From 376f0e47b5ce2a605abaa224dafdbff55a6a2b52 Mon Sep 17 00:00:00 2001 From: Dazed Date: Mon, 6 Nov 2023 17:39:10 -0600 Subject: [PATCH] Initial Commit --- .gitignore | 15 + README.md | 49 + package.json | 12 + www/data/Actors.json | 103 + www/data/Animations.json | 198307 +++++++++++++++ www/data/Armors.json | 111 + www/data/Classes.json | 8673 + www/data/CommonEvents.json | 51647 ++++ www/data/ContainerProperties.json | 542 + www/data/Enemies.json | 7672 + www/data/Items.json | 6567 + www/data/Map001.json | 14383 ++ www/data/Map002.json | 11816 + www/data/Map003.json | 2047 + www/data/Map004.json | 2140 + www/data/Map005.json | 1635 + www/data/Map006.json | 15228 ++ www/data/Map007.json | 3020 + www/data/Map008.json | 1495 + www/data/Map009.json | 1363 + www/data/Map010.json | 15165 ++ www/data/Map011.json | 2211 + www/data/Map012.json | 3863 + www/data/Map013.json | 1363 + www/data/Map014.json | 18910 ++ www/data/Map015.json | 1363 + www/data/Map016.json | 1446 + 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Click Code +2. Click Download ZIP +3. Extract to game folder and Replace All. + +# How To Contribute +TLDR 3 steps. + + Fork the repository. + Make the changes. + Submit a pull request to the project owner. + +If everything looks good and doesn't break things I'll merge it in. + +Longer Version: + +Things that are needed: +* [VSCode](https://code.visualstudio.com/) Make sure you check all the boxes for context menus. ![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/7a84b624-32fe-4845-a0f6-2b9f39795070) +* The Game +* [Git](https://git-scm.com/downloads) (Use the default for everything. Just keep clicking Next) +* Motivation to learn + +Installation: +1. Fork the repo using the fork button at the top. Click Code > HTTPS > Copy URL. +2. Right click on the game folder and click 'Open with VSCode' (Shift+Right_Click if you are on Windows 11) +3. Click on the Source Control Button and click initialize repository. + +![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/61e818e6-11f9-450d-9d7d-263d109dbf56) + +4. At the top click on Terminal > New Terminal. Enter the following: `git clone [URL_YOU_COPIED_ABOVE]`. +5. Copy the contents of the new folder created with git clone into the game folder and replace all. +6. Your source control menu should be good to go and look like this. + +![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/c19787a0-172d-4a08-a37a-e3b56e70e86a) + +Now you are all setup, all you need to do is play the game and look for any changes that need to be made. Stuff like spelling errors, wrong names, inconsistencies, spacing issues, etc. + +7. Use the FIND functionality to search for what you are trying to fix. For example if a character's name is wrong, type that into the search menu and start looking, then make the change. Try not to mess with any scripts or variables you might see. + +![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/589eccaf-7f86-43f7-a917-7e6e477b381a) + +8. After you are satisfied with your changes it's time to put in a PR. Go to source control to see all your changes. Add a message and click the `Commit` button to save them all. + +![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/a9a8973b-bc01-4184-bea9-63a925d961a2) + +8. Click Sync to push your changes to your fork. Now all that's left is to put in a pull request. +9. Go to Pull Requests > New Pull Requests. Look at the arrow, your fork should be pointing to the original repo (mine). Add in details on what you fixed and Submit. If everything looks good I'll merge it in and you would have successfully contributed. + +Got questions? 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str.match(/喜/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"B\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( str.match(/怒/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"C\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( str.match(/哀/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"D\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( str.match(/楽/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"E\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( str.match(/困/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"F\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( str.match(/恥/) ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " FileId = \"G\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "FileId += ret;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "//" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( $gameScreen.picture(pic) ){" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setMix(0.2)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setColor(1, 1, 1, 1)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setAnimation(0, FileId, 'continue', true);" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( $gameVariables._data[26] >= 1 ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " // x座標指定がある場合" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var x = $gameVariables._data[26];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.movePicture(pic,0,x,624,100,100,255,0,15);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( $gameVariables._data[26] >= 1 ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var x = $gameVariables._data[26];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " $gameScreen.showPicture(pic,\"\",0,x,624,100,100,255,0);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setSkeleton(FileChara)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setAnimation(0, FileId)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setColor(1, 1, 1, 1);" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setTimeScale(1);" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " // キャラごとの表情の特殊なタイムスケールの場合の処理" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( CharaName === 'ソル' ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( FileId == 'C3'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setTimeScale(1.5);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " // スキン発生処理" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " // する場合" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " // ここに記述・追加する" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( CharaName === 'エニ先生' ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var pic = 12;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setSkin('skin1');" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ( CharaName === 'イスク' ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var pic = 14;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.spine(pic).setSkin('nomal');" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "};// 立ち絵Spine出力はここまで" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "// 半透明処理" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " for (i=11; i<=20; i++) {" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( $gameScreen.picture(i) && i != pic ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameScreen.spine(i).setColor(1, 1, 1, 0.5);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " };" + ] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 26, + 26, + 0, + 0, + 0 + ] + }, + { + "code": 121, + "indent": 0, + "parameters": [ + 17, + 17, + 1 + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・立ち絵表示", + "switchId": 1, + "trigger": 0 + }, + { + "id": 7, + "list": [ + { + "code": 230, + "indent": 0, + "parameters": [ + 1 + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "SV_STOP_VOICE" + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 1 + ] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "シーン名:v21" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "メッセージID:v22" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 24, + 24, + 0, + 0, + 0 + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 29, + 29, + 0, + 0, + 90 + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 39, + 39, + 0, + 0, + 0 + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Scene = String($gameVariables._data[21]);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Id = $gameVariables._data[22];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "\t\t\t" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var FileName = window[\"$data\" + Scene];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var CharaName = FileName[Id].name;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Voice;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if (CharaName != null){" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if (CharaName == 'ソル'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice = 'Sol_';" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[39] = $gameVariables._data[35];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[35] += 1; " + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if (CharaName == 'エニ先生'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice = 'Eni_';" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[39] = $gameVariables._data[36];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[36] += 1; " + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[29] = 75;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if (CharaName == 'エリック'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice = 'Erick_';" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[39] = $gameVariables._data[37];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[37] += 1; " + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if (CharaName == 'イスク'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice = 'Isuku_';" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[39] = $gameVariables._data[38];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[38] += 1; " + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "//===" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if (Voice != null){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice += Scene;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var num = String($gameVariables._data[39]);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var num_ = ('0000000000' + num).slice(-4);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice += '_';" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Voice += num_;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[24] = Voice;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 12, + "$gameVariables._data[24] != 0" + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "SV_PLAY_VOICE \\v[24] \\v[29] 100 0 2" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・ボイス処理", + "switchId": 1, + "trigger": 0 + }, + { + "id": 8, + "list": [ + { + "code": 108, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "シーン名:v21" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "メッセージID:v22" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Scene = $gameVariables._data[21];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Id = $gameVariables._data[22];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "\t\t\t" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var FileName = window[\"$data\" + Scene];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var CharaName = FileName[Id].name;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Text = FileName[Id].text;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var YZ = \"\\x1bpy[\" + \"10\" + \"]\";" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if (CharaName != null){" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "switch( CharaName ) {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " case 'ナレーション':" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameMessage.setBackground(1);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameMessage.add(YZ + Text);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " this.setWaitMode('message');" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " case '-':" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " case 'なし':" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameMessage.add(YZ + Text);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " this.setWaitMode('message');" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " default:" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameMessage.setBackground(0);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameMessage.add(\"\\x1bn<\" + CharaName + \">\" + YZ + Text);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " this.setWaitMode('message');" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "} else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " // console.log('nullっときたぜ:' + Id);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・テキスト表示", + "switchId": 1, + "trigger": 0 + }, + { + "id": 9, + "list": [ + { + "code": 355, + "indent": 0, + "parameters": [ + "var Scene = $gameVariables._data[21];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Id = $gameVariables._data[22];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "\t\t\t" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var FileName = window[\"$data\" + Scene];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Text = FileName[Id].text;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if (Text === '終了'){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameSwitches._data[20] = true;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " console.log('終了 ' + Scene + ':' + Id);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "} else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameSwitches._data[20] = false;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・会話処理用", + "switchId": 1, + "trigger": 0 + }, + { + "id": 10, + "list": [ + { + "code": 122, + "indent": 0, + "parameters": [ + 35, + 38, + 0, + 0, + 0 + ] + }, + { + "code": 121, + "indent": 0, + 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){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+7] = Motion;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+7] = \"Attack1\";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " var Size = Number($dataWeapons[wId].meta.SpineSize);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( Size ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+8] = Number(Size);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+8] = 55;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " var SkillA = Number($dataWeapons[wId].meta.skillA);" + ] + }, + { + "code": 655, + 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"code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+14] = $dataSkills[SkillB].iconIndex;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+13] = \" \";" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " var SkillC = Number($dataWeapons[wId].meta.skillC);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( SkillC ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+15] = SkillC;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+16] = $dataSkills[SkillC].name;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+17] = $dataSkills[SkillC].iconIndex;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[Id+16] = \" \";" + 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{" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[i] -= $dataSkills[(GvarD[Adv])].tpCost;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " // DKでスキルチャージ処理" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( $gameSwitches._data[144] ) {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[i] -= 8;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( GvarD[i] < 0 ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[i] = 0;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[i] = -999;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 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"parameters": [ + "var Y = -30" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "X += $gameVariables._data[1];" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "Y += $gameVariables._data[2];" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "$gameScreen.showPicture(Id,\"treasurebox\",0,X,(Y-300),50,50,0,0);" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + "$gameScreen.movePicture(Id,0,X,Y,50,50,255,0,40);" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "this.wait(40);" + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "easing linear" + ] + }, + { + "code": 108, + "indent": 1, + "parameters": [ + "" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + "$gameScreen.showPicture(68,\"\",0,680,410,80,80,255,0);" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "$gameScreen.spine(68).setSkeleton(\"sol\")" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " .setAnimation(0, 'Skill3');" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 411, + "indent": 0, + "parameters": [] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + "$gameScreen.showPicture(68,\"\",0,680,410,-80,80,255,0);" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "$gameScreen.spine(68).setSkeleton(\"sol\")" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " .setAnimation(0, 'Idle');" + ] + }, + { + "code": 232, + "indent": 1, + "parameters": [ + 68, + 0, + 0, + 0, + 900, + 410, + -80, + 80, + 255, + 0, + 180, + false + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 1, + 1, + 1, + 0, + 30 + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Id = 61;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var X = 72;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Y = 104" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "X += $gameVariables._data[1];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "Y += $gameVariables._data[2];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameScreen.showPicture(Id,\"lineE_d_h84\",0,X,Y,24,30,255,0);" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "D_TEXT  \\f[b]\\ow[8]Q  48" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "D_TEXT_SETTING ALIGN 0" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Id = 62;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var X = 30;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Y = 58" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "X += $gameVariables._data[1];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "Y += $gameVariables._data[2];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameScreen.showPicture(Id,\"\",0,X,Y,100,100,255,0);" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "D_TEXT  \\f[b]\\ow[8]uest  32" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "D_TEXT_SETTING ALIGN 0" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Id = 63;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var X = 86;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Y = 70;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "X += $gameVariables._data[1];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "Y += $gameVariables._data[2];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameScreen.showPicture(Id,\"\",0,X,Y,100,100,255,0);" + ] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 0, + 108, + 1 + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "D_TEXT  \\f[b]\\ow[8]C  48" + ] + }, + { + "code": 0, + 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(\"戦闘開始時にCチャージ初期化\");" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var num = 316;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " for (i=137; i<=197; i+=20) {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ($gameVariables._data[i] >= 1){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[num] = $dataSkills[(GvarD[i])].mpCost;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( $dataSkills[(GvarD[i])].tpCost >= 1) {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " GvarD[num] -= $dataSkills[(GvarD[i])].tpCost;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " num += 1;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " };" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + 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655, + "indent": 0, + "parameters": [ + "var Element = $gameVariables._data[270];// 属性" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( !Element ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " Element = 1;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " };" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "// var SkillRate = 100 - ($gameVariables._data[Id]);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "//" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if ($gameSwitches._data[22] == false){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var Id = 281;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var Target = 283;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "} else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var Id = 283;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " var 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$gameVariables._data[Num].indexOf(Id);" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + "if( Array >= 0){" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " $gameVariables._data[(Num + 1)][Array] = Turn;" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + "} else{" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + " $gameVariables._data[Num].push(Id);" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " $gameVariables._data[(Num + 1)].push(Turn);" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + " if ($gameVariables._data[Num].length >= 6){" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " $gameVariables._data[Num].shift();" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " $gameVariables._data[(Num + 1)].shift();" + ] + }, + { + "code": 655, + "indent": 1, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 1, + "parameters": [ + "}" + ] + }, + { + "code": 356, 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"var Sw;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Type;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Turn = $gameVariables._data[262];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Max = $dataEnemies[Id].actions.length;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var New = $gameSwitches._data[130];" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "if (Max >= 1) {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " for (i=0;i= 1 && Rate == Re && Turn == Re && Type == 1){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[276] = Skill;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " if ( ( Turn % Rate ) == 0 && Rate != 1 && Re == 0) {" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " // 条件:スイッチでOFFの場合はスキル使用しない" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " if ( Type == 6 && $gameSwitches._data[Sw] == false ){" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[276] = 0;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[276] = Skill;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " break;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " } else {" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " $gameVariables._data[276] = 0;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " }" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + " };" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "}" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・エネミー行動", + "switchId": 1, + "trigger": 0 + }, + { + "id": 84, + "list": [ + { + "code": 108, + "indent": 0, + "parameters": [ + "// スキル実行内容" + ] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "// Spineモーション" + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 202, + 220, + 0, + 0, + 0 + ] + }, + { + "code": 121, + "indent": 0, + "parameters": [ + 23, + 23, + 0 + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 202, + 202, + 0, + 1, + 276 + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 220, + 220, + 0, + 1, + 247 + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT ●スキルデータ" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var i = 61;" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "$gameVariables._data[1] = $gameScreen.picture(i)._x;;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameVariables._data[2] = $gameScreen.picture(i)._y;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameVariables._data[2] -= 40" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "Show_Animation \\v[1] \\v[2] 52" + ] + }, + { + "code": 121, + "indent": 0, + "parameters": [ + 160, + 160, + 0 + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 60 + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Pic = 61;" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Anim = $gameVariables._data[211];" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "$gameScreen.spine(Pic).setAnimation(0, [Anim, 'Idle'], 'sequential', 'continue', true)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setMix(Anim, 'Idle', 0.3)" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " .setTimeScale(1);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "var Wait = Number($gameVariables._data[214]);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + "this.wait(Wait);" + ] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "//" + ] + }, + { + "code": 121, + "indent": 0, + "parameters": [ + 22, + 22, + 0 + ] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 1, + 206, + 0, + 1, + 0 + ] + }, + { + "code": 108, + "indent": 1, + "parameters": [ + "// 攻撃スキル" + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "CCT ・エネミー攻撃スキル" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 1, + 206, + 0, + 2, + 0 + ] + }, + { + "code": 108, + "indent": 1, + "parameters": [ + "// 回復スキル" + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "CCT ・エネミー回復スキル" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] 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・エネミー特殊スキル" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "// 終了処理" + ] + }, + { + "code": 355, + "indent": 0, + "parameters": [ + "var Wait = Number($gameVariables._data[215]);" + ] + }, + { + "code": 655, + "indent": 0, + "parameters": [ + " this.wait(Wait);" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT ・スキルコモン" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT ・戦闘速度ウェイト" + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 202, + 220, + 0, + 0, + 0 + ] + }, + { + "code": 121, + "indent": 0, + "parameters": [ + 140, + 140, + 1 + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "name": "・エネミースキル内容", + "switchId": 1, + "trigger": 0 + }, + { + "id": 85, + "list": [ + { + "code": 230, + "indent": 0, + "parameters": [ + 5 + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT 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"code": 111, + "indent": 1, + "parameters": [ + 0, + 120, + 0 + ] + }, + { + "code": 113, + "indent": 2, + "parameters": [] + }, + { + "code": 0, + "indent": 2, + "parameters": [] + }, + { + "code": 412, + "indent": 1, + "parameters": [] + }, + { + "code": 122, + "indent": 1, + "parameters": [ + 266, + 266, + 1, + 0, + 1 + ] + }, + { + "code": 111, + "indent": 1, + "parameters": [ + 1, + 266, + 0, + 16, + 1 + ] + }, + { + "code": 122, + "indent": 2, + "parameters": [ + 266, + 266, + 0, + 0, + 11 + ] + }, + { + "code": 0, + "indent": 2, + "parameters": [] + }, + { + "code": 412, + "indent": 1, + "parameters": [] + }, + { + "code": 122, + "indent": 1, + "parameters": [ + 210, + 210, + 1, + 0, + 1 + ] + }, + { + "code": 111, + "indent": 1, + "parameters": [ + 1, + 209, + 1, + 210, + 2 + ] + }, + { + "code": 113, + "indent": 2, + "parameters": [] + }, + { + "code": 0, + "indent": 2, + "parameters": [] + }, + { + "code": 412, + "indent": 1, + "parameters": [] + }, + { + "code": 230, + 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[ + { + "code": 0, + "parameters": [] + } + ], + "repeat": true, + "skippable": false, + "wait": false + }, + "moveSpeed": 3, + "moveType": 0, + "priorityType": 1, + "stepAnime": false, + "through": false, + "trigger": 0, + "walkAnime": true + }, + { + "conditions": { + "actorId": 1, + "actorValid": false, + "itemId": 1, + "itemValid": false, + "selfSwitchCh": "A", + "selfSwitchValid": false, + "switch1Id": 1, + "switch1Valid": false, + "switch2Id": 1, + "switch2Valid": false, + "variableId": 1, + "variableValid": false, + "variableValue": 0 + }, + "directionFix": false, + "image": { + "characterIndex": 0, + "characterName": "", + "direction": 2, + "pattern": 0, + "tileId": 0 + }, + "list": [ + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "moveFrequency": 3, + "moveRoute": { + "list": [ + { + "code": 0, + "parameters": [] + } + ], + "repeat": true, + "skippable": false, + "wait": false + }, + "moveSpeed": 3, + "moveType": 0, + "priorityType": 0, + "stepAnime": false, + "through": false, + "trigger": 0, + "walkAnime": true + } + ], + "x": 8, + "y": 10 + }, + { + "id": 6, + "name": "●特殊イベント判定", + "note": "", + "pages": [ + { + "conditions": { + "actorId": 1, + "actorValid": false, + "itemId": 1, + "itemValid": false, + "selfSwitchCh": "A", + "selfSwitchValid": false, + "switch1Id": 1, + "switch1Valid": false, + "switch2Id": 1, + "switch2Valid": false, + "variableId": 1, + "variableValid": false, + "variableValue": 0 + }, + "directionFix": false, + "image": { + "tileId": 0, + "characterName": "01_イベントアイコン", + "direction": 8, + "pattern": 1, + "characterIndex": 2 + }, + "list": [ + { + "code": 108, + "indent": 0, + "parameters": [ + "// 戦闘イベントがあれば発動" + ] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 0, + 2, + 0 + ] + }, + { + "code": 119, + "indent": 1, + "parameters": [ + "owari" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 0, + 181, + 1 + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "TEマップイベント呼び出し ▼戦闘イベント1" + ] + }, + { + "code": 119, + "indent": 1, + "parameters": [ + "owari" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 111, + "indent": 0, + "parameters": [ + 0, + 273, + 0 + ] + }, + { + "code": 356, + "indent": 1, + "parameters": [ + "TEマップイベント呼び出し ▼戦闘イベント1 2" + ] + }, + { + "code": 119, + "indent": 1, + "parameters": [ + "owari" + ] + }, + { + "code": 0, + "indent": 1, + "parameters": [] + }, + { + "code": 412, + "indent": 0, + "parameters": [] + }, + { + "code": 118, + "indent": 0, + "parameters": [ + "owari" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "moveFrequency": 3, + "moveRoute": { + "list": [ + { + "code": 0, + "parameters": [] + } + ], + "repeat": true, + "skippable": false, + "wait": false + }, + "moveSpeed": 3, + "moveType": 0, + "priorityType": 1, + "stepAnime": false, + "through": false, + "trigger": 0, + "walkAnime": true + }, + { + "conditions": { + "actorId": 1, + "actorValid": false, + "itemId": 1, + "itemValid": false, + "selfSwitchCh": "A", + "selfSwitchValid": false, + "switch1Id": 1, + "switch1Valid": false, + "switch2Id": 1, + "switch2Valid": false, + "variableId": 1, + "variableValid": false, + "variableValue": 0 + }, + "directionFix": false, + "image": { + "characterIndex": 0, + "characterName": "", + "direction": 2, + "pattern": 0, + "tileId": 0 + }, + "list": [ + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "moveFrequency": 3, + "moveRoute": { + "list": [ + { + "code": 0, + "parameters": [] + } + ], + "repeat": true, + "skippable": false, + "wait": false + }, + "moveSpeed": 3, + "moveType": 0, + "priorityType": 0, + "stepAnime": false, + "through": false, + "trigger": 0, + "walkAnime": true + } + ], + "x": 9, + "y": 10 + }, + { + "id": 7, + "name": "▼戦闘イベント1", + "note": "", + "pages": [ + { + "conditions": { + "actorId": 1, + "actorValid": false, + "itemId": 1, + "itemValid": false, + "selfSwitchCh": "A", + "selfSwitchValid": false, + "switch1Id": 1, + "switch1Valid": false, + "switch2Id": 1, + "switch2Valid": false, + "variableId": 1, + "variableValid": false, + "variableValue": 0 + }, + "directionFix": false, + "image": { + "tileId": 0, + "characterName": "01_イベントアイコン", + "direction": 6, + "pattern": 0, + "characterIndex": 7 + }, + "list": [ + { + "code": 108, + "indent": 0, + "parameters": [ + "===" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + " チュートリアル戦闘" + ] + }, + { + "code": 408, + "indent": 0, + "parameters": [ + " " + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 89, + "Tyu1", + 0, + 0, + 0, + 0, + 100, + 100, + 0, + 0 + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 1 + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 89, + "Tyu2", + 0, + 0, + 0, + 0, + 100, + 100, + 0, + 0 + ] + }, + { + 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"code": 231, + "indent": 0, + "parameters": [ + 90, + "sensei", + 1, + 0, + 320, + 100, + 80, + 80, + 255, + 0 + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "ドラゴンワームリング!の戦闘は、" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "敵味方がお互いかわりばんこに\\i[76]殴り合って\\i[76]" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "互いの陣営の\\i[84]HPを削り、先に相手のHPを0にした方の" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "勝利です。" + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 30 + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 89, + "Tyu2", + 0, + 0, + 0, + 0, + 100, + 100, + 255, + 0 + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 90, + "sensei", + 1, + 0, + 600, + 300, + 80, + 80, + 255, + 0 + ] + }, + { + "code": 122, + "indent": 0, + "parameters": [ + 311, + 311, + 0, + 0, + 1 + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT ●スキル出力" + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "ターンが進むごとに、各冒険者のスキルがチャージされ、" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "0になると発動可能になります。" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "アイコンをクリックするか、キャンセルボタンを押して" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "戦闘メニューコマンドから選んでください。" + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "エニ先生のスキルは「\\i[76]連撃・斬」と「\\i[70]回復の指輪」。" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "「\\i[76]連撃・斬」は3回攻撃を行い、" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "「\\i[70]回復の指輪」6T毎に自陣営HPを少し回復します。" + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "また、各冒険者ごとに様々なスキルがあります。" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "新しい冒険者が加入したら確かめてみましょう。" + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 30 + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 89, + "Tyu3", + 0, + 0, + 0, + 0, + 100, + 100, + 255, + 0 + ] + }, + { + "code": 231, + "indent": 0, + "parameters": [ + 90, + "sensei", + 1, + 0, + 500, + 180, + 80, + 80, + 255, + 0 + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "ソルちゃんは、チャージが完了すると" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "「\\i[90]ソルちゃんブレス」を吐く事ができます。" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "現在自陣HPに応じて威力が上昇する強力な一撃ですが、" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "回数制限があり、\\i[8]休息しなければ再使用できません。" + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "また、ソルちゃんは入手した様々な\\i[328]アーティファクトを" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "使用可能です。ターン数経過でチャージされるパワーを使って" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "アーティファクトの効果を発動できます。" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "easing linear x" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "easing easeOutBounce y" + ] + }, + { + "code": 232, + "indent": 0, + "parameters": [ + 89, + 0, + 0, + 0, + 0, + 0, + 100, + 100, + 0, + 0, + 30, + false + ] + }, + { + "code": 232, + "indent": 0, + "parameters": [ + 90, + 0, + 1, + 0, + 1000, + 300, + 80, + 80, + 255, + 0, + 30, + false + ] + }, + { + "code": 230, + "indent": 0, + "parameters": [ + 60 + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "easing linear" + ] + }, + { + "code": 241, + "indent": 0, + "parameters": [ + { + "name": "01", + "volume": 90, + "pitch": 100, + "pan": 0 + } + ] + }, + { + "code": 235, + "indent": 0, + "parameters": [ 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"code": 401, + "indent": 0, + "parameters": [ + "増えていきます。" + ] + }, + { + "code": 101, + "indent": 0, + "parameters": [ + "", + 0, + 1, + 2 + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "また、\\i[4]噂話 では新クエストが発生したり、" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "有益なヒントが話題にあがるかもしれません。" + ] + }, + { + "code": 401, + "indent": 0, + "parameters": [ + "こまめにチェックしましょう!" + ] + }, + { + "code": 108, + "indent": 0, + "parameters": [ + "" + ] + }, + { + "code": 356, + "indent": 0, + "parameters": [ + "CCT ・舞台名表示" + ] + }, + { + "code": 0, + "indent": 0, + "parameters": [] + } + ], + "moveFrequency": 3, + "moveRoute": { + "list": [ + { + "code": 0, + "parameters": [] + } + ], + "repeat": true, + "skippable": false, + "wait": false + }, + "moveSpeed": 3, + "moveType": 0, + "priorityType": 1, + "stepAnime": false, + "through": false, + "trigger": 0, + "walkAnime": true + }, + { + "conditions": { + "actorId": 1, + "actorValid": false, + "itemId": 1, + "itemValid": 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diff --git a/www/data/States.json b/www/data/States.json new file mode 100644 index 0000000..64ae2b3 --- /dev/null +++ b/www/data/States.json @@ -0,0 +1,1146 @@ +[ + null, + { + "id": 1, + "autoRemovalTiming": 0, + "chanceByDamage": 100, + "iconIndex": 1, + "maxTurns": 1, + "message1": "攻撃力アップ【大】", + "message2": "防御力ダウン【小】", + "message3": "", + "message4": "は立ち上がった!", + "minTurns": 1, + "motion": 3, + "name": "ダウン", + "note": "ステート1番はHPが0になったときに\n自動的に付加されます。", + "overlay": 0, + "priority": 100, + "releaseByDamage": false, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 4, + "stepsToRemove": 100, + "traits": [ + { + "code": 23, + "dataId": 9, + "value": 0 + } + ] + }, + { + "id": 2, + "autoRemovalTiming": 2, + "chanceByDamage": 100, + "description": "", + "iconIndex": 81, + "maxTurns": 3, + "message1": "防御力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, 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"message4": "の毒が消えた!", + "minTurns": 5, + "motion": 1, + "overlay": 1, + "name": "毒", + "note": "", + "priority": 50, + "releaseByDamage": false, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 22, + "dataId": 7, + "value": -0.02 + } + ] + }, + { + "id": 5, + "autoRemovalTiming": 0, + "chanceByDamage": 100, + "traits": [], + "iconIndex": 0, + "maxTurns": 1, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 1, + "motion": 0, + "name": "", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 6, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "iconIndex": 4, + "maxTurns": 5, + "message1": "は沈黙した!", + "message2": "を沈黙させた!", + "message3": "", + "message4": "の沈黙が解けた!", + "minTurns": 3, + "motion": 1, + "name": "沈黙", + "note": "", + "overlay": 3, + "priority": 65, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 42, + "dataId": 1, + "value": 0 + } + ] + }, + { + "id": 7, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 5, + "maxTurns": 3, + "message1": "攻撃力UP/防御DOWN【小】", + "message2": "3T", + "message3": "", + "message4": "は我に返った!", + "minTurns": 3, + "motion": 1, + "name": "激昂", + "note": "", + "overlay": 4, + "priority": 70, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 1, + "stepsToRemove": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.2 + }, + { + "code": 21, + "dataId": 3, + "value": 0.7 + } + ] + }, + { + "id": 8, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 6, + "maxTurns": 4, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 2, + "motion": 1, + "name": "混乱", + "note": "", + "overlay": 5, + "priority": 75, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 2, + "stepsToRemove": 100, + "traits": [] + }, + { + "id": 9, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 7, + "maxTurns": 1, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 1, + "motion": 1, + "name": "魅了", + "note": "", + "overlay": 6, + "priority": 80, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 3, + "stepsToRemove": 100, + "traits": [] + }, + { + "id": 10, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "iconIndex": 8, + "maxTurns": 5, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 2, + "name": "睡眠", + "note": "", + "overlay": 7, + "priority": 90, + "releaseByDamage": true, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 4, + "stepsToRemove": 100, + "traits": [ + { + "code": 22, + "dataId": 1, + "value": -1 + } + ] + }, + { + "id": 11, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 11, + "dataId": 2, + "value": 3 + } + ], + "iconIndex": 64, + "maxTurns": 3, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "延焼", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 12, + "autoRemovalTiming": 2, + "chanceByDamage": 100, + "description": "", + "iconIndex": 81, + "maxTurns": 2, + "message1": "防御力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 2, + "motion": 0, + "name": "鉄壁", + "note": "", + "overlay": 0, + "priority": 0, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 11, + "dataId": 1, + "value": 0.5 + } + ] + }, + { + "id": 13, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.2 + } + ], + "iconIndex": 34, + "maxTurns": 3, + "message1": "攻撃力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "攻撃力UP(小)", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 14, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.4 + }, + { + "code": 21, + "dataId": 3, + "value": 1.4 + } + ], + "iconIndex": 84, + "maxTurns": 3, + "message1": "攻撃力・防御力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "応援", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 15, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 3, + "maxTurns": 2, + "message1": "攻撃力・防御力ダウン【小】", + "message2": "2T", + "message3": "", + "message4": "は我に返った!", + "minTurns": 2, + "motion": 0, + "name": "暗闇", + "note": "", + "overlay": 0, + "priority": 70, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 0.8 + }, + { + "code": 21, + "dataId": 3, + "value": 0.8 + } + ] + }, + { + "id": 16, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.4 + } + ], + "iconIndex": 42, + "maxTurns": 3, + "message1": "攻撃力アップ【中】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "攻撃力UP(中)", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 17, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 3, + "value": 2 + } + ], + "iconIndex": 43, + "maxTurns": 1, + "message1": "防御力アップ【中】", + "message2": "1T", + "message3": "", + 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"name": "麻痺毒", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 4, + "stepsToRemove": 100 + }, + { + "id": 20, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 10, + "maxTurns": 2, + "message1": "攻撃力ダウン【小】", + "message2": "2T", + "message3": "", + "message4": "は我に返った!", + "minTurns": 2, + "motion": 1, + "name": "威嚇", + "note": "", + "overlay": 4, + "priority": 70, + "releaseByDamage": false, + "removeAtBattleEnd": true, + "removeByDamage": true, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 0.9 + } + ] + }, + { + "id": 21, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 22, + "dataId": 7, + "value": 0.1 + } + ], + "iconIndex": 70, + "maxTurns": 3, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "酒の加護", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 22, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.5 + } + ], + "iconIndex": 34, + "maxTurns": 3, + "message1": "攻撃力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "統率", + "note": "敵専用", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 23, + "autoRemovalTiming": 1, + "chanceByDamage": 50, + "iconIndex": 10, + "maxTurns": 2, + "message1": "防御力ダウン【小】", + "message2": "2T", + "message3": "", + "message4": 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"code": 11, + "dataId": 2, + "value": 2 + } + ], + "iconIndex": 64, + "maxTurns": 2, + "message1": "火耐性弱化【中】", + "message2": "2T", + "message3": "", + "message4": "", + "minTurns": 2, + "motion": 0, + "name": "火弱化", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 26, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 1.5 + } + ], + "iconIndex": 42, + "maxTurns": 3, + "message1": "攻撃力アップ【小】", + "message2": "3T", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "攻撃力UP(中)", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 27, + "autoRemovalTiming": 1, + 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"minTurns": 3, + "motion": 0, + "name": "古の障壁", + "note": "", + "overlay": 0, + "priority": 0, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100, + "traits": [ + { + "code": 11, + "dataId": 2, + "value": 0.25 + }, + { + "code": 11, + "dataId": 3, + "value": 0.25 + }, + { + "code": 11, + "dataId": 4, + "value": 0.25 + }, + { + "code": 11, + "dataId": 5, + "value": 0.25 + }, + { + "code": 11, + "dataId": 6, + "value": 0.25 + }, + { + "code": 11, + "dataId": 7, + "value": 0.25 + } + ] + }, + { + "id": 34, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 21, + "dataId": 2, + "value": 0.1 + } + ], + "iconIndex": 341, + "maxTurns": 3, + "message1": "攻撃力ダウン【大】", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 3, + "motion": 0, + "name": "支配", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": true, + "removeByDamage": false, + "removeByRestriction": true, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + }, + { + "id": 35, + "autoRemovalTiming": 1, + "chanceByDamage": 100, + "traits": [ + { + "code": 13, + "dataId": 25, + "value": 0 + }, + { + "code": 21, + "dataId": 3, + "value": 9.99 + } + ], + "iconIndex": 64, + "maxTurns": 99, + "message1": "", + "message2": "", + "message3": "", + "message4": "", + "minTurns": 99, + "motion": 0, + "name": "赤龍の護り", + "note": "", + "overlay": 0, + "priority": 50, + "removeAtBattleEnd": false, + "removeByDamage": false, + "removeByRestriction": false, + "removeByWalking": false, + "restriction": 0, + "stepsToRemove": 100 + } +] \ No newline at end of file diff --git a/www/data/System.json b/www/data/System.json new file mode 100644 index 0000000..05e4abb --- /dev/null +++ b/www/data/System.json @@ -0,0 +1,1692 @@ +{ + "airship": { + "bgm": { + "name": "Ship3", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "characterIndex": 3, + "characterName": "Vehicle", + "startMapId": 0, + "startX": 0, + "startY": 0 + }, + "armorTypes": [ + "", + "---" + ], + "attackMotions": [ + { + "type": 0, + "weaponImageId": 0 + }, + { + "type": 1, + "weaponImageId": 1 + }, + { + "type": 1, + "weaponImageId": 2 + }, + { + "type": 1, + "weaponImageId": 3 + }, + { + "type": 1, + "weaponImageId": 4 + }, + { + "type": 1, + "weaponImageId": 5 + }, + { + "type": 1, + "weaponImageId": 6 + }, + { + "type": 2, + "weaponImageId": 7 + }, + { + "type": 2, + "weaponImageId": 8 + }, + { + "type": 2, + "weaponImageId": 9 + }, + { + "type": 0, + "weaponImageId": 10 + }, + { + "type": 0, + "weaponImageId": 11 + }, + { + "type": 0, + "weaponImageId": 12 + } + ], + "battleBgm": { + "name": "Battle1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "battleback1Name": "Grassland", + "battleback2Name": "Grassland", + "battlerHue": 0, + "battlerName": "Dragon", + "boat": { + "bgm": { + "name": "Ship1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "characterIndex": 0, + "characterName": "Vehicle", + "startMapId": 0, + "startX": 0, + "startY": 0 + }, + "currencyUnit": "G", + "defeatMe": { + "name": "Defeat1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "editMapId": 12, + "elements": [ + "", + "物理", + "火炎", + "冷気", + "電撃", + "酸毒", + "神聖", + "死霊", + "飛行", + "騎馬", + "無属性" + ], + "equipTypes": [ + "", + "冒険者", + "---" + ], + "gameTitle": "ドラゴンワームリング!", + "gameoverMe": { + "name": "Gameover1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "locale": "ja_JP", + "magicSkills": [ + 1 + ], + "menuCommands": [ + true, + false, + false, + false, + false, + false + ], + "optDisplayTp": false, + "optDrawTitle": false, + "optExtraExp": false, + "optFloorDeath": false, + "optFollowers": false, + "optSideView": false, + "optSlipDeath": false, + "optTransparent": true, + "partyMembers": [ + 1 + ], + "ship": { + "bgm": { + "name": "Ship2", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "characterIndex": 1, + "characterName": "Vehicle", + "startMapId": 0, + "startX": 0, + "startY": 0 + }, + "skillTypes": [ + "", + "攻撃", + "回復", + "強化", + "弱化", + "特殊" + ], + "sounds": [ + { + "name": "Cursor2", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Decision1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Cancel2", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Buzzer1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Equip1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Save", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Load", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Battle1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Run", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Attack3", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Damage4", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Collapse1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Collapse2", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Collapse3", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Damage5", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Collapse4", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Recovery", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Miss", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Evasion1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Evasion2", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Reflection", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Shop1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Item3", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + { + "name": "Item3", + "pan": 0, + "pitch": 100, + "volume": 90 + } + ], + "startMapId": 12, + "startX": 1, + "startY": 2, + "switches": [ + "", + "回想シーン中?", + "テストプレイ中?", + "", + "難易度・ハード?", + "", + "回想シーン開放", + "体験版?", + "", + "ランダムシェイク", + "クリック移動先指定削除", + "", + "ボイスオン", + "トーク中", + "", + "", + "・立ち絵半透明化", + "・立ち絵半透明化キャンセラ", + "", + "", + "会話シーン終了", + "=== 戦闘用スイッチ ===", + "●敵の攻撃!", + "●敵のスキル!", + "●エネミー行動Wave", + "プレイヤー対象ステート", + "エネミー対象ステート", + "サポート!", + "ステート解除スキル?", + "", + "ウェーブ続く", + "ウェーブ開始直後スキル", + "ボスBGM", + "", + "", + "", + "", + "", + "", + "", + "ピクチャボタン無効化", + "マップUI表示", + "ワールドマップイベント", + "・巣にいる", + "・スキル確認開く", + "・メニューをキャンセル", + "・スクロール固定", + "・冒険者いる?", + "", + "・コテージ使用済?", + "", + "冒険者加入!", + "家具新入手?", + "アーティファクト入手", + "", + "", + "", + "", + "", + "・リフレッシュキャンセラ", + "・村システム中断", + "===", + "●ルクレア村", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "ドラゴンカインド可能?", + "ドラゴンチャージ可能?", + "ドラゴンチャージもうだめ", + "", + "村えっちフラグ", + "今日の村", + "酒場バニーフラグ", + "今日のバニー", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "キャンセル押した", + "戦闘速度変更", + "一時キャンセル停止", + "", + "・負けて帰った", + "・トラップ!", + "・ダンジョン外", + "・ダンジョン撤退", + "・撤退不許可", + "ダンジョン探索中", + "鍵開け可能スイッチ", + "ロード直後", + "メニュー初回", + "装備メニュー", + "編成禁止", + "エネミー吹っ飛び中?", + "", + "勝利!", + "敗北", + "戦闘終了", + "エネミースキル危険", + "トータルダメージ消去", + "スタン!", + "行動不可!", + "行動不可だけどチャージさせる", + "凍結!", + "", + "", + "", + "ターン開始前スキル", + "", + "アーティファクト名", + "", + "", + "", + "", + "", + "", + "", + "範囲スキル", + "ソルちゃんブレス", + "アーティファクト使用", + "アーティファクト所持", + "・ドラゴンチャージ", + "", + "クリティカル扱い", + "", + "ステート付与スキル?", + "ステート解除スキル?", + "", + "冒険者A:スキルB", + "冒険者A:スキルC", + "冒険者B:スキルB", + "冒険者B:スキルC", + "冒険者C:スキルB", + "冒険者C:スキルC", + "冒険者D:スキルB", + "冒険者D:スキルC", + "", + "スキル名表示", + "選択肢:ブレス", + "選択肢:アーティファクト", + "", + "", + "", + "", + "", + "", + "", + "", + "選択肢:冒険者AスキルB", + "選択肢:冒険者BスキルB", + "選択肢:冒険者CスキルB", + "選択肢:冒険者DスキルB", + "", + "", + "", + "・エリック鍵開けセリフ", + "カギあけ成功", + "お宝発生", + "チュートリアル戦闘", + "チュートリアル終了", + "初雇用", + "●安宿開放", + "", + "", + "・村セクハラおわり", + "・酒場お手伝いおわり", + "話題切り替えスイッチ", + "===", + "脱皮>スモール", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===", + "ソル生まれた", + "森から巣へかえるよ", + "初の巣作り", + "ルクレア村にいこう!", + "初ルクレア村", + "初酒場", + "初村から出た", + "初魔法屋", + "初雇用", + "初街道", + "ゴメスら参入", + "初水道", + "ギドルフら参入", + "フレイ救出", + "フレイ参入", + "初安宿", + "初山岳", + "こぼのお願い", + "行商人運んだ!", + "グリフォン去っていった", + "グスタフ参入", + "マンティコアたおした", + "廃墟ダンジョン発生", + "初廃墟", + "オーガたおした", + "初森", + "初洞窟", + "緑竜たおした", + "UW発生", + "ブレインイーターたおした", + "●赤竜に一度まけた", + "火山発生", + "迷宮発生", + "グレーターたおした", + "赤竜たおした", + "EDみたよ", + "初迷宮", + "エルシィ救出", + "初火山", + "山・ロープ垂らした", + "初火山深部", + "ベイン加入フラグ", + "ベイン参入", + "ドラウケン参入", + "エルシィ参入", + "エレインら参入", + "アグニー参入", + "先生参入", + "黒白加入フラグ", + "白黒参入", + "新商品A", + "新商品B", + "フェリル救出", + "フェリル参入", + "ハヤガケ参入", + "ごはん!", + "バニーイベント1", + "温泉イベ", + "ワープクリスタル", + "模様替え1", + "模様替え2", + "家具初入手?", + "ヤマノウの剣使用?", + "アズサ救出", + "アズサ参入", + "初DK後", + "初DK後みた", + "水路をクリア", + "ルビィ救出", + "ルビィ参入", + "人さらいアジト脱出", + "◯人さらいと遭遇", + "・人さらい遭遇後", + "冒険者未装備", + "人さらい発生", + "人さらい警告", + "", + "", + "", + "ファリアのH", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "=ダンジョンスイッチ=", + "・チュートリアル面", + "!コーラルプーサーの森", + "・街道のゴブリン", + "●街道", + "・水路", + "●忘れられた水路", + "●グリルタ山", + "●廃墟", + "●嗤う森", + "●アンダーワールド", + "●火山", + "●試練の迷宮", + "ぬま", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "ソルHドラゴンカインド1", + "ソルHドラゴンカインド2", + "ソルHドラゴンカインド3", + "ソルHドラゴンカインド4", + "ソルHドラゴンカインド5", + "ソルHバニー1", + "ソルHバニー2", + "ソルHドラゴンカインド8", + "", + "", + "", + "", + "エリックH2", + "エリックH3", + "イスクH2", + "エニ先生H1", + "エニ先生H2", + "エニ先生H3", + "", + "", + "ファリアのH", + "セレスのH", + "ウェインのH", + "", + "イスクソルバニーフラグ", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===関門エネミー===", + "火山1_35.14", + "火山1_7.26", + "", + "", + "", + "迷宮1_3.24", + "迷宮1_22.19", + "迷宮1_16.15", + "", + "", + "廃墟_23,17", + "廃墟_35,23", + "", + "森_37,22", + "", + "", + "洞窟_30,33", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "●調教イベント中", + "・自由時間", + "・デイリー開始", + "・ルビィ調教中", + "助けが来た", + "・調教シーンみた", + "・接客シーンみた", + "・カギあく", + "・ルビィ調教みた", + "・ルビィと話した", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "tesuto", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===ソル===", + "ソルドラゴンカインド1", + "ソルドラゴンカインド2", + "ソルドラゴンカインド3", + "ソルドラゴンカインド4", + "ソルドラゴンカインド5", + "ソルバニー1", + "ソルバニー2", + "ソルパイズリ", + "ソル村H", + "ソルオークション", + "ソル調教", + "ソル接客", + "バニーイベント", + "温泉イベント", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===エリック===", + "エリック陵辱", + "エリックDK1", + "エリックDK2", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===先生===", + "先生奉仕", + "先生凌辱", + "先生DK", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===イスク===", + "イスク奉仕1", + "イスク奉仕2", + "イスクバニー", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "===その他===", + "ファリアDK", + "フレイ凌辱", + "エルシィ凌辱", + "セレスDK", + "ウェインDK", + "アズサ凌辱", + "フェリル凌辱", + "ルビィ調教", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "ED1実績", + "ED2実績", + "ED3", + "ED4", + "", + "", + "", + "", + "", + "クリアしたよ" + ], + "terms": { + "basic": [ + "レベル", + "Lv", + "HP", + "HP", + "MP", + "MP", + "TP", + "TP", + "経験値", + "EXP" + ], + "commands": [ + "戦う", + "逃げる", + "攻撃", + "防御", + "アーティファクト", + "スキル", + "装備", + "ステータス", + "並び替え", + "セーブ", + "ゲーム終了", + "オプション", + "冒険者", + "防具", + "大事なもの", + "編成", + "おまかせ", + "全て外す", + "ニューゲーム", + "コンティニュー", + null, + "タイトルへ", + "やめる", + null, + "購入する", + "売却する" + ], + "params": [ + "最大HP", + "最大MP", + "攻撃力", + "防御力", + "魔法力", + "魔法防御", + "敏捷性", + "運", + "命中率", + "回避率" + ], + "messages": { + "actionFailure": "%1には効かなかった!", + "actorDamage": "%1は %2 のダメージを受けた!", + "actorDrain": "%1は%2を %3 奪われた!", + "actorGain": "%1の%2が %3 増えた!", + "actorLoss": "%1の%2が %3 減った!", + "actorNoDamage": "%1はダメージを受けていない!", + "actorNoHit": "ミス! %1はダメージを受けていない!", + "actorRecovery": "%1の%2が %3 回復した!", + "alwaysDash": "常時ダッシュ", + "bgmVolume": "BGM 音量", + "bgsVolume": "BGS 音量", + "buffAdd": "%1の%2が上がった!", + "buffRemove": "%1の%2が元に戻った!", + "commandRemember": "コマンド記憶", + "counterAttack": "%1の反撃!", + "criticalToActor": "痛恨の一撃!!", + "criticalToEnemy": "会心の一撃!!", + "debuffAdd": "%1の%2が下がった!", + "defeat": "%1は戦いに敗れた。", + "emerge": "%1が出現!", + "enemyDamage": "%1に %2 のダメージを与えた!", + "enemyDrain": "%1の%2を %3 奪った!", + "enemyGain": "%1の%2が %3 増えた!", + "enemyLoss": "%1の%2が %3 減った!", + "enemyNoDamage": "%1にダメージを与えられない!", + "enemyNoHit": "ミス! %1にダメージを与えられない!", + "enemyRecovery": "%1の%2が %3 回復した!", + "escapeFailure": "しかし逃げることはできなかった!", + "escapeStart": "%1は逃げ出した!", + "evasion": "%1は攻撃をかわした!", + "expNext": "次の%1まで", + "expTotal": "現在の%1", + "file": "ファイル", + "levelUp": "%1は%2 %3 に上がった!", + "loadMessage": "どのファイルをロードしますか?", + "magicEvasion": "%1は魔法を打ち消した!", + "magicReflection": "%1は魔法を跳ね返した!", + "meVolume": "ME 音量", + "obtainExp": "%1 の%2を獲得!", + "obtainGold": "お金を %1\\G 手に入れた!", + "obtainItem": "%1を手に入れた!", + "obtainSkill": "%1を覚えた!", + "partyName": "%1たち", + "possession": "所持数", + "preemptive": "%1は先手を取った!", + "saveMessage": "どのファイルにセーブしますか?", + "seVolume": "SE 音量", + "substitute": "%1が%2をかばった!", + "surprise": "%1は不意をつかれた!", + "useItem": "%1は%2を使った!", + "victory": "%1の勝利!" + } + }, + "testBattlers": [ + { + "actorId": 1, + "equips": [ + 1, + 1, + 2, + 3, + 0 + ], + "level": 1 + }, + { + "actorId": 2, + "equips": [ + 2, + 1, + 2, + 3, + 0 + ], + "level": 1 + }, + { + "actorId": 3, + "equips": [ + 3, + 0, + 2, + 3, + 4 + ], + "level": 1 + }, + { + "actorId": 4, + "equips": [ + 4, + 0, + 2, + 3, + 4 + ], + "level": 1 + } + ], + "testTroopId": 4, + "title1Name": "hyousi2", + "title2Name": "", + "titleBgm": { + "name": "", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "variables": [ + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "●シーン名", + "●メッセージID", + "○メッセージID最大", + "●ボイスID", + "", + "・キャラピクチャX", + "", + "", + "・ボイス補正", + "", + "シーン回想マップ", + "シーン回想X", + "シーン回想Y", + "", + "ソルボイス", + "エニボイス", + "エリックボイス", + "イスクボイス", + "しゃべる人のボイスID", + "ワイプタイプ", + "Spine_X", + "Spine_Y", + "Skill_X", + "Skill_Y", + "+X", + "+Y", + "Length", + "SkillID", + "length", + "picID", + "冒険者ID変数番号", + "IconID", + "", + "", + "", + "", + "", + "SkillA", + "SkillB", + "SkillC", + "現在EXP", + "記録EXP", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "ドラゴンカインド残り", + "ドラゴンカインド限界", + "", + "冒険者A・HP&ATK", + "冒険者B・HP&ATK", + "冒険者C・HP&ATK", + "冒険者D・HP&ATK", + "AA", + "AB", + "AC", + "BA", + "BB", + "BC", + "CA", + "CB", + "CC", + "DA", + "DB", + "DC", + "", + "【ダンジョン名】", + "【難易度】", + "【その他1】", + "【その他2】", + "【その他3】", + "", + "", + "*ソルちゃんデータ*", + "最大HP", + "現在HP", + "HP割合", + "", + "ソル攻撃力", + "使用アーティファクトID", + "", + "ソルレベル", + "===", + "戦闘ウェイト", + "", + "【ウェーブ1】", + "【ウェーブ2】", + "【ウェーブ3】", + "・ウェーブ総数", + "・現在ウェーブ", + "冒険者X", + "冒険者Y", + "冒険者用配列順番", + "*冒険者A*", + "A・ID", + "A・名前", + "A・HP", + "A・攻撃", + "A・通常攻撃アニメ", + "A・ファイル名", + "A・スキン", + "A・モーション", + "A・サイズ", + "A・スキルA ID", + "A・スキルA 名称", + "A・スキルA アイコン", + "A・スキルB ID", + "A・スキルB 名称", + "A・スキルB アイコン", + "A・スキルC ID", + "A・スキルC 名称", + "A・スキルC アイコン", + "A・攻撃属性", + "*冒険者B*", + "B・ID", + "B・名前", + "B・HP", + "B・攻撃", + "B・通常攻撃アニメ", + "B・ファイル名", + "B・スキン", + "B・モーション", + "B・サイズ", + "B・スキルA ID", + "B・スキルA 名称", + "B・スキルA アイコン", + "B・スキルB ID", + "B・スキルB 名称", + "B・スキルB アイコン", + "B・スキルC ID", + "B・スキルC 名称", + "B・スキルC アイコン", + "B・攻撃属性", + "*冒険者C*", + "C・ID", + "C・名前", + "C・HP", + "C・攻撃", + "C・通常攻撃アニメ", + "C・ファイル名", + "C・スキン", + "C・モーション", + "C・サイズ", + "C・スキルA ID", + "C・スキルA 名称", + "C・スキルA アイコン", + "C・スキルB ID", + "C・スキルB 名称", + "C・スキルB アイコン", + "C・スキルC ID", + "C・スキルC 名称", + "C・スキルC アイコン", + "C・攻撃属性", + "*冒険者D*", + "D・ID", + "D・名前", + "D・HP", + "D・攻撃", + "D・通常攻撃アニメ", + "D・ファイル名", + "D・スキン", + "D・モーション", + "D・サイズ", + "D・スキルA ID", + "D・スキルA 名称", + "D・スキルA アイコン", + "D・スキルB ID", + "D・スキルB 名称", + "D・スキルB アイコン", + "D・スキルC ID", + "D・スキルC 名称", + "D・スキルC アイコン", + "D・攻撃属性", + "*スキルデータ*", + "スキルID", + "スキル名称", + "スキルアイコン", + "スキルリチャージ", + "スキル種別", + "スキル攻撃属性", + "スキルアニメID", + "スキル最大発動回数", + "スキル回数", + "スキルモーション", + "スキルダメージ量", + "スキル使用ピクチャID", + "スキルウェイト", + "スキル終了ウェイト", + "スキル・コモンイベント", + "スキルサブネーム", + "", + "スキル使用者", + "スキル使用者攻撃力", + "*ステート表示*", + "ステート1", + "・M1A", + "・M1B", + "ステート2", + "・M2A", + "・M2B", + "ステート3", + "・M3A", + "・M3B", + "ステート4", + "・M4A", + "・M4B", + "ステート5", + "・M5A", + "・M5B", + "", + "", + "", + "", + "*エネミー*", + "トループID", + "トループ人数", + "エネミーID", + "エネミー名称", + "エネミー最大HP", + "エネミー攻撃力", + "エネミー攻撃アニメ", + "エネミー攻撃属性", + "エネミー攻撃モーション", + "E属性有効:物理", + "E属性有効:火炎", + "E属性有効:冷気", + "E属性有効:電撃", + "E属性有効:酸毒", + "E属性有効:神聖", + "E属性有効:死霊", + "E属性有効:飛行", + "E属性有効:", + "E属性有効:無属性", + "***戦闘データ***", + "現在ターン", + "", + "ダメージ値", + "ダメージ合計/T", + "ダメージ位置", + "", + "攻撃側倍率", + "防御側倍率", + "攻撃側属性", + "防御側属性", + "", + "", + "エネミー現在HP", + "エネミーHP割合", + "エネミー使用スキル", + "エネミースキルアニメ", + "エネミーオートスキル", + "エネミーオートチャージ", + "ウェイト値", + "PステートID(配列)", + "Pステートターン(配列)", + "EステートID(配列)", + "Eステートターン(配列)", + "Pステートアイコン1", + "Pステートアイコン2", + "Pステートアイコン3", + "Pステートアイコン4", + "Pステートアイコン5", + "Eステートアイコン1", + "Eステートアイコン2", + "Eステートアイコン3", + "Eステートアイコン4", + "Eステートアイコン5", + "・ステートリジェネ", + "P/Nステート対象", + "トループモーション", + "トループ攻撃力", + "トループアニメ", + "トループ属性", + "アーティファクトチャージ", + "ブレスチャージ", + "ブレス回数", + "ブレス回数出力", + "アーティファクトMAX", + "", + "スキル順番スイッチ", + "スキル順番ピクチャID", + "スキル使用ID", + "", + "A・スキルBチャージ", + "B・スキルBチャージ", + "C・スキルBチャージ", + "D・スキルBチャージ", + "スキルチャージID", + "A・スキルCチャージ", + "B・スキルCチャージ", + "C・スキルCチャージ", + "D・スキルCチャージ", + "", + "使用可能スキルID", + "使用可能スキルチャージ", + "使用可能スキルPic", + "使用可能スキルSw", + "使用スキルy", + "使用スキルi", + "", + "エネミースキル危険!", + "エネミー攻撃ウェイト", + "T攻撃ウェイト[]", + "T攻撃ウェイト実際", + "・時止め", + "アーティファクトC計算用", + "ランダム発動", + "", + "", + "", + "pic表示優先度", + "冒険者Pic配列", + "エネミーPic配列", + "【移動距離】", + "【マップID】", + "【プレイヤーX】", + "【プレイヤーY】", + "【戦闘イベントID】", + "【鍵開け回数】", + "【獲得金額合計】", + "【撃破数合計】", + "【入手アイテム数】", + "【ダンジョンID】", + "【所持家具】", + "【冒険者所持数】", + "", + "巣の家具入手数", + "マップ名", + "マップ名2", + "ステージナンバー", + "・入手アイテムID", + "・入手金額", + "・加入冒険者ID", + "【累計撃破数】", + "【累計アイテム入手数】", + "【所持金表示】", + "【累計経験値表示】", + "【現在経験値】", + "【金貨→経験値】", + "", + "", + "新冒険者登場", + "[雇用冒険者]", + "雇用冒険者A", + "雇用冒険者B", + "雇用冒険者C", + "", + "ユニークスキルPicID", + "ユニークスキル発動者ID", + "ユニークスキルID", + "【脱皮回数】", + "【ドラゴンカインド回数】", + "【ドラゴンの加護】", + "記録用DK累積回数", + "記録用DC累積回数", + "新・噂話", + "・ウワサ日程", + "噂話の内容", + "世間話の内容配列格納", + "本日の噂話?", + "本日の世間話?", + "世間話の内容", + "世間話ソルボイス", + "イスクさんの語彙", + "本日のウワサ!", + "献立内容", + "地獄への秒読み", + "酒場訪問回数", + "今日の吟遊詩人", + "東の国の連中", + "本日のごはん", + "うわさ回数", + "【日数】", + "===", + "イスク出現フラグ", + "北の街道クリア", + "グリルタ山フラグ", + "森林フラグ", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "・エニ先生の我慢", + "", + "・村訪問日", + "・村の前訪問", + "・酒場訪問日", + "・酒場の前訪問", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "◯Hシーンタイトル", + "DK限界アナウンス", + "奴隷経過時間", + "カギをあけてくれるか", + "ルビィ会話回数", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "冒険者A", + "冒険者B", + "冒険者C", + "冒険者D", + "冒険者E", + "冒険者F", + "", + "", + "", + "", + "", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===", + "===" + ], + "versionId": 56343272, + "victoryMe": { + "name": "Victory1", + "pan": 0, + "pitch": 100, + "volume": 90 + }, + "weaponTypes": [ + "", + "戦士系", + "盗賊系", + "僧侶系", + "魔術師系", + "上位職", + "その他" + ], + "windowTone": [ + 0, + 0, + 0, + 0 + ] +} \ No newline at end of file diff --git a/www/data/Tilesets.json b/www/data/Tilesets.json new file mode 100644 index 0000000..302b495 --- /dev/null +++ b/www/data/Tilesets.json @@ -0,0 +1,40206 @@ +[ + null, + { + "id": 1, + "flags": [ + 16, + 1551, + 1551, + 1551, + 1536, + 1536, + 1536, + 1551, + 1536, + 1536, + 1536, + 1536, + 1536, + 1551, + 1551, + 1536, + 1536, + 1536, + 1551, + 1536, + 1536, + 1551, + 1536, 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"like": null + }, + "3": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "4": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "5": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "6": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "7": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "8": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "9": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "10": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "11": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + }, + "12": { + "name": "エリック", + "message": null, + "help1": "中立/中立 盗賊 人間", + "help2": null, + "like": "「ふふふ、エールよエール。麦酒!\n 一仕事終わらせてからの一杯こそ人生ってね!」" + }, + "13": { + "name": "マーくん", + "message": null, + "help1": "善/秩序 戦士 人間", + "help2": null, + "like": "「酒場で皆でワイワイやりながらの食事はどれも旨い。\n 中でもやはり、鹿肉の炙り焼きの香りには勝てないな」" + }, + "14": { + "name": "グレストラス", + "message": "「俺は弧電魔術師グレストラスという。\n この雷光の魔術が所望ならば手伝おう。\n ……それなりの研究費用はもらうがな」", + "help1": "中立/混沌 魔術師 人間", + "help2": "雷の魔法を修める若き魔術師。\n\\> 【魔法系アタッカー】", + "like": "「俺は生まれつき体が弱くてあまり物を食えない。\n 薬草を煎じて飲む方が多いだろうな。\n ……一口飲むか?吐きそうなくらい苦いぞ」" + }, + "15": { + "name": "ファリア", + "message": "「イシュペールに仕えるシスター、ファリアでございます。\n どうかお見知り置きを。ゴールドドラゴン様」", + "help1": "善/中立 シスター ハーフエルフ", + "help2": "弱き者を守る光の癒やし手。\n\\> 【純ヒーラー】", + "like": "「私は修道院でよく食べた麦粥が口に合っております。\n 素朴で美味しいのですよ」" + }, + "16": { + "name": "ゴメス", + "message": "「俺ぁゴメスといいまさぁ。\n へへっ、たっぷり稼がせてもらうでさァ」", + "help1": "悪/中立 ならず者 人間", + "help2": "自分の欲に忠実なならず者。\n\\> 【補助・アタッカー】", + "like": "「ま、何はなくともエール酒が欲しいでさァ。\n 兎の一匹でも捕まえて肴にできりゃあ言う事ァない。\n よくツルンでた野郎共と焚き火を囲んだもんでさァ」" + }, + "17": { + "name": "トレンディル", + "message": "「僕はトレンディル。弓手だ。人間の国は不慣れだけど\n まぁボチボチやっていく。よろしく」", + "help1": "中立/中立 弓手 エルフ", + "help2": "飄々と世の中を渡るエルフの弓手。\n\\> 【便利系アタッカー】", + "like": "「人間の食事はどうにも味が濃いのが多いけど、\n グリーンアスパラのベーコン巻きはいいね。絶品だ」" + }, + "18": { + "name": "ギドルフ", + "message": "「拙僧、イシュペール神の僧ギドルフと申す。\n 共に不浄なる者を討つため戦いましょうぞ」", + "help1": "善/秩序 クレリック 人間", + "help2": "不死狩りを己に課すクレリック。\n\\> 【万能・対アンデッド】", + "like": "「黒パンとワイン。あとサーモンステーキがあれば\n 最高の晩餐になりますな。\n イシュペールに感謝していただきましょうぞ」" + }, + "19": { + "name": "イヴォ", + "message": "「グランスニル族が戦士イヴォ。\n 狼神と祖先にかけて、心の臓凍てつくまで戦うと誓う。\n 俺に栄誉ある戦場と死に場所を。ドラゴンよ」", + "help1": "中立/混沌 バーバリアン 人間", + "help2": "ひたすらに暴れまわる部族戦士。\n\\> 【完全物理アタッカー】", + "like": "「グリズリーの腸を焼いて喰う。\n それが血となり肉となり怒りとなる。\n 血が足りんな、ここのメシは」" + }, + "20": { + "name": "フレイ", + "message": "「拳士・フレイ!冒険者!\n ………仲間2人とはぐれたんだよね。他のメンツ知らない?」", + "help1": "中立/中立 拳士 人間", + "help2": "炎の足を持つ格闘家。\n\\> 【属性攻撃アタッカー】", + "like": "「林檎酒!血の腸詰め!鶏の香草焼き!\n ……寺院じゃ生臭って言われるけど……!\n でもわたしは今の人生を謳歌するのだ!」" + }, + "21": { + "name": "グスタフ", + "message": "「ワシゃぁグスタフ。\n まぁ売れん銃鍛冶崩れの傭兵よ」", + "help1": "善/中立 銃手 ドワーフ", + "help2": "技術力を誇る銃手。\n\\> 【汎用アタッカー】", + "like": "「酒を飲まんドワーフなどおらん。まずは酒よ酒。\n 金さえありゃ樽ごと買って飲むんじゃがなあー。\n あとこの店の揚げじゃがも旨いな。ビールに合うぞ」" + }, + "22": { + "name": "ドラウケン", + "message": "「グリフォン騎士、ドラウケン。金色の呼びかけに応じ参上仕る。\n こちらは我が相棒のストーナー。共によろしく頼み申す」", + "help1": "中立/秩序 騎士 人間", + "help2": "グリフォンを駆る大空の騎士。\n\\> 【突撃系アタッカー】", + "like": "「私はともかく……相棒ストーナーは馬肉が好物でな……。\n 腹を空かせると、見境いなく他人の馬をも襲ってしまう。\n ……馬肉を買い込んで与えてはいるが、食費が嵩んでな……」" + }, + "23": { + "name": "エルシィ", + "message": "「え、エルシィと呼んでください…!\n 戦神アウルドに仕えるシスターをしております…!」", + "help1": "善/秩序 シスター 人間", + "help2": "可憐な戦女神のシスター。\n\\> 【強化スキル系ヒーラー】", + "like": "「よく、孤児院ではコーンスープを作って食べていました。\n コーンの粒を乾燥させれば保存がきき、冒険の際の\n 食事としても、大変便利なんですよ……!」" + }, + "24": { + "name": "ベイン", + "message": "「ベインだ。金さえ貰えりゃ働くさ。\n 金額の分はな」", + "help1": "悪/秩序 戦士 ドワーフ", + "help2": "魔法の斧を用いた剛力の戦士。\n\\> 【属性武器アタッカー】", + "like": "「酒と魚だけでいい。\n ……俺の故郷の鉱山では魚なんて滅多に食えなくてな。\n ガキの頃から魚を腹いっぱい食ってみてえと思ってたもんだ」" + }, + "25": { + "name": "エレイン", + "message": "「私はエレイン。氷雪の魔術を得手としています。\n 新たな知見が得られる事を期待します、ゴールドドラゴン」", + "help1": "中立/秩序 魔術師 ハーフエルフ", + "help2": "時すら凍てつく氷雪の魔術師。\n\\>【魔法系アタッカー】", + "like": "「大陸東部で採れる紅茶がいいですね。\n 蜂蜜を注いで香りもよく、とても安らげます。\n つい、茶葉集めに夢中になってしまいますね」" + }, + "26": { + "name": "ボルシチマン", + "message": "「風の神フォーレに仕えし僧・ボルシチマン!\n 今こそ風の導きにより助太刀いたす!ガハハ!」", + "help1": "善/秩序 クレリック 人間", + "help2": "蛇を愛する旅のクレリック。\n\\> 【万能・毒型】", + "like": "「こう、ですなぁ……そこらの蛇を捕まえてですな……\n 頭と皮とモツを取って、棒に巻き付けて焼いて食うのです!\n これがまた…何ともオツな味でしてなぁ!!」" + }, + "27": { + "name": "セレス", + "message": "「私はセレスティーヌ。\n 冒険者ギルドの監査官をしております……が、\n 今日はウェインの付き添いです。彼女共々よろしくお願いします。」", + "help1": "善/秩序 シスター エルフ", + "help2": "大いなる加護を司るシスター。\n\\> 【防御特化ヒーラー】", + "like": "「実は趣味で家庭菜園をしております。\n 採れたての野菜たちでサラダを作るのが日頃の楽しみです。\n ドレッシング作りにも力が入ってしまいますね」" + }, + "28": { + "name": "アグニー", + "message": "「俺ノ名ハ あぐにー。鱗人ノ戦士。\n 俺ノ部族ハ、自分ノ瞳ト同ジ色ノ鱗ヲ持ツ竜ニ仕エル。\n ズット俺ノ瞳ト同ジ色ノ竜ヲ探シテ旅ヲ続ケテキタ。」", + "help1": "中立/混沌 戦士 リザードマン", + "help2": "竜に仕えるリザードマンの戦士。\n\\> 【ソル強化アタッカー】", + "like": "「故郷ノ沼ニ住ム「なまず」ガ好物ダ。\n 戦ノ後ナドハヨク、「なまず」ヲ食ッテ宴ヲシタモノダ。\n ……コノ辺ニ、良イ沼ハ無イダロウカ?」" + }, + "29": { + "name": "ウェイン", + "message": "「ウェイン。戦争魔術師よ。\n まぁ、魔術師って言っても殆ど攻撃呪文しか習得してないし、\n 私の事は歩く大砲かバリスタだと思って頂戴」", + "help1": "中立/混沌 魔術師 エルフ", + "help2": "魔法攻撃に特化した戦争魔術師。\n\\> 【純魔法アタッカー】", + "like": "「屋台で色々買って食べながらブラつくのが好きかな。\n 串焼き肉とか屋台パイとか食べながら、エール片手にね。でも\n なんかやたらとチンピラにケンカ売られるんだけど。なんでよ」" + }, + "30": { + "name": "アズサ", + "message": "「アズサと申す。\n ホウリュウの国のサムライだが故あって放浪中の身。\n どうかよろしく頼む。」", + "help1": "中立/中立 サムライ 人間", + "help2": "刀の奥義を極めたサムライ。\n\\> 【秘奥義アタッカー】", + "like": "「故郷では魚を生でいただく習慣があってな。\n 酢飯と魚で作るスシが何よりも好みであった。\n ……こちらの文化は生の魚を食べないと聞いて驚いている」" + }, + "31": { + "name": "フェリル", + "message": "「戦女神アウルドに仕えしロード、フェリルです。\n これも何かの縁、貴方の剣となり戦陣を切り開きましょう」", + "help1": "善/秩序 ロード 人間", + "help2": "戦女神に仕えるロード。\n\\> 【万能型アタッカー】", + "like": "「甘い焼菓子には目がありませんのでして……。\n 旅の食料にもビスケットなどを用意してしまいます。\n ……一度、エルフのレンバスなる焼菓子を食べてみたいです…」" + }, + "32": { + "name": "ルビィ", + "message": "「ルビィ。ルビィ・ウォーロック。\n ……見てくれはこうだけど、一応は聖職者なんですよ?\n ま、よろしく頼みますね。金竜さん♡」", + "help1": "善/混沌 ビショップ ティーフリング", + "help2": "悪魔との混血である司教。\n\\> 【特殊系サポーター】", + "like": "「血の滴るレアな焼き加減のお肉が好きなんですけどねー?\n 聖職者をやってるとですねー?これがまた食べづらいんですよ。\n 周りの目が気になって。視線が痛いっていいますかー?」" + }, + "33": { + "name": "ハヤガケ", + "message": "「………………」", + "help1": "悪/秩序 ニンジャ 人間", + "help2": "殺しの技術を磨き続けるニンジャ。\n\\> 【秘奥義アタッカー】", + "like": "「……………流石にコメが恋しい」" + }, + "34": { + "name": "エニ先生", + "message": "「さて。せっかく戻ってきたことですし、私も加入いたしましょう。\n よろしく頼みますよ、ソル」", + "help1": "善/中立 賢者 人間", + "help2": "世界を渡り歩く美貌の賢者。\n\\> 【万能型サポーター】", + "like": "「旅の途中の野営で、干し肉と豆で旅行者のスープを作り\n パーティメンバーと焚き火を囲みながら摂る一時が、\n 何よりも好きかも知れません」" + }, + "": { + "name": null, + "message": null, + "help1": null, + "help2": null, + "like": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon001.json b/www/data/text/Dungeon001.json new file mode 100644 index 0000000..a5830e6 --- /dev/null +++ b/www/data/text/Dungeon001.json @@ -0,0 +1,237 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ソル", + "face": "普通2", + "text": "「到着しましたー!!\n ……この森ですか、せんせい?」" + }, + "4": { + "name": "エニ先生", + "face": "普通1", + "text": "「ええ。……ソルはどう見ます?」" + }, + "5": { + "name": "ソル", + "face": "普通2", + "text": "「えーと…えーと……\n ! イヤな感じの臭いがすこし…\n 誰か、こう、悪い奴が隠れてる感じが…」" + }, + "6": { + "name": "エニ先生", + "face": "普通2", + "text": "「よろしい。……最近、この森に、どこからか流れ込んだ\n 賊が住み着いて狼藉を働いているようです」" + }, + "7": { + "name": "エニ先生", + "face": "怒1", + "text": "「行方不明者や被害者も多く、\n 彼らに殺され…攫われた人たちもいます。\n その狼藉を放置する訳にもいきません」" + }, + "8": { + "name": "エニ先生", + "face": "怒1", + "text": "「彼らの討伐をもって、ソルの卒業試験とします。\n いいですね?」" + }, + "9": { + "name": "ソル", + "face": "怒4", + "text": "「は、はい!\n めいっぱい噛みつきます!!」" + }, + "10": { + "name": "エニ先生", + "face": "普通1", + "text": "「よろしい。\n 今回は、私もソルの指示に従います。\n 本気を出す訳にもいきませんが……任せましたよ」" + }, + "11": { + "name": "ソル", + "face": "喜1", + "text": "「おおお………なんか重大ですね………」" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": null, + "face": null, + "text": "終了" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": "●場面:エリック救出" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "エニ先生", + "face": "普通1", + "text": "「……ソル」" + }, + "20": { + "name": "ナレーション", + "face": null, + "text": "女冒険者が緊迫感を含んだ小声でソルを制止し、身を潜める。\nソルは一瞬きょとんとするが、その行動の意図を即座に理解し\n女冒険者に倣う。" + }, + "21": { + "name": "ソル", + "face": "怒1", + "text": "(せんせー、敵……ですか?)" + }, + "22": { + "name": "エニ先生", + "face": "怒1", + "text": "(ええ、敵…気配はおそらく3名。あと…捕らえられてる方が一人)" + }, + "23": { + "name": "ソル", + "face": "怒1", + "text": "(じゃ、じゃあ急いで助けに……!)" + }, + "24": { + "name": "エニ先生", + "face": "怒1", + "text": "(いえ、今出て行けばその方を人質に捕られ\n 逆に危険に晒してしまいます。\n もう少し、タイミングを見計らいます)" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "エニ先生", + "face": "怒1", + "text": "(……今です)" + }, + "27": { + "name": "ソル", + "face": "怒1", + "text": "「は、はいっ!!いきます!!!」" + }, + "28": { + "name": "賊", + "face": null, + "text": "「な、なんだぁ!!!??」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": "終了" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": "●場面:救出成功" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "エニ先生", + "face": "喜1", + "text": "「お疲れ様です。ソル」" + }, + "37": { + "name": "ソル", + "face": "困1", + "text": "「が、がんばりました………ふひぃ……。\n ……せんせい、この人大丈夫でしょーか……?」" + }, + "38": { + "name": "エニ先生", + "face": "普通1", + "text": "「ええ、命に別状はないようです。\n ここで休ませておいた方がいいでしょう」" + }, + "39": { + "name": "エニ先生", + "face": "普通1", + "text": "「それに気を抜いてはいけませんよ。おそらくはまだ\n 本陣が残っています」" + }, + "40": { + "name": "ソル", + "face": "普通1", + "text": "「うぃっす!」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": null, + "face": null, + "text": "終了" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon002.json b/www/data/text/Dungeon002.json new file mode 100644 index 0000000..94219f3 --- /dev/null +++ b/www/data/text/Dungeon002.json @@ -0,0 +1,142 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ボス発見" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "見るからに粗野で獣のような大男が、戦利品であろう\n獣の腿肉に食らいつきながら酒を呷っている。\n彼の手下であろう男たちも、おそらく今日の戦利品と思しき\n積荷の残骸から金目の物を漁っていた。" + }, + "4": { + "name": "賊A", + "face": null, + "text": "「ボス、今日はこりゃなかなかいいアタリじゃないッスかねェ」" + }, + "5": { + "name": "賊B", + "face": null, + "text": "「へへ、これでしばらくは酒に困らなさそうだ」" + }, + "6": { + "name": "賊ボス", + "face": null, + "text": "「……にしても、あのコソ泥を追っていった奴らはまだ戻って\n こねえのか?」" + }, + "7": { + "name": "賊C", + "face": null, + "text": "「ちと遅いっスね……あの程度の女ならさっさと捕まえて\n 戻ってこれそうなのに」" + }, + "8": { + "name": "賊ボス", + "face": null, + "text": "「ケッ、俺を差し置いて手ェつけてたらブン殴ってやる!」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ソル", + "face": "普通1", + "text": "(……いました!)" + }, + "11": { + "name": "エニ先生", + "face": "普通1", + "text": "(4名、残りは無し。どうやらこれで全員のようです。\n どうしますか?ソル)" + }, + "12": { + "name": "ソル", + "face": "怒1", + "text": "(…いきます!がんばってこらしめます!)" + }, + "13": { + "name": "エニ先生", + "face": "普通1", + "text": "(大変よろしい。ではいきましょう)" + }, + "14": { + "name": "ソル", + "face": "怒1", + "text": "(はい!)" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": "終了" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "ナレーション", + "face": null, + "text": "追い剥ぎの頭目は斃れ、他の者も投降した者は捕縛され、\n最後まで抵抗した者は打ち捨てられた。\n彼らが罪なき者たちに行った所業を鑑みれば、\nこれでもかなり有情な処置であっただろう。" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": "終了" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon003.json b/www/data/text/Dungeon003.json new file mode 100644 index 0000000..10d785f --- /dev/null +++ b/www/data/text/Dungeon003.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:巣立ち" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "エニ先生", + "face": "普通1", + "text": "「さて……。これでたった今より、この森は\n ソルの縄張りという事になりますね。\n この森の者達は、あなたが守るんですよ」" + }, + "4": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…… 縄張り…わたしの縄張り…!\n わかりました!いっぱい守ります!!\n 悪い奴らからいっぱい守ります!!」" + }, + "5": { + "name": "エニ先生", + "face": "喜1", + "text": "「大変よろしい。\n さて……これで、ソルは卒業試験に合格です」" + }, + "6": { + "name": "エニ先生", + "face": "普通1", + "text": "「ですがソル。あなたは今は雛竜。\n 竜の体躯も、戦い方もまだまだ未熟で稚拙です」" + }, + "7": { + "name": "エニ先生", + "face": "普通1", + "text": "「ぶっちゃけぜんぜんまだまだ弱いです。\n トロールのおやつです。私ならデコピンで倒せます」" + }, + "8": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "9": { + "name": "エニ先生", + "face": "普通2", + "text": "「膨れっ面で抗議してもダメです。事実です」" + }, + "10": { + "name": "エニ先生", + "face": "普通1", + "text": "「まずは山を下り、麓の村の冒険者の酒場を訪れなさい。\n ソルを助けてくれる冒険者もきっといるでしょう」" + }, + "11": { + "name": "エニ先生", + "face": "普通1", + "text": "「ソルの体躯は今はまだ小さいので\n 背に乗せて運べる人数は少ないですが……」" + }, + "12": { + "name": "エニ先生", + "face": "普通1", + "text": "「あなたはこれからもっと成長し、脱皮し、\n どんどん竜としての体躯は大きくなるでしょう。\n さすれば、一度に運べる人数も増えていきます」" + }, + "13": { + "name": "エニ先生", + "face": "普通1", + "text": "「まずは冒険をし、縄張りを守り、財宝を集め、\n 友を作り、いっぱい学んで成長するのです。\n わかりましたね?」" + }, + "14": { + "name": "ソル", + "face": "喜1", + "text": "「はい!!」" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "エニ先生", + "face": "喜1", + "text": "「それでは私が教える事は終わり。\n あなたはこれで、とりあえず何とか仮にも一応一人前の竜です」" + }, + "17": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "18": { + "name": "エニ先生", + "face": "普通1", + "text": "「これからは自分の翼で進むのですよ」" + }, + "19": { + "name": "エニ先生", + "face": "普通2", + "text": "「では私はこれより再び旅に出ます。\n ですが、もしソルが望むのであれば\n きっとすぐにでも…再会できるでしょう」" + }, + "20": { + "name": "エニ先生", + "face": "喜1", + "text": "「その時のあなたが立派に成長している事を\n 期待していますよ」" + }, + "21": { + "name": "ソル", + "face": "哀3", + "text": "「は、はい!!先生!!\n 今までいっぱいありがとうございました!!\n 育ててくれてありがとうございました!!」" + }, + "22": { + "name": "エニ先生", + "face": "普通1", + "text": "「では、また逢う日まで」" + }, + "23": { + "name": "ソル", + "face": "哀3", + "text": "「ありがとーございました!!!!」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "エニ先生", + "face": "哀1", + "text": "「……とは言いましたが、この2年の子育てで\n 情が移ってしまったのも事実です」" + }, + "27": { + "name": "エニ先生", + "face": "普通2", + "text": "「……しばらくは、この近隣を旅する事にして、\n いつでも駆けつけられるようにしておきましょう」" + }, + "28": { + "name": "エニ先生", + "face": "哀1", + "text": "「……教え子のアイシャに見られた日には\n 随分丸くなったと笑われそうです。\n 私、お母さんになってしまいましたよ。未婚なのに」" + }, + "29": { + "name": "エニ先生", + "face": "困1", + "text": "「……未婚なのに」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": null, + "face": null, + "text": "暗転" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": null, + "face": null, + "text": "終了" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon101.json b/www/data/text/Dungeon101.json new file mode 100644 index 0000000..20538a6 --- /dev/null +++ b/www/data/text/Dungeon101.json @@ -0,0 +1,242 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:VSゴブリン戦車" + }, + "2": { + "name": "ゴブリン", + "face": "-", + "text": "「「「ギャギャギャギャギャー!!!」」」" + }, + "3": { + "name": "ナレーション", + "face": "-", + "text": "ゴブリン達の虎の子のゴブリン戦車が爆散する。\n盛大に燃え上がる戦車と共にゴブリンたちの目論見は灰となった。" + }, + "4": { + "name": "-", + "face": null, + "text": null + }, + "5": { + "name": "冒険者", + "face": null, + "text": "「あらかた片付いたか……」" + }, + "6": { + "name": "エリック", + "face": "怒1", + "text": "「ちょっと探し回ってみたけど……うーん、おかしいな。\n ……馬車の数と荷物の数が合わない気がする」" + }, + "7": { + "name": "冒険者", + "face": null, + "text": "「……そうか。\n どうやら先に戦利品を持って逃げた奴がいるようだな。\n ゴブリンの分際で、ただの略奪じゃあなさそうだ」" + }, + "8": { + "name": "冒険者", + "face": null, + "text": "「探して殲滅したいところだが……手が足りんな。\n それに、今は先にあっちを助けないとな」" + }, + "9": { + "name": "エリック", + "face": "普通1", + "text": "「そう……だね。ギルドに報告が優先かな」" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ソル", + "face": "普通2", + "text": "「だいじょーぶですか!!無事ですか!?」" + }, + "14": { + "name": "行商人", + "face": null, + "text": "「あ、ああ……すまない、助かったよ……お嬢ちゃん……\n いや、その尻尾は……ドラゴン様!?」" + }, + "15": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー、ゴールドドラゴンのソルです!」" + }, + "16": { + "name": "行商人", + "face": null, + "text": "「おおお、なんと……!!!\n これは有り難い……!本当に居られたとは……!\n 助けていただきありがとうございます……!!!」" + }, + "17": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー、どういたしまして!\n でもそれより先にまず村へいきましょう!!\n 『気を抜くのはまず安全なところに帰ってから』!\n ってせんせいに教わりました!」" + }, + "18": { + "name": null, + "face": null, + "text": "終了" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "行商人", + "face": null, + "text": "「おお、ソル様!この度は本当にありがとうございます!!\n お陰で無事、荷を運ぶ事ができました……!!」" + }, + "22": { + "name": "行商人", + "face": null, + "text": "「お礼といってはなんですが……\n この貢物をどうか受け取ってくださいませ…!!」" + }, + "23": { + "name": "ソル", + "face": "喜2", + "text": "「おおおおおお……!!!」" + }, + "24": { + "name": "行商人", + "face": null, + "text": "「それと、ソル様のお陰で商売が再開できます!\n もし掘り出し物があればまずソル様にお見せいたしましょう!\n お時間があればお尋ねくだされ!」" + }, + "25": { + "name": "エリック", + "face": "喜1", + "text": "「ね、その掘り出し物はくれないの?」" + }, + "26": { + "name": "行商人", + "face": null, + "text": "「商売ですので」" + }, + "27": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": "終了" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "冒険者", + "face": null, + "text": "「……! 火の手があがってる……?」" + }, + "37": { + "name": "冒険者", + "face": null, + "text": "「おい、ありゃあルクレア村へ向かう旅行商の馬車だ」" + }, + "38": { + "name": "冒険者", + "face": null, + "text": "「ゴブリン達、アレを狙ってやがるのか……!」" + }, + "39": { + "name": "ゴブリン", + "face": null, + "text": "「ギャッギャッギャー!!(新しいエモノがいたぜ!)」" + }, + "40": { + "name": "ゴブリン", + "face": null, + "text": "「ギャギャー!!(パーティーのはじまりだ!)」" + }, + "41": { + "name": "ゴブリン", + "face": null, + "text": "「ギャー!!!(おせーっ!!おせーっ!!」" + }, + "42": { + "name": "ゴブリン", + "face": null, + "text": "「「「ギャー!!!!」」」" + }, + "43": { + "name": null, + "face": null, + "text": "終了" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon201.json b/www/data/text/Dungeon201.json new file mode 100644 index 0000000..ab09c37 --- /dev/null +++ b/www/data/text/Dungeon201.json @@ -0,0 +1,262 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:山岳ダンジョン 依頼" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "行商人", + "face": null, + "text": "「おお、ソル様!お会いできてよかった!」" + }, + "4": { + "name": "ソル", + "face": "喜1", + "text": "「あ、こんにちわ!お元気そうですね!!」" + }, + "5": { + "name": "行商人", + "face": null, + "text": "「ええ、お陰様で。\n ところで…ソル様にひとつご相談がございまして……」" + }, + "6": { + "name": "ソル", + "face": "楽1", + "text": "「おおお…?いったい何でしょう!!」" + }, + "7": { + "name": "エリック", + "face": "哀3", + "text": "「……いつもの事だけど元気ねーソルちゃん……」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": null, + "face": null, + "text": "暗転" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "行商人", + "face": null, + "text": "「それが、山の向こうにある集落まで行商に行きたいのですが……\n 護衛の者がちょうどおりませんのです……」" + }, + "12": { + "name": "行商人", + "face": null, + "text": "「このようなお願いをするのは大変不躾かとは思いますが……\n どうかソル様に、集落まで共に着いていただけたらと……」" + }, + "13": { + "name": "エリック", + "face": "普通1", + "text": "「ふーん、護衛って事かぁ。 確かに今、ちょっと冒険者でも\n 動けそうな連中は出払ってるし……」" + }, + "14": { + "name": "ソル", + "face": "喜1", + "text": "「わかりました!!!お手伝いします!!!」" + }, + "15": { + "name": "エリック", + "face": "哀3", + "text": "「ソルちゃんはもうちょっと考える素振りだけでもして」" + }, + "16": { + "name": "行商人", + "face": null, + "text": "「おおお、ありがとうございまする……!!\n では準備が出来ましたらお申し付けくださいませ…」" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": "終了" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": "●場面:山岳ダンジョン コボルトと遭遇" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "コボルト", + "face": null, + "text": "「こぼぼー!」「こぼー!」" + }, + "24": { + "name": "エリック", + "face": "怒1", + "text": "「っ!コボルト…!気をつけてね…!」" + }, + "25": { + "name": "コボルト", + "face": null, + "text": "「こぼぼー」「こぼー」(降伏)" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "冒険者", + "face": null, + "text": "「……なんだ?平伏してるように見えるが」" + }, + "28": { + "name": "コボルト", + "face": null, + "text": "「こぼー…こぼこぼー……」" + }, + "29": { + "name": "エリック", + "face": "普通1", + "text": "「敵意はなさそうだけど……\n 何か…訴えかけてるのかな……?」" + }, + "30": { + "name": "コボルト", + "face": null, + "text": "「こぼー……こぼこぼー……」" + }, + "31": { + "name": "ソル", + "face": "普通1", + "text": "「『どうかおたすけください、どらごんさま』って言ってます!\n 竜語で!」" + }, + "32": { + "name": "エリック", + "face": "怒1", + "text": "「え!?ソルちゃん竜語わかるの!?」" + }, + "33": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "34": { + "name": "エリック", + "face": "哀3", + "text": "「冗談だからそう拗ねないで」" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": "暗転" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ソル", + "face": "普通1", + "text": "『こぼたちは、このおやまの、どうくつをほって\n くらしておりました』" + }, + "39": { + "name": "ソル", + "face": "普通1", + "text": "『ですが、このまえから わるい”まんてぃこあ”がすみついて\n こぼたちを どれいにしています』" + }, + "40": { + "name": "ソル", + "face": "普通1", + "text": "『このままでは このおやまは あいつのものにされてしまいます\n どうか たすけてください』…だそうです!」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "冒険者", + "face": null, + "text": "「成程なあ……マンティコアか……」" + }, + "43": { + "name": "冒険者", + "face": null, + "text": "「人面獣体の邪悪な魔獣、か。まぁ、放置はできんよな……。