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Class Window_BattleSkill


Window_BattleSkill

The window for selecting a skill to use on the battle screen.

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

Properties

_accessibleActive

_accessibleActive: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

_accessibleDiv

_accessibleDiv: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

_actor

_actor: Game_Actor

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

_data

_data: Skill[]

Protected _destroyed

_destroyed: boolean

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

member

{boolean} PIXI.DisplayObject#_destroyed

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

_stypeId

_stypeId: SkillTypeIdA

Returns the Skill Type Id, which is an Int.

Protected _tempDisplayObjectParent

_tempDisplayObjectParent: DisplayObject
member

{PIXI.DisplayObject}

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'

active

active: boolean

The active state for the window.

property

active

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}

backOpacity

backOpacity: number

The opacity of the window background (0 to 255).

property

backOpacity

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

contents

contents: Bitmap

The bitmap used for the window contents.

property

contents

contentsOpacity

contentsOpacity: number

The opacity of the window contents (0 to 255).

property

contentsOpacity

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#

downArrowVisible

downArrowVisible: boolean

The visibility of the down scroll arrow.

property

downArrowVisible

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#

innerHeight

innerHeight: number

The height of the content area in pixels.

innerRect

innerRect: Rectangle

The rectangle of the content area

innerWidth

innerWidth: number

The width of the content area in pixels.

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

margin

margin: number

The size of the margin for the window background.

property

margin

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}

name

name: string

The instance name of the object.

memberof

PIXI.DisplayObject#

member

{string} name

opacity

opacity: number

The opacity of the window without contents (0 to 255).

property

opacity

openness

openness: number

The openness of the window (0 to 255).

property

openness

origin

origin: Point

The origin point of the window for scrolling.

property

origin

padding

padding: number

The width of the window in pixels.

property

width

Readonly parent

parent: Container

The display object container that contains this display object.

member

{PIXI.Container} PIXI.DisplayObject#parent

readonly

pause

pause: boolean

The visibility of the pause sign.

property

pause

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

upArrowVisible

upArrowVisible: boolean

The visibility of the up scroll arrow.

property

upArrowVisible

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}

windowskin

windowskin: Bitmap

The image used as a window skin.

property

windowskin

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

activate

  • activate(): void

actorName

  • actorName(actorIndex: number): string

addChild

addChildAt

addChildToBack

addInnerChild

baseTextRect

bottomRow

  • bottomRow(): number

calcTextHeight

  • calcTextHeight(textState: TextState, all: boolean): number

calculateBounds

  • calculateBounds(): void

callCancelHandler

  • callCancelHandler(): void

callHandler

  • callHandler(symbol: string): void

callOkHandler

  • callOkHandler(): void

callUpdateHelp

  • callUpdateHelp(): void

canvasToLocalX

  • canvasToLocalX(x: number): number

canvasToLocalY

  • canvasToLocalY(y: number): number

changeOutlineColor

  • changeOutlineColor(color: string): void

changePaintOpacity

  • changePaintOpacity(enabled: boolean): void

changeTextColor

  • changeTextColor(color: string): void

checkRectObject

clearItem

  • clearItem(index: number): void

clearScrollStatus

  • clearScrollStatus(): void

close

  • close(): void

contentsHeight

  • contentsHeight(): number

contentsWidth

  • contentsWidth(): number

convertEscapeCharacters

  • convertEscapeCharacters(text: string): string

costWidth

  • costWidth(): number

createContents

  • createContents(): void

createTextBuffer

  • createTextBuffer(rtl: boolean): string

crisisColor

  • crisisColor(): string

cursorAll

  • cursorAll(): boolean

cursorDown

  • cursorDown(wrap: boolean): void

cursorFixed

  • cursorFixed(): boolean

cursorLeft

  • cursorLeft(wrap: boolean): void

cursorPagedown

  • cursorPagedown(): void

cursorPageup

  • cursorPageup(): void

cursorRight

  • cursorRight(wrap: boolean): void

cursorUp

  • cursorUp(wrap: boolean): void

deactivate

  • deactivate(): void

deathColor

  • deathColor(): string

deselect

  • deselect(): void

destroy

  • destroy(): void

destroyContents

  • destroyContents(): void

dimColor1

  • dimColor1(): string

dimColor2

  • dimColor2(): string

displayObjectUpdateTransform

  • displayObjectUpdateTransform(): void

drawActorCharacter

  • drawActorCharacter(actor: Game_Actor, x: number, y: number): void

drawActorClass

  • drawActorClass(actor: Game_Actor, x: number, y: number, width: number): void

drawActorFace

  • drawActorFace(actor: Game_Actor, x: number, y: number, width: number, height: number): void

