コアスクリプトの継承関係とか親子関係とか
呼び出されてるグローバル変数とかがよくわからんので調べた。
使い方
コアスクリプトを読んでいて気になったクラスやグローバル変数の名前を検索する。
すると、どのクラスと繋がっているのかがわかる。
グローバル変数の参照・インスタンス生成
そのクラス内で呼ばれたグローバル変数・クラスのインスタンス生成を列挙
読み方
-
D:
: $data 系グローバル変数の使用 -
G:
: $game 系グローバル変数の使用 -
::
: その他のグローバル変数の使用 -
->
: クラスのインスタンスを作成
core
独立
[Main]
-> XMLHttpRequest
[Bitmap]
-> Blob
-> Image
-> PIXI.BaseTexture
-> XMLHttpRequest
[Graphics]
-> Error
-> Graphics.FPSCounter
-> PIXI.Application
[Input]
-> Error
[JsExtensions]
[JsonEx]
-> Error
[TouchInput]
-> Error
[Utils]
-> DataView
-> Error
-> Uint8Array
[Video]
-> Error
[WebAudio]
-> AudioContext
-> DataView
-> Uint8Array
-> VorbisDecoder
-> XMLHttpRequest
継承
[PIXI.Container]
[ScreenSprite]
-> PIXI.Graphics
[Stage]
[Tilemap]
-> Float32Array
-> PIXI.**
* PIXI.BaseRender, PIXI.Buffer, PIXI.Geometry
* PIXI.Program, PIXI.Shader
-> Point
-> Tilemap.Layer
-> Uint8Array
[Tilemap.Layer]
[Weather]
-> Bitmap
-> ScreenSprite
-> Sprite
[Window]
-> PIXI.Container, PIXI.filters.AlphaFilter
-> Point
-> Sprite
[WindowLayer]
-> PIXI.Graphics
[PIXI.Filter]
[ColorFilter]
-> Error
[PIXI.ObjectRenderer]
[Tilemap.Renderer]
[PIXI.Point]
[Point]
[PIXI.Rectangle]
[Rectangle]
[PIXI.Sprite]
[Sprite]
-> ColorFilter
-> Error
-> PIXI.BaseTexture, PIXI.Texture
[PIXI.TilingSprite]
[TilingSprite]
-> PIXI.BaseTexture, PIXI.Texture
-> Point
managers
すべて独立。
[AudioManager]
-> Error
-> WebAudio
[BattleManager]
D: $dataSystem
G: $game**
* $gameMessage, $gameParty, $gameScreen
* $gameSystem, $gameTroop
-> Error
-> Game_Action
[ColorManager]
-> Error
[ConfigManager]
-> Error
[DataManager]
D: $data**
* $dataAnimations, $dataArmors, $dataClasses
* $dataCommonEvents, $dataEnemies, $dataItems
* $dataMap, $dataMapInfos, $dataSkills
* $dataStates, $dataSystem, $dataTilesets
* $dataTroops, $dataWeapons
G: $game**
* $gameActors, $gameMap, $gameMessage
* $gameParty, $gamePlayer, $gameScreen
* $gameSelfSwitches, $gameSwitches, $gameSystem
* $gameTemp, $gameTimer, $gameTroop, $gameVariables
:: $testEvent
-> Error
-> Game_**
* Game_Actors, Game_Map, Game_Message, Game_Party
* Game_Player, Game_Screen, Game_SelfSwitches
* Game_Switches, Game_System, Game_Temp
* Game_Timer, Game_Troop, Game_Variables
-> XMLHttpRequest
[EffectManager]
-> Error
[FontManager]
-> Error
-> FontFace
[ImageManager]
-> Bitmap
-> Error
[PluginManager]
-> Error
[SceneManager]
-> Error
-> Scene_Battle, Scene_Gameover, Scene_Map, Scene_Title
[SoundManager]
D: $dataSystem
-> Error
[StorageManager]
D: $dataSystem
-> Error
-> Promise
[TextManager]
D: $dataSystem
-> Error
objects
独立
[Game_Action]
D: $dataItems, $dataSkills, $dataSystem
G: $game**
* $gameActors, $gameParty, $gameTemp
* $gameTroop, $gameVariables
-> Game_Item
[Game_ActionResult]
D: $dataStates
[Game_Actors]
D: $dataActors
-> Game_Actor
[Game_CommonEvent]
D: $dataCommonEvents
G: $gameSwitches
-> Game_Interpreter
[Game_Followers]
D: $dataSystem
G: $gameParty, $gamePlayer
-> Game_Follower
[Game_Interpreter]
D: $data**
* $dataActors, $dataArmors, $dataClasses
* $dataCommonEvents, $dataItems, $dataTilesets
* $dataTroops, $dataWeapons
G: $game**
* $gameActors, $gameMap, $gameMessage, $gameParty
* $gamePlayer, $gameScreen, $gameSelfSwitches
* $gameSwitches, $gameSystem, $gameTemp
* $gameTimer, $gameTroop, $gameVariables
-> Error