\n この山道を潰されたら、この先の集落も潰れちまうだろうな」" + }, + "44": { + "name": "ソル", + "face": "怒1", + "text": "「わかりました!! まずは旅行商さんを集落まで送ってから、\n そのあと準備してマンティコアを退治しましょう!!」" + }, + "45": { + "name": "エリック", + "face": "喜1", + "text": "「冒険者ギルドに依頼って形をとってもらわないと\n あたしらも報酬貰いそこねるし…ね!」" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": "終了" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon202.json b/www/data/text/Dungeon202.json new file mode 100644 index 0000000..8e552b0 --- /dev/null +++ b/www/data/text/Dungeon202.json @@ -0,0 +1,312 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:山岳ダンジョン グリフォンと遭遇" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "???", + "face": null, + "text": "「クエエエエエエエ!!!」" + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "怪鳥音と共に、巨体が天より飛来し周囲を薙ぎ払う。\nその体躯は巨大なる肉食獣、だが頭は雄々しき鷲の物。\n背にはその体躯に見合った巨大な翼が羽撃いている。" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "行商人", + "face": null, + "text": "「グリフォン……!!?\n グリフォンの来襲だ!!!!!!!」" + }, + "8": { + "name": "行商人", + "face": null, + "text": "「ヤバい、馬が喰われる…!!\n 逃げろ…!!!」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "グリフォン", + "face": null, + "text": "「クエエエエエエエエエ!!!」\n(女だアアアアアアアア!!!)" + }, + "11": { + "name": "牝馬", + "face": null, + "text": "「ヒヒイイイイイイイイン!!!」\n(いやぁぁ!!お許しになってぇ!!!!)" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "エリック", + "face": "怒1", + "text": "「………あれ? なんで交尾……交尾してんの?」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "グリフォン", + "face": null, + "text": "「クエエエエエエエエエエエエ!!!」\n(オラッどうだっ 俺の●●●でメス馬になれッ!!)" + }, + "16": { + "name": "牝馬", + "face": null, + "text": "「ヒヒーーーーーン!!!」\n(いやぁ……!!!許してぇ…!!私には亭主が……!!!!)\n(あああーっ!!グリフォン●●●で妊娠しちゃうのお…!!)" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "ソル", + "face": "恥6", + "text": "「おおおおお…グリフォン寝取り……\n 新世界の扉が開く……」" + }, + "19": { + "name": "エリック", + "face": "普通1", + "text": "「あれ……いいの?」" + }, + "20": { + "name": "行商人", + "face": null, + "text": "「どうやら…あのグリフォンは発情期のようですな。\n 飢えてない発情期のグリフォンは、牝馬に性的に襲いかかるのです」" + }, + "21": { + "name": "行商人", + "face": null, + "text": "「馬に種付けを済ませたら満足して去っていくでしょう。\n というか、むしろ交尾を邪魔したら烈火の如く怒るかと…」" + }, + "22": { + "name": "エリック", + "face": "哀3", + "text": "「あー……」" + }, + "23": { + "name": "行商人", + "face": null, + "text": "「何より、グリフォンと馬の間にはヒポグリフが生まれます故、\n 私らにとっては、たいへん有り難い事でありまして……」" + }, + "24": { + "name": "エリック", + "face": "哀3", + "text": "「可哀想だけど…ここで彼女にはダンナを裏切って\n 不貞を働いてもらうって事かあ……」" + }, + "25": { + "name": "ソル", + "face": "恥6", + "text": "「おおおおお……\n 魔獣と人妻の真昼の情事……」" + }, + "26": { + "name": "牝馬", + "face": null, + "text": "「ヒヒーーーーン!!!!」\n(助けてあなたーーーー!!!!)" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": null, + "face": null, + "text": "終了" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": null, + "face": null, + "text": "●場面:コボルト開放" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "コボルト", + "face": null, + "text": "「こぼー!!」「こぼこぼー!!」" + }, + "34": { + "name": "コボルト", + "face": null, + "text": "(ありがとうございます!!!)\n(ありがとうございます金竜さま!!!)\n(おかげでなかまたちもぶじでした!!!)" + }, + "35": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー、どういたしましてー」" + }, + "36": { + "name": "コボルト", + "face": null, + "text": "「こぼぼー」「こぼこぼ」「こぼこぼー!」" + }, + "37": { + "name": "コボルト", + "face": null, + "text": "(われわれいちどう、ソルさまにちゅうせいをちかいます。\n みのまわりのおせわをさせてください)\n(トンネルほりならだれにもまけません。\n ソルさまのおすまいをりっぱなものにいたします!)" + }, + "38": { + "name": "ソル", + "face": "喜2", + "text": "「えっと、じゃあ、よろしくおねがいします!!\n 仲良くしましょうね!!」" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": "終了" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "山岳の頂上、広く開けた所に魔獣は寝そべっていた。\n回りにはそいつが食い散らかしたであろう、様々な\n犠牲者の肉片が無残に転がっていた。" + }, + "43": { + "name": "ナレーション", + "face": null, + "text": "人の顔を持つその魔獣は、邪悪さの滲み出た薄ら笑いで\n愉悦に浸っている。\nそして、ソル達を目視するや否や上空に飛び上がった。" + }, + "44": { + "name": "ナレーション", + "face": null, + "text": "次の獲物は貴様らだ。苦痛で泣き喚く様を眺めながら\n腸を喰らい尽くしてやる──────!!" + }, + "45": { + "name": null, + "face": null, + "text": "終了" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "魔獣は斃れ、苦悶に満ちた哀れな断末魔の声をあげた。\nだが、それすら許さぬと戦士が振るう斧の一撃を受け、\n頭蓋ごと砕かれる。" + }, + "48": { + "name": "ナレーション", + "face": null, + "text": "しばらくの間痙攣していた魔獣の体も力尽き、\n周囲に静寂が訪れた。" + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "コボルト", + "face": null, + "text": "「こぼー!!」\n「こぼこぼー!!」" + }, + "51": { + "name": "コボルト", + "face": null, + "text": "(ありがとうございます!!!)\n(ありがとうございます金竜さま!!!)\n(おかげでなかまたちもぶじでした!!!)" + }, + "52": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー、どういたしましてー」" + }, + "53": { + "name": "コボルト", + "face": null, + "text": "「こぼぼー」\n「こぼこぼ」\n「こぼこぼー!」" + }, + "54": { + "name": "コボルト", + "face": null, + "text": "(われわれいちどう、ソルさまにちゅうせいをちかいます。\n みのまわりのおせわをさせてください!)" + }, + "55": { + "name": "コボルト", + "face": null, + "text": "(トンネルほりならだれにもまけません。\n ソルさまのおすまいをりっぱなものにいたします!)" + }, + "56": { + "name": "ソル", + "face": "喜2", + "text": "「えっと、じゃあ、よろしくおねがいします!!\n 仲良くしましょうね!!」" + }, + "57": { + "name": null, + "face": null, + "text": "終了" + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon301.json b/www/data/text/Dungeon301.json new file mode 100644 index 0000000..7e97efd --- /dev/null +++ b/www/data/text/Dungeon301.json @@ -0,0 +1,152 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:廃墟のダンジョン" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": "特殊ダンジョンにつきセリフなし" + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "巨体を揺るがし、その二人は手当たり次第に家屋を殴りつける。\nその身の丈3mを超える体躯からは知性や品位などを感じられず、\nただ苛立ちに任せて丸太のような棍棒を振り回すだけだった。" + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "丸太の一振りで家屋は吹き飛び、石垣は砕け、\nその間にいた哀れなゴブリンも瞬時にして肉塊と化す。" + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "そして、癇癪を起こした巨人共がソル達の姿を認める。\n涎を垂らし、上等な肉を貪り食らう様だけを脳裏に思い描き\n猛然と襲いかかってきた…!" + }, + "8": { + "name": null, + "face": null, + "text": "終了" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "巨体の足を砕かれ、自慢の棍棒をヘシ折られ、鼻血を吹き出し\nオーガ達は果たして誰に喧嘩を売ったのかを思い知らされた。" + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "下衆な笑みを浮かべて這いつくばり、許しを乞おうとする巨人。\nだが、それを真に受けて許す程、冒険者達は甘くはない。" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "醜い顔の中心、目と目の間に極太の矢が突き刺さる。\n狩人の長弓から放たれた矢は、狙いを過たずに\nオーガの脳幹を破壊した。" + }, + "12": { + "name": null, + "face": null, + "text": "終了" + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "眼の前には、あまりに悍ましき姿の魔物。\n見るだけで正気を奪い、人の脳を啜り、記憶と感情を\n糧とする…生者とは決して相容れない存在だ。" + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "金竜と、彼女に導かれる冒険者たちは恐怖を振り払い\n勇気を振り絞って剣を握り直す。\nこいつを倒さねば、我々に未来などないのだから……!" + }, + "15": { + "name": null, + "face": null, + "text": "終了" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "悍ましき杖が頭上を薙ぎ払う。\n間一髪で避けた戦士が、気合一閃と共に長剣を突き刺す。\n異形の胴の根本まで突き刺さった剣は、確実に致命の一撃。\nだがその魔物は最後の力を振り絞る。" + }, + "17": { + "name": "ナレーション", + "face": null, + "text": "邪悪なる触手が戦士を襲う寸前に……魔物の身体は炎に包まれる。\n絶叫し、香ばしい匂いを撒き散らしてのたうち回る悍ましき魔物。\nその邪悪な生命が尽きたことを確認し、戦士は間一髪で\n救ってくれた金竜の子に親指を立てて破顔した。" + }, + "18": { + "name": null, + "face": null, + "text": "終了" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon401.json b/www/data/text/Dungeon401.json new file mode 100644 index 0000000..51f682b --- /dev/null +++ b/www/data/text/Dungeon401.json @@ -0,0 +1,282 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:森林ダンジョン冒頭" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "冒険者", + "face": null, + "text": "「おい、大変だ!誰か手当を!!」" + }, + "4": { + "name": "冒険者", + "face": null, + "text": "「ん?どうした?」" + }, + "5": { + "name": "冒険者", + "face": null, + "text": "「村の前で、こいつが倒れてた…!\n かなりの重傷だ、誰か診てやってくれ!」" + }, + "6": { + "name": "冒険者", + "face": null, + "text": "「は、はい!!今行きます!」" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "マーくん", + "face": null, + "text": "「エルフか……。冒険者ではないな。\n 近くの森の部族ってところか」" + }, + "9": { + "name": "エリック", + "face": "普通3", + "text": "「それで……どうしたの?その傷……かなり酷いけれど……」" + }, + "10": { + "name": "エルフ", + "face": null, + "text": "「済まん……どうか手助けを……!\n 私たちの森に……グリーンドラゴンが……現れた……」" + }, + "11": { + "name": "ソル", + "face": "怒1", + "text": "「!! グリーンドラゴン……!」" + }, + "12": { + "name": "エルフ", + "face": null, + "text": "「我らの部族は応戦したが……奴には敵わなかった。\n 殆どの者は食われるか…遊びで痛めつけられ、弄ばれた……」" + }, + "13": { + "name": "エルフ", + "face": null, + "text": "「あのままでは、森が……奴に穢し尽くされる。\n 済まぬが…平地の人間族に助けを求めにきた……」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "冒険者", + "face": null, + "text": "「おい…どうする……?」" + }, + "16": { + "name": "冒険者", + "face": null, + "text": "「危険な奴だぞ、グリーンドラゴンは……」" + }, + "17": { + "name": "冒険者", + "face": null, + "text": "「しかし、放っておいてはまた犠牲者が……」" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "ソル", + "face": "怒4", + "text": "「やります!! グリーンドラゴン許しておけません!」" + }, + "20": { + "name": "エリック", + "face": "哀1", + "text": "「……なんかソルちゃん、すごく敵愾心剥き出しにしてない?」" + }, + "21": { + "name": "イスク", + "face": "普通1", + "text": "「仕方がございません……。\n 我々\\ruby[金属竜]( メタリック )にとって、\\ruby[色彩竜]( カラー )は不倶戴天の敵。\n かの者の存在すら許せぬ上に、斯様な狼藉を聞いてしまっては……\n 悪を討つ事を本能として生まれた金竜としては………」" + }, + "22": { + "name": "エリック", + "face": "哀3", + "text": "「ああ、そっか……。\n 普段が普段だからつい忘れちゃうけど、この子金竜なのよね……」" + }, + "23": { + "name": "イスク", + "face": "普通1", + "text": "「ええ……何かつい忘れてしまいますが……金竜でございます……\n 子犬に似ておりますが子犬ではございません……」" + }, + "24": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "マーくん", + "face": null, + "text": "「だが相手は竜、それもエルフの部族を丸ごと潰した大物だぞ。\n 気は抜くんじゃないぞ。準備は万端にな」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": null, + "face": null, + "text": "終了" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": null, + "face": null, + "text": "●場面:グリーンドラゴン戦" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "森が戦慄き、木々が激しい風に揺れて葉が舞い散る。\nこの森の主たる緑竜が、翼をはためかせて降り立った。" + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "翠色の鱗持つ邪悪なる竜が、グッグッグ…と\n唸り声に似た嗤い声を上げる。" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "緑竜", + "face": null, + "text": "「ほほう、小賢しいエルフ共が何を企むのかと思えば……\n このような貧相な者に縋るとはな。何とも哀れなものよ!」" + }, + "37": { + "name": "冒険者", + "face": null, + "text": "「出やがった……か!」" + }, + "38": { + "name": "エリック", + "face": "怒1", + "text": "「こいつが…グリーン………!!」" + }, + "39": { + "name": "緑竜", + "face": null, + "text": "「そこに居るちびは金竜か?ハハハ、哀れを通り越して滑稽だ!\n まだ尻に殻の付いてる金の雛ごときがこの我に歯向かうと!!\n ハハハハハ!!!!」" + }, + "40": { + "name": "緑竜", + "face": null, + "text": "「良かろう!貴様らは簡単には殺してはやらん!\n 痛めつけ、泣き喚く様を森に住む者全てに見せつけてやろう!\n 貴様らの哀れな命乞いを聞いた時のエルフ共の顔が楽しみだ!」" + }, + "41": { + "name": "ソル", + "face": "怒1", + "text": "「そんなこと、ぜったい許しません!\n エルフさんの森、返してもらいます!!」" + }, + "42": { + "name": null, + "face": null, + "text": "終了" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ナレーション", + "face": null, + "text": "森を大いなる獣の咆哮が揺るがす。\nふたつの竜の影が交錯し、雷鳴にも似た轟音を立てて地に堕ちる。" + }, + "45": { + "name": "ナレーション", + "face": null, + "text": "土埃が収まり、シルエットが鮮明になっていく。\n現れたのは、緑の巨体の上にのしかかり\n止めを刺さんとする金竜の姿だった。" + }, + "46": { + "name": "緑竜", + "face": null, + "text": "「グ……ガ………!!!」" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "グリーンドラゴンが最期の悪足掻きに大きく顎を開き、\n毒ガスの吐息を吐きかける瞬間……金竜の鋭い牙が\n首を食い千切った。" + }, + "48": { + "name": "ナレーション", + "face": null, + "text": "ブレスを吐き出す事も叶わず、緑竜は血反吐を撒き散らす。\n頭を失った体が激しく痙攣し、それもまたすぐに止まった。" + }, + "49": { + "name": "ナレーション", + "face": null, + "text": "森の主の死を告げるかのように、\n木々から鳥たちが飛び去った。" + }, + "50": { + "name": null, + "face": null, + "text": "終了" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon501.json b/www/data/text/Dungeon501.json new file mode 100644 index 0000000..5dedb6c --- /dev/null +++ b/www/data/text/Dungeon501.json @@ -0,0 +1,232 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:火山ダンジョン 初遭遇" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "灼熱の溶岩の熱、そして硫黄の臭いで満ちる空間に、\n巨大な影が鎮座する。その影が身を起こすだけで、\n逃げ出したいほどの威圧感が迸った。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "恐ろしく鋭い牙、紅く染まる鱗、そして暴虐さに満ちた目。\nこれが、古代より生きてきた暴君の姿なのだ……!" + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "冒険者", + "face": null, + "text": "「マジか……」" + }, + "7": { + "name": "冒険者", + "face": null, + "text": "「レッド……ドラゴン……!」" + }, + "8": { + "name": "冒険者", + "face": null, + "text": "「しかもシャレにならねえサイズだぞ……\n エンシェント……か?」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "赤竜", + "face": null, + "text": "「先程から煩いと思えば……\n この鼠共か?俺の寝床を荒らしていたのは」" + }, + "11": { + "name": "ソル", + "face": "哀1", + "text": "「………っ!」" + }, + "12": { + "name": "赤竜", + "face": null, + "text": "「……………? ほう………。\n この不快な匂い…随分懐かしいではないか。\n あの忌々しい金竜クロウスルティナウスの仔か…?」" + }, + "13": { + "name": "ソル", + "face": "怒1", + "text": "「っ…!? その名前……は……」" + }, + "14": { + "name": "ソル", + "face": "怒1", + "text": "「……もしかして……おまえが…\n おまえが…おかあさんを……!!」" + }, + "15": { + "name": "赤竜", + "face": null, + "text": "「あやつめには散々悩まされておったが…首を噛み千切った時の\n 絶叫は最高であったぞ…!\n どうやらお前も俺を愉しませてくれそうだな!!!!」" + }, + "16": { + "name": null, + "face": null, + "text": "終了" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "冒険者", + "face": null, + "text": "「畜生、刃が立たねえ……文字通りの意味でな……」" + }, + "22": { + "name": "エリック", + "face": "怒1", + "text": "「ぐ、う……っ……みんな、生きてる……?」" + }, + "23": { + "name": "冒険者", + "face": null, + "text": "「…ぬ……ぅ、……何とか。\n 生きてはおりますが、無事なのは一人もおりますまい」" + }, + "24": { + "name": "エリック", + "face": "怒1", + "text": "「っ!!ソルちゃん!!」" + }, + "25": { + "name": "ソル", + "face": "怒1", + "text": "「うぐ……っ!!!」" + }, + "26": { + "name": "赤竜", + "face": null, + "text": "「フン、こんなものか。まぁ雛の分際にしては\n 随分と頑張ったのではないか?」" + }, + "27": { + "name": "赤竜", + "face": null, + "text": "「どれ、もう少し嬲って愉しもうと思ったが、俺からの慈悲だ。\n 一口で喰い殺してやるから感謝するがいい!!」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ナレーション", + "face": null, + "text": "赤竜が巨大な顎を開き、ソルを噛み殺さんとした瞬間、\n雷光にも似た光が空間を白に塗りつぶした。" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "閃光が消え、目を晦ます白色が薄れた時、既に金竜と\n小癪な冒険者たちの姿は消えていた。\n………どうやら、闖入者が彼らを救い出したようだと赤竜は悟る。" + }, + "32": { + "name": "赤竜", + "face": null, + "text": "「ぬ…………っ」" + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "思案する。\nよもや、この古代より戦いに明け暮れた赤竜を相手に\n気配を殺し、尚且あの人数の冒険者たちをまとめて\n連れ出すとなれば、相当の強者だろう。" + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "いつもならば、このような狼藉者が存在するだけでも\n腹立たしく、癇癪を起こしては人里を3つや4つは\n破壊する程大暴れする所であったが…赤竜は珍しく冷静な\nままだった。" + }, + "35": { + "name": "ナレーション", + "face": null, + "text": "彼は極めて傲慢で短気ではあるが、闖入者が厄介な\n相手であると素直に認めた。この僅かな謙虚さこそが、\n彼を今日まで生存に至らしめた長所であった。" + }, + "36": { + "name": "ナレーション", + "face": null, + "text": "まぁ良い。戦いの傷を癒やし、脱皮するにはまだしばらく時間がいる。\nその時にあの小さい金竜を喰らってやろう。あの小賢しいちび竜など\nいつでも取って喰らえる力量差だ、楽しみは後に取っておくべきだ。\n彼はそう思い、とぐろを巻いて再び寝息を立て始めた。" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ナレーション", + "face": null, + "text": "主が癇癪を起こさず、再び静かに眠りについたという奇跡に、\n八つ当たりで部族の半数は焼き殺されるであろうと悲観していた\nコボルトたちは、驚きつつも神に感謝せずにはいられなかった。" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": null, + "face": null, + "text": "終了" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon502.json b/www/data/text/Dungeon502.json new file mode 100644 index 0000000..250239c --- /dev/null +++ b/www/data/text/Dungeon502.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:火山ダンジョン_逃走" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "闇に覆われたソルの視界に光が戻った時、\n周囲の風景は一変していた。\n先程までは赤熱する山に居た筈が、今は麓の小屋にいる。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "彼女を食い殺さんとしていた赤竜の姿も目の前には無く、\n黒髪の冒険者の女が負傷者を手当していた。" + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "エニ先生", + "face": "普通1", + "text": "「ソル。目が覚めましたか?」" + }, + "7": { + "name": "ソル", + "face": "普通2", + "text": "「え……せんせい!?なんで……ここに!?え!?あれ!?」" + }, + "8": { + "name": "エリック", + "face": "普通2", + "text": "「あの時、赤竜から助けてくれたのはエニ先生だったのよ。\n <転移の兜>の能力でここまで転移してきたたんだって。\n マジ?兜1つで金貨2万枚くらいする奴よ!?それをさらっと!」" + }, + "9": { + "name": "エニ先生", + "face": "普通2", + "text": "「その貴重な転移の兜は酷使しすぎて壊れてしまいましたけどね。\n まぁでも十分に役に立ってくれました」" + }, + "10": { + "name": "ソル", + "face": "哀3", + "text": "「せ、せんせえ~~~~っ!!!」" + }, + "11": { + "name": "エニ先生", + "face": "喜1", + "text": "「お久しぶりです。随分と立派になりましたね、ソル」" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": null, + "face": null, + "text": "終了" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "エニ先生", + "face": "普通1", + "text": "「あの赤竜…名をエヴェンナジェトルドルと言いますが……\n 彼こそがソルの母を討ち、巣を奪い去った\\ruby[古代竜](エンシェントドラゴン)です」" + }, + "18": { + "name": "ソル", + "face": "怒1", + "text": "「あいつが……」" + }, + "19": { + "name": "エリック", + "face": "怒3", + "text": "「ありゃシャレにならないわね……エニ先生がいなければ\n 間違いなく全滅してた。\n あんな化け物がこんな近くにいたっていうの?」" + }, + "20": { + "name": "エニ先生", + "face": "普通2", + "text": "「恐らく、ソルの親の巣を襲撃したあと、そこを拠点に\n ここまで羽を広げてきたのでしょう。\n この村まで襲われるのは時間の問題ですね」" + }, + "21": { + "name": "ソル", + "face": "哀1", + "text": "「せ、せんせい!!!\n あいつを…あいつをやっつけたいです……!!」" + }, + "22": { + "name": "エニ先生", + "face": "普通2", + "text": "「今のソルではまず無理でしょう。彼はそれだけの大物です。\n あれを相手に勝てる存在は多くはないでしょう」" + }, + "23": { + "name": "ソル", + "face": "哀3", + "text": "「うぅぅぅ…………」" + }, + "24": { + "name": "エニ先生", + "face": "普通1", + "text": "「ですが、方法がない訳ではありません」" + }, + "25": { + "name": "ソル", + "face": "普通2", + "text": "「え!!!」" + }, + "26": { + "name": "エニ先生", + "face": "普通1", + "text": "「竜を討ち倒すべく造られた魔法の武具……\n ドラゴンスレイヤーを探しましょう。" + }, + "27": { + "name": "エニ先生", + "face": "普通1", + "text": "「かの武具は竜の鱗を容易く断ち斬り、その力を大いに削ぐ……\n と言われております。\n エンシェント・ドラゴンを倒すのならば…それが必要でしょう」" + }, + "28": { + "name": "エリック", + "face": "普通1", + "text": "「ドラゴンスレイヤーかぁ………\n 英雄譚とかでは聞いたことあるけど、どこにあるか判るの?」" + }, + "29": { + "name": "エニ先生", + "face": "哀1", + "text": "「いえ……そこまでは流石に……」" + }, + "30": { + "name": "マーくん", + "face": null, + "text": "「なら、知ってそうな奴を探すしかねえな……。\n どっか近場にいそうな気もするんだが……」" + }, + "31": { + "name": "ソル", + "face": "喜3", + "text": "「よし!いっぱいさがしましょう!!!」" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": null, + "face": null, + "text": "終了" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "イスク", + "face": "普通1", + "text": "「ドラゴンスレイヤー……でございますか。\n 心当たりが……ございます」" + }, + "37": { + "name": "冒険者", + "face": null, + "text": "「いた」" + }, + "38": { + "name": "冒険者", + "face": null, + "text": "「いましたな」" + }, + "39": { + "name": "冒険者", + "face": null, + "text": "「いたんだー」" + }, + "40": { + "name": "ソル", + "face": "喜2", + "text": "「ホントですかイスクさん!!すごい!!!」" + }, + "41": { + "name": "イスク", + "face": "喜2", + "text": "「先代の戦争の時、英雄ヤマノウが邪悪なる竜を討ち果たしました…。\n その時に彼が握っていたのが竜殺しの魔剣でございます。\n それは彼が8つの試練を潜り抜け、戦神アウルドより授けられし\n 神代より鍛え上げられた伝説の剣……」" + }, + "42": { + "name": "ソル", + "face": "普通3", + "text": "「おおおおお…!!すごい!!\n ……で、その剣はいまどこに?」" + }, + "43": { + "name": "イスク", + "face": "普通1", + "text": "「彼は戦争の後、試練の迷宮へと赴き、姿を消しました……\n もし彼が試練の迷宮でその生涯を終えたのであれば……\n ドラゴンスレイヤーもその迷宮に眠ってると思われます……」" + }, + "44": { + "name": "ソル", + "face": "普通3", + "text": "「おおおおお…!!なるほど……!!\n ……もしかして、しれんのめいきゅうって、やばいところでは?」" + }, + "45": { + "name": "イスク", + "face": "普通1", + "text": "「もちろん……ヤバいところでございます……。\n 数多の冒険者達が挑み……多くの英雄を産み……そして\n それ以上の命を飲み込む恐ろしき迷宮でございます……\n ソル様も、挑むのであれば……お気をつけください……」" + }, + "46": { + "name": "ソル", + "face": "怒4", + "text": "「おおおおお………。\n で、でもここで止まるわけにはいきません!\n おかあさんの仇を取るためにも、ドラゴンスレイヤー、\n 何としても手に入れてきます!」" + }, + "47": { + "name": "イスク", + "face": "普通1", + "text": "「その意気でございます……」" + }, + "48": { + "name": null, + "face": null, + "text": "終了" + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon601.json b/www/data/text/Dungeon601.json new file mode 100644 index 0000000..2d04ac6 --- /dev/null +++ b/www/data/text/Dungeon601.json @@ -0,0 +1,132 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:試練の迷宮" + }, + "2": { + "name": null, + "face": null, + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "突如として黒い稲光が走り空間を割く。\n\\ruby[転移門](ポータル)が玄室に現れ、魔界と現世との間を繋いだ。\nその禍々しき魔力の門より、蒼白き皮膚の大悪魔が召喚される。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "破壊と血と死を求め、\\ruby[強大なる悪魔](グレーターデーモン)が降臨する。\n殺戮の咆哮が戦闘の狼煙となった───!" + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": null, + "face": null, + "text": "終了" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "鋼すら弾く大悪魔の肌が裂け、青い血が玄室に迸った。\n戦士の裂帛の気合と共に振り抜かれた一撃が、\n蒼き肌を斬る。苦悶の声ならぬ声を上げ、巨体が揺れる。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "幾多の死闘を切り抜けた冒険者達によって、\n強大なる悪魔は次第に追い詰められてゆく。" + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "巨人さえ薙ぎ倒すその爪が振り下ろされる寸前、\n金色の竜が悪魔の手首に齧りついた。\n次の瞬間、悪魔の手は食い千切られて宙を舞う。" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "そして、己を守る腕の無くなった悪魔の頭に、\n冒険者の鋼の刃がめり込んだ。頭部を両断する勢いで\n振るわれた剣は、そのまま大悪魔の胸部まで切り裂く。" + }, + "12": { + "name": "ナレーション", + "face": "-", + "text": "現世での生命を絶たれた悪魔は、そのまま\n塵へと帰っていった。" + }, + "13": { + "name": "エリック", + "face": "普通1", + "text": "「あった…!これよきっと!」" + }, + "14": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお……これが……これがドラゴンスレイヤー……\n すごいけどこわい!!」" + }, + "15": { + "name": "エリック", + "face": "普通1", + "text": "「あ、そっか。\n ソルちゃんスレイヤーでもあるわけだしねえ……」" + }, + "16": { + "name": "ソル", + "face": "困1", + "text": "「ヒゥッ」" + }, + "17": { + "name": "エニ先生", + "face": "普通1", + "text": "「……間違いありませんね。これが伝説の……ヤマノウの剣です。\n これでようやく、レッドドラゴンとの戦いに勝機が出てきました。\n ですが……それでも勝てる見込みは薄いですが……」" + }, + "18": { + "name": "ソル", + "face": "怒1", + "text": "「それでも…わたしやります!!」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": "終了" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon701.json b/www/data/text/Dungeon701.json new file mode 100644 index 0000000..67fd065 --- /dev/null +++ b/www/data/text/Dungeon701.json @@ -0,0 +1,117 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:火山ダンジョン・ラストバトル" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "村が紅く燃えている。\n紅蓮の業火が家々を焼き尽くし、家畜は血の海に溺れ、\n村人たちは必死に逃げ惑っている。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "少し前までは平和な、優しい夜を過ごしていた筈だった。\nだが突如として、強大な翼が羽ばたく音が、村に災厄を告げた。" + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "赤竜エヴェンナジェトルドルは思うがままに破壊と殺戮を満喫する。\n脆弱な人間を噛み殺す時の感触と、口の中で弾ける血の肉の味が最高だ。\nましてや、それが喰われる直前まで涙を流して恐怖していたとなれば\n格別のものになる。" + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "振り回す尾は家屋を簡単になぎ倒し、爪牙が振るわれる度に命が弾け、\n灼熱の吐息は周囲を全て炎の海へと変える。\nその紅きシルエットは正しく災厄の権化であった。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "その日、一匹の赤竜のほんのちょっとの気紛れな遊びによって\n村が一つ焼け滅んだ。\n100人近い村で、生存者は3名だったという。" + }, + "9": { + "name": null, + "face": null, + "text": "終了" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "とぐろを巻いて寝ていた巨体が、その頭をもたげた。\nソルの姿を認め、嗜虐的な笑みを浮かべる。\n「ようやく来たか」と言わんばかりに。" + }, + "14": { + "name": "ソル", + "face": "怒1", + "text": "「みんなのため!おかあさんの仇!\n かくごしてもらいます!」" + }, + "15": { + "name": "ソル", + "face": "怒1", + "text": "「みんなで、みんなで勝ちましょう!」" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "赤竜が吠える。周囲を恐怖で打ち震えさせる咆哮。\nだが、それに立ち向かう。心を蝕む絶望と、身を焼く熱に耐え、\n冒険者たちは武器を取り、前に踏み出す。" + }, + "17": { + "name": "ナレーション", + "face": null, + "text": "黄金の小さな竜が勇気を振り絞り、巨大な影に突貫する。\nそれが戦いの狼煙となった……!" + }, + "18": { + "name": null, + "face": null, + "text": "終了" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Dungeon901.json b/www/data/text/Dungeon901.json new file mode 100644 index 0000000..e025a7a --- /dev/null +++ b/www/data/text/Dungeon901.json @@ -0,0 +1,117 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ダンジョン汎用セリフ" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「宝箱です!!」" + }, + "6": { + "name": "ソル", + "face": null, + "text": "「グワーッ」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「あれ???」" + }, + "8": { + "name": "ソル", + "face": null, + "text": "「何かこっちから気配がします!」" + }, + "9": { + "name": "ソル", + "face": null, + "text": "「ここから先は危険な気が!!」" + }, + "10": { + "name": "ソル", + "face": null, + "text": "「帰還しましょう!」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「おおおおおおお……わたしの縄張りに敵がいます!」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「えへへー。縄張り、取り返しました!」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "エリック", + "face": null, + "text": "「おっ、宝箱!\n いいじゃないいいじゃない、こういうの待ってたのよ!」" + }, + "15": { + "name": "エリック", + "face": null, + "text": "「鍵開け鍵開けっと……!ん、オッケー開いたよ!」" + }, + "16": { + "name": "エリック", + "face": null, + "text": "「こっちは無理ね。何か鍵がないと通れない」" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Ending001.json b/www/data/text/Ending001.json new file mode 100644 index 0000000..baa9c83 --- /dev/null +++ b/www/data/text/Ending001.json @@ -0,0 +1,142 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:エンディング" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "エリック", + "face": "普通1", + "text": "「無事、レッドドラゴン討伐の成功と…」" + }, + "5": { + "name": "エリック", + "face": "普通1", + "text": "「このちっこいわんこみたいな金竜に…!」" + }, + "6": { + "name": "エリック", + "face": "喜1", + "text": "「かんぱーい!」" + }, + "7": { + "name": "イスク", + "face": "喜1", + "text": "「かんぱーい……」" + }, + "8": { + "name": "エニ先生", + "face": "喜1", + "text": "「乾杯」" + }, + "9": { + "name": "冒険者たち", + "face": null, + "text": "「「「乾杯!!!」」」" + }, + "10": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお……もうたべれない………」" + }, + "14": { + "name": "エニ先生", + "face": "喜1", + "text": "「まったく……この子は手がかかりますね……」" + }, + "15": { + "name": "エリック", + "face": "喜1", + "text": "「ホント、この幸せそうな寝顔!」" + }, + "16": { + "name": "イスク", + "face": "喜1", + "text": "「ええ……でも、ソル様はとても成長なされました……」" + }, + "17": { + "name": "エニ先生", + "face": "喜1", + "text": "「そうですね。もう立派なワームリングですね」" + }, + "18": { + "name": "エリック", + "face": "喜1", + "text": "「こんなに大きなワームリングか。ソルちゃんらしいね」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "エリック", + "face": "喜1", + "text": "「ふふっ、これからもよろしくね、ワームリングドラゴンさん」" + }, + "21": { + "name": null, + "face": null, + "text": "終了" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Ending002.json b/www/data/text/Ending002.json new file mode 100644 index 0000000..909448b --- /dev/null +++ b/www/data/text/Ending002.json @@ -0,0 +1,252 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:エンディングルート" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "エリック", + "face": "喜1", + "text": "「よーし今日もいっぱい稼ぐわよー!」" + }, + "8": { + "name": "冒険者", + "face": null, + "text": "「おー!」" + }, + "9": { + "name": "ソル", + "face": "喜1", + "text": "「いえー」" + }, + "10": { + "name": "ソル", + "face": "喜1", + "text": "「いっぱい宝物貯めて、縄張りまもって\n グレートワームになるまでがんばります!」" + }, + "11": { + "name": "エリック", + "face": "喜1", + "text": "「もちろん、ちゃんとお宝は山分けだかんね?」" + }, + "12": { + "name": "ソル", + "face": "普通2", + "text": "「?」" + }, + "13": { + "name": "エリック", + "face": "怒1", + "text": "「かわいい顔してゴマかしてもダメだかんね」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "ソル", + "face": null, + "text": "「うふふふふー……ごくらく……」" + }, + "17": { + "name": "エニ先生", + "face": null, + "text": "「しかしまぁ、ここまで良く溜め込んだものです。\n 流石というべきなのか呆れるべきなのか……」" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「たからもの、いっぱいあつめてごまんえつです……\n ああ……たまらぬ宝であった……」" + }, + "19": { + "name": "エニ先生", + "face": null, + "text": "「これでもう少し、竜らしい威厳があれば\n 何も言うことはなかったのですが。……まったく」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "イスク", + "face": null, + "text": "「皆様……ああ……とても逞しい……」" + }, + "23": { + "name": "ソル", + "face": null, + "text": "「えへへ……今夜も、いっぱい……かわいがってくださいね」" + }, + "24": { + "name": "イスク", + "face": null, + "text": "「英雄様のお力添えになれるのが……何よりの幸福です……」" + }, + "25": { + "name": "ソル", + "face": null, + "text": "「みなさん、だいすきです……♡」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "エリック", + "face": null, + "text": "「こ、ここでいいのかな……?\n 本当に……ここにいる……のかなぁ……」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "金竜", + "face": null, + "text": "「──────我が巣への来客とは………、……さて一体何用か?」" + }, + "32": { + "name": "エリック", + "face": null, + "text": "「ひゃっ!! ほ、ほんとに居た……!!」" + }, + "33": { + "name": "エリック", + "face": null, + "text": "「あ、あの、あたしのお母さんが……病気になっちゃって……\n それで、薬草を探してるんです、けど………」" + }, + "34": { + "name": "金竜", + "face": null, + "text": "「………………」" + }, + "35": { + "name": "エリック", + "face": null, + "text": "「ひいおばあちゃんが、\n 『何かあったらこの洞窟の竜神様にお願いするんだよ』\n って……」" + }, + "36": { + "name": "エリック", + "face": null, + "text": "「ひいおばあちゃんの友達で、きっと助けになってくれるって……\n だ、だから……」" + }, + "37": { + "name": "金竜", + "face": null, + "text": "「………ふむ……。」" + }, + "38": { + "name": "金竜", + "face": null, + "text": "「成程。懐かしい香りがします……。\n ………確かに、貴方は我が友の面影がありますね………」" + }, + "39": { + "name": "エリック", + "face": null, + "text": "「えっと……あの………」" + }, + "40": { + "name": "金竜", + "face": null, + "text": "「ふふ……いいでしょう。あなたのお母様を癒やす薬草……」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "金竜", + "face": null, + "text": "「一緒に、探しにいきましょう!」" + }, + "43": { + "name": null, + "face": null, + "text": "終了" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event000.json b/www/data/text/Event000.json new file mode 100644 index 0000000..277fe91 --- /dev/null +++ b/www/data/text/Event000.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "ソル", + "face": "普通1", + "text": "「えへへー」" + }, + "3": { + "name": "エニ先生", + "face": "喜1", + "text": "「大変よろしい」" + }, + "4": { + "name": "ソル", + "face": "怒3", + "text": "「><」" + }, + "5": { + "name": "エニ先生", + "face": "普通2", + "text": "「………」" + }, + "6": { + "name": "村人", + "face": null, + "text": "「ぎゃー」" + }, + "7": { + "name": "ソル", + "face": "哀1", + "text": "「ぬーん……」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": null, + "face": null, + "text": "終了" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event001.json b/www/data/text/Event001.json new file mode 100644 index 0000000..401480f --- /dev/null +++ b/www/data/text/Event001.json @@ -0,0 +1,222 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:オープニング。竜たちの戦いと" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "その夜、山頂は赤く輝いていた。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "紅蓮の炎に不気味に照らされる空を舞う、2つの影。" + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "その影達は、まるで円舞曲を踊るかのように、" + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "あるいはあたかも\\ruby[犬の争い](ドッグファイト)のように、\n山の頂を何度も周りながら争っていた。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "だが、その天を制する争いも長くは続かない。\n次第に片方の影が力を失い、傷つき、血を山嶺に撒き散らす。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "そしてついに、影の片方は高度を失い、\n何処とも知れぬ闇の中へと堕ちていった。" + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "勝者たるもう一方の影はまるで哄笑を上げるかの如く、\n歓喜の舞いを夜空に舞う。" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "そしていつしか、その勝者の影もまた\n夜の闇へと姿を消していった。" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "この尋常ならざる光景を、近くに住まう村の人々は\n凶兆かと怯えたが、確かめに行く勇気を持ち合わせている\n者は一人もいなかった。" + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "ただ怯えながら、己が身に災いが降りかからぬよう\n護りの神イシュペールに必死に祈り、許しを乞うだけだった。" + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "\n──────それが、昨晩の出来事である。" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": "暗転" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "ナレーション", + "face": null, + "text": "\n──────ルクレア村\n      酒場" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "店主", + "face": null, + "text": "「へいっ!先生っ!お待ちッ!」" + }, + "22": { + "name": "ナレーション", + "face": null, + "text": "その女冒険者の前に、調理したてで食欲をそそる料理が運ばれた。\nじゅうじゅうと音を立て、肉汁の滲み出る鴨の串焼き。\n村で採れる甘酸っぱいベリーの詰まったパイ、そして上物のワイン。" + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "恐らくこの村で食べられるであろう最高の御馳走に、\nその女冒険者…エニトゥーラヤに幸せそうな笑みがこぼれた。" + }, + "24": { + "name": "エニ先生", + "face": "喜1", + "text": "「ありがとうございます。\n ええ、実にいい香りです」" + }, + "25": { + "name": "店主", + "face": null, + "text": "「ヘヘヘ、先生のために、いいトコをきっちり\n 取っておきましたからね!味わってくだせえよ!」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "エニ先生", + "face": "喜1", + "text": "「ふぅ……。\n やはり、長旅のあとの葡萄酒はこたえられません」" + }, + "28": { + "name": "エニ先生", + "face": "楽1", + "text": "「こうやって落ち着いて食事を摂るのも久方ぶり。\n たまにはゆっくりと味わって……」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "エニ先生", + "face": "怒1", + "text": "「………ん?」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "村人", + "face": null, + "text": "「た、大変だぁぁ…!!\n 先生っ!!エニ先生ぇぇっ!!」" + }, + "33": { + "name": "エニ先生", + "face": "哀1", + "text": "「……………」" + }, + "34": { + "name": "エニ先生", + "face": "哀1", + "text": "「………どうやら、食事を堪能するのは\n またの機会になりそうですね」" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "エニ先生", + "face": "普通1", + "text": "「コホン。で、どうかしましたか?\n 何か厄介事でも?」" + }, + "37": { + "name": "村人", + "face": null, + "text": "「ド……ドラゴンだ……!!\n ドラゴンがこの村に……!!!」" + }, + "38": { + "name": "エニ先生", + "face": "怒1", + "text": "「………竜(ドラゴン)…?」" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": "暗転" + }, + "41": { + "name": null, + "face": null, + "text": "終了" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event002.json b/www/data/text/Event002.json new file mode 100644 index 0000000..f2d5e0c --- /dev/null +++ b/www/data/text/Event002.json @@ -0,0 +1,287 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:村の広場" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "村人", + "face": null, + "text": "「こっちです!ドラゴンは広場にいます!\n 急いでくだせえ!」" + }, + "4": { + "name": "エニ先生", + "face": "怒1", + "text": "「広場に…?ドラゴンが来ていると?」" + }, + "5": { + "name": "村人", + "face": null, + "text": "「ええ…それが奴さん、手負いみたいなんですが…\n 暴れる訳でもなく、あのまま動こうとしないんですよ…」" + }, + "6": { + "name": "村人", + "face": null, + "text": "「俺らじゃあどうしていいかワカらないんですわ…\n 近隣一番の冒険者のエニ先生にお願いするしかなくて…」" + }, + "7": { + "name": "エニ先生", + "face": "哀1", + "text": "「街一番は私などではありませんよ。\n それはともかく話はわかりました。何とかしましょう。\n 皆さんは離れていてください」" + }, + "8": { + "name": "村人", + "face": null, + "text": "「「「へ、へえっ!」」」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "村の広場には、金色に輝く鱗に覆われた巨大な竜が\n横たわっていた。\n松明の明かりを反射して煌めくその体躯は\n夥しい流血に汚れ、死の顎を目前に、弱々しく震えている。" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "エニ先生", + "face": "普通1", + "text": "「ゴールドドラゴン……!\n 体躯から見て…おそらくは青年期(アダルト)。\n ……致命傷、ですね…。もう長くはない……」" + }, + "13": { + "name": "村人", + "face": null, + "text": "「だ、大丈夫……ですかねぇ……?」" + }, + "14": { + "name": "エニ先生", + "face": "普通2", + "text": "「黄金竜は殆どが善に属し、秩序の戒律に従う善竜です。\n 人を取って喰らう事などはしません。多分」" + }, + "15": { + "name": "村人", + "face": null, + "text": "「多分て… って先生!?\n 近づいて大丈夫なんですかい!?!?」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "エニ先生", + "face": "普通1", + "text": "『ウク・シェー・イー・ダラトリウン・ズィア?ケン?\n (どうなされました?何か手伝える事はありますか?)』" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "ナレーション", + "face": null, + "text": "流暢な竜語を耳にし、意識が僅かながらも明瞭となった\n金竜が、弱々しくも先生と呼ばれた女冒険者を見る。" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "金竜", + "face": null, + "text": "『我らが友、小さき者、人の子、よ……\n どうか、今生の頼み、引き受けてはいただけませぬか…』" + }, + "22": { + "name": "エニ先生", + "face": "怒1", + "text": "『一体どうされました? それにその傷は…』" + }, + "23": { + "name": "金竜", + "face": null, + "text": "『我が巣を、奪わんとする赤竜と戦うも、我は敗れ……\n だが、この子だけは、この子だけは救いたく……\n どうにか、人里へと……逃げてきました……』" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "エニ先生", + "face": "普通1", + "text": "「卵……! 竜の卵、ですか……。\n この子を守りたいが為に……」" + }, + "26": { + "name": "金竜", + "face": null, + "text": "『どうか……どうかこの子を、お願いできませぬか…\n この子だけが…心残り……\n もう、貴殿に託すより、もう……』" + }, + "27": { + "name": "エニ先生", + "face": "哀1", + "text": "「…………」" + }, + "28": { + "name": "エニ先生", + "face": "普通1", + "text": "『わかりました。\n 貴方のその子は、この私が責任を持って預かりましょう。\n 我が名エニトゥーラヤと我が剣に誓って』" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "エニ先生", + "face": "喜1", + "text": "『ですから、どうか安心してお休みになられてください』" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "金竜", + "face": null, + "text": "『かたじけない……どうか……その子、を……』" + }, + "33": { + "name": "金竜", + "face": null, + "text": "『………………』" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "村人", + "face": null, + "text": "「……せ、先生………?」" + }, + "36": { + "name": "エニ先生", + "face": "普通2", + "text": "「今、亡くなられました」" + }, + "37": { + "name": "ナレーション", + "face": null, + "text": "竜の亡骸に黙祷を捧げる女冒険者。\nそれを見て取り囲む村人達も慌てて女冒険者に倣う。" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "村人", + "face": null, + "text": "「…それで……一体、何がどう…なってるんですかい……?」" + }, + "40": { + "name": "エニ先生", + "face": "普通1", + "text": "「どうやら……この金竜は邪悪なる赤竜に巣を襲われ、\n 瀕死ながらも逃げてこの村に辿り着いたようです。\n 自分の子…卵だけでも誰かに託すために、と」" + }, + "41": { + "name": "村人", + "face": null, + "text": "「な、なるほど……先生は竜語も達者なんですね……。\n …って先生!? もしかして引き受けたんですかい!?」" + }, + "42": { + "name": "エニ先生", + "face": "困1", + "text": "「この状況で最期の願いを無碍にできるほど、\n 私は空気を読めない女じゃないです」" + }, + "43": { + "name": "エニ先生", + "face": "怒1", + "text": "「誇り高き金竜が死の間際に人間に助けを……、\n それも己の子を託すと言われてしまっては、\n さすがに断る事はできないじゃないですか。もう」" + }, + "44": { + "name": "村人", + "face": null, + "text": "「いや、まぁ先生らしいっちゃらしいですけど……\n で、先生……竜の育児とか経験あるんで?」" + }, + "45": { + "name": "エニ先生", + "face": "困1", + "text": "「あるわけないでしょう。\n 自分の子を産んだこともないどころか、\n これでまだ未婚の身ですよ私」" + }, + "46": { + "name": "エニ先生", + "face": "普通1", + "text": "「ですが、約束しましたからね。\n これでも、まがりなりにも賢者とは呼ばれている身。\n その名に恥じぬよう、何とかしてみせましょう」" + }, + "47": { + "name": "エニ先生", + "face": "喜1", + "text": "「皆さんにも協力してもらいたい事があります。\n どうかお願いしますね」" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": "村人", + "face": null, + "text": "「まぁ…先生に頼まれちゃあ、断れませんわなぁ」\n「何度村を救われたかわからないですし」\n「恩を少しでも返せるなら喜んで手伝いますわあ」" + }, + "50": { + "name": "エニ先生", + "face": "普通1", + "text": "「ありがとうございます。\n ……それに、今はまだ私の勘でしかありませんが……\n もしかしたら、この卵が村を救う事に\n なる可能性もありますから──────」" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": "暗転" + }, + "53": { + "name": null, + "face": null, + "text": "終了" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event003.json b/www/data/text/Event003.json new file mode 100644 index 0000000..55e1a47 --- /dev/null +++ b/www/data/text/Event003.json @@ -0,0 +1,307 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": null, + "face": null, + "text": null + }, + "3": { + "name": "ナレーション", + "face": null, + "text": "金竜の遺骸を丁重に埋葬した後、女冒険者は\n村の近くにそびえる高山へと、卵を抱えて向かっていった。" + }, + "4": { + "name": "ナレーション", + "face": null, + "text": "村人たちに、必要な資材や食料を運搬してもらい、\n竜の卵を孵化するための準備を整える。" + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "また、その間にも様々な文献を漁り、竜の孵化に関して\n足りない知識を補っていった。" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "エニ先生", + "face": "普通1", + "text": "「金竜は空気の澄んだ高山や遺跡、滝の裏などに\n 好んで巣を作るといいますが……\n この場所なら十分でしょうね」" + }, + "8": { + "name": "エニ先生", + "face": "普通1", + "text": "「…しかしまぁ……、識者に、\n 『金竜は卵を火や溶岩の中に投げ入れて温める』\n と聞いて、行っておりますが…」" + }, + "9": { + "name": "エニ先生", + "face": "困1", + "text": "「なんというか…絵ヅラがひどいですねコレ」" + }, + "10": { + "name": "エニ先生", + "face": "困1", + "text": "「間違ってないでしょうが、こう、卵を調理してる的な\n 雰囲気を醸し出してしまって、妙な罪悪感すら覚えます」" + }, + "11": { + "name": "エニ先生", + "face": "普通1", + "text": "「卵自体は本当にこれで順調なようですので、\n もう少しで孵化しそうですが。\n 無事に孵ってくれる事を祈りましょう……」" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "───1週間後───" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "エニ先生", + "face": "怒1", + "text": "「……!」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "雛", + "face": null, + "text": "「ピャー………」" + }, + "18": { + "name": "エニ先生", + "face": "喜1", + "text": "「良かった……健康そうな子です」" + }, + "19": { + "name": "エニ先生", + "face": "喜1", + "text": "「巣から持ち出され、竜以外の手で育てる場合は\n 無事に孵化できる可能性が低いらしいとの話で、さすがに\n 不安になっていたのですが……杞憂で済んで良かった」" + }, + "20": { + "name": "雛", + "face": null, + "text": "「ピャー」" + }, + "21": { + "name": "エニ先生", + "face": "普通1", + "text": "「名前は…そうですね。\n 竜語で『ソルレギュイアニア』。不滅の太陽。」" + }, + "22": { + "name": "エニ先生", + "face": "喜1", + "text": "「我々の言語では『ソル』。\n そう名付けましょう」" + }, + "23": { + "name": "エニ先生", + "face": "楽1", + "text": "「はじめまして金雛竜(ゴールドドラゴン・ワームリング)ソル。\n 私があなたの先生ですよ」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": "暗転" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "ナレーション", + "face": null, + "text": "──────そして2年の月日が流れた。" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ソル", + "face": "喜1", + "text": "「せんせーい!\n 言われた通り鹿を狩ってきましたー!」" + }, + "30": { + "name": "エニ先生", + "face": "喜1", + "text": "「大変よろしい。ソル、ちゃんと一人で出来たようですね」" + }, + "31": { + "name": "ソル", + "face": "喜2", + "text": "「わたし、これくらいできますから!\n もう一人前……一竜前? ですから!」" + }, + "32": { + "name": "エニ先生", + "face": "普通2", + "text": "「まったく。私に言わせればまだヒヨッコですよ。\n ……体の一部は立派に育ってる気もしますが。\n もう私のサイズに近づくとは生意気な」" + }, + "33": { + "name": "ソル", + "face": "普通1", + "text": "「?」" + }, + "34": { + "name": "エニ先生", + "face": "普通1", + "text": "「いえ何でも。まずは食事です。\n 狩ってきた鹿に感謝して、いただくとしましょう」" + }, + "35": { + "name": "ソル", + "face": "喜1", + "text": "「はーい!!」" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "ソル", + "face": "喜1", + "text": "「おいしかったですねー!!」" + }, + "38": { + "name": "エニ先生", + "face": "普通1", + "text": "「いつもの事ながら、物凄く食べますねこの子。\n ドラゴンだという事を思い出させられます」" + }, + "39": { + "name": "エニ先生", + "face": "怒1", + "text": "「さて……それはともかく…ソル。\n あなたが一人前と言うのであれば、\n そろそろ、自力で証明してもらいましょう」" + }, + "40": { + "name": "ソル", + "face": "怒1", + "text": "「!! せんせい、それって……!」" + }, + "41": { + "name": "エニ先生", + "face": "普通1", + "text": "「ええ、あなたの望んでいた卒業試験……巣立ちの日です。\n これを達成したならば、あなたはもう一人前。\n 立派な一匹の竜として独り立ちです」" + }, + "42": { + "name": "ソル", + "face": "喜1", + "text": "「は、はい! やったー!!」" + }, + "43": { + "name": "エニ先生", + "face": "普通1", + "text": "「あなたにはこの2年間、必要な部分に関しては\n 全部叩き込んできました。\n 算術、人間社会の知識、軍学、地学、魔物学、薬草学……」" + }, + "44": { + "name": "エニ先生", + "face": "普通2", + "text": "「まぁ、私は魔術に適正がないので、魔術と奇跡に関しては\n 概要しか教えられなかったのが心残りではありますが" + }, + "45": { + "name": "ソル", + "face": "喜2", + "text": "「すっごい面白かったけど大変だったです!!」" + }, + "46": { + "name": "エニ先生", + "face": "喜1", + "text": "「さすがは金竜、物覚えのよい、大変出来の良い生徒で\n 非常に楽をできました」" + }, + "47": { + "name": "エニ先生", + "face": "普通1", + "text": "「前の教え子も物覚えと要領だけは非常に良かったですが。\n まぁそれはそれとして」" + }, + "48": { + "name": "エニ先生", + "face": "怒1", + "text": "「あれらをきちんと学び、身につけたソルならば、\n この試験……問題なく達成できるものと信じています。\n 大丈夫ですね?」" + }, + "49": { + "name": "ソル", + "face": "怒1", + "text": "「は、はいっ!!\n わたし、せんせいの期待に、ぜったい応えてみせます!!\n がんばります!」" + }, + "50": { + "name": "エニ先生", + "face": "喜1", + "text": "「大変よろしい。\n それでは竜の姿に戻って、私を載せて運んでください」" + }, + "51": { + "name": "ソル", + "face": "普通1", + "text": "「あれ?先生も一緒にいくんですか?」" + }, + "52": { + "name": "エニ先生", + "face": "普通2", + "text": "「そりゃ当然でしょう。\n 誰がソルの採点をするんですか」" + }, + "53": { + "name": "エニ先生", + "face": "普通1", + "text": "「それに、おそらく多少危険が付き纏いそうですので……\n 念の為に私も同行します。手を貸す程度ですけどね」" + }, + "54": { + "name": "ソル", + "face": "普通2", + "text": "「わ、わかりました!\n じゃあ乗ってください! せんせい!!」" + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": "終了" + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event101.json b/www/data/text/Event101.json new file mode 100644 index 0000000..8483a52 --- /dev/null +++ b/www/data/text/Event101.json @@ -0,0 +1,187 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ルクレア村初訪問" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお……これがルクレア村………\n せんせい以外の人がいっぱいいる……すげえ……」" + }, + "5": { + "name": "ソル", + "face": "喜2", + "text": "「なんか賑やかでいいなぁー……\n すごく新鮮な気分ですね!」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ソル", + "face": "喜3", + "text": "「噴水!!!!水車!!!!馬車!!!!!\n おおおおおおおお…………文明の兆し………」" + }, + "8": { + "name": "村人", + "face": null, + "text": "「………??」" + }, + "9": { + "name": "村人", + "face": null, + "text": "「……??………???」" + }, + "10": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー」" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "ソルが村の通りを歩くと、村人達は皆驚いたように振り返る。\n金色の竜の尾を持つ美少女、それもまるで吟遊詩人が物語る\n人魚姫の如き半裸となれば目立たぬ筈もなかった。" + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "そして、通り掛かる赤髪の冒険者もまた\nその姿を鮮明に覚えていたのだった。" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "エリック", + "face": "普通1", + "text": "「ん………あれ? もしかして……」" + }, + "16": { + "name": "ソル", + "face": "普通3", + "text": "「ほい???」" + }, + "17": { + "name": "エリック", + "face": "喜2", + "text": "「あー!あの時の助けてくれた金竜の子!!\n 探してたんだから!」" + }, + "18": { + "name": "ソル", + "face": "喜1", + "text": "「あー!あの時のおねえさん!!」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": null, + "face": null, + "text": "暗転" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "エリック", + "face": "普通1", + "text": "「はー、成程ねえ。噂には聞いていたけど……\n あのエニ先生に育てられてた金竜ってのがキミだったんだね」" + }, + "24": { + "name": "エリック", + "face": "喜3", + "text": "「お礼言えてなかったよね。あの時はホントにありがと。\n あたしはエリック。ここいらで活動してる冒険者」" + }, + "25": { + "name": "ソル", + "face": "喜2", + "text": "「いえいえー」" + }, + "26": { + "name": "エリック", + "face": "喜2", + "text": "「よっし、恩返しって訳でもないけどさ、せっかくだし\n これもなにかの縁ってことで、あたしもソルに付き合うね!」" + }, + "27": { + "name": "ソル", + "face": "普通2", + "text": "「え、いいんですか!?」" + }, + "28": { + "name": "エリック", + "face": "普通1", + "text": "「エニ先生にも、『もしソルを見かけたら手伝って上げて欲しい』\n って頼まれてるしね!冒険者の集まる酒場を案内したげる!」" + }, + "29": { + "name": "エリック", + "face": "喜1", + "text": "「『首なし美人』亭って言うんだけど、そこをたまり場にしてるんだ。\n 仲間を探してるってんなら、そこが一番かな」" + }, + "30": { + "name": "ソル", + "face": "喜1", + "text": "「おおー、なんかすごくそれっぽい!!\n ……なんで首がないのに美人ってわかるんでしょうね??」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": "終了" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event102.json b/www/data/text/Event102.json new file mode 100644 index 0000000..54ed840 --- /dev/null +++ b/www/data/text/Event102.json @@ -0,0 +1,257 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:首なし美人亭 出会い" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "ソル", + "face": "困1", + "text": "「おおおおお……これが酒場……\n 未知なる世界……」" + }, + "5": { + "name": "エリック", + "face": "普通1", + "text": "「そ。中々いい雰囲気でしょ?\n それで……っと。お、いたいた。おーい!マーくん!」" + }, + "6": { + "name": "冒険者", + "face": null, + "text": "「お? エリックか。どうした?今日は空きか?\n それにそっちの……お?」" + }, + "7": { + "name": "エリック", + "face": "喜3", + "text": "「この子だって、エニ先生が育ててたっていうあの金竜!\n ソルちゃんって言うんだって!」" + }, + "8": { + "name": "冒険者", + "face": null, + "text": "「ほー、この子があの……。\n 人の姿を取ってるけどゴールドドラゴンか。凄いな」" + }, + "9": { + "name": "エリック", + "face": "喜1", + "text": "「初めてみたとき……こう、なんてーの?\n 強い竜なのにすっごく可愛くてさ!!」" + }, + "10": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー」" + }, + "11": { + "name": "エリック", + "face": "喜2", + "text": "「なんていうか近所のやたら人懐っこいおバカな犬みたいで」" + }, + "12": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "エリック", + "face": "喜1", + "text": "「そんな訳でさ。マーくんも暇なら手伝わない?\n 金竜の元で戦うなんて、ロード志望には最高でしょ?」" + }, + "15": { + "name": "冒険者", + "face": null, + "text": "「人を勝手に暇人扱いしないでくれないか。\n まあ、これでも俺は善の領域に属すると自称はしている。\n 金竜に助力を請われたならば喜んで応じるまでよ」" + }, + "16": { + "name": "ソル", + "face": "喜2", + "text": "「そ、それじゃあマーくんさんお願いします!!\n ちからを貸してくださいっ!!」" + }, + "17": { + "name": "冒険者", + "face": null, + "text": "「ああ、俺はマークだ。ロードを目指してるが今は戦士だ。\n よろしく頼むよ、小さいドラゴンレディ」" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": null, + "face": null, + "text": "終了" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": null, + "face": null, + "text": "●場面:首なし美人亭 尋ね人" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "ソル", + "face": "喜1", + "text": "「こんにちわー!」" + }, + "25": { + "name": "酒場の主人", + "face": null, + "text": "「おうソルちゃんいらっしゃい。\n お客が来てるよ」" + }, + "26": { + "name": "ソル", + "face": "普通3", + "text": "「おおおおお……???」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "吟遊詩人", + "face": null, + "text": "「……英雄マグメドルは雄々しく剣を抜き放ち言い放った…\n 『我らが神よご照覧あれ! 今宵は殺戮の宴なり───』\n おお、姫はその言葉に感極まり涙に濡れた……」" + }, + "29": { + "name": "イスク", + "face": "喜2", + "text": "「尊い…………好き………」" + }, + "30": { + "name": "吟遊詩人", + "face": null, + "text": "「『ああマグメドル様、貴方こそは真なる勇者……\n  どうか私を共に連れていってくださいませ……』\n だがマグメドルは振り返らない……彼には偉大なる誓いがあるのだ…\n 泣き崩れる姫を背にマグメドルは立ち去った、おお勇者マグメドル……」" + }, + "31": { + "name": "イスク", + "face": "喜2", + "text": "「ああ……しんどい……」" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "吟遊詩人が歌い終わり、満足げな表情の聴衆も去っていく。\nそしてその場に残されたのは、いまだに詩に感極まって\n「尊い」と呟き続ける憂いを帯びた銀色の髪の美女だけだった。\n良く見ると、彼女の腰からは銀色の尾が伸びていた…" + }, + "34": { + "name": "ソル", + "face": "普通3", + "text": "「あのー、だいじょうぶですか??(主に頭が)」" + }, + "35": { + "name": "イスク", + "face": "普通1", + "text": "「え、あ、大丈夫……でございます………\n ………あ、ひょっとして、ソル様でございますか……?\n ゴールドドラゴンの、ソル様……?」" + }, + "36": { + "name": "ソル", + "face": "普通2", + "text": "「は、はい!わたしがソルです!!\n えっと……あなたは???」" + }, + "37": { + "name": "イスク", + "face": "普通1", + "text": "「わたくしはイスクヴォレル。\n シルバードラゴンで…ございます。\n 人の世の物語を聞き蒐集することを無上の喜びとしております……」" + }, + "38": { + "name": "ソル", + "face": "喜2", + "text": "「おおおおおお……シルバードラゴンさん!!!!\n 同族に初めて会いました!!!おおおお……!!!」" + }, + "39": { + "name": "ソル", + "face": "普通3", + "text": "「……あれ?それでごようけんのほうは?」" + }, + "40": { + "name": "イスク", + "face": "普通1", + "text": "「ルクレア村は大変良い村です……。\n わたくしも、この村に少し滞在したいと思いまして……」" + }, + "41": { + "name": "イスク", + "face": "普通1", + "text": "「エニトゥーラヤ先生より聞き及んでおりましたが……、\n この村はソル様の縄張りでしょう…?\n なればご挨拶をいたしたく……。余所者の竜が挨拶も無しに\n 縄張り内をうろついては気分を害されるかと……」" + }, + "42": { + "name": "ソル", + "face": "喜3", + "text": "「あ、せんせいから!!そういう事でしたか!!\n こちらこそよろしくお願いしますイスクさん!\n おともだちになりましょう!!えへへー」" + }, + "43": { + "name": "イスク", + "face": "普通1", + "text": "「お友達……そうですわね……盟友ですわね……。\n 仲良くいたしましょう、ソル様。うん……嬉しい……」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": "終了" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event103.json b/www/data/text/Event103.json new file mode 100644 index 0000000..2aa7106 --- /dev/null +++ b/www/data/text/Event103.json @@ -0,0 +1,322 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:首なし美人亭 イスクに問い詰める" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ソル", + "face": "恥6", + "text": "「い、い、イスクさん………!」" + }, + "4": { + "name": "イスク", + "face": "普通1", + "text": "「? どう…なされました……?\n ソル様……?」" + }, + "5": { + "name": "ソル", + "face": "恥6", + "text": "「い、イスクさんはあ、あ、あの冒険者さんと…\n つ……つ、つ、つがいだったんです!!?」" + }, + "6": { + "name": "ソル", + "face": "恥6", + "text": "「さささ昨夜、イスクさんが男の冒険者さんと、\n 交尾してるところ……み、みちゃったんです………!」" + }, + "7": { + "name": "イスク", + "face": "楽1", + "text": "「あら……」" + }, + "8": { + "name": "イスク", + "face": "普通1", + "text": "「あれは……あの殿方に、竜の力を貸し与えていたので…\n ございます……」" + }, + "9": { + "name": "イスク", + "face": "普通1", + "text": "「ソル様は…ドラゴンカインドなる儀式を……ご存知ですか……?」" + }, + "10": { + "name": "ソル", + "face": "普通3", + "text": "「ドラゴン……カインド………????」" + }, + "11": { + "name": "イスク", + "face": "喜2", + "text": "「ええ……。物語などで聞いたことなどありませんか?\n 竜の血を浴びて鋼の肉体を得た英雄、\n 竜の肉を喰らい不老となった英雄。\n 竜の生き血を飲んで恐るべき力を得た英雄……ああ…尊い……」" + }, + "12": { + "name": "イスク", + "face": "普通1", + "text": "「物語の彼らのように、我々ドラゴンが選んだ英雄に\n 力を分け与える儀式でございます…」" + }, + "13": { + "name": "イスク", + "face": "普通1", + "text": "「儀式を望むドラゴンが人の姿を取り、\n 望む英雄と一夜の契りを結ぶのです……それによって、\n その者は”\\ruby[竜に親しき者](ド ラ ゴ ン キ ン)”となり、竜の力を得るのでございます……」" + }, + "14": { + "name": "ソル", + "face": "恥1", + "text": "「あ! それで昨夜は……\n その、あの男の方と交尾してたんですね……!」" + }, + "15": { + "name": "イスク", + "face": "楽1", + "text": "「そのとおりでございます………。\n もしソル様も……共に戦ってくださる同胞がございましたら……\n ドラゴンカインドにて力を貸し与えてはいかがでしょう……?\n きっと、彼らの糧となり、生き残る力を与えられましょう………」" + }, + "16": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお………」" + }, + "17": { + "name": null, + "face": null, + "text": "すこしかんがえる。" + }, + "18": { + "name": "ソル", + "face": "恥6", + "text": "「すこし熟考してみたいです!!!」" + }, + "19": { + "name": "イスク", + "face": "楽1", + "text": "「もし儀式をなされたいのでございましたら……\n わたくしが教えてさしあげます……。\n その時はわたくしにお声をかけて…くださいませ。ソル様……」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": "終了" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "イスク", + "face": "普通1", + "text": "「それではソル様……ドラゴンカインドの儀式、\n 行いますか………?」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "イスク", + "face": "普通1", + "text": "「承知いたしました……それではこちらへ………」" + }, + "26": { + "name": "イスク", + "face": "普通1", + "text": "「承知いたしました……ではまた後ほど……」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "イスク", + "face": "普通1", + "text": "「いかがで……ございましたか………?」" + }, + "29": { + "name": "ソル", + "face": "恥1", + "text": "「し……新世界の扉がひらいたかんじでした…………」" + }, + "30": { + "name": "イスク", + "face": "普通1", + "text": "「これにより、ソル様に仕える冒険者様に、加護が与えられました……\n きっとソル様のさらなる力となってくれましょう…………」" + }, + "31": { + "name": "イスク", + "face": "普通1", + "text": "「ですが……その代わり、多少の金銭・財宝を消費致しますので……\n その点だけは……ご留意ください…………」" + }, + "32": { + "name": "ソル", + "face": "喜1", + "text": "「できればその重大な情報は先に教えてほしかったですね!!」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "イスク", + "face": "普通1", + "text": "「お疲れ様でございました……」" + }, + "35": { + "name": "イスク", + "face": "普通1", + "text": "「ああ………ソル様が羨ましい………」" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": "終了" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": "●場面:首なし美人亭 初依頼" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "エリック", + "face": "普通2", + "text": "「ふーん……そっかー……」" + }, + "43": { + "name": "ソル", + "face": "喜1", + "text": "「あ、エリックさん!!どうしたんですか!!」" + }, + "44": { + "name": "エリック", + "face": "普通1", + "text": "「ソルちゃん。これ見て。読める?」" + }, + "45": { + "name": "ソル", + "face": "喜1", + "text": "「共通語の読み書きは教わりました!\n ………えーと、『ごぶりん退治』。」" + }, + "46": { + "name": "エリック", + "face": "怒1", + "text": "「そういう事。なんかね、この村の街道に連中が出没してるらしくてね。\n この前も荷馬車が襲われてやられたらしいんだ」" + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": "冒険者", + "face": null, + "text": "「まったく、あの汚らわしい腐れゴブリン共め。\n 余計な事しかしやがらねえ」" + }, + "50": { + "name": "冒険者", + "face": null, + "text": "「いやはや全く。しかも商売としちゃ割に合いませんからなぁ」" + }, + "51": { + "name": "冒険者", + "face": null, + "text": "「あいつらあれで面倒臭すぎるんだよねー。\n 実績積みたい駆け出しか、余程の物好きでもなけりゃ\n あんなのやりたがらないでしょ……」" + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": "エリック", + "face": "普通3", + "text": "「で、ソルちゃんの初陣としてはどうかなって思ったの。\n どう?やってみない?」" + }, + "55": { + "name": "ソル", + "face": "怒1", + "text": "「こういうのは放っておけません!!\n わたしたちで退治しましょう!!ゴブリン!!」" + }, + "56": { + "name": "エリック", + "face": "普通1", + "text": "「思ったより食いつきがよかった。\n ……オッケー、いくらゴブリンとはいえ油断は禁物だよ!\n ちゃんと準備しといてね!」" + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": "終了" + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event104.json b/www/data/text/Event104.json new file mode 100644 index 0000000..0c88a95 --- /dev/null +++ b/www/data/text/Event104.json @@ -0,0 +1,317 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:酒場でのバイト" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "酒場の主人", + "face": null, + "text": "「おお、ソルちゃん!今日もかわいいね!」" + }, + "6": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー」" + }, + "7": { + "name": "酒場の主人", + "face": null, + "text": "「ところでソルちゃん、ウチの店でちょっと\n 仕事する気ないかい?」" + }, + "8": { + "name": "ソル", + "face": "普通3", + "text": "「おおおおお…?おしごと?ですか?」" + }, + "9": { + "name": "酒場の主人", + "face": null, + "text": "「ああ……ちょいとウチの給仕が数人、都合で\n やめちまってなぁ……。 酒場のウェイトレスを\n 募集してるんだが、これが中々……」" + }, + "10": { + "name": "エリック", + "face": "喜1", + "text": "「あたしはお酒呑みたいからパス」" + }, + "11": { + "name": "酒場の主人", + "face": null, + "text": "「……ってな」" + }, + "12": { + "name": "ソル", + "face": "普通2", + "text": "「おおおお……なるほど……」" + }, + "13": { + "name": "酒場の主人", + "face": null, + "text": "「ソルちゃんかわいいし、みんなの人気者だし、\n やってもらえねえかな……?」" + }, + "14": { + "name": "ソル", + "face": "喜2", + "text": "「わかりました!!やってみます!!」" + }, + "15": { + "name": "エリック", + "face": "哀3", + "text": "「即答」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "ソル", + "face": "喜1", + "text": "「あ、イスクさんもどうですか!?\n 一緒におしごとしてみませんか!?」" + }, + "19": { + "name": "イスク", + "face": "普通1", + "text": "「え……わたくし………ですか……?」" + }, + "20": { + "name": null, + "face": null, + "text": "(考える)" + }, + "21": { + "name": null, + "face": null, + "text": "(熟考する)" + }, + "22": { + "name": "イスク", + "face": "普通1", + "text": "「あ……イケる……」" + }, + "23": { + "name": "イスク", + "face": "普通1", + "text": "「承知いたしました……\n 折角のお誘いですので…お引き受けいたします……」" + }, + "24": { + "name": "イスク", + "face": "普通1", + "text": "「ふふふふふ……楽しみ………」" + }, + "25": { + "name": "ソル", + "face": "喜1", + "text": "「何かがツボに入ったんですかね!」" + }, + "26": { + "name": "酒場の主人", + "face": null, + "text": "「さあ……」" + }, + "27": { + "name": "エリック", + "face": "哀3", + "text": "「さあ……」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "ソル", + "face": null, + "text": "「えへへー、どうですか? うさぎさん似合ってますか?」" + }, + "31": { + "name": "イスク", + "face": null, + "text": "「……うさぎさんの格好…… 結構、これ、楽しいですね……」" + }, + "32": { + "name": "エリック", + "face": null, + "text": "「お、二人共すごいかわいい!\n ………けど、男連中の目がアレになってきた………」" + }, + "33": { + "name": "冒険者", + "face": null, + "text": "(親父グッジョブ!!)" + }, + "34": { + "name": "冒険者", + "face": null, + "text": "(ナイス親父!!)" + }, + "35": { + "name": "冒険者", + "face": null, + "text": "(俺たちはアンタを信じてた!!!)" + }, + "36": { + "name": "冒険者", + "face": null, + "text": "(好き!!抱いて!!!)" + }, + "37": { + "name": "イスク", + "face": null, + "text": "「ああ…冒険者さんたちの視線が心地良いです…………\n あっ…ちょっとイく……」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "ソル", + "face": null, + "text": "「おまたせしましたー! えへへー、これけっこう楽しいですね!!」" + }, + "41": { + "name": "イスク", + "face": null, + "text": "「確かに中々……興味深くおもいます……」" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": "ソル", + "face": null, + "text": "「えへへー、いらっしゃいませー! ゴールドうさぎさんです!」" + }, + "44": { + "name": "イスク", + "face": null, + "text": "「そうなるとわたくしはシルバーうさぎさん……」" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": "ソル", + "face": null, + "text": "「え……っ?\n ちょ、………っ、んぁっ……」" + }, + "48": { + "name": "ソル", + "face": null, + "text": "「だ、だめですよ!!そういうことしちゃ!!\n わたし、おこりますよ!!」" + }, + "49": { + "name": "ソル", + "face": null, + "text": "「むー………もー、しょーがないですねぇ。\n ちょっとだけですからね!!」" + }, + "50": { + "name": "ソル", + "face": null, + "text": "「あぅ……んん……っ………\n えへへ、期待しちゃってました……」" + }, + "51": { + "name": "ソル", + "face": null, + "text": "「ぅぅん……っ……はやくぅ………\n まってたんですからねぇ……」" + }, + "52": { + "name": "ソル", + "face": null, + "text": "「えへへ…わたし…\n 冒険者さんのたまご、産んじゃうかもしれませんよ……?」" + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": "イスク", + "face": null, + "text": "「しようのない殿方ですね………。\n …あちらで、お願いいたします………」" + }, + "55": { + "name": "イスク", + "face": null, + "text": "「んっ……かしこまりました……\n ご奉仕させて…いただきます……」" + }, + "56": { + "name": "イスク", + "face": null, + "text": "「ふふ……お待ちしておりました………\n あちらで……ゆっくりと………」" + }, + "57": { + "name": null, + "face": null, + "text": "終了" + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event105.json b/www/data/text/Event105.json new file mode 100644 index 0000000..78ffa7d --- /dev/null +++ b/www/data/text/Event105.json @@ -0,0 +1,332 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:その他イベント" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": "酒場のケンカ初遭遇時" + }, + "6": { + "name": "酔漢", + "face": null, + "text": "「オラーッやるかオラーッ!!」" + }, + "7": { + "name": "酔漢", + "face": null, + "text": "「んだとテメーッ!!オラーッ!!」" + }, + "8": { + "name": "客", + "face": null, + "text": "「おおおおお!喧嘩だ喧嘩だ!」" + }, + "9": { + "name": "客", + "face": null, + "text": "「オラーッ!やっちまえーッ!!」" + }, + "10": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお…!?\n け、ケンカはいけないことでは……!?」" + }, + "11": { + "name": "エリック", + "face": "喜1", + "text": "「いいのよ放っといて。\n あれもどっちかっていうと娯楽みたいなモンだし」" + }, + "12": { + "name": "ソル", + "face": "普通3", + "text": "「そ、そうなんですか!?\n 知らなかった……」" + }, + "13": { + "name": "エリック", + "face": "喜2", + "text": "「それに、壊した物は勝敗問わずケンカした連中で折半だからね。\n 好きにやらせとけばいいのよ」" + }, + "14": { + "name": "ソル", + "face": "喜2", + "text": "「おおおおお…!なるほど……!!\n じゃあわたしも見物してみます!!!」" + }, + "15": { + "name": "酒場の主人", + "face": null, + "text": "「いやまぁあのね。俺にしてみたら凄く迷惑なんだけどね。\n そこんトコ誰も判ってくれないのよね」" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "呑気に冒険者の喧嘩を眺めていると、一角が大爆発を起こす。\n吹き飛ばされる数名の酔漢たち。\nそして煙の中から、酷く憤慨した様子の肌黒いエルフと\n落ち着いた佇まいの白いエルフが現れた。" + }, + "17": { + "name": "ウェイン", + "face": null, + "text": "「ったく……誰にケンカ売ってるのかわかってんの!?\n その顔あと10cmくらい陥没させるわよ!?」" + }, + "18": { + "name": "セレス", + "face": null, + "text": "「ウェイン。それまで。\n もういいでしょ」" + }, + "19": { + "name": "ウェイン", + "face": null, + "text": "「もうちょっと痛い目見せてやらないと気がすまないわよ!\n 見てよ!あたしのエールがほとんどこぼれ……」" + }, + "20": { + "name": "セレス", + "face": null, + "text": "「 ウ ェ イ ン 」" + }, + "21": { + "name": "ウェイン", + "face": null, + "text": "「……わかった、わかったわよ………\n だから睨まないでってば……」" + }, + "22": { + "name": null, + "face": null, + "text": "終了" + }, + "23": { + "name": null, + "face": null, + "text": "温泉イベント" + }, + "24": { + "name": "村人", + "face": null, + "text": "「おお、ソルちゃん。ちょうどいいところに来たね」" + }, + "25": { + "name": "ソル", + "face": "普通3", + "text": "「?? なんでしょう???」" + }, + "26": { + "name": "村人", + "face": null, + "text": "「この前、ウージの奴が村の麓で温泉を掘り当ててね。\n それで露天風呂を作ってみたんだ。\n  ソルちゃんも入っていかないかい?」" + }, + "27": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお……!!おんせん……!!\n あったかい泉ですよね……!!硫黄の臭いの……!!」" + }, + "28": { + "name": "ソル", + "face": "喜2", + "text": "「はいってみます!!みんなも呼んできますね!!!」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "ソル", + "face": null, + "text": "「おおおおおおおお……たまらぬ湯であった……」" + }, + "31": { + "name": "イスク", + "face": null, + "text": "「わたくしには…少々熱い湯ではありますが……\n 人間の文化というだけで……こう……あっ…ちょっとイく……」" + }, + "32": { + "name": "エリック", + "face": null, + "text": "「ソルちゃんその竜(コ)ちょっと止めて」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "エニ先生", + "face": null, + "text": "「……ふう。やはり、お風呂は良い物ですね。\n 旅の疲れも癒えていく気がします」" + }, + "35": { + "name": "エリック", + "face": null, + "text": "「そうだねぇ。ここんとこ何か忙しかったし。\n こうゆっくり出来るのは良いことだよね」" + }, + "36": { + "name": "エニ先生", + "face": null, + "text": "「いつ次なる脅威が襲ってくるかわかりませんしね。\n できる時にこうやって英気を養うのは重要です」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ソル", + "face": null, + "text": "「おおおおおおお(ゴボボボボボ)」" + }, + "39": { + "name": "イスク", + "face": null, + "text": "「はぁぁぁぁ……(ゴボボボボボ)」" + }, + "40": { + "name": "エリック", + "face": null, + "text": "「………で、何であの2匹は沈んでるの」" + }, + "41": { + "name": "エニ先生", + "face": null, + "text": "「何かそんな習性でもあるんしょう。きっと。多分。\n 私は特に気にしない事にします。しました。」" + }, + "42": { + "name": "エリック", + "face": null, + "text": "「先生が思考を放り投げた………」" + }, + "43": { + "name": null, + "face": null, + "text": "終了" + }, + "44": { + "name": null, + "face": null, + "text": "魔法屋のおじいさん" + }, + "45": { + "name": "ソル", + "face": "普通1", + "text": "「おじゃましまーす!!\n おおお……これが魔法屋さん………!!」" + }, + "46": { + "name": "爺魔法使い", + "face": null, + "text": "「ほうほう、ドラゴンがこの塔にくるとは珍しい。\n なかなか面白い客人じゃのう」" + }, + "47": { + "name": "ソル", + "face": "普通3", + "text": "「おじいさんはじめまして!\n ……こんなところに住んでるんです?」" + }, + "48": { + "name": "爺魔法使い", + "face": null, + "text": "「うむ。私はこう見えて偉大なる魔術師プレストロイスである。\n 魔法の品が入り用ならば尋ねるがよい。」" + }, + "49": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおー、魔法使いのおじいさんなんですね!!\n 魔法の品がいっぱい……!すごい!あ、これすごい!きれいですね!!」" + }, + "50": { + "name": "爺魔法使い", + "face": null, + "text": "「ふむ……(ドラゴンというよりは子犬……)」" + }, + "51": { + "name": "爺魔法使い", + "face": null, + "text": "「まぁ気が向いたらまた遊びに来るが良い。\n お主の集めた宝と引き換えに何か分けて進ぜよう」" + }, + "52": { + "name": "ソル", + "face": "喜2", + "text": "「わーい!\n ちょっとまかりませんか?」" + }, + "53": { + "name": "爺魔法使い", + "face": null, + "text": "「だめじゃ」" + }, + "54": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": "終了" + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + }, + "63": { + "name": null, + "face": null, + "text": null + }, + "64": { + "name": null, + "face": null, + "text": null + }, + "65": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event110.json b/www/data/text/Event110.json new file mode 100644 index 0000000..d4922bb --- /dev/null +++ b/www/data/text/Event110.json @@ -0,0 +1,262 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ルクレア村・小ネタ" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "酒場の客", + "face": null, + "text": "「イスクさんって言ったっけ? あの人、\n 日がな一日ずっと吟遊詩人の前に陣取っては\n 延々と英雄譚を聞き続けて「尊み」「死ぬ」「無理」とか\n ブツブツ呟き続けてるんだよね……」" + }, + "4": { + "name": "酒場の客", + "face": null, + "text": "「なるほど、ドラゴンだったのか……。\n それなら変人なのも仕方ないかな………(チラッ」" + }, + "5": { + "name": "ソル", + "face": "喜1", + "text": "「なんかドラゴンに関する風評被害を被ってる気がします!!!」" + }, + "6": { + "name": null, + "face": null, + "text": "終了" + }, + "7": { + "name": null, + "face": null, + "text": "村の人々" + }, + "8": { + "name": "酒場の主人", + "face": null, + "text": "「ようソルちゃん。今日も元気そうだね!\n メシご馳走してやろう!」" + }, + "9": { + "name": "ソル", + "face": "喜2", + "text": "「わーい!ごちそう!\n なにが食べれるんでしょうかね!」" + }, + "10": { + "name": "酒場の主人", + "face": null, + "text": "「(やっぱワンコだよなぁ……)」" + }, + "11": { + "name": null, + "face": null, + "text": "終了" + }, + "12": { + "name": "娘", + "face": null, + "text": "「ママー!ドラゴンおねえちゃんだ!」" + }, + "13": { + "name": "母", + "face": null, + "text": "「あら、かわいらしいドラゴンさん。こんにちわ」" + }, + "14": { + "name": "ソル", + "face": "喜3", + "text": "「えへへー、こんにちわー!ドラゴンですよー」" + }, + "15": { + "name": null, + "face": null, + "text": "終了" + }, + "16": { + "name": "村人", + "face": null, + "text": "「おお、金竜様……!! 今日も麗しゅうございます…!!」" + }, + "17": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー。 \n 苦しゅうないです!」" + }, + "18": { + "name": null, + "face": null, + "text": "終了" + }, + "19": { + "name": "村人", + "face": null, + "text": "「ありがたやありがたや…… ナムナム……」" + }, + "20": { + "name": "ソル", + "face": "普通3", + "text": "「拝まれました!! \n ……なんでですかね?」" + }, + "21": { + "name": null, + "face": null, + "text": "終了" + }, + "22": { + "name": "おばちゃん", + "face": null, + "text": "「あーらソルちゃん今日も元気でかわいいねえ!\n ほら!ミートパイ持っていきな!いっぱい食べて大きくおなり!」" + }, + "23": { + "name": "ソル", + "face": "喜2", + "text": "「ありがとうおばちゃん! \n えへへー、うれしいなーおいしいなーモグモグ」" + }, + "24": { + "name": null, + "face": null, + "text": "終了" + }, + "25": { + "name": "おっちゃん", + "face": null, + "text": "「おおー!ソルちゃん!相変わらずいい尻尾してんねえ!\n ほれ、リンゴだ持っていきな!」" + }, + "26": { + "name": "ソル", + "face": "恥5", + "text": "「わーいありがとうおっちゃん!\n でもしっぽばかり見るのはセクハラですよぉ」" + }, + "27": { + "name": null, + "face": null, + "text": "終了" + }, + "28": { + "name": "吟遊詩人", + "face": null, + "text": "「おやおや、今日も金竜様の姿をご拝謁できるとは!\n 貴方様が活躍した日には詩を贈らせてくだされ!」" + }, + "29": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお……わたしの英雄譚!!\n 照れくさいようなうれしいような!!」" + }, + "30": { + "name": null, + "face": null, + "text": "終了" + }, + "31": { + "name": "神父", + "face": null, + "text": "「おお、金色の竜の少女よ、よくぞいらっしゃられた。\n 今日は参拝ですかな?」" + }, + "32": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー、お母さんにお祈りをしていこうと思って!」" + }, + "33": { + "name": null, + "face": null, + "text": "終了" + }, + "34": { + "name": null, + "face": null, + "text": "酒場の冒険者" + }, + "35": { + "name": "冒険者", + "face": null, + "text": "「よ、ソルちゃん!元気そうだな!」" + }, + "36": { + "name": "ソル", + "face": "喜3", + "text": "「えへへー、皆さんもおげんきそうで!」" + }, + "37": { + "name": null, + "face": null, + "text": "終了" + }, + "38": { + "name": "冒険者", + "face": null, + "text": "「おう金竜ちゃん!儲かってるかい?」" + }, + "39": { + "name": "ソル", + "face": "喜2", + "text": "「ぼちぼちです!」" + }, + "40": { + "name": null, + "face": null, + "text": "終了" + }, + "41": { + "name": "冒険者", + "face": null, + "text": "「おやおやゴールドドラゴン殿。今日も元気であらせられますな」" + }, + "42": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー、元気であらせられます!」" + }, + "43": { + "name": null, + "face": null, + "text": "終了" + }, + "44": { + "name": "冒険者", + "face": null, + "text": "「ソルさんごきげんよう。風邪など引かれておりませんか?」" + }, + "45": { + "name": "ソル", + "face": "喜2", + "text": "「ごきげんよう!今日もいっぱい元気です!」" + }, + "46": { + "name": null, + "face": null, + "text": "終了" + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event111.json b/www/data/text/Event111.json new file mode 100644 index 0000000..736014e --- /dev/null +++ b/www/data/text/Event111.json @@ -0,0 +1,248 @@ +{ + "0": { + "name": "-", + "switch": null, + "text": "セリフ内容", + "text2": null + }, + "1": { + "name": null, + "switch": null, + "text": "●場面:首無し美人亭・小ネタ", + "text2": null + }, + "2": { + "name": "-", + "switch": null, + "text": null, + "text2": null + }, + "3": { + "name": "吟遊詩人", + "switch": null, + "text": "『おお英雄マグメドル、強き鋼の騎士よ───\n そなたは何故殺戮者へと堕ちたのか───\n 誰もその問いに答えられはしない───(ポロロン』", + "text2": null + }, + "4": { + "name": "吟遊詩人", + "switch": null, + "text": "『美しき星の瞳のエニトゥーラヤ───\n かの娘、気高く鋭く、夜空に輝く銀の月───\n 旅と風の神に愛されし者───(ポロロン』", + "text2": null + }, + "5": { + "name": "吟遊詩人", + "switch": null, + "text": "『雄々しきドラウケン、漂白の騎士よ───\n 力強き鷲獅子の背に跨り、数多の戦場駆け抜ける───\n 鋭き爪と槍に、混沌は皆恐れ慄き許しを乞う───(ポロロン』", + "text2": null + }, + "6": { + "name": "吟遊詩人", + "switch": null, + "text": "『竜殺しの勇者ヤマノウ、剣一本で赤竜に立ち向かう───\n 彼の剣は鱗を容易く断ち切り、炎の息吹にも怯まず───\n そして空と炎の暴君を打倒したり───(ポロロン』", + "text2": null + }, + "7": { + "name": "吟遊詩人", + "switch": null, + "text": null, + "text2": null + }, + "8": { + "name": "吟遊詩人", + "switch": null, + "text": null, + "text2": null + }, + "9": { + "name": "吟遊詩人", + "switch": null, + "text": null, + "text2": null + }, + "10": { + "name": null, + "switch": null, + "text": null, + "text2": null + }, + "11": { + "name": "冒険者", + "switch": null, + "text": "「エニ先生、剣術もすげえ人でさ……\n 何人もの貴族から求婚されて全部断って、ある日\n 面子を潰された貴族と決闘沙汰になっちゃってさぁ……」", + "text2": "「貴族の用意した凄腕の決闘代理人3人をたった一人で\n 斬り伏せて、決闘場を悠々と出ていってさぁ……\n ヤバいよね」" + }, + "12": { + "name": "老賢者", + "switch": null, + "text": "「ドラゴンは皆、財宝を溜め込むのが本能となっておる。\n 竜同士の間でも、溜め込んだ財宝の量で地位が決まるそうな。\n 彼らが強欲に富を集める理由が何となくわかってくるのう」", + "text2": "「ただ…彼らは自分たちで富を作ろうとは思わんらしい。\n 他の種族が作り上げた物を集めたがる…というところか。\n なんとも難しい種族よのう」" + }, + "13": { + "name": "冒険者", + "switch": null, + "text": "「この前グリフォンに襲われた。\n 俺の愛馬が食われちまった……」", + "text2": "「あいつら、馬肉が好きすぎて、馬が目に入ったら\n 脇目も振らずに襲ってくるし、邪魔したら激怒するしで\n ひでえんだよな……」" + }, + "14": { + "name": "女魔術師", + "switch": null, + "text": "「コボルトは元来、ドラゴンの奉仕種族だそうよ。\n 大体は悪の竜に仕えるものが殆どらしいけれど…」", + "text2": "「稀に善竜に仕えようとする子たちもいるらしいわ。\n そうなると、トンネルや治水を頑張ってくれるのね。\n 私も欲しいわね、コボルトの従者」" + }, + "15": { + "name": "冒険者", + "switch": null, + "text": "「エニ先生、ずっと国中を一人で旅し続けて、\n 一箇所に落ち着くことがないらしいんだよね。\n 放浪癖っていうのかな」", + "text2": "「…こう言っちゃなんだけど……\n 多分結婚できそうにないよね、先生……」" + }, + "16": { + "name": "冒険者", + "switch": null, + "text": "「竜の力が欲しい。すごく欲しい。\n 今すぐ欲しい。たっぷりねっとり欲しい」", + "text2": "「決して下心があるわけではない。\n でもイスクさんに口と胸で力を与えてもらいたい」" + }, + "17": { + "name": "冒険者", + "switch": null, + "text": "「ジャニオス教は悪名高い邪教徒だ。\n 人さらいの常習犯で、実行部隊は【ジャニオスの牙】と\n 呼ばれている。」", + "text2": "「人間やオーク、ゴブリンなどで構成されてるが\n たまに用心棒的にオーガなんかを連れてくるらしい。\n 連中には要注意だぞ」" + }, + "18": { + "name": "冒険者", + "switch": null, + "text": "「知ってるかい?あの悪名高いルゴーム伯爵が\n 何者かに消されたらしいんだ。\n 誰かの仕業とも、近隣諸国に消されたとも噂があって\n 真実はつかめてない」", + "text2": "「あの凶悪なウォーロックであるルゴーム伯爵を\n 誰かが倒したんだろうかね。恐ろしい話だね」" + }, + "19": { + "name": "女僧侶", + "switch": null, + "text": "「イシュペール様は混沌から皆を護り、世界を照らす\n 主神でございます。この国に住まうものの大半は、\n 彼を信仰しております……」", + "text2": "「年に3度行われる祭りも、今なお我らを守る\n イシュペール様に祈りと感謝を捧げるものなのです。\n 貴方の庇護で我々は生を謳歌できるのです、と……」" + }, + "20": { + "name": "冒険者", + "switch": null, + "text": "「イシュペール様がこの世界を守り、その娘のアウルド様が\n 邪悪なる者を狩り立てておられます。\n そうして今の世界は私たちが住めるのです……」", + "text2": "「故に、このお二人の神が最も信者が多いのです。\n ついで旅と風と交易の神フォーレ様……\n 土と安息の死後と月を司るクローネ様などが\n おられます……」" + }, + "21": { + "name": "女僧侶", + "switch": null, + "text": "「戦の女神アウルド様は、外敵と戦う戦士達を見守る他に\n 男たちが戦っている間に家を守る女達も守護しておられる\n のです……」", + "text2": "「故に、戦を司る神でありながら、女性の信者も大変多いのです。\n 冒険者の方においても、アウルド信徒のクレリックやシスターは\n よく見かけられるのですよ……」" + }, + "22": { + "name": "冒険者", + "switch": null, + "text": "「アンデッドメイジ…つまり不死と化した魔術師。\n 連中はクローネ様の安息に背き、自身に邪悪な魔術で\n 不死を付与した連中だ」", + "text2": "「肉体と生命を自分から捨てた奴らだ、相当に手強い。\n だがその不死も完全じゃあない。\n 真に不死と言えるのはノーライフ・キングくらいだろう」" + }, + "23": { + "name": "女魔術師", + "switch": null, + "text": "「地下世界アンダーワールドは危険なところ。\n 表の世界から住処を奪われたダークエルフたち、\n 邪悪な蜘蛛や蟲類、毒と黴と闇の世界なの…」", + "text2": "「もし往くのであれば、心を強く持つのよ。\n 彼の地は…私達地上の生物の心を蝕むのだから」" + }, + "24": { + "name": "巡回騎士", + "switch": null, + "text": "「ここ最近、人さらいギルドらしきものが闊歩してると聞く。\n 集団で集落や旅人を襲い、闇で売買するのだそうだ」", + "text2": "「何たる不逞な輩よ。\n 貴殿も可憐な少女の御姿故、狙われるやも知れぬ。\n 努々注意なされよ、黄金竜よ」" + }, + "25": { + "name": "冒険者", + "switch": null, + "text": "「オークの連中はわかるよな?\n あの豚顔の嫌らしい邪悪な種族だ。\n あいつらはちょっと特殊で、オスもメスもいるんだけど\n 異種族と交尾しての繁殖が得意中の得意なんだ」", + "text2": "「詳しくは知らないが、連中の信仰してる女神が\n ”産めよ増やせよ地に満ちよ 胎にはこだわるな”みたいでさ……\n むしろ征服した異種族を使って自分の種族を増やすのは誉って\n いう価値観らしい。怖いねぇ」" + }, + "26": { + "name": "冒険者", + "switch": null, + "text": "「この村の名物と言えば、やっぱり『首なし美人亭』の\n ベリーパイだな!近くでたっぷり取れるベリーの砂糖漬けを\n 惜しみなく使った逸品だ」", + "text2": "「意外とファンが多くてさ、たまにこのパイを食べるために\n ルクレア村を訪れる旅人もくるほどだ。\n もし食ったことがないなら、ぜひ食ってみるといい」" + }, + "27": { + "name": "冒険者", + "switch": null, + "text": "「ルクレア村と言えば、あとはやはり玉葱のスープだね。\n たっぷりの玉葱と鹿肉を使ったスープがうまい。\n 旅の疲れも一発で吹き飛ぶものさ」", + "text2": "「これと、バターを一欠片入れた温かいワイン。\n 生きてるって実感するよね」" + }, + "28": { + "name": "女魔術師", + "switch": null, + "text": "「ここの揚げじゃがは絶品。スパイスが効いてお酒が進むわね。\n 知ってる?ジャガイモはかなり昔に南方の爬虫人と\n 交易しはじめた頃にもたらされたのよ」", + "text2": "「こちらの地域の土ともよく合うらしくて、\n それ以来こちらでも多く育てられるようになったの。\n 栄養もあるし、美味しいし、言うことないわよね」" + }, + "29": { + "name": "冒険者", + "switch": null, + "text": "「この地では、小国が連合を組んだ国家連合が主導して\n 一帯を治めているんだ。\n 各国の力だけではどうしようもない驚異が多々あってね」", + "text2": "「その国家連合が出資してるのが、我らが冒険者ギルドだ。\n つまり、どの国にも肩入れしないある意味公平な組織と\n 言えるかもしれない」" + }, + "30": { + "name": "老賢者", + "switch": null, + "text": "「色彩竜にも色々いて、皆性格が違っておってる。\n 赤竜は最も傲慢で強欲で短気。\n 緑竜は狡猾で陰険。黒竜は残酷で悪辣……とな」", + "text2": "「色彩竜に共通しているのは、奴らは邪悪であり\n 混沌に属する者たちであるという事。\n 破壊と支配と殺戮こそが奴らの歓びなのだ」" + }, + "31": { + "name": "冒険者", + "switch": null, + "text": "「青竜は尊大で驕慢だが、奴等は何とか交渉の余地はある。\n ……とは言っても、ありったけの金を渡して見逃してもらう、\n 法外な身代金を払って捕虜を解放してもらう、程度じゃが」", + "text2": "「白竜は、常に腹を空かせた強大な猛獣よ。\n 話も通じずただこちらを食う事しか頭にないものじゃ。\n 雪山を冒険する時は奴の痕跡に注意されよ」" + }, + "32": { + "name": "老賢者", + "switch": null, + "text": "「黒竜…ブラックドラゴンは最も恐ろしい。\n 奴はあまりに残忍。弱い者を苦しめる事を最も喜びとしておる。」", + "text2": "「かの屍したる黒竜王などが引き起こした惨劇は、\n いまだに詩となって語り継がれる程である」" + }, + "33": { + "name": "老賢者", + "switch": null, + "text": "「善なる金属竜の中でも、シルバードラゴンは特に\n 人の世で見る事が多い。\n 彼らは特に短命で情熱的な人間たちに魅せられると聞く」", + "text2": "「あまりにも短く儚い生涯でありながら、他の種族を圧倒し\n 思いもよらぬ偉業をいくつも果たす人間たちに\n 強く惹かれて心を捕らわれるそうな。難儀な連中じゃのう」" + }, + "34": { + "name": "老賢者", + "switch": null, + "text": "「金竜…ゴールドドラゴンは、竜たちの中でも最も高潔。\n 悪に立ち向かい、邪なる者を打倒する聖騎士のような者じゃ。\n 邪悪と戦い弱者を救うのならば命も投げ出す程よ」", + "text2": "「……儂の目の前におる金竜殿は……あまりそんな感じには\n 見えないのう……。\n やはり竜と言えど個人差…個竜差が激しいのかのう……?」" + }, + "35": { + "name": "冒険者", + "switch": null, + "text": "「ここの冒険者連中を仕切ってるのはエリックだね。\n あの子、気風が良いし判断力もあるし人気もあるしね\n やっぱ人をまとめるのはカリスマだよ」", + "text2": "「ついでに言えば乳もでかい。尻もいい。太ももも太い。\n 正直言うと色々したい いや、されたい」" + }, + "36": { + "name": "冒険者", + "switch": null, + "text": "「イスクさん、いつの間にかふらっと現れては\n ずっと吟遊詩人の前を陣取ってるんだよね。\n そしてしまらない顔でブツブツ言ってるんだよね」", + "text2": "「聞いた話によると、イスクさんに竜の力を分けてもらった奴が\n いるらしい。嫉妬で気が狂いそうだ。脳が破壊される。」" + }, + "37": { + "name": "女魔術師", + "switch": null, + "text": "「数年前、この村に金竜が降りてきたのだけれど……\n それ以来、ルクレア村は物凄く栄えたの。\n 金竜の加護のおかげらしいわ」", + "text2": "「きっと、ソルのお母様があなたと村のために\n 死してなお力を貸してくれたのね。\n 私達も感謝しなければね」" + }, + "38": { + "name": "女魔術師", + "switch": null, + "text": "「酒場の親父さんも、かなり謎の多い人なのよね。\n 昔は冒険者だったとか、実は獣人だったとか\n 色々噂はあるのだけれど、真相は闇の中」", + "text2": "「ただ、一度物凄い美人の女性と会ってたのを見たのよね……。\n でも色恋とか夫婦とかそういう感じではなさそうだったの。\n ……どっちかと言うと、従者と主人とか……使い魔とか……」" + }, + "39": { + "name": "女魔術師", + "switch": null, + "text": "「塔に住む魔術師プレストロイス師、本当に凄い魔術師なの。\n かの伝説の大魔術師の高弟5人のうちの一人、ローウェンに\n 師事していたらしいのよ」", + "text2": "「塔でポーションを煮てる姿からは想像もできないけどね。\n 孫が出来てから思いっきり丸くなっちゃったらしいわよ」" + }, + "40": { + "name": "冒険者", + "switch": null, + "text": "「最近の流行は馬車とドラゴンらしい。\n 本まで出てるらしい。\n 巨大な竜のアレが馬車を貫くらしい」", + "text2": "「正直僕にはわからない世界だ。\n わかりたくないのでそんな書物は読まない。\n でも……」" + } +} \ No newline at end of file diff --git a/www/data/text/Event201.json b/www/data/text/Event201.json new file mode 100644 index 0000000..f48906b --- /dev/null +++ b/www/data/text/Event201.json @@ -0,0 +1,97 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:巣作りソルちゃん" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": "ソル", + "face": "普通1", + "text": "「えーと……えーと……\n まずは、これを……ここにおいて……」" + }, + "4": { + "name": "ソル", + "face": "普通1", + "text": "「集めた金貨を……ここに……ざばーっと……\n そして残りをこう、上に飾って……」" + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "ソル", + "face": "喜1", + "text": "「やったー!!できたー!!\n わたしの寝床の完成!!」" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…………しあわせ………\n この世の快楽の全てを凝縮したかのような幸福……」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "※ドラゴンは本能的に、財宝を巣に貯め込むのを至福とし、\nまたその財宝の量がドラゴンとしての格を決めます。" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "財宝の量が一定を超えた場合、\\ruby[成長](レベルアップ)する事が\n可能です。\nまた、レベルアップを重ねる事で\\c[2]脱皮\\c[0]します。" + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "脱皮する事で、竜の体は一回り大きくなります。\n一度に背に乗せて運べる冒険者の数も増え、\n戦力が大幅にアップします。" + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "積極的に財宝を集め、巣に持ち帰りましょう!" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": "終了" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event202.json b/www/data/text/Event202.json new file mode 100644 index 0000000..7f03882 --- /dev/null +++ b/www/data/text/Event202.json @@ -0,0 +1,197 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:その他細かいイベント" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": "宝物が増えてきた時のセリフ" + }, + "5": { + "name": "ソル", + "face": null, + "text": "「宝物増えてきました!\n 寝心地も良くなってきました!\n もっと……もっとほしい………おおおおお……」" + }, + "6": { + "name": "ソル", + "face": null, + "text": "「おおおおお……この山のような宝物………\n 金貨もいっぱいで寝心地が最高………しあわせ……」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「おおおおお……\n ゆえつ……かいらく……えつらく……\n ここがわたしのえるどらど……」" + }, + "8": { + "name": "ソル", + "face": null, + "text": "「おおおおお……\n ドラゴンの本能がつんつん刺激される……\n 山のような宝物こそが幸せだと……」" + }, + "9": { + "name": "ソル", + "face": null, + "text": "「ドラゴンにうまれてよかった……\n この極楽…しゃんぐりらはここにある……」" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": null, + "face": null, + "text": "睡眠時のセリフ" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「なんてこった……\n こんなに寝心地がいいとはぁ………」" + }, + "13": { + "name": "ソル", + "face": null, + "text": "「ああ……だめぇ……\n まどろみが……わたしをどっかへつれさってく……」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": null, + "face": null, + "text": "脱皮時のセリフ" + }, + "16": { + "name": "ソル", + "face": "喜1", + "text": "「ひとまわり大きくなれたきがします!!」" + }, + "17": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお……新たな世界の扉がひらいた……」" + }, + "18": { + "name": "ソル", + "face": "喜2", + "text": "「何か成長した気分!」" + }, + "19": { + "name": "ソル", + "face": "喜1", + "text": "「未知の世界───これが成長というもの………」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": null, + "face": null, + "text": "部屋改装時のセリフ" + }, + "22": { + "name": "コボルト", + "face": null, + "text": "「こぼこぼー!」" + }, + "23": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…!わたしの巣が立派になってきました!\n えへへーありがとー」" + }, + "24": { + "name": "コボルト", + "face": null, + "text": "「こぼこぼー!」" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "コボルト", + "face": null, + "text": "「こぼ!」「こぼこぼ!」" + }, + "27": { + "name": "ソル", + "face": "喜2", + "text": "「なんたるゴージャス!えくせれんと!\n 見違えるようになりました!やったー」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "コボルト", + "face": null, + "text": "「こぼぼ!!」「こぼっこぼっ!!」" + }, + "30": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおおおお……ちょっとやりすぎなくらいパワーアップ……\n お城みたいですね!!」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "ソル", + "face": "喜1", + "text": "「えへへー、わたしの巣をどんどん飾っていきましょうー\n たのしいなーえへへー」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": "終了" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event203.json b/www/data/text/Event203.json new file mode 100644 index 0000000..091033b --- /dev/null +++ b/www/data/text/Event203.json @@ -0,0 +1,197 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:その他細かいイベント2" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": "宝物入手イベント" + }, + "5": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…アーティファクト……!\n 古代に造られたでんせつてき魔法の遺物……」" + }, + "6": { + "name": "ソル", + "face": "喜1", + "text": "「コレクションとして集めてもよし、\n 戦う時に使用してもよし…!すばらしい!!」" + }, + "7": { + "name": "ソル", + "face": "喜2", + "text": "「……いっこ手に入れると、欲がでてくるぅ……。\n いっぱいいっぱい集めたいですね!!!」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": null, + "face": null, + "text": "威嚇するソルちゃん" + }, + "10": { + "name": "ソル", + "face": "困5", + "text": "「シャーッ シャーッ」" + }, + "11": { + "name": "エリック", + "face": "哀3", + "text": "「どうどう 落ち着いてソルちゃん 怖くないよ怖くないよ」" + }, + "12": { + "name": "ソル", + "face": "困5", + "text": "「フシャーッ」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": null, + "face": null, + "text": "食事イベント" + }, + "15": { + "name": "ソル", + "face": "喜3", + "text": "「おさけ!!のんだことないです!!」" + }, + "16": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお……すっぱい……けどおいしい……」" + }, + "17": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお……このにがさとホップの香りが……」" + }, + "18": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお……上質の樽の香りと芳醇な味わい……」" + }, + "19": { + "name": "ソル", + "face": "喜3", + "text": "「おおおおお……ぶどうの香りが熟成されてすぱーく……」" + }, + "20": { + "name": "ソル", + "face": "喜3", + "text": "「おおおおお……はちみつの甘さと香りがこの上なく……」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ソル", + "face": "喜1", + "text": "「金貨たべます!\n とても贅沢なおやつ……」" + }, + "23": { + "name": "ソル", + "face": "普通2", + "text": "「真珠たべます!(ボリボリ)\n まろやかでキレがあっておいしい……」" + }, + "24": { + "name": "ソル", + "face": "普通2", + "text": "「金塊たべます!\n うん…うん……ふるさとの味ってかんじで…\n なつかしい……\n 金塊ってゴールドの味だよなって感じ……」" + }, + "25": { + "name": "ソル", + "face": "普通2", + "text": "「これは…エメラルド!\n どれどれ……おおお…意外と酸味があって…\n 爽やかな風味……」" + }, + "26": { + "name": "ソル", + "face": "普通2", + "text": "「おおお…大粒のルビー……\n 曇り硝子の向こうのダンディーな味……」" + }, + "27": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおお…ダイヤモンド……\n ボリボリ……う…ふむ…うん……うん……\n 深みのある匠の味……」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ソル", + "face": "喜2", + "text": "「とりにくの丸焼き!!いただきます!!\n うめえ…うめえ……」" + }, + "30": { + "name": "ソル", + "face": "喜2", + "text": "「黒パン!いただきます!!\n モグ……モグ………おいしい!!」" + }, + "31": { + "name": "ソル", + "face": "喜2", + "text": "「ベリーパイ!この村のオススメ品!\n 甘酸っぱくておいしいですね!!」" + }, + "32": { + "name": "ソル", + "face": "喜2", + "text": "「タマネギシチュー!味わいの深みが3次元!!」" + }, + "33": { + "name": "ソル", + "face": "喜2", + "text": "「鹿肉!大好物です!鹿さんいただきます!!」" + }, + "34": { + "name": "エリック", + "face": "哀3", + "text": "「何言ってるか自分で理解してるのかなこの子……」" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event204.json b/www/data/text/Event204.json new file mode 100644 index 0000000..bf3b7d7 --- /dev/null +++ b/www/data/text/Event204.json @@ -0,0 +1,272 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:汎用セリフ等" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおおお…!」" + }, + "5": { + "name": "ソル", + "face": "普通2", + "text": "「おおおおおお…」" + }, + "6": { + "name": "ソル", + "face": "喜2", + "text": "「えへへー」" + }, + "7": { + "name": "ソル", + "face": "困5", + "text": "「フシャーッ」" + }, + "8": { + "name": "ソル", + "face": "怒3", + "text": "「ぶー」" + }, + "9": { + "name": "ソル", + "face": "怒1", + "text": "「やっつけましょう!」" + }, + "10": { + "name": "ソル", + "face": "哀3", + "text": "「い、いったんてったい……」" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "イスク", + "face": "喜2", + "text": "「めっちゃすき…」" + }, + "13": { + "name": "イスク", + "face": "喜3", + "text": "「え……やば……」" + }, + "14": { + "name": "イスク", + "face": "喜2", + "text": "「とまらない……」" + }, + "15": { + "name": "イスク", + "face": "喜2", + "text": "「芸術品……」" + }, + "16": { + "name": "イスク", + "face": "喜3", + "text": "「あ、ダメダメそれダメ……」" + }, + "17": { + "name": "イスク", + "face": "喜2", + "text": "「死ぬ…死んでしまいます……」" + }, + "18": { + "name": "イスク", + "face": "喜2", + "text": "「課金…させていただきたく……」" + }, + "19": { + "name": "イスク", + "face": "喜3", + "text": "「強い……強すぎる………」" + }, + "20": { + "name": "イスク", + "face": "喜2", + "text": "「もう死んでも悔いはありません………」" + }, + "21": { + "name": "イスク", + "face": "喜2", + "text": "「致命傷で……ございます………」" + }, + "22": { + "name": "イスク", + "face": "喜2", + "text": "「宇宙が………見えます………」" + }, + "23": { + "name": "イスク", + "face": "喜3", + "text": "「愛………それ以外に表現が見つかりません………」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "ソル", + "face": "喜1", + "text": "「今日もキマってますね!」" + }, + "26": { + "name": "ソル", + "face": "喜2", + "text": "「イスクさん目がイっちゃってますね!」" + }, + "27": { + "name": "ソル", + "face": "喜2", + "text": "「ここまでトリップしてると邪魔したくないですね!」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": "エニ先生・ソルを救出" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "普段は開かぬ扉の奥が急に騒がしくなる。\n何かの争いのような音と悲鳴が聞こえてくる。" + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "ともするとその音は収まり、\nこちらへと近づいてくる足音が複数。\nそして勢いよく扉が開かれた。" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "エニ先生", + "face": "普通1", + "text": "「ソル……大丈夫ですか?」" + }, + "37": { + "name": "ソル", + "face": "哀1", + "text": "「せ……せんせえ…………?」" + }, + "38": { + "name": "エニ先生", + "face": "普通1", + "text": "「ええ。助けにきました。 近くをうろついていたのは幸運でしたね」" + }, + "39": { + "name": "エニ先生", + "face": "普通1", + "text": "「ええ。助けにきました。 何時まで経っても帰ってこないものですから」" + }, + "40": { + "name": "ソル", + "face": "困3", + "text": "「うわああああん!せんせえ!!!」" + }, + "41": { + "name": "エニ先生", + "face": "普通1", + "text": "「無傷……ではないようですが、無事で良かった。\n 貴方を救出するために色々な方から力を借りましたしね」" + }, + "42": { + "name": "エニ先生", + "face": "喜1", + "text": "「ここはひとまず大丈夫。\n とりあえず、戻ってゆっくり休みましょう」" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ソル", + "face": "困2", + "text": "「うう……負けない………」" + }, + "45": { + "name": "ソル", + "face": "困2", + "text": "「ううぅ………もう、捕まらないようにしなきゃ………」" + }, + "46": { + "name": "ソル", + "face": "普通1", + "text": "「あれ……そういえば先生はどこいったんだろ………?」" + }, + "47": { + "name": null, + "face": null, + "text": "終了" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Event205.json b/www/data/text/Event205.json new file mode 100644 index 0000000..323f4f2 --- /dev/null +++ b/www/data/text/Event205.json @@ -0,0 +1,257 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:冒険者加入!" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "エニ先生", + "face": "普通1", + "text": "「さて。ソルも成長した事ですし、私も再加入いたしましょう。\n よろしく頼みますよ、ソル」" + }, + "8": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお……!!先生が仲間になったらこころづよい…!!!」" + }, + "9": { + "name": "エニ先生", + "face": "喜1", + "text": "「貴方がどこまで成長したか、しっかり確認させてもらいます。\n 楽しみですね」" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "グスタフ", + "face": null, + "text": "「ワシゃぁグスタフ。まぁ売れん銃鍛冶崩れの傭兵よ」" + }, + "13": { + "name": "ソル", + "face": "普通4", + "text": "「ドワーフのおじいさん!\n この鉄の筒ってなんですか?」" + }, + "14": { + "name": "グスタフ", + "face": null, + "text": "「こいつは大砲ってぇ奴よ。\n 黒色火薬を燃やしてでっけえ玉を飛ばすんじゃい。\n まるで娘っ子のブレスみてえに火ィ吹くぞ」" + }, + "15": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…!わたしの眷属みたいな感じですね!\n 親近感湧いてきました!」" + }, + "16": { + "name": "グスタフ", + "face": null, + "text": "「フム……そうじゃな。\n こいつの名は竜の火吹き「ドラゴンブレス」と名付けるとするか!」" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "アグニー", + "face": null, + "text": "「俺ノ名ハ あぐにー。鱗人ノ戦士。\n 俺ノ部族ハ、自分ノ瞳ト同ジ色ノ鱗ヲ持ツ竜ニ仕エル。\n ズット俺ノ瞳ト同ジ色ノ竜ヲ探シテ旅ヲ続ケテキタ。」" + }, + "20": { + "name": "アグニー", + "face": null, + "text": "「金色ノ鱗ヨ、俺ハアンタニ仕エヨウ」" + }, + "21": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…リザードフォークさん……!