import { DataEncounter, Direction, MapID, VehicleType } from "../data" import { Game_Character } from "./Game_Character" import { Game_Followers } from "./Game_Followers" /** * Game_Player * * The game object class for the player. It contains event starting // determinants and map scrolling functions. */ export declare class Game_Player extends Game_Character { constructor() _vehicleType: VehicleType _vehicleGettingOn: boolean _vehicleGettingOff: boolean _dashing: boolean _needsMapReload: boolean _transferring: boolean _newMapId: number _newX: number _newY: number _newDirection?: Direction _fadeType?: number | undefined _followers: Game_Followers _encounterCount: number initMembers(): void clearTransferInfo(): void followers(): Game_Followers refresh(): void isStopping(): boolean reserveTransfer(mapId: MapID, x: number, y: number, d?: Direction, fadeType?: number): void setupForNewGame(): void requestMapReload(): void isTransferring(): boolean newMapId(): number fadeType(): number | undefined performTransfer(): void isMapPassable(x: number, y: number, d: Direction): boolean vehicle(): import("./Game_Vehicle").Game_Vehicle isInBoat(): boolean isInShip(): boolean isInAirship(): boolean isInVehicle(): boolean isNormal(): boolean isDashing(): boolean isDebugThrough(): boolean isCollided(x: number, y: number): boolean centerX(): number centerY(): number center(x: number, y: number): void locate(x: number, y: number): void increaseSteps(): void makeEncounterCount(): void makeEncounterTroopId(): number meetsEncounterConditions(encounter: DataEncounter): boolean executeEncounter(): boolean startMapEvent(x: number, y: number, triggers: number[], normal: boolean): void moveByInput(): void canMove(): boolean getInputDirection(): Direction executeMove(direction: Direction): void update(sceneActive?: boolean): void updateDashing(): void isDashButtonPressed(): boolean updateScroll(lastScrolledX: number, lastScrolledY: number): void updateVehicle(): void updateVehicleGetOn(): void updateVehicleGetOff(): void updateNonmoving(wasMoving: boolean, sceneActive?: boolean): void triggerAction(): boolean triggerButtonAction(): boolean triggerTouchAction(): boolean triggerTouchActionD1(x1: number, y1: number): boolean triggerTouchActionD2(x2: number, y2: number): boolean triggerTouchActionD3(x2: number, y2: number): boolean updateEncounterCount(): void canEncounter(): boolean encounterProgressValue(): number checkEventTriggerHere(triggers: number[]): void checkEventTriggerThere(triggers: number[]): void checkEventTriggerTouch(x: number, y: number): void canStartLocalEvents(): boolean getOnOffVehicle(): boolean getOnVehicle(): boolean getOffVehicle(): boolean forceMoveForward(): void isOnDamageFloor(): boolean moveStraight(d: Direction): void moveDiagonally(horz: Direction, vert: Direction): void jump(xPlus: number, yPlus: number): void showFollowers(): void hideFollowers(): void gatherFollowers(): void areFollowersGathering(): boolean areFollowersGathered(): boolean }