-> Game_Interpreter
-> Point
[Game_Item]
D: $dataArmors, $dataItems, $dataSkills, $dataWeapons
[Game_Map]
D: $dataCommonEvents, $dataMap, $dataTilesets
G: $gamePlayer, $gameSwitches, $gameSystem
:: $testEvent
-> Error
-> Game_**
* Game_CommonEvent, Game_Event
* Game_Interpreter, Game_Vehicle
[Game_Message]
[Game_Picture]
[Game_Screen]
G: $gameParty
-> Game_Picture
[Game_SelfSwitches]
G: $gameMap
[Game_Switches]
D: $dataSystem
G: $gameMap
[Game_System]
D: $dataSystem, $dataMap
[Game_Temp]
D: $dataAnimations, $dataCommonEvents
G: $gameParty
[Game_Timer]
[Game_Variables]
D: $dataSystem
G: $gameMap
継承
[Game_BattlerBase]
D: $dataSkills, $dataStates
G: $gameParty
[Game_Actor]
D: $data**
* $dataActors, $dataArmors, $dataClasses
* $dataSkills, $dataStates, $dataSystem
* $dataWeapons
G: $game**
* $gameMessage, $gameParty, $gamePlayer
* $gameScreen, $gameSystem, $gameTemp
* $gameTroop
-> Game_Action, Game_Item
[Game_Battler]
D: $dataStates, $dataSystem
G: $gameParty, $gameTroop
-> Game_Action, Game_ActionResult
[Game_Enemy]
D: $data**
* $dataArmors, $dataEnemies, $dataItems
* $dataSkills, $dataWeapons
G: $gameParty, $gameSwitches, $gameTroop
[Game_CharacterBase]
G: $gameMap
[Game_Character]
G: $gameMap, $gamePlayer, $gameSwitches
[Game_Event]
D: $dataItems, $dataMap
G: $game**
* $gameActors, $gameMap, $gameParty, $gamePlayer
* $gameSelfSwitches, $gameSwitches, $gameVariables
-> Game_Interpreter
[Game_Follower]
D: $dataSystem
G: $gameParty, $gamePlayer
[Game_Player]
D: $dataSystem, $dataTroops
G: $game**
* $gameMap, $gameMessage, $gameParty
* $gameSystem, $gameTemp
-> Game_Follower
[Game_Vehicle]
D: $dataSystem
G: $gameMap, $gamePlayer, $gameSystem
[Game_Unit]
[Game_Party]
D: $data**
* $dataActors, $dataArmors, $dataItems
* $dataSystem, $dataWeapons
G: $gameActors, $gameMap, $gamePlayer, $gameTemp
-> Game_Item
[Game_Troop]
D: $dataEnemies, $dataTroops
G: $game**
* $gameActors, $gameParty, $gameSwitches
* $gameSystem, $gameTroop
-> Game_Enemy
-> Game_Interpreter
scenes
[PIXI.Container]
[Stage]
[Scene_Base]
G: $gameParty, $gameSystem
-> WindowLayer
-> ColorFilter
[Scene_Boot]
D: $dataSystem
-> Error
[Scene_Gameover]
D: $dataSystem
-> Sprite
[Scene_MenuBase]
G: $gameParty
-> PIXI.filters.BlurFilter
-> Sprite
-> Sprite_Button
-> Window_Help
[Scene_Debug]
-> Window_**
* Window_Base, Window_DebugEdit
* Window_DebugRange
[Scene_Equip]
-> Window_**
* Window_EquipCommand, Window_EquipItem
* Window_EquipSlot, Window_EquipStatus
[Scene_File]
G: $gameSystem
-> Window_Help, Window_SavefileList
[Scene_Load]
D: $dataSystem
G: $gameMap, $gamePlayer, $gameSystem
[Scene_Save]
G: $gameSystem
[Scene_GameEnd]
-> Window_GameEnd
[Scene_ItemBase]
G: $gameParty, $gameTemp
-> Game_Action
-> Window_MenuActor
[Scene_Item]
G: $gameParty
-> Window_ItemCategory, Window_ItemList
[Scene_Skill]
-> Window_**
* Window_SkillList, Window_SkillStatus
* Window_SkillType
[Scene_Menu]
G: $gameParty
-> Window_**
* Window_Gold, Window_MenuCommand
* Window_MenuStatus
[Scene_Name]
G: $gameActors, $gameSystem
-> Window_NameEdit, Window_NameInput
[Scene_Options]
-> Window_Options
[Scene_Shop]
G: $gameParty
-> Window_**
* Window_Base, Window_Buy, Window_Gold
* Window_ItemCategory, Window_ShopCommand
* Window_ShopNumber, Window_ShopSell
* Window_Status
[Scene_Status]
