import { Direction, EventID, MapID, VehicleType } from "../data" import { Game_CommonEvent } from "./Game_CommonEvent" import { Game_Event } from "./Game_Event" import { Game_Interpreter } from "./Game_Interpreter" import { Game_Vehicle } from "./Game_Vehicle" /** * Game_Map * * The game object class for a map. It contains scrolling and passage // determination functions. */ export declare class Game_Map { _interpreter: Game_Interpreter _mapId: number _tilesetId: number _events: Game_Event[] _commonEvents: Game_CommonEvent[] _tileEvents: Game_Event[] _vehicles: Game_Vehicle[] _displayX: number _displayY: number _nameDisplay: boolean _scrollDirection: Direction _scrollRest: number _scrollSpeed: number _parallaxName: string _parallaxZero: boolean _parallaxLoopX: boolean _parallaxLoopY: boolean _parallaxSx: number _parallaxSy: number _parallaxX: number _parallaxY: number _battleback1Name: string | null _battleback2Name: string | null _needsRefresh: boolean constructor() setup(mapId: MapID): void isEventRunning(): boolean tileWidth(): number tileHeight(): number bushDepth(): number mapId(): number tilesetId(): number displayX(): number displayY(): number parallaxName(): string battleback1Name(): string | null battleback2Name(): string | null requestRefresh(): void isNameDisplayEnabled(): boolean disableNameDisplay(): void enableNameDisplay(): void createVehicles(): void refereshVehicles(): void vehicles(): Game_Vehicle[] vehicle(type: number | VehicleType): Game_Vehicle | null boat(): Game_Vehicle ship(): Game_Vehicle airship(): Game_Vehicle setupEvents(): void events(): Game_Event[] event(eventId: EventID): Game_Event eraseEvent(eventId: EventID): void autorunCommonEvents(): import("../data").DataCommonEvent[] parallelCommonEvents(): import("../data").DataCommonEvent[] setupScroll(): void setupParallax(): void setupBattleback(): void setDisplayPos(x: number, y: number): void parallaxOx(): number parallaxOy(): number tileset(): import("../data").DataTileset tilesetFlags(): number[] displayName(): string width(): number height(): number data(): number[] isLoopHorizontal(): boolean isLoopVertical(): boolean isDashDisabled(): boolean encounterList(): import("../data").DataEncounter[] encounterStep(): number isOverworld(): boolean screenTileX(): number screenTileY(): number adjustX(x: number): number adjustY(y: number): number roundX(x: number): number roundY(y: number): number xWithDirection(x: number, d: Direction): number yWithDirection(y: number, d: Direction): number roundXWithDirection(x: number, d: Direction): number roundYWithDirection(y: number, d: Direction): number deltaX(x1: number, x2: number): number deltaY(y1: number, y2: number): number distance(x1: number, y1: number, x2: number, y2: number): number canvasToMapX(x: number): number canvasToMapY(y: number): number autoplay(): void refreshIfNeeded(): void refresh(): void refreshTileEvents(): void eventsXy(x: number, y: number): Game_Event[] eventsXyNt(x: number, y: number): Game_Event[] tileEventsXy(x: number, y: number): Game_Event[] eventIdXy(x: number, y: number): number scrollDown(distance: number): void scrollLeft(distance: number): void scrollRight(distance: number): void scrollUp(distance: number): void isValid(x: number, y: number): boolean checkPassage(x: number, y: number, bit: number): boolean tileId(x: number, y: number, z: number): number layeredTiles(x: number, y: number): number[] allTiles(x: number, y: number): number[] autotileType(x: number, y: number, z: number): number isPassable(x: number, y: number, d: Direction): boolean isBoatPassable(x: number, y: number): boolean isShipPassable(x: number, y: number): boolean isAirshipLandOk(x: number, y: number): boolean checkLayeredTilesFlags(x: number, y: number, bit: number): boolean isLadder(x: number, y: number): boolean isBush(x: number, y: number): boolean isCounter(x: number, y: number): boolean isDamageFloor(x: number, y: number): boolean terrainTag(x: number, y: number): number regionId(x: number, y: number): number startScroll(direction: Direction, distance: number, speed: number): void isScrolling(): boolean update(sceneActive: boolean): void updateScroll(): void scrollDistance(): number doScroll(direction: Direction, distance: number): void updateEvents(): void updateVehicles(): void updateParallax(): void changeTileset(tilesetId: number): void changeBattleback(battleback1Name: string | null, battleback2Name: string | null): void changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void updateInterpreter(): void unlockEvent(eventId: EventID): void setupStartingEvent(): boolean setupTestEvent(): boolean setupStartingMapEvent(): boolean setupAutorunCommonEvent(): boolean isAnyEventStarting(): boolean }