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Hierarchy

  • BattleStage

Index

Constructors

Properties

_allies_count: number
_allies_info: PlayerInfo[]
_battle_bg: TileSprite
_battle_bg2: TileSprite
_battle_group: Group
_camera_angle: CameraAngle
_cursor_manager: BattleCursorManager
_enemies_count: number
_enemies_info: PlayerInfo[]
_group_allies: Group
_group_enemies: Group
_sprites: PlayerSprite[]
background_key: string
bg_height: number
black_bg: Graphics
choosing_actions: boolean
crop_group: Group
data: GoldenSun
first_ally_char: Sprite
first_enemy_char: Sprite
game: Game
last_ally_char: Sprite
last_enemy_char: Sprite
lower_rect: Graphics
old_camera_angle: number
pause_players_update: boolean
pause_update: boolean
pos_update_factor: { factor: number }

Type declaration

  • factor: number
shift_from_middle_ally: number
shift_from_middle_enemy: number
upper_rect: Graphics
x: number
y: number

Accessors

  • get allies_count(): number
  • get battle_bg(): TileSprite
  • get battle_bg2(): TileSprite
  • get battle_group(): Group
  • get enemies_count(): number
  • get group_allies(): Group
  • get group_enemies(): Group

Methods

  • get_player_position_in_stage(sprite_index: number, target_angle?: number): { x: number; y: number }
  • Parameters

    • sprite_index: number
    • Optional target_angle: number

    Returns { x: number; y: number }

    • x: number
    • y: number
  • initialize_sprites(): void
  • initialize_stage(callback: any): void
  • intialize_crop_rectangles(): void
  • prevent_camera_angle_overflow(): void
  • reset_chars_position(): Promise<void>
  • reset_positions(): void
  • set_choosing_action_position(): void
  • set_filters(): void
  • set_stage_default_position(): Promise<void>
  • set_update_factor(factor: number): void
  • unset_stage(on_fade_complete: (() => Promise<void>), on_flash_complete: (() => void)): void
  • Parameters

    • on_fade_complete: (() => Promise<void>)
        • (): Promise<void>
        • Returns Promise<void>

    • on_flash_complete: (() => void)
        • (): void
        • Returns void

    Returns void

  • update_sprite_properties(): void
  • update_stage(): void
  • update_stage_rotation(): void
  • ellipse_position(player_sprite: PlayerSprite, angle: number): { x: number; y: number }
  • get_angle(angle: number): number
  • get_scale(angle: number, center_shift: number, elipse_major_axis: number, elipse_minor_axis: number): number

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