351 lines
11 KiB
JavaScript
351 lines
11 KiB
JavaScript
//=============================================================================
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// WaterCustom.js
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//=============================================================================
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/*:ja
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* @plugindesc 遠景より下に表示する水中遠景
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* @author Lib TOMY (Kamesoft) 神無月サスケ
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*
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* @help
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* 遠景マップより下に表示される水エフェクト付き遠遠景を表示します。
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* エフェクト挙動はFilterControllerMZ.jsに任せたため、
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* 水中遠景を作る機能のみ残っています。
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*
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* Foreground(神無月サスケ氏作)とKMS_WaterMapEffects(TOMY氏作)を組み合わせた
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* カスタムプラグインです。
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* 使用する画像ファイルは、img/parallaxes に置いてください。
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* 併用する場合はForegroundより上に置いて下さい。
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*
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* マップのメモ:
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* 以下の5項目を書いてください(設定項目は、遠景と似ています)。
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* <wName:ファイル名> 前景として使うファイル名です(拡張子なし)
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* 名前が '!'で始まる場合、遠景同様視差ゼロとなります。
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* ファイルは img/parallaxes に置いてください
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* <wLoopX:数字> X座標にループするかどうか (0:no 1:yes)。
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* 省略時は0(=no)になります。
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* <wLoopY:number> Y座標にループするかどうか (0:no 1:yes)。
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* 省略時は0(=no)になります。
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*
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* 例:
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* <wName:sample1><wLoopX:1><wLoopY:1>
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* sample1.png が水中遠景になり、斜め上にループします。
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*
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* <wName:!sample1>
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* 視差ゼロで!sample1.png が表示されます。
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*
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* プラグインコマンド:
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* RemakeWater # ファイルを指定して水中遠景を作りなおす。
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*
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* @command RemakeWater
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* @text 水中をリメイクする
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* @desc 水中をリメイクする
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* @arg arg1
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* @text 水中画像名
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* @desc 水中画像名
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*
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*/
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var KMS = KMS || {};
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(function () {
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KMS.imported = KMS.imported || {};
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KMS.imported["WaterCustom"] = true;
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var pluginParams = PluginManager.parameters("WaterCustom");
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var Param = {};
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Param.imageDir = "img/system/";
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("use strict");
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//=======================
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// PluginManager
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// プラグインコマンドを追加定義します。
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//=======================
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PluginManager.registerCommand("WaterCustom", "RemakeWater", (args) => {
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var WaterName = args.arg1;
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$gameMap._waterName = WaterName;
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});
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//-----------------------------------------------------------------------------
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// KMS_WaterEffect
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KMS_WaterEffect = function () {
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this._dispSprite = new Sprite();
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this.lastX = 0;
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this.lastY = 0;
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this._dispSprite.x = 0;
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this._dispSprite.y = 0;
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this._underSprite = new Sprite(); //水中用
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};
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/*
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* エフェクトの生成
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*
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* ※ 必ず画像のロードが完了した後に呼ぶこと
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*/
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Object.defineProperty(KMS_WaterEffect.prototype, "dispSprite", {
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get: function () {
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return this._dispSprite;
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},
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});
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//-----------------------------------------------------------------------------
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// Spriteset_Map
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Spriteset_Map.prototype.createWaterMapEffect = function () {
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if ($dataMap && $dataMap.meta.WaterEffect) {
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this._waterEffect = new KMS_WaterEffect();
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}
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};
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var _KMS_WaterMapEffect_Spriteset_Map_initialize =
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Spriteset_Map.prototype.initialize;
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Spriteset_Map.prototype.initialize = function () {
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_KMS_WaterMapEffect_Spriteset_Map_initialize.call(this);
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this.createWaterMapEffect();
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if (this._waterEffect) {
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this._baseSprite.addChild(this._waterEffect.dispSprite);
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}
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};
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var _Spriteset_Map_createLowerLayer =
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Spriteset_Map.prototype.createLowerLayer;
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Spriteset_Map.prototype.createLowerLayer = function () {
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_Spriteset_Map_createLowerLayer.call(this);
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this.createWater();
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this.sortSprites();
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};
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//順番並び替え
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Spriteset_Map.prototype.sortSprites = function () {
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this._baseSprite.removeChild(this._parallax);
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this._baseSprite.removeChild(this._tilemap);
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this._baseSprite.addChild(this._water); //水は一番下
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this._baseSprite.addChild(this._parallax);
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this._baseSprite.addChild(this._tilemap);
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};
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var _Spriteset_Map_update = Spriteset_Map.prototype.update;
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Spriteset_Map.prototype.update = function () {
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_Spriteset_Map_update.call(this);
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this.updateWater();
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};
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Spriteset_Map.prototype.createWater = function () {
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this._water = new TilingSprite();
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this._water.move(0, 0, Graphics.width, Graphics.height);
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};
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Spriteset_Map.prototype.updateWater = function () {
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if (this._waterName !== $gameMap.waterName()) {
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this._waterName = $gameMap.waterName();
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this._water.bitmap = ImageManager.loadParallax(this._waterName);
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}
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if (this._water.bitmap) {
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this._water.origin.x = $gameMap.waterOx();
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this._water.origin.y = $gameMap.waterOy();
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}
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};
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var _Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === "RemakeWater") {
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var WaterName = args[0];
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$gameMap._waterName = WaterName;
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}
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};
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ImageManager.isZeroWater = function (filename) {
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return filename.charAt(0) === "!";
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};
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//-----------------------------------------------------------------------------
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// Game_Map
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var _Game_Map_initialize = Game_Map.prototype.initialize;
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Game_Map.prototype.initialize = function () {
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_Game_Map_initialize.call(this);
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this.initWater();
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};
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Game_Map.prototype.initWater = function () {
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this._waterDefined = true;
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this._waterName = "";
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this._waterZero = false;
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this._waterLoopX = false;
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this._waterLoopY = false;
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this._waterSx = 0;
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this._waterSy = 0;
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this._waterX = 0;