-> Window_**
* Window_Help, Window_Status,
* Window_StatusEquip, Window_StatusParams
[Scene_Message]
-> Window_**
* Window_ChoiceList, Window_EventItem
* Window_Gold, Window_Message
* Window_NameBox, Window_NumberInput
* Window_ScrollText
[Scene_Battle]
G: $game**
* $gameMessage, $gameParty, $gameScreen
* $gameTimer, $gameTroop
-> Sprite_Button
-> Spriteset_Battle
-> Window_**
* Window_ActorCommand, Window_BattleActor
* Window_BattleEnemy, Window_BattleItem
* Window_BattleLog, Window_BattleSkill
* Window_BattleStatus, Window_Help
* Window_PartyCommand
[Scene_Map]
D: $dataMap
G: $game**
* $gameMap, $gameMessage, $gamePlayer
* $gameScreen, $gameSystem, $gameTemp
* $gameTimer
-> Sprite_Button
-> Spriteset_Map
-> Window_MapName
[Scene_Title]
D: $dataSystem
G: $gameSystem
-> Bitmap
-> Sprite
-> Window_TileCommand
sprites
[PIXI.Sprite]
[Sprite]
[Sprite_Animation]
-> Point
[Sprite_AnimationMV]
-> ScreenSprite
-> Sprite
[Sprite_Balloon]
[Sprite_Character]
G: $gameMap
-> Sprite
[Sprite_Clickable]
-> Point
-> Rectangle
[Sprite_Battler]
G: $gameTemp
-> Sprite_Damage
[Sprite_Actor]
-> Sprite
-> Sprite_StateOverlay, Sprite_Weapon
[Sprite_Enemy]
G: $gameSystem
-> Sprite_StateIcon
[Sprite_Button]
-> Error
-> Rectangle
[Sprite_Picture]
[Sprite_Damage]
G: $gameSystem
-> Bitmap
-> Sprite
[Sprite_Destination]
G: $gameMap, $gameTemp
-> Bitmap
[Sprite_Gauge]
G: $gameParty, $gameSystem
-> Bitmap
[Sprite_Name]
G: $gameSystem
-> Bitmap
[Sprite_StateIcon]
[Sprite_StateOverlay]
[Sprite_Timer]
G: $gameSystem, $gameTimer
-> Bitmap
[Sprite_Weapon]
[Spriteset_Base]
D: $dataAnimations
G: $gameScreen, $gameTemp
-> ColorFilter
-> Rectangle
-> ScreenSprite
-> Sprite_**
* Sprite_Animation, Sprite_AnimationMV
* Sprite_Picture, Sprite_Timer
[Spriteset_Battle]
G: $gameParty, $gameSystem, $gameTroop
-> PIXI.filters.BlurFilter
-> Sprite
-> Sprite_Actor, Sprite_Battleback, Sprite_Enemy
[Spriteset_Map]
G: $gameMap, $gamePlayer, $gameScreen, $gameTemp
-> Sprite
-> Sprite_**
* Sprite_Balloon, Sprite_Charactor
* Sprite_Destination
-> Tilemap
-> TilingSprite
-> Weather
[PIXI.TilingSprite]
[TilingSprite]
[Sprite_Battleback]
D: $dataSystem
G: $gameMap, $gamePlayer, $gameSystem
windows
[PIXI.Container]
[Window]
[Window_Base]
G: $game**
* $gameActors, $gameParty
* $gameSystem, $gameVariables
-> Bitmap
-> Error
-> Rectangle
-> Sprite
[Window_BattleLog]
D: $dataAnimations
G: $gameTemp
-> Error
-> Rectangle
[Window_Help]
[Window_MapName]
G: $gameMap
[Window_Message]
G: $gameMessage
[Window_NameBox]
G: $gameMessage
-> Rectangle
[Window_ScrollText]
G: $gameMessage
-> Rectangle
[Window_Scrollable]
-> Point
[Window_Selectable]
-> Point
-> Rectangle
[Window_BattleEnemy]
G: $gameTemp, $gameTroop
[Window_Command]
[Window_ActorCommand]
D: $dataSystem
[Window_ChoiceList]
G: $gameMessage
-> Rectangle
-> Sprite_Button
[Window_GameEnd]
[Window_HorzCommand]
[Window_EquipCommand]
[Window_ItemCategory]
D: $dataSystem
[Window_ShopCommand]
[Window_MenuCommand]
D: $dataSystem
G: $gameParty, $gameSystem
[Window_Options]
[Window_PartyCommand]
[Window_SkillType]
D: $dataSystem
[Window_TitleCommand]
[Window_DebugEdit]
D: $dataSystem
G: $gameSwitches, $gameVariables
[Window_DebugRange]
D: $dataSystem
[Window_Gold]
G: $gameParty
[Window_ItemList]
D: $dataSystem
