Scene_Battle ⇐ Scene_Base
Kind: global class
Extends: Scene_Base
- Scene_Battle ⇐
Scene_Base- new Scene_Battle()
- .initialize() ⇒
void - .create() ⇒
void - .start() ⇒
void - .update() ⇒
void - .updateBattleProcess() ⇒
void - .isAnyInputWindowActive() ⇒
Boolean - .changeInputWindow() ⇒
void - .stop() ⇒
void - .terminate() ⇒
void - .needsSlowFadeOut() ⇒
Boolean - .updateStatusWindow() ⇒
void - .updateWindowPositions() ⇒
void - .createDisplayObjects() ⇒
void - .createSpriteset() ⇒
void - .createAllWindows() ⇒
void - .createLogWindow() ⇒
void - .createStatusWindow() ⇒
void - .createPartyCommandWindow() ⇒
void - .createActorCommandWindow() ⇒
void - .createHelpWindow() ⇒
void - .createSkillWindow() ⇒
void - .createItemWindow() ⇒
void - .createActorWindow() ⇒
void - .createEnemyWindow() ⇒
void - .createMessageWindow() ⇒
void - .createScrollTextWindow() ⇒
void - .refreshStatus() ⇒
void - .startPartyCommandSelection() ⇒
void - .commandFight() ⇒
void - .commandEscape() ⇒
void - .startActorCommandSelection() ⇒
void - .commandAttack() ⇒
void - .commandSkill() ⇒
void - .commandGuard() ⇒
void - .commandItem() ⇒
void - .selectNextCommand() ⇒
void - .selectPreviousCommand() ⇒
void - .selectActorSelection() ⇒
void - .onActorOk() ⇒
void - .onActorCancel() ⇒
void - .selectEnemySelection() ⇒
void - .onEnemyOk() ⇒
void - .onEnemyCancel() ⇒
void - .onSkillOk() ⇒
void - .onSkillCancel() ⇒
void - .onItemOk() ⇒
void - .onItemCancel() ⇒
void - .onSelectAction() ⇒
void - .endCommandSelection() ⇒
void
new Scene_Battle()
Scene_Battle - 战斗场景类
战斗画面的场景类。
负责战斗中的用户界面、输入处理、窗口管理和战斗流程控制。
The scene class of the battle screen.
Responsible for battle UI, input handling, window management and battle flow control.
Scene_Battle.initialize() ⇒ void
初始化战斗场景对象。
Initializes the battle scene object.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.create() ⇒ void
创建战斗场景的显示对象。
Creates the display objects for the battle scene.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.start() ⇒ void
开始战斗场景,播放战斗 BGM 并开始战斗。
Starts the battle scene, plays battle BGM and starts the battle.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.update() ⇒ void
每帧更新战斗场景状态。
Updates the battle scene state each frame.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.updateBattleProcess() ⇒ void
更新战斗管理器的状态。
Updates the battle manager state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.isAnyInputWindowActive() ⇒ Boolean
检查是否有任何输入窗口处于活动状态
Check if any input window is active
Kind: static method of Scene_Battle
Returns: Boolean - 是否有活动的输入窗口 - Whether any input window is active
Scene_Battle.changeInputWindow() ⇒ void
根据战斗状态改变当前活动的输入窗口。
Changes the current active input window based on battle state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.stop() ⇒ void
停止战斗场景,关闭窗口并开始淡出。
Stops the battle scene, closes windows and starts fade out.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.terminate() ⇒ void
终止战斗场景,处理战斗结束逻辑。
Terminates the battle scene, handles battle end logic.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.needsSlowFadeOut() ⇒ Boolean
检查是否需要缓慢淡出
Check if needs slow fade out
Kind: static method of Scene_Battle
Returns: Boolean - 是否需要缓慢淡出 - Whether needs slow fade out
Scene_Battle.updateStatusWindow() ⇒ void
根据消息状态更新状态窗口的显示。
Updates the status window display based on message state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 No return value
Scene_Battle.updateWindowPositions() ⇒ void
根据战斗输入状态动态调整状态窗口的水平位置,实现平滑过渡效果。
Dynamically adjusts the horizontal position of the status window based on battle input state, implementing smooth transition effects.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createDisplayObjects() ⇒ void
创建战斗场景所需的所有显示对象,包括精灵组、窗口层和各种窗口,并设置战斗管理器的相关引用。
Creates all display objects needed for the battle scene, including spriteset, window layer and various windows, and sets up battle manager references.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createSpriteset() ⇒ void
创建战斗精灵组并添加到场景中,精灵组负责显示战斗背景、敌人和角色。
Creates the battle spriteset and adds it to the scene, the spriteset is responsible for displaying battle background, enemies and actors.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createAllWindows() ⇒ void
