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Hierarchy

Index

Constructors

  • new IOTweenPositionEvent(game: any, data: any, active: any, key_name: any, keep_reveal: any, keep_custom_psynergy: any, io_label: any, duration: any, ease: any, repeat: any, yoyo: any, position: any, incremental: any, is_px: any, finish_events: any, hide_shadow: any, keep_shadow_hidden: any, shadow_follow_io: any, keep_io_collision_disable: any, dest_collision_layer: any, change_collision_layer_on_init: any, enable_collision_on_previous_pos: any): IOTweenPositionEvent
  • Parameters

    • game: any
    • data: any
    • active: any
    • key_name: any
    • keep_reveal: any
    • keep_custom_psynergy: any
    • io_label: any
    • duration: any
    • ease: any
    • repeat: any
    • yoyo: any
    • position: any
    • incremental: any
    • is_px: any
    • finish_events: any
    • hide_shadow: any
    • keep_shadow_hidden: any
    • shadow_follow_io: any
    • keep_io_collision_disable: any
    • dest_collision_layer: any
    • change_collision_layer_on_init: any
    • enable_collision_on_previous_pos: any

    Returns IOTweenPositionEvent

Properties

change_collision_layer_on_init: boolean
data: GoldenSun
dest_collision_layer: number
duration: number
ease: Function
enable_collision_on_previous_pos: boolean
finish_events: GameEvent[]
game: Game
hide_shadow: boolean
incremental: boolean
io_label: string
is_px: boolean
keep_io_collision_disable: boolean
keep_shadow_hidden: boolean
position: { x?: number; y?: number }

Type declaration

  • Optional x?: number
  • Optional y?: number
prev_collision_layer: number
prev_collision_status: boolean
repeat: number
shadow_follow_io: boolean
yoyo: boolean
events: {}

The events object where the keys are the ids.

Type declaration

id_incrementer: number

The GameEvents id incrementer.

labeled_events: {}

The events object where the keys are the events labels.

Type declaration

Accessors

  • get active(): boolean
  • get id(): number
  • get keep_reveal(): boolean
  • get key_name(): string
  • get origin_npc(): NPC

Methods

  • _destroy(): void
  • _fire(): Promise<void>
  • destroy(): void
  • This function is the one that should be called to destroy an event. It should never be overriden. Call this function to destroy this event. This can be called whenever an associated entity is destroyed, like maps, NPCs etc.

    Returns void

  • fire(origin_npc?: NPC): void
  • This function is the one that should be called to start a event. It should never be overriden. Always before this function is called, it's checked whether Reveal psynergy is being casted, if yes, it's stopped before this event start.

    Parameters

    • Optional origin_npc: NPC

      the NPC that originated this game event.

    Returns void

    if the child class has an async fire function, returns its Promise.

  • set_event_activation(activate: boolean): void
  • get_char(data: GoldenSun, options: { is_npc?: boolean; npc_index?: number; npc_label?: string }): Hero | NPC
  • A helper function that defines the ControllableChar based on inputs. The controllable char can be a hero or a npc.

    Parameters

    • data: GoldenSun

      The GoldenSun instance.

    • options: { is_npc?: boolean; npc_index?: number; npc_label?: string }

      Some options to help defining the char.

      • Optional is_npc?: boolean

        Whether it's a npc or not.

      • Optional npc_index?: number

        The npc index number.

      • Optional npc_label?: string

        The npc unique label identifier.

    Returns Hero | NPC

    the defined char.

  • get_labeled_event(key_name: string): GameEvent
  • reset(): void

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