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【メモ】ツクール MZ のクラス/グローバル変数の相互関係表

Last updated at Posted at 2021-05-20

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]
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