Name | Type | Description |
---|---|---|
troopID |
number | Current troop ID that the allies are fighting |
canGameOver |
boolean | Indicate if there is a win/lose node or not |
canEscape |
boolean | Indicate if the player can escape this battle |
battleMap |
SystemBattleMap | The system battle map |
transitionStart |
MapTransitionKind | The kind of transition for the battle start |
transitionEnd |
MapTransitionKind | The kind of transition for the battle end |
transitionStartColor |
SystemColor | The system color for start transition |
transitionEndColor |
SystemColor | The system color for end transition |
Properties:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
SceneBattle.TRANSITION_ZOOM_TIME |
number |
<optional> |
500 | The time in milliseconds for zooming in transition |
SceneBattle.TRANSITION_COLOR_VALUE |
number |
<optional> |
0.1 | The color value for transition |
SceneBattle.TRANSITION_COLOR_END_WAIT |
number |
<optional> |
600 | The transition color to wait at the end |
SceneBattle.TIME_END_WAIT |
number |
<optional> |
1000 | The time in milliseconds to wait at the end of the battle |
SceneBattle.TIME_PROGRESSION_XP |
number |
<optional> |
3000 | The time in milliseconds for progression xp |
SceneBattle.TIME_LINEAR_MUSIC_END |
number |
<optional> |
500 | The linear music end time in milliseconds |
SceneBattle.TIME_LINEAR_MUSIC_START |
number |
<optional> |
500 | The linear music start time in milliseconds |
SceneBattle.TIME_ACTION_ANIMATION |
number |
<optional> |
2000 | The time in milliseconds for action animation |
SceneBattle.CAMERA_TICK |
number |
<optional> |
0.05 | The camera tick |
SceneBattle.CAMERA_OFFSET |
number |
<optional> |
3 | The camera small move offset in pixels |
SceneBattle.START_CAMERA_DISTANCE |
number |
<optional> |
10 | The start camera distance |
SceneBattle.WINDOW_PROFILE_WIDTH |
number |
<optional> |
300 | The window profile width |
SceneBattle.WINDOW_PROFILE_HEIGHT |
number |
<optional> |
100 | The window profile height |
SceneBattle.COMMANDS_NUMBER |
number |
<optional> |
6 | The max commands number |
SceneBattle.WINDOW_COMMANDS_WIDTH |
number |
<optional> |
150 | The window commands width |
SceneBattle.WINDOW_COMMANDS_SELECT_X |
number |
<optional> |
25 | The window commands select x |
SceneBattle.WINDOW_COMMANDS_SELECT_Y |
number |
<optional> |
100 | The window commands select y |
SceneBattle.WINDOW_COMMANDS_SELECT_WIDTH |
number |
<optional> |
200 | The window commands select width |
SceneBattle.WINDOW_DESCRIPTIONS_X |
number |
<optional> |
385 | The window descriptions x |
SceneBattle.WINDOW_DESCRIPTIONS_Y |
number |
<optional> |
100 | The window descriptions y |
SceneBattle.WINDOW_DESCRIPTIONS_WIDTH |
number |
<optional> |
360 | The window descriptions width |
SceneBattle.WINDOW_DESCRIPTIONS_HEIGHT |
number |
<optional> |
200 | The window descriptions height |
SceneBattle.WINDOW_EXPERIENCE_X |
number |
<optional> |
10 | The window experience x |
SceneBattle.WINDOW_EXPERIENCE_Y |
number |
<optional> |
80 | The window experience y |
SceneBattle.WINDOW_EXPERIENCE_WIDTH |
number |
<optional> |
300 | The window experience width |
SceneBattle.WINDOW_EXPERIENCE_HEIGHT |
number |
<optional> |
90 | The window experience height |
SceneBattle.WINDOW_STATS_X |
number |
<optional> |
250 | The window stats x |
SceneBattle.WINDOW_STATS_Y |
number |
<optional> |
90 | The window stats y |
SceneBattle.WINDOW_STATS_WIDTH |
number |
<optional> |
380 | The window stats width |
SceneBattle.WINDOW_STATS_HEIGHT |
number |
<optional> |
200 | The window stats height |
troopID |
number | Current troop ID that the allies are fighting | ||
canGameOver |
boolean | Indicate if there is a win/lose node or not | ||
canEscape |
boolean | Indicate if the player can escape this battle | ||
transitionStart |
MapTransitionKind | The kind of transition for the battle start | ||
transitionEnd |
MapTransitionKind | The kind of transition for the battle end | ||
transitionStartColor |
SystemColor | The system color for start transition | ||
transitionEndColor |
SystemColor | The system color for end transition | ||
transitionColor |
boolean | Indicate if the transition is by color | ||
transitionColorAlpha |
number | The alpha transition color value | ||
step |
number | Main step of the battle | ||
subStep |
number | Sub step of the battle (used for menus or other sub-steps) | ||
sceneMap |
SceneMap | The scene map where the battle was run | ||