G: $gameParty
[Window_BattleItem]
G: $gameParty
[Window_EquipItem]
[Window_EventItem]
D: $dataSystem
G: $gameMessage, $gameVariables
-> SpriteButton
[Window_ShopSell]
[Window_NameInput]
G: $gameSystem
-> Rectangle
[Window_NumberInput]
G: $gameMessage, $gameVariables
-> Bitmap
-> Rectangle
[Window_SavefileList]
[Window_ShopBuy]
D: $dataArmors, $dataItems, $dataWeapons
G: $gameParty
[Window_ShopNumber]
-> Rectangle
-> SpriteButton
[Window_SkillList]
[Window_BattleSkill]
[Window_StatusBase]
D: $dataSystem
G: $gameParty
-> Sprite_**
* Sprite_Gauge, Sprite_Name
* Sprite_StateIcon
[Window_BattleStatus]
D: $dataSystem
G: $gameParty, $gameTemp
[Window_BattleActor]
G: $gameParty, $gameTemp
[Window_EquipSlot]
[Window_EquipStatus]
[Window_MenuStatus]
G: $gameParty
[Window_MenuActor]
G: $gameParty
-> Game_Action
[Window_NameEdit]
G: $gameSystem
-> Rectangle
[Window_ShopStatus]
G: $gameParty
[Window_SkillStatus]
[Window_Status]
[Window_StatusEquip]
[Window_StatusParams]
インスタンス生成に関連付けられた要素
クラス内で生成されたインスタンスがどのプロパティに保存されているか
scenes
[PIXI.Container -> Stage]
[Scene_Base]
_colorFilter = new ColorFilter()
addChild
_windowLayer = new WindowLayer()
[Scene_Boot]
[Scene_Gameover]
addChild
_backSprite = new Sprite()
[Scene_MenuBase]
_backgroundFilter = new PIXI.filters.BlurFilter()
addChild
_backgroundSprite = new Sprite()
addWindow
_helpWindow = new Window_Help(helpWindowRect())
_cancelButton = new Sprite_Button("cancel")
_pageupButton = new Sprite_Button("pageup")
_pagedownButton = new Sprite_Button("pagedown")
[Scene_Debug]
addWindow
_rangeWindow = new Window_DebugRange(rangeWindowRect())
_editWindow = new Window_DebugEdit(editWindowRect())
_debugHelpWindow = new Window_Base(debugHelpWindowRect())
[Scene_Equip]
addWindow
_statusWindow = new Window_EquipStatus(statusWindowRect())
_commandWindow = new Window_EquipCommand(commandWindowRect())
_slotWindow = new Window_EquipSlot(slotWindowRect())
_itemWindow = new Window_EquipItem(itemWindowRect())
[Scene_File]
addWindow
_helpWindow = new Window_Help(helpWindowRect())
_listWindow = new Window_SavefileList(listWindowRect())
[Scene_Load]
[Scene_Save]
[Scene_GameEnd]
addWindow
_commandWindow = new Window_GameEnd(commandWindowRect())
[Scene_ItemBase]
addWindow
_actorWindow = new Window_MenuActor(actorWindowRect())
[Scene_Item]
addWindow
_categoryWindow = new Window_ItemCategory(categoryWindowRect())
_itemWindow = new Window_ItemList(itemWindowRect())
[Scene_Skill]
addWindow
_skillTypeWindow = new Window_SkillType(skillTypeWindowRect())
_statusWindow = new Window_SkillStatus(statusWindowRect())
_itemWindow = new Window_SkillList(itemWindowRect())
[Scene_Menu]
addWindow
_commandWindow = new Window_MenuCommand(commandWindowRect())
_goldWindow = new Window_Gold(goldWindowRect())
_statusWindow = new Window_MenuStatus(statusWindowRect())
[Scene_Name]
addWindow
_editWindow = new Window_NameEdit(editWindowRect())
_inputWindow = new Window_NameInput(inputWindowRect())
[Scene_Options]
addWindow
_optionsWindow = new Window_Options(optionsWindowRect())
[Scene_Shop]
addWindow
_goldWindow = new Window_Gold(goldWindowRect())
_commandWindow = new Window_ShopCommand(commandWindowRect())
_dummyWindow = new Window_Base(dummyWindowRect())
_numberWindow = new Window_ShopNumber(numberWindowRect())
