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Index

Constructors

Properties

cast_direction: number

The direction that the controllable char is casting thie psynergy.

caster: MainChar

The main char that it casting the psynergy.

casting_point: { x: number; y: number }

Type declaration

  • x: number
  • y: number
controllable_char: ControllableChar

The controllable char that's casting this psynergy.

data: GoldenSun

The GoldenSun object.

end_timer: Timer
game: Game

The Phaser.Game object.

is_custom_psynergy: boolean
reset_map: (() => void)

Type declaration

    • (): void
    • Resets the map to default colors.

      Returns void

reveal_wave: Image
reveal_wave_filter: any
stop_casting: ((reset_casting_psy_flag?: boolean, reset_map_tint?: boolean) => Promise<void>)

Type declaration

    • (reset_casting_psy_flag?: boolean, reset_map_tint?: boolean): Promise<void>
    • If called, the casting aura is destroyed.

      Parameters

      • Optional reset_casting_psy_flag: boolean
      • Optional reset_map_tint: boolean

      Returns Promise<void>

target_object: InteractableObjects | NPC

The target object of this psynergy. Might not be necessary depending on the psynergy.

waving_tween: Tween
ABILITY_KEY_NAME: "reveal" = "reveal"
ACTION_KEY_NAME: CAST = base_actions.CAST

Methods

  • close_field_psynergy_window(): void
  • finish_psynergy(force?: boolean, stop_char?: boolean, finish_callback?: (() => void)): void
  • return_to_idle_anim(): Promise<void>
  • set_bootstrap_method(method: Function): void
  • set_cast_finisher_method(method: Function): void
  • set_extra_cast_check(method: (() => boolean)): void
  • Adds an extra check for this psynergy to be casted. The given function is tested on this psynergy cast initialization. If the given function call returns false, this psynergy won't be casted.

    Parameters

    • method: (() => boolean)

      the method to be tested.

        • (): boolean
        • Returns boolean

    Returns void

  • should_finish_reveal(x_target: number, y_target: number): boolean
  • show_wave(): void
  • toggle_reveal(): void
  • update(): void
  • colorize_map_layers(game: Game, map: Map, options?: { color?: number; intensity?: number; map_colors_sequence?: boolean; after_colorize?: any; after_destroy?: any }): (() => void)
  • Colorizes the map for psynergy casting.

    Parameters

    • game: Game

      the Phaser.Game object.

    • map: Map

      the current map.

    • Optional options: { color?: number; intensity?: number; map_colors_sequence?: boolean; after_colorize?: any; after_destroy?: any }

      some options.

      • Optional color?: number

        the color to colorize the map. In the RGB spectre, values between 0 and 1. Default is random.

      • Optional intensity?: number

        the colorize intensity.

      • Optional map_colors_sequence?: boolean

        if true, it will keep changing colorization color over time.

      • after_colorize?:function
        • after_colorize(): void
      • after_destroy?:function
        • after_destroy(): void

    Returns (() => void)

    returns a function that if called, it will return the map colors to normal.

      • (): void
      • Returns void

  • init_cast_aura(game: Game, data: GoldenSun, char: ControllableChar, after_init?: (() => void), after_destroy?: ((reset_casting_psy_flag: boolean) => void), before_destroy?: ((reset_map_tint: boolean) => void)): ((reset_casting_psy_flag?: boolean, reset_map_tint?: boolean) => Promise<void>)
  • Initializes a casting aura around the caster.

    Parameters

    • game: Game

      the Phase.Game object.

    • data: GoldenSun

      the GoldenSun object.

    • char: ControllableChar

      the caster controllable char.

    • Optional after_init: (() => void)

      after the aura is initialized callback.

        • (): void
        • Returns void

    • Optional after_destroy: ((reset_casting_psy_flag: boolean) => void)

      after the aura is completely destroyed callback.

        • (reset_casting_psy_flag: boolean): void
        • Parameters

          • reset_casting_psy_flag: boolean

          Returns void

    • Optional before_destroy: ((reset_map_tint: boolean) => void)

      on aura destruction init callback.

        • (reset_map_tint: boolean): void
        • Parameters

          • reset_map_tint: boolean

          Returns void

    Returns ((reset_casting_psy_flag?: boolean, reset_map_tint?: boolean) => Promise<void>)

    returns a function that when called, will stop the casting aura.

      • (reset_casting_psy_flag?: boolean, reset_map_tint?: boolean): Promise<void>
      • Parameters

        • Optional reset_casting_psy_flag: boolean
        • Optional reset_map_tint: boolean

        Returns Promise<void>

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