import { Rectangle, WindowLayer } from "../core" import { Spriteset_Map, Sprite_Button } from "../sprites" import { Window_MapName } from "../windows" import { Scene_Message } from "./Scene_Message" export declare class Scene_Map extends Scene_Message { _waitCount: number _encounterEffectDuration: number _mapLoaded: boolean _touchCount: number _menuEnabled: boolean _transfer: boolean _lastMapWasNull: boolean _mapNameWindow: Window_MapName _spriteset: Spriteset_Map menuCalling: boolean _menuButton?: Sprite_Button _windowLayer: WindowLayer create(): void isReady(): boolean onMapLoaded(): void onTransfer(): void start(): void onTransferEnd(): void shouldAutosave(): boolean update(): void updateMainMultiply(): void updateMain(): void isPlayerActive(): boolean isFastForward(): boolean stop(): void isBusy(): boolean terminate(): void needsFadeIn(): boolean needsSlowFadeOut(): boolean | null updateWaitCount(): boolean updateDestination(): void updateMenuButton(): void hideMenuButton(): void updateMapNameWindow(): void isMenuEnabled(): boolean isMapTouchOk(): boolean processMapTouch(): void isAnyButtonPressed(): boolean onMapTouch(): void isSceneChangeOk(): boolean updateScene(): void createDisplayObjects(): void createSpriteset(): void createAllWindows(): void createMapNameWindow(): void mapNameWindowRect(): Rectangle createButtons(): void createMenuButton(): void updateTransferPlayer(): void updateEncounter(): void updateCallMenu(): void isMenuCalled(): boolean callMenu(): void updateCallDebug(): void isDebugCalled(): boolean fadeInForTransfer(): void fadeOutForTransfer(): void launchBattle(): void stopAudioOnBattleStart(): void startEncounterEffect(): void updateEncounterEffect(): void snapForBattleBackground(): void startFlashForEncounter(duration: number): void encounterEffectSpeed(): number isMessageWindowClosing(): boolean }