Class: Scene_Map

Scene_Map

new Scene_Map()

The scene class of the map screen.

Extends

Methods

Adds a window to the scene's WindowLayer
NameTypeDescription
windowWindowThe window to add as a child
Associates the windows with each other

buttonAreaBottom()numberinherited

Gets the bottom of the touch UI button area in the scene
Returns:
TypeDescription
numberY Pixel for the cottom coordinate of the button area

buttonAreaHeight()numberinherited

Gets the height of the touch UI button area
Returns:
TypeDescription
numberHeight in pixels of the button area

buttonAreaTop()numberinherited

Gets the top of the touch UI button area in the scene
Returns:
TypeDescription
numberY Pixel for the top coordinate of the button area
Gets the Y pixel of the buttons
Returns:
TypeDescription
numberY Pixel for the top coordinate of the buttons

calcWindowHeight(numLines, selectable)numberinherited

Calculates how many pixels tall a window is
NameTypeDescription
numLinesnumberAmount of text lines in the window
selectablebooleanIf the window is selectable (or inherits from Window_Selectable) or not
Returns:
TypeDescription
numberAmount of pixels tall the window is
Calls the main menu
Cancel the message window wait
Since:
  • 1.8.0

centerSprite(sprite)inherited

Centers a given sprite within the game window
NameTypeDescription
spriteSpriteThe 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

createButtons()

Create the Touch UI buttons

createChoiceListWindow()inherited

Creates the choice list window

createColorFilter()inherited

Creates the scene's ColorFilter

createDisplayObjects()

Create the objects that are displayed in the map scene

createEventItemWindow()inherited

Creates the event item window
Creates the gold window

createMapNameWindow()

Creates the map name window

createMenuButton()

Creates the menu Touch UI button

createMessageWindow()inherited

Create the message window

createNameBoxWindow()inherited

Creates the name box window

createNumberInputWindow()inherited

Creates the number input window

createScrollTextWindow()inherited

Creates the scroll text window

createSpriteset()

Create the map's spriteset

createWindowLayer()inherited

Create the scene's WindowLayer
Destroys the stage

encounterEffectSpeed()number

Get the desired encounter effect speed
Returns:
TypeDescription
numberThe speed of the encounter effect
Get the rectangle that represents the event item window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the message event item
Try to autosave the game

fadeInForTransfer()

Fades the map scene in after a transfer
Fades out the scene and audio

fadeOutForTransfer()

Fades the map scene out before a transfer
Default speed for a normal fade
Returns:
TypeDescription
numberAmount of frames to fade
Get the rectangle that represents the gold window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the gold window

hideMenuButton()

Hides the menu Touch UI button
Initializes the scene

isActive()booleaninherited

Check if scene is active
Returns:
TypeDescription
booleanTrue if the scene is active

isAnyButtonPressed()boolean

Check if the player has touched any of the touch UI buttons
Returns:
TypeDescription
booleanTrue if a button is pressed

isAutosaveEnabled()booleaninherited

Check if autosaving is enabled
Returns:
TypeDescription
booleanTrue if the game can autosave

isBottomButtonMode()booleaninherited

Check if touch UI buttons appear on bottom
Returns:
TypeDescription
booleanTrue if bottom button mode is enabled

isBottomHelpMode()booleaninherited

Check if the help window appears on bottom
Returns:
TypeDescription
booleanTrue if bottom help mode is enabled
Check if scene is busy
Returns:
TypeDescription
booleanTrue if the scene is busy

isDebugCalled()boolean

Check if the debug scene is being called
Returns:
TypeDescription
booleanTrue if the debug scene is being called
Check if scene is currently fading the screen
Returns:
TypeDescription
booleanTrue if the scene is fading

isFastForward()boolean

Check if the game is in fast forward mode
Returns:
TypeDescription
booleanTrue if event is being fast forwarded

isMapTouchOk()boolean

Check if the player can set a new destination for movement
Returns:
TypeDescription
booleanTrue if the player can move