\n 同じ鱗仲間なので仲良くしましょう!!」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "ウェイン", + "face": null, + "text": "「ウェイン。戦争魔術師よ。\n まぁ、魔術師って言っても殆ど攻撃呪文しか習得してないし、\n 私の事は歩く大砲かバリスタだと思って頂戴」" + }, + "25": { + "name": "ソル", + "face": "普通4", + "text": "「おおおおお…!すごい魔術師……!\n ……何か割とぶっそうですね??」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "セレス", + "face": null, + "text": "「私はセレスティーヌ。\n 冒険者ギルドの監査官をしております……が、\n 今日はウェインの付き添いです。彼女共々よろしくお願いします。」" + }, + "28": { + "name": "ソル", + "face": "喜1", + "text": "「エルフの監査官殿ですか!おおおおお…!きれいな方!!\n こちらこそよろしくおねがいします!!!" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ドラウケン", + "face": null, + "text": "「グリフォン騎士、ドラウケン。金の呼びかけに応じ参上仕る。\n こちらは我が相棒のストーナー。共によろしく頼み申す」" + }, + "32": { + "name": "ストーナー", + "face": null, + "text": "「ギャー」" + }, + "33": { + "name": "ソル", + "face": "喜1", + "text": "「おおおおお…!グリフォンライダーさん!\n ……グリフォンさんの方は……割と……ぱわふるで………」" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "アズサ", + "face": null, + "text": "「我が名はアズサ。ホウリュウの国のサムライ。\n どうかよろしく頼む」" + }, + "37": { + "name": "ソル", + "face": "普通4", + "text": "「サ……サムライ……!はじめてみました!すごい!\n ソルです!よろしくおねがいします!!!」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "トレンディル", + "face": null, + "text": "「僕はトレンディル。弓手だ。人間の国は不慣れだけど\n まぁボチボチやっていく。よろしく」" + }, + "41": { + "name": "ソル", + "face": "普通4", + "text": "「よろしくおねがいします!エルフのおにいさん!\n ……わたしの何百倍生きてるんでしょうね??」" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ファリア", + "face": null, + "text": "「イシュペールに仕えるシスター、ファリアでございます。\n どうかお見知り置きを。ゴールドドラゴン様」" + }, + "45": { + "name": "ソル", + "face": null, + "text": "「えへへー、よろしくおねがいします!!シスターさん!!」" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Help_Adventurer.json b/www/data/text/Help_Adventurer.json new file mode 100644 index 0000000..e00f7f9 --- /dev/null +++ b/www/data/text/Help_Adventurer.json @@ -0,0 +1,212 @@ +{ + "0": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "1": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "2": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "3": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "4": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "5": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "6": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "7": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "8": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "9": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "10": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "11": { + "name": null, + "help1": null, + "help2": null, + "help3": null + }, + "12": { + "name": "エリック", + "help1": "「エリックは冒険者たちのリーダーみたいな存在です。\n 彼女がなんとなしに彼らをまとめています。\n クラスは盗賊。結構巨乳。独身です」", + "help2": "「主に鍵開けや罠発見などを得意としており、\n 戦闘時は強化スキルや追い打ちなどでサポートする\n 支援型の冒険者です」", + "help3": "「彼女を連れていけば普段は問題ないでしょう。\n ただし、強敵との対決が予想される場合は\n もっと戦闘向けの冒険者を編成した方がいいかも\n しれませんね」" + }, + "13": { + "name": "マーくん", + "help1": "「愛称マーくん、正しくはマーク。ロード志望の戦士。\n なんだかんだで面倒見がよく、皆に頼られる21歳、\n ただいま絶賛売り出し中の冒険者です」", + "help2": "「攻防共に長け、体力も高く、頼りになる前衛です。\n <円盾>は最初の数ターンのダメージを軽減し、\n パーティの戦力を安定させます」", + "help3": "「<腕力の薬>で攻撃力もあげる事ができます。\n ただ、あのポーションは彼の自腹のようでして、\n 出費が激しいとよく嘆いています」" + }, + "14": { + "name": "グレストラス", + "help1": "「グレストラスは学院出身の魔術師です。\n 電磁…雷の力を専攻しており、その研究費用の\n 捻出のために冒険者となりました」", + "help2": "「彼の<電磁嵐>は破壊力が高く、特に対集団で\n 最高の威力を発揮します。雷属性は軽減されづらい\n のも追い風です」", + "help3": "「さらに、<加速>の呪文は、パーティ全員の\n アクティブスキルを1ターン分チャージ可能です。\n チャージの長いスキルを持つ仲間と組ませましょう」" + }, + "15": { + "name": "ファリア", + "help1": "「ファリアは貧民街の教会出身のシスターです。\n 衆中に癒やしを与え、そして孤児院に仕送りのため\n 冒険者となることを決めました。\n ちなみに彼女はハーフエルフです」", + "help2": "「冒険者のシスターの中でも、彼女は特に回復に\n 優れています。戦闘開始時と、アクティブスキルの\n 両方でパーティを癒やしていきます」", + "help3": "「攻撃面ではほぼすることはありませんが、それでも\n 長期戦となる探索では、彼女がいる事で、損耗を\n 著しく抑えることができるでしょう」" + }, + "16": { + "name": "ゴメス", + "help1": "「ならず者ゴメスは、元々は近隣の森を根城にした\n 追い剥ぎ集団の一人でした。が、その集団も壊滅し\n 心をいれかえて冒険者家業で暮らす事を決意。\n 典型的なならず者系冒険者です」", + "help2": "「戦闘面においては、耐久力が高めな事以外は\n 特筆することもない、ただのならず者です。」", + "help3": "「ただ、戦闘後の報酬をより多く目ざとく見つけたり\n 敵を煽って怒りを誘うことなど、一風変わった\n 立ち回りを行なえます」" + }, + "17": { + "name": "トレンディル", + "help1": "「トレンディルは人間社会を見物に来たエルフです。\n 飄々としており、あちこちを見て旅をしてきました。\n クラスはレンジャー。斥候や弓手として機能します」", + "help2": "「弓による先制攻撃を仕掛けたり、相手を拘束し\n 行動を阻害する射撃が得意です。\n 強敵の強い行動をうまく封じていきましょう」", + "help3": "「また、盗賊ほどではありませんが、鍵開けなども\n 多少ながら可能です。居ると便利な男、それが\n トレンディルです」" + }, + "18": { + "name": "ギドルフ", + "help1": "「旅の僧侶ギドルフは、守護の神イシュペールに\n 仕える退魔僧です。各地に散らばる不浄なる\n アンデッドを滅するのが彼の旅の目的です」", + "help2": "「彼の<死者退散>は、不死の者には特に効果が\n 高く、チャージ時間も短めです。\n ただし、アンデッド以外にはほぼ効果がないので\n 気をつけましょう」", + "help3": "「多少ながら回復呪文も扱え、<祝福>によって\n パーティの攻撃力をあげる事ができます。\n 総じて、対不死者として貢献するでしょう」" + }, + "19": { + "name": "イヴォ", + "help1": "「蛮族の戦士イヴォ。彼は戦いの場を求め、故郷を\n 捨て、この地まで流されてきたバーバリアンです。\n こちらの文化にまだ馴染んでおらず、冒険者の\n 等級もまだ低めですが、実力は折り紙付き」", + "help2": "「物凄い筋力とタフネスを兼ね備え、真正面から\n その大斧で敵を粉砕します。\n 単純ながらも非常に頼りになる前衛です。」", + "help3": "「ただし、逆に言うと正面から殴り合う事しか\n できません。物理攻撃の効かない相手などは\n 仲間がうまくフォローしてあげましょう」" + }, + "20": { + "name": "フレイ", + "help1": "「フレイは修道僧として修行を積んできたモンクです。\n 禁欲的な生活が嫌になり、寺院を飛び出して冒険者と\n なった奔放的な少女です」", + "help2": "「積んだ修行により、彼女の拳足は炎を纏い\n 属性攻撃を可能としています。また、気によって\n 属性攻撃に対して抵抗力を持っています」", + "help3": "「そして、敵の火炎耐性を一時的にダウンさせる\n <浸透火掌>が切り札です。これを当てたあと\n ドラゴンブレスなどで焼いてあげましょう」" + }, + "21": { + "name": "グスタフ", + "help1": "「グスタフは、ドワーフの里の銃鍛冶・技師でした。\n 彼の里が戦で壊滅し、彼は自分の知識と技術を\n 用いて、冒険者となって暮らしています」", + "help2": "「彼の大砲<竜の火吹き>は、飛んでいる敵に\n 特攻を持つ主力武器です。これがあれば\n 飛んでいるドラゴンにも大ダメージを与えられる\n ことでしょう」", + "help3": "「また、アーティファクトにも造詣が深く、チャージ量や\n チャージ時間なども強化されます。\n アーティファクトをメインに使うのなら、彼は必須と\n 言えるでしょう」" + }, + "22": { + "name": "ドラウケン", + "help1": "「ドラウケンは、相棒のグリフォン「ストーナー」と共に\n 旅を続ける遍歴の騎士です。その轟く勇名は、\n いくつもの英雄譚に謳われるほどです」", + "help2": "「ストーナーに乗っての突撃は、集団戦において\n 真価を発揮します。有象無象の兵士などは\n 簡単に蹴散らしてしまいます」", + "help3": "「また、ストーナーの咆哮は有象無象を恐怖に\n 陥れます。戦場で怒り狂うグリフォンは、何よりも\n 恐ろしいものです」" + }, + "23": { + "name": "エルシィ", + "help1": "「エルシィは孤児院で育てられたシスターで、\n 戦い傷つく者たちを癒やすために冒険者となる事を\n 決意した戦神アウルド信徒です」", + "help2": "「彼女の信仰するアウルドは、戦う者を鼓舞します。\n <戦神の祝福>は、傷を癒やし、同時に攻撃力を\n あげることができます」", + "help3": "「また、<聖壁>や<応急治癒>など戦闘の補助に\n 欠かせない呪文を習得しています。\n 強敵と戦う際には連れていくとよいでしょう」" + }, + "24": { + "name": "ベイン", + "help1": "「ベインは鉱山地方出身のドワーフです。\n 故郷を捨て、傭兵として戦を渡り歩いてきたあと、\n 冒険者として生きることを決めました。", + "help2": "「彼の斧は<邪悪の斧>と呼ばれ、呪属性で\n 攻撃する事ができます。\n 本人も非常に堅牢な戦士であり、前衛として\n 仲間を守ってくれるでしょう」", + "help3": "「彼は抜け目がなく、追撃可能な隙を逃しません。\n <機会攻撃>は、ソルのブレスのタイミングに\n 合わせて追撃を行います。」" + }, + "25": { + "name": "エレイン", + "help1": "「氷雪魔術師エレインは、グレストラスと同じく\n 魔術学院出身のウィザードです。常に冷静で\n 礼儀正しく、その容貌も相まって女性人気が\n 高い方です」", + "help2": "「得意呪文は<凍嵐>。冷気属性の対集団魔法。\n 冷気が弱点な敵には絶大な効果を発揮します」", + "help3": "「さらに<時間凍結>は、相手の時を凍りつかせ\n 敵のターンを飛ばしてしまうという大魔法です。\n うまく使いこなしましょう」" + }, + "26": { + "name": "ボルシチマン", + "help1": "「ボルシチマンは、旅と風の神フォーレに仕える\n 神官で……その…すごく独特な方です」", + "help2": "「<棒を蛇に>は、その名の通り棒を蛇に変え、敵を\n 襲うという呪文です。効果は…そんな感じです。\n あ、彼の持つ蛇のメイスは、攻撃属性が酸毒で\n あり、独自性があります」", + "help3": "「なんというか…こう…評価に困る方ですが、\n 何かこうユニークな冒険者がお好きであれば\n 仲間にして差し上げてみてはいかがでしょうか?」" + }, + "27": { + "name": "セレス", + "help1": "「セレスは大地母神を信仰するプリーステスにして、\n 冒険者ギルドの監査官代理という役目を持った\n 美しいエルフの女性です。ウェインとは幼馴染です」", + "help2": "「見た目とは裏腹に質実剛健な彼女は、槍と盾を持ち\n <大いなる聖盾>によって、敵の強力な攻撃をも\n 受け止める事ができるでしょう」", + "help3": "「総じて、防御に優れた後衛職です。\n 相方には攻撃力の高い冒険者が適切です。\n うまく戦力を温存していきましょう」" + }, + "28": { + "name": "アグニー", + "help1": "「蜥蜴人アグニーは、己が仕える竜を探すために\n ここまで旅をしてきた沼の戦士です。\n 蜥蜴人にしては社交的で温厚で、人間社会にも\n 難なく打ち解けてみせています。」", + "help2": "「最もタフで鱗の装甲を持つ彼は、物理攻撃ダメージ\n を常時軽減します。ただし、冷血動物故の弱点で\n 冷気に脆弱です」", + "help3": "「また、竜に仕える種族の特徴で、ソルの\n ブレスチャージターンを早めるスキルも所持。\n パーティの戦力の底上げが可能です」" + }, + "29": { + "name": "ウェイン", + "help1": "「ウェインは攻撃呪文を多く修めた戦争魔術師です。\n 好戦的で喧嘩っ早くありますが、戦闘では\n 冷徹に状況を判断する頼れる冒険者です。\n ちなみに色黒ですがダークエルフではありません。」", + "help2": "「能力も攻撃一辺倒。先制攻撃呪文<起爆>、\n 対集団用大威力呪文<爆破>、ブレス発動時に\n 追撃する<誘爆>と、ひたすら火力で押します」", + "help3": "「ただ、彼女自体はとても貧弱で、耐久力はほとんど\n ありません。彼女を起用する際は、防御に長けた\n 冒険者をフォローに入れておくと良いでしょう」" + }, + "30": { + "name": "アズサ", + "help1": "「アズサは、遥か東の国から来たというサムライです。\n 非常に個性的な出で立ちで人目を惹いています。\n ホウリュウと言われる謎の剣技を修めており、\n その刃の威圧感は他の追随を許しません」", + "help2": "「彼女の奥義<虚空斬>は、まさに森羅万象を\n 一刀両断します。この剣に対しては、いかなる\n 鎧も盾も意味をなしません」", + "help3": "「ただし、この剣技を発動するためには気を練るための\n かなりの時間が必要です。彼女の<練気>スキル\n 以外にもスキルチャージ手段を使っていきましょう」" + }, + "31": { + "name": "フェリル", + "help1": "「フェリルはこの近隣で唯一、ロードの称号を持つ\n 冒険者です。その理由に関してはいくつも憶測が\n ありますが、彼女はそれを語ろうとはしません。\n ロード志望のマーくんに熱い視線を送られています」", + "help2": "「<聖なる一撃>は神聖属性の攻撃で、邪悪な者を\n 一撃で粉砕しますが、チャージ時間が長いので\n 気をつけましょう」", + "help3": "「<金剛石の盾>は、かのダイヤモンドの騎士の盾。\n ドラゴンブレス発動前に、体力を癒やします。\n ブレス主体の戦いをするならば、彼女を起用して\n 間違いないでしょう」" + }, + "32": { + "name": "ルビィ", + "help1": "「ルビィは悪魔とのハーフ…ティーフリングでありながら\n その信仰心によって、司教となった少女です。\n 小悪魔的な性格や行動、見た目とは裏腹に\n 優しい性格をしています」", + "help2": "「戦闘では、その悪魔の血を使った能力を使います。\n 自陣営の体力を削ってスキルをチャージし、\n <闇の掌握>で敵から体力を奪い取る戦術を\n 得意とします」", + "help3": "「また、<死の接触>は敵を呪詛で弱らせる事が\n できます。司教の名にふさわしい戦闘力で、\n 戦場を支配できるでしょう」" + }, + "33": { + "name": "ハヤガケ", + "help1": "「ハヤカゲは、東の国から流れてきたニンジャです。\n 今もなお修行の旅の途中であり、己の技を磨くため\n 冒険者となりました。全裸な理由は、その方が\n 攻撃を避けやすいからだそうです」", + "help2": "「戦闘開始時に隠形によって姿を隠し、戦闘を\n 有利にします。そして<致死の一撃>が、まさに\n 素手の一撃にて敵を死に至らしめます」", + "help3": "「彼を雇うには大量の金貨が必要となりますが、\n 彼の技は、間違いなく払った金額に見合った働きを\n するでしょう」" + }, + "34": { + "name": "エニ先生", + "help1": "「旅と風の神フォーレに愛されし賢者エニトゥーラヤ。\n 彼女こそ十年前、世界滅亡の危機を救ったとされる\n 冒険者の一員です」", + "help2": "「魔術こそは使えませんが、真なる銀の剣と\n 賢者の叡智と多数の魔法の指輪をフルに活用し、\n 戦場で万能の働きをします。」", + "help3": "「ただ、彼女は放浪癖を持っており、一箇所に\n 留まっていると気を病む難儀な気質を持っています。\n なるべくパーティに入れて連れ回しましょう。\n さもないと…?」" + } +} \ No newline at end of file diff --git a/www/data/text/Hscene001.json b/www/data/text/Hscene001.json new file mode 100644 index 0000000..7b1d41a --- /dev/null +++ b/www/data/text/Hscene001.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソル初H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「んひゃぁっ……!\n ふ、あ、あぁんっ……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の中、ランプの橙色の明かりに照らされ\nソルの尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "興奮した冒険者の男…ドラゴンカインドの儀式を受ける男が\nまずは愛撫とばかりにソルの全身を舐め回していた。\n舌が裸体を這いずる度に、ソルは甘い悲鳴をあげてしまう。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "男", + "face": null, + "text": "「ソルちゃんの…おっぱい……すげえ……\n 柔らかくて……ハリがあって……エロい……」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「ん、や、あぅっ……、はぁ、あんっ……\n お、おっぱいばかり……そんなに舐めちゃあ……っ」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「ひぅんっ!んぅっ…! よく、わかんないけど、\n なんか、ふわって……へんになってきちゃう……」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "男は執拗に、ソルの胸とその先端を舐め回す。\n童顔には不釣り合いな豊かな胸がいやらしく形を変え、\nベッドにまろやかな影を落とす。" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "ソル", + "face": null, + "text": "「んぁぁぁっ!きゃうっ!ん、ん、んんっ……!\n ふぁ…あ、あぅっ…、んん……」" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「んっ………、あ…………」" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "ナレーション", + "face": null, + "text": "ひとしきり愛撫が終わって満足したのか、はたまた\nもうこれ以上は我慢が出来ぬというのか、\n男は下半身の布を取り、熱く隆起した肉棒を突き出した。" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "ソル", + "face": null, + "text": "「おおおおお………こ、これがおとこの人の………\n す、すごいおっきい……\n ………これ、挿れちゃうんですか………」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "男は無言で…息を荒げ、涎を口の端から零しながら、\nその男根をソルの割れ目にあてがった。" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "ソル", + "face": null, + "text": "「あ、あの、わたし、えっと……!\n え、あぅ、んんぅぅぅっ…!!?」" + }, + "26": { + "name": "ソル", + "face": null, + "text": "「す、ごっ…!はいって、きちゃって……!!\n ふぁぁぁっ!あ、あぁっ、んぁぁっ…!!\n あ、あ、あっ…!なに、なにこれぇっ…!」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "ナレーション", + "face": null, + "text": "ソルにとって、人間の姿での初めての性交ではあるが、\n濡れそぼった秘所は難なく男の熱い塊を受け入れた。\n僅かに破瓜の血が溢れたが、すぐに愛液と混ざり合わさり\n分からなくなる。" + }, + "29": { + "name": "ナレーション", + "face": null, + "text": "始めこそ気を使ってゆっくり動かしていた男だったが、\nソルが十分に受け入れているのを見るや、\n勢いよく腰を振って貪りだした。" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ソル", + "face": null, + "text": "「ひぁっ!あっ!んぁっ!ふ、あ、あぁっ!!\n すご、あ、あっ!!んぅっ!んっ!!」" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "勢いよく、激しく突かれ、ソルは未知の快楽に翻弄される。\n男が激しく腰を突く度に、丸い巨乳がリズム良く跳ねる。" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "ソル", + "face": null, + "text": "「あ、あぁ、わたし、これ、すごっ…!\n へ、へんになっちゃい、ますっ!や、あぁぁっ!\n おなか、熱くて、あ、あぁっ、ああああっ!!」" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "男", + "face": null, + "text": "「お、俺も、俺も、もう、やべ、うぉ…っ!!!」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "ソル", + "face": null, + "text": "「きもちいい、きもちいいですっ…!これ、あ、あっ、\n だめ、ああぁっ!\n なんか、なんかきちゃうっ!あ、あぁ、あああああっ!!」" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "ナレーション", + "face": null, + "text": "絶頂に近づいてきた男が、さらに腰の動きを加速する。\nそしていよいよ限界を迎え、情欲がソルの膣内で爆発する。" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": "ソル", + "face": null, + "text": "「んっ!あ、あ、うぅっ…!!!\n ふああああああああぁぁぁっ……!!」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": "ナレーション", + "face": null, + "text": "胎内に迸る大量の白濁液。\nソルの小さな体には収まりきらず、今だ萎えぬ\n男根との結合部から漏れ出してくる。" + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "汗と涎と涙、愛液と精液で体中を薄く濡らしながら\nソルは倒れ込んでくる男に口づけをする。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "途端に男の体が淡く光り始め、\n己にさらなる竜の力が流れ込んでくるのを自覚した。" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": "ソル", + "face": null, + "text": "「はぁ……はぁ………ぁ、ぁ…………\n ぎ、ぎしきって……こんな、すごいんですねぇ………」" + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": "ナレーション", + "face": null, + "text": "未だに快楽の余韻から抜けきれないまま、\nソルはぼんやりと呟いた。" + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": "終了" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene002.json b/www/data/text/Hscene002.json new file mode 100644 index 0000000..5899883 --- /dev/null +++ b/www/data/text/Hscene002.json @@ -0,0 +1,307 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソル騎乗位H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「ひゃぅんっ…!あぅ、あぅ、ん、んぅっ!\n ふぁっ、あぅぅっ、んぅぅっ!」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の中、ランプの橙色の明かりに照らされ\nソルの尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝る男の上に、小柄な少女がまたがっている。\n切なげに声をあげながら、いやらしく腰を振っていた。\n金色の尾が艶かしくランプの明かりを反射する。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "男", + "face": null, + "text": "「ソルちゃん…うお…スゲ……締まる………!」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「はぁっ、はぁっ、あんっ、あぅ、あぅっ、んぅっ\n きもち、いい、ですよぅっ…」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「にゃぅっ!あっ!ああっ!あふぅっ!\n 奥、おくまで、あ、ふぁぁっ…!!」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "男の上で激しく跳ねるソル。\n小柄な体と、それに見合わぬ巨乳を弾ませて\n男と共にベッドを何度も軋ませる。" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "ソル", + "face": null, + "text": "「ぎしき、ぎしき気持ちいいですかっ…?\n わたし、すご、もう、すごいっ、あぅんっ…」" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「すき、すきぃっ…!あぅっ、あぅ、あぁっ……」" + }, + "18": { + "name": "男", + "face": null, + "text": "「ちょ、ソルちゃん、すげ、ちょっと……!\n すげえ、いい、いいけどっ……!」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "ナレーション", + "face": null, + "text": "興奮しきって必死に快楽を貪ろうとするソル。\n普段から想像もつかぬその姿に、男の方が狼狽してしまう。" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ソル", + "face": null, + "text": "「お、おっぱいも、おっぱいもさわってくださいっ…!\n あう、あぅっ、ふぁっ、あ、ああっ!」" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "ナレーション", + "face": null, + "text": "ソルは男の手を取ると、自らの巨乳に導く。\nそのまま男の手ごしに自分の胸を揉みしだいていく。" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "ソル", + "face": null, + "text": "「すきぃ、これ、すき、すきっ…!!\n いっぱい、いっぱい、わたし、交尾、しちゃうっ…」" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「はぅっ、んぅっ、んぅっ、どう、ですかっ、あっ!\n これ、わたし、きもち、いいですかっ?」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ナレーション", + "face": null, + "text": "人よりも強靭な生物の本能が強いのが、ソルはもう\n男との交尾の虜となっていた。" + }, + "30": { + "name": "ナレーション", + "face": null, + "text": "男は自分が捕食される側なのだな、と悟りつつも\nあまりに甘美なその少女の姿に興奮が止まらない。\n肉棒は熱く滾り、ソルの中を掻き分けていく。" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "ソル", + "face": null, + "text": "「んぁぁっ!ひぁっ!あぅっ!あぅ、あぅ、あんっ!!\n だめ、これ、だめ、だめ、あたま、真っ白にっ!!」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "男の上で激しさを増し、さらに腰を振り立てては押し付ける。\nその度に滝のような愛液が飛沫を飛ばすが気にも止めない。" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "ソル", + "face": null, + "text": "「いく、いくぅっ、いっちゃいますっ!\n あぅ、はぁぁぁっ、わた、わたし、あ、あぁぁっ、ああっ!!」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "男", + "face": null, + "text": "「お、俺も、俺も、もう、やべ、うぉ…っ!!!」" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "ソル", + "face": null, + "text": "「きもちいい、きもちいいですっ…!これ、あ、あっ、\n だめ、ああぁっ!\n なんか、なんかきちゃうっ!あ、あぁ、あああああっ!!」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "男の上でひときわ激しく震えたかと思うと、\nソルは絶頂してびくびくとわななく。" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ソル", + "face": null, + "text": "「にゃうっ、きゃぅ、あ、あひっ、ああ、んぁぁぁっ!!」" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "目の前が真っ白になり、犯される快楽が全身を貫く。\n限界を迎えた男の肉棒から白濁液が大量の注ぎこまれ、\nソルの胎内を熱く満たしていく。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "汗と涎と涙、愛液と精液で体中を薄く濡らしながら\nソルは倒れ込んで男に口づけをする。" + }, + "48": { + "name": "ナレーション", + "face": null, + "text": "途端に男の体が淡く光り始め、\n己にさらなる竜の力が流れ込んでくるのを自覚した。" + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "ソル", + "face": null, + "text": "「んはぁ…っ………ん、んんっ………\n こ、これ、わたし、癖になっちゃう……かも……」" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": "ナレーション", + "face": null, + "text": "未だに快楽の余韻から抜けきれないまま、\nソルはぼんやりと呟いた。" + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": "終了" + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene003.json b/www/data/text/Hscene003.json new file mode 100644 index 0000000..0efbf18 --- /dev/null +++ b/www/data/text/Hscene003.json @@ -0,0 +1,307 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソル対面座位H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「んふぅっ、ん、んぅっ、くぅ、んんっ、んっ…」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の中、ランプの橙色の明かりに照らされ\nソルの尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝る男と小柄な少女向かい合っている。\n切なげに声をあげながら、いやらしく腰を振っていた。\n金色の尾が艶かしくランプの明かりを反射する。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "男", + "face": null, + "text": "「ソルちゃん…うお…スゲ……締まる………!」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「はぁっ、ん、えへへ…っ、きもち、いいですかっ…?\n ん、ぁ、あぁ、びくびくって…してます…」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「きゃぅっ、ん、んんっ!\n こう、やって、向かい合ってる、と、すっごく…\n えっちな、気分に、なっちゃいますねっ……」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "男に体をこすりつけて腰を振るソル。\n巨乳が男の胸板に押し付けられ、いやらしく形を歪ませる。\nこの世のものならぬ感触に、男は目をつぶって耐える。" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "ソル", + "face": null, + "text": "「わたし、すっごく、きもちいい、ですよぉ……っ\n こうやってる、の、すっごく、すきっ……」" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「もっと、もっと、おくまで、きて、くださいっ…」" + }, + "18": { + "name": "男", + "face": null, + "text": "「ちょ、ソルちゃん、すげ、ちょっと……!\n すげえ、いい、いいけどっ……!」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "ナレーション", + "face": null, + "text": "興奮しきって必死に快楽を貪ろうとするソル。\n男は思わず身をよじって逃れようとするが、ソルの尻尾が\n絡みついて逃れられない。" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ソル", + "face": null, + "text": "「えへ、へ… だめです、よっ、んっ…んっ、んっ……\n にがして、あげません、からっ…」" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "ナレーション", + "face": null, + "text": "小悪魔のように蠱惑的な笑みを浮かべて、尾で男を拘束する。\nそのまま、男に口づけを交わして舌を貪る。" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "ソル", + "face": null, + "text": "「んふっ…ん、ちゅ…っ…んんっ……じゅるっ……\n ちゅぷ…ちゅっ…じゅるっ……」" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「んふぁっ…… えへへ……\n すき……」" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ナレーション", + "face": null, + "text": "甘く囁きかけるソル。あまりに甘美なその少女の姿に\n肉棒は熱く滾り、ソルの中を掻き分けていく。" + }, + "30": { + "name": "ナレーション", + "face": null, + "text": "男は自分が捕食される側なのだな、と悟りつつも\nあまりに甘美なその少女の姿に興奮が止まらない。\n肉棒は熱く滾り、ソルの中を掻き分けていく。" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "ソル", + "face": null, + "text": "「んっ、ん、んっ、んんっ…\n わたし、そろそろ、いっちゃ…います……\n あなたの、で、いっぱい、きもちよく、なっちゃって……」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "男の上で激しさを増し、さらに腰を振り立てては押し付ける。\nその度に滝のような愛液が飛沫を飛ばすが気にも止めない。\nソルの尾が男を強く抱きしめ離さない。" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "ソル", + "face": null, + "text": "「んっ、んっ!いっちゃう、いっちゃうっ!あ、あ、あぁっ、\n ひゃうんっ、ん、んんっ、んうううっ…!!」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "男", + "face": null, + "text": "「お、俺も、俺も、もう、やべ、うぉ…っ!!!」" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "ソル", + "face": null, + "text": "「ひぅ、んんんっ、あ、あ、あ、ああっ!!\n だして、だして、なか、だしてぇっ…!!」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "男の中でひときわ激しく震えたかと思うと、\nソルは絶頂してびくびくとわななく。" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ソル", + "face": null, + "text": "「ひゃうううううっ…!!!\n あふぅぅぁぁぁぁっっ…!!!」" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "目の前が真っ白になり、犯される快楽が全身を貫く。\n限界を迎えた男の肉棒から白濁液が大量の注ぎこまれ、\nソルの胎内を熱く満たしていく。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "汗と涎と涙、愛液と精液で体中を薄く濡らしながら\nソルは男に口づけをする。" + }, + "48": { + "name": "ナレーション", + "face": null, + "text": "途端に男の体が淡く光り始め、\n己にさらなる竜の力が流れ込んでくるのを自覚した。" + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "ソル", + "face": null, + "text": "「んふぅっ…………んっ……\n えへへ……きもちよかった、ですね……」" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": "ナレーション", + "face": null, + "text": "蠱惑的な笑みを浮かべながら、\nソルはぼんやりと囁いた。" + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": "終了" + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene004.json b/www/data/text/Hscene004.json new file mode 100644 index 0000000..3d41ef8 --- /dev/null +++ b/www/data/text/Hscene004.json @@ -0,0 +1,317 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソルとイスクで奉仕H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「えへへ……これ、すっごい、えっち、ですね……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の中、ランプの橙色の明かりに照らされ\nソルの尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝る男と小柄な少女向かい合っている。\n切なげに声をあげながら、いやらしく腰を振っていた。\n金色の尾が艶かしくランプの明かりを反射する。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "その後ろには、銀髪の美女が背中から男に絡みつくように\n体を押し付けていた。" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "イスク", + "face": null, + "text": "「ああ…とても、逞しくて……震えております……\n もっと、楽になさって……ください……」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「そう、ですよっ、もっと、わたしと、イスクさん、で、\n 気持ちよく、なって、くださいっ…」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "男に体をこすりつけて腰を振るソル。\n巨乳が男の胸板に押し付けられ、いやらしく形を歪ませる。" + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "さらには背からも、豊満な乳房が押し付けられる。\n指先が絡みつくように、男の肌の敏感な部分をなぞる。" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "そして、二人の尾が男に力強く絡みつき、\n光沢がこの光景の淫猥さを増しているかのようだった。" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "イスク", + "face": null, + "text": "「素敵……です……この、ような、逞しい、体……\n わたくし、ソル様が、羨ましい……」" + }, + "19": { + "name": "ソル", + "face": null, + "text": "「んぅっ、あ、あぅっ、んんんっ……、はぁぁっ……\n い、イスクさん、も、次、して、もらいましょう……っ」" + }, + "20": { + "name": "男", + "face": null, + "text": "「やべ、やべえ、俺、このままじゃ、死ぬ……!」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ナレーション", + "face": null, + "text": "竜の女二人に絡みつかれ、性欲を剥き出しにされている男は\nさすがに命の危険すら感じ、身を捩って快楽から逃げようとする。" + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "だが、当然ながら強靭な尾に絡みつかれては逃げる術もない。\n捕食される気分と、この世の最高の快楽を同時に味わうしかなかった。" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "ソル", + "face": null, + "text": "「にげちゃ、だめ、ですよぉ……\n もっと、もっと、気持ちよく、なって、もらわないと…」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "ナレーション", + "face": null, + "text": "小悪魔のように蠱惑的な笑みを浮かべて、尾で男を拘束する。\nそのまま、男に口づけを交わして舌を貪る。" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "イスク", + "face": null, + "text": "「はぁ……ん……んん………っ……\n ふぁ…ぁ……ちゅ……」" + }, + "30": { + "name": "イスク", + "face": null, + "text": "「んぅ……ちゅっ………んっ……」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "ナレーション", + "face": null, + "text": "イスクは男の背に幾度も舌を這わせ、汗を舐め取り恍惚の表情を\n浮かべる。さながら獲物を味わう爬虫類の如く。" + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "ソルも男に口づけをし、男の野性味のある舌を味わった。\n年齢不相応の妖艶な笑みを浮かべながら。" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "ソル", + "face": null, + "text": "「ふぁ、あ、ああぁっ!あふぅっ、うぅっ!\n わたし、もう、もう、いっちゃ…い、ます……っ!」" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "ナレーション", + "face": null, + "text": "男の上で激しさを増し、さらに腰を振り立てては押し付ける。\nその度に滝のような愛液が飛沫を飛ばすが気にも止めない。\nソルの尾が男を強く抱きしめ離さない。" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "イスク", + "face": null, + "text": "「我慢、なさらないで……そう、身を委ねて、くださいませ……\n 堪能なさって……ください……」" + }, + "40": { + "name": "ソル", + "face": null, + "text": "「あぅ、あぅ、あっ、あぅっ、あっ、あぁぁっ、あぁぁっ!!\n  いっちゃう、だして、だしてぇっ、あああっ…!!!」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "男の中でひときわ激しく震えたかと思うと、\nソルは絶頂してびくびくとわななく。" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ソル", + "face": null, + "text": "「んひゃうううううっっ………!!\n んんんんっ………!!!」" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "目の前が真っ白になり、犯される快楽が全身を貫く。\n限界を迎えた男の肉棒から白濁液が大量の注ぎこまれ、\nソルの胎内を熱く満たしていく。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "汗と涎と涙、愛液と精液で体中を薄く濡らしながら\nソルは男に口づけをする。" + }, + "48": { + "name": "ナレーション", + "face": null, + "text": "途端に男の体が淡く光り始め、\n己にさらなる竜の力が流れ込んでくるのを自覚した。" + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "ソル", + "face": null, + "text": "「えへへ……どう、でした……?\n わたしは、きもちよかった、ですよ……?」" + }, + "51": { + "name": "イスク", + "face": null, + "text": "「冒険者様……次は、わたくしを、抱いてくださいませ……\n ソル様ばかり、ずるい………」" + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": "ナレーション", + "face": null, + "text": "紅潮して汗を流しながら、満足そうに微笑むソルと、\n物欲しそうに絡みついてくるイスク。" + }, + "54": { + "name": "ナレーション", + "face": null, + "text": "果たして、儀式とやらが終わるまで己が身は持つのだろうか。\n男は満足感と若干の後悔を胸に、彼女らに再び押し倒された……" + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": "終了" + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene005.json b/www/data/text/Hscene005.json new file mode 100644 index 0000000..15fe627 --- /dev/null +++ b/www/data/text/Hscene005.json @@ -0,0 +1,312 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソルとイスクで奉仕H・イスクがメイン" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "イスク", + "face": null, + "text": "「んぅっ……冒険者様、素敵です……んっ……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の中、ランプの橙色の明かりに照らされ\nソルの尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝る男と銀髪の美女が向かい合っている。\n扇情的に声をあげながら、いやらしく腰を振っていた。\n銀色の尾が艶かしくランプの明かりを反射する。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "その後ろには、小柄な少女が背中から男に絡みつくように\n巨乳を押し付けていた。" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "ソル", + "face": null, + "text": "「えへへ……すごい、気持ちよさそう……\n もっと、よくしてあげます、からね……」" + }, + "12": { + "name": "イスク", + "face": null, + "text": "「ふ、ぅっ……ん……っ\n わたくし達を、どうかご堪能ください………」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "男に体をこすりつけて腰を振るイスク。\n巨乳が男の胸板に押し付けられ、いやらしく形を歪ませる。" + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "さらには背からも、豊満な乳房が押し付けられる。\n指先が絡みつくように、男の肌の敏感な部分をなぞる。" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "そして、二人の尾が男に力強く絡みつき、\n光沢がこの光景の淫猥さを増しているかのようだった。" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "ソル", + "face": null, + "text": "「イスクさんも、すごく、きもちよさそう……です……\n わたし、も、してほしいな……」" + }, + "19": { + "name": "イスク", + "face": null, + "text": "「くぅっ、ふ、んんっ……あ、ぅん……っ……\n んっ……ソル様、も、次、抱いていただければ……っ……」" + }, + "20": { + "name": "男", + "face": null, + "text": "「やべ、やべえ、俺、このままじゃ、死ぬ……!」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ナレーション", + "face": null, + "text": "竜の女二人に絡みつかれ、性欲を剥き出しにされている男は\nさすがに命の危険すら感じ、身を捩って快楽から逃げようとする。" + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "だが、当然ながら強靭な尾に絡みつかれては逃げる術もない。\n捕食される気分と、この世の最高の快楽を同時に味わうしかなかった。" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "イスク", + "face": null, + "text": "「お逃げに、ならないで……もっと、わたくし、を……んっ、ん……\n  味わいになられて……ください……ませ……っ……」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "ナレーション", + "face": null, + "text": "娼婦のように蠱惑的な笑みを浮かべて、尾で男を拘束する。\nそのまま、男に口づけを交わして舌を貪る。" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": "ソル", + "face": null, + "text": "「んぅっ……ちゅぷっ……ん……んふぅ………\n ん、ん、んん、んんっ……」" + }, + "30": { + "name": "ソル", + "face": null, + "text": "「んぅ……ちゅっ………んっ……」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "ナレーション", + "face": null, + "text": "ソルは男の背に幾度も頬ずりをしながら熱い吐息を吐く。\nイスクも男に口づけをし、男の野性味のある舌を味わった。\nお互いに、目の前の男という獲物を堪能するが如く。" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "イスク", + "face": null, + "text": "「ん、あ、あ、あっ、わ、わたくし、もう……!\n 冒険者様に、抱かれて、もう、いって、しまいます……っ!」" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "ナレーション", + "face": null, + "text": "男の上で激しさを増し、さらに腰を振り立てては押し付ける。\nその度に滝のような愛液が飛沫を飛ばすが気にも止めない。\nイスクの尾が男を強く抱きしめ離さない。" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ソル", + "face": null, + "text": "「我慢、しないで、いっぱい、よく、なってくださいね……\n いっぱい、イスクさんのなかに、出しちゃって……」" + }, + "39": { + "name": "イスク", + "face": null, + "text": "「もう、もうっ…わたくし、あ、もう、いっちゃ、あ、あぁ、ん、\n んぅっ、は、あぁ、あぁぁっ、だめぇ……っ……!!」" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "ナレーション", + "face": null, + "text": "男の中でひときわ激しく震えたかと思うと、\nイスクは絶頂してびくびくとわななく。" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": "イスク", + "face": null, + "text": "「ん、ん、んぅぅっっ………!!!!!」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": "ナレーション", + "face": null, + "text": "目の前が真っ白になり、限界を迎えた男の肉棒から\n白濁液が大量の注ぎこまれ、イスクの胎内を熱く満たしていく。" + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "汗と涎と涙、愛液と精液で体中を薄く濡らしながら\nイスクは男に再び口づけをする。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "途端に男の体が淡く光り始め、\n己にさらなる竜の力が流れ込んでくるのを自覚した。" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": "イスク", + "face": null, + "text": "「んっ…ふふ……いかが、でしたでしょうか…………\n 愉しんで、いただけ、ましたか………?」" + }, + "50": { + "name": "ソル", + "face": null, + "text": "「えへへ、次、わたしですからね……\n いっぱい、きもちよくして、もらいますからっ……」" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": "ナレーション", + "face": null, + "text": "紅潮して汗を流しながら、満足そうに微笑むイスクと、\n小悪魔的な笑みを浮かべながら男に抱きつくソル。" + }, + "53": { + "name": "ナレーション", + "face": null, + "text": "果たして、儀式とやらが終わるまで己が身は持つのだろうか。\n男は満足感と若干の後悔を胸に、彼女らに再び押し倒された……" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": "終了" + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene006.json b/www/data/text/Hscene006.json new file mode 100644 index 0000000..8aeb7ed --- /dev/null +++ b/www/data/text/Hscene006.json @@ -0,0 +1,227 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソル・バニーコスで酒場でH" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「えへへ……\n それじゃあ、どうぞっ……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "酒場の2階の一室……、冒険者たちがよく借りる一部屋の中、\nランプの橙色の明かりに照らされた尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "壁に手をつき、腰を突き出して男を誘うような少女。\n獣のように笑みを浮かべて少女の細腰を掴み、己の剛直を\n突き入れんとする男。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "肉棒が少女の中まで深く入った時、黄金の尾が快楽に\nびくびくと跳ねた。" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "ソル", + "face": null, + "text": "「んぅぁぁうっ……!んぅんっ……\n すご、大きくて、かた、い、ですよぉ……っ」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「そんなに、この、うさぎさんの、格好……っ、\n いいですかっ?あ、ぅぁっ、ああっ…!」" + }, + "13": { + "name": "男", + "face": null, + "text": "「ああ、竜だかうさぎだかわからんが、\n すげえ似合ってて……エロいぜ……!」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "少女の同意を得られたとばかりに、男の腰は激しく動き出す。\n少女の頭の兎を模した頭飾りがその度に揺れ動く。" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "ソル", + "face": null, + "text": "「えへへ、わたしも、ちょっと、いつもより…っ、んっ……\n  えっちなきぶん、なっちゃって、ますっ……あんっ、あぅっ」" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「んぅっ、うさぎさんに、なってぇ、たべ、られちゃう、きもち、\n なんか、興奮、しちゃって、あ、あ、あぁっ!」" + }, + "19": { + "name": "男", + "face": null, + "text": "「へへ、男に犯されて気持ちよくなるウサギか。\n 随分と淫乱になっちまったなァ!」" + }, + "20": { + "name": "ソル", + "face": null, + "text": "「えへへ…わたし、あ、あっ、あんっ、あぅ、あぅ、んっ!\n とっても、えっちな、うさぎさん、ですよぅ…っ」" + }, + "21": { + "name": "ソル", + "face": null, + "text": "「んぅっ!くぅんっ、ん、ふぁっ……!!\n ホントに、すご、く、てぇっ……あぅ、あぅんっ…」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "衣装からはみ出した巨乳を激しく揺らし、ソルは\n快楽の虜のように乱れて腰を振る。" + }, + "24": { + "name": "ナレーション", + "face": null, + "text": "尾も彼女の今の心境を表すかのように、一突きされる度に\nゾクゾクと震えてしまう。" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "ソル", + "face": null, + "text": "「いっぱい、いっぱい、乱暴に、して、くださいっ!\n うさぎさん、乱暴に、されて、いっぱい、気持ち、いいですぅっ…!」" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「すご、あ、あ、あぅ、あぅっ、あぅ、あぅっ!\n おく、おくまで、いっぱい、あ、あぅ、んんんんんっ……!!」" + }, + "28": { + "name": "男", + "face": null, + "text": "「いくぞソル!オラッ!中で出してやるぞ!…ッ!!」" + }, + "29": { + "name": "ソル", + "face": null, + "text": "「きちゃう、きちゃうのっ、あ、あぅ、わた、わたし、あぅ、あぅっ…!!\n  んんんんぅぅっ…!ふああああああああぁぁっ…!!!」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "ソルの普段とは違う乱れっぷりに、男の我慢も臨界点を超えた。\n溜めに溜めた白濁液が、遠慮なくソルの胎内に注ぎ込まれていく。" + }, + "32": { + "name": "ナレーション", + "face": null, + "text": "ぼたぼたと、床に入り切らなかった白濁液と愛液、そして\n二人の汗が滴り落ちて跡を残す。" + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "あまりの快楽のあまり脚が震えるソルは、いまだ繋がっている\n男の腰に支えられて立っている状態であった。" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "男", + "face": null, + "text": "「ッああ~………たまんねえ……目一杯出しちまったよ……\n へへ、良かったぜソルちゃんよ……」" + }, + "36": { + "name": "ソル", + "face": null, + "text": "「…えへへ……えっちな、うさぎさん、たべられちゃいました……」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ナレーション", + "face": null, + "text": "小悪魔的な笑みを浮かべるソル。\nその表情がランプの光に照らされ、あまりに蠱惑的だった。\nつい先程大量に射精した筈の陰茎に、再び急速に血が\n集まりだすのを感じた。" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "ソル", + "face": null, + "text": "「いいですよ……もういっかい、えっちなうさぎさん……\n あじわってください……」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": null, + "face": null, + "text": "終了" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene007.json b/www/data/text/Hscene007.json new file mode 100644 index 0000000..30e1865 --- /dev/null +++ b/www/data/text/Hscene007.json @@ -0,0 +1,232 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソル・バニーコスで乱交H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「えへへ……みなさん、えっちな顔、してますよ……\n それじゃあ、どうぞっ……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "酒場の2階の一室……、冒険者たちがよく借りる一部屋の中、\nランプの橙色の明かりに照らされた尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝そべり、股を開いて男達を誘う少女。\nその姿に、複数の男たちが覆いかぶさり貪り始めた。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ソル", + "face": null, + "text": "「あぅぅ、ん、んぅぅっ……っ!!んんっ、っっ!」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「み、みなさん、はげし、すぎぃっ……\n うさぎ、さん、そんなに、いいんです、かぁっ…!?」\n ひゃうぅぅんっ!!んんっ!" + }, + "12": { + "name": "男", + "face": null, + "text": "「見ろよソルちゃん、もうみんな堪らねえってよ…!」" + }, + "13": { + "name": "男", + "face": null, + "text": "「ああ、こんなソルちゃんと遊べるなんて、なぁ……!」" + }, + "14": { + "name": "ソル", + "face": null, + "text": "「わたし、も、すっごく、えっちな、気分になって、ますっ…!\n あぅ、あぅ、んっ、おっぱい、あ、あぅ、きもちいいっ……」" + }, + "15": { + "name": "ソル", + "face": null, + "text": "「うさぎさん、の、格好、で、いっぱい、するの、すごい、\n きもちいいんですよぅっ……!あ、あぅ、あぅぅっ……」" + }, + "16": { + "name": "男", + "face": null, + "text": "「ほら、こっちもしっかりしゃぶってくれよウサギさんよぉ!」" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「じゅるるっ……んん、んぷっ………ふぅっ……\n んん、んぷ、んぷっ、れろ、れろっ……」" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「おっき……んんっ…ぷはっ……あ、あぅ、んん、んうっ!\n えへへ…、みなさん、いっぱい、えっち、したいんですねっ…!」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "ナレーション", + "face": null, + "text": "衣装からはみ出した巨乳を激しく揺らし、ソルは\n快楽の虜のように乱れて男の肉棒を咥えながら腰を振る。" + }, + "21": { + "name": "ナレーション", + "face": null, + "text": "尾も彼女の今の心境を表すかのように、一突きされる度に\nゾクゾクと震えてしまう。" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ソル", + "face": null, + "text": "「皆さん、で、わたし、いっぱい、乱暴に、しちゃってぇ…っ!\n うさぎさん、みんなに、襲われて、いっぱい、えっちされちゃってぇ……っ」" + }, + "24": { + "name": "男", + "face": null, + "text": "「ソルちゃんっ…!う、くお……っ、締付けが……っ!」" + }, + "25": { + "name": "男", + "face": null, + "text": "「ほらこっちもちゃんとしてくれよ……ッ!もうすぐイキそうだからよ…!」" + }, + "26": { + "name": "男", + "face": null, + "text": "「俺も……もう、射精る……ッ!」" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「あう、あぅ、あぅ、いく、いっちゃう、いっちゃいますっ、\n わたし、あ、あぅっ!!こんなに、なって、きもちよくて、\n いっちゃ、あ、あぅぅっ、あぅぅっ!」" + }, + "28": { + "name": "ソル", + "face": null, + "text": "「だして、だし、て、わたし、わたし、あっあぅ、あぅ、んんっんっ、\n んあああああぁぁぁぁぁっっっ……!!!!」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "ナレーション", + "face": null, + "text": "ソルの普段とは違う乱れっぷりに、男達の我慢も臨界点を超えた。\n溜めに溜めた白濁液が、遠慮なくソルの胎内に注ぎ込まれていく。" + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "ソルの口や胸、手にこすりつけていた男たちも申し合わせたかのように\n彼女の体に白濁液をブチまける。" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ソル", + "face": null, + "text": "「あぅ……あつい…………」" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "ナレーション", + "face": null, + "text": "滴る白濁液、薄く全身を濡らす汗、そして黄金の輝きの尾をくねらせながら\nソルは物足りなさげに媚びるような笑みを浮かべる。" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "ソル", + "face": null, + "text": "「…えへへ……えっちな、うさぎさん、みーんなに…\n たべられちゃいました……\n ……でも、まだ、たべてないひと、いますよね…?」" + }, + "38": { + "name": "男", + "face": null, + "text": "「あ、ああ……次、俺だ……!」" + }, + "39": { + "name": "男", + "face": null, + "text": "「俺もだソルちゃん……!」" + }, + "40": { + "name": "ソル", + "face": null, + "text": "「いいですよ……次の方、えっちなうさぎさん……\n いっぱい、たのしんで、くださいね……?」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": null, + "face": null, + "text": "終了" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene008.json b/www/data/text/Hscene008.json new file mode 100644 index 0000000..361fdab --- /dev/null +++ b/www/data/text/Hscene008.json @@ -0,0 +1,202 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:ソルちゃんパイズリ奉仕" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ソル", + "face": null, + "text": "「えへへ……わたし、いっぱい教えてもらったんですよ…\n きもちよくして、あげますからね……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "酒場の2階の一室……、冒険者たちがよく借りる一部屋の中、\nランプの橙色の明かりに照らされた尾が黄金の煌めきを返している。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝そべる男に、覆いかぶさる形の少女。\n己が豊かな双丘で、男の肉棒を包みこんですりあげている。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ソル", + "face": null, + "text": "「うんしょ……うんしょっ………ん、んっ……\n こう、やって……こう、……って……っ」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「けっこう、むずかしい、ですけど……\n わたし、これ、なんか、好きです…えへへ……」" + }, + "12": { + "name": "男", + "face": null, + "text": "「あ……ああ……これ、すごく……いいな……\n うまいな……ソルちゃ……っ!」" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "照れ笑いを浮かべながら、拙いながらも一生懸命に\n自分の胸で愛撫するソル。\nその姿に、男はどんどんと肉欲がこみ上げてくる。" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": "ソル", + "face": null, + "text": "「んぅっ……しょっと……ん、っと……\n こうして……ちゅっ……ぺろ……れろ……」" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「こうやって、舐めると、きもちいい、んですよね……?\n えへへ……気持ち良さそうな顔、かわいいですね……」" + }, + "18": { + "name": "男", + "face": null, + "text": "「うっ……お、う………っ……」" + }, + "19": { + "name": "ソル", + "face": null, + "text": "「えいっ……えいっ……えへへ……びくびくって、してます……\n ちゅっ……じゅるっ……」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "ナレーション", + "face": null, + "text": "妖艶にも見える笑みを浮かべる少女の愛撫に、\n熱がどんどん籠もりはじめ、乳肉がいやらしく形を変えては\n肉棒を包み込み、柔らかくしごき続ける。" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ソル", + "face": null, + "text": "「おっぱい、きもち、いいですかっ……?\n わたし、いっぱい、がんばりますから、\n いっぱい、きもち、よく、なって、だして……!」" + }, + "24": { + "name": "男", + "face": null, + "text": "「あ、ああ、きもち、よすぎ、て………\n 俺、もう我慢、が……やば……!」" + }, + "25": { + "name": "ソル", + "face": null, + "text": "「うんしょ、うんしょ、んっ、んんっ、んぅっ……\n わたし、も、おっぱい、あつくなって、きもちよく…っ」" + }, + "26": { + "name": "ソル", + "face": null, + "text": "「だして、ください、いっぱい、わたしの、おっぱいで、\n いっぱい、いっぱいっ……!\n ん、んぅっっっ………!!!」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "ナレーション", + "face": null, + "text": "男はソルの乳房の中で絶頂し、白濁液が迸る。\nソルの髪といい顔といい、あちこちに降り注がれる。" + }, + "29": { + "name": "ナレーション", + "face": null, + "text": "顔にかかった精液を舌で舐め、ソルは妖艶に笑みを浮かべる。\n少女のような、獲物を捕らえた魔性の爬虫類のような笑みを。" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ソル", + "face": null, + "text": "「えへへ……いっぱい、出しちゃいました……ね?\n わたし、もっと、きもちいいこと、したいなぁ………」" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "男の上にのしかかったまま、金の尾の少女は\n逞しい体に舌を這わせはじめていた……" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": "終了" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene009.json b/www/data/text/Hscene009.json new file mode 100644 index 0000000..8d57ce6 --- /dev/null +++ b/www/data/text/Hscene009.json @@ -0,0 +1,212 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:奴隷市場・ソル調教H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": "檻に捕まって晒されているシーン。" + }, + "6": { + "name": "ソル", + "face": null, + "text": "「ううぅ……。恥ずかしい、よぅ……………」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「ひゃうっ!?」" + }, + "8": { + "name": "ソル", + "face": null, + "text": "「ここ……どこ………?」" + }, + "9": { + "name": "ソル", + "face": null, + "text": "「う、ううぅ……………。\n わたし、どうなっちゃうんだろう………」" + }, + "10": { + "name": "ソル", + "face": null, + "text": "「おなか、すいたよぅ…………」" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「あぅ……は、はい………」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「ぐすっ…………」" + }, + "13": { + "name": "ソル", + "face": null, + "text": "「もう、竜に戻れない、のかなぁ………\n やだよぉ……」" + }, + "14": { + "name": "ソル", + "face": null, + "text": "「んっ…………なに、これ………\n からだ、なんか、あつくなってる………」" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": "奴隷市場の男たちに調教されているシーン。" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「やだ、やだぁ、やめてぇっ……!\n ひゃぅっ、あぁぁっ……!!」" + }, + "19": { + "name": "ソル", + "face": null, + "text": "「あぅ、あぅっ、うっ、あぁっ…!!\n やだ、やめてよぉ……っ……んっ……!」" + }, + "20": { + "name": "ソル", + "face": null, + "text": "「らんぼう、に、しちゃ、やだぁ……っ!\n やめ、あぁ、あぅっ、うぅっ、んんっ……あぁっ!!」" + }, + "21": { + "name": "ソル", + "face": null, + "text": "「やらぁ、きもち、いいよぅ、うぅ、あぅ、あぅっ……!!\n これ、へんなの、へんなのっ…!!ぅ、ぁ、あぁ……ふぁぁ……!!」" + }, + "22": { + "name": "ソル", + "face": null, + "text": "「おっぱい、そんな、だめぇっ、あ、あぅっ、うぅっ…\n あっ、あぅっ、ううっ、んんんっ…!!」" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": null, + "face": null, + "text": "クライマックス・フィニッシュ。" + }, + "25": { + "name": "ソル", + "face": null, + "text": "「ま、まって、くださ、もう、ちょっと、やすませ………」" + }, + "26": { + "name": "ソル", + "face": null, + "text": "「んぅっ…!!んっ、んふぁっ、!こわ、れ、ちゃうっ、うっ、っ…!\n あ、あぅ、あぅぅっ、わたし、こんなの、んぅぅっ……!!」" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「そ、そんなの、だめっ…!!や、あぁ、だめ、あぁぅっ…!!\n だめ、だめぇっ、こんなの、あぅ、だめぇぇ……」" + }, + "28": { + "name": "ソル", + "face": null, + "text": "「おく、まで、はいって、るぅ、ぅっ、ん、んんっ!!\n おなかの、おく、までっ、あっ、あぅぅっ、あぁぁ……」" + }, + "29": { + "name": "ソル", + "face": null, + "text": "「だめ、だめぇ、やだ、いくぅ、いっちゃうぅっ、うぅぅっ!\n ふぅ…んんっ!んぅっ!ひ、ぅっ、んん、んっんんっ……!!」" + }, + "30": { + "name": "ソル", + "face": null, + "text": "「むりぃ、むりぃっ!あ、ひゃああぁっ!!んんっ、ん、あぁっ!!\n いっちゃう、だめ、あ、あぅ、あぅ、あぅうんんんんっ……!!!」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": "事後。放心。脱力。" + }, + "33": { + "name": "ソル", + "face": null, + "text": "「あぅぅ……っ…………ふぅ……っ……\n わたし……いっちゃった……。むりやり……されて……」" + }, + "34": { + "name": "ソル", + "face": null, + "text": "「うぅ……いっぱい……なかだし、され、ちゃった………\n こんなの、ひどいよぅ……ぅ……っ……」" + }, + "35": { + "name": "ソル", + "face": null, + "text": "「はぁ………はぁ…………あぅ…………っ………」" + }, + "36": { + "name": "ソル", + "face": null, + "text": "「や、やっと……おわった……ん、ですか…………?」" + }, + "37": { + "name": "ソル", + "face": null, + "text": "「ひゃうううっ……!?」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": null, + "face": null, + "text": "終了" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene010.json b/www/data/text/Hscene010.json new file mode 100644 index 0000000..be86588 --- /dev/null +++ b/www/data/text/Hscene010.json @@ -0,0 +1,157 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:奴隷市場・ソル競売H" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": "金持ちのおっさんに買われ、夜伽させられる。" + }, + "6": { + "name": "ソル", + "face": null, + "text": "「…………うぅ…………」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「………よ、よろしく………おねがい、します……」" + }, + "8": { + "name": "ソル", + "face": null, + "text": "「……あ、あの、いたく…しないでください………」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": null, + "face": null, + "text": "愛撫されているシーン。" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「うくっ……うぅ……んんっ………ん……\n ふぅ……んぅ、んん、んっ、ふぅっ………」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「あぅんっ、んぅ、や、あぅっ、ゆる…してぇっ……\n あふぅ、あぅぅ、も、だめ、です、よぉ……っ……」" + }, + "13": { + "name": "ソル", + "face": null, + "text": "「わた、わたし、あぅ、おもちゃ、に、されてるっ……\n ん、うぅ、んっ、くぅんっ……あふぅ……」" + }, + "14": { + "name": "ソル", + "face": null, + "text": "「おっぱい、そんな、つよく、もんじゃ……あぅぅっ……\n ひゃうっ、なめ、ないでぇっ……ひぅっ……んぁっ……!」" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": "おっさんに挿入されているシーン。" + }, + "17": { + "name": "ソル", + "face": null, + "text": "「やぅっ、ひゃぅんっ、や、あ、そんな、おく、までっ!\n あぅっ!んぅっ!すごっ、あ、あふぅ、んっ、おく、\n あっ、あぅ、あぅっ……」" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「きゃふぅ、んぅっ、ふぅっ、きちゃう、だめ、わた、わたし、\n いっちゃう、いっちゃいます、あぅ、あぅ、あぅっ」" + }, + "19": { + "name": "ソル", + "face": null, + "text": "「いく、いっちゃう、いっちゃ、あぅ、あぅ、あぅ、あっっ…!!\n らめ、らめ、あ、あひ、あ、ああぁぁぁっ!!!!!」" + }, + "20": { + "name": "ソル", + "face": null, + "text": "「や、あ、あ、あ、だめ、いっちゃ、う、う、っ!!!!\n だされ、ちゃう、いっぱい、だめ、あ、あぅぅぅっ…!!!」" + }, + "21": { + "name": "ソル", + "face": null, + "text": "「あふぅ、あぅ、あぅぅぅっ、もう、だめ、だめ、あぅ、あぅっ\n んっんっんっ、んあぁぁぁぁぁっ!!!!」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": null, + "face": null, + "text": "事後。放心。" + }, + "24": { + "name": "ソル", + "face": null, + "text": "「ふーっ………ふぅ…………うぅ………\n いっぱい、だされちゃった………たまご、できちゃう……」" + }, + "25": { + "name": "ソル", + "face": null, + "text": "「あぅぅ………っ………なか、いっぱい………\n ……あふれて…きちゃう………」" + }, + "26": { + "name": "ソル", + "face": null, + "text": "「はぅ………あぅ…………やっと……おわり……?」" + }, + "27": { + "name": null, + "face": null, + "text": "終了" + }, + "28": { + "name": null, + "face": null, + "text": null + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene011.json b/www/data/text/Hscene011.json new file mode 100644 index 0000000..90cd523 --- /dev/null +++ b/www/data/text/Hscene011.json @@ -0,0 +1,172 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": "誘われてOKするシーン。" + }, + "6": { + "name": "ソル", + "face": null, + "text": "「もぉー………こんなところで、なんて……\n ホントは、ダメなんですからね……!」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「しょうがないなぁ………\n 一回、だけですよ……?」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": null, + "face": null, + "text": "挿入シーン。" + }, + "11": { + "name": "ソル", + "face": null, + "text": "「あぅ、あぅ、んっ、んふぅっ、んん、んっ……\n お外で、こんな、格好で、するの……恥ずかしい、よぉ……」" + }, + "12": { + "name": "ソル", + "face": null, + "text": "「くぅ、んんっ、ふぅっ……、あ、あ、あぅ……\n おへや、以外で、交尾……って……恥ずかしい……」" + }, + "13": { + "name": "ソル", + "face": null, + "text": "「ひゃぅ、あぅ、あぅっ、ん、あ、あ、あふぅっ……\n まって、はげし……あぅんんっ……!」" + }, + "14": { + "name": "ソル", + "face": null, + "text": "「おそと、で、けだもの、みたいに、おかされ、ちゃってるっ……\n あ、あ、あぅ、あぅっ、すご、あぅっ……」" + }, + "15": { + "name": null, + "face": null, + "text": null + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": null, + "face": null, + "text": "激しくHシーン。" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「ひゃぅんっ、あぅ、すご、すご、い、よぅ……\n こんな、かっこう、で、おそとで、こうび、すごい……よぉっ」" + }, + "19": { + "name": "ソル", + "face": null, + "text": "「やぅんっ、だめ、みられちゃうっ、だめですよぅ、\n あぅ、あぅ、わたし、こうび、みられ、ちゃうよぉっ!」" + }, + "20": { + "name": "ソル", + "face": null, + "text": "「んっ、んっ、あぅっ、みんな、に、はだか、みられちゃうっ……\n あぅ、あう、みられて、きもち、よく、なっちゃうっ」" + }, + "21": { + "name": "ソル", + "face": null, + "text": "「みてて、ください、わたし、わたし、こんな、かっこう、で\n いっぱい、いっぱい、いっちゃい、ますっ…!」" + }, + "22": { + "name": "ソル", + "face": null, + "text": "「あぅぅ、いく、いくぅ…っ!わたし、いっちゃう、いっちゃう、\n や、はず、かし、あ、あぅ、ああっ、あっああっ!!」" + }, + "23": { + "name": "ソル", + "face": null, + "text": "「あぅ、あぅ、いく、いっちゃう、だめ、あ、あ、あ、あぁっ、あぁっ!\n い……、いっちゃ……ああああぁぁぁぁぁぁぁっ…!!!」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": null, + "face": null, + "text": "事後。満足。" + }, + "27": { + "name": "ソル", + "face": null, + "text": "「ふ……あぅ………いっちゃった…ぁ………\n おそと、で、いっぱい、こうび、しちゃったぁ………」" + }, + "28": { + "name": "ソル", + "face": null, + "text": "「えへへ……はずかしかった、けど……きもち、よかった、ですね……」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": null, + "face": null, + "text": "終了" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene101.json b/www/data/text/Hscene101.json new file mode 100644 index 0000000..6eb4938 --- /dev/null +++ b/www/data/text/Hscene101.json @@ -0,0 +1,272 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:宿の情事" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "イスク", + "face": null, + "text": "「ふ、ぁ………、んっ………」" + }, + "7": { + "name": "男", + "face": null, + "text": "「い、イスク様……!!」" + }, + "8": { + "name": "イスク", + "face": null, + "text": "「ん……挿入って……しまい、ました……」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ソル", + "face": null, + "text": "「んんん???」" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "宿の一室から、普段耳にしない物音と声が漏れ出ているのに\n気づいたソルは、興味本位で扉に近づいていった。" + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "お誂え向きに扉が僅かに開いており、そこから室内を覗く事ができた。\n好奇心に勝てず、ソルはその隙間を覗いてしまう。" + }, + "13": { + "name": null, + "face": null, + "text": "暗転" + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の室内を、月明かりが淡く照らしている。\nそして、その中で影が二つ、絡み合って蠢いていた。" + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "滴る汁の音、ぶつかり合う肉の音、そして\n切なげに漏れる吐息が部屋を満たしている。" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "イスク", + "face": null, + "text": "「あぁ……ん……、冒険者、様……ぁ………\n いかがで、しょうか、わたくしの……身体は……」" + }, + "18": { + "name": "男", + "face": null, + "text": "「く、あ、あ、いい、です、気持ちいい……!\n イスク様……!!」" + }, + "19": { + "name": "イスク", + "face": null, + "text": "「わたくし、も、とても……心地よいです………\n 奥の奥、まで、冒険者様で…、満たされて……」" + }, + "20": { + "name": "イスク", + "face": null, + "text": "「く、ぅぅん……!は、ぅ……っ………\n あ、あ、あ……っ、ああ………」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ソル", + "face": null, + "text": "(えっ……!?\n あれって……… ももももしかして……\n こ、交尾してる……!?)" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "ナレーション", + "face": null, + "text": "扉の隙間から覗き見た光景にソルは驚愕する。\nあの美しい銀竜が、人間と絡み合い、睦事に耽っているのだ。" + }, + "25": { + "name": "ナレーション", + "face": null, + "text": "表情は平時とあまり変わらずとも、頬が紅潮し\n汗が流れ落ちる様は、あまりにも淫猥に映った。" + }, + "26": { + "name": "ナレーション", + "face": null, + "text": "ソルの驚愕など露知らず、二人は興奮の中で激しく絡み合う。" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "イスク", + "face": null, + "text": "「ああ、ああ…!いい、いいです、いいですっ……!\n わたくし、凄く、いい、ああ、んぁぁ……っ!!」" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "ナレーション", + "face": null, + "text": "月明かりを受けながら、イスクは巨乳を豊かに弾ませて、\n汗に濡れる身体をくねり、快楽を貪る。" + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "男も快楽で表情を歪めながら、イスクの手を掴んで離さない。\n接合部からは男の我慢汁とイスクの愛液が混ざりあい、\n滴り落ちてベッドのシーツを濡らしていた。" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "イスク", + "face": null, + "text": "「すご、あ、ぅっ、ん、んんっ……!\n ひうっ、う、うっ……!」" + }, + "34": { + "name": "イスク", + "face": null, + "text": "「わたくし、もう、もう、いって、しまい、ますっ……!\n あ、ああ、きちゃう、もう、あ、ああああぁぁぁ……!!」" + }, + "35": { + "name": "男", + "face": null, + "text": "「お、俺も、もう、出ちまう……っ!!」" + }, + "36": { + "name": "イスク", + "face": null, + "text": "「出して、ください、ませっ……!わたくし、の、中に、\n 全て……全て出してくださいませっ……!!」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ソル", + "face": null, + "text": "(っ…………!!)" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": null, + "face": null, + "text": "暗転" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "堪えきれず、ソルはその場から目を背け、逃げ出して。\n初めてみる男女の、それも見知った顔の者の情事を見た\nショックが大きく、激しく動揺していた。" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "ソル", + "face": null, + "text": "(あ、あのおふたり……つ、番いだったんですか……!?\n おおおおおお……知らない世界の扉を開いてしまった……)" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "顔を紅く染め、心を落ち着かせようとするソルだったが、\n身体の芯の火照りはそう簡単には落ち着かなかった。" + }, + "47": { + "name": "ナレーション", + "face": null, + "text": "ソルの気も知らず、月光に照らされる部屋の奥で、二人が\n何度も甘く絡み合っていた。" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": "終了" + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene102.json b/www/data/text/Hscene102.json new file mode 100644 index 0000000..b4cb021 --- /dev/null +++ b/www/data/text/Hscene102.json @@ -0,0 +1,317 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:イスク宿で乱交" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "イスク", + "face": null, + "text": "「ふ、ぅ、ぁ………んっ…………\n 素敵、です、皆様…………」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "薄暗い安宿の室内を、月明かりが淡く照らしている。\nそして、その中で影が複数、絡み合って蠢いていた。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "滴る汁の音、ぶつかり合う肉の音、そして\n切なげに漏れる吐息が部屋を満たしている。" + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "男に尻を突き出し、腰を振る銀髪の美女。\nそしてその女を取り囲むように男たちが殺到している。\n彼女の肢体を愛撫し、舐め、感触を楽しむ。" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "イスク", + "face": null, + "text": "「くぅ、ぅ、いかが、でしょうか……?\n この様な、感じで…………」" + }, + "12": { + "name": "男", + "face": null, + "text": "「ああ、いいぜイスクさん………!\n 最高の抱き心地だ……ッ……と……」" + }, + "13": { + "name": "男", + "face": null, + "text": "「裸も素敵ですよイスクさん……綺麗だ」" + }, + "14": { + "name": "イスク", + "face": null, + "text": "「わたくし、とても、気持ち、よいです……\n もっと、乱暴に、なさっても……構いません……」" + }, + "15": { + "name": "男", + "face": null, + "text": "「あ、ああ……それじゃ遠慮なく……!」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "ナレーション", + "face": null, + "text": "腰を突き上げるペースを上げ、イスクの体を激しく揺さぶる男。\n波に翻弄されるように、イスクの巨乳が激しく柔らかく跳ね、\nあられもない嬌声が漏れだしてしまう。" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "イスク", + "face": null, + "text": "「あ、あっ、あんっ……ん、んんっ………」" + }, + "20": { + "name": "男", + "face": null, + "text": "「イスクさん……こっちも頼むよ……」" + }, + "21": { + "name": "イスク", + "face": null, + "text": "「はい………お任せ、ください………」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "イスク", + "face": null, + "text": "「んぅ…じゅる……じゅぷっ………じゅぷ……\n ちゅるっ……ちゅ、じゅる、じゅる………」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "ナレーション", + "face": null, + "text": "横でイスクの肢体を愛撫していた男が、我慢しきれなくなったのか\n己のペニスを彼女の顔に突き出す。\n意を得たりとイスクは愛おしむようにそのペニスを唇と舌で\n奉仕しはじめる。" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "イスク", + "face": null, + "text": "「ふ……んんっ………ふぅ…………\n じゅぷっ………ふぅ……んん……っ……」" + }, + "28": { + "name": "男", + "face": null, + "text": "「う……おぉ………ッ……!!」" + }, + "29": { + "name": "イスク", + "face": null, + "text": "「んぷっ…ん、んん、んっ、んふぅ、ん、んんっ……\n ふ、ん……っ、ん、んっんっんっ……」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "上目遣いで男の肉棒に熱心に奉仕を繰り返すイスク。\n彼女の熱く濡れる口内の愛撫に、男は即座に昇り詰めてしまう。" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "イスク", + "face": null, + "text": "「んっ…………」" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "男", + "face": null, + "text": "「ああ、イスクさん……!こっちも……\n そろそろ……限界だ……!」" + }, + "36": { + "name": "イスク", + "face": null, + "text": "「く、ぅ、ん………っ、んんっ…………」" + }, + "37": { + "name": "イスク", + "face": null, + "text": "「はぁ、ぅ、んっ………わたくしの、中、を、\n 逞しい、モノ、が、蹂躙、して、おりますっ………」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "ナレーション", + "face": null, + "text": "後ろから激しく突き上げられ、胸を強く揉みしだかれ、\n性感帯の首を荒々しく舐め上げられ、イスクも急激に\n官能の波が高まっていく。" + }, + "40": { + "name": "ナレーション", + "face": null, + "text": "男たちに縋るように絡みつき、絶頂させて欲しいと\n浅ましく嘆願する。" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "イスク", + "face": null, + "text": "「わたくし、もう、気をやって、しまい、そうです………\n お情けを、ください、ませ、あ、んっ、んっ、んっ」" + }, + "43": { + "name": "男", + "face": null, + "text": "「イクぞッ!イクぞッ!中に、射精するぞッ……!!!」" + }, + "44": { + "name": "男", + "face": null, + "text": "「俺も……!!」" + }, + "45": { + "name": "イスク", + "face": null, + "text": "「はっ!あっ!あぅっ、ふぁ、あぁぁっ、すご、すごく、て、\n わたくし、もう、わたくしっ、あ、あぁっ、あああっ……!!」" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": "イスク", + "face": null, + "text": "「んあああぁぁぁぁぁぁっ……!!!!」" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "イスク", + "face": null, + "text": "「ああ……わたくし、の、中が……満たされて、おります………\n とても、温かい………ふふ………」" + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": "ナレーション", + "face": null, + "text": "膣内に大量の精を吐き出され、周りの男たちからも\n欲望で震える白濁液を身体に浴び、イスクは満足げに笑みを浮かべる。" + }, + "53": { + "name": "ナレーション", + "face": null, + "text": "まだ男たち全員が満足してはいない。\nイスクは顔に垂れてきた男の精を舐め取っては\n妖艶に微笑んでみせる。" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": "イスク", + "face": null, + "text": "「皆様も、わたくしが、満たして、差し上げます………\n ですから…………もっと、きて、ください……ませ…………」" + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": "終了" + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene103.json b/www/data/text/Hscene103.json new file mode 100644 index 0000000..8d5a39e --- /dev/null +++ b/www/data/text/Hscene103.json @@ -0,0 +1,257 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:イスクとソル・バニーで乱交" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "イスク", + "face": null, + "text": "「……んっ、あぁん………そんな、慌てにならないで……\n わたくしたち、逃げはいたしませんから……んっ……」" + }, + "7": { + "name": "ソル", + "face": null, + "text": "「うさぎさん、ですけど、にげませんよぉ……あ、んっ……\n えへへ……は、んっ……いーっぱい、たべて、くださいね……」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "酒場の2階の一室……、冒険者たちがよく借りる一部屋の中、\nランプの橙色の明かりに照らされた尾が黄金の煌めきを返している。" + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "ベッドに寝そべり、股を開いて男達を誘う、竜の尾の少女たち。\nその姿に、複数の男たちが覆いかぶさり貪り始めた。" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "イスク", + "face": null, + "text": "「あ、ぅ、あっ……んぅっ……ふ、あ、あ、あ………\n 凄い、皆様、こんなに……夢中に、なられて………」" + }, + "13": { + "name": "イスク", + "face": null, + "text": "「わたくしも、もう、こんな、感じて、しまって、あ、あんっ……\n すご、くて、素敵……です……あ、ん、ん、んっ、んんっ……」" + }, + "14": { + "name": "男", + "face": null, + "text": "「イスクさん…!イスクさん………ッ!!\n 好き、好きだぁ……ッ!!」" + }, + "15": { + "name": "イスク", + "face": null, + "text": "「んぅっ、あぅ、んっ、あ、もっと、乱暴に、して……くださいませ…\n 激しく、壊れてしまう、くらい、あぁぁっ……」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "ソル", + "face": null, + "text": "「あぅぅんっ……ふぁっ、あ、あぅ、あぅっ…\n は、あぅっ…きも、ち、いいよぉ……すご、い、ですよぉ…っ」" + }, + "18": { + "name": "ソル", + "face": null, + "text": "「うさぎ、さん、の、格好、で、おしり、いっぱい、いじめられて、\n すごく、きもちよく、なっちゃってっ……あぅぅっ……」" + }, + "19": { + "name": "男", + "face": null, + "text": "「ソルちゃん、も、いいぞ……!\n ああ、こんなに淫乱なウサギになっちまって……なァ!」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "イスク", + "face": null, + "text": "「ついてぇ…いっぱい、おくまで、突いて、くださいっ、あっ、あぅ、あっ\n い、いっ、いいっ、あぅ、あぅ、はぅっ……!!」" + }, + "22": { + "name": "イスク", + "face": null, + "text": "「胸、も、もっと…強く、跡が残るくらい……揉んで、くださいませ……っ……\n あんっ、あ、あ、ああ……好き……凄く、いい……っ……」" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "イスク", + "face": null, + "text": "「ああっ、わ、わたくし、こんな、無茶苦茶に、されて、感じてっ……\n こんなに、淫らにっ……あぁ、あぁぁっ……!」" + }, + "25": { + "name": "ソル", + "face": null, + "text": "「ひゃぅ、あ、あぁ、いく、わたし、も、いっちゃい、ますっ……\n いっぱい、だして、だして、あぁぁっ……ひゃぅううっ……」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "ナレーション", + "face": null, + "text": "衣装からはみ出した巨乳を激しく揺らし、イスクとソルは\n恍惚とした表情で男たちに嬲られる。" + }, + "28": { + "name": "ナレーション", + "face": null, + "text": "その嬌声は発情しきった雌の如く、男をさらに興奮させ\n精を絞りとらんが為の声色だった。" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "男", + "face": null, + "text": "「うお……ッ!!射精る……ッ!!!\n 出すぞ、出すぞッ……!!」" + }, + "31": { + "name": "ソル", + "face": null, + "text": "「だしてぇっ…!いっぱい、いっぱい、だしちゃって、\n あ、あぁぁぁっ…!!あぁぁぁぁぁっ…!!!」" + }, + "32": { + "name": "イスク", + "face": null, + "text": "「あ、ああ、あぅ、ん、ん、んんんんんっっっ………!!!」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "イスク", + "face": null, + "text": "「ふぅ………ふぅ………ああ、お腹の、奥、まで………\n 沢山……出して、いただきました………」" + }, + "36": { + "name": "イスク", + "face": null, + "text": "「凄い……濃厚、な、香り………」" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "ソル", + "face": null, + "text": "「どう……、でした……?わたしたち、おいしかった、ですか……?」" + }, + "39": { + "name": "ソル", + "face": null, + "text": "「えへへ……気持ちよく、なって、もらって、うれし……」" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "ナレーション", + "face": null, + "text": "息を荒らげ快楽の余韻に浸りながらも、淫猥な微笑みを浮かべる\n竜の少女ふたり。\nまだまだ絞り足りないとばかりに、次の男の身体にしなだれかかる。" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": "イスク", + "face": null, + "text": "「まだ、夜は明けておりません……皆様……もっと……\n かわいがって、くださいませ………」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": null, + "face": null, + "text": "終了" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene201.json b/www/data/text/Hscene201.json new file mode 100644 index 0000000..08311da --- /dev/null +++ b/www/data/text/Hscene201.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": "長身の山賊", + "face": null, + "text": "「おいおいへばってんじゃあねーぞッ、\n まだ二人終わっただけだろうが!」" + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "男たちに取り囲まれたエリックは既に衣服を破り捨てられ、\n胸部と秘所が顕になった状態で仰向けに押さえつけられていた。" + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "先程の山賊が言った様に、既に無理やり犯されていたらしく、\n彼女の体は普段見るときよりもほんのりと赤く上気していた。\nそれに加え、彼女の体には男達の色濃くねばついた精液が\n胸や股間にぶちまけられている。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "エリック", + "face": null, + "text": "「ん、くっ……好き勝手言って…!\n っ……こっちの体力ってもんを考えなよ……っ」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「なぁなぁ…♪\n ンな事喋ってないで、今度は俺と遊ぼうぜ\n 姉ちゃんよぉ…!」" + }, + "11": { + "name": "エリック", + "face": null, + "text": "「や、やめっ……んく、……押し付ける、なっ……」" + }, + "12": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「なんだよ、ホントは乗り気じゃぁねぇのかぁ~?\n そんな物欲しそうな声出しやがってよォ…」" + }, + "13": { + "name": "エリック", + "face": null, + "text": "「ち、ちが…っ! ……だ、だって、こんな……んぅっ!」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "気丈に振る舞おうとしても、体は震え、声は上ずってしまい、\n普段の強気な彼女とは打って変わり、弱々しい少女になりつつあった。" + }, + "16": { + "name": "ナレーション", + "face": null, + "text": "恰幅のいい山賊は先端だけ挿入していたペニスを一気に根本まで押込み、\n激しく腰を前後させて叩きつける。\nエリックは血が出そうになるほどに唇を噛み締め、声をだすまいと\n必死で堪え続ける。" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "エリック", + "face": null, + "text": "「んぅっ!、んっ!、ふぅーっ、ふ、ふぅっ、くっ…!」" + }, + "19": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「ヒヒ…いつまでもつかなぁ、その強気な態度はよぉ…?」" + }, + "20": { + "name": "エリック", + "face": null, + "text": "「つよ、がって、なんか……な、いぃっ…!」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ナレーション", + "face": null, + "text": "目を瞑ったままエリックは絞り出すように返した。\nしかし、彼のペニスが彼女の肉壁を擦り上げる度に、\n彼女のしなやかな白い腹筋は快楽による緊張で何度も強張る。" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「へへっ、俺のモノがよっぽど気に入ったみたいだぜ…?\n 一回突くたびにきゅっきゅっとしまりやがる…!」" + }, + "25": { + "name": "エリック", + "face": null, + "text": "「ち、ちがっ……!あ、あぁっ、ちが、うぅっ\n ……だ、誰がっ、おまえの、なんかぁっ……!!」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "ナレーション", + "face": null, + "text": "弱々しく首を振り否定しているが、エリックの声色は\n徐々に甘ったるいものへと変わっていく。" + }, + "28": { + "name": "ナレーション", + "face": null, + "text": "最初は抵抗の意志を見せていたものの、徐々に口数も減っていき、\n膣内を抉られる度に水音に合わせて彼女の口からは\n悲鳴にも似た嬌声が漏れ出ていた。" + }, + "29": { + "name": null, + "face": null, + "text": null + }, + "30": { + "name": "エリック", + "face": null, + "text": "「は、ぁんっ……! んっ…、は、はっ…、あ、うぅっ……!」" + }, + "31": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「あー、よく締まるなぁ…!、そろそろ…、出ちまうかも…ッ!\n ちゃんと膣内にたっぷり出してやるからなぁ…!!」" + }, + "32": { + "name": "エリック", + "face": null, + "text": "「んぇ……っ?」" + }, + "33": { + "name": "エリック", + "face": null, + "text": "「や、やだっ……やだ、やだやだ、やめろ、中に、だすなっ……!?」" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "ナレーション", + "face": null, + "text": "しかしそんなエリックの懇願には耳を貸さず、山賊の腰使いは早く\nなっていく。中に出されることを拒絶しているのに、\n突かれる度に自分の口から漏れ出る甘い嬌声に、エリックは\n苛立ちながら語気を強める。" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "エリック", + "face": null, + "text": "「なかっ、だしたらぁっ……ぜったい、ぜったいぃ……\n ゆる、さな、あっ、い、いぃっ!!」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "ナレーション", + "face": null, + "text": "乱暴に突かれて体を揺さぶられながら何度も「出すな」と繰り返すが\n逆にそれが山賊の加虐心を煽っていき、ニタニタと笑みを浮かべながら\n腰を振っていた。" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「あぁいいなぁ…♪\n 口では抵抗してるけど体は感じまくってよぉ、健気だよなぁ…!」" + }, + "42": { + "name": "エリック", + "face": null, + "text": "「はぁっ…、はぁ、あ、ああ、んっ……うる、さい……!!」" + }, + "43": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「そんなてめぇの肚の中にいっぱい流し込んでやる……!\n 奥の奥に大量に出してやるからよっ…と!」" + }, + "44": { + "name": "エリック", + "face": null, + "text": "「んあぁぁっ! はぁ、だっ、だめっ……!\n そんな、ぐりぐりっ……しない、でっ!!」" + }, + "45": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「出すぞぉ、出すぞ出すぞっ!!」" + }, + "46": { + "name": "エリック", + "face": null, + "text": "「あ、あ、や、やめ─────!!!」" + }, + "47": { + "name": null, + "face": null, + "text": "暗転" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": "エリック", + "face": null, + "text": "「く、うぅぅぅうぅぅっ……!!」" + }, + "50": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「う、おぉっ……出た出たぁ……気持ちいいぞぉ……」" + }, + "51": { + "name": "エリック", + "face": null, + "text": "「くそ、くそぉっ……だすなって、いった、のに……」" + }, + "52": { + "name": "長身の山賊", + "face": null, + "text": "「お前まだ俺が楽しんでないのに盛大にぶちまけやがって……\n ちゃんと拭いとけよ」" + }, + "53": { + "name": "恰幅のいい山賊", + "face": null, + "text": "「わぁってるよ、余韻くらいに浸らせろや」" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": "長身の山賊", + "face": null, + "text": "「ほら、次は俺の番だ。さっさと正気に戻れ」" + }, + "56": { + "name": "エリック", + "face": null, + "text": "「ちょ、ちょっと……や、やすませて……」" + }, + "57": { + "name": "ナレーション", + "face": null, + "text": "弱々しく懇願するのも虚しく、エリックの姿は\n長身の山賊に覆いかぶさられ、見えなくなってしまった。" + }, + "58": { + "name": null, + "face": null, + "text": "終了" + }, + "": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene202.json b/www/data/text/Hscene202.json new file mode 100644 index 0000000..0bfb5e7 --- /dev/null +++ b/www/data/text/Hscene202.json @@ -0,0 +1,302 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "安宿の一室に立ち込める二人の淫靡な匂いに思わず\nエリックは息を呑んだ。これから自分もその一員に\n加わるのかと思うと、妙に身体がそわそわする。" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "男", + "face": null, + "text": "「――じゃ、エリックちゃん」" + }, + "8": { + "name": null, + "face": null, + "text": null + }, + "9": { + "name": "ナレーション", + "face": null, + "text": "男に声をかけられたエリックは思わず見を強張らせる。\n先程までソルの膣内をかき回し、彼女の愛液に塗れた\n未だに萎える様子を見せない陰茎がこちらに向けられる。" + }, + "10": { + "name": null, + "face": null, + "text": null + }, + "11": { + "name": "エリック", + "face": null, + "text": "「……わ、わかってる」" + }, + "12": { + "name": "男", + "face": null, + "text": "「ま、最初は慣れないだろうし、こっち見ないで\n お尻向けるだけでいいぜ。 ヤってる時の顔を\n 見られたくないってコは結構いるしな」" + }, + "13": { + "name": "エリック", + "face": null, + "text": "「そ、そう……」" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "ナレーション", + "face": null, + "text": "男の分厚い手がエリックの尻に触れて、彼女は思わず\nビクリと身体を震わせる。手は緊張を和らげるかのように\n優しく少しくすぐったくもある手付きで尻を撫でる。" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "エリック", + "face": null, + "text": "「んっ……ふ……」" + }, + "18": { + "name": "男", + "face": null, + "text": "「じゃあ、……さっそく挿入るよ」" + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "ナレーション", + "face": null, + "text": "男は陰茎を掴んで突き出された尻に向け、彼女の秘所にあてがう。\n先端が触れると再び彼女の身体は反応したが、そのままゆっくりと\n入り口を押し広げていった。" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "エリック", + "face": null, + "text": "「んっ、あ……太っ……い……」" + }, + "23": { + "name": "男", + "face": null, + "text": "「んー、やっぱりちょっとキツいね。\n 最初はちょっと前後して拡げておこうか」" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "エリック", + "face": null, + "text": "「は、あ……っ、ん、んぅっ……!\n くぅ、んっ、あ、うっ……は、あ、あ……」" + }, + "26": { + "name": "エリック", + "face": null, + "text": "(くっ、アレが引き抜かれる度にでっぱりの部分が、\n 中にひっかかって声がっ……)" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "男", + "face": null, + "text": "「さっきまで見てるだけだったのに結構濡れてるね。\n ……期待してたのかな………?」" + }, + "29": { + "name": "エリック", + "face": null, + "text": "「バっ……違うっ! そんなんじゃ……な、いいぃっ… \n しかたっ、仕方なくっ、やってる……だけ、だっ……!」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "慣れてきたのを感じたのか少しずつ早くなってくる男の腰の動きに、\n膣壁の気持ちいい箇所が絶え間なく擦られて\nエリックは少し声が上ずってしまう。" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "男", + "face": null, + "text": "「っ…、でもさ……自分で腰振っちゃってるし……さぁ?」" + }, + "34": { + "name": "エリック", + "face": null, + "text": "「それはっ、そっち、がっ……腰、揺らす、からっ……んんぅっ、\n あ、あたしはっ…!あ、あぁっ!じぶんで、じぶんでなん、てっ……\n して、ないっ……!」" + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": "エリック", + "face": null, + "text": "「んぅっ、あ、あぁっ、やだ、待って、ちょっとっ、\n こんな、あたし、あ、くぅっ…!!」" + }, + "37": { + "name": "エリック", + "face": null, + "text": "「やだっ、やだやだっ、違うっ……好き、なワケないのにっ、\n 違うのにっ……! あたしっ、あたしぃっ……」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "ナレーション", + "face": null, + "text": "限界が近いのか男も腰を深く突き押し付けるような動きへと変わる。\n竿全体を包み込む柔肉が射精を促すようにうねりだす。" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "エリック", + "face": null, + "text": "「あぁぁっ、ちが、うっ……違うのにっ……\n 気持ち、よくっ、な、あぁっ……!」" + }, + "42": { + "name": null, + "face": null, + "text": null + }, + "43": { + "name": "ナレーション", + "face": null, + "text": "否定する言葉すら満足に出せなくなってしまい、彼女はだらしなく\nされるがままに犯されていく。" + }, + "44": { + "name": "ナレーション", + "face": null, + "text": "思考すら真っ白に染め上げられ、絶頂する事しか\n考えられなくなった彼女は破れんばかりにシーツを\n握りながら嬌声をあげながら腰を振る。" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "男", + "face": null, + "text": "「うぉっ、でるぞ……射精るっ……!」" + }, + "47": { + "name": "エリック", + "face": null, + "text": "「う、あ、あぁぁぁあっ……!\n ああああぁぁぁぁぁっ………!!!」" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": "ソル", + "face": null, + "text": "「あの……エリックさん、大丈夫ですか……」" + }, + "51": { + "name": "エリック", + "face": null, + "text": "「う……あ、は、はぁ……はぁ………\n ……し、死んだかと思った…………」" + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": "ナレーション", + "face": null, + "text": "未だに余韻を残っているのか彼女は何度か痙攣をする。\n男が陰茎を引き抜くと、ぽっかりと空いた膣穴から\nどろりと精液がシーツへと垂れてシミを作っていた………。" + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": "終了" + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene203.json b/www/data/text/Hscene203.json new file mode 100644 index 0000000..cffd1c1 --- /dev/null +++ b/www/data/text/Hscene203.json @@ -0,0 +1,267 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "エリック", + "face": null, + "text": "「んっ、あっ……これ、好きかもっ……\n 気持ち、いいとこっ……こつ、こつってぇっ……」" + }, + "6": { + "name": null, + "face": null, + "text": null + }, + "7": { + "name": "ナレーション", + "face": null, + "text": "粗末なベッドがリズミカルに軋んだ音を立ててる。\nあれから何度か加護を受けるためにドラゴンカインドを行い、\n男と交わった結果、エリックは既に自ら跨り腰を振るまでになっていた。" + }, + "8": { + "name": "ナレーション", + "face": null, + "text": "そして、傍らには、頬を上気させて乱れるエリックを\n興味津々で眺めるソルがいる。" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ソル", + "face": null, + "text": "「エリックさん、すっごく気持ちよさそう……」" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "ソルが顔を寄せるとそれに応えるようにエリックは口を開き、\n彼女についばむようなキスをする。" + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "それだけに留まらず、お互いの舌を伸ばして先端を触れ合わせ、\n絡めあわせるように艶かしく動かす。" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "エリック", + "face": null, + "text": "「んんっ……は、ふっ……ちゅるるっ、んぅっ、\n ちゅっ、ちゅうぅ……」" + }, + "16": { + "name": "ソル", + "face": null, + "text": "「ちゅっ……ちゅるっ……んっ……」" + }, + "17": { + "name": "男", + "face": null, + "text": "「……おいおい……、\n 二人だけで楽しまれちゃ、寂しくなっちまうぜ……」" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": "エリック", + "face": null, + "text": "「ごめ……ちょっと夢中になっちゃってた、んっ……\n 今、動くから…ほら、この動き、好きだったでしょ…?」" + }, + "20": { + "name": "男", + "face": null, + "text": "「うおっ、急に締まってきた……エリックちゃん\n 結構うまくなったね」" + }, + "21": { + "name": "エリック", + "face": null, + "text": "「不本意ながら、ねっ……\n いつまでも、やだやだ言って、られない、し…」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "エリックは眉を潜めながらも腰を前後にグラインドさせる。\nその男と何度も交わった結果、お互いのどこが\n一番気持ちいいかを理解していた。彼女の内壁が陰茎で\nこすられる度に甘ったるい嬌声が部屋に響く。" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "エリック", + "face": null, + "text": "「はぁっ……はぁ、これっ……好き、好きっ……はぁ、\n んっ……あっ、あ、あ、はげしっ……」" + }, + "26": { + "name": "エリック", + "face": null, + "text": "「あっ、あんっ、ふ、んぁぁっ…!いい、すごく、いいっ…\n ヤバ……っ、あ、あぁっ……あ、あ、あっ…」" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "男", + "face": null, + "text": "「うっ……そろそろっ……」" + }, + "29": { + "name": "エリック", + "face": null, + "text": "「ん、んぁっ……は、はぁっ、い、いいっ……\n そのままっ、出してっ…出してぇっ…!」" + }, + "30": { + "name": "エリック", + "face": null, + "text": "「あたし、も、そろそろ、イく、かも……\n んっ、あ、あ、あああっ、んんんっ……!」" + }, + "31": { + "name": null, + "face": null, + "text": null + }, + "32": { + "name": "エリック", + "face": null, + "text": "「んぅっ、んぅうううぅっ……!」" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": "ナレーション", + "face": null, + "text": "エリックは腰を落とし一番奥で精を受け止める。\nシーツを握りしめながら俯いて深くため息を吐いて\n2,3度痙攣する。" + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "エリック", + "face": null, + "text": "「……はぁっ、はぁ、はぁ………\n ごめん、少し、このままにさせて……」" + }, + "38": { + "name": "男", + "face": null, + "text": "「いやぁ、よかったよエリックちゃん……いっぱい射精ちゃった」" + }, + "39": { + "name": "エリック", + "face": null, + "text": "「ん……いっぱい跳ねてたから、わかる……」" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "ソル", + "face": null, + "text": "「えへへ…エリックさん、今回もとっても気持ちよさそうでした」" + }, + "42": { + "name": "エリック", + "face": null, + "text": "「……そ、そう……? あんまり自覚ないけど」" + }, + "43": { + "name": "ソル", + "face": null, + "text": "「はいっ、出してもらった時、とっても嬉しそうな\n 顔してましたし…」" + }, + "44": { + "name": "エリック", + "face": null, + "text": "(確かに……出された時、中で暴れまわってて、\n 凄く、気持ちよかった………あたし、エッチに\n なったのかな…………)" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "自己嫌悪にも似た戸惑いを覚えながらも、\nエリックは余韻が落ち着くまでの間繋がったまま\n肩で息をしていた………。" + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene301.json b/www/data/text/Hscene301.json new file mode 100644 index 0000000..277953b --- /dev/null +++ b/www/data/text/Hscene301.json @@ -0,0 +1,257 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "宝石をあしらわれた豪華なベッドの上に寝かされる。\n一糸まとわぬ姿で寝そべる彼女の姿を貴族の男はまるで\n芸術品を鑑賞するかのように凝視する。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "男", + "face": null, + "text": "「本当にっ、本当にいいのだねっ?」" + }, + "9": { + "name": "エニ先生", + "face": null, + "text": "「……………。\n ええ、約束です。お好きに……」" + }, + "10": { + "name": "男", + "face": null, + "text": "「で、ではお言葉に甘えさせてもらうよっ……」" + }, + "11": { + "name": "エニ先生", + "face": null, + "text": "「んっ…………」" + }, + "12": { + "name": null, + "face": null, + "text": null + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "男は彼女の尻の感触を堪能したあと、その柔らかな肉を押し広げ、\n彼女の秘所を顕にする。\n既に勃起している男は陰茎を彼女の秘所へと宛てがい、\n先端を入り口にこすりつける。" + }, + "14": { + "name": "ナレーション", + "face": null, + "text": "そして、陰茎が彼女の体の中に侵入し、\nゆっくりと膣壁を押し広げていく。" + }, + "15": { + "name": "エニ先生", + "face": null, + "text": "「んっ…………! くぅっ………んっ……」" + }, + "16": { + "name": "エニ先生", + "face": null, + "text": "(さすがに……日頃から女を抱いているだけはありますね……)" + }, + "17": { + "name": null, + "face": null, + "text": null + }, + "18": { + "name": "男", + "face": null, + "text": "「すごいなぁ、こんな逸材がいたとは……どうだね、\n 今晩だけとは言わず、これからも私に尽くすというのは……」" + }, + "19": { + "name": "エニ先生", + "face": null, + "text": "「御冗談を……今晩、だけの……約束、ですからっ……\n ん、んぅっ……」" + }, + "20": { + "name": "男", + "face": null, + "text": "「ううむ……惜しいが、約束を反故にするのは確かに\n 私のポリシーに反する……\n 仕方あるまい、一夜の夢として堪能するとしよう」" + }, + "21": { + "name": "エニ先生", + "face": null, + "text": "「ええ……ん、あっ…心、ゆくまで、ご堪能っ……ください…\n ん、んんっ……!」" + }, + "22": { + "name": null, + "face": null, + "text": null + }, + "23": { + "name": "ナレーション", + "face": null, + "text": "言われるまでもなく、というように男は腰の動きを早める。\n突き上げられる度に声を上げそうになるが唇を噛んでこらえる。\nしかし、膣は快楽に反応して痙攣しはじめる。" + }, + "24": { + "name": null, + "face": null, + "text": null + }, + "25": { + "name": "男", + "face": null, + "text": "「おふっ……急に締まって……\n 私の腰使いに思わず絶頂してしてしまったかな?」" + }, + "26": { + "name": "エニ先生", + "face": null, + "text": "「そ、そんなっ……事、ありま、せんっ……\n あんんぅっ、は、はぁっ、あ、んっ……!んぅっ……」" + }, + "27": { + "name": "男", + "face": null, + "text": "「しかし先程より声が我慢できていないようだ。\n 何人と女を抱いてきた私ならば、君を快楽の果てに導けよう」" + }, + "28": { + "name": "エニ先生", + "face": null, + "text": "「か、快楽などっ……かん、じて……は、ぁぁあっ……!」" + }, + "29": { + "name": "エニ先生", + "face": null, + "text": "「う、ぁ、あ………んっ……、んっ………\n わ、私は……っ………あ、ぁっ……んっ……」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "ナレーション", + "face": null, + "text": "息をするために口を開くと、同時に嬌声が漏れてしまう。\n男の言葉を否定しようも、矛盾するように身体はわななき、\n甘ったるい声があふれる。" + }, + "32": { + "name": "ナレーション", + "face": null, + "text": "ただ終わるまで装飾の飾りなどを眺めていようとしていたのに、\n今では声を上げまいと必死に堪えることしかできない。\n完全に相手を舐めていた。そして自分の内なる性的欲求も。\n男の腰の動きが早くなり、応えるようにエニも腰が浮く。" + }, + "33": { + "name": null, + "face": null, + "text": null + }, + "34": { + "name": "男", + "face": null, + "text": "「おおぉっ、出す、出すぞっ……\n 一発目、しっかり受け止めてくれっ……」" + }, + "35": { + "name": "エニ先生", + "face": null, + "text": "「ふ、ぅ、うう……っ!?ん、ん、んっっ…\n く……ぅ………んっ……!」" + }, + "36": { + "name": "エニ先生", + "face": null, + "text": "「んんぅっ……、んんんんんんんっ……!!」" + }, + "37": { + "name": null, + "face": null, + "text": "暗転" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "ナレーション", + "face": null, + "text": "最後まで声こそ上げることはなかったが、\nエニの身体は一際大きく跳ねて、男の精液を受け止める。\n心地よい悦楽に目の前が真っ白になった。" + }, + "40": { + "name": null, + "face": null, + "text": null + }, + "41": { + "name": "男", + "face": null, + "text": "「ふぅっ、ふぅ……素晴らしかった……」" + }, + "42": { + "name": "エニ先生", + "face": null, + "text": "「はぁ……はぁ、はぁ…………っ……\n ………ご堪能、いただけましたか………」" + }, + "43": { + "name": "男", + "face": null, + "text": "「ああ、もちろん。\n だがまだ君の身体を全て堪能したわけじゃない、\n まだまだ行くぞ………❤」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": "ナレーション", + "face": null, + "text": "男は満足げに舌舐めずりをしてエニを眺める。\nまだ夜は始まったばかりであった。" + }, + "46": { + "name": null, + "face": null, + "text": "終了" + }, + "47": { + "name": null, + "face": null, + "text": null + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene303.json b/www/data/text/Hscene303.json new file mode 100644 index 0000000..0c84f08 --- /dev/null +++ b/www/data/text/Hscene303.json @@ -0,0 +1,492 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": null, + "face": null, + "text": null + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "薄暗い部屋の中。\nエニはベッドに横たわってただ壁を眺めていた。\n何をするわけでもなく、ただ時間だけが過ぎていく。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "エニ先生", + "face": null, + "text": "「…………………」" + }, + "9": { + "name": null, + "face": null, + "text": null + }, + "10": { + "name": "ナレーション", + "face": null, + "text": "彼女は長時間外出できることができないお陰で、\n魂が抜けたかのような状態になってしまっていた。" + }, + "11": { + "name": "ナレーション", + "face": null, + "text": "――ギシ。" + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "彼女の部屋の扉が、ゆっくりと開いた。" + }, + "13": { + "name": "ナレーション", + "face": null, + "text": "――ギシ。" + }, + "14": { + "name": null, + "face": null, + "text": null + }, + "15": { + "name": "エニ先生", + "face": null, + "text": "「………………」" + }, + "16": { + "name": null, + "face": null, + "text": null + }, + "17": { + "name": "ナレーション", + "face": null, + "text": "エニは音のした方向に少し視線をやるが、また壁を眺め始める。\nすると、男が一人部屋に入ってくる。おずおずと彼女に歩み寄る。\n暗殺や泥棒の類ではない。ただの村の男だ。" + }, + "18": { + "name": null, + "face": null, + "text": null + }, + "19": { + "name": null, + "face": null, + "text": null + }, + "20": { + "name": "エニ先生", + "face": null, + "text": "「……………なんでしょう………」" + }, + "21": { + "name": null, + "face": null, + "text": null + }, + "22": { + "name": "ナレーション", + "face": null, + "text": "動き一つせずに壁を眺めながらエニは男に尋ねた。" + }, + "23": { + "name": null, + "face": null, + "text": null + }, + "24": { + "name": "男", + "face": null, + "text": "「い、いや……その」" + }, + "25": { + "name": null, + "face": null, + "text": null + }, + "26": { + "name": "ナレーション", + "face": null, + "text": "男は口ごもる。しかし男が何をしたいのか検討はついていた。\n気怠げに足を広げ彼女は股を彼に見せる。\n何もかもがどうでもいいというように。" + }, + "27": { + "name": null, + "face": null, + "text": null + }, + "28": { + "name": "エニ先生", + "face": null, + "text": "「貴方もしたい…………のでしょう…………」" + }, + "29": { + "name": "男", + "face": null, + "text": "「え……あ……」" + }, + "30": { + "name": null, + "face": null, + "text": null + }, + "31": { + "name": "エニ先生", + "face": null, + "text": "「したいのなら…………お好きにどうぞ………」" + }, + "32": { + "name": null, + "face": null, + "text": null + }, + "33": { + "name": "ナレーション", + "face": null, + "text": "震えながら男は彼女に覆いかぶさり、いそいそと\nズボンを脱いですでに反り返っている陰茎を取り出す。\nエニは仰向けになって天井を見つめる。" + }, + "34": { + "name": "ナレーション", + "face": null, + "text": "こういった事は始めてではない。無気力状態になった\nエニを最初に見つけた男が気遣って彼女を揺すぶった時、\n服がはだけて肌が顕になった。" + }, + "35": { + "name": "ナレーション", + "face": null, + "text": "それを直そうともせず、ただどこかを見つめる彼女に、\nその男は恐れつつも肌に手を這わせ、それでも反応を示さない\n彼女に対する行為はエスカレートしていった。" + }, + "36": { + "name": "ナレーション", + "face": null, + "text": "今ではそれが伝聞し夜になると、\n男たちがひっきりなしにやってくるようになった。" + }, + "37": { + "name": null, + "face": null, + "text": null + }, + "38": { + "name": "エニ先生", + "face": null, + "text": "「ん、んぅっ……ぁ……」" + }, + "39": { + "name": null, + "face": null, + "text": null + }, + "40": { + "name": "ナレーション", + "face": null, + "text": "陰茎をあてがわれたエニは小さく声を漏らすも、\nそれ以上の反応は見せない。陰茎の先端から溢れた汁を\n彼女の秘所にまぶしてゆっくりと奥へと侵入していく。" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "男", + "face": null, + "text": "「う、ぉっ……こ、これがっ……」" + }, + "43": { + "name": "エニ先生", + "face": null, + "text": "「ふっ……ん、はぁ……………」" + }, + "44": { + "name": null, + "face": null, + "text": null + }, + "45": { + "name": "ナレーション", + "face": null, + "text": "男も慣れていないのかぎこちなく腰を動かす。\n彼女の膣内の快感に耐えきれず徐々に陰茎は膨張していく。" + }, + "46": { + "name": null, + "face": null, + "text": null + }, + "47": { + "name": "エニ先生", + "face": null, + "text": "「んっ……は……、んぅっ、んっ………」" + }, + "48": { + "name": "男", + "face": null, + "text": "「あっ……もうっ……」" + }, + "49": { + "name": "エニ先生", + "face": null, + "text": "「え……………」" + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": "ナレーション", + "face": null, + "text": "男の身体が震えたかと思うとエニの膣内に\nどくどくと精液が流し込まれる。女をよく知らぬ男に\nエニの身体は刺激が強すぎたのかすぐに果ててしまった。" + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": "別の男", + "face": null, + "text": "「お、今日もやってるな」" + }, + "55": { + "name": "男", + "face": null, + "text": "「あ……」" + }, + "56": { + "name": "別の男", + "face": null, + "text": "「終わってんならさっさと代わってくれ、後ろがつかえてるんでな。\n なに、どうせ明日もこんな感じだからまた来いや」" + }, + "57": { + "name": "男", + "face": null, + "text": "「は、はい……」" + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": "ナレーション", + "face": null, + "text": "すぐに出してしまい、楽しむ時間もなかった男は\n少し落ち込みながら部屋を出ていく。代わりに残った男が\nシーツでエニの精液を拭き取ってから覆いかぶさる。" + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": "別の男", + "face": null, + "text": "「さ、今日も楽しませてもらいますよ。先生」" + }, + "62": { + "name": "エニ先生", + "face": null, + "text": "「…………お好きに、どうぞ………」" + }, + "63": { + "name": null, + "face": null, + "text": null + }, + "64": { + "name": "別の男", + "face": null, + "text": "「おっ……っとォ………」" + }, + "65": { + "name": "エニ先生", + "face": null, + "text": "「……く、ん、はぁ……あ、ふっ……………んっ」" + }, + "66": { + "name": "別の男", + "face": null, + "text": "「さっきの男はどうだった? 先生」" + }, + "67": { + "name": "エニ先生", + "face": null, + "text": "「………いえ……んう、特になにも……。\n …………すぐ、果ててしまったので……」" + }, + "68": { + "name": "別の男", + "face": null, + "text": "「ハハッ、そりゃ残念だったな、\n じゃああいつの分まで楽しませてやるよ」" + }, + "69": { + "name": null, + "face": null, + "text": null + }, + "70": { + "name": "別の男", + "face": null, + "text": "「はぁっ……そうだよなぁ、エニ先生みたいな最高の身体っ、\n 俺だって気抜いたら……すぐ出ちまいそうだっ……」" + }, + "71": { + "name": "エニ先生", + "face": null, + "text": "「うぁ……は、んぅっ……あっ……………\n ……それ、はっ……よかった、ですが…………っ……」" + }, + "72": { + "name": null, + "face": null, + "text": null + }, + "73": { + "name": "ナレーション", + "face": null, + "text": "男は躊躇せず腰を快楽に任せながら振る。\n部屋に男の荒い吐息と、エニのか細い声、そして\n肉と肉が触れ合う音が響き渡る。" + }, + "74": { + "name": "ナレーション", + "face": null, + "text": "それも徐々に早まっていき、\n最終的に腰を尻肉に密着するくらいに深く突いて左右に腰をふる。" + }, + "75": { + "name": null, + "face": null, + "text": null + }, + "76": { + "name": "エニ先生", + "face": null, + "text": "「ふ、う、んっ、んっ、んんっ、………ふ、あ………ぅっ………」" + }, + "77": { + "name": "別の男", + "face": null, + "text": "「うぅっ……せんせ、出る……っ」" + }, + "78": { + "name": "エニ先生", + "face": null, + "text": "「……ん、んぅっ……………!!」" + }, + "79": { + "name": null, + "face": null, + "text": null + }, + "80": { + "name": "ナレーション", + "face": null, + "text": "男が確実に奥に精を吐き出そうとエニの腰を掴んで\n深く突き刺す。深い溜め息と共に、エニの膣奥に\n粘度の高い精液が流し込まれていく。" + }, + "81": { + "name": null, + "face": null, + "text": null + }, + "82": { + "name": "別の男", + "face": null, + "text": "「うぅっ……ふぅ……出たぁ」" + }, + "83": { + "name": "別の男2", + "face": null, + "text": "「おい、そろそろいいか?」" + }, + "84": { + "name": "別の男", + "face": null, + "text": "「おっ、悪い悪い……すぐ交代するからよ」" + }, + "85": { + "name": "別の男2", + "face": null, + "text": "「エニ先生の具合が良すぎてすぐイっちまう奴ばっかりだな、\n まぁその方がすぐ順番回ってきてありがたいんだけどよ」" + }, + "86": { + "name": "別の男", + "face": null, + "text": "「どうせお前も3突きも持たないだろ」" + }, + "87": { + "name": "別の男2", + "face": null, + "text": "「言ってろ」" + }, + "88": { + "name": null, + "face": null, + "text": null + }, + "89": { + "name": "ナレーション", + "face": null, + "text": "そんな二人の話を聞きながら、エニは天井を眺め続ける。\n全てに無気力な彼女は、膣内に出されようがどうされようが\nどうでも良かった。" + }, + "90": { + "name": "ナレーション", + "face": null, + "text": "ただただ外に出られるのがいつになるか、\n彼女は待ちわびるだけだった。" + }, + "91": { + "name": null, + "face": null, + "text": "終了" + }, + "92": { + "name": null, + "face": null, + "text": null + }, + "93": { + "name": null, + "face": null, + "text": null + }, + "94": { + "name": null, + "face": null, + "text": null + }, + "95": { + "name": null, + "face": null, + "text": null + }, + "96": { + "name": null, + "face": null, + "text": null + }, + "97": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Hscene304.json b/www/data/text/Hscene304.json new file mode 100644 index 0000000..bfa5078 --- /dev/null +++ b/www/data/text/Hscene304.json @@ -0,0 +1,347 @@ +{ + "0": { + "name": "-", + "face": "表情", + "text": "セリフ内容" + }, + "1": { + "name": null, + "face": null, + "text": "●場面:" + }, + "2": { + "name": "-", + "face": "-", + "text": null + }, + "3": { + "name": null, + "face": null, + "text": null + }, + "4": { + "name": null, + "face": null, + "text": null + }, + "5": { + "name": "ナレーション", + "face": null, + "text": "薄暗い宿の一室に、複数の男女の吐息が響き渡る。\nランプの明かりが、その淫猥な儀式を照らし\n彼らの影を床に落とす。" + }, + "6": { + "name": "ナレーション", + "face": null, + "text": "二人の女性が、ベッドの上でそれぞれ別の男に抱かれている。\n既に二人共うっすらと汗に塗れ、事が始まってからしばらく\n経ったと見える。" + }, + "7": { + "name": null, + "face": null, + "text": null + }, + "8": { + "name": "エニ先生", + "face": null, + "text": "「んっ、うぅっ、んっ……ふぅ……んっ……\n まったく……ドラゴン、カインド、とは言え……っ……」" + }, + "9": { + "name": "エリック", + "face": null, + "text": "「ふ、あぅっ、く…ぅ……んっ……\n 諦めなって、先生……っ、こういう、もの、だから……っ」" + }, + "10": { + "name": "男", + "face": null, + "text": "「そうそう、こうなったら愉しんだ方がいいぜ、先生」" + }, + "11": { + "name": null, + "face": null, + "text": null + }, + "12": { + "name": "ナレーション", + "face": null, + "text": "未だに文句を言いながらも、されるがまま犯される先生。\n否定の言葉とは裏腹に、声には官能の色が強く滲み出ていた。" + }, + "13": { + "name": null, + "face": null, + "text": null + }, + "14": { + "name": "エニ先生", + "face": null, + "text": "「くぅ、んんんっ、んふぅっ、あ、あぅ……っっ……んんっ……!」" + }, + "15": { + "name": "男", + "face": null, + "text": "「へ、ほら、先生だってもう大分感じてるじゃない?\n こんなに声まであげちゃってさ……」" + }, + "16": { + "name": "エニ先生", + "face": null, + "text": "「く、ぅ、んんっ……別に、感じて、いる訳、では……\n んんんっっ………!」" + }, + "17": { + "name": "男", + "face": null, + "text": "「そう言って、随分ご無沙汰で持て余してたんじゃないの?\n もう涎ダラッダラだよ?」" + }, + "18": { + "name": "エニ先生", + "face": null, + "text": "「……違い、ます………私は、そんな………ふ、ぅっ……\n ん……ぅっ、持て余して、など………」" + }, + "19": { + "name": "エニ先生", + "face": null, + "text": "「あぅ…あ、あっ……いい、激し……っ……\n んぅぅっ……!あ、ふぁ……っ…」" + }, + "20": { + "name": null, + "face": null, + "text": null + }, + "21": { + "name": "男2", + "face": null, + "text": "「エリックちゃんッ!へへ、エリックちゃんッ……!!」" + }, + "22": { + "name": "エリック", + "face": null, + "text": "「みんな、がっつき、すぎだって………\n そん、な、慌てなく……ても……する、からさ……\n あたしも、そんな、嫌いじゃ、ないし…さ………」" + }, + "23": { + "name": "男2", + "face": null, + "text": "「そんな事、言ってもよ……!\n 我慢できるわけ、ねえだろ……!」" + }, + "24": { + "name": "エリック", + "face": null, + "text": "「あ、あっ、ふ、んんんっ……!く………ぅ………\n ちょ、っと……それ、は、あぁっ……!あ、ぅ……んっ…」" + }, + "25": { + "name": "エリック", + "face": null, + "text": "「あ、いい、それ、そこ、スゴく、好き、いいっ……!!\n もっと、そこ、あ、あぅんっ、あああっ……!!」" + }, + "26": { + "name": null, + "face": null, + "text": null + }, + "27": { + "name": "エニ先生", + "face": null, + "text": "「んんんぅぅっ……!!、く、ぅぅぅぅ………!!」" + }, + "28": { + "name": "エリック", + "face": null, + "text": "「んっ、へへ、先生、も、だいぶ、良くなってきた、\n みたいだね……ふ、あ、ぅ、あたしも、もう、\n イキそ………」" + }, + "29": { + "name": "男", + "face": null, + "text": "「俺、もう、射精ちまうっ…!先生ェっ……!\n 膣内、出して、いいよね…!?」" + }, + "30": { + "name": "男2", + "face": null, + "text": "「く、俺もだ、エリック…!出すぞ、膣内、出すぞ!」" + }, + "31": { + "name": "エリック", + "face": null, + "text": "「いい、よ、出して、思いっきり、出して……!\n 好きに、して、いっぱい、んっ、ああああぁぁぁ……っ!!」" + }, + "32": { + "name": "エニ先生", + "face": null, + "text": "「射精して、射精して、ください……、好きに……!\n んっ、あ、あ、あ、あぁぁっ……」" + }, + "33": { + "name": "エニ先生", + "face": null, + "text": "「んんんんんっっっっ……!!!」" + }, + "34": { + "name": null, + "face": null, + "text": null + }, + "35": { + "name": null, + "face": null, + "text": null + }, + "36": { + "name": null, + "face": null, + "text": null + }, + "37": { + "name": "エニ先生", + "face": null, + "text": "「ふぅ………ふぅ………くっ…………\n ……私、と、したことが………」" + }, + "38": { + "name": null, + "face": null, + "text": null + }, + "39": { + "name": "エリック", + "face": null, + "text": "「これで、終わりって、訳じゃないから、\n も少し……頑張ろうね、先生」" + }, + "40": { + "name": "エニ先生", + "face": null, + "text": "「…………え?」" + }, + "41": { + "name": null, + "face": null, + "text": null + }, + "42": { + "name": "ナレーション", + "face": null, + "text": "先生がふと横を見れば、まだ彼女らを抱いていない\n手持ち無沙汰だった男たちが、今まさに\n襲いかからんとしていた。彼女らの乱れた姿を見て、\n既に股間は臨戦態勢に入っている。" + }, + "43": { + "name": null, + "face": null, + "text": null + }, + "44": { + "name": "エニ先生", + "face": null, + "text": "「え、あの、もう少し、その………んぅぅっ………!!!」" + }, + "45": { + "name": null, + "face": null, + "text": null + }, + "46": { + "name": "ナレーション", + "face": null, + "text": "エニ先生とエリックの姿は、また覆いかぶさる男達に隠れて\n見えなくなる。\n夜が空けるまで、開放されそうにはなかった……" + }, + "47": { + "name": null, + "face": null, + "text": "終了" + }, + "48": { + "name": null, + "face": null, + "text": null + }, + "49": { + "name": null, + "face": null, + "text": null + }, + "50": { + "name": null, + "face": null, + "text": null + }, + "51": { + "name": null, + "face": null, + "text": null + }, + "52": { + "name": null, + "face": null, + "text": null + }, + "53": { + "name": null, + "face": null, + "text": null + }, + "54": { + "name": null, + "face": null, + "text": null + }, + "55": { + "name": null, + "face": null, + "text": null + }, + "56": { + "name": null, + "face": null, + "text": null + }, + "57": { + "name": null, + "face": null, + "text": null + }, + "58": { + "name": null, + "face": null, + "text": null + }, + "59": { + "name": null, + "face": null, + "text": null + }, + "60": { + "name": null, + "face": null, + "text": null + }, + "61": { + "name": null, + "face": null, + "text": null + }, + "62": { + "name": null, + "face": null, + "text": null + }, + "63": { + "name": null, + "face": null, + "text": null + }, + "64": { + "name": null, + "face": null, + "text": null + }, + "65": { + "name": null, + "face": null, + "text": null + }, + "66": { + "name": null, + "face": null, + "text": null + }, + "67": { + "name": null, + "face": null, + "text": null + }, + "68": { + "name": null, + "face": null, + "text": null + } +} \ No newline at end of file diff --git a/www/data/text/Treasure.json b/www/data/text/Treasure.json new file mode 100644 index 0000000..0e67867 --- /dev/null +++ b/www/data/text/Treasure.json @@ -0,0 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奥":{"前足 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手前":{"前足 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奥":{"後ろ足 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"0" + a : a } function S(a, e, g, j) { if (a.addEventListener) a[j ? "removeEventListener" : "addEventListener"](e, g, !1); else if (a.attachEvent) a[j ? "detachEvent" : "attachEvent"]("on" + e, g) } function D(a, e) { + function g(a, b, d, c) { return y[0 | a][Math.round(Math.min((b - d) / (c - d) * J, J))] } + function r() { f.legend.fps !== q && (f.legend.fps = q, f.legend[T] = q ? "FPS" : "ms"); K = q ? b.fps : b.duration; f.count[T] = 999 < K ? "999+" : K.toFixed(99 < K ? 0 : d.decimals) } function m() { + z = A(); L < z - d.threshold && (b.fps -= b.fps / Math.max(1, 60 * d.smoothing / d.interval), b.duration = 1E3 / b.fps); for (c = d.history; c--;)E[c] = 0 === c ? b.fps : E[c - 1], F[c] = 0 === c ? b.duration : F[c - 1]; r(); if (d.heat) { + if (w.length) for (c = w.length; c--;)w[c].el.style[h[w[c].name].heatOn] = q ? g(h[w[c].name].heatmap, b.fps, 0, d.maxFps) : g(h[w[c].name].heatmap, b.duration, d.threshold, + 0); if (f.graph && h.column.heatOn) for (c = u.length; c--;)u[c].style[h.column.heatOn] = q ? g(h.column.heatmap, E[c], 0, d.maxFps) : g(h.column.heatmap, F[c], d.threshold, 0) + } if (f.graph) for (p = 0; p < d.history; p++)u[p].style.height = (q ? E[p] ? Math.round(O / d.maxFps * Math.min(E[p], d.maxFps)) : 0 : F[p] ? Math.round(O / d.threshold * Math.min(F[p], d.threshold)) : 0) + "px" + } function k() { 20 > d.interval ? (x = M(k), m()) : (x = setTimeout(k, d.interval), P = M(m)) } function G(a) { + a = a || window.event; a.preventDefault ? (a.preventDefault(), a.stopPropagation()) : (a.returnValue = + !1, a.cancelBubble = !0); b.toggle() + } function U() { d.toggleOn && S(f.container, d.toggleOn, G, 1); a.removeChild(f.container) } function V() { + f.container && U(); h = D.theme[d.theme]; y = h.compiledHeatmaps || []; if (!y.length && h.heatmaps.length) { + for (p = 0; p < h.heatmaps.length; p++) { + y[p] = []; for (c = 0; c <= J; c++) { + var b = y[p], e = c, g; g = 0.33 / J * c; var j = h.heatmaps[p].saturation, m = h.heatmaps[p].lightness, n = void 0, k = void 0, l = void 0, t = l = void 0, v = n = k = void 0, v = void 0, l = 0.5 >= m ? m * (1 + j) : m + j - m * j; 0 === l ? g = "#000" : (t = 2 * m - l, k = (l - t) / l, g *= 6, n = Math.floor(g), + v = g - n, v *= l * k, 0 === n || 6 === n ? (n = l, k = t + v, l = t) : 1 === n ? (n = l - v, k = l, l = t) : 2 === n ? (n = t, k = l, l = t + v) : 3 === n ? (n = t, k = l - v) : 4 === n ? (n = t + v, k = t) : (n = l, k = t, l -= v), g = "#" + N(n) + N(k) + N(l)); b[e] = g + } + } h.compiledHeatmaps = y + } f.container = s(document.createElement("div"), h.container); f.count = f.container.appendChild(s(document.createElement("div"), h.count)); f.legend = f.container.appendChild(s(document.createElement("div"), h.legend)); f.graph = d.graph ? f.container.appendChild(s(document.createElement("div"), h.graph)) : 0; w.length = 0; for (var q in f) f[q] && + h[q].heatOn && w.push({ name: q, el: f[q] }); u.length = 0; if (f.graph) { f.graph.style.width = d.history * h.column.width + (d.history - 1) * h.column.spacing + "px"; for (c = 0; c < d.history; c++)u[c] = f.graph.appendChild(s(document.createElement("div"), h.column)), u[c].style.position = "absolute", u[c].style.bottom = 0, u[c].style.right = c * h.column.width + c * h.column.spacing + "px", u[c].style.width = h.column.width + "px", u[c].style.height = "0px" } s(f.container, d); r(); a.appendChild(f.container); f.graph && (O = f.graph.clientHeight); d.toggleOn && ("click" === + d.toggleOn && (f.container.style.cursor = "pointer"), S(f.container, d.toggleOn, G)) + } "object" === H(a) && a.nodeType === j && (e = a, a = document.body); a || (a = document.body); var b = this, d = I({}, D.defaults, e || {}), f = {}, u = [], h, y, J = 100, w = [], W = 0, B = d.threshold, Q = 0, L = A() - B, z, E = [], F = [], x, P, q = "fps" === d.show, O, K, c, p; b.options = d; b.fps = 0; b.duration = 0; b.isPaused = 0; b.tickStart = function () { Q = A() }; b.tick = function () { z = A(); W = z - L; B += (W - B) / d.smoothing; b.fps = 1E3 / B; b.duration = Q < L ? B : z - Q; L = z }; b.pause = function () { + x && (b.isPaused = 1, clearTimeout(x), + C(x), C(P), x = P = 0); return b + }; b.resume = function () { x || (b.isPaused = 0, k()); return b }; b.set = function (a, c) { d[a] = c; q = "fps" === d.show; -1 !== R(a, X) && V(); -1 !== R(a, Y) && s(f.container, d); return b }; b.showDuration = function () { b.set("show", "ms"); return b }; b.showFps = function () { b.set("show", "fps"); return b }; b.toggle = function () { b.set("show", q ? "ms" : "fps"); return b }; b.hide = function () { b.pause(); f.container.style.display = "none"; return b }; b.show = function () { b.resume(); f.container.style.display = "block"; return b }; b.destroy = function () { + b.pause(); + U(); b.tick = b.tickStart = function () { } + }; V(); k() + } var A, r = m.performance; A = r && (r.now || r.webkitNow) ? r[r.now ? "now" : "webkitNow"].bind(r) : function () { return +new Date }; for (var C = m.cancelAnimationFrame || m.cancelRequestAnimationFrame, M = m.requestAnimationFrame, r = ["moz", "webkit", "o"], G = 0, k = 0, Z = r.length; k < Z && !C; ++k)M = (C = m[r[k] + "CancelAnimationFrame"] || m[r[k] + "CancelRequestAnimationFrame"]) && m[r[k] + "RequestAnimationFrame"]; C || (M = function (a) { + var e = A(), g = Math.max(0, 16 - (e - G)); G = e + g; return m.setTimeout(function () { + a(e + + g) + }, g) + }, C = function (a) { clearTimeout(a) }); var T = "string" === H(document.createElement("div").textContent) ? "textContent" : "innerText"; D.extend = I; window.FPSMeter = D; D.defaults = { interval: 100, smoothing: 10, show: "fps", toggleOn: "click", decimals: 1, maxFps: 60, threshold: 100, position: "absolute", zIndex: 10, left: "5px", top: "5px", right: "auto", bottom: "auto", margin: "0 0 0 0", theme: "dark", heat: 0, graph: 0, history: 20 }; var X = ["toggleOn", "theme", "heat", "graph", "history"], Y = "position zIndex left top right bottom margin".split(" ") +})(window); (function (m, j) { + j.theme = {}; var s = j.theme.base = { + heatmaps: [], container: { heatOn: null, heatmap: null, padding: "5px", minWidth: "95px", height: "30px", lineHeight: "30px", textAlign: "right", textShadow: "none" }, count: { heatOn: null, heatmap: null, position: "absolute", top: 0, right: 0, padding: "5px 10px", height: "30px", fontSize: "24px", fontFamily: "Consolas, Andale Mono, monospace", zIndex: 2 }, legend: { + heatOn: null, heatmap: null, position: "absolute", top: 0, left: 0, padding: "5px 10px", height: "30px", fontSize: "12px", lineHeight: "32px", fontFamily: "sans-serif", + textAlign: "left", zIndex: 2 + }, graph: { heatOn: null, heatmap: null, position: "relative", boxSizing: "padding-box", MozBoxSizing: "padding-box", height: "100%", zIndex: 1 }, column: { width: 4, spacing: 1, heatOn: null, heatmap: null } + }; j.theme.dark = j.extend({}, s, { heatmaps: [{ saturation: 0.8, lightness: 0.8 }], container: { background: "#222", color: "#fff", border: "1px solid #1a1a1a", textShadow: "1px 1px 0 #222" }, count: { heatOn: "color" }, column: { background: "#3f3f3f" } }); j.theme.light = j.extend({}, s, { + heatmaps: [{ saturation: 0.5, lightness: 0.5 }], + container: { color: "#666", background: "#fff", textShadow: "1px 1px 0 rgba(255,255,255,.5), -1px -1px 0 rgba(255,255,255,.5)", boxShadow: "0 0 0 1px rgba(0,0,0,.1)" }, count: { heatOn: "color" }, column: { background: "#eaeaea" } + }); j.theme.colorful = j.extend({}, s, { heatmaps: [{ saturation: 0.5, lightness: 0.6 }], container: { heatOn: "backgroundColor", background: "#888", color: "#fff", textShadow: "1px 1px 0 rgba(0,0,0,.2)", boxShadow: "0 0 0 1px rgba(0,0,0,.1)" }, column: { background: "#777", backgroundColor: "rgba(0,0,0,.2)" } }); j.theme.transparent = + j.extend({}, s, { heatmaps: [{ saturation: 0.8, lightness: 0.5 }], container: { padding: 0, color: "#fff", textShadow: "1px 1px 0 rgba(0,0,0,.5)" }, count: { padding: "0 5px", height: "40px", lineHeight: "40px" }, legend: { padding: "0 5px", height: "40px", lineHeight: "42px" }, graph: { height: "40px" }, column: { width: 5, background: "#999", heatOn: "backgroundColor", opacity: 0.5 } }) +})(window, FPSMeter); diff --git a/www/js/libs/iphone-inline-video.browser.js b/www/js/libs/iphone-inline-video.browser.js new file mode 100644 index 0000000..b79fc2a --- /dev/null +++ b/www/js/libs/iphone-inline-video.browser.js @@ -0,0 +1,5 @@ +/*! npm.im/iphone-inline-video */ +var makeVideoPlayableInline = function () { + "use strict";/*! npm.im/intervalometer */ + function e(e, n, r, i) { function t(r) { d = n(t, i), e(r - (a || r)), a = r } var d, a; return { start: function () { d || t(0) }, stop: function () { r(d), d = null, a = 0 } } } function n(n) { return e(n, requestAnimationFrame, cancelAnimationFrame) } function r(e, n, r, i) { function t(n) { Boolean(e[r]) === Boolean(i) && n.stopImmediatePropagation(), delete e[r] } return e.addEventListener(n, t, !1), t } function i(e, n, r, i) { function t() { return r[n] } function d(e) { r[n] = e } i && d(e[n]), Object.defineProperty(e, n, { get: t, set: d }) } function t(e, n, r) { r.addEventListener(n, function () { return e.dispatchEvent(new Event(n)) }) } function d(e, n) { Promise.resolve().then(function () { e.dispatchEvent(new Event(n)) }) } function a(e) { var n = new Audio; return t(e, "play", n), t(e, "playing", n), t(e, "pause", n), n.crossOrigin = e.crossOrigin, n.src = e.src || e.currentSrc || "data:", n } function o(e, n, r) { (m || 0) + 200 < Date.now() && (e[g] = !0, m = Date.now()), r || (e.currentTime = n), A[++k % 3] = 100 * n | 0 } function u(e) { return e.driver.currentTime >= e.video.duration } function s(e) { var n = this; n.video.readyState >= n.video.HAVE_FUTURE_DATA ? (n.hasAudio || (n.driver.currentTime = n.video.currentTime + e * n.video.playbackRate / 1e3, n.video.loop && u(n) && (n.driver.currentTime = 0)), o(n.video, n.driver.currentTime)) : n.video.networkState !== n.video.NETWORK_IDLE || n.video.buffered.length || n.video.load(), n.video.ended && (delete n.video[g], n.video.pause(!0)) } function c() { var e = this, n = e[b]; return e.webkitDisplayingFullscreen ? void e[E]() : ("data:" !== n.driver.src && n.driver.src !== e.src && (o(e, 0, !0), n.driver.src = e.src), void (e.paused && (n.paused = !1, e.buffered.length || e.load(), n.driver.play(), n.updater.start(), n.hasAudio || (d(e, "play"), n.video.readyState >= n.video.HAVE_ENOUGH_DATA && d(e, "playing"))))) } function v(e) { var n = this, r = n[b]; r.driver.pause(), r.updater.stop(), n.webkitDisplayingFullscreen && n[T](), r.paused && !e || (r.paused = !0, r.hasAudio || d(n, "pause"), n.ended && (n[g] = !0, d(n, "ended"))) } function p(e, r) { var i = e[b] = {}; i.paused = !0, i.hasAudio = r, i.video = e, i.updater = n(s.bind(i)), r ? i.driver = a(e) : (e.addEventListener("canplay", function () { e.paused || d(e, "playing") }), i.driver = { src: e.src || e.currentSrc || "data:", muted: !0, paused: !0, pause: function () { i.driver.paused = !0 }, play: function () { i.driver.paused = !1, u(i) && o(e, 0) }, get ended() { return u(i) } }), e.addEventListener("emptied", function () { var n = !i.driver.src || "data:" === i.driver.src; i.driver.src && i.driver.src !== e.src && (o(e, 0, !0), i.driver.src = e.src, n ? i.driver.play() : i.updater.stop()) }, !1), e.addEventListener("webkitbeginfullscreen", function () { e.paused ? r && !i.driver.buffered.length && i.driver.load() : (e.pause(), e[E]()) }), r && (e.addEventListener("webkitendfullscreen", function () { i.driver.currentTime = e.currentTime }), e.addEventListener("seeking", function () { A.indexOf(100 * e.currentTime | 0) < 0 && (i.driver.currentTime = e.currentTime) })) } function l(e) { var n = e[b]; e[E] = e.play, e[T] = e.pause, e.play = c, e.pause = v, i(e, "paused", n.driver), i(e, "muted", n.driver, !0), i(e, "playbackRate", n.driver, !0), i(e, "ended", n.driver), i(e, "loop", n.driver, !0), r(e, "seeking"), r(e, "seeked"), r(e, "timeupdate", g, !1), r(e, "ended", g, !1) } function f(e, n, r) { void 0 === n && (n = !0), void 0 === r && (r = !0), r && !h || e[b] || (p(e, n), l(e), e.classList.add("IIV"), !n && e.autoplay && e.play(), /iPhone|iPod|iPad/.test(navigator.platform) || console.warn("iphone-inline-video is not guaranteed to work in emulated environments")) } var m, y = "undefined" == typeof Symbol ? function (e) { return "@" + (e || "@") + Math.random() } : Symbol, h = "object-fit" in document.head.style && /iPhone|iPod/i.test(navigator.userAgent) && !matchMedia("(-webkit-video-playable-inline)").matches, b = y(), g = y(), E = y("nativeplay"), T = y("nativepause"), A = [], k = 0; return f.isWhitelisted = h, f +}(); \ No newline at end of file diff --git a/www/js/libs/lz-string.js b/www/js/libs/lz-string.js new file mode 100644 index 0000000..925325d --- /dev/null +++ b/www/js/libs/lz-string.js @@ -0,0 +1 @@ +var LZString = { _keyStr: "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=", _f: String.fromCharCode, compressToBase64: function (e) { if (e == null) return ""; var t = ""; var n, r, i, s, o, u, a; var f = 0; e = LZString.compress(e); while (f < e.length * 2) { if (f % 2 == 0) { n = e.charCodeAt(f / 2) >> 8; r = e.charCodeAt(f / 2) & 255; if (f / 2 + 1 < e.length) i = e.charCodeAt(f / 2 + 1) >> 8; else i = NaN } else { n = e.charCodeAt((f - 1) / 2) & 255; if ((f + 1) / 2 < e.length) { r = e.charCodeAt((f + 1) / 2) >> 8; i = e.charCodeAt((f + 1) / 2) & 255 } else r = i = NaN } f += 3; s = n >> 2; o = (n & 3) << 4 | r >> 4; u = (r & 15) << 2 | i >> 6; a = i & 63; if (isNaN(r)) { u = a = 64 } else if (isNaN(i)) { a = 64 } t = t + LZString._keyStr.charAt(s) + LZString._keyStr.charAt(o) + LZString._keyStr.charAt(u) + LZString._keyStr.charAt(a) } return t }, decompressFromBase64: function (e) { if (e == null) return ""; var t = "", n = 0, r, i, s, o, u, a, f, l, c = 0, h = LZString._f; e = e.replace(/[^A-Za-z0-9\+\/\=]/g, ""); while (c < e.length) { u = LZString._keyStr.indexOf(e.charAt(c++)); a = LZString._keyStr.indexOf(e.charAt(c++)); f = LZString._keyStr.indexOf(e.charAt(c++)); l = LZString._keyStr.indexOf(e.charAt(c++)); i = u << 2 | a >> 4; s = (a & 15) << 4 | f >> 2; o = (f & 3) << 6 | l; if (n % 2 == 0) { r = i << 8; if (f != 64) { t += h(r | s) } if (l != 64) { r = o << 8 } } else { t = t + h(r | i); if (f != 64) { r = s << 8 } if (l != 64) { t += h(r | o) } } n += 3 } return LZString.decompress(t) }, compressToUTF16: function (e) { if (e == null) return ""; var t = "", n, r, i, s = 0, o = LZString._f; e = LZString.compress(e); for (n = 0; n < e.length; n++) { r = e.charCodeAt(n); switch (s++) { case 0: t += o((r >> 1) + 32); i = (r & 1) << 14; break; case 1: t += o(i + (r >> 2) + 32); i = (r & 3) << 13; break; case 2: t += o(i + (r >> 3) + 32); i = (r & 7) << 12; break; case 3: t += o(i + (r >> 4) + 32); i = (r & 15) << 11; break; case 4: t += o(i + (r >> 5) + 32); i = (r & 31) << 10; break; case 5: t += o(i + (r >> 6) + 32); i = (r & 63) << 9; break; case 6: t += o(i + (r >> 7) + 32); i = (r & 127) << 8; break; case 7: t += o(i + (r >> 8) + 32); i = (r & 255) << 7; break; case 8: t += o(i + (r >> 9) + 32); i = (r & 511) << 6; break; case 9: t += o(i + (r >> 10) + 32); i = (r & 1023) << 5; break; case 10: t += o(i + (r >> 11) + 32); i = (r & 2047) << 4; break; case 11: t += o(i + (r >> 12) + 32); i = (r & 4095) << 3; break; case 12: t += o(i + (r >> 13) + 32); i = (r & 8191) << 2; break; case 13: t += o(i + (r >> 14) + 32); i = (r & 16383) << 1; break; case 14: t += o(i + (r >> 15) + 32, (r & 32767) + 32); s = 0; break } } return t + o(i + 32) }, decompressFromUTF16: function (e) { if (e == null) return ""; var t = "", n, r, i = 0, s = 0, o = LZString._f; while (s < e.length) { r = e.charCodeAt(s) - 32; switch (i++) { case 0: n = r << 1; break; case 1: t += o(n | r >> 14); n = (r & 16383) << 2; break; case 2: t += o(n | r >> 13); n = (r & 8191) << 3; break; case 3: t += o(n | r >> 12); n = (r & 4095) << 4; break; case 4: t += o(n | r >> 11); n = (r & 2047) << 5; break; case 5: t += o(n | r >> 10); n = (r & 1023) << 6; break; case 6: t += o(n | r >> 9); n = (r & 511) << 7; break; case 7: t += o(n | r >> 8); n = (r & 255) << 8; break; case 8: t += o(n | r >> 7); n = (r & 127) << 9; break; case 9: t += o(n | r >> 6); n = (r & 63) << 10; break; case 10: t += o(n | r >> 5); n = (r & 31) << 11; break; case 11: t += o(n | r >> 4); n = (r & 15) << 12; break; case 12: t += o(n | r >> 3); n = (r & 7) << 13; break; case 13: t += o(n | r >> 2); n = (r & 3) << 14; break; case 14: t += o(n | r >> 1); n = (r & 1) << 15; break; case 15: t += o(n | r); i = 0; break }s++ } return LZString.decompress(t) }, compressToUint8Array: function (e) { var t = LZString.compress(e); var n = new Uint8Array(t.length * 2); for (var r = 0, i = t.length; r < i; r++) { var s = t.charCodeAt(r); n[r * 2] = s >>> 8; n[r * 2 + 1] = s % 256 } return n }, decompressFromUint8Array: function (e) { if (e === null || e === undefined) { return LZString.decompress(e) } else { var t = new Array(e.length / 2); for (var n = 0, r = t.length; n < r; n++) { t[n] = e[n * 2] * 256 + e[n * 2 + 1] } return LZString.decompress(String.fromCharCode.apply(null, t)) } }, compressToEncodedURIComponent: function (e) { return LZString.compressToBase64(e).replace(/=/g, "$").replace(/\//g, "-") }, decompressFromEncodedURIComponent: function (e) { if (e) e = e.replace(/$/g, "=").replace(/-/g, "/"); return LZString.decompressFromBase64(e) }, compress: function (e) { if (e == null) return ""; var t, n, r = {}, i = {}, s = "", o = "", u = "", a = 2, f = 3, l = 2, c = "", h = 0, p = 0, d, v = LZString._f; for (d = 0; d < e.length; d += 1) { s = e.charAt(d); if (!Object.prototype.hasOwnProperty.call(r, s)) { r[s] = f++; i[s] = true } o = u + s; if (Object.prototype.hasOwnProperty.call(r, o)) { u = o } else { if (Object.prototype.hasOwnProperty.call(i, u)) { if (u.charCodeAt(0) < 256) { for (t = 0; t < l; t++) { h = h << 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } } n = u.charCodeAt(0); for (t = 0; t < 8; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } else { n = 1; for (t = 0; t < l; t++) { h = h << 1 | n; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = 0 } n = u.charCodeAt(0); for (t = 0; t < 16; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } a--; if (a == 0) { a = Math.pow(2, l); l++ } delete i[u] } else { n = r[u]; for (t = 0; t < l; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } a--; if (a == 0) { a = Math.pow(2, l); l++ } r[o] = f++; u = String(s) } } if (u !== "") { if (Object.prototype.hasOwnProperty.call(i, u)) { if (u.charCodeAt(0) < 256) { for (t = 0; t < l; t++) { h = h << 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } } n = u.charCodeAt(0); for (t = 0; t < 8; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } else { n = 1; for (t = 0; t < l; t++) { h = h << 1 | n; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = 0 } n = u.charCodeAt(0); for (t = 0; t < 16; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } a--; if (a == 0) { a = Math.pow(2, l); l++ } delete i[u] } else { n = r[u]; for (t = 0; t < l; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } } a--; if (a == 0) { a = Math.pow(2, l); l++ } } n = 2; for (t = 0; t < l; t++) { h = h << 1 | n & 1; if (p == 15) { p = 0; c += v(h); h = 0 } else { p++ } n = n >> 1 } while (true) { h = h << 1; if (p == 15) { c += v(h); break } else p++ } return c }, decompress: function (e) { if (e == null) return ""; if (e == "") return null; var t = [], n, r = 4, i = 4, s = 3, o = "", u = "", a, f, l, c, h, p, d, v = LZString._f, m = { string: e, val: e.charCodeAt(0), position: 32768, index: 1 }; for (a = 0; a < 3; a += 1) { t[a] = a } l = 0; h = Math.pow(2, 2); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } switch (n = l) { case 0: l = 0; h = Math.pow(2, 8); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } d = v(l); break; case 1: l = 0; h = Math.pow(2, 16); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } d = v(l); break; case 2: return "" }t[3] = d; f = u = d; while (true) { if (m.index > m.string.length) { return "" } l = 0; h = Math.pow(2, s); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } switch (d = l) { case 0: l = 0; h = Math.pow(2, 8); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } t[i++] = v(l); d = i - 1; r--; break; case 1: l = 0; h = Math.pow(2, 16); p = 1; while (p != h) { c = m.val & m.position; m.position >>= 1; if (m.position == 0) { m.position = 32768; m.val = m.string.charCodeAt(m.index++) } l |= (c > 0 ? 1 : 0) * p; p <<= 1 } t[i++] = v(l); d = i - 1; r--; break; case 2: return u }if (r == 0) { r = Math.pow(2, s); s++ } if (t[d]) { o = t[d] } else { if (d === i) { o = f + f.charAt(0) } else { return null } } u += o; t[i++] = f + o.charAt(0); r--; f = o; if (r == 0) { r = Math.pow(2, s); s++ } } } }; if (typeof module !== "undefined" && module != null) { module.exports = LZString } diff --git a/www/js/libs/pixi-picture.js b/www/js/libs/pixi-picture.js new file mode 100644 index 0000000..98a11be --- /dev/null +++ b/www/js/libs/pixi-picture.js @@ -0,0 +1,428 @@ +var __extends = (this && this.__extends) || function (d, b) { + for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +}; +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var shaderLib = [ + { + vertUniforms: "", + vertCode: "vTextureCoord = aTextureCoord;", + fragUniforms: "uniform vec4 uTextureClamp;", + fragCode: "vec2 textureCoord = clamp(vTextureCoord, uTextureClamp.xy, uTextureClamp.zw);" + }, + { + vertUniforms: "uniform mat3 uTransform;", + vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", + fragUniforms: "", + fragCode: "vec2 textureCoord = vTextureCoord;" + }, + { + vertUniforms: "uniform mat3 uTransform;", + vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", + fragUniforms: "uniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;", + fragCode: "vec2 textureCoord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;" + + "\ntextureCoord = (uMapCoord * vec3(textureCoord, 1.0)).xy;" + + "\ntextureCoord = clamp(textureCoord, uClampFrame.xy, uClampFrame.zw);" + } + ]; + var PictureShader = (function (_super) { + __extends(PictureShader, _super); + function PictureShader(gl, vert, frag, tilingMode) { + var lib = shaderLib[tilingMode]; + _super.call(this, gl, vert.replace(/%SPRITE_UNIFORMS%/gi, lib.vertUniforms) + .replace(/%SPRITE_CODE%/gi, lib.vertCode), frag.replace(/%SPRITE_UNIFORMS%/gi, lib.fragUniforms) + .replace(/%SPRITE_CODE%/gi, lib.fragCode)); + this.bind(); + this.tilingMode = tilingMode; + this.tempQuad = new PIXI.Quad(gl); + this.tempQuad.initVao(this); + this.uniforms.uColor = new Float32Array([1, 1, 1, 1]); + this.uniforms.uSampler = [0, 1]; + } + PictureShader.blendVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\nuniform mat3 mapMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n vMapCoord = (mapMatrix * vec3(aVertexPosition, 1.0)).xy;\n}\n"; + return PictureShader; + }(PIXI.Shader)); + extras.PictureShader = PictureShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cs2 = Cs * 2.0 - 1.0;\n vec3 screen = Cb + Cs2 - Cb * Cs2;\n vec3 B;\n if (Cb.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cb.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cb.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; + var HardLightShader = (function (_super) { + __extends(HardLightShader, _super); + function HardLightShader(gl, tilingMode) { + _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); + } + return HardLightShader; + }(extras.PictureShader)); + extras.HardLightShader = HardLightShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + function mapFilterBlendModesToPixi(gl, array) { + if (array === void 0) { array = []; } + array[PIXI.BLEND_MODES.OVERLAY] = [new extras.OverlayShader(gl, 0), new extras.OverlayShader(gl, 1), new extras.OverlayShader(gl, 2)]; + array[PIXI.BLEND_MODES.HARD_LIGHT] = [new extras.HardLightShader(gl, 0), new extras.HardLightShader(gl, 1), new extras.HardLightShader(gl, 2)]; + return array; + } + extras.mapFilterBlendModesToPixi = mapFilterBlendModesToPixi; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var normalFrag = "\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n\n vec4 sample = texture2D(uSampler[0], textureCoord);\n gl_FragColor = sample * uColor;\n}\n"; + var normalVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n}\n"; + var NormalShader = (function (_super) { + __extends(NormalShader, _super); + function NormalShader(gl, tilingMode) { + _super.call(this, gl, normalVert, normalFrag, tilingMode); + } + return NormalShader; + }(extras.PictureShader)); + extras.NormalShader = NormalShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cb2 = Cb * 2.0 - 1.0;\n vec3 screen = Cb2 + Cs - Cb2 * Cs;\n vec3 B;\n if (Cs.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cs.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cs.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; + var OverlayShader = (function (_super) { + __extends(OverlayShader, _super); + function OverlayShader(gl, tilingMode) { + _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); + } + return OverlayShader; + }(extras.PictureShader)); + extras.OverlayShader = OverlayShader; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + function nextPow2(v) { + v += (v === 0) ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + var PictureRenderer = (function (_super) { + __extends(PictureRenderer, _super); + function PictureRenderer(renderer) { + _super.call(this, renderer); + } + PictureRenderer.prototype.onContextChange = function () { + var gl = this.renderer.gl; + this.drawModes = extras.mapFilterBlendModesToPixi(gl); + this.normalShader = [new extras.NormalShader(gl, 0), new extras.NormalShader(gl, 1), new extras.NormalShader(gl, 2)]; + this._tempClamp = new Float32Array(4); + this._tempColor = new Float32Array(4); + this._tempRect = new PIXI.Rectangle(); + this._tempRect2 = new PIXI.Rectangle(); + this._tempRect3 = new PIXI.Rectangle(); + this._tempMatrix = new PIXI.Matrix(); + this._tempMatrix2 = new PIXI.Matrix(); + this._bigBuf = new Uint8Array(1 << 20); + this._renderTexture = new PIXI.BaseRenderTexture(1024, 1024); + }; + PictureRenderer.prototype.start = function () { + }; + PictureRenderer.prototype.flush = function () { + }; + PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) { + if (this._renderTexture.width < minWidth || + this._renderTexture.height < minHeight) { + minHeight = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + this._renderTexture.resize(minWidth, minHeight); + } + return this._renderTexture; + }; + PictureRenderer.prototype._getBuf = function (size) { + var buf = this._bigBuf; + if (buf.length < size) { + size = nextPow2(size); + buf = new Uint8Array(size); + this._bigBuf = buf; + } + return buf; + }; + PictureRenderer.prototype.render = function (sprite) { + if (!sprite.texture.valid) { + return; + } + var tilingMode = 0; + if (sprite.tileTransform) { + tilingMode = this._isSimpleSprite(sprite) ? 1 : 2; + } + var blendShader = this.drawModes[sprite.blendMode]; + if (blendShader) { + this._renderBlend(sprite, blendShader[tilingMode]); + } + else { + this._renderNormal(sprite, this.normalShader[tilingMode]); + } + }; + PictureRenderer.prototype._renderNormal = function (sprite, shader) { + var renderer = this.renderer; + renderer.bindShader(shader); + renderer.state.setBlendMode(sprite.blendMode); + this._renderInner(sprite, shader); + }; + PictureRenderer.prototype._renderBlend = function (sprite, shader) { + var renderer = this.renderer; + var spriteBounds = sprite.getBounds(); + var renderTarget = renderer._activeRenderTarget; + var matrix = renderTarget.projectionMatrix; + var flipX = matrix.a < 0; + var flipY = matrix.d < 0; + var resolution = renderTarget.resolution; + var screen = this._tempRect; + var fr = renderTarget.sourceFrame || renderTarget.destinationFrame; + screen.x = 0; + screen.y = 0; + screen.width = fr.width; + screen.height = fr.height; + var bounds = this._tempRect2; + var fbw = fr.width * resolution, fbh = fr.height * resolution; + bounds.x = (spriteBounds.x + matrix.tx / matrix.a) * resolution + fbw / 2; + bounds.y = (spriteBounds.y + matrix.ty / matrix.d) * resolution + fbh / 2; + bounds.width = spriteBounds.width * resolution; + bounds.height = spriteBounds.height * resolution; + if (flipX) { + bounds.y = fbw - bounds.width - bounds.x; + } + if (flipY) { + bounds.y = fbh - bounds.height - bounds.y; + } + var screenBounds = this._tempRect3; + var x_1 = Math.floor(Math.max(screen.x, bounds.x)); + var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width)); + var y_1 = Math.floor(Math.max(screen.y, bounds.y)); + var y_2 = Math.ceil(Math.min(screen.y + screen.height, bounds.y + bounds.height)); + var pixelsWidth = x_2 - x_1; + var pixelsHeight = y_2 - y_1; + if (pixelsWidth <= 0 || pixelsHeight <= 0) { + return; + } + var rt = this._getRenderTexture(pixelsWidth, pixelsHeight); + renderer.bindTexture(rt, 1, true); + var gl = renderer.gl; + if (renderer.renderingToScreen && renderTarget.root) { + var buf = this._getBuf(pixelsWidth * pixelsHeight * 4); + gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf); + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf); + } + else { + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight); + } + renderer.bindShader(shader); + renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL); + if (shader.uniforms.mapMatrix) { + var mapMatrix = this._tempMatrix; + mapMatrix.a = bounds.width / rt.width / spriteBounds.width; + if (flipX) { + mapMatrix.a = -mapMatrix.a; + mapMatrix.tx = (bounds.x - x_1) / rt.width - (spriteBounds.x + spriteBounds.width) * mapMatrix.a; + } + else { + mapMatrix.tx = (bounds.x - x_1) / rt.width - spriteBounds.x * mapMatrix.a; + } + mapMatrix.d = bounds.height / rt.height / spriteBounds.height; + if (flipY) { + mapMatrix.d = -mapMatrix.d; + mapMatrix.ty = (bounds.y - y_1) / rt.height - (spriteBounds.y + spriteBounds.height) * mapMatrix.d; + } + else { + mapMatrix.ty = (bounds.y - y_1) / rt.height - spriteBounds.y * mapMatrix.d; + } + shader.uniforms.mapMatrix = mapMatrix.toArray(true); + } + this._renderInner(sprite, shader); + }; + PictureRenderer.prototype._renderInner = function (sprite, shader) { + var renderer = this.renderer; + if (shader.tilingMode > 0) { + this._renderWithShader(sprite, shader.tilingMode === 1, shader); + } + else { + this._renderSprite(sprite, shader); + } + }; + PictureRenderer.prototype._renderWithShader = function (ts, isSimple, shader) { + var quad = shader.tempQuad; + var renderer = this.renderer; + renderer.bindVao(quad.vao); + var vertices = quad.vertices; + var _width = ts._width; + var _height = ts._height; + var _anchorX = ts._anchor._x; + var _anchorY = ts._anchor._y; + var w0 = _width * (1 - _anchorX); + var w1 = _width * -_anchorX; + var h0 = _height * (1 - _anchorY); + var h1 = _height * -_anchorY; + var wt = ts.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + vertices[0] = (a * w1) + (c * h1) + tx; + vertices[1] = (d * h1) + (b * w1) + ty; + vertices[2] = (a * w0) + (c * h1) + tx; + vertices[3] = (d * h1) + (b * w0) + ty; + vertices[4] = (a * w0) + (c * h0) + tx; + vertices[5] = (d * h0) + (b * w0) + ty; + vertices[6] = (a * w1) + (c * h0) + tx; + vertices[7] = (d * h0) + (b * w1) + ty; + vertices = quad.uvs; + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + quad.upload(); + var tex = ts._texture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvTransform; + var mapCoord = uv.mapCoord; + var uClampFrame = uv.uClampFrame; + var uClampOffset = uv.uClampOffset; + var w = tex.width; + var h = tex.height; + var W = _width; + var H = _height; + var tempMat = this._tempMatrix2; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + tempMat.invert(); + if (isSimple) { + tempMat.append(mapCoord); + } + else { + shader.uniforms.uMapCoord = mapCoord.toArray(true); + shader.uniforms.uClampFrame = uClampFrame; + shader.uniforms.uClampOffset = uClampOffset; + } + shader.uniforms.uTransform = tempMat.toArray(true); + var color = this._tempColor; + var alpha = ts.worldAlpha; + PIXI.utils.hex2rgb(ts.tint, color); + color[0] *= alpha; + color[1] *= alpha; + color[2] *= alpha; + color[3] = alpha; + shader.uniforms.uColor = color; + renderer.bindTexture(tex, 0, true); + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + PictureRenderer.prototype._renderSprite = function (sprite, shader) { + var renderer = this.renderer; + var quad = shader.tempQuad; + renderer.bindVao(quad.vao); + var uvs = sprite.texture._uvs; + var vertices = quad.vertices; + var vd = sprite.vertexData; + for (var i = 0; i < 8; i++) { + quad.vertices[i] = vd[i]; + } + quad.uvs[0] = uvs.x0; + quad.uvs[1] = uvs.y0; + quad.uvs[2] = uvs.x1; + quad.uvs[3] = uvs.y1; + quad.uvs[4] = uvs.x2; + quad.uvs[5] = uvs.y2; + quad.uvs[6] = uvs.x3; + quad.uvs[7] = uvs.y3; + quad.upload(); + var frame = sprite.texture.frame; + var base = sprite.texture.baseTexture; + var clamp = this._tempClamp; + var eps = 0.5 / base.resolution; + clamp[0] = (frame.x + eps) / base.width; + clamp[1] = (frame.y + eps) / base.height; + clamp[2] = (frame.x + frame.width - eps) / base.width; + clamp[3] = (frame.y + frame.height - eps) / base.height; + shader.uniforms.uTextureClamp = clamp; + var color = this._tempColor; + PIXI.utils.hex2rgb(sprite.tint, color); + var alpha = sprite.worldAlpha; + color[0] *= alpha; + color[1] *= alpha; + color[2] *= alpha; + color[3] = alpha; + shader.uniforms.uColor = color; + renderer.bindTexture(base, 0, true); + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + PictureRenderer.prototype._isSimpleSprite = function (ts) { + var renderer = this.renderer; + var tex = ts._texture; + var baseTex = tex.baseTexture; + var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === PIXI.WRAP_MODES.CLAMP) { + baseTex.wrapMode = PIXI.WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== PIXI.WRAP_MODES.CLAMP; + } + } + return isSimple; + }; + return PictureRenderer; + }(PIXI.ObjectRenderer)); + extras.PictureRenderer = PictureRenderer; + PIXI.WebGLRenderer.registerPlugin('picture', PictureRenderer); + PIXI.CanvasRenderer.registerPlugin('picture', PIXI.CanvasSpriteRenderer); + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var PictureSprite = (function (_super) { + __extends(PictureSprite, _super); + function PictureSprite(texture) { + _super.call(this, texture); + this.pluginName = 'picture'; + } + return PictureSprite; + }(PIXI.Sprite)); + extras.PictureSprite = PictureSprite; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var extras; + (function (extras) { + var PictureTilingSprite = (function (_super) { + __extends(PictureTilingSprite, _super); + function PictureTilingSprite(texture) { + _super.call(this, texture); + this.pluginName = 'picture'; + } + return PictureTilingSprite; + }(extras.TilingSprite)); + extras.PictureTilingSprite = PictureTilingSprite; + })(extras = PIXI.extras || (PIXI.extras = {})); +})(PIXI || (PIXI = {})); +//# sourceMappingURL=pixi-picture.js.map \ No newline at end of file diff --git a/www/js/libs/pixi-spine.js b/www/js/libs/pixi-spine.js new file mode 100644 index 0000000..e462feb --- /dev/null +++ b/www/js/libs/pixi-spine.js @@ -0,0 +1,8882 @@ +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Animation = (function () { + function Animation(name, timelines, duration) { + if (name == null) + throw new Error("name cannot be null."); + if (timelines == null) + throw new Error("timelines cannot be null."); + this.name = name; + this.timelines = timelines; + this.timelineIds = []; + for (var i = 0; i < timelines.length; i++) + this.timelineIds[timelines[i].getPropertyId()] = true; + this.duration = duration; + } + Animation.prototype.hasTimeline = function (id) { + return this.timelineIds[id] == true; + }; + Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + if (loop && this.duration != 0) { + time %= this.duration; + if (lastTime > 0) + lastTime %= this.duration; + } + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); + }; + Animation.binarySearch = function (values, target, step) { + if (step === void 0) { step = 1; } + var low = 0; + var high = values.length / step - 2; + if (high == 0) + return step; + var current = high >>> 1; + while (true) { + if (values[(current + 1) * step] <= target) + low = current + 1; + else + high = current; + if (low == high) + return (low + 1) * step; + current = (low + high) >>> 1; + } + }; + Animation.linearSearch = function (values, target, step) { + for (var i = 0, last = values.length - step; i <= last; i += step) + if (values[i] > target) + return i; + return -1; + }; + return Animation; + }()); + core.Animation = Animation; + var MixBlend; + (function (MixBlend) { + MixBlend[MixBlend["setup"] = 0] = "setup"; + MixBlend[MixBlend["first"] = 1] = "first"; + MixBlend[MixBlend["replace"] = 2] = "replace"; + MixBlend[MixBlend["add"] = 3] = "add"; + })(MixBlend = core.MixBlend || (core.MixBlend = {})); + var MixDirection; + (function (MixDirection) { + MixDirection[MixDirection["mixIn"] = 0] = "mixIn"; + MixDirection[MixDirection["mixOut"] = 1] = "mixOut"; + })(MixDirection = core.MixDirection || (core.MixDirection = {})); + var TimelineType; + (function (TimelineType) { + TimelineType[TimelineType["rotate"] = 0] = "rotate"; + TimelineType[TimelineType["translate"] = 1] = "translate"; + TimelineType[TimelineType["scale"] = 2] = "scale"; + TimelineType[TimelineType["shear"] = 3] = "shear"; + TimelineType[TimelineType["attachment"] = 4] = "attachment"; + TimelineType[TimelineType["color"] = 5] = "color"; + TimelineType[TimelineType["deform"] = 6] = "deform"; + TimelineType[TimelineType["event"] = 7] = "event"; + TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder"; + TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint"; + TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint"; + TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition"; + TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing"; + TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix"; + TimelineType[TimelineType["twoColor"] = 14] = "twoColor"; + })(TimelineType = core.TimelineType || (core.TimelineType = {})); + var CurveTimeline = (function () { + function CurveTimeline(frameCount) { + if (frameCount <= 0) + throw new Error("frameCount must be > 0: " + frameCount); + this.curves = core.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE); + } + CurveTimeline.prototype.getFrameCount = function () { + return this.curves.length / CurveTimeline.BEZIER_SIZE + 1; + }; + CurveTimeline.prototype.setLinear = function (frameIndex) { + this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR; + }; + CurveTimeline.prototype.setStepped = function (frameIndex) { + this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED; + }; + CurveTimeline.prototype.getCurveType = function (frameIndex) { + var index = frameIndex * CurveTimeline.BEZIER_SIZE; + if (index == this.curves.length) + return CurveTimeline.LINEAR; + var type = this.curves[index]; + if (type == CurveTimeline.LINEAR) + return CurveTimeline.LINEAR; + if (type == CurveTimeline.STEPPED) + return CurveTimeline.STEPPED; + return CurveTimeline.BEZIER; + }; + CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) { + var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03; + var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006; + var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy; + var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667; + var i = frameIndex * CurveTimeline.BEZIER_SIZE; + var curves = this.curves; + curves[i++] = CurveTimeline.BEZIER; + var x = dfx, y = dfy; + for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { + curves[i] = x; + curves[i + 1] = y; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + x += dfx; + y += dfy; + } + }; + CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) { + percent = core.MathUtils.clamp(percent, 0, 1); + var curves = this.curves; + var i = frameIndex * CurveTimeline.BEZIER_SIZE; + var type = curves[i]; + if (type == CurveTimeline.LINEAR) + return percent; + if (type == CurveTimeline.STEPPED) + return 0; + i++; + var x = 0; + for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { + x = curves[i]; + if (x >= percent) { + var prevX = void 0, prevY = void 0; + if (i == start) { + prevX = 0; + prevY = 0; + } + else { + prevX = curves[i - 2]; + prevY = curves[i - 1]; + } + return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); + } + } + var y = curves[i - 1]; + return y + (1 - y) * (percent - x) / (1 - x); + }; + CurveTimeline.LINEAR = 0; + CurveTimeline.STEPPED = 1; + CurveTimeline.BEZIER = 2; + CurveTimeline.BEZIER_SIZE = 10 * 2 - 1; + return CurveTimeline; + }()); + core.CurveTimeline = CurveTimeline; + var RotateTimeline = (function (_super) { + __extends(RotateTimeline, _super); + function RotateTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount << 1); + return _this; + } + RotateTimeline.prototype.getPropertyId = function () { + return (TimelineType.rotate << 24) + this.boneIndex; + }; + RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) { + frameIndex <<= 1; + this.frames[frameIndex] = time; + this.frames[frameIndex + RotateTimeline.ROTATION] = degrees; + }; + RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation; + return; + case MixBlend.first: + var r_1 = bone.data.rotation - bone.rotation; + bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha; + } + return; + } + if (time >= frames[frames.length - RotateTimeline.ENTRIES]) { + var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION]; + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation + r_2 * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + r_2 += bone.data.rotation - bone.rotation; + r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360; + case MixBlend.add: + bone.rotation += r_2 * alpha; + } + return; + } + var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES); + var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); + var r = frames[frame + RotateTimeline.ROTATION] - prevRotation; + r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent; + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + r += bone.data.rotation - bone.rotation; + case MixBlend.add: + bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; + } + }; + RotateTimeline.ENTRIES = 2; + RotateTimeline.PREV_TIME = -2; + RotateTimeline.PREV_ROTATION = -1; + RotateTimeline.ROTATION = 1; + return RotateTimeline; + }(CurveTimeline)); + core.RotateTimeline = RotateTimeline; + var TranslateTimeline = (function (_super) { + __extends(TranslateTimeline, _super); + function TranslateTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES); + return _this; + } + TranslateTimeline.prototype.getPropertyId = function () { + return (TimelineType.translate << 24) + this.boneIndex; + }; + TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) { + frameIndex *= TranslateTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TranslateTimeline.X] = x; + this.frames[frameIndex + TranslateTimeline.Y] = y; + }; + TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.x = bone.data.x; + bone.y = bone.data.y; + return; + case MixBlend.first: + bone.x += (bone.data.x - bone.x) * alpha; + bone.y += (bone.data.y - bone.y) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) { + x = frames[frames.length + TranslateTimeline.PREV_X]; + y = frames[frames.length + TranslateTimeline.PREV_Y]; + } + else { + var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES); + x = frames[frame + TranslateTimeline.PREV_X]; + y = frames[frame + TranslateTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime)); + x += (frames[frame + TranslateTimeline.X] - x) * percent; + y += (frames[frame + TranslateTimeline.Y] - y) * percent; + } + switch (blend) { + case MixBlend.setup: + bone.x = bone.data.x + x * alpha; + bone.y = bone.data.y + y * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bone.x += (bone.data.x + x - bone.x) * alpha; + bone.y += (bone.data.y + y - bone.y) * alpha; + break; + case MixBlend.add: + bone.x += x * alpha; + bone.y += y * alpha; + } + }; + TranslateTimeline.ENTRIES = 3; + TranslateTimeline.PREV_TIME = -3; + TranslateTimeline.PREV_X = -2; + TranslateTimeline.PREV_Y = -1; + TranslateTimeline.X = 1; + TranslateTimeline.Y = 2; + return TranslateTimeline; + }(CurveTimeline)); + core.TranslateTimeline = TranslateTimeline; + var ScaleTimeline = (function (_super) { + __extends(ScaleTimeline, _super); + function ScaleTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + ScaleTimeline.prototype.getPropertyId = function () { + return (TimelineType.scale << 24) + this.boneIndex; + }; + ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.scaleX = bone.data.scaleX; + bone.scaleY = bone.data.scaleY; + return; + case MixBlend.first: + bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) { + x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX; + y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY; + } + else { + var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES); + x = frames[frame + ScaleTimeline.PREV_X]; + y = frames[frame + ScaleTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime)); + x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX; + y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY; + } + if (alpha == 1) { + if (blend == MixBlend.add) { + bone.scaleX += x - bone.data.scaleX; + bone.scaleY += y - bone.data.scaleY; + } + else { + bone.scaleX = x; + bone.scaleY = y; + } + } + else { + var bx = 0, by = 0; + if (direction == MixDirection.mixOut) { + switch (blend) { + case MixBlend.setup: + bx = bone.data.scaleX; + by = bone.data.scaleY; + bone.scaleX = bx + (Math.abs(x) * core.MathUtils.signum(bx) - bx) * alpha; + bone.scaleY = by + (Math.abs(y) * core.MathUtils.signum(by) - by) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bx = bone.scaleX; + by = bone.scaleY; + bone.scaleX = bx + (Math.abs(x) * core.MathUtils.signum(bx) - bx) * alpha; + bone.scaleY = by + (Math.abs(y) * core.MathUtils.signum(by) - by) * alpha; + break; + case MixBlend.add: + bx = bone.scaleX; + by = bone.scaleY; + bone.scaleX = bx + (Math.abs(x) * core.MathUtils.signum(bx) - bone.data.scaleX) * alpha; + bone.scaleY = by + (Math.abs(y) * core.MathUtils.signum(by) - bone.data.scaleY) * alpha; + } + } + else { + switch (blend) { + case MixBlend.setup: + bx = Math.abs(bone.data.scaleX) * core.MathUtils.signum(x); + by = Math.abs(bone.data.scaleY) * core.MathUtils.signum(y); + bone.scaleX = bx + (x - bx) * alpha; + bone.scaleY = by + (y - by) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bx = Math.abs(bone.scaleX) * core.MathUtils.signum(x); + by = Math.abs(bone.scaleY) * core.MathUtils.signum(y); + bone.scaleX = bx + (x - bx) * alpha; + bone.scaleY = by + (y - by) * alpha; + break; + case MixBlend.add: + bx = core.MathUtils.signum(x); + by = core.MathUtils.signum(y); + bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha; + bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha; + } + } + } + }; + return ScaleTimeline; + }(TranslateTimeline)); + core.ScaleTimeline = ScaleTimeline; + var ShearTimeline = (function (_super) { + __extends(ShearTimeline, _super); + function ShearTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + ShearTimeline.prototype.getPropertyId = function () { + return (TimelineType.shear << 24) + this.boneIndex; + }; + ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.shearX = bone.data.shearX; + bone.shearY = bone.data.shearY; + return; + case MixBlend.first: + bone.shearX += (bone.data.shearX - bone.shearX) * alpha; + bone.shearY += (bone.data.shearY - bone.shearY) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - ShearTimeline.ENTRIES]) { + x = frames[frames.length + ShearTimeline.PREV_X]; + y = frames[frames.length + ShearTimeline.PREV_Y]; + } + else { + var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES); + x = frames[frame + ShearTimeline.PREV_X]; + y = frames[frame + ShearTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime)); + x = x + (frames[frame + ShearTimeline.X] - x) * percent; + y = y + (frames[frame + ShearTimeline.Y] - y) * percent; + } + switch (blend) { + case MixBlend.setup: + bone.shearX = bone.data.shearX + x * alpha; + bone.shearY = bone.data.shearY + y * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; + bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; + break; + case MixBlend.add: + bone.shearX += x * alpha; + bone.shearY += y * alpha; + } + }; + return ShearTimeline; + }(TranslateTimeline)); + core.ShearTimeline = ShearTimeline; + var ColorTimeline = (function (_super) { + __extends(ColorTimeline, _super); + function ColorTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES); + return _this; + } + ColorTimeline.prototype.getPropertyId = function () { + return (TimelineType.color << 24) + this.slotIndex; + }; + ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) { + frameIndex *= ColorTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + ColorTimeline.R] = r; + this.frames[frameIndex + ColorTimeline.G] = g; + this.frames[frameIndex + ColorTimeline.B] = b; + this.frames[frameIndex + ColorTimeline.A] = a; + }; + ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var frames = this.frames; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + slot.color.setFromColor(slot.data.color); + return; + case MixBlend.first: + var color = slot.color, setup = slot.data.color; + color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); + } + return; + } + var r = 0, g = 0, b = 0, a = 0; + if (time >= frames[frames.length - ColorTimeline.ENTRIES]) { + var i = frames.length; + r = frames[i + ColorTimeline.PREV_R]; + g = frames[i + ColorTimeline.PREV_G]; + b = frames[i + ColorTimeline.PREV_B]; + a = frames[i + ColorTimeline.PREV_A]; + } + else { + var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES); + r = frames[frame + ColorTimeline.PREV_R]; + g = frames[frame + ColorTimeline.PREV_G]; + b = frames[frame + ColorTimeline.PREV_B]; + a = frames[frame + ColorTimeline.PREV_A]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime)); + r += (frames[frame + ColorTimeline.R] - r) * percent; + g += (frames[frame + ColorTimeline.G] - g) * percent; + b += (frames[frame + ColorTimeline.B] - b) * percent; + a += (frames[frame + ColorTimeline.A] - a) * percent; + } + if (alpha == 1) + slot.color.set(r, g, b, a); + else { + var color = slot.color; + if (blend == MixBlend.setup) + color.setFromColor(slot.data.color); + color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); + } + }; + ColorTimeline.ENTRIES = 5; + ColorTimeline.PREV_TIME = -5; + ColorTimeline.PREV_R = -4; + ColorTimeline.PREV_G = -3; + ColorTimeline.PREV_B = -2; + ColorTimeline.PREV_A = -1; + ColorTimeline.R = 1; + ColorTimeline.G = 2; + ColorTimeline.B = 3; + ColorTimeline.A = 4; + return ColorTimeline; + }(CurveTimeline)); + core.ColorTimeline = ColorTimeline; + var TwoColorTimeline = (function (_super) { + __extends(TwoColorTimeline, _super); + function TwoColorTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES); + return _this; + } + TwoColorTimeline.prototype.getPropertyId = function () { + return (TimelineType.twoColor << 24) + this.slotIndex; + }; + TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) { + frameIndex *= TwoColorTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TwoColorTimeline.R] = r; + this.frames[frameIndex + TwoColorTimeline.G] = g; + this.frames[frameIndex + TwoColorTimeline.B] = b; + this.frames[frameIndex + TwoColorTimeline.A] = a; + this.frames[frameIndex + TwoColorTimeline.R2] = r2; + this.frames[frameIndex + TwoColorTimeline.G2] = g2; + this.frames[frameIndex + TwoColorTimeline.B2] = b2; + }; + TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var frames = this.frames; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + slot.color.setFromColor(slot.data.color); + slot.darkColor.setFromColor(slot.data.darkColor); + return; + case MixBlend.first: + var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor; + light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha); + dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0); + } + return; + } + var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; + if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) { + var i = frames.length; + r = frames[i + TwoColorTimeline.PREV_R]; + g = frames[i + TwoColorTimeline.PREV_G]; + b = frames[i + TwoColorTimeline.PREV_B]; + a = frames[i + TwoColorTimeline.PREV_A]; + r2 = frames[i + TwoColorTimeline.PREV_R2]; + g2 = frames[i + TwoColorTimeline.PREV_G2]; + b2 = frames[i + TwoColorTimeline.PREV_B2]; + } + else { + var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES); + r = frames[frame + TwoColorTimeline.PREV_R]; + g = frames[frame + TwoColorTimeline.PREV_G]; + b = frames[frame + TwoColorTimeline.PREV_B]; + a = frames[frame + TwoColorTimeline.PREV_A]; + r2 = frames[frame + TwoColorTimeline.PREV_R2]; + g2 = frames[frame + TwoColorTimeline.PREV_G2]; + b2 = frames[frame + TwoColorTimeline.PREV_B2]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime)); + r += (frames[frame + TwoColorTimeline.R] - r) * percent; + g += (frames[frame + TwoColorTimeline.G] - g) * percent; + b += (frames[frame + TwoColorTimeline.B] - b) * percent; + a += (frames[frame + TwoColorTimeline.A] - a) * percent; + r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent; + g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent; + b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent; + } + if (alpha == 1) { + slot.color.set(r, g, b, a); + slot.darkColor.set(r2, g2, b2, 1); + } + else { + var light = slot.color, dark = slot.darkColor; + if (blend == MixBlend.setup) { + light.setFromColor(slot.data.color); + dark.setFromColor(slot.data.darkColor); + } + light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); + dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0); + } + }; + TwoColorTimeline.ENTRIES = 8; + TwoColorTimeline.PREV_TIME = -8; + TwoColorTimeline.PREV_R = -7; + TwoColorTimeline.PREV_G = -6; + TwoColorTimeline.PREV_B = -5; + TwoColorTimeline.PREV_A = -4; + TwoColorTimeline.PREV_R2 = -3; + TwoColorTimeline.PREV_G2 = -2; + TwoColorTimeline.PREV_B2 = -1; + TwoColorTimeline.R = 1; + TwoColorTimeline.G = 2; + TwoColorTimeline.B = 3; + TwoColorTimeline.A = 4; + TwoColorTimeline.R2 = 5; + TwoColorTimeline.G2 = 6; + TwoColorTimeline.B2 = 7; + return TwoColorTimeline; + }(CurveTimeline)); + core.TwoColorTimeline = TwoColorTimeline; + var AttachmentTimeline = (function () { + function AttachmentTimeline(frameCount) { + this.frames = core.Utils.newFloatArray(frameCount); + this.attachmentNames = new Array(frameCount); + } + AttachmentTimeline.prototype.getPropertyId = function () { + return (TimelineType.attachment << 24) + this.slotIndex; + }; + AttachmentTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) { + this.frames[frameIndex] = time; + this.attachmentNames[frameIndex] = attachmentName; + }; + AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + if (direction == MixDirection.mixOut && blend == MixBlend.setup) { + var attachmentName_1 = slot.data.attachmentName; + slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1)); + return; + } + var frames = this.frames; + if (time < frames[0]) { + if (blend == MixBlend.setup || blend == MixBlend.first) { + var attachmentName_2 = slot.data.attachmentName; + slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2)); + } + return; + } + var frameIndex = 0; + if (time >= frames[frames.length - 1]) + frameIndex = frames.length - 1; + else + frameIndex = Animation.binarySearch(frames, time, 1) - 1; + var attachmentName = this.attachmentNames[frameIndex]; + skeleton.slots[this.slotIndex] + .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); + }; + return AttachmentTimeline; + }()); + core.AttachmentTimeline = AttachmentTimeline; + var zeros = null; + var DeformTimeline = (function (_super) { + __extends(DeformTimeline, _super); + function DeformTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount); + _this.frameVertices = new Array(frameCount); + if (zeros == null) + zeros = core.Utils.newFloatArray(64); + return _this; + } + DeformTimeline.prototype.getPropertyId = function () { + return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex; + }; + DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) { + this.frames[frameIndex] = time; + this.frameVertices[frameIndex] = vertices; + }; + DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var slotAttachment = slot.getAttachment(); + if (!(slotAttachment instanceof core.VertexAttachment) || !(slotAttachment.deformAttachment == this.attachment)) + return; + var deformArray = slot.deform; + if (deformArray.length == 0) + blend = MixBlend.setup; + var frameVertices = this.frameVertices; + var vertexCount = frameVertices[0].length; + var frames = this.frames; + if (time < frames[0]) { + var vertexAttachment = slotAttachment; + switch (blend) { + case MixBlend.setup: + deformArray.length = 0; + return; + case MixBlend.first: + if (alpha == 1) { + deformArray.length = 0; + break; + } + var deform_1 = core.Utils.setArraySize(deformArray, vertexCount); + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i = 0; i < vertexCount; i++) + deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha; + } + else { + alpha = 1 - alpha; + for (var i = 0; i < vertexCount; i++) + deform_1[i] *= alpha; + } + } + return; + } + var deform = core.Utils.setArraySize(deformArray, vertexCount); + if (time >= frames[frames.length - 1]) { + var lastVertices = frameVertices[frames.length - 1]; + if (alpha == 1) { + if (blend == MixBlend.add) { + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_1 = 0; i_1 < vertexCount; i_1++) { + deform[i_1] += lastVertices[i_1] - setupVertices[i_1]; + } + } + else { + for (var i_2 = 0; i_2 < vertexCount; i_2++) + deform[i_2] += lastVertices[i_2]; + } + } + else { + core.Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); + } + } + else { + switch (blend) { + case MixBlend.setup: { + var vertexAttachment_1 = slotAttachment; + if (vertexAttachment_1.bones == null) { + var setupVertices = vertexAttachment_1.vertices; + for (var i_3 = 0; i_3 < vertexCount; i_3++) { + var setup = setupVertices[i_3]; + deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha; + } + } + else { + for (var i_4 = 0; i_4 < vertexCount; i_4++) + deform[i_4] = lastVertices[i_4] * alpha; + } + break; + } + case MixBlend.first: + case MixBlend.replace: + for (var i_5 = 0; i_5 < vertexCount; i_5++) + deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha; + break; + case MixBlend.add: + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_6 = 0; i_6 < vertexCount; i_6++) { + deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha; + } + } + else { + for (var i_7 = 0; i_7 < vertexCount; i_7++) + deform[i_7] += lastVertices[i_7] * alpha; + } + } + } + return; + } + var frame = Animation.binarySearch(frames, time); + var prevVertices = frameVertices[frame - 1]; + var nextVertices = frameVertices[frame]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime)); + if (alpha == 1) { + if (blend == MixBlend.add) { + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_8 = 0; i_8 < vertexCount; i_8++) { + var prev = prevVertices[i_8]; + deform[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8]; + } + } + else { + for (var i_9 = 0; i_9 < vertexCount; i_9++) { + var prev = prevVertices[i_9]; + deform[i_9] += prev + (nextVertices[i_9] - prev) * percent; + } + } + } + else { + for (var i_10 = 0; i_10 < vertexCount; i_10++) { + var prev = prevVertices[i_10]; + deform[i_10] = prev + (nextVertices[i_10] - prev) * percent; + } + } + } + else { + switch (blend) { + case MixBlend.setup: { + var vertexAttachment_2 = slotAttachment; + if (vertexAttachment_2.bones == null) { + var setupVertices = vertexAttachment_2.vertices; + for (var i_11 = 0; i_11 < vertexCount; i_11++) { + var prev = prevVertices[i_11], setup = setupVertices[i_11]; + deform[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha; + } + } + else { + for (var i_12 = 0; i_12 < vertexCount; i_12++) { + var prev = prevVertices[i_12]; + deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha; + } + } + break; + } + case MixBlend.first: + case MixBlend.replace: + for (var i_13 = 0; i_13 < vertexCount; i_13++) { + var prev = prevVertices[i_13]; + deform[i_13] += (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha; + } + break; + case MixBlend.add: + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_14 = 0; i_14 < vertexCount; i_14++) { + var prev = prevVertices[i_14]; + deform[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha; + } + } + else { + for (var i_15 = 0; i_15 < vertexCount; i_15++) { + var prev = prevVertices[i_15]; + deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha; + } + } + } + } + }; + return DeformTimeline; + }(CurveTimeline)); + core.DeformTimeline = DeformTimeline; + var EventTimeline = (function () { + function EventTimeline(frameCount) { + this.frames = core.Utils.newFloatArray(frameCount); + this.events = new Array(frameCount); + } + EventTimeline.prototype.getPropertyId = function () { + return TimelineType.event << 24; + }; + EventTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + EventTimeline.prototype.setFrame = function (frameIndex, event) { + this.frames[frameIndex] = event.time; + this.events[frameIndex] = event; + }; + EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + if (firedEvents == null) + return; + var frames = this.frames; + var frameCount = this.frames.length; + if (lastTime > time) { + this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction); + lastTime = -1; + } + else if (lastTime >= frames[frameCount - 1]) + return; + if (time < frames[0]) + return; + var frame = 0; + if (lastTime < frames[0]) + frame = 0; + else { + frame = Animation.binarySearch(frames, lastTime); + var frameTime = frames[frame]; + while (frame > 0) { + if (frames[frame - 1] != frameTime) + break; + frame--; + } + } + for (; frame < frameCount && time >= frames[frame]; frame++) + firedEvents.push(this.events[frame]); + }; + return EventTimeline; + }()); + core.EventTimeline = EventTimeline; + var DrawOrderTimeline = (function () { + function DrawOrderTimeline(frameCount) { + this.frames = core.Utils.newFloatArray(frameCount); + this.drawOrders = new Array(frameCount); + } + DrawOrderTimeline.prototype.getPropertyId = function () { + return TimelineType.drawOrder << 24; + }; + DrawOrderTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) { + this.frames[frameIndex] = time; + this.drawOrders[frameIndex] = drawOrder; + }; + DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var drawOrder = skeleton.drawOrder; + var slots = skeleton.slots; + if (direction == MixDirection.mixOut && blend == MixBlend.setup) { + core.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); + return; + } + var frames = this.frames; + if (time < frames[0]) { + if (blend == MixBlend.setup || blend == MixBlend.first) + core.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); + return; + } + var frame = 0; + if (time >= frames[frames.length - 1]) + frame = frames.length - 1; + else + frame = Animation.binarySearch(frames, time) - 1; + var drawOrderToSetupIndex = this.drawOrders[frame]; + if (drawOrderToSetupIndex == null) + core.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length); + else { + for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) + drawOrder[i] = slots[drawOrderToSetupIndex[i]]; + } + }; + return DrawOrderTimeline; + }()); + core.DrawOrderTimeline = DrawOrderTimeline; + var IkConstraintTimeline = (function (_super) { + __extends(IkConstraintTimeline, _super); + function IkConstraintTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES); + return _this; + } + IkConstraintTimeline.prototype.getPropertyId = function () { + return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex; + }; + IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, softness, bendDirection, compress, stretch) { + frameIndex *= IkConstraintTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + IkConstraintTimeline.MIX] = mix; + this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness; + this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection; + this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0; + this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0; + }; + IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.ikConstraints[this.ikConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.mix = constraint.data.mix; + constraint.softness = constraint.data.softness; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + return; + case MixBlend.first: + constraint.mix += (constraint.data.mix - constraint.mix) * alpha; + constraint.softness += (constraint.data.softness - constraint.softness) * alpha; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + return; + } + if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) { + if (blend == MixBlend.setup) { + constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha; + constraint.softness = constraint.data.softness + + (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.data.softness) * alpha; + if (direction == MixDirection.mixOut) { + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + else { + constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + else { + constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha; + constraint.softness += (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) * alpha; + if (direction == MixDirection.mixIn) { + constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + return; + } + var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES); + var mix = frames[frame + IkConstraintTimeline.PREV_MIX]; + var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime)); + if (blend == MixBlend.setup) { + constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha; + constraint.softness = constraint.data.softness + + (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.data.softness) * alpha; + if (direction == MixDirection.mixOut) { + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + else { + constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + else { + constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha; + constraint.softness += (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.softness) * alpha; + if (direction == MixDirection.mixIn) { + constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + }; + IkConstraintTimeline.ENTRIES = 6; + IkConstraintTimeline.PREV_TIME = -6; + IkConstraintTimeline.PREV_MIX = -5; + IkConstraintTimeline.PREV_SOFTNESS = -4; + IkConstraintTimeline.PREV_BEND_DIRECTION = -3; + IkConstraintTimeline.PREV_COMPRESS = -2; + IkConstraintTimeline.PREV_STRETCH = -1; + IkConstraintTimeline.MIX = 1; + IkConstraintTimeline.SOFTNESS = 2; + IkConstraintTimeline.BEND_DIRECTION = 3; + IkConstraintTimeline.COMPRESS = 4; + IkConstraintTimeline.STRETCH = 5; + return IkConstraintTimeline; + }(CurveTimeline)); + core.IkConstraintTimeline = IkConstraintTimeline; + var TransformConstraintTimeline = (function (_super) { + __extends(TransformConstraintTimeline, _super); + function TransformConstraintTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES); + return _this; + } + TransformConstraintTimeline.prototype.getPropertyId = function () { + return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex; + }; + TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) { + frameIndex *= TransformConstraintTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix; + this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix; + this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix; + this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix; + }; + TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.transformConstraints[this.transformConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + var data = constraint.data; + switch (blend) { + case MixBlend.setup: + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + constraint.scaleMix = data.scaleMix; + constraint.shearMix = data.shearMix; + return; + case MixBlend.first: + constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha; + constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha; + constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha; + constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha; + } + return; + } + var rotate = 0, translate = 0, scale = 0, shear = 0; + if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) { + var i = frames.length; + rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE]; + translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE]; + scale = frames[i + TransformConstraintTimeline.PREV_SCALE]; + shear = frames[i + TransformConstraintTimeline.PREV_SHEAR]; + } + else { + var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES); + rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE]; + translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE]; + scale = frames[frame + TransformConstraintTimeline.PREV_SCALE]; + shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime)); + rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent; + translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent; + scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent; + shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent; + } + if (blend == MixBlend.setup) { + var data = constraint.data; + constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha; + constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha; + constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha; + constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha; + } + else { + constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; + constraint.translateMix += (translate - constraint.translateMix) * alpha; + constraint.scaleMix += (scale - constraint.scaleMix) * alpha; + constraint.shearMix += (shear - constraint.shearMix) * alpha; + } + }; + TransformConstraintTimeline.ENTRIES = 5; + TransformConstraintTimeline.PREV_TIME = -5; + TransformConstraintTimeline.PREV_ROTATE = -4; + TransformConstraintTimeline.PREV_TRANSLATE = -3; + TransformConstraintTimeline.PREV_SCALE = -2; + TransformConstraintTimeline.PREV_SHEAR = -1; + TransformConstraintTimeline.ROTATE = 1; + TransformConstraintTimeline.TRANSLATE = 2; + TransformConstraintTimeline.SCALE = 3; + TransformConstraintTimeline.SHEAR = 4; + return TransformConstraintTimeline; + }(CurveTimeline)); + core.TransformConstraintTimeline = TransformConstraintTimeline; + var PathConstraintPositionTimeline = (function (_super) { + __extends(PathConstraintPositionTimeline, _super); + function PathConstraintPositionTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES); + return _this; + } + PathConstraintPositionTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex; + }; + PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) { + frameIndex *= PathConstraintPositionTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value; + }; + PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.position = constraint.data.position; + return; + case MixBlend.first: + constraint.position += (constraint.data.position - constraint.position) * alpha; + } + return; + } + var position = 0; + if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) + position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE]; + else { + var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES); + position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime)); + position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent; + } + if (blend == MixBlend.setup) + constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; + else + constraint.position += (position - constraint.position) * alpha; + }; + PathConstraintPositionTimeline.ENTRIES = 2; + PathConstraintPositionTimeline.PREV_TIME = -2; + PathConstraintPositionTimeline.PREV_VALUE = -1; + PathConstraintPositionTimeline.VALUE = 1; + return PathConstraintPositionTimeline; + }(CurveTimeline)); + core.PathConstraintPositionTimeline = PathConstraintPositionTimeline; + var PathConstraintSpacingTimeline = (function (_super) { + __extends(PathConstraintSpacingTimeline, _super); + function PathConstraintSpacingTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + PathConstraintSpacingTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex; + }; + PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.spacing = constraint.data.spacing; + return; + case MixBlend.first: + constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha; + } + return; + } + var spacing = 0; + if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) + spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE]; + else { + var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES); + spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime)); + spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent; + } + if (blend == MixBlend.setup) + constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; + else + constraint.spacing += (spacing - constraint.spacing) * alpha; + }; + return PathConstraintSpacingTimeline; + }(PathConstraintPositionTimeline)); + core.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline; + var PathConstraintMixTimeline = (function (_super) { + __extends(PathConstraintMixTimeline, _super); + function PathConstraintMixTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = core.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES); + return _this; + } + PathConstraintMixTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex; + }; + PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) { + frameIndex *= PathConstraintMixTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix; + this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix; + }; + PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.rotateMix = constraint.data.rotateMix; + constraint.translateMix = constraint.data.translateMix; + return; + case MixBlend.first: + constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha; + constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha; + } + return; + } + var rotate = 0, translate = 0; + if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) { + rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE]; + translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE]; + } + else { + var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES); + rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE]; + translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime)); + rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent; + translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent; + } + if (blend == MixBlend.setup) { + constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha; + constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha; + } + else { + constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; + constraint.translateMix += (translate - constraint.translateMix) * alpha; + } + }; + PathConstraintMixTimeline.ENTRIES = 3; + PathConstraintMixTimeline.PREV_TIME = -3; + PathConstraintMixTimeline.PREV_ROTATE = -2; + PathConstraintMixTimeline.PREV_TRANSLATE = -1; + PathConstraintMixTimeline.ROTATE = 1; + PathConstraintMixTimeline.TRANSLATE = 2; + return PathConstraintMixTimeline; + }(CurveTimeline)); + core.PathConstraintMixTimeline = PathConstraintMixTimeline; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var AnimationState = (function () { + function AnimationState(data) { + this.tracks = new Array(); + this.timeScale = 1; + this.events = new Array(); + this.listeners = new Array(); + this.queue = new EventQueue(this); + this.propertyIDs = new core.IntSet(); + this.animationsChanged = false; + this.trackEntryPool = new core.Pool(function () { return new TrackEntry(); }); + this.data = data; + } + AnimationState.prototype.update = function (delta) { + delta *= this.timeScale; + var tracks = this.tracks; + for (var i = 0, n = tracks.length; i < n; i++) { + var current = tracks[i]; + if (current == null) + continue; + current.animationLast = current.nextAnimationLast; + current.trackLast = current.nextTrackLast; + var currentDelta = delta * current.timeScale; + if (current.delay > 0) { + current.delay -= currentDelta; + if (current.delay > 0) + continue; + currentDelta = -current.delay; + current.delay = 0; + } + var next = current.next; + if (next != null) { + var nextTime = current.trackLast - next.delay; + if (nextTime >= 0) { + next.delay = 0; + next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale; + current.trackTime += currentDelta; + this.setCurrent(i, next, true); + while (next.mixingFrom != null) { + next.mixTime += delta; + next = next.mixingFrom; + } + continue; + } + } + else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) { + tracks[i] = null; + this.queue.end(current); + this.disposeNext(current); + continue; + } + if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) { + var from = current.mixingFrom; + current.mixingFrom = null; + if (from != null) + from.mixingTo = null; + while (from != null) { + this.queue.end(from); + from = from.mixingFrom; + } + } + current.trackTime += currentDelta; + } + this.queue.drain(); + }; + AnimationState.prototype.updateMixingFrom = function (to, delta) { + var from = to.mixingFrom; + if (from == null) + return true; + var finished = this.updateMixingFrom(from, delta); + from.animationLast = from.nextAnimationLast; + from.trackLast = from.nextTrackLast; + if (to.mixTime > 0 && to.mixTime >= to.mixDuration) { + if (from.totalAlpha == 0 || to.mixDuration == 0) { + to.mixingFrom = from.mixingFrom; + if (from.mixingFrom != null) + from.mixingFrom.mixingTo = to; + to.interruptAlpha = from.interruptAlpha; + this.queue.end(from); + } + return finished; + } + from.trackTime += delta * from.timeScale; + to.mixTime += delta; + return false; + }; + AnimationState.prototype.apply = function (skeleton) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + if (this.animationsChanged) + this._animationsChanged(); + var events = this.events; + var tracks = this.tracks; + var applied = false; + for (var i = 0, n = tracks.length; i < n; i++) { + var current = tracks[i]; + if (current == null || current.delay > 0) + continue; + applied = true; + var blend = i == 0 ? core.MixBlend.first : current.mixBlend; + var mix = current.alpha; + if (current.mixingFrom != null) + mix *= this.applyMixingFrom(current, skeleton, blend); + else