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Hierarchy

Index

Constructors

Properties

current_col: number
current_line: number
current_page: number
data: GoldenSun
djinn_group: Group
djinn_pages: DjinnList[]
game: Game
highlight: Graphics
state_sprites: (Sprite | Group | BitmapText)[]
window: Window
CURRENT_DJINN: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
DJINN_PER_LINE: 9 = 9
GROUP_KEY: "status_component" = "status_component"
NAMES: { X: number; X_SHIFT: number; Y: number; Y_SHIFT: number } = ...

Type declaration

  • X: number
  • X_SHIFT: number
  • Y: number
  • Y_SHIFT: number
SEPARATOR: { WIDTH: number; X: number; Y: number } = ...

Type declaration

  • WIDTH: number
  • X: number
  • Y: number
SPRITES: { CENTER_X: number; SHIFT: number; Y: number } = ...

Type declaration

  • CENTER_X: number
  • SHIFT: number
  • Y: number
STARS: { X: number; X_SHIFT: number; Y: number; Y_SHIFT: number } = ...

Type declaration

  • X: number
  • X_SHIFT: number
  • Y: number
  • Y_SHIFT: number

Accessors

  • get battle_status_effects(): any
  • get current_pos(): { col: number; line: number }

Methods

  • clear(keep_separator?: boolean): void
  • get_djinn_by_element(): {}
  • get_djinn_counts(element: elements): { set: number; total: number }
  • get_djinni_sprite(elem: elements, group: Group, pos: { x: number; y: number }): any
  • get_elemental_stats(element: elements): { level: number; power: number; resistance: number }
  • initialize(): void
  • load_page(): void
  • make_pages(): void
  • on_change(): void
  • on_down(): void
  • on_left(): void
  • on_right(): void
  • on_up(): void
  • reset(pos?: { col: number; line: number }, keep_separator?: boolean): void
  • select_option(): void
  • update_description(line1: string, line2?: string): void
  • update_highlight(highlight: { height: number; width: number; x: number; y: number }): void

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