_statusWindow = new Window_ShopStatus(statusWindowRect())
_buyWindow = new Window_ShopBuy(buyWindowRect())
_categoryWindow = new Window_ItemCategory(categoryWindowRect())
_sellWindow = new Window_ShopSell(sellWindowRect())
[Scene_Status]
addWindow
_profileWindow = new Window_Help(profileWindowRect())
_statusWindow = new Window_Status(statusWindowRect())
_statusParamsWindow = new Window_StatusParams(statusParamsWindowRect())
_statusEquipWindow = new Window_StatusEquip(statusEquipWindowRect())
[Scene_Message]
addWindow
_messageWindow = new Window_Message(messageWindowRect())
_scrollTextWindow = new Window_ScrollText(scrollTextWindowRect())
_goldWindow = new Window_Gold(goldWindowRect())
_nameBoxWindow = new Window_NameBox()
_choiceListWindow = new Window_ChoiceList()
_numberInputWindow = new Window_NumberInput()
_eventItemWindow = new Window_EventItem(eventItemWindowRect())
[Scene_Battle]
addChild
_spriteset = new Spriteset_Battle()
addWindow
_logWindow = new Window_BattleLog(logWindowRect())
_statusWindow = new Window_BattleStatus(statusWindowRect())
_partyCommandWindow = new Window_PartyCommand(partyCommandWindowRect())
_actorCommandWindow = new Window_ActorCommand(actorCommandWindowRect())
_helpWindow = new Window_Help(helpWindowRect())
_skillWindow = new Window_BattleSkill(skillWindowRect())
_itemWindow = new Window_BattleItem(itemWindowRect())
_actorWindow = new Window_BattleActor(actorWindowRect())
_enemyWindow = new Window_BattleEnemy(enemyWindowRect())
_cancelButton = new Sprite_Button("cancel")
[Scene_Map]
addChild
_spriteset = new Spriteset_Map()
addWindow
_mapNameWindow = new Window_MapName(mapNameWindowRect())
_menuButton = new Sprite_Button("menu")
[Scene_Title]
windows
[PIXI.Container -> Window]
addChild
_downArrowSprite = new Sprite()
_upArrowSprite = new Sprite()
_pauseSignSprite = new Sprite()
_container = new PIXI.Container()
addChild
_backSprite = new Sprite()
addChild
(anonymous) = new TilingSprite()
_frameSprite = new Sprite()
addChild
(anonymous) = new Sprite()
_clientArea = new Sprite()
addChild
_contentsBackSprite = new Sprite()
_cursorSprite = new Sprite()
_contentsSprite = new Sprite()
[Window_Base]
contents = new Bitmap(contentsWidth(), contentsHeight())
contentsBack = new Bitmap(contentsWidth(), contentsHeight())
addChildToBack
_dimmerSprite = new Sprite()
bitmap = new Bitmap(0, 0)
[Window_BattleLog]
[Window_Help]
[Window_MapName]
[Window_Message]
[Window_NameBox]
[Window_ScrollText]
[Window_Scrollable]
[Window_Selectable]
[Window_BattleEnemy]
[Window_Command]
[Window_ActorCommand]
[Window_ChoiceList]
addChild
_cancelButton = new Sprite_Button("cancel")
[Window_GameEnd]
[Window_HorzCommand]
[Window_EquipCommand]
[Window_ItemCategory]
[Window_ShopCommand]
[Window_MenuCommand]
[Window_Options]
[Window_PartyCommand]
[Window_SkillType]
[Window_TitleCommand]
[Window_DebugEdit]
[Window_DebugRange]
[Window_Gold]
[Window_ItemList]
[Window_BattleItem]
[Window_EquipItem]
[Window_EventItem]
addChild
_cancelButton = new Sprite_Button("cancel")
[Window_ShopSell]
[Window_NameInput]
[Window_NumberInput]
buttons.push / addInnerChild
_buttons[0] = new Sprite_Button("down")
_buttons[1] = new Sprite_Button("up")
_buttons[2] = new Sprite_Button("ok")
[Window_SavefileList]
[Window_ShopBuy]