isMenuCalled()boolean

Check if the menu is being called
Returns:
TypeDescription
booleanTrue if the main menu is being called

isMenuEnabled()boolean

Check if the player can open the main menu
Returns:
TypeDescription
booleanTrue if the main menu can be opened

isMessageWindowClosing()booleaninherited

Check if the message window is closing
Returns:
TypeDescription
booleanIf the message window is currently closing

isPlayerActive()boolean

Check if the player is active
Returns:
TypeDescription
booleanTrue if active and not fading
Check if scene is ready
Returns:
TypeDescription
booleanTrue if the scene is ready

isRightInputMode()booleaninherited

Check if right input mode is enabled
Returns:
TypeDescription
booleanTrue if right input mode is enabled

isSceneChangeOk()boolean

Check if the scene can be changed
Returns:
TypeDescription
booleanTrue if the scene can be changed

isStarted()booleaninherited

Check if scene is started
Returns:
TypeDescription
booleanTrue if the scene is started

launchBattle()

Launches a battle

mainCommandWidth()numberinherited

Get the main command width
Returns:
TypeDescription
numberWidth of a main command

mapNameWindowRect()Rectangle

Get the rectangle object that represents the map name window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the map name window
Get the rectangle that represents the message window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the message window

needsFadeIn()boolean

Check if the map scene should fade in
Returns:
TypeDescription
booleanTrue if last scene was battle or load

needsSlowFadeOut()boolean

Check if the map scene should slowly fade out
Returns:
TypeDescription
booleanTrue if the next scene is title or gameover

onAutosaveFailure()inherited

Processing for when an autosave attempt failed

onAutosaveSuccess()inherited

Processing for when an autosave attempt was successful

onMapLoaded()

Processing for when the map is done loading

onMapTouch()

Handles the new destination when the map is touched

onTransfer()

Processing for when there is a map transfer

onTransferEnd()

Processing for when a map transfer is done
Pops the scene to return to the previous scene

processMapTouch()

Processing for when the map is touched
Requests an autosave

scaleSprite(sprite)inherited

Scales a given sprite to fit in the game window
NameTypeDescription
spriteSpriteThe sprite to scale
Get the rectangle that represents the scroll text window's x/y/width/height
Returns:
TypeDescription
RectangleThe rectangle that represents the scroll text window

shouldAutosave()boolean

Check if the game should autosave
Returns:
TypeDescription
booleanFalse if the last map was null

slowFadeSpeed()numberinherited

Default speed for a slow fade
Returns:
TypeDescription
numberAmount of frames to fade

snapForBattleBackground()

Snaps an image of the map scene for a battle background
Starts the scene

startEncounterEffect()

Starts the encounter effect for battle transition

startFadeIn(duration, white)inherited

Start to fade the scene in
NameTypeDescription
durationnumberFrames to fade in the scene
whitebooleanIf the fade color is white or not

startFadeOut(duration, white)inherited

Start to fade the scene out
NameTypeDescription
durationnumberFrames to fade out the scene
whitebooleanIf the fade color is white or not

startFlashForEncounter(duration)

Starts a screen flash for an encounter
NameTypeDescription
durationnumberThe duration of the screen flash in frames
Stops the scene

stopAudioOnBattleStart()

Stops audio for battle start
Terminates the scene
Updates the scene

updateCallDebug()

Update for calling the debug scene

updateCallMenu()

Update for when the menu is being called
Updates the scene's children

updateColorFilter()inherited

Updates the scene's ColorFilter

updateDestination()

Updates the destination the player wants to go

updateEncounter()

Update for encounters

updateEncounterEffect()

Updates the encounter effect
Updates the scene's fade

updateMain()

Update the main elements of the map scene

updateMainMultiply()

Will update main multiple times if fast forwarding

updateMapNameWindow()

Updates the map name window

updateMenuButton()

Updates the menu Touch UI button

updateScene()

Updates the map scene

updateTransferPlayer()

Update for when player is being transferred

updateWaitCount()boolean

Updates the wait count
Returns:
TypeDescription
booleanTrue if the wait count was updated