sceneMapCameraDistance |
number | The scene map camera distance | ||
actionDoNothing |
SystemMonsterAction | A system monster action reprensenting action doing nothing | ||
cameraStep |
number | The camera step (for moving) | ||
cameraTick |
number | The camera tick | ||
cameraOffset |
number | The camera offset | ||
cameraON |
boolean | Indicate if the transition is camera zoom | ||
cameraDistance |
number | The camera distance | ||
transitionZoom |
boolean | Indicate when to zoom in or out | ||
loadingStep |
boolean | Indicate if there is a loading step | ||
winning |
boolean | Indicate if the battle is won | ||
kindSelection |
CharacterKind | Indicating which group is currently selected | ||
selectedUserIndex |
number | Index of the selected user | ||
selectedTargetIndex |
number | Index of the selected target | ||
battleCommandKind |
EffectSpecialActionKind | The current battle command kind | ||
targets |
Array.<Battler> | List of all the current targets | ||
damages |
Array.<any> | Informations about damages | ||
battlers |
Array.<Array.<Battler>> | Battlers of all the allies / enemies | ||
graphicPlayers |
Array.<Object> | The graphics used for user and target(s) | ||
time |
number | A chronometer for several steps of battle | ||
turn |
number | The turn number | ||
windowTopInformations |
WindowBox | The window on top that shows specific informations | ||
windowUserInformations |
WindowBox | The window on bot that shows user characteristics informations | ||
windowTargetInformations |
WindowBox | The window on bot that shows target characteristics informations | ||
windowChoicesBattleCommands |
WindowChoices | The window for battle commands | ||
windowChoicesSkills |
WindowChoices | The window choices for skills | ||
windowSkillDescription |
WindowBox | The window description for selected skill | ||
windowChoicesItems |
WindowChoices | The window choices for items | ||
windowItemDescription |
WindowBox | The window description for selected item | ||
windowExperienceProgression |
WindowBox | The window experience progression | ||
windowStatisticProgression |
WindowBox | The window statistic progression | ||
attackingGroup |
CharacterKind | Indicating which group is currently attacking | ||
userTarget |
boolean | Indicate if the user is a target | ||
all |
boolean | Indicate if the targets are all the enemies | ||
listSkills |
Array.<GraphicSkill> | The graphics list for each skill | ||
listItems |
Array.<GraphicItem> | The graphics list for each item | ||
transitionEnded |
boolean | Indicate if the transition ended | ||
effects |
Array.<SystemEffect> | The current weapon / skill system effects | ||
frameUser |
number | The frame user | ||
frameTarget |
number | The frame target | ||
userAnimation |
SystemAnimation | The system animation for user | ||
targetAnimation |
SystemAnimation | The system animation for target | ||
user |
Battler | The user battler | ||
currentEffectIndex |
number | The current effect index | ||
timeEnemyAttack |
number | A chronometer for enemy attack | ||
action |
SystemMonsterAction | The current system action | ||
attackSkill |
SystemSkill | The system skill | ||
finishedXP |
boolean | Indicate if the xp progression is finished | ||
priorityIndex |
number | The priority index | ||
windowLoots |
WindowBox | The window box for loots | ||
xp |
number | The total xp | ||
currencies |
Object | The total currencies | ||
loots |
Array.<Object> | The total loots | ||
lootsNumber |
number | The total loots number | ||
graphicRewardTop |
GraphicRewardsTop | The graphic reward on top |
Extends
Methods
-
Initialize step
-
Initialize allies battlers
-
Initialize enemies battlers
-
Initialize informations (boxes)
-
Initialize window commands
-
Initialize windows end
-
Initialize musics
-
Update the battle
-
Update transtion start fade
-
Update transition start zoom
-
Handle key pressed
Name Type Description key
number The key ID -
Handle key released
Name Type Description key
number The key ID -
Handle key repeat pressed
Name Type Description key
number The key ID -
Handle key pressed and repeat
Name Type Description key
number The key ID -
Draw the battle HUD
-
Initialize step
-
Register the last command index and offset in the user
-
Register the laster skill index and offset in the user
-
Register the last item index and offset in the user
-
Select a target
Name Type Description targetKind
