Class: Spriteset_Battle

Spriteset_Battle

new Spriteset_Battle()

The set of sprites on the battle screen.

Extends

Members

The bitmap for the sprite

blendModenumberinherited

The blend mode to be applied to the sprite

heightnumberinherited

The height of the sprite without the scale

opacitynumberinherited

The opacity of the sprite (0 to 255)

widthnumberinherited

The width of the sprite without the scale

Methods

animationBaseDelay()numberinherited

Get animation base delay
Returns:
TypeDescription
numberBase delay of the animations

animationNextDelay()numberinherited

Get animation next delay
Returns:
TypeDescription
numberNext delay for animations

animationShouldMirror(target)booleaninherited

Check if the animation should mirror
NameTypeDescription
targetGame_BattlerThe target to check for mirror
Returns:
TypeDescription
booleanTrue if should mirror

battleFieldOffsetY()number

Get the offset for the Y coordinate of the battlefield
Returns:
TypeDescription
numberThe offset

battlerSprites()Array

Get all of the battler sprites, enemy + actor
Returns:
TypeDescription
ArrayAll battler sprites

compareEnemySprite(a, b)number

Compare two enemy sprites for sorting purposes
NameTypeDescription
aSprite_EnemyThe first sprite to compare
bSprite_EnemyThe second sprite to compare
Returns:
TypeDescription
numberThe comparison result
Creates the actor sprites

createAnimation(request)inherited

Creates an animation
NameTypeDescription
requestObjectAn animation request object

createAnimationSprite(targets, animation, mirror, delay)inherited

Creates an animation sprite
NameTypeDescription
targetsArrayThe array of animation targets
animationObjectThe data animation object
mirrorbooleanThe mirror property for an animation
delaynumberThe delay for the animation

createBackground()

Creates the sprites that make up the background
Creates the filters for the base sprite
Creates the base sprite to display behind all other sprites

createBattleField()

Creates the battlefield sprite

createBattleback()

Creates the battleback sprites
Creates the enemy sprites
Creates the lower layer of the spriteset

createOverallFilters()inherited

Creates the overall filters
Creates a picture container and all necessary picture objects
Creates the timer sprite
Creates the upper layer of the spriteset
Destroys the sprite
Finds a target sprite by battler
NameTypeDescription
targetGame_BattlerThe battler to check against
Returns:
TypeDescription
Sprite_BattlerThe sprite that matched the battler

getBlendColor()arrayinherited

Gets the blend color for the sprite
Returns:
TypeDescription
arrayThe blend color [r, g, b, a]

getColorTone()arrayinherited

Gets the color tone for the sprite
Returns:
TypeDescription
arrayThe color tone [r, g, b, gray]
Makes the sprite "hidden" (not visible)
Initializes the sprite
NameTypeDescription
bitmapBitmapThe bitmap of the sprite

isAnimationForEach()booleaninherited

Check if the animation is for each
Returns:
TypeDescription
booleanTrue if for each

isAnimationPlaying()booleaninherited

Check if there is an animation playing
Returns:
TypeDescription
booleanTrue if any animation is playing

isAnyoneMoving()boolean

Check if any battler sprites are moving
Returns:
TypeDescription
booleanTrue if any battler sprites are moving
Check if the spriteset is busy
Returns:
TypeDescription
booleanTrue if anyone is moving or an animation is playing

isEffecting()boolean

Check if any battler sprites are effecting
Returns:
TypeDescription
booleanTrue if any battler sprites are effecting

isMVAnimation(animation)booleaninherited

Check if the animation is MV or MZ type
NameTypeDescription
animationObjectThe data animation object
Returns:
TypeDescription
booleanTrue if MV animation type
Gets the last animation sprite
Returns:
TypeDescription
Sprite_Animation|Sprite_AnimationMVThe animation sprite object
Loads required system images for the spriteset

makeTargetSprites(targets)Arrayinherited

Gets the target sprites
NameTypeDescription
targetsArrayThe data objects of the targets
Returns:
TypeDescription
ArrayThe sprites of the data object targets
Sets the x and y coordiantes of the sprite
NameTypeDescription
xnumberThe x coordinate of the sprite
ynumberThe y coordinate of the sprite
Get the rectangle where pictures can display
Returns:
TypeDescription
RectangleThe rectangle object of the picture container

processAnimationRequests()inherited

Processes animation requests

removeAllAnimations()inherited

Removes all animations

removeAnimation(sprite)inherited

Removes an animation
NameTypeDescription
spriteSprite_Animation|Sprite_AnimationMVThe animation sprite to remove

setBlendColor(color)inherited

Sets the blend color for the sprite
NameTypeDescription
colorarrayThe blend color [r, g, b, a]

setColorTone(tone)inherited

Sets the color tone for the sprite
NameTypeDescription
tonearrayThe color tone [r, g, b, gray]

setFrame(x, y, width, height)inherited

Sets the rectagle of the bitmap that the sprite displays
NameTypeDescription
xnumberThe x coordinate of the frame
ynumberThe y coordinate of the frame
widthnumberThe width of the frame
heightnumberThe height of the frame
Sets the hue rotation value
NameTypeDescription
huenumberThe hue value (-360, 360)
Removes the "hidden" state of the sprite, making it visible
Updates the sprite for each frame
Updates the actor sprites
Updates the animations playing in the spriteset
Updates the base filters

updateBattleback()

Updates the battleback sprites

updateOverallFilters()inherited

Updates the overall filters
Updates the position of the spriteset

updateVisibility()inherited

Updates the visibility status of the sprite