Constructors

Properties

Methods

Constructors

  • Parameters

    • game: any
    • data: any
    • key_name: any
    • sprites_keys: any
    • x_sequence: any
    • y_sequence: any
    • x_ellipse_axis_factor_sequence: any
    • y_ellipse_axis_factor_sequence: any
    • center_shift_sequence: any
    • x_scale_sequence: any
    • y_scale_sequence: any
    • x_anchor_sequence: any
    • y_anchor_sequence: any
    • alpha_sequence: any
    • rotation_sequence: any
    • stage_angle_sequence: any
    • hue_angle_sequence: any
    • tint_sequence: any
    • grayscale_sequence: any
    • colorize_sequence: any
    • glow_filter_sequence: any
    • play_sequence: any
    • set_frame_sequence: any
    • blend_mode_sequence: any
    • levels_filter_sequence: any
    • color_blend_filter_sequence: any
    • flame_filter_sequence: any
    • alpha_gray_filter_sequence: any
    • particles_sequence: any
    • sfx_sequence: any
    • blink_sequence: any
    • shake_sequence: any
    • texture_displacement_sequence: any
    • misc_sequence: any
    • lighting_sequence: any
    • cast_type: any
    • wait_for_cast_animation: any
    • follow_caster: any
    • mirrored: any
    • element: any

    Returns BattleAnimation

Properties

ability_sprites_groups: {
    behind: Group;
    between: Group;
    over: Group;
}

Type declaration

  • behind: Group
  • between: Group
  • over: Group
allies_sprites: PlayerSprite[]
alpha_gray_filter_sequence: GeneralFilterAttr[] = []
alpha_sequence: DefaultAttr[] = []
back_group: Group
background_sprites: TileSprite[]
battle_stage: BattleStage
blend_mode_sequence: {
    ignore_if_dodge?: boolean;
    mode: string;
    sprite_index: string | number | number[];
    start_delay: number | number[];
}[] = []

Type declaration

  • Optional ignore_if_dodge?: boolean
  • mode: string
  • sprite_index: string | number | number[]
  • start_delay: number | number[]
blink_sequence: BlinkAttr[] = []
cast_type: string
caster_sprite: PlayerSprite
center_shift_sequence: DefaultAttr[] = []
color_blend_filter_sequence: (GeneralFilterAttr & {
    b: number;
    duration: number;
    fake_blend: boolean;
    g: number;
    r: number;
    tween: string;
})[] = []
colorize_sequence: (GeneralFilterAttr & {
    color: number;
    intensity: number;
    tween: string;
})[] = []
data: GoldenSun
destroy_sprites: boolean
element: elements
flame_filter_sequence: GeneralFilterAttr[] = []
follow_caster: boolean
follow_caster_prev_pos: {
    x: number;
    y: number;
}

Type declaration

  • x: number
  • y: number
front_group: Group
game: Game
glow_filter_sequence: (GeneralFilterAttr & {
    b: number;
    distance: number;
    g: number;
    quality: number;
    r: number;
    strength: number;
})[] = []
grayscale_sequence: DefaultAttr[] = []
group_caster: Group
group_enemy: Group
hue_angle_sequence: DefaultAttr[] = []
init_pos: {
    x: number;
    y: number;
}

Type declaration

  • x: number
  • y: number
key_name: string
levels_filter_sequence: (GeneralFilterAttr & {
    gamma: number;
    max_input: number;
    min_input: number;
})[] = []
lighting_sequence: {
    count: number;
    duration: number;
    from: {
        delta: {
            x: number;
            y: number;
        };
        pos: {
            x: number | target_types;
            y: number | target_types;
        };
        range_delta: {
            x: number;
            y: number;
        };
    };
    glow: {
        b: number;
        distance: number;
        g: number;
        quality: number;
        r: number;
        strength: number;
    };
    ignore_if_dodge?: boolean;
    interval_time: number | number[];
    render_position: battle_positions;
    roughness: number;
    start_delay: number | number[] | CompactValuesSpecifier;
    thickness: {
        base_value: number;
        range_delta: number;
    };
    to: {
        delta: {
            x: number;
            y: number;
        };
        pos: {
            x: number | target_types;
            y: number | target_types;
        };
        range_delta: {
            x: number;
            y: number;
        };
    };
    trail: boolean;
    trail_colorize: {
        color: number;
        intensity: number;
    };
    trail_count: number;
    trail_factor: number;
}[] = []

Type declaration

  • count: number
  • duration: number
  • from: {
        delta: {
            x: number;
            y: number;
        };
        pos: {
            x: number | target_types;
            y: number | target_types;
        };
        range_delta: {
            x: number;
            y: number;
        };
    }
    • delta: {
          x: number;
          y: number;
      }
      • x: number
      • y: number
    • pos: {
          x: number | target_types;
          y: number | target_types;
      }
      • x: number | target_types
      • y: number | target_types
    • range_delta: {
          x: number;
          y: number;
      }
      • x: number
      • y: number
  • glow: {
        b: number;
        distance: number;
        g: number;
        quality: number;
        r: number;
        strength: number;
    }
    • b: number
    • distance: number
    • g: number
    • quality: number
    • r: number
    • strength: number
  • Optional ignore_if_dodge?: boolean
  • interval_time: number | number[]
  • render_position: battle_positions
  • roughness: number
  • start_delay: number | number[] | CompactValuesSpecifier
  • thickness: {
        base_value: number;
        range_delta: number;
    }
    • base_value: number
    • range_delta: number
  • to: {
        delta: {
            x: number;
            y: number;
        };
        pos: {
            x: number | target_types;
            y: number | target_types;
        };
        range_delta: {
            x: number;
            y: number;
        };
    }
    • delta: {
          x: number;
          y: number;
      }
      • x: number
      • y: number
    • pos: {
          x: number | target_types;
          y: number | target_types;
      }
      • x: number | target_types
      • y: number | target_types
    • range_delta: {
          x: number;
          y: number;
      }
      • x: number
      • y: number
  • trail: boolean
  • trail_colorize: {
        color: number;
        intensity: number;
    }
    • color: number
    • intensity: number
  • trail_count: number
  • trail_factor: number
mirrored: boolean
misc_sequence: MiscAttr[] = []
non_targets_sprites: PlayerSprite[]
particles_sequence: ParticlesInfo
per_target_sprites: {
    [key: string]: (Phaser.Sprite | Phaser.Graphics)[];
}

