Namespace

Util

Util

Methods

# clearDialog()

Clears and hides the dialog box.
Deprecated:
  • Yes

View Source rpgcode.js, line 474

Example
// Display some dialog.
rpgcode.showDialog("Hello world!");

// Clears the dialog after 5 seconds have elapsed.
rpgcode.delay(5000, function(){ 
 rpgcode.clearDialog();
});

# delay(ms, callback, loop) → {Object}

Delays the execution of a callback for a specified number of milliseconds, after which the callback function is invoked.
Parameters:
Name Type Description
ms number Time to wait in milliseconds.
callback Callback Function to execute after the delay.
loop boolean Should the call be indefinite?

View Source rpgcode.js, line 531

Reference to the delay object.
Object
Example
// Logs to the console after 5 seconds
rpgcode.delay(5000, function(){ 
 rpgcode.log("Hello world!");
});

# getRandom(min, max) → {number}

Gets a random number between the min and max inclusive.
Parameters:
Name Type Description
min number Minimum value for the random number.
max number Maximum value for the random number.

View Source rpgcode.js, line 1589

A random number in the from the requested range.
number
Example
var result = rpgcode.getRandom(1, 10);
rpgcode.log(result); // Will be between 1 and 10.

# getScale() → {number}

Gets the current scale factor that the renderer has been drawn with, useful for creating responsive and scalable UIs.

View Source rpgcode.js, line 1661

number
Example
var scale = rpgcode.getScale();
rpgcode.log(scale);

# getViewport() → {Util.Viewport}

Gets the viewport object, this is useful for calculating the position of characters or sprites on the board relative to the RPGcode screen. The viewport contains the (x, y) values of the upper left corner of screen relative to a board's (x, y). It also returns the width and height of the viewport, and the current visual offset (x, y) of the board and viewport.

View Source rpgcode.js, line 1786

Example
var viewport = rpgcode.getViewport();
rpgcode.log(viewport.x);
rpgcode.log(viewport.y);
rpgcode.log(viewport.width);
rpgcode.log(viewport.height);
rpgcode.log(viewport.offsetX);
rpgcode.log(viewport.offsetY);

# hitCharacter(characterId, damage, animationId, callback)

Hits the character dealing the requested damage while playing the corresponding animation. Optionally a callback can be invoked when the hit animation has finished playing.
Parameters:
Name Type Description
characterId string ID of the character.
damage number Amount of health to take away.
animationId string Animation to play while the character is hit.
callback Callback An optional function to invoke when the animation has ended.

View Source rpgcode.js, line 1842

Example
// Without a callback.
rpgcode.hitCharacter("Hero", 1, "DEFEND");

// With a callback.
rpgcode.hitCharacter("Hero", 1, "DEFEND", function() {
 // The animation has ended, do something.
});

# hitEnemy(spriteId, damage, animationId, callback)

Hits the enemy dealing the requested damage while playing the corresponding animation. Optionally a callback can be invoked when the hit animation has finished playing.
Parameters:
Name Type Description
spriteId string ID of the BoardSprite that represents the enemy.
damage number Amount of health to take away.
animationId string Animation to play while the enemy is hit.
callback Callback An optional function to invoke when the animation has ended.

View Source rpgcode.js, line 1878

Example
// Without a callback.
rpgcode.hitEnemy("rat-1", 1, "DEFEND");

// With a callback.
rpgcode.hitEnemy("rat-1", 1, "DEFEND", function() {
 // The animation has ended, do something.
});

# isControlEnabled() → {boolean}

Returns a true or false value indicating whether standard movement controls are currently enabled in the engine.

View Source rpgcode.js, line 1932

true if the player has control, false otherwise
boolean
Example
var controlEnabled = rpgcode.isControlEnabled();
rpgcode.log(controlEnabled);

# log(message)

Log a message to the console.
Parameters:
Name Type Description
message string Message to log.

View Source rpgcode.js, line 2062

Example
rpgcode.log("Hello world!");

# restart()

Restarts the game by refreshing the browser page.

View Source rpgcode.js, line 2706

Example
rpgcode.restart(); // Will refresh the browser page.

# setDialogDimensions(profileDimensions, dialogDimensions)

Sets the dialog box's profile and text area dimensions.
Parameters:
Name Type Description
profileDimensions Object Dimensions object containing a width and height.
dialogDimensions Object Dimensions object containing a width and height.
Deprecated:
  • Yes

View Source rpgcode.js, line 3040

Example
// Set the profile picture to use and the background dialog image.
var profileDimensions = {width: 100, height: 100};
var dialogDimensions = {width: 640, height: 480};
rpgcode.setDialogDimensions(profileDimensions, dialogDimensions);

# setDialogGraphics(profileImage, backgroundImage)

Sets the dialog box's speaker profile image and the background image.
Parameters:
Name Type Description
profileImage string The relative path to the profile image.
backgroundImage string The relative path to the background image.
Deprecated:
  • Yes

View Source rpgcode.js, line 3058

Example
// Set the profile picture to use and the background dialog image.
rpgcode.setDialogGraphics("sword_profile_1_small.png", "mwin_small.png");

# setDialogPadding(padding)

Sets the padding from the top left corner of the dialog window for the x and/or y values. This can be used to prevent text from overlapping the start or end of the dialog window graphics. The default padding value is 5px for both x and y.
Parameters:
Name Type Description
padding Object An object containing x and/or y padding values in pixels.
Deprecated:
  • Yes

View Source rpgcode.js, line 3084

Example
// Set just the x padding value.
rpgcode.setDialogPadding({x: 10});

// Set just the y padding value.
rpgcode.setDialogPadding({y: 10});

// Set both.
rpgcode.setDialogPadding({x: 10, y: 10});

# setDialogPosition(position)

Sets the position of the dialog window for the next call to showDialog. The dialog window can either appear at the top of the screen i.e. "NORTH", or the bottom of the screen i.e. "SOUTH". The default position is "SOUTH".
Parameters:
Name Type Description
position string Either NORTH (top of screen) or SOUTH (bottom of screen).
Deprecated:
  • Yes

View Source rpgcode.js, line 3117

Example
rpgcode.setDialogPosition(rpgcode.dialogPosition.NORTH);
rpgcode.showDialog("Hello north!");

rpgcode.delay(5000, function() {
 rpgcode.clearDialog();
 rpcode.setDialogPosition(rpgcode.dialogPosition.SOUTH);
 rpgcode.showDialog("Hello south!");
});

# showDialog(dialog)

Shows the dialog window and adds the dialog to it if it is already visible the dialog is just appended to the current window. Note the dialog window is drawn on the default "renderNowCanvas".
Parameters:
Name Type Description
dialog string The dialog to output.
Deprecated:
  • Yes

View Source rpgcode.js, line 3287

Example
rpgcode.showDialog("Pssst, Over here");

Type Definitions

Object

# Delay

Properties:
Name Type Description
key string
filename string

View Source rpgcode.js, line 3592

Object

# Viewport

Properties:
Name Type Description
x number
y number
width number
height number
offsetX number
offsetY number

View Source rpgcode.js, line 3581