Name | Type | Description |
---|
window | Window | The window to add as a child |
Associates the windows with each other
Gets the bottom of the touch UI button area in the scene
Returns:
Type | Description |
---|
number | Y Pixel for the cottom coordinate of the button area |
Gets the height of the touch UI button area
Returns:
Type | Description |
---|
number | Height in pixels of the button area |
Gets the top of the touch UI button area in the scene
Returns:
Type | Description |
---|
number | Y Pixel for the top coordinate of the button area |
Gets the Y pixel of the buttons
Returns:
Type | Description |
---|
number | Y Pixel for the top coordinate of the buttons |
calcWindowHeight(numLines, selectable)numberinherited
Calculates how many pixels tall a window is
Name | Type | Description |
---|
numLines | number | Amount of text lines in the window |
selectable | boolean | If the window is selectable (or inherits from Window_Selectable) or not |
Returns:
Type | Description |
---|
number | Amount of pixels tall the window is |
Calls the main menu
Cancel the message window wait
- Since:
Centers a given sprite within the game window
Name | Type | Description |
---|
sprite | Sprite | The sprite to center |
Check if there is a gameover, and go to Scene_Gameover if so
Creates the scene
Create all of the windows in the scene
Create the Touch UI buttons
Creates the choice list window
Create the objects that are displayed in the map scene
Creates the event item window
Creates the gold window
Creates the map name window
Creates the menu Touch UI button
Create the message window
Creates the name box window
Creates the number input window
Creates the scroll text window
Create the map's spriteset
Destroys the stage
encounterEffectSpeed()number
Get the desired encounter effect speed
Returns:
Type | Description |
---|
number | The speed of the encounter effect |
Get the rectangle that represents the event item window's x/y/width/height
Returns:
Type | Description |
---|
Rectangle | The rectangle that represents the message event item |
Try to autosave the game
Fades the map scene in after a transfer
Fades out the scene and audio
Fades the map scene out before a transfer
Default speed for a normal fade
Returns:
Type | Description |
---|
number | Amount of frames to fade |
Get the rectangle that represents the gold window's x/y/width/height
Returns:
Type | Description |
---|
Rectangle | The rectangle that represents the gold window |
Hides the menu Touch UI button
Initializes the scene
Check if scene is active
Returns:
Type | Description |
---|
boolean | True if the scene is active |
Check if the player has touched any of the touch UI buttons
Returns:
Type | Description |
---|
boolean | True if a button is pressed |
Check if autosaving is enabled
Returns:
Type | Description |
---|
boolean | True if the game can autosave |
Check if touch UI buttons appear on bottom
Returns:
Type | Description |
---|
boolean | True if bottom button mode is enabled |
Check if the help window appears on bottom
Returns:
Type | Description |
---|
boolean | True if bottom help mode is enabled |
Check if scene is busy
Returns:
Type | Description |
---|
boolean | True if the scene is busy |
Check if the debug scene is being called
Returns:
Type | Description |
---|
boolean | True if the debug scene is being called |
Check if scene is currently fading the screen
Returns:
Type | Description |
---|
boolean | True if the scene is fading |
Check if the game is in fast forward mode
Returns:
Type | Description |
---|
boolean | True if event is being fast forwarded |
Check if the player can set a new destination for movement
Returns:
Type | Description |
---|
boolean | True if the player can move |
Check if the menu is being called
Returns:
Type | Description |
---|
boolean | True if the main menu is being called |
Check if the player can open the main menu
Returns:
Type | Description |
---|
boolean | True if the main menu can be opened |
Check if the message window is closing
Returns:
Type | Description |
---|
boolean | If the message window is currently closing |
Check if the player is active
Returns:
Type | Description |
---|
boolean | True if active and not fading |
Check if scene is ready
Returns:
Type | Description |
---|
boolean | True if the scene is ready |
Check if right input mode is enabled
Returns:
Type | Description |
---|
boolean | True if right input mode is enabled |
Check if the scene can be changed
Returns:
Type | Description |
---|
boolean | True if the scene can be changed |
Check if scene is started
Returns:
Type | Description |
---|
boolean | True if the scene is started |
Launches a battle
Get the main command width
Returns:
Type | Description |
---|
number | Width of a main command |
Get the rectangle object that represents the map name window's x/y/width/height
Returns:
Type | Description |
---|
Rectangle | The rectangle that represents the map name window |
Get the rectangle that represents the message window's x/y/width/height
Returns:
Type | Description |
---|
Rectangle | The rectangle that represents the message window |
Check if the map scene should fade in
Returns:
Type | Description |
---|
boolean | True if last scene was battle or load |
needsSlowFadeOut()boolean
Check if the map scene should slowly fade out
Returns:
Type | Description |
---|
boolean | True if the next scene is title or gameover |
Processing for when an autosave attempt failed
Processing for when an autosave attempt was successful
Processing for when the map is done loading
Handles the new destination when the map is touched
Processing for when there is a map transfer
Processing for when a map transfer is done
Pops the scene to return to the previous scene
Processing for when the map is touched
Requests an autosave
Scales a given sprite to fit in the game window
Name | Type | Description |
---|
sprite | Sprite | The sprite to scale |
Get the rectangle that represents the scroll text window's x/y/width/height
Returns:
Type | Description |
---|
Rectangle | The rectangle that represents the scroll text window |
Check if the game should autosave
Returns:
Type | Description |
---|
boolean | False if the last map was null |
Default speed for a slow fade
Returns:
Type | Description |
---|
number | Amount of frames to fade |
snapForBattleBackground()
Snaps an image of the map scene for a battle background
Starts the scene
Starts the encounter effect for battle transition
Start to fade the scene in
Name | Type | Description |
---|
duration | number | Frames to fade in the scene |
white | boolean | If the fade color is white or not |
Start to fade the scene out
Name | Type | Description |
---|
duration | number | Frames to fade out the scene |
white | boolean | If the fade color is white or not |
startFlashForEncounter(duration)
Starts a screen flash for an encounter
Name | Type | Description |
---|
duration | number | The duration of the screen flash in frames |
Stops the scene
Stops audio for battle start
Terminates the scene
Updates the scene
Update for calling the debug scene
Update for when the menu is being called
Updates the scene's children
Updates the destination the player wants to go
Update for encounters
Updates the encounter effect
Updates the scene's fade
Update the main elements of the map scene
Will update main multiple times if fast forwarding
Updates the map name window
Updates the menu Touch UI button
Updates the map scene
Update for when player is being transferred
Updates the wait count
Returns:
Type | Description |
---|
boolean | True if the wait count was updated |