Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

  • BattleAnimation

Index

Constructors

  • new BattleAnimation(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, play_sequence: any, set_frame_sequence: any, blend_mode_sequence: any, levels_filter_sequence: any, color_blend_filter_sequence: any, flame_filter_sequence: any, particles_sequence: any, sfx_sequence: any, blink_sequence: any, shake_sequence: any, texture_displacement_sequence: any, misc_sequence: any, cast_type: any, wait_for_cast_animation: any, follow_caster: any, mirrored: any, element: any): BattleAnimation
  • 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
    • play_sequence: any
    • set_frame_sequence: any
    • blend_mode_sequence: any
    • levels_filter_sequence: any
    • color_blend_filter_sequence: any
    • flame_filter_sequence: any
    • particles_sequence: any
    • sfx_sequence: any
    • blink_sequence: any
    • shake_sequence: any
    • texture_displacement_sequence: any
    • misc_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_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[] }[] = []
blink_sequence: BlinkAttr[] = []
cast_type: string
caster_sprite: PlayerSprite
center_shift_sequence: DefaultAttr[] = []
color_blend_filter_sequence: (GeneralFilterAttr & { b: number; fake_blend: boolean; g: number; r: number })[] = []
colorize_sequence: (GeneralFilterAttr & { color: number; intensity: number })[] = []
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
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 })[] = []
mirrored: boolean
misc_sequence: MiscAttr[] = []
particles_sequence: ParticlesInfo
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 }[] = []
promises: Promise<any>[]
render_callbacks: {}

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

Type declaration

  • [key: string]: {}
    • [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 } })[] = []
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

  • get_expanded_values(recipe: CompactValuesSpecifier, number: number): number[]
  • get_sprite_xy_pos(x: string | number, y: string | number, shift_x: number, shift_y: number): { x: number; y: number }
  • get_sprites(seq: any, obj_propety?: string): {}
  • initialize(caster_sprite: PlayerSprite, targets_sprites: PlayerSprite[], allies_sprites: PlayerSprite[], group_caster: Group, group_enemy: Group, super_group: Group, battle_stage: BattleStage, background_sprites: TileSprite[], sprite_key?: string, target_dodged?: boolean): void
  • manage_filter(filter: Filter, sprite: DisplayObject | PlayerSprite, remove: boolean): void
  • play(finish_callback: (() => void)): void
  • play_blend_modes(): void
  • play_blink_sequence(): void
  • play_color_blend_filter(): void
  • play_colorize_filter(): void
  • play_flame_filter(): void
  • play_general_filter(sequence: GeneralFilterAttr[], filter_key: engine_filters, set_filter?: ((sequence: GeneralFilterAttr, filter: Filter, sprite?: Sprite | PlayerSprite, sprite_index?: number) => void)): void
  • Parameters

    • sequence: GeneralFilterAttr[]
    • filter_key: engine_filters
    • Optional set_filter: ((sequence: GeneralFilterAttr, filter: Filter, sprite?: Sprite | PlayerSprite, sprite_index?: number) => void)
        • (sequence: GeneralFilterAttr, filter: Filter, sprite?: Sprite | PlayerSprite, sprite_index?: number): void
        • Parameters

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

          Returns void

    Returns void

  • play_levels_filter(): void
  • play_misc_sequence(): void
  • play_number_property_sequence(sequence: DefaultAttr[], target_property: string, options?: { filter_key?: string; rotate_in_4h_quadrant?: boolean; rotational_property?: boolean }): 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

  • play_particles(): void
  • play_set_frame_sequence(): void
  • play_sfx(): void
  • play_shake_sequence(): void
  • play_sprite_sequence(): void
  • play_stage_angle_sequence(): void
  • play_texture_displacement_sequence(): void
  • play_tint_filter(): void
  • render(): void
  • set_filters(): void
  • unmount_animation(finish_callback: any): void
  • get_angle_by_direction(incoming_current_angle: any, incoming_target_angle: any, direction: any, fourth_quadrant?: boolean): any

Generated using TypeDoc