceImage(faceName: string, faceIndex: number): void;
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/**
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* Sets the background of the message window;
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* options are 0 (fully opaque), 1 (transparent), 2 (invisible background).
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* The default is 0.
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* @param {number} background
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* @memberof Game_Message
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*/
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setBackground(background: number): void;
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/**
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|
* Sets the position of the message window;
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* default is 2.
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* @param {number} positionType
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* @memberof Game_Message
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*/
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setPositionType(positionType: number): void;
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/**
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* Sets the choices within the choice window;
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* sets the default and cancel choices for the window.
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* @param {Array<String>} choices
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* @param {number} defaultType
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* @param {number} cancelType
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|
* @memberof Game_Message
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|
*/
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setChoices(choices: string[], defaultType: number, cancelType: number): void;
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setChoiceBackground(background: number): void;
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|
/**
|
|
* Sets the position of the choice window associated with the
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* message window.
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|
* @param {number} positionType
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|
* @memberof Game_Message
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|
*/
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setChoicePositionType(positionType: number): void;
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/**
|
|
* Sets the number input and associates it with a variable id;
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|
* the max number of digits can also be set.
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* @param {number} variableId
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|
* @param {number} maxDigits
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|
* @memberof Game_Message
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*/
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setNumberInput(variableId: number, maxDigits: number): void;
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/**
|
|
* Sets the choice and associates it with a variable id;
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|
* sets the itemtype id associated with the choice.
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|
* @param {number} variableId
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|
* @param {number} itemType
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|
* @memberof Game_Message
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|
*/
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|
setItemChoice(variableId: number, itemType: number): void;
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|
/**
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|
* Sets the scroll speed of the message window;
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|
* disable fast movement if noFast is set to true.
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|
* @param {number} speed
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|
* @param {boolean} noFast
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|
* @memberof Game_Message
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*/
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|
setScroll(speed: number, noFast: boolean): void;
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|
/**
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|
* Sets a callback to be associated with a specific choice;
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|
* a callback is a JavaScript function that will be run when the
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* choice is selected.
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|
* @param {((n: number) => Void)} callback
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|
* @memberof Game_Message
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|
*/
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|
setChoiceCallback(callback: (n: number) => void): void;
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|
onChoice(n: number): void;
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|
/**
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|
* Returns true if the game message object has text.
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|
*
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|
* @returns {boolean}
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|
* @memberof Game_Message
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*/
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hasText(): boolean;
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|
/**
|
|
* Returns true if the game message object has a set of choices.
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|
*
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|
* @returns {boolean}
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|
* @memberof Game_Message
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|
*/
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isChoice(): boolean;
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|
/**
|
|
* Returns true if the game message object has a number input attached.
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|
*
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|
* @returns {boolean}
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|
* @memberof Game_Message
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|
*/
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|
isNumberInput(): boolean;
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|
/**
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|
* Returns true if the game message object has an item choice attached.
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|
*
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|
* @returns {boolean}
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|
* @memberof Game_Message
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|
*/
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|
isItemChoice(): boolean;
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|
/**
|
|
* Returns true if the game message object has text, choices, number input,
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|
* or item choice.
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|
* @returns {boolean}
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|
* @memberof Game_Message
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|
*/
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|
isBusy(): boolean;
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|
/**
|
|
* Creates a new page for the text within the message window.
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|
*
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|
* @memberof Game_Message
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|
*/
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|
newPage(): void;
|
|
/**
|
|
* Returns all of the text contained within the message.
|
|
*
|
|
* @returns {String}
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|
* @memberof Game_Message
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|
*/
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|
allText(): string;
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|
}
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|
|
|
/**
|
|
* Superclass of Game_Party & Game_Troop
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|
*
|
|
* @class Game_Unit
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|
*/
|
|
declare class Game_Unit {
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|
constructor();
|
|
_inBattle: boolean;
|
|
initialize(): void;
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|
/**
|
|
* Returns true if unit is in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Unit
|
|
*/
|
|
inBattle(): boolean;
|
|
/**
|
|
* Returns the list of battlers.
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|
*
|
|
* @returns {Array<Game_Battler>}
|
|
* @memberof Game_Unit
|
|
*/
|
|
members(): Game_Battler[];
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|
/**
|
|
* Returns the list of alive battlers.
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|
*
|
|
* @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
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* for interacting with the game party. Some of the methods include
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* number of party members, etc.
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* @type {Game_Party}
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*/
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declare var $gameParty: Game_Party;
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/** @global RPGMakerMV Game Troop; contains properties and methods
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* for interacting with the game troops. Some of the methods include
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* enemy data, enemy names, etc.
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* @type {Game_Troop}
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*/
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declare var $gameTroop: Game_Troop;
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/** @global RPGMakerMV Game Map; contains properties and methods
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* for interacting with the game map. Some of these methods include
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* interacting with the map's game_interpreter, and event information.
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* @type {Game_Map}
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*/
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declare var $gameMap: Game_Map;
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/** @global RPGMakerMV Game Player; contains properties and methods
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* for interacting with the game player. Some of these methods
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* include interacting with the player's position and move route.
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* @type {Game_Player}
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*/
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declare var $gamePlayer: Game_Player;
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declare var $testEvent: Array<rm.types.EventCommand>;
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