new Scene_Maze()
3D maze scene. Displays a Game_Map using a raycasting engine. It can both work as a seamless transition from Scene_Map (with map events still running) or as a different scene (with map events frozen until this scene is terminated).
Since it's CPU intensive, rendering quality can be tweaked to improve FPS.
Methods
acceptSelection(cmd)
Confirmation window's accept callback. Performs the requested command.
Parameters:
| Name | Type | Description |
|---|---|---|
cmd |
Requested command. |
create()
Creates the scene. Sets the rendering quality and, if it's in maze mode, saves the current $gameMap (freezing running events as a side effect).
createSpriteset()
Creates the spriteset for the scene. Unlike Scene_Map.createSpriteset, it doesn't add the spriteset to the display tree.
createWindows()
Creates the windows for the pause menu.
isMenuEnabled() → {boolean}
Disables game's menu.
Returns:
Always false.
- Type
- boolean
onMapLoaded()
On map loaded event handler. Creates the raycasting engine.
quit()
Quit callback. Opens the confirmation window.
resume()
Resume callback.
retry()
Retry callback. Opens the confirmation window.
setQuality()
Quality change callback.
terminate()
Terminates the scene. If in maze mode, restores the previous $gameMap (unfreezing the events in the process).
undo()
Confirmation window's undo callback.
update()
Handles user's input and updates the scene.
updateDestination()
Disables Scene_Map.updateDestination, to disable mouse/touchscreen inputs.
updateMain()
Replaces Scene_Map.updateMain (it won't register player's movements).