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this._waterY = 0;
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this.charSpeedX = 0;
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this.charSpeedY = 0;
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};
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Game_Map.prototype.guardWater = function () {
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if (!this._waterDefined) {
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this.initWater();
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}
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};
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Game_Map.prototype.waterName = function () {
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this.guardWater();
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return this._waterName;
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};
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var _Game_Map_setup = Game_Map.prototype.setup;
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Game_Map.prototype.setup = function (mapId) {
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_Game_Map_setup.call(this, mapId);
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this.setupWater();
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};
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Game_Map.prototype.setupWater = function () {
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this._waterName = $dataMap.meta.wName || "";
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this._waterZero = ImageManager.isZeroWater(this._waterName);
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this._waterLoopX = !!$dataMap.meta.wLoopX;
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this._waterLoopY = !!$dataMap.meta.wLoopY;
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this._waterSx = Number($dataMap.meta.wSx) || 0;
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this._waterSy = Number($dataMap.meta.wSy) || 0;
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this._waterX = 0;
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this._waterY = 0;
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};
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var _Game_Map_setDisplayPos = Game_Map.prototype.setDisplayPos;
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Game_Map.prototype.setDisplayPos = function (x, y) {
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_Game_Map_setDisplayPos.call(this, x, y);
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this.guardWater();
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if (this.isLoopHorizontal()) {
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this._waterX = x;
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} else {
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this._waterX = this._displayX;
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}
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if (this.isLoopVertical()) {
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this._waterY = y;
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} else {
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this._waterY = this._displayY;
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}
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};
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Game_Map.prototype.waterOx = function () {
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this.guardWater();
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if (this._waterZero) {
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return this._waterX * this.tileWidth();
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} else if (this._waterLoopX) {
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return (this._waterX * this.tileWidth()) / 2;
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} else {
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return 0;
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}
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};
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Game_Map.prototype.waterOy = function () {
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this.guardWater();
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if (this._waterZero) {
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return this._waterY * this.tileHeight();
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} else if (this._waterLoopY) {
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return (this._waterY * this.tileHeight()) / 2;
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} else {
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return 0;
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}
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};
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var _Game_Map_scrollDown = Game_Map.prototype.scrollDown;
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Game_Map.prototype.scrollDown = function (distance) {
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var lastY = this._displayY;
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_Game_Map_scrollDown.call(this, distance);
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this.guardWater();
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if (this.isLoopVertical()) {
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if (this._waterLoopY) {
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this._waterY += distance;
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}
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} else if (this.height() >= this.screenTileY()) {
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var displayY = Math.min(
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lastY + distance,
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this.height() - this.screenTileY()
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);
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this._waterY += displayY - lastY;
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}
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};
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var _Game_Map_scrollLeft = Game_Map.prototype.scrollLeft;
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Game_Map.prototype.scrollLeft = function (distance) {
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var lastX = this._displayX;
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_Game_Map_scrollLeft.call(this, distance);
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this.guardWater();
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if (this.isLoopHorizontal()) {
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if (this._waterLoopX) {
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this._waterX -= distance;
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}
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} else if (this.width() >= this.screenTileX()) {
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var displayX = Math.max(lastX - distance, 0);
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this._waterX += displayX - lastX;
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}
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};
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var _Game_Map_scrollRight = Game_Map.prototype.scrollRight;
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Game_Map.prototype.scrollRight = function (distance) {
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var lastX = this._displayX;
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_Game_Map_scrollRight.call(this, distance);
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this.guardWater();
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if (this.isLoopHorizontal()) {
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if (this._waterLoopX) {
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this._waterX += distance;
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}
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} else if (this.width() >= this.screenTileX()) {
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var displayX = Math.min(
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lastX + distance,
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this.width() - this.screenTileX()
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);
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this._waterX += displayX - lastX;
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}
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};
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var _Game_Map_scrollUp = Game_Map.prototype.scrollUp;
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Game_Map.prototype.scrollUp = function (distance) {
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var lastY = this._displayY;
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_Game_Map_scrollUp.call(this, distance);
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this.guardWater();
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if (this.isLoopVertical()) {
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if (this._waterLoopY) {
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this._waterY -= distance;
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}
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} else if (this.height() >= this.screenTileY()) {
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var displayY = Math.max(lastY - distance, 0);
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this._waterY += displayY - lastY;
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}
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};
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var _Game_Map_update = Game_Map.prototype.update;
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Game_Map.prototype.update = function (sceneActive) {
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this.updateMoveCorrection();
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_Game_Map_update.call(this, sceneActive);
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this.updateWater();
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};
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//////////////////////////////////////////////////////////////////
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//画面補正
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//スクロールに影響されないようにするための移動補正値を保存しておく。
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Game_Map.prototype.updateMoveCorrection = function () {
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if (this.lastX == null) {
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this.lastX = this.displayX() * this.tileWidth();
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this.lastY = this.displayY() * this.tileHeight();
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}
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var rx = this.displayX() * this.tileWidth();
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var ry = this.displayY() * this.tileHeight();
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this.charSpeedX = rx - this.lastX;
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this.charSpeedY = ry - this.lastY;
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this.lastX = rx;
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this.lastY = ry;
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};
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Game_Map.prototype.updateWater = function () {
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this.guardWater();
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if (this._waterLoopX) {
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this._waterX += this._waterSx / this.tileWidth() / 2;
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}
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if (this._waterLoopY) {
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this._waterY += this._waterSy / this.tileHeight() / 2;
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}
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};
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})();
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