Options
All
  • Public
  • Public/Protected
  • All
Menu

Class Game_Player

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.

Hierarchy

Index

Constructors

Properties

Methods

Constructors

Protected constructor

Properties

_animationCount

_animationCount: number

_animationId

_animationId: AnimationId

_animationPlaying

_animationPlaying: boolean

_ballonId

_ballonId: BalloonId

_balloonPlaying

_balloonPlaying: boolean

_blendMode

_blendMode: number

_bushDepth

_bushDepth: number

_characterIndex

_characterIndex: number

_characterName

_characterName: string

_dashing

_dashing: boolean

_direction

_direction: Direction

_directionFix

_directionFix: boolean

_encounterCount

_encounterCount: number

_fadeType

_fadeType: number

_followers

_followers: Game_Followers

_isObjectCharacter

_isObjectCharacter: boolean

_jumpCount

_jumpCount: number

_jumpPeak

_jumpPeak: number

_moveFrequency

_moveFrequency: MoveFrequency

_moveRoute

_moveRoute: MoveRoute

_moveRouteForcing

_moveRouteForcing: boolean

_moveRouteIndex

_moveRouteIndex: number

_moveSpeed

_moveSpeed: MoveSpeed

_movementSuccess

_movementSuccess: boolean

_needsMapReload

_needsMapReload: boolean

_newDirection

_newDirection: Direction

_newX

_newX: number

_newY

_newY: number

_opacity

_opacity: number

_originalMoveRoute

_originalMoveRoute: MoveRoute

_originalMoveRouteIndex

_originalMoveRouteIndex: number

_pattern

_pattern: rm.types.CharacterPattern

_priorityType

_priorityType: CharacterPriority

_realX

_realX: number

_realY

_realY: number

_stepAnime

_stepAnime: boolean

_stopCount

_stopCount: number

_through

_through: boolean

_tileId

_tileId: number

_transferring

_transferring: boolean

_transparent

_transparent: boolean

_vehicleGettingOff

_vehicleGettingOff: boolean

_vehicleGettingOn

_vehicleGettingOn: boolean

_vehicleType

_vehicleType: string

_waitCount

_waitCount: number

_walkAnime

_walkAnime: boolean

_x

_x: number

_y

_y: number

x

x: number

[read-only]

y

y: number

[read-only]

