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Class Scene_Map

The scene class for the map screen.

Hierarchy

Index

Constructors

Properties

Methods

Constructors

Protected constructor

Properties

_accessibleActive

_accessibleActive: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

_accessibleDiv

_accessibleDiv: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

Protected _bounds

_bounds: Bounds

The bounds object, this is used to calculate and store the bounds of the displayObject.

member

{PIXI.Bounds} PIXI.DisplayObject#_bounds

Protected _destroyed

_destroyed: boolean

If the object has been destroyed via destroy(). If true, it should not be used.

member

{boolean} PIXI.DisplayObject#_destroyed

_lastMapWasNull

_lastMapWasNull: boolean

Protected _lastSortedIndex

_lastSortedIndex: number

Which index in the children array the display component was before the previous zIndex sort. Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.

member

{number} PIXI.DisplayObject#_lastSortedIndex

Protected _mask

_mask: Graphics | Sprite | null

The original, cached mask of the object.

member

{PIXI.Graphics|PIXI.Sprite|null} PIXI.DisplayObject#_mask

Protected _tempDisplayObjectParent

_tempDisplayObjectParent: DisplayObject
member

{PIXI.DisplayObject}

_windowLayer

_windowLayer: WindowLayer

Protected _zIndex

_zIndex: number

The zIndex of the displayObject. A higher value will mean it will be rendered on top of other displayObjects within the same container.

member

{number} PIXI.DisplayObject#_zIndex

accessible

accessible: boolean

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

member

{boolean}

memberof

PIXI.DisplayObject#

accessibleChildren

accessibleChildren: boolean

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

member

{boolean}

memberof

PIXI.DisplayObject#

default

true

accessibleHint

accessibleHint: string

Sets the aria-label attribute of the shadow div

member

{string}

memberof

PIXI.DisplayObject#

accessiblePointerEvents

accessiblePointerEvents: string

Specify the pointer-events the accessible div will use Defaults to auto.

member

{string}

memberof

PIXI.DisplayObject#

default

'auto'

accessibleTitle

accessibleTitle: string

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'

member

{?string}

memberof

PIXI.DisplayObject#

accessibleType

accessibleType: string

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

member

{string}

memberof

PIXI.DisplayObject#

default

'button'

alpha

alpha: number

The opacity of the object.

member

{number} PIXI.DisplayObject#alpha

angle

angle: number

The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

member

{number}

buttonMode

buttonMode: boolean

If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive Setting this changes the 'cursor' property to 'pointer'.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.buttonMode = true;

member

{boolean}

memberof

PIXI.DisplayObject#

cacheAsBitmap

cacheAsBitmap: boolean

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 false

IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.

member

{boolean}

memberof

PIXI.DisplayObject#

Readonly children

children: DisplayObject[]

The array of children of this container.

member

{PIXI.DisplayObject[]} PIXI.Container#children

readonly

cursor

cursor: string

This defines what cursor mode is used when the mouse cursor is hovered over the displayObject.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.cursor = 'wait';

see

https://developer.mozilla.org/en/docs/Web/CSS/cursor

member

{string}

memberof

PIXI.DisplayObject#

filterArea

filterArea: Rectangle

The area the filter is applied to. This is used as more of an optimization rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.

Also works as an interaction mask.

member

{?PIXI.Rectangle} PIXI.DisplayObject#filterArea

filters

filters: Filter[]

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

{?PIXI.Filter[]} PIXI.DisplayObject#filters

height

height: number

The height of the Container, setting this will actually modify the scale to achieve the value set

member

{number}

hitArea

hitArea: IHitArea

Interaction shape. Children will be hit first, then this shape will be checked. Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);

member

{PIXI.IHitArea}

memberof

PIXI.DisplayObject#

interactive

interactive: boolean

Enable interaction events for the DisplayObject. Touch, pointer and mouse events will not be emitted unless interactive is set to true.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.on('tap', (event) => { //handle event });

member

{boolean}

memberof

PIXI.DisplayObject#

interactiveChildren

interactiveChildren: boolean

Determines if the children to the displayObject can be clicked/touched Setting this to false allows PixiJS to bypass a recursive hitTest function

member

{boolean}

memberof

PIXI.Container#

isMask

isMask: boolean

Does any other displayObject use this object as a mask?

member

{boolean} PIXI.DisplayObject#isMask

isSprite

isSprite: boolean

used to fast check if a sprite is.. a sprite!

member

{boolean} PIXI.DisplayObject#isSprite

Readonly localTransform

localTransform: Matrix

Current transform of the object based on local factors: position, scale, other stuff.

member

{PIXI.Matrix}

readonly

mask

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 PixiJS a regular mask must be a PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it utilities shape clipping. To remove a mask, set this property to null.