TargetKind The target kind -
Select the first index according to target kind
Name Type Description kind
TargetKind The target kind index
number The index (last registered) -
Get the index of the array after going up
Returns:
Type Description number -
Get the index of the array after going down
Returns:
Type Description number -
Move the arrow
-
Get the index of the target
Returns:
Type Description number -
When an ally is selected
-
When an ally is unselected
-
When a command is selected
Name Type Description key
number The key pressed ID -
When targets are selected
-
When targets are unselected
-
Update the battle
-
Handle key pressed
Name Type Description key
number The key ID -
Handle key released
Name Type Description key
number The key ID -
Handle key repeat pressed
Name Type Description key
number The key ID -
Handle key pressed and repeat
Name Type Description key
number The key ID -
Draw the battle HUD
-
Initialize step
-
getCondition ()AnimationEffectConditionKind
-
Get the animation efect condition kind
Returns:
Type Description AnimationEffectConditionKind -
Update the battle
-
Handle key pressed
Name Type Description key
number The key ID -
Handle key released
Name Type Description key
number The key ID -
Handle key repeat pressed
Name Type Description key
number The key ID -
Handle key pressed and repeat
Name Type Description key
number The key ID -
Draw the battle HUD
-
Initialize step
-
Define the action to do
-
Define the targets
-
Update the battle
-
Handle key pressed
Name Type Description key
number The key ID -
Handle key released
Name Type Description key
number The key ID -
Handle key repeat pressed
Name Type Description key
number The key ID -
Handle key pressed and repeat
Name Type Description key
number The key ID -
Draw the battle HUD
-
Initialize step
-
Prepare the rewards (xp, currencies, loots)
-
Update the team progression xp
-
Pause the team progression xp
-
Unpause the team progression xp
-
Play map music
-
Prepare the end transition
-
Update the battle
-
Handle key pressed
Name Type Description key
number The key ID -
Handle key released
Name Type Description key
number The key ID -
Handle key repeat pressed
Name Type Description key
number The key ID -
Handle key pressed and repeat
Name Type Description key
number The key ID -
Draw the battle HUD
-
Initialize and correct some camera settings for the battle start
-
Make the attacking group all actives
-
Check if a player is defined (active and not dead)
Name Type Description kind
CharacterKind Kind of player index
number Index in the group target
boolean Indicate if the player is a target Returns:
Type Description boolean -
Check if all the heroes or enemies are inactive
Returns:
Type Description boolean -
Check if all the heroes or enemies are dead
Name Type Description group
CharacterKind Kind of player Returns:
Type Description boolean -
Check if all the enemies are dead
Returns:
Type Description boolean -
Check if all the heroes are dead
Returns:
Type Description boolean -
Transition to game over scene
-
Win the battle
-
Win the battle
-
Change the step of the battle
Name Type Description i
number Step of the battle -
Initialize the current step
-
update () overrides
-
Update battle according to step
-
Do camera standard moves
-
onKeyPressed (key) overrides
-
Handle battle key pressed according to step
Name Type Description key
number The key ID -
onKeyReleased (key) overrides
-
Handle battle key released according to step
Name Type Description key
number The key ID -
onKeyPressedRepeat (key) overrides
-
Handle battle key pressed repeat according to step
Name Type Description key
number The key ID -
onKeyPressedAndRepeat (key) overrides
-
Handle battle key pressed and repeat according to step
Name Type Description key
number The key ID -
draw3D () overrides
-
Draw the battle 3D scene
-
drawHUD () overrides
-
Draw the battle HUD according to step
-
Load async stuff
-
Update all the reactions interpreters
-
Update all the parallel commands
-
Add a reaction in the interpreter list
Name Type Description sender
MapObject The sender of this reaction reaction
SystemReaction The reaction to add object
MapObject The object reacting state
number The state ID parameters
Array.<SystemParameter> All the parameters coming with this reaction event
Array.<number> The time events values moving
boolean Indicate if command is a moving one -
Close the scene