Static ROUTE_CHANGE_BLEND_MODE

ROUTE_CHANGE_BLEND_MODE: number

Static ROUTE_CHANGE_FREQ

ROUTE_CHANGE_FREQ: number

Static ROUTE_CHANGE_IMAGE

ROUTE_CHANGE_IMAGE: number

Static ROUTE_CHANGE_OPACITY

ROUTE_CHANGE_OPACITY: number

Static ROUTE_CHANGE_SPEED

ROUTE_CHANGE_SPEED: number

Static ROUTE_DIR_FIX_OFF

ROUTE_DIR_FIX_OFF: number

Static ROUTE_DIR_FIX_ON

ROUTE_DIR_FIX_ON: number

Static ROUTE_END

ROUTE_END: number

Static ROUTE_JUMP

ROUTE_JUMP: number

Static ROUTE_MOVE_AWAY

ROUTE_MOVE_AWAY: number

Static ROUTE_MOVE_BACKWARD

ROUTE_MOVE_BACKWARD: number

Static ROUTE_MOVE_DOWN

ROUTE_MOVE_DOWN: number

Static ROUTE_MOVE_FORWARD

ROUTE_MOVE_FORWARD: number

Static ROUTE_MOVE_LEFT

ROUTE_MOVE_LEFT: number

Static ROUTE_MOVE_LOWER_L

ROUTE_MOVE_LOWER_L: number

Static ROUTE_MOVE_LOWER_R

ROUTE_MOVE_LOWER_R: number

Static ROUTE_MOVE_RANDOM

ROUTE_MOVE_RANDOM: number

Static ROUTE_MOVE_RIGHT

ROUTE_MOVE_RIGHT: number

Static ROUTE_MOVE_TOWARD

ROUTE_MOVE_TOWARD: number

Static ROUTE_MOVE_UP

ROUTE_MOVE_UP: number

Static ROUTE_MOVE_UPPER_L

ROUTE_MOVE_UPPER_L: number

Static ROUTE_MOVE_UPPER_R

ROUTE_MOVE_UPPER_R: number

Static ROUTE_PLAY_SE

ROUTE_PLAY_SE: number

Static ROUTE_SCRIPT

ROUTE_SCRIPT: number

Static ROUTE_STEP_ANIME_OFF

ROUTE_STEP_ANIME_OFF: number

Static ROUTE_STEP_ANIME_ON

ROUTE_STEP_ANIME_ON: number

Static ROUTE_SWITCH_OFF

ROUTE_SWITCH_OFF: number

Static ROUTE_SWITCH_ON

ROUTE_SWITCH_ON: number

Static ROUTE_THROUGH_OFF

ROUTE_THROUGH_OFF: number

Static ROUTE_THROUGH_ON

ROUTE_THROUGH_ON: number

Static ROUTE_TRANSPARENT_OFF

ROUTE_TRANSPARENT_OFF: number

Static ROUTE_TRANSPARENT_ON

ROUTE_TRANSPARENT_ON: number

Static ROUTE_TURN_180D

ROUTE_TURN_180D: number

Static ROUTE_TURN_90D_L

ROUTE_TURN_90D_L: number

Static ROUTE_TURN_90D_R

ROUTE_TURN_90D_R: number

Static ROUTE_TURN_90D_R_L

ROUTE_TURN_90D_R_L: number

Static ROUTE_TURN_AWAY

ROUTE_TURN_AWAY: number

Static ROUTE_TURN_DOWN

ROUTE_TURN_DOWN: number

Static ROUTE_TURN_LEFT

ROUTE_TURN_LEFT: number

Static ROUTE_TURN_RANDOM

ROUTE_TURN_RANDOM: number

Static ROUTE_TURN_RIGHT

ROUTE_TURN_RIGHT: number

Static ROUTE_TURN_TOWARD

ROUTE_TURN_TOWARD: number

Static ROUTE_TURN_UP

ROUTE_TURN_UP: number

Static ROUTE_WAIT

ROUTE_WAIT: number

Static ROUTE_WALK_ANIME_OFF

ROUTE_WALK_ANIME_OFF: number

Static ROUTE_WALK_ANIME_ON

ROUTE_WALK_ANIME_ON: number

Methods

advanceMoveRouteIndex

  • advanceMoveRouteIndex(): void

animationId

  • animationId(): number

animationWait

  • animationWait(): number

areFollowersGathered

  • areFollowersGathered(): boolean

areFollowersGathering

  • areFollowersGathering(): boolean

balloonId

  • balloonId(): number

blendMode

  • blendMode(): number

bushDepth

  • bushDepth(): number

canEncounter

  • canEncounter(): boolean

canMove

  • canMove(): boolean

canPass

  • canPass(x: number, y: number, d: number): boolean

canPassDiagonally

  • canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean

canStartLocalEvents

  • canStartLocalEvents(): boolean

center

  • center(x: number, y: number): void

centerX

  • centerX(): number

centerY

  • centerY(): number

characterIndex

  • characterIndex(): number

characterName

  • characterName(): string

checkEventTriggerHere

  • checkEventTriggerHere(triggers: number[]): void

checkEventTriggerThere

  • checkEventTriggerThere(triggers: number[]): void

checkEventTriggerTouch

  • checkEventTriggerTouch(x: number, y: number): boolean

checkEventTriggerTouchFront

  • checkEventTriggerTouchFront(d: number): void

checkStop

  • checkStop(threshold: number): boolean

clearTransferInfo

  • clearTransferInfo(): void

copyPosition

deltaXFrom

  • deltaXFrom(x: number): number

deltaYFrom

  • deltaYFrom(y: number): number

direction

  • direction(): number

distancePerFrame

  • distancePerFrame(): number

encounterProgressValue

  • encounterProgressValue(): number

endAnimation

  • endAnimation(): void

endBalloon

  • endBalloon(): void

executeEncounter

  • executeEncounter(): boolean

