The scene class for the map screen.
The bounds object, this is used to calculate and store the bounds of the displayObject.
If the object has been destroyed via destroy(). If true, it should not be used.
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.
The original, cached mask of the object.
The zIndex of the displayObject. A higher value will mean it will be rendered on top of other displayObjects within the same container.
Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set
Setting to false will prevent any children inside this container to be accessible. Defaults to true.
Sets the aria-label attribute of the shadow div
Specify the pointer-events the accessible div will use Defaults to auto.
Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'
Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.
The opacity of the object.
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.
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
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
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.
The array of children of this container.
This defines what cursor mode is used when the mouse cursor is hovered over the displayObject.
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.
Sets the filters for the displayObject.
The height of the Container, setting this will actually modify the scale to achieve the value set
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.
Enable interaction events for the DisplayObject. Touch, pointer and mouse
events will not be emitted unless
interactive is set to
Determines if the children to the displayObject can be clicked/touched
Setting this to false allows PixiJS to bypass a recursive
Does any other displayObject use this object as a mask?
used to fast check if a sprite is.. a sprite!
Current transform of the object based on local factors: position, scale, other stuff.
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
For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.
The instance name of the object.
The display object container that contains this display object.
The pivot point of the displayObject that it rotates around. Assignment by value since pixi-v4.
The coordinate of the object relative to the local coordinates of the parent. Assignment by value since pixi-v4.
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.
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.
The scale factor of the object. Assignment by value since pixi-v4.
The skew factor for the object in radians. Assignment by value since pixi-v4.
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.
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.
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.
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.
The width of the Container, setting this will actually modify the scale to achieve the value set
The multiplied alpha of the displayObject.
Current transform of the object based on world (parent) factors.
Indicates if the object is globally visible.
The position of the displayObject on the x axis relative to the local coordinates of the parent. An alias to position.x
The position of the displayObject on the y axis relative to the local coordinates of the parent. An alias to position.y
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.
Recalculates the bounds of the object. Override this to calculate the bounds of the specific object (not including children).
Recursively updates transform of all objects from the root to this one internal function for toLocal()
To be overridden by the subclasses.
Adds a child window to the window layer for processing.
Recalculates the bounds of the container.
Calls the standard RPGMakerMV menu scene.
Checks for game over.
Creates the scene's important properties.
Creates all the windows on the map scene contains other window creation methods.
Creates all the display objects on the map scene; this includes the sprites, window layer, windows, and more.
Creates the map name window within the map scene; display map name.
Creates the message window for displaying text on the map scene. Commonly used with the showText command.
Creates a scrolling text window on the map scene.
Creates the spriteset on the map scene; this shows all the characters and events on the map.
Creates the window layer on the current scene for displaying any and all windows.
Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling
DisplayObject default updateTransform, does not update children of container. Will crash if there's no parent element.
Returns the speed of the encounter effect.
Returns the fade speed.
Returns the child at the specified index
The index to get the child at
The child at the given index, if any.
Returns the display object in the container.
The child with the specified name.
Returns the index position of a child DisplayObject instance
The DisplayObject instance to identify
The index position of the child display object to identify
Initializes the scene.
Returns whether the scene is active or not.
Checks if the Scene is busy processing an event or other conditions.
Returns true if the debug scene is called via button press and in play test mode.
Returns true if the player is holding down the confirm button to fast forward through text.
Returns true if the map scene is active and the player can move. Used for mouse movement on the map scene.
Returns true if the menu is called via an input trigger.
Returns true if the menu is enabled in the database.
Returns if the scene is ready or not.
Launches into the battle scene.
Returns true if the map scene needs a slow fade in.
Returns true if the map scene needs a slow fade out.
Overridable method that can be used by Container subclasses whenever the children array is modified
Handler for when the map scene is loaded.
Pops the current scene and returns to the previous scene if available.
Processes the map touch and turns it into coordinates for the player character to move to.
Removes a child from the specified index position.
The index to get the child from
The child that was removed
Removes all children from this container that are within the begin and end indexes.
List of removed children
Renders the object using the WebGL renderer
Render the object using the WebGL renderer and advanced features.
Changes the position of an existing child in the display object container
The child DisplayObject instance for which you want to change the index number
The resulting index number for the child display object
Convenience function to set the position, scale, skew and pivot at once.
The DisplayObject instance
Returns the slow fade speed.
Takes a snapshot of the map scene for displaying on the battle scene if no battleback is present.
Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.
Starts the scene.
Starts the encounter effect on the map scene.
Request a fadeIn screen process
The time the process will take to fadeIn the screen.
If true the fadeIn will process with a white color else it will be black.
Request a fadeOut screen process
The time the process will take to fadeOut the screen.
If true the fadeOut will process with a white color else it will be black.
Starts a flash encounter effect on the map scene given a duration of the flash.
Stops the map scene and prepares for a new scene.
Stops all audio on battle start.
Terminates/ends the scene.
Updates the scene.
Checks if debug is called via input trigger and starts the debug scene.
Processes calling the menu on the map scene.
Constantly checks if the player is touching the map, then processes a map touch for mouse based player character movement.
Processes starting an encounter on the map scene.
Updates the scene's fade
Updates the main $game globals if the map scene is active.
Speeds up the updateMain if the map scene is in fast forward mode.
Updates the scene.
Checks if the player is transferring; if the player is transferring, move to a new map scene.
Updates the transform on all children of this container for rendering
Mixes all enumerable properties and methods from a source object to DisplayObject.
The source of properties and methods to mix in.
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