//-----------------------------------------------------------------------------
// Window_BattleActor
//
// The window for selecting a target actor on the battle screen.
/**
* The window for selecting a target actor on the battle screen.
*
* @class
* @extends Window_BattleStatus
*/
function Window_BattleActor() {
this.initialize(...arguments);
}
Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype);
Window_BattleActor.prototype.constructor = Window_BattleActor;
Window_BattleActor.prototype.initialize = function(rect) {
Window_BattleStatus.prototype.initialize.call(this, rect);
this.openness = 255;
this.hide();
};
Window_BattleActor.prototype.show = function() {
this.forceSelect(0);
$gameTemp.clearTouchState();
Window_BattleStatus.prototype.show.call(this);
};
Window_BattleActor.prototype.hide = function() {
Window_BattleStatus.prototype.hide.call(this);
$gameParty.select(null);
};
Window_BattleActor.prototype.select = function(index) {
Window_BattleStatus.prototype.select.call(this, index);
$gameParty.select(this.actor(index));
};
Window_BattleActor.prototype.processTouch = function() {
Window_BattleStatus.prototype.processTouch.call(this);
if (this.isOpenAndActive()) {
const target = $gameTemp.touchTarget();
if (target) {
const members = $gameParty.battleMembers();
if (members.includes(target)) {
this.select(members.indexOf(target));
if ($gameTemp.touchState() === "click") {
this.processOk();
}
}
$gameTemp.clearTouchState();
}
}
};