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Hierarchy

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Constructors

constructor

Properties

Protected cast_direction

cast_direction: number

Protected controllable_char

controllable_char: ControllableChar

Protected data

data: GoldenSun

Protected field_psynergy_window

field_psynergy_window: FieldPsynergyWindow

Protected game

game: Game

Private hand_sprite

hand_sprite: Sprite

Private hand_sprite_base

hand_sprite_base: SpriteBase

Private hand_translate_x

hand_translate_x: number

Private hand_translate_y

hand_translate_y: number

Protected stop_casting

stop_casting: Function

Protected target_found

target_found: boolean

Protected target_object

target_object: InteractableObjects

Static Private Readonly ABILITY_KEY_NAME

ABILITY_KEY_NAME: "pound" = "pound"

Static Private Readonly ACTION_KEY_NAME

ACTION_KEY_NAME: CAST = ...

Static Private Readonly POUND_FIELD_COLOR

POUND_FIELD_COLOR: 1 = 1.0

Static Private Readonly POUND_FIELD_INTENSITY

POUND_FIELD_INTENSITY: 1 = 1.0

Static Private Readonly POUND_HAND_KEY_NAME

POUND_HAND_KEY_NAME: "pound_hand" = "pound_hand"

Static Private Readonly POUND_MAX_RANGE

POUND_MAX_RANGE: 26 = 26

Static Private Readonly STAR_MAX_COUNT

STAR_MAX_COUNT: 12 = 12

Methods

cast

change_hand_frame

  • change_hand_frame(): void

finish_hand_movement

  • finish_hand_movement(): void

get_cast_direction

  • get_cast_direction(direction: directions): number

hand_hit_ground

  • hand_hit_ground(): void

hand_tween

  • hand_tween(var_x: any, var_y: any, time: any, complete_action: any): void

init_hand

  • init_hand(): void

init_shake

  • init_shake(): void

init_stars

  • init_stars(): void

init_wave

  • init_wave(x_pos: any, y_pos: any): void

move_hand_by_dir

  • move_hand_by_dir(final_x: any, final_y: any): void

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

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>

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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