创建战斗场景中所需的所有用户界面窗口,包括日志、状态、指令和选择窗口等。
Creates all user interface windows needed in the battle scene, including log, status, command and selection windows.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createLogWindow() ⇒ void
创建战斗日志窗口实例并添加到场景中,用于显示战斗过程中的文本信息。
Creates the battle log window instance and adds it to the scene, used for displaying text information during battle.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createStatusWindow() ⇒ void
创建战斗状态窗口实例并添加到场景中,用于显示队伍成员的 HP、MP 等状态信息。
Creates the battle status window instance and adds it to the scene, used for displaying HP, MP and other status information of party members.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createPartyCommandWindow() ⇒ void
创建队伍指令窗口实例并设置战斗和逃跑指令的事件处理器,用于选择队伍整体行动。
Creates the party command window instance and sets up event handlers for fight and escape commands, used for selecting overall party actions.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createActorCommandWindow() ⇒ void
创建角色指令窗口实例并设置攻击、技能、防御、物品等指令的事件处理器,用于选择单个角色的行动。
Creates the actor command window instance and sets up event handlers for attack, skill, guard, item and other commands, used for selecting individual actor actions.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createHelpWindow() ⇒ void
创建帮助窗口实例并设置为默认隐藏状态,用于显示技能、物品等的详细说明信息。
Creates the help window instance and sets it to hidden state by default, used for displaying detailed description information of skills, items, etc.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createSkillWindow() ⇒ void
创建技能选择窗口实例并设置相关的事件处理器,用于在战斗中选择和使用技能。
Creates the skill selection window instance and sets up related event handlers, used for selecting and using skills in battle.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createItemWindow() ⇒ void
创建物品选择窗口实例并设置相关的事件处理器,用于在战斗中选择和使用物品。
Creates the item selection window instance and sets up related event handlers, used for selecting and using items in battle.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createActorWindow() ⇒ void
创建角色选择窗口实例并设置事件处理器,用于选择技能或物品的使用目标角色。
Creates the actor selection window instance and sets up event handlers, used for selecting target actors for skill or item usage.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createEnemyWindow() ⇒ void
创建敌人选择窗口实例并设置事件处理器,用于选择攻击或技能的目标敌人。
Creates the enemy selection window instance and sets up event handlers, used for selecting target enemies for attacks or skills.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createMessageWindow() ⇒ void
创建消息窗口实例并添加其子窗口到场景中,用于显示战斗中的对话和系统消息。
Creates the message window instance and adds its sub-windows to the scene, used for displaying dialogue and system messages during battle.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.createScrollTextWindow() ⇒ void
创建滚动文本窗口实例并添加到场景中,用于显示战斗开始或结束时的滚动文本效果。
Creates the scrolling text window instance and adds it to the scene, used for displaying scrolling text effects at battle start or end.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.refreshStatus() ⇒ void
刷新状态窗口的显示内容,更新队伍成员的状态信息。
Refreshes the display content of the status window, updating the status information of party members.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.startPartyCommandSelection() ⇒ void
开始队伍指令选择模式,刷新状态并打开队伍指令窗口,让玩家选择战斗或逃跑。
Starts party command selection mode, refreshes status and opens the party command window, allowing player to choose fight or escape.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandFight() ⇒ void
处理玩家选择战斗指令,进入下一个角色的指令选择状态。
Handles player selecting the fight command, proceeding to the next character's command selection state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandEscape() ⇒ void
处理玩家选择逃跑指令,触发战斗管理器的逃跑处理流程。
Handles player selecting the escape command, triggering the battle manager's escape handling process.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.startActorCommandSelection() ⇒ void
开始角色指令选择模式,选择当前行动角色并打开角色指令窗口。
Starts actor command selection mode, selects the current acting character and opens the actor command window.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandAttack() ⇒ void
处理玩家选择攻击指令,设置当前行动为普通攻击并进入敌人选择状态。
