272 lines
8.6 KiB
JavaScript
272 lines
8.6 KiB
JavaScript
//=============================================================================
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// MPP_MapLight_Op2.js
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//=============================================================================
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// Copyright (c) 2021 - 2022 Mokusei Penguin
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// Released under the MIT license
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// http://opensource.org/licenses/mit-license.php
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//=============================================================================
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/*:
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* @target MV MZ
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* @plugindesc The brightness of the tile changes depending on the region.
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* @author Mokusei Penguin
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* @url
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*
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* @base MPP_MapLight
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* @orderAfter MPP_MapLight
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*
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* @help [version 1.1.1]
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* This plugin is for RPG Maker MV and MZ.
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*
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* ▼ Plugin parameter details
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* 〇 About light level
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* - You can set the brightness of the tile with the region ID.
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* - The higher the level, the brighter it becomes.
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*
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* 〇 Region ID array specification
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* - When setting numbers in an array, you can specify numbers from n to m
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* by writing n-m.
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* Example: 1-4,8,10-12
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*
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* ================================
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* Mail : wood_penguin@yahoo.co.jp (@ is half-width)
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* Blog : http://woodpenguin.blog.fc2.com/
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* License : MIT license
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*
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* @param Light Level 1 Regions
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* @desc
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* @default 1,9,17,25,33,41,49,57
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*
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* @param Light Level 2 Regions
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* @desc
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* @default 2,10,18,26,34,42,50,58
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*
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* @param Light Level 3 Regions
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* @desc
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* @default 3,11,19,27,35,43,51,59
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*
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* @param Light Level 4 Regions
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* @desc
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* @default 4,12,20,28,36,44,52,60
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*
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* @param Light Level 5 Regions
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* @desc
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* @default 5,13,21,29,37,45,53,61
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*
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* @param Light Level 6 Regions
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* @desc
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* @default 6,14,22,30,38,46,54,62
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*
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* @param Light Level 7 Regions
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* @desc
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* @default 7,15,23,31,39,47,55,63
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*
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*/
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/*:ja
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* @target MV MZ
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* @plugindesc リージョンでそのタイルの明るさが変わります。
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* @author 木星ペンギン
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* @url
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*
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* @base MPP_MapLight
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* @orderAfter MPP_MapLight
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*
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* @help [version 1.1.1]
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* このプラグインはRPGツクールMVおよびMZ用です。
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*
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* ▼ プラグインパラメータ 詳細
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* 〇 明るさレベルについて
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* - リージョンIDでそのタイルの明るさを設定できます。
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* - レベルが高いほど明るくなります。
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*
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* 〇 リージョンIDの配列指定
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* - 数値を配列で設定する際、n-m と表記することでnからmまでの数値を指定できます。
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* 例 : 1-4,8,10-12
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*
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* ================================
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* Mail : wood_penguin@yahoo.co.jp (@は半角)
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* Blog : http://woodpenguin.blog.fc2.com/
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* License : MIT license
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*
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* @param Light Level 1 Regions
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* @text 明るさレベル1リージョン
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* @desc
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* @default 1,9,17,25,33,41,49,57
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*
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* @param Light Level 2 Regions
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* @text 明るさレベル2リージョン
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* @desc
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* @default 2,10,18,26,34,42,50,58
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*
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* @param Light Level 3 Regions
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* @text 明るさレベル3リージョン
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* @desc
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* @default 3,11,19,27,35,43,51,59
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*
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* @param Light Level 4 Regions
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* @text 明るさレベル4リージョン
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* @desc
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* @default 4,12,20,28,36,44,52,60
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*
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* @param Light Level 5 Regions
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* @text 明るさレベル5リージョン
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* @desc
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* @default 5,13,21,29,37,45,53,61
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*
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* @param Light Level 6 Regions
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* @text 明るさレベル6リージョン
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* @desc
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* @default 6,14,22,30,38,46,54,62
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*
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* @param Light Level 7 Regions
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* @text 明るさレベル7リージョン
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* @desc
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* @default 7,15,23,31,39,47,55,63
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*
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*/
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(() => {
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'use strict';
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const pluginName = 'MPP_MapLight_Op2';
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// Plugin Parameters
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const parameters = PluginManager.parameters(pluginName);
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const convertToArray = (param) => {
