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Constructors

constructor

  • new FieldAbilities(game: Game, data: GoldenSun, ability_key_name: string, action_key_name: string, need_target: boolean, tint_map?: boolean, target_max_range?: number, field_color?: number, field_intensity?: number): FieldAbilities
  • Parameters

    • game: Game
    • data: GoldenSun
    • ability_key_name: string
    • action_key_name: string
    • need_target: boolean
    • Optional tint_map: boolean
    • Optional target_max_range: number
    • Optional field_color: number
    • Optional field_intensity: number

    Returns FieldAbilities

Properties

Private ability_key_name

ability_key_name: string

Private action_key_name

action_key_name: string

Private bootstrap_method

bootstrap_method: Function

Protected cast_direction

cast_direction: number

Private cast_finisher

cast_finisher: Function

Protected controllable_char

controllable_char: ControllableChar

Protected data

data: GoldenSun

Private field_color

field_color: number

Private field_intensity

field_intensity: number

Protected field_psynergy_window

field_psynergy_window: FieldPsynergyWindow

Protected game

game: Game

Private need_target

need_target: boolean

Protected stop_casting

stop_casting: Function

Protected target_found

target_found: boolean

Private target_max_range

target_max_range: number

Protected target_object

target_object: InteractableObjects

Private tint_map

tint_map: boolean

Methods

cast

get_cast_direction

  • get_cast_direction(direction: directions): number
  • Sets the psynergy cast direction, For diagonals, picks the next clockwise non-diagonal.

    Parameters

    Returns number

    Non-diagonal cast direction

search_for_target

  • search_for_target(): void

set_bootstrap_method

  • set_bootstrap_method(method: any): void

set_cast_finisher_method

  • set_cast_finisher_method(method: any): void

set_hero_cast_anim

  • set_hero_cast_anim(): void

set_target_casted

  • set_target_casted(): void

unset_hero_cast_anim

  • unset_hero_cast_anim(): void

Abstract update

  • update(): void

Static init_cast_aura

  • init_cast_aura(game: Game, sprite: Sprite, group: Group, filter: any, after_init: any, after_destroy: any, before_destroy: any): () => Promise<void>
  • Parameters

    • game: Game
    • sprite: Sprite
    • group: Group
    • filter: any
    • after_init: any
    • after_destroy: any
    • before_destroy: any

    Returns () => Promise<void>

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

Static tint_map_layers

  • tint_map_layers(game: Game, map: Map, options?: { after_colorize?: () => void; after_destroy?: () => void; color?: number; intensity?: number }): () => void
  • Parameters

    • game: Game
    • map: Map
    • Optional options: { after_colorize?: () => void; after_destroy?: () => void; color?: number; intensity?: number }
      • Optional after_colorize?: () => void
          • (): void
          • Returns void

      • Optional after_destroy?: () => void
          • (): void
          • Returns void

      • Optional color?: number
      • Optional intensity?: number

    Returns () => void

      • (): void
      • Returns void

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