new RuntimeTroop(troopId,, xOffset,, yOffset,) → {MATTIE.troopAPI.RuntimeTroop}
a class that handles adding troops to the current combat at runtime
Parameters:
Name | Type | Description |
---|---|---|
troopId, |
int | the id of the troop this class represents |
xOffset, |
int | screen x offset for entire troop |
yOffset, |
int | screen y offset for entire troop |
Returns:
MATTIE.troopAPI.RuntimeTroopMembers
-
_sprites
-
an array of the sprites of the enemies in this troop
-
localSwitches
-
any local switches that exist
-
localVars
-
any local vars that are set
-
spriteSet :Spriteset_Battle
-
the current battle spriteset
Methods
-
addSpritesToCurrentBattleSet()
-
add the sprites of this troop to the current battle sprite sheet
-
despawn() → {MATTIE.troopAPI.RuntimeTroop}
-
remove the troop from the active battle if it is present
-
initialize(troopId,, xOffset,, yOffset,) → {MATTIE.troopAPI.RuntimeTroop}
-
the initialize method for a runtime troop. This sets up all values we might need.
Parameters:
Name Type Description troopId,
int the id of the troop this class represents
xOffset,
int screen x offset for entire troop
yOffset,
int screen y offset for entire troop
Returns:
MATTIE.troopAPI.RuntimeTroop -
removeSpritesFromCurrentBattleSet(troop)
-
remove all sprites associated with the troop from the current battle
Parameters:
Name Type Description troop
MATTIE.troopAPI.RuntimeTroop -
setupTroopId()
-
generate internal troop id for sorting
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spawn() → {MATTIE.troopAPI.RuntimeTroop}
-
spawn the event into the actual game. Until this is called the event is meaningless
Returns:
MATTIE.troopAPI.RuntimeTroop -returns itself so that you can initialize and spawn in one line if you would like.
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sprites() → {Array.<Sprite_Enemy>}
-
get all sprites associated with this troop
Returns:
Array.<Sprite_Enemy> -a list of the enemy sprites