Handles player selecting the attack command, sets the current action to normal attack and enters enemy selection state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandSkill() ⇒ void
处理玩家选择技能指令,打开技能选择窗口并显示当前角色的可用技能。
Handles player selecting the skill command, opens the skill selection window and displays the current character's available skills.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandGuard() ⇒ void
处理玩家选择防御指令,设置当前行动为防御并进入下一个角色的指令选择。
Handles player selecting the guard command, sets the current action to guard and proceeds to the next character's command selection.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.commandItem() ⇒ void
处理玩家选择物品指令,打开物品选择窗口并显示背包中的可用物品。
Handles player selecting the item command, opens the item selection window and displays available items in the inventory.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.selectNextCommand() ⇒ void
切换到下一个角色的指令输入状态,更新战斗管理器并改变当前输入窗口。
Switches to the next character's command input state, updates the battle manager and changes the current input window.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.selectPreviousCommand() ⇒ void
切换到上一个角色的指令输入状态,更新战斗管理器并改变当前输入窗口。
Switches to the previous character's command input state, updates the battle manager and changes the current input window.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.selectActorSelection() ⇒ void
进入角色选择状态,显示角色窗口供玩家选择技能或物品的目标角色。
Enters actor selection state, displays the actor window for player to select target characters for skills or items.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onActorOk() ⇒ void
处理角色选择窗口的确定事件,设置当前行动的目标角色并隐藏相关选择窗口。
Handles the ok event of the actor selection window, sets the target character for the current action and hides related selection windows.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onActorCancel() ⇒ void
处理角色选择窗口的取消事件,根据当前指令类型返回到相应的选择窗口。
Handles the cancel event of the actor selection window, returns to the corresponding selection window based on the current command type.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.selectEnemySelection() ⇒ void
进入敌人选择状态,显示敌人窗口供玩家选择攻击或技能的目标敌人。
Enters enemy selection state, displays the enemy window for player to select target enemies for attacks or skills.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onEnemyOk() ⇒ void
处理敌人选择窗口的确定事件,设置当前行动的目标敌人并隐藏相关选择窗口。
Handles the ok event of the enemy selection window, sets the target enemy for the current action and hides related selection windows.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onEnemyCancel() ⇒ void
处理敌人选择窗口的取消事件,根据当前指令类型返回到相应的选择窗口。
Handles the cancel event of the enemy selection window, returns to the corresponding selection window based on the current command type.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onSkillOk() ⇒ void
处理技能选择窗口的确定事件,设置当前行动为选定的技能并记录最后使用的技能。
Handles the ok event of the skill selection window, sets the current action to the selected skill and records the last used skill.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onSkillCancel() ⇒ void
处理技能选择窗口的取消事件,隐藏技能窗口并返回到角色指令窗口。
Handles the cancel event of the skill selection window, hides the skill window and returns to the actor command window.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onItemOk() ⇒ void
处理物品选择窗口的确定事件,设置当前行动为选定的物品并记录最后使用的物品。
Handles the ok event of the item selection window, sets the current action to the selected item and records the last used item.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onItemCancel() ⇒ void
处理物品选择窗口的取消事件,隐藏物品窗口并返回到角色指令窗口。
Handles the cancel event of the item selection window, hides the item window and returns to the actor command window.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.onSelectAction() ⇒ void
处理技能或物品选择完成后的行动处理,根据行动类型决定是否需要目标选择。
Handles action processing after skill or item selection is completed, determines whether target selection is needed based on action type.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value
Scene_Battle.endCommandSelection() ⇒ void
结束当前回合的指令选择模式,关闭所有指令窗口并取消状态窗口的选择状态。
Ends the current turn's command selection mode, closes all command windows and cancels the status window's selection state.
Kind: static method of Scene_Battle
Returns: void - 无返回值 - No return value