Sprite_Actor.d overview
Table of contents
- utils
- Sprite_Actor (class)
- initMembers (method)
- mainSprite (method)
- createMainSprite (method)
- createShadowSprite (method)
- createWeaponSprite (method)
- createStateSprite (method)
- setBattler (method)
- moveToStartPosition (method)
- setActorHome (method)
- update (method)
- updateShadow (method)
- updateMain (method)
- setupMotion (method)
- setupWeaponAnimation (method)
- startMotion (method)
- updateTargetPosition (method)
- shouldStepForward (method)
- updateBitmap (method)
- updateFrame (method)
- updateMove (method)
- updateMotion (method)
- updateMotionCount (method)
- motionSpeed (method)
- refreshMotion (method)
- startEntryMotion (method)
- stepForward (method)
- stepBack (method)
- retreat (method)
- onMoveEnd (method)
- damageOffsetX (method)
- damageOffsetY (method)
- _battlerName (property)
- _motion (property)
- _motionCount (property)
- _pattern (property)
- _mainSprite (property)
- _shadowSprite (property)
- _weaponSprite (property)
- _stateSprite (property)
- _actor (property)
- Sprite_Actor (class)
utils
Sprite_Actor (class)
// Sprite_Actor // // The sprite for displaying an actor.
Signature
export declare class Sprite_Actor {
constructor(battler?: Game_Actor)
}
initMembers (method)
Signature
initMembers(): void
mainSprite (method)
Signature
mainSprite(): Sprite<Bitmap | null>
createMainSprite (method)
Signature
createMainSprite(): void
createShadowSprite (method)
Signature
createShadowSprite(): void
createWeaponSprite (method)
Signature
createWeaponSprite(): void
createStateSprite (method)
Signature
createStateSprite(): void
setBattler (method)
Signature
setBattler(battler: Game_Actor): void
moveToStartPosition (method)
Signature
moveToStartPosition(): void
setActorHome (method)
Signature
setActorHome(index: number): void
update (method)
Signature
update(): void
updateShadow (method)
Signature
updateShadow(): void
updateMain (method)
Signature
updateMain(): void
setupMotion (method)
Signature
setupMotion(): void
setupWeaponAnimation (method)
Signature
setupWeaponAnimation(): void
startMotion (method)
Signature
startMotion(motionType: BattlerMotionType): void
updateTargetPosition (method)
Signature
updateTargetPosition(): void
shouldStepForward (method)
Signature
shouldStepForward(): boolean
updateBitmap (method)
Signature
updateBitmap(): void
updateFrame (method)
Signature
updateFrame(): void
updateMove (method)
Signature
updateMove(): void
updateMotion (method)
Signature
updateMotion(): void
updateMotionCount (method)
Signature
updateMotionCount(): void
motionSpeed (method)
Signature
motionSpeed(): number
refreshMotion (method)
Signature
refreshMotion(): void
startEntryMotion (method)
Signature
startEntryMotion(): void
stepForward (method)
Signature
stepForward(): void
stepBack (method)
Signature
stepBack(): void
retreat (method)
Signature
retreat(): void
onMoveEnd (method)
Signature
onMoveEnd(): void
damageOffsetX (method)
Signature
damageOffsetX(): number
damageOffsetY (method)
Signature
damageOffsetY(): number
_battlerName (property)
Signature
_battlerName: string
_motion (property)
Signature
_motion: { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | { index: number; loop: boolean; } | null
_motionCount (property)
Signature
_motionCount: number
_pattern (property)
Signature
_pattern: number
_mainSprite (property)
Signature
_mainSprite: Sprite<Bitmap | null>
_shadowSprite (property)
Signature
_shadowSprite: Sprite<Bitmap>
_weaponSprite (property)
Signature
_weaponSprite: Sprite_Weapon
_stateSprite (property)
Signature
_stateSprite: Sprite_StateOverlay
_actor (property)
Signature
_actor: Game_Actor