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Hierarchy

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Constructors

  • new JumpEvent(game: any, data: any, x: any, y: any, activation_directions: any, initial_disabled_directions: any, activation_collision_layers: any, active_storage_key: any, origin_interactable_object: any, affected_by_reveal: any, key_name: string, ignore_destination_rule: any): JumpEvent
  • Parameters

    • game: any
    • data: any
    • x: any
    • y: any
    • activation_directions: any
    • initial_disabled_directions: any
    • activation_collision_layers: any
    • active_storage_key: any
    • origin_interactable_object: any
    • affected_by_reveal: any
    • key_name: string
    • ignore_destination_rule: any

    Returns JumpEvent

Properties

_activation_collision_layers: Set<number>
_activation_directions: Set<directions>
_affected_by_reveal: Set<directions>
_allow_active_in_diagonal: boolean
_id: number
_initial_activation_directions: Set<directions>
_initial_disabled_directions: Set<directions>
_key_name: string
_location_key: number
_origin_interactable_object: InteractableObjects
_x: number
_y: number
collision_layer_shift_from_source: number

The collision layer shift value from origin Inter. Obj. base collision layer that will be summed up to it which will form the activation collision layer of this event.

data: GoldenSun
game: Game
ignore_destination_rule: boolean
in_map: boolean

Whether this event is in the map.

JUMP_DURATION: 150 = 150
JUMP_HEIGHT: 16 = 16
JUMP_OFFSET: 30 = 30
_events: {}

Type declaration

id_incrementer: number
labeled_events: {}

Type declaration

Accessors

  • get activation_collision_layers(): Set<number>
  • The set of collision layers that this event can be fired.

    Returns Set<number>

  • get allow_active_in_diagonal(): boolean
  • When activating this event in diagonal, and if this var is not true, the diagonal direction whether the hero is trying to activate this event won't be splitted.

    Returns boolean

  • get id(): number
  • get initial_activation_directions(): Set<directions>
  • get key_name(): string
  • get location_key(): number
  • get x(): number
  • get y(): number
  • get events(): {}

Methods

  • activate(include_affected_by_reveal?: boolean): void
  • Activates this event in all initial directions.

    Parameters

    • include_affected_by_reveal: boolean = false

      if true, it will also make this event sensible to reveal.

    Returns void

  • check_if_disabled_by_storage(): boolean
  • check_position(): boolean
  • deactivate(): void
  • deactivate_at(direction: directions | "all"): void
  • destroy(): void
  • fire(): void
  • is_active(): boolean
  • is_active_at_collision_layer(collision_layer: number): boolean
  • is_active_at_direction(direction?: directions): boolean
  • set_activation_collision_layers(...collision_layers_indexes: number[]): void
  • set_position(x_tile?: number, y_tile?: number, change_in_map?: boolean): void
  • Updates the position of this event.

    Parameters

    • Optional x_tile: number

      the new x tile position.

    • Optional y_tile: number

      the new y tile position

    • change_in_map: boolean = false

      folow the position change up to map events list.

    Returns void

  • update(): void
  • get_labeled_event(key_name: string): TileEvent
  • reset(): void

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