Class: Yuki::Message
- Inherits:
-
Window
- Object
- LiteRGSS::Disposable
- LiteRGSS::Drawable
- LiteRGSS::Window
- Window
- Yuki::Message
- Defined in:
- scripts/01100 Yuki/02200 Yuki_Message.rb,
scripts/01100 Yuki/02201 Yuki__Message update.rb,
scripts/01100 Yuki/02204 Yuki__Message speaker.rb,
scripts/01100 Yuki/02202 Yuki__Message text_draw.rb,
scripts/01100 Yuki/02203 Yuki__Message sub_window.rb
Overview
Class that helps to show message on screen
To make the message management easily this class will expose its main object through Yuki::Mesage.current with an optional argument to select the current parent
List of functionalities of this class
-
Showing the one who is speaking (name & faceset)
-
Showing emotion of the one who is speaking
-
Choosing the number of lines
-
Choosing the skin of the various elements
-
Choosing the position of the window & the various elements (speaker etc…)
-
Choosing the speed of the text display
Direct Known Subclasses
Constant Summary collapse
- PauseSkin =
Name of the pause skin in Graphics/Windowskins/
'Pause2'
- NAME_SKIN =
Windowskin for the name window
'message'
- S_sl =
Anti-slash character
"\\"
- S_000 =
Protected Anti-Slash (special_command processing)
"\000"
- S_001 =
Color change char
"\001"
- S_002 =
Wait char
"\x02"
- S_n =
New Line char (add line_height to y)
"\n"
- @@instances =
List of message instance (to allow the access to the current message)
{}
Instance Attribute Summary collapse
-
#auto_skip ⇒ Boolean
If the message doesn't wait the player to hit A to terminate.
-
#drawing_message ⇒ Boolean
If the message is still drawing (block some processes in #update).
-
#input_number_window ⇒ GamePlay::InputNumber
Variable that holds the GamePlay::InputNumber object.
-
#last_text ⇒ String?
readonly
The last text the window showed (used in battle to prevent redisplay of pokemon name).
-
#line_number_overwrite ⇒ Integer?
Overwrite the number of line for the current message.
-
#nameskin_overwrite ⇒ String?
Change the windowskin of the name.
-
#position_overwrite ⇒ Symbol, ...
Overwrite the message position for the current message.
-
#stay_visible ⇒ Boolean
If the window message doesn't fade out.
-
#width_overwrite ⇒ Integer?
Overwrite the width of the window.
-
#windowskin_overwrite ⇒ String?
Change the windowskin of the window.
Attributes inherited from LiteRGSS::Window
#__index__, #active, #back_opacity, #contents_opacity, #cursor_rect, #cursorskin, #height, #opacity, #ox, #oy, #pause, #pause_x, #pause_y, #pauseskin, #stretch, #viewport, #visible, #width, #window_builder, #windowskin, #x, #y, #z
Class Method Summary collapse
-
.current(parent = $scene) ⇒ Message?
Return the actual instance of message.
Instance Method Summary collapse
-
#current_layout ⇒ ScriptLoader::PSDKConfig::LayoutConfig::Message
Retrieve the current layout configuration.
-
#dispose(with_viewport: false)
Dispose the window.
-
#initialize(viewport, parent = $scene) ⇒ Message
constructor
Create a new Message handler.
-
#terminate_message
Terminate the message display.
-
#update
Update the message processing.
-
#z=(value)
Change the Z coordinate of the Window.
Methods inherited from Window
#simple_mouse_in?, #translate_mouse_coords
Methods inherited from LiteRGSS::Window
#lock, #locked?, new, #set_origin, #set_position, #set_size, #unlock
Methods inherited from LiteRGSS::Disposable
Constructor Details
#initialize(viewport, parent = $scene) ⇒ Message
Create a new Message handler
Instance Attribute Details
#auto_skip ⇒ Boolean
Returns If the message doesn't wait the player to hit A to terminate.
#drawing_message ⇒ Boolean
Returns If the message is still drawing (block some processes in #update).
#input_number_window ⇒ GamePlay::InputNumber
Returns Variable that holds the GamePlay::InputNumber object.
#last_text ⇒ String? (readonly)
Returns the last text the window showed (used in battle to prevent redisplay of pokemon name).
#line_number_overwrite ⇒ Integer?
Returns Overwrite the number of line for the current message.
#nameskin_overwrite ⇒ String?
Returns Change the windowskin of the name.
#position_overwrite ⇒ Symbol, ...
Values can be : :top, :middle, :bottom, :left, :right, [x, y]
Returns Overwrite the message position for the current message.
#stay_visible ⇒ Boolean
Returns If the window message doesn't fade out.
#width_overwrite ⇒ Integer?
Returns Overwrite the width of the window.
#windowskin_overwrite ⇒ String?
Returns Change the windowskin of the window.
Class Method Details
.current(parent = $scene) ⇒ Message?
Return the actual instance of message
Instance Method Details
#current_layout ⇒ ScriptLoader::PSDKConfig::LayoutConfig::Message
Retrieve the current layout configuration
#dispose(with_viewport: false)
Dispose the window
#terminate_message
Terminate the message display
#update
Update the message processing
#z=(value)
Change the Z coordinate of the Window