[Window_ShopNumber]
_buttons.push / addInnerChild
_buttons[0] = new Sprite_Button("down2")
_buttons[1] = new Sprite_Button("down")
_buttons[2] = new Sprite_Button("up")
_buttons[3] = new Sprite_Button("up2")
_buttons[4] = new Sprite_Button("ok")
[Window_SkillList]
[Window_BattleSkill]
[Window_StatusBase]
addInnerChild
_additionalSprites[key] = new (Sprite_Name | Sprite_StateIcon | Sprite_Gauge)()
[Window_BattleStatus]
[Window_BattleActor]
[Window_EquipSlot]
[Window_EquipStatus]
[Window_MenuStatus]
[Window_MenuActor]
[Window_NameEdit]
[Window_ShopStatus]
[Window_SkillStatus]
[Window_Status]
[Window_StatusEquip]
[Window_StatusParams]
sprites
[PIXI.Sprite -> Sprite]
texture.frame = new Rectangle()
_colorFilter = new ColorFilter()
(static)
_emptyBaseTexture = new PIXI.BaseTexture()
_frame = new Rectangle()
PIXI.Sprite.call(this, _)
(anonymous) = new PIXI.Texture(_emptyBaseTexture, _frame)
[Sprite_Animation]
[Sprite_AnimationMV]
addChild
_cellSprites.push(new Sprite())
_screenFlashSprite = new ScreenSprite()
[Sprite_Balloon]
[Sprite_Character]
addChild
_upperBody = new Sprite()
_lowerBody = new Sprite()
[Sprite_Clickable]
[Sprite_Battler]
_damages.push / parent.addChild
(anonymous) = new Sprite_Damage()
[Sprite_Actor]
addChild
_mainSprite = new Sprite()
_shadowSprite = new Sprite()
_weaponSprite = new Sprite_Weapon()
_stateSprite = new Sprite_StateOverlay()
[Sprite_Enemy]
addChild
_stateIconSprite = new Sprite_StateIcon
[Sprite_Button]
_coldFrame = new Rectangle(...)
_hotFrame = new Rectangle(...)
[Sprite_Picture]
[Sprite_Damage]
(anonymous) = new Bitmap(...)
addChild
(anonymous) = new Sprite()
[Sprite_Destination]
bitmap = new Bitmap($gameMap.tileWidth(), $gameMap.tileHeight())
[Sprite_Gauge]
bitmap = new Bitmap(bitmapWidth(), bitmapHeight())
[Sprite_Name]
bitmap = new Bitmap(bitmapWidth(), bitmapHeight())
[Sprite_StateIcon]
[Sprite_StateOverlay]
[Sprite_Timer]
bitmap = new Bitmap(96, 48)
[Sprite_Weapon]
[Spriteset_Base]
_baseColorFilter = new ColorFilter()
addChild
_pictureContainer = new Sprite()
_timerSprite = new Sprite_Timer()
_baseSprite = new Sprite()
addChild
_blackScreen = new ScreenSprite()
filters.push
_overallColorFilter = new ColorFilter()
_effectsContainer.addChild
(anonymous) = new (Sprite_AnimationMV | Sprite_Animation)()
_animationSprites.push
(anonymous) = new (Sprite_AnimationMV | Sprite_Animation)()
[Spriteset_Battle]
_backgroundFilter = new PIXI.filters.BlurFilter()
_baseSprite.addChild
_backgroundSprite = new Sprite()
_back1Sprite = new Sprite_Battleback(0)
_back2Sprite = new Sprite_Battleback(1)
_battleField = new Sprite()
_battleField.addChild
(anonymous) = new Sprite_Enemy($gameTroop.members()[?])
_actorSprites.push / _battleField.addChild
(anonymous) = new Sprite_Actor()
[Spriteset_Map]
addChild
_weather = new Weather()
_baseSprite.addChild
_parallax = new TilingSprite()
(anonymous) = new Tilemap()
_characterSprites.push
(anonymous) = new Sprite_Character($gameMap.events() | $gameMap.vehicles() | $gamePlayer.followers().reverseData() | $gamePlayer)
_tilemap.addChild
_shadowSprite = new Sprite()
_destinationSprite = new Sprite_Destination()
_effectsContainer.addChild / _balloonSprites.push
(anonymous) = new Sprite_Balloon()
[PIXI.TilingSprite -> TilingSprite]
[Sprite_Battleback]