drawActorHp

  • drawActorHp(actor: Game_Actor, x: number, y: number, width: number): void

drawActorIcons

  • drawActorIcons(actor: Game_Actor, x: number, y: number, width: number): void

drawActorLevel

  • drawActorLevel(actor: Game_Actor, x: number, y: number): void

drawActorMp

  • drawActorMp(actor: Game_Actor, x: number, y: number, width: number): void

drawActorName

  • drawActorName(actor: Game_Actor, x: number, y: number, width: number): void

drawActorNickname

  • drawActorNickname(actor: Game_Actor, x: number, y: number, width: number): void

drawActorSimpleStatus

  • drawActorSimpleStatus(actor: Game_Actor, x: number, y: number, width: number): void

drawActorTp

  • drawActorTp(actor: Game_Actor, x: number, y: number, width: number): void

drawAllItems

  • drawAllItems(): void

drawCharacter

  • drawCharacter(characterName: string, characterIndex: number, x: number, y: 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.

    memberof

    Window_Base

    Parameters

    • characterName: string
    • characterIndex: number
    • x: number
    • y: number

    Returns void

drawCurrencyValue

  • drawCurrencyValue(value: number, unit: string, 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.

    memberof

    Window_Base

    Parameters

    • value: number
    • unit: string
    • x: number
    • y: number
    • width: number

    Returns void

drawCurrentAndMax

  • drawCurrentAndMax(current: number, max: number, x: number, y: number, width: number, color1: string, color2: string): 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.

    memberof

    Window_Base

    Parameters

    • current: number
    • max: number
    • x: number
    • y: number
    • width: number
    • color1: string
    • color2: string

    Returns void

drawFace

  • drawFace(faceName: string, faceIndex: number, x: number, y: number, width: number, height: number): void

drawGauge

  • drawGauge(x: number, y: number, width: number, rate: number, color1: string, color2: string): 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.

    memberof

    Window_Base

    Parameters

    • x: number
    • y: number
    • width: number
    • rate: number
    • color1: string
    • color2: string

    Returns void

drawIcon

  • drawIcon(iconIndex: number, x: number, y: number): void
  • 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.

    memberof

    Window_Base

    Parameters

    • iconIndex: number
    • x: number
    • y: number

    Returns void

drawItem

  • drawItem(index: number): void

drawItemName

  • drawItemName(item: BaseItem, x: number, y: number, width: number): void

drawRect

  • drawRect(x: number, y: number, width: number, height: number): void

drawShape

drawSkillCost

  • drawSkillCost(skill: Skill, x: number, y: number, width: number): void

drawText

  • drawText(text: string | number, x: number, y: number, maxWidth: number, align: string): 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".

    memberof

    Window_Base

    Parameters

    • text: string | number
    • x: number
    • y: number
    • maxWidth: number
    • align: string

    Returns void

drawTextEx

  • drawTextEx(text: string, x: number, y: number, width: number): number

ensureCursorVisible

  • ensureCursorVisible(): void

fittingHeight

  • fittingHeight(numLines: number): 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