executeMove

  • executeMove(direction: number): void

fadeType

  • fadeType(): number

findDirectionTo

  • findDirectionTo(goalX: number, goalY: number): number

followers

forceMoveForward

  • forceMoveForward(): void

forceMoveRoute

gatherFollowers

  • gatherFollowers(): void

getInputDirection

  • getInputDirection(): number

getOffVehicle

  • getOffVehicle(): boolean

getOnOffVehicle

  • getOnOffVehicle(): boolean

getOnVehicle

  • getOnVehicle(): boolean

hasStepAnime

  • hasStepAnime(): boolean

hasWalkAnime

  • hasWalkAnime(): boolean

hideFollowers

  • hideFollowers(): void

increaseSteps

  • increaseSteps(): void

initMembers

  • initMembers(): void

initialize

  • initialize(): void

isAnimationPlaying

  • isAnimationPlaying(): boolean

isBalloonPlaying

  • isBalloonPlaying(): boolean

isCollided

  • isCollided(x: number, y: number): boolean

isCollidedWithCharacters

  • isCollidedWithCharacters(x: number, y: number): boolean

isCollidedWithEvents

  • isCollidedWithEvents(x: number, y: number): boolean

isCollidedWithVehicles

  • isCollidedWithVehicles(x: number, y: number): boolean

isDashButtonPressed

  • isDashButtonPressed(): boolean

isDashRing

  • isDashRing(): boolean

isDashing

  • isDashing(): boolean

isDebugThrough

  • isDebugThrough(): boolean

isDirectionFixed

  • isDirectionFixed(): boolean

isInAirship

  • isInAirship(): boolean

isInBoat

  • isInBoat(): boolean

isInShip

  • isInShip(): boolean

isInVehicle

  • isInVehicle(): boolean

isJumping

  • isJumping(): boolean

isMapPassable

  • isMapPassable(x: number, y: number, d: number): boolean

isMoveRouteForcing

  • isMoveRouteForcing(): boolean

isMovementSucceeded

  • isMovementSucceeded(x: number, y: number): boolean

isMoving

  • isMoving(): boolean

isNearTheScreen

  • isNearTheScreen(): boolean

isNormal

  • isNormal(): boolean

isNormalPriority

  • isNormalPriority(): boolean

isObjectCharacter

  • isObjectCharacter(): boolean

isOnBush

  • isOnBush(): boolean

isOnDamageFloor

  • isOnDamageFloor(): boolean

isOnLadder

  • isOnLadder(): boolean

isOriginalPattern

  • isOriginalPattern(): boolean

isStopping

  • isStopping(): boolean

isThrough

  • isThrough(): boolean

isTile

  • isTile(): boolean

isTransferring

  • isTransferring(): boolean

isTransparent

  • isTransparent(): boolean

jump

  • jump(xPlus: number, yPlus: number): void

jumpHeight

  • jumpHeight(): number

locate

  • locate(x: number, y: number): void

makeEncounterCount

  • makeEncounterCount(): void

makeEncounterTroopId

  • makeEncounterTroopId(): number

maxPattern

  • maxPattern(): number

meetsEncounterConditions

  • meetsEncounterConditions(encounter: MapEncounter): boolean

memorizeMoveRoute

  • memorizeMoveRoute(): void

moveAwayFromCharacter

moveAwayFromPlayer

  • moveAwayFromPlayer(): void

moveBackward

  • moveBackward(): void

moveByInput

  • moveByInput(): void

moveDiagonally

  • moveDiagonally(horz: number, vert: number): void

moveForward

  • moveForward(): void

moveFrequency

  • moveFrequency(): number

moveRandom

  • moveRandom(): void

moveSpeed

  • moveSpeed(): number

moveStraight

  • moveStraight(d: number): void

moveTowardCharacter

moveTowardPlayer

  • moveTowardPlayer(): void

newMapId

  • newMapId(): number

opacity

  • opacity(): number

pattern

  • pattern(): number

performTransfer

  • performTransfer(): void

pos

  • pos(x: number, y: number): boolean

posNt

  • posNt(x: number, y: number): boolean

processMoveCommand

processRouteEnd

  • processRouteEnd(): void

realMoveSpeed

  • realMoveSpeed(): number

refresh

  • refresh(): void

refreshBushDepth

  • refreshBushDepth(): void

regionId

  • regionId(): number

requestAnimation

  • requestAnimation(animationId: number): void

requestBalloon

  • requestBalloon(balloonId: number): void

requestMapReload

  • requestMapReload(): void

reserveTransfer

  • reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void
  • 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.

    memberof

    Game_Player

    Parameters

    • mapId: number
    • x: number
    • y: number
    • Optional d: number
    • Optional fadeType: number

    Returns void

resetPattern

  • resetPattern(): void

resetStopCount

  • resetStopCount(): void

restoreMoveRoute

  • restoreMoveRoute(): void

reverseDir

  • reverseDir(d: number): number

screenX

  • screenX(): number

screenY

  • screenY(): number

screenZ

  • screenZ(): number

scrolledX

  • scrolledX(): number

scrolledY

  • scrolledY(): number

searchLimit

  • searchLimit(): number

setBlendMode

  • setBlendMode(blendMode: number): void

setDirection

  • setDirection(d: number): void

setDirectionFix

  • setDirectionFix(directionFix: boolean): void

setImage

  • setImage(characterName: string, characterIndex: number): void

setMoveFrequency

  • setMoveFrequency(moveFrequency: number): void

setMoveRoute

setMoveSpeed

  • setMoveSpeed(moveSpeed: number): void

setMovementSuccess

  • setMovementSuccess(success: boolean): void

setOpacity

  • setOpacity(opacity: number): void

setPattern

  • setPattern(pattern: number): void

setPosition

  • setPosition(x: number, y: number): void

setPriorityType

  • setPriorityType(priorityType: number): void

setStepAnime

  • setStepAnime(stepAnime: boolean): void

setThrough

  • setThrough(through: boolean): void

setTileImage

  • setTileImage(tileId: number): void

setTransparent

  • setTransparent(transparent: boolean): void

setWalkAnime

  • setWalkAnime(walkAnime: boolean): void

shiftY

  • shiftY(): number

showFollowers

  • showFollowers(): void

startAnimation

  • startAnimation(): void

startBalloon

  • startBalloon(): void

startMapEvent

  • startMapEvent(x: number, y: number, triggers: number[], normal: boolean): void
  • 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.

    memberof

    Game_Player

    Parameters

    • x: number
    • y: number
    • triggers: number[]
    • normal: boolean

    Returns void

straighten

  • straighten(): void

swap

terrainTag

  • terrainTag(): number

tileId

  • tileId(): number

triggerAction

  • triggerAction(): boolean

triggerButtonAction

  • triggerButtonAction(): boolean

triggerTouchAction

  • triggerTouchAction(): boolean

triggerTouchActionD1

  • triggerTouchActionD1(x1: number, y1: number): boolean

triggerTouchActionD2

  • triggerTouchActionD2(x2: number, y2: number): boolean

triggerTouchActionD3

  • triggerTouchActionD3(x2: number, y2: number): boolean

turn180

  • turn180(): void

turnAwayFromCharacter

turnAwayFromPlayer

  • turnAwayFromPlayer(): void

turnLeft90

  • turnLeft90(): void

turnRandom

  • turnRandom(): void

turnRight90

  • turnRight90(): void

turnRightOrLeft90

  • turnRightOrLeft90(): void

turnTowardCharacter

turnTowardPlayer

  • turnTowardPlayer(): void

update

  • update(sceneActive?: boolean): void

updateAnimation

  • updateAnimation(): void

updateAnimationCount

  • updateAnimationCount(): void

updateDashing

  • updateDashing(): void

updateEncounterCount

  • updateEncounterCount(): void

updateJump

  • updateJump(): void

updateMove

  • updateMove(): void

updateNonmoving

  • updateNonmoving(wasMoving: boolean): void

updatePattern

  • updatePattern(): void

updateRoutineMove

  • updateRoutineMove(): void

updateScroll

  • updateScroll(lastScrolledX: number, lastScrolledY: number): void

updateStop

  • updateStop(): void

updateVehicle

  • updateVehicle(): void

updateVehicleGetOff

  • updateVehicleGetOff(): void

updateVehicleGetOn

  • updateVehicleGetOn(): void

vehicle

Generated using TypeDoc