divagate/www/js/plugins/smoothscroll.js
2023-08-31 14:59:34 -05:00

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//=============================================================================
// 滑らかカメラの移動プラグインです。
// smoothscroll.js
// Copyright (c) 2020- 村人A
//=============================================================================
/*:ja
* @plugindesc カメラの移動を滑らかにするプラグインです。
* @author 村人A
*
* @help
*
* _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
*
* バージョン管理
*
* 20/11/11 ver1.1 キャラブレが発生する現象への対策
* 18 ver1.0 リリース
*
* _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
*
* なめらかスクロールonの後にはカメラがプレイヤーを追う速さの数値を入れてください。
* 1で通常のスピードです。0.02くらいがいい感じのスクロールになります。
* イベントコマンドでスクロールをする場合は一度なめらかスクロールをoffにしてください。
*
* プラグインコマンド例:
* なめらかスライドon 0.02 # なめらかスライドon カメラの速さを0.02に
* なめらかスライドoff # なめらかスライドoff
*/
{
'use strict';
villaA_scrollSpeed = 1;
villaA_mapscroll = false;
villaA_smoothScrolling = false;
//-----------------------------------------------------------------------------
// Game_Interpreter
//
const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
if (command === 'なめらかスライドon') {
villaA_smoothScrolling = true;
villaA_scrollSpeed = args[0];
}
if (command === 'なめらかスライドoff') {
villaA_smoothScrolling = false;
villaA_scrollSpeed = 1;
}
}
//-----------------------------------------------------------------------------
// Game_Map
//
Game_Map.prototype.player_scrollDown = function(distance) {
if (this.isLoopVertical()) {
this._displayY += distance;
this._displayY %= $dataMap.height;
if (this._parallaxLoopY) {
this._parallaxY += distance;
}
} else if (this.height() >= this.screenTileY()) {
const lastY = this._displayY;
const diff = this._displayY + distance*villaA_scrollSpeed;
this._displayY = Math.min(diff, this.height() - this.screenTileY());
this._parallaxY += this._displayY - lastY;
}
};
Game_Map.prototype.player_scrollLeft = function(distance) {
if (this.isLoopHorizontal()) {
this._displayX += $dataMap.width - distance;
this._displayX %= $dataMap.width;
if (this._parallaxLoopX) {
this._parallaxX -= distance;
}
} else if (this.width() >= this.screenTileX()) {
const lastX = this._displayX;
const diff = this._displayX - distance*villaA_scrollSpeed;
this._displayX = Math.max(diff, 0);
this._parallaxX += this._displayX - lastX;
}
};
Game_Map.prototype.player_scrollRight = function(distance) {
if (this.isLoopHorizontal()) {
this._displayX += distance;
this._displayX %= $dataMap.width;
if (this._parallaxLoopX) {
this._parallaxX += distance;
}
} else if (this.width() >= this.screenTileX()) {
const lastX = this._displayX;
const diff = this._displayX + distance*villaA_scrollSpeed;
this._displayX = Math.min(diff, this.width() - this.screenTileX());
this._parallaxX += this._displayX - lastX;
}
};
Game_Map.prototype.player_scrollUp = function(distance) {
if (this.isLoopVertical()) {
this._displayY += $dataMap.height - distance;
this._displayY %= $dataMap.height;
if (this._parallaxLoopY) {
this._parallaxY -= distance;
}
} else if (this.height() >= this.screenTileY()) {
const lastY = this._displayY;
const diff = this._displayY - distance*villaA_scrollSpeed;
this._displayY = Math.max(diff, 0);
this._parallaxY += this._displayY - lastY;
}
};
//-----------------------------------------------------------------------------
// Game_Player
//
Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) {
let villaA_roundingNum = 0
let x1 = lastScrolledX;
let y1 = lastScrolledY;
const x2 = this.scrolledX();
const y2 = this.scrolledY();
if(villaA_smoothScrolling){
villaA_roundingNum = 0.5;
x1 = 8;
y1 = 6;
}
if (y2-villaA_roundingNum > y1 && y2 > this.centerY()) {
$gameMap.player_scrollDown(y2 - y1);
}
if (x2+villaA_roundingNum < x1 && x2 < this.centerX()) {
$gameMap.player_scrollLeft(x1 - x2);
}
if (x2-villaA_roundingNum > x1 && x2 > this.centerX()) {
$gameMap.player_scrollRight(x2 - x1);
}
if (y2+villaA_roundingNum < y1 && y2 < this.centerY()) {
$gameMap.player_scrollUp(y1 - y2);
}
};
//-----------------------------------------------------------------------------
// Game_CharacterBase
//
Game_CharacterBase.prototype.screenX = function() {
const tw = $gameMap.tileWidth();
//キャラブレ対策floor
return Math.floor(this.scrolledX() * tw + tw / 2);
};
Game_CharacterBase.prototype.screenY = function() {
const th = $gameMap.tileHeight();
//キャラブレ対策floor
return Math.floor(this.scrolledY() * th + th - this.shiftY() - this.jumpHeight());
};
}