Type declaration

  • [key: string]: (Phaser.Sprite | Phaser.Graphics)[]
play_sequence: {
    animation_key: string;
    frame_rate: number;
    hide_on_complete: boolean;
    ignore_if_dodge?: boolean;
    repeat: boolean;
    reverse: boolean;
    sprite_index: number | number[] | target_types;
    start_delay: number | number[];
    wait: boolean;
    wait_for_index: number;
}[] = []

Type declaration

  • animation_key: string
  • frame_rate: number
  • hide_on_complete: boolean
  • Optional ignore_if_dodge?: boolean
  • repeat: boolean
  • reverse: boolean
  • sprite_index: number | number[] | target_types
  • start_delay: number | number[]
  • wait: boolean
  • wait_for_index: number
promises: Promise<any>[]
render_callbacks: {
    [callback_key: string]: Function;
}

Type declaration

  • [callback_key: string]: Function
rotation_sequence: DefaultAttr[] = []
running: boolean
set_frame_sequence: {
    frame_name: string;
    ignore_if_dodge?: boolean;
    sprite_index: number | number[] | target_types;
    start_delay: number | number[];
}[] = []

Type declaration

  • frame_name: string
  • Optional ignore_if_dodge?: boolean
  • sprite_index: number | number[] | target_types
  • start_delay: number | number[]
sfx_sequence: {
    ignore_if_dodge?: boolean;
    position_shift: number;
    sfx_key: string;
    start_delay: number;
    volume: number;
}[] = []

Type declaration

  • Optional ignore_if_dodge?: boolean
  • position_shift: number
  • sfx_key: string
  • start_delay: number
  • volume: number
shake_sequence: ShakeAttr[] = []
sprites: (Sprite | Graphics | Image | PlayerSprite | TileSprite)[]
sprites_keys: target_types | SpriteKey[]
sprites_prev_properties: {
    [key: string]: {
        [property: string]: any;
    };
}

Type declaration

  • [key: string]: {
        [property: string]: any;
    }
    • [property: string]: any
stage_angle_sequence: DefaultAttr[] = []
stage_prev_value: number
super_group: Group
target_dodged: boolean
targets_sprites: PlayerSprite[]
texture_displacement_sequence: (GeneralFilterAttr & {
    duration: number;
    repeat_texture: boolean;
    shift: {
        x?: number;
        y?: number;
    };
    tween: string;
    yoyo: boolean;
})[] = []
tint_sequence: (GeneralFilterAttr & {
    b: number;
    g: number;
    r: number;
})[] = []
trails_bmps: BitmapData[]
trails_objs: Image[]
wait_for_cast_animation: boolean
x_anchor_sequence: DefaultAttr[] = []
x_ellipse_axis_factor_sequence: DefaultAttr[] = []
x_scale_sequence: DefaultAttr[] = []
x_sequence: DefaultAttr[] = []
y_anchor_sequence: DefaultAttr[] = []
y_ellipse_axis_factor_sequence: DefaultAttr[] = []
y_scale_sequence: DefaultAttr[] = []
y_sequence: DefaultAttr[] = []

Methods

  • Parameters

    • recipe: CompactValuesSpecifier
    • number: number | target_types

    Returns number[]

  • Parameters

    • x: string | number
    • y: string | number
    • shift_x: number
    • shift_y: number

    Returns {
        x: number;
        y: number;
    }

    • x: number
    • y: number
  • Parameters

    • seq: any
    • Optional obj_propety: string

    Returns {
        [key: string]: {
            index: number;
            obj: PIXI.DisplayObject | PlayerSprite | keyof PlayerSprite | Phaser.Filter;
            sprite?: PIXI.DisplayObject | PlayerSprite;
        };
    }

  • Parameters

    Returns void

  • Parameters

    • sequence: GeneralFilterAttr[]
    • filter_key: engine_filters
    • set_filter: ((sequence, filter, sprite?, sprite_index?) => void)
        • (sequence, filter, sprite?, sprite_index?): void
        • Parameters

          • sequence: GeneralFilterAttr
          • filter: Filter
          • Optional sprite: Sprite | PlayerSprite
          • Optional sprite_index: number

          Returns void

    Returns void

  • Parameters

    • sequence: DefaultAttr[]
    • target_property: string
    • Optional options: {
          filter_key?: string;
          rotate_in_4h_quadrant?: boolean;
          rotational_property?: boolean;
      }
      • Optional filter_key?: string
      • Optional rotate_in_4h_quadrant?: boolean
      • Optional rotational_property?: boolean

    Returns void

  • Parameters

    • incoming_current_angle: any
    • incoming_target_angle: any
    • direction: any
    • fourth_quadrant: boolean = false

    Returns any