    memberof

    Window_Base

    Parameters

    • numLines: number

    Returns number

flushTextState

forceSelect

  • forceSelect(index: number): void

gaugeBackColor

  • gaugeBackColor(): string

getBounds

getChildAt

getChildByName

getChildIndex

getGlobalPosition

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

getLocalBounds

hide

  • hide(): void

hideBackgroundDimmer

  • hideBackgroundDimmer(): void

hideHelpWindow

  • hideHelpWindow(): void

hitTest

  • hitTest(x: number, y: number): number

hpColor

hpGaugeColor1

  • hpGaugeColor1(): string

hpGaugeColor2

  • hpGaugeColor2(): string

includes

  • includes(item: Skill): boolean

index

  • index(): number

initialize

isCancelEnabled

  • isCancelEnabled(): boolean

isCancelTriggered

  • isCancelTriggered(): boolean

isClosed

  • isClosed(): boolean

isClosing

  • isClosing(): boolean

isContentsArea

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

isCurrentItemEnabled

  • isCurrentItemEnabled(): boolean

isCursorMovable

  • isCursorMovable(): boolean

isCursorVisible

  • isCursorVisible(): boolean

isEnabled

  • isEnabled(item: Skill): boolean

isHandled

  • isHandled(symbol: string): boolean

isHorizontal

  • isHorizontal(): boolean

isHoverEnabled

  • isHoverEnabled(): boolean

isOkEnabled

  • isOkEnabled(): boolean

isOkTriggered

  • isOkTriggered(): boolean

isOpen

  • isOpen(): boolean

isOpenAndActive

  • isOpenAndActive(): boolean

isOpening

  • isOpening(): boolean

isScrollEnable

  • isScrollEnable(): boolean

isTouchOkEnabled

  • isTouchOkEnabled(): boolean

isTouchScrollEnabled

  • isTouchScrollEnabled(): boolean

isTouchedInsideFrame

  • isTouchedInsideFrame(): boolean

isWheelScrollEnabled

  • isWheelScrollEnabled(): boolean

item

itemAt

  • itemAt(index: number): Skill

itemHeight

  • itemHeight(): number

itemLineRect

itemRect

itemRectForText

itemRectWithPadding

  • itemRectWithPadding(index: number): Rectangle

itemWidth

  • itemWidth(): number

lineHeight

  • lineHeight(): number

loadWindowSkin

  • loadWindowSkin(): void

makeFontBigger

  • makeFontBigger(): void

makeFontSmaller

  • makeFontSmaller(): void

makeItemList

  • makeItemList(): void

maxCols

  • maxCols(): number

maxFontSizeInLine

  • maxFontSizeInLine(line: string): number

maxItems

  • maxItems(): number

maxPageItems

  • maxPageItems(): number

maxPageRows

  • maxPageRows(): number

maxScrollX

  • maxScrollX(): number

maxScrollY

  • maxScrollY(): number

maxTopRow

  • maxTopRow(): number

move

  • move(x?: number, y?: number, width?: number, height?: number): void
  • Sets the x, y, width, and height all at once.

    method

    move

    Parameters

    • Optional x: number

      The x coordinate of the window

    • Optional y: number

      The y coordinate of the window

    • Optional width: number

      The width of the window

    • Optional height: number

      The height of the window

    Returns void

moveCursorBy

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

moveInnerChildrenBy

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

mpColor

mpCostColor

  • mpCostColor(): string

mpGaugeColor1

  • mpGaugeColor1(): string

mpGaugeColor2

  • mpGaugeColor2(): string

normalColor

  • normalColor(): string

obtainEscapeCode

  • obtainEscapeCode(textState: TextState): string

obtainEscapeParam

  • obtainEscapeParam(textState: string | TextState): number | string

Protected onChildrenChange

  • onChildrenChange(): void

onTouch

  • onTouch(triggered: boolean): void

onTouchCancel

  • onTouchCancel(): void

onTouchOk

  • onTouchOk(): void

onTouchScroll

  • onTouchScroll(): void

onTouchScrollEnd

  • onTouchScrollEnd(): void

onTouchScrollStart

  • onTouchScrollStart(): void

onTouchSelect

  • onTouchSelect(): void

open

  • open(): void

overallHeight

  • overallHeight(): number

overallWidth

  • overallWidth(): number

paint

  • paint(): void

paramchangeTextColor

  • paramchangeTextColor(change: number): rm.types.Color
  • 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.