関数の再定義
****.prototype****.call(...)
のように関数を継承・改変しているクラス一覧
scenes
- initialize (6)
- create (4)
- start (4)
- terminate (4)
- stop (3)
- update (2)
- createBackground
- onActorChange
- onSavefileOk
- useItem
[PIXI.Container -> Stage]
initialize
-> Scene_Base
[Scene_Base]
create
-> Scene_Boot
-> Scene_Gameover
-> Scene_MenuBase
-> Scene_Title
initialize
-> Scene_Boot
-> Scene_Gameover
-> Scene_MenuBase
-> Scene_Message
-> Scene_Title
start
-> Scene_Boot
-> Scene_Gameover
-> Scene_Title
stop
-> Scene_Gameover
terminate
-> Scene_Gameover
-> Scene_Title
update
-> Scene_MenuBase
[Scene_Boot]
[Scene_Gameover]
[Scene_MenuBase]
create
-> Scene_Debug
-> Scene_Equip
-> Scene_File
-> Scene_GameEnd
-> Scene_ItemBase
-> Scene_Menu
-> Scene_Name
-> Scene_Options
-> Scene_Shop
-> Scene_Status
createBackground
-> Scene_GameEnd
initialize
-> Scene_Debug
-> Scene_Equip
-> Scene_File
-> Scene_GameEnd
-> Scene_ItemBase
-> Scene_Menu
-> Scene_Name
-> Scene_Options
-> Scene_Shop
-> Scene_Status
onActorChange
-> Scene_Equip
-> Scene_Skill
-> Scene_Status
start
-> Scene_File
-> Scene_Menu
-> Scene_Name
-> Scene_Status
stop
-> Scene_GameEnd
terminate
-> Scene_Options
[Scene_Debug]
[Scene_Equip]
[Scene_File]
initialize
-> Scene_Load
-> Scene_Save
onSavefileOk
-> Scene_Load
-> Scene_Save
terminate
-> Scene_Load
[Scene_Load]
[Scene_Save]
[Scene_GameEnd]
[Scene_ItemBase]
create
-> Scene_Item
-> Scene_Skill
initialize
-> Scene_Item
-> Scene_Skill
start
-> Scene_Skill
useItem
-> Scene_Item
-> Scene_Skill
[Scene_Item]
[Scene_Skill]
[Scene_Menu]
[Scene_Name]
[Scene_Options]
[Scene_Shop]
[Scene_Status]
[Scene_Message]
create
-> Scene_Battle
-> Scene_Map
initialize
-> Scene_Battle
-> Scene_Map
start
-> Scene_Battle
-> Scene_Map
stop
-> Scene_Battle
-> Scene_Map
terminate
-> Scene_Battle
-> Scene_Map
update
-> Scene_Map
[Scene_Battle]
[Scene_Map]
[Scene_Title]
windows
- initialize (11)
- update (6)
- hide (2)
- processTouch (2)
- refresh (2)
- select (2)
- updateHelp (2)
- activate
- deactivate
- itemHeight
- itemRect
- processCancel
- processControlCharacter
- processOk
[Array]
slice
-> Window_BattleLog
[PIXI.Container -> Window]
initialize
-> Window_Base
update
-> Window_Base
[Window_Base]
initialize
-> Window_BattleLog
-> Window_Help
-> Window_MapName
-> Window_Message
-> Window_NameBox
-> Window_Scrollable
-> Window_ScrollText
processControlCharacter
-> Window_Message
update
-> Window_MapName
-> Window_Scrollable
-> Window_ScrollText
[Window_BattleLog]
[Window_Help]
[Window_MapName]
[Window_Message]
[Window_NameBox]
[Window_ScrollText]
[Window_Scrollable]
activate
-> Window_Selectable
deactivate
-> Window_Selectable
initialize
-> Window_Selectable
itemHeight
-> Window_Selectable
[Window_Selectable]
hide
-> Window_BattleEnemy
initialize
-> Window_Command
-> Window_DebugEdit
-> Window_Gold
-> Window_ItemList
-> Window_NameInput
-> Window_NumberInput
-> Window_SavefileList
-> Window_ShopBuy
-> Window_ShopNumber
-> Window_SkillList
-> Window_StatusBase
itemRect
-> Window_NumberInput
processCancel
-> Window_DebugRange
processTouch
-> Window_BattleEnemy
refresh
-> Window_ShopNumber
select
-> Window_BattleEnemy
update
-> Window_ChoiceList
-> Window_DebugEdit
-> Window_DebugRange
-> Window_EventItem
-> Window_NumberInput
-> Window_ShopNumber
[Window_BattleEnemy]
[Window_Command]
initialize
-> Window_ActorCommand
-> Window_ChoiceList
-> Window_GameEnd
-> Window_HorzCommand
-> Window_MenuCommand
-> Window_Options
-> Window_PartyCommand
-> Window_SkillType
-> Window_TitleCommand
update
-> Window_SkillType
[Window_ActorCommand]
[Window_ChoiceList]
[Window_GameEnd]
[Window_HorzCommand]
initialize
-> Window_EquipCommand