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return param.split(',').reduce((r, item) => {
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if (item) {
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const match = /(\d+)-(\d+)/.exec(item);
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if (match) {
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const start = +match[1];
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const end = +match[2];
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for (let i = start; i <= end; i++) {
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r.push(i);
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}
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} else {
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r.push(+item);
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}
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}
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return r;
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}, []);
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};
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const param_LightRegions = [];
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for (let i = 1; i < 8; i++) {
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const param = parameters[`Light Level ${i} Regions`];
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param_LightRegions[i] = convertToArray(param);
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}
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//-------------------------------------------------------------------------
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// Tilemap
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if (Utils.RPGMAKER_NAME === 'MV') {
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const _Tilemap__paintAllTiles = Tilemap.prototype._paintAllTiles;
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Tilemap.prototype._paintAllTiles = function (startX, startY) {
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this._darknessLayer.clearBase();
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_Tilemap__paintAllTiles.apply(this, arguments);
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};
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const _Tilemap__paintTiles = Tilemap.prototype._paintTiles;
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Tilemap.prototype._paintTiles = function (startX, startY, x, y) {
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_Tilemap__paintTiles.apply(this, arguments);
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this._paintDarknessBitmap(startX, startY, x, y);
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};
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} else {
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const _Tilemap__addAllSpots = Tilemap.prototype._addAllSpots;
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Tilemap.prototype._addAllSpots = function (startX, startY) {
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this._darknessLayer.clearBase();
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_Tilemap__addAllSpots.apply(this, arguments);
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};
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const _Tilemap__addSpot = Tilemap.prototype._addSpot;
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Tilemap.prototype._addSpot = function (startX, startY, x, y) {
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_Tilemap__addSpot.apply(this, arguments);
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this._paintDarknessBitmap(startX, startY, x, y);
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};
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}
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Tilemap.prototype._paintDarknessBitmap = function (startX, startY, x, y) {
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const level = this._getDarknessLevel(startX + x, startY + y);
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this._darknessLayer._paintBaseBitmap(x, y, level);
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};
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Tilemap.prototype._getDarknessLevel = function (x, y) {
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const regionId = this._readMapData(x, y, 5);
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return Math.max(param_LightRegions.findIndex(regions => {
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return regions && regions.includes(regionId);
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}), 0);
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};
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Tilemap.prototype._paintDarkness = function () {
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this._darknessLayer.bltBase();
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};
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const _Tilemap_createDarknessBitmap = Tilemap.prototype.createDarknessBitmap;
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Tilemap.prototype.createDarknessBitmap = function () {
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_Tilemap_createDarknessBitmap.call(this);
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const widthWithMargin = this.width + this._margin * 2;
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const heightWithMargin = this.height + this._margin * 2;
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const tileCols = Math.ceil(widthWithMargin / this.tileWidth) + 1;
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const tileRows = Math.ceil(heightWithMargin / this.tileHeight) + 1;
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this._darknessLayer.createBaseBitmap(tileCols, tileRows);
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};
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//-------------------------------------------------------------------------
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// ShaderTilemap
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if (Utils.RPGMAKER_NAME === 'MV') {
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const _ShaderTilemap__paintAllTiles = ShaderTilemap.prototype._paintAllTiles;
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ShaderTilemap.prototype._paintAllTiles = function (startX, startY) {
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this._darknessLayer.clearBase();
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_ShaderTilemap__paintAllTiles.apply(this, arguments);
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};
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const _ShaderTilemap__paintTiles = ShaderTilemap.prototype._paintTiles;
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ShaderTilemap.prototype._paintTiles = function (startX, startY, x, y) {
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_ShaderTilemap__paintTiles.apply(this, arguments);
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this._paintDarknessBitmap(startX, startY, x, y);
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};
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}
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//-------------------------------------------------------------------------
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// DarknessLayer
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const _DarknessLayer_destroy = DarknessLayer.prototype.destroy;
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DarknessLayer.prototype.destroy = function () {
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if (this._baseBitmap) {
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this._baseBitmap.destroy();
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}
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_DarknessLayer_destroy.call(this);
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};
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DarknessLayer.prototype.createBaseBitmap = function (width, height) {
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this._baseBitmap = new Bitmap(width, height);
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};
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DarknessLayer.prototype.clearBase = function () {
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if (this._baseBitmap) {
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this._baseBitmap.clear();
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}
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};
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DarknessLayer.prototype.bltBase = function () {
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const bitmap = this.bitmap;
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const { width: sw, height: sh } = this._baseBitmap;
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const { width: dw, height: dh } = bitmap;
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bitmap.clear();
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bitmap.blt(this._baseBitmap, 0, 0, sw, sh, 0, 0, dw, dh);
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};
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DarknessLayer.prototype._paintBaseBitmap = function (x, y, level) {
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const baseBitmap = this._baseBitmap;
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baseBitmap.paintOpacity = 255 * (7 - level) / 7;
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baseBitmap.fillRect(x, y, 1, 1, 'black');
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};
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})();
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