    memberof

    Window_Base

    Parameters

    • change: number

    Returns rm.types.Color

partyMemberName

  • partyMemberName(partyMemberIndex: number): string

pendingColor

  • pendingColor(): string

playBuzzerSound

  • playBuzzerSound(): void

playCursorSound

  • playCursorSound(): void

playOkSound

  • playOkSound(): void

powerDownColor

  • powerDownColor(): string

powerUpColor

  • powerUpColor(): string

processAllText

processCancel

  • processCancel(): void

processCharacter

  • processCharacter(textState: TextState): void

processColorChange

  • processColorChange(colorIndex: number): void

processControlCharacter

  • processControlCharacter(extState: TextState, character: string): void

processCursorMove

  • processCursorMove(): void

processDrawIcon

  • processDrawIcon(iconIndex: number, textState: TextState): void

processEscapeCharacter

  • processEscapeCharacter(code: string, textState: TextState): void

processHandling

  • processHandling(): void

processNewLine

processNewPage

processNormalCharacter

  • processNormalCharacter(textState: TextState): void

processOk

  • processOk(): void

processPagedown

  • processPagedown(): void

processPageup

  • processPageup(): void

processTouch

  • processTouch(): void

processTouchScroll

  • processTouchScroll(): void

processWheel

  • processWheel(): void

processWheelScroll

  • processWheelScroll(): void

redrawCurrentItem

  • redrawCurrentItem(): void

redrawItem

  • redrawItem(index: number): void

refresh

  • refresh(): void

refreshCursor

  • refreshCursor(): void

refreshCursorForAll

  • refreshCursorForAll(): void

refreshDimmerBitmap

  • refreshDimmerBitmap(): void

removeChild

removeChildAt

removeChildren

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

render

Protected renderAdvanced

  • renderAdvanced(renderer: Renderer): void

reselect

  • reselect(): void

reserveFaceImages

  • reserveFaceImages(): void

resetFontSettings

  • resetFontSettings(): void

resetScroll

  • resetScroll(): void

resetTextColor

  • resetTextColor(): void

row

  • row(): number

scrollBaseX

  • scrollBaseX(): number

scrollBaseY

  • scrollBaseY(): number

scrollBlockHeight

  • scrollBlockHeight(): number

scrollBlockWidth

  • scrollBlockWidth(): number

scrollBy

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

scrollDown

  • scrollDown(): void

scrollTo

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

scrollUp

  • scrollUp(): void

scrollX

  • scrollX(): number

scrollY

  • scrollY(): number

select

  • select(index: number): void

selectLast

  • selectLast(): void

setActor

setBackgroundType

  • setBackgroundType(type: number): void

setBottomRow

  • setBottomRow(row: number): 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

setCursorAll

  • setCursorAll(cursorAll: boolean): void

setCursorFixed

  • setCursorFixed(cursorFixed: boolean): void

setCursorRect

  • setCursorRect(x?: number, y?: number, width?: number, height?: number): void
  • Sets the position of the command cursor.

    method

    setCursorRect

    Parameters

    • Optional x: number

      The x coordinate of the cursor

    • Optional y: number

      The y coordinate of the cursor

    • Optional width: number

      The width of the cursor

    • Optional height: number

      The height of the cursor

    Returns void

setHandler

  • setHandler(symbol: string, method: any): void

setHelpWindow

setHelpWindowItem

  • setHelpWindowItem(item: any): void

setParent

setScrollAccel

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

setStypeId

setTone

  • setTone(r: number, g: number, b: number): void
  • Changes the color of the background.

    method

    setTone

    Parameters

    • r: number

      The red value in the range (-255, 255)

    • g: number

      The green value in the range (-255, 255)

    • b: number

      The blue value in the range (-255, 255)

    Returns void

setTopRow

  • setTopRow(row: number): void

setTransform

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

show

  • show(): void

showBackgroundDimmer

  • showBackgroundDimmer(): void

showHelpWindow

  • showHelpWindow(): void

smoothScrollDown

  • smoothScrollDown(num: number): number

smoothScrollTo

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

smoothScrollUp

  • smoothScrollUp(num: number): number

smoothSelect

  • smoothSelect(index: number): void

sortChildren

  • sortChildren(): void

spacing

  • spacing(): number

standardBackOpacity

  • standardBackOpacity(): number

standardFontFace

  • standardFontFace(): string

standardFontSize

  • standardFontSize(): number

standardPadding

  • standardPadding(): number

swapChildren

systemColor

  • systemColor(): string

textColor

  • textColor(n: number): string

textPadding

  • textPadding(): number

textSizeEx

  • textSizeEx(text: string): { height: number; width: number }

textWidth

  • textWidth(text: string): number

toGlobal

toLocal

topRow

  • topRow(): number

tpColor

tpCostColor

  • tpCostColor(): string

tpGaugeColor1

  • tpGaugeColor1(): string

tpGaugeColor2

  • tpGaugeColor2(): string

translucentOpacity

  • translucentOpacity(): number

update

  • update(): void

updateArrows

  • updateArrows(): void

updateBackOpacity

  • updateBackOpacity(): void

updateBackgroundDimmer

  • updateBackgroundDimmer(): void

updateClose

  • updateClose(): void

updateCursor

  • updateCursor(): void

updateHelp

  • updateHelp(): void

updateInputData

  • updateInputData(): void

updateOpen

  • updateOpen(): void

updateOrigin

  • updateOrigin(): void

updatePadding

  • updatePadding(): void

updateScrollAccel

  • updateScrollAccel(): void

updateScrollBase

  • updateScrollBase(): void

updateSmoothScroll

  • updateSmoothScroll(): void

updateTone

  • updateTone(): void

Private updateTransform

  • updateTransform(): void

Static mixin

  • mixin(source: any): void

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