-> Window_ItemCategory
-> Window_ShopCommand
update
-> Window_ItemCategory
[Window_EquipCommand]
[Window_ItemCategory]
[Window_ShopCommand]
[Window_MenuCommand]
[Window_Options]
[Window_PartyCommand]
[Window_SkillType]
[Window_TitleCommand]
[Window_DebugEdit]
[Window_DebugRange]
[Window_Gold]
[Window_ItemList]
initialize
-> Window_BattleItem
-> Window_EquipItem
-> Window_EventItem
-> Window_ShopSell
updateHelp
-> Window_EquipItem
[Window_BattleItem]
[Window_EquipItem]
[Window_EventItem]
[Window_ShopSell]
[Window_NameInput]
[Window_NumberInput]
[Window_SavefileList]
[Window_ShopBuy]
[Window_ShopNumber]
[Window_SkillList]
initialize
-> Window_BattleSkill
[Window_BattleSkill]
[Window_StatusBase]
initialize
-> Window_BattleStatus
-> Window_EquipSlot
-> Window_EquipStatus
-> Window_MenuStatus
-> Window_NameEdit
-> Window_ShopStatus
-> Window_SkillStatus
-> Window_Status
-> Window_StatusEquip
-> Window_StatusParams
processOk
-> Window_MenuStatus
refresh
-> Window_SkillStatus
-> Window_Status
update
-> Window_BattleStatus
-> Window_EquipSlot
-> Window_ShopStatus
updateHelp
-> Window_EquipSlot
[Window_BattleStatus]
hide
-> Window_BattleActor
initialize
-> Window_BattleActor
processTouch
-> Window_BattleActor
select
-> Window_BattleActor
[Window_BattleActor]
[Window_EquipSlot]
[Window_EquipStatus]
[Window_MenuStatus]
initialize
-> Window_MenuActor
[Window_MenuActor]
[Window_NameEdit]
[Window_ShopStatus]
[Window_SkillStatus]
[Window_Status]
[Window_StatusEquip]
[Window_StatusParams]
sprites
- initialize (5)
- update (4)
- updateVisibility (2)
- createLowerLayer
- damageOffsetX
- damageOffsetY
- destroy
- initMembers
- loadSystemImages
- onMoveEnd
- setBattler
- setHue
- updateBitmap
- updateFrame
- updateMain
- updatePosition
[PIXI.Sprite -> Sprite]
destroy
-> Sprite_Animation
initialize
-> Sprite_Animation
-> Sprite_AnimationMV
-> Sprite_Balloon
-> Sprite_Character
-> Sprite_Clickable
-> Sprite_Damage
-> Sprite_Destination
-> Sprite_Gauge
-> Sprite_Name
-> Sprite_StateIcon
-> Sprite_StateOverlay
-> Sprite_Timer
-> Sprite_Weapon
-> Spriteset_Base
update
-> Sprite_Animation
-> Sprite_AnimationMV
-> Sprite_Balloon
-> Sprite_Character
-> Sprite_Clickable
-> Sprite_Damage
-> Sprite_Destination
-> Sprite_Gauge
-> Sprite_Name
-> Sprite_StateIcon
-> Sprite_StateOverlay
-> Sprite_Timer
-> Sprite_Weapon
-> Spriteset_Base
updateVisibility
-> Sprite_Character
[Sprite_Animation]
[Sprite_AnimationMV]
[Sprite_Balloon]
[Sprite_Character]
[Sprite_Clickable]
initialize
-> Sprite_Battler
-> Sprite_Button
-> Sprite_Picture
update
-> Sprite_Battler
-> Sprite_Button
-> Sprite_Picture
updateVisibility
-> Sprite_Battler
[Sprite_Battler]
damageOffsetX
-> Sprite_Actor
-> Sprite_Enemy
damageOffsetY
-> Sprite_Actor
-> Sprite_Enemy
initialize
-> Sprite_Actor
-> Sprite_Enemy
initMembers
-> Sprite_Actor
-> Sprite_Enemy
onMoveEnd
-> Sprite_Actor
setBattler
-> Sprite_Actor
-> Sprite_Enemy
setHue
-> Sprite_Enemy
update
-> Sprite_Actor
-> Sprite_Enemy
updateBitmap
-> Sprite_Actor
-> Sprite_Enemy
updateFrame
-> Sprite_Actor
-> Sprite_Enemy
updateMain
-> Sprite_Actor
updatePosition
-> Sprite_Enemy
[Sprite_Actor]
[Sprite_Enemy]
[Sprite_Button]
[Sprite_Picture]
[Sprite_Damage]
[Sprite_Destination]
[Sprite_Gauge]
[Sprite_Name]
[Sprite_StateIcon]
[Sprite_StateOverlay]
[Sprite_Timer]
[Sprite_Weapon]
[Spriteset_Base]
createLowerLayer
-> Spriteset_Battle
-> Spriteset_Map
initialize
-> Spriteset_Battle
-> Spriteset_Map
loadSystemImages
-> Spriteset_Battle
-> Spriteset_Map
update
-> Spriteset_Battle
-> Spriteset_Map
[Spriteset_Battle]
[Spriteset_Map]
[PIXI.TilingSprite -> TilingSprite]
initialize
-> Sprite_Battleback
[Sprite_Battleback]