Class: Scene_Map

Scene_Map()

new Scene_Map()

The scene class of the map screen.
Properties:
Name Type Description
menuCalling Boolean
_waitCount Number
_encounterEffectDuration Number
_mapLoaded Boolean
_touchCount Number
_transfer Boolean
_spriteset Spriteset_Map
_mapNameWindow Window_MapName
_scrollTextWindow Window_ScrollText
_messageWindow Window_Message

Extends

Methods

addChild(child) → {Object}

[super] Adds a child to the container.
Parameters:
Name Type Description
child Object The child to add
Inherited From:
Returns:
The child that was added
Type
Object

addChildAt(child, index) → {Object}

[super] Adds a child to the container at a specified index.
Parameters:
Name Type Description
child Object The child to add
index Number The index to place the child in
Inherited From:
Returns:
The child that was added
Type
Object

addWindow()

Add the children window to the windowLayer processing.
Inherited From:

attachReservation()

Attach a reservation to the reserve queue.
Inherited From:

callMenu()

Calls the standard RPGMakerMV menu scene.

checkGameover()

Check whether the game should be triggering a gameover.
Inherited From:

create()

Overrides:

createAllWindows()

Creates all the windows on the map scene contains other window creation methods.

createDisplayObjects()

Creates all the display objects on the map scene; this includes the sprites, window layer, windows, and more.

createFadeSprite()

Create a Screen sprite for the fadein and fadeOut purpose and add it to the rendering process.
Inherited From:

createMapNameWindow()

Creates the map name window within the map scene; display map name.

createMessageWindow()

Creates the message window for displaying text on the map scene. Commonly used with the showText command.

createScrollTextWindow()

Creates a scrolling text window on the map scene.

createSpriteset()

Creates the spriteset on the map scene; this shows all the characters and events on the map.

createWindowLayer()

Create the layer for the windows children and add it to the rendering process.
Inherited From:

detachReservation()

Remove the reservation from the Reserve queue.
Inherited From:

encounterEffectSpeed() → {Number}

Returns the speed of the encounter effect.
Returns:
Type
Number

fadeInForTransfer()

fadeOutAll()

Slowly fade out all the visual and audio of the scene.
Inherited From:

fadeOutForTransfer()

fadeSpeed() → {Number}

Return the screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

initialize()

Overrides:

isActive() → {Boolean}

Returns whether the scene is active or not.
Inherited From:
Returns:
return true if the scene is active
Type
Boolean

isBusy() → {Boolean}

Overrides:
Returns:
Type
Boolean

isDebugCalled() → {Boolean}

Returns true if the debug scene is called via button press and in play test mode.
Returns:
Type
Boolean

isFastForward() → {Boolean}

Returns true if the player is holding down the confirm button to fast forward through text.
Returns:
Type
Boolean

isMapTouchOk() → {Boolean}

Returns true if the map scene is active and the player can move. Used for mouse movement on the map scene.
Returns:
Type
Boolean

isMenuCalled() → {Boolean}

Returns true if the menu is called via an input trigger.
Returns:
Type
Boolean

isMenuEnabled() → {Boolean}

Returns true if the menu is enabled in the database.
Returns:
Type
Boolean

isReady() → {Boolean}

Overrides:
Returns:
Type
Boolean

isSceneChangeOk() → {Boolean}

Returns:
Type
Boolean

launchBattle()

Launches into the battle scene.

needsFadeIn() → {Boolean}

Returns true if the map scene needs a slow fade in.
Returns:
Type
Boolean

needsSlowFadeOut() → {Boolean}

Returns true if the map scene needs a slow fade out.
Returns:
Type
Boolean

onMapLoaded()

Handler for when the map scene is loaded.

popScene()

Pop the scene from the stack array and switch to the previous scene.
Inherited From:

processMapTouch()

Processes the map touch and turns it into coordinates for the player character to move to.

removeChild(child) → {Object}

[super] Removes a child to the container.
Parameters:
Name Type Description
child Object The child to remove
Inherited From:
Returns:
The child that was removed
Type
Object

removeChildAt(index) → {Object}

[super] Removes a child from the specified index position.
Parameters:
Name Type Description
index Number The index to get the child from
Inherited From:
Returns:
The child that was removed
Type
Object

slowFadeSpeed() → {Number}

Return a slow screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

snapForBattleBackground()

Takes a snapshot of the map scene for displaying on the battle scene if no battleback is present.

start()

Overrides:

startEncounterEffect()

Starts the encounter effect on the map scene.

startFadeIn(durationopt, whiteopt)

Request a fadeIn screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeIn the screen
white Boolean <optional>
false If true the fadein will be process with a white color else it's will be black
Inherited From:

startFadeOut(durationopt, whiteopt)

Request a fadeOut screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeOut the screen
white Boolean <optional>
false If true the fadeOut will be process with a white color else it's will be black
Inherited From:

startFlashForEncounter(duration)

Starts a flash encounter effect on the map scene given a duration of the flash.
Parameters:
Name Type Description
duration Number

stop()

Stops the map scene and prepares for a new scene.
Overrides:

stopAudioOnBattleStart()

Stops all audio on battle start.

terminate()

Overrides:

update()

Overrides:

updateCallDebug()

Checks if debug is called via input trigger and starts the debug scene.

updateCallMenu()

Processes calling the menu on the map scene.

updateChildren()

Update the children of the scene EACH frame.
Inherited From:

updateDestination()

Constantly checks if the player is touching the map, then processes a map touch for mouse based player character movement.

updateEncounter()

Processes starting an encounter on the map scene.

updateEncounterEffect()

updateFade()

Update the screen fade processing.
Inherited From:

updateMain()

Updates the main $game globals if the map scene is active.

updateMainMultiply()

Speeds up the updateMain if the map scene is in fast forward mode.

updateScene()

Updates the scene.

updateTransferPlayer()

Checks if the player is transferring; if the player is transferring, move to a new map scene.

updateWaitCount() → {Boolean}

Returns:
Type
Boolean