For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

example

const graphics = new PIXI.Graphics(); graphics.beginFill(0xFF3300); graphics.drawRect(50, 250, 100, 100); graphics.endFill();

const sprite = new PIXI.Sprite(texture); sprite.mask = graphics;

todo

At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.

member

{PIXI.Container|PIXI.MaskData}

menuCalling

menuCalling: boolean

name

name: string

The instance name of the object.

memberof

PIXI.DisplayObject#

member

{string} name

Readonly parent

parent: Container

The display object container that contains this display object.

member

{PIXI.Container} PIXI.DisplayObject#parent

readonly

pivot

pivot: IPoint

The pivot point of the displayObject that it rotates around. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

position

position: IPoint

The coordinate of the object relative to the local coordinates of the parent. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

renderable

renderable: boolean

Can this object be rendered, if false the object will not be drawn but the updateTransform methods will still be called.

Only affects recursive calls from parent. You can ask for bounds manually.

member

{boolean} PIXI.DisplayObject#renderable

rotation

rotation: number

The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

member

{number}

scale

scale: IPoint

The scale factor of the object. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

skew

The skew factor for the object in radians. Assignment by value since pixi-v4.

member

{PIXI.ObservablePoint}

sortDirty

sortDirty: boolean

Should children be sorted by zIndex at the next updateTransform call. Will get automatically set to true if a new child is added, or if a child's zIndex changes.

member

{boolean} PIXI.Container#sortDirty

sortableChildren

sortableChildren: boolean

If set to true, the container will sort its children by zIndex value when updateTransform() is called, or manually if sortChildren() is called.

This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as @link https://github.com/pixijs/pixi-display

Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.

see

PIXI.settings.SORTABLE_CHILDREN

member

{boolean} PIXI.Container#sortableChildren

transform

transform: Transform

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

{PIXI.Transform} PIXI.DisplayObject#transform

visible

visible: boolean

The visibility of the object. If false the object will not be drawn, and the updateTransform function will not be called.

Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.

member

{boolean} PIXI.DisplayObject#visible

width

width: number

The width of the Container, setting this will actually modify the scale to achieve the value set

member

{number}

Readonly worldAlpha

worldAlpha: number

The multiplied alpha of the displayObject.

member

{number} PIXI.DisplayObject#worldAlpha

readonly

Readonly worldTransform

worldTransform: Matrix

Current transform of the object based on world (parent) factors.

member

{PIXI.Matrix}

readonly

Readonly worldVisible

worldVisible: boolean

Indicates if the object is globally visible.

member

{boolean}

readonly

x

x: number

The position of the displayObject on the x axis relative to the local coordinates of the parent. An alias to position.x

member

{number}

y

y: number

The position of the displayObject on the y axis relative to the local coordinates of the parent. An alias to position.y

member

{number}

zIndex

zIndex: number

The zIndex of the displayObject. If a container has the sortableChildren property set to true, children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other displayObjects within the same container.

member

{number}

Methods

Protected _calculateBounds

  • _calculateBounds(): void

_recursivePostUpdateTransform

  • _recursivePostUpdateTransform(): void

Protected _render

addChild

addChildAt

addWindow

buttonAreaBottom

  • buttonAreaBottom(): number

buttonAreaHeight

  • buttonAreaHeight(): number

buttonAreaTop

  • buttonAreaTop(): number

buttonY

  • buttonY(): number

calcWindowHeight

  • calcWindowHeight(): number

calculateBounds

  • calculateBounds(): void

callMenu

  • callMenu(): void

centerSprite

  • centerSprite(): void

checkGameOver

  • checkGameOver(): void

create

  • create(): void

createAllWindows

  • createAllWindows(): void

createButtons

  • createButtons(): void

createColorFilter

  • createColorFilter(): void

createDisplayObjects

  • createDisplayObjects(): void

createFadeSprite

  • createFadeSprite(white: boolean): void

createMapNameWindow

  • createMapNameWindow(): void

createMenuButton

  • createMenuButton(): void

createMessageWindow

  • createMessageWindow(): void

createScrollTextWindow

  • createScrollTextWindow(): void

createSpriteset

  • createSpriteset(): void

createWindowLayer

  • createWindowLayer(): void

destroy

  • destroy(options?: { baseTexture?: boolean; children?: boolean; texture?: boolean }): void
  • Removes all internal references and listeners as well as removes children from the display list. Do not use a Container after calling destroy.

    Parameters

    • Optional options: { baseTexture?: boolean; children?: boolean; texture?: boolean }
      • Optional baseTexture?: boolean
      • Optional children?: boolean
      • Optional texture?: boolean

    Returns void

displayObjectUpdateTransform

  • displayObjectUpdateTransform(): void

encounterEffectSpeed

  • encounterEffectSpeed(): number

executeAutosave

  • executeAutosave(): void

fadeInForTransfer

  • fadeInForTransfer(): void

fadeOutAll

  • fadeOutAll(): void

fadeOutForTransfer

  • fadeOutForTransfer(): void

fadeSpeed

  • fadeSpeed(): number

getBounds

getChildAt

getChildByName

getChildIndex

getGlobalPosition

  • getGlobalPosition(point?: Point, skipUpdate?: boolean): Point

getLocalBounds

hideMenuButton

  • hideMenuButton(): void

initialize

  • initialize(): void

isActive

  • isActive(): boolean

isAnyButtonPressed

  • isAnyButtonPressed(): boolean

isAutosaveEnabled

  • isAutosaveEnabled(): boolean

isBottomButtonMode

  • isBottomButtonMode(): boolean

isBottomHelpMode

  • isBottomHelpMode(): boolean

isBusy

  • isBusy(): boolean

isDebugCalled

  • isDebugCalled(): void

isFading

  • isFading(): boolean

isFastForward

  • isFastForward(): boolean

isMapTouchOk

  • isMapTouchOk(): boolean

isMenuCalled

  • isMenuCalled(): boolean

isMenuEnabled

  • isMenuEnabled(): boolean

isPlayerActive

  • isPlayerActive(): boolean

isReady

  • isReady(): boolean

isRightInputMode

  • isRightInputMode(): boolean

isSceneChangeOk

  • isSceneChangeOk(): boolean

isStarted

  • isStarted(): boolean

launchBattle

  • launchBattle(): void

mainCommandWidth

  • mainCommandWidth(): number

mapNameWindowRect

needsFadeIn

  • needsFadeIn(): boolean

needsSlowFadeOut

  • needsSlowFadeOut(): boolean

onAutosaveFailure

  • onAutosaveFailure(): void

onAutosaveSuccess

  • onAutosaveSuccess(): void

Protected onChildrenChange

  • onChildrenChange(): void

onMapLoaded

  • onMapLoaded(): void

onMapTouch

  • onMapTouch(): void

onTransferEnd

  • onTransferEnd(): void

popScene

  • popScene(): void

processMapTouch

  • processMapTouch(): void

removeChild

removeChildAt

removeChildren

  • removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]

render

Protected renderAdvanced

  • renderAdvanced(renderer: Renderer): void

requestAutosave

  • requestAutosave(): void

scaleSprite

  • scaleSprite(): void

setChildIndex

  • Changes the position of an existing child in the display object container

    Parameters

    • child: DisplayObject

      The child DisplayObject instance for which you want to change the index number

    • index: number

      The resulting index number for the child display object

    Returns void

setParent

setTransform

  • setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject

shouldAutosave

  • shouldAutosave(): boolean

slowFadeSpeed

  • slowFadeSpeed(): number

snapForBattleBackground

  • snapForBattleBackground(): void

sortChildren

  • sortChildren(): void

start

  • start(): void

startEncounterEffect

  • startEncounterEffect(): void

startFadeIn

  • startFadeIn(duration: number, white: boolean): void
  • Request a fadeIn screen process

    Parameters

    • duration: number

      The time the process will take to fadeIn the screen.

    • white: boolean

      If true the fadeIn will process with a white color else it will be black.

    Returns void

startFadeOut

  • startFadeOut(duration: number, white: boolean): void
  • Request a fadeOut screen process

    Parameters

    • duration: number

      The time the process will take to fadeOut the screen.

    • white: boolean

      If true the fadeOut will process with a white color else it will be black.

    Returns void

startFlashForEncounter

  • startFlashForEncounter(duration: number): void

stop

  • stop(): void

stopAudioOnBattleStart

  • stopAudioOnBattleStart(): void

swapChildren

terminate

  • terminate(): void

toGlobal

toLocal

update

  • update(): void

updateCallDebug

  • updateCallDebug(): void

updateCallMenu

  • updateCallMenu(): void

updateChildren

  • updateChildren(): void

updateColorFilter

  • updateColorFilter(): void

updateDestination

  • updateDestination(): void
  • Constantly checks if the player is touching the map, then processes a map touch for mouse based player character movement.

    memberof

    Scene_Map

    Returns void

updateEncounter

  • updateEncounter(): void

updateEncounterEffect

  • updateEncounterEffect(): void

updateFade

  • updateFade(): void

updateMain

  • updateMain(): void

updateMainMultiply

  • updateMainMultiply(): void

updateMapNameWindow

  • updateMapNameWindow(): void

updateMenuButton

  • updateMenuButton(): void

updateScene

  • updateScene(): void

updateTransferPlayer

  • updateTransferPlayer(): void

updateTransform

  • updateTransform(): void

updateWaitCount

  • updateWaitCount(): boolean

Static mixin

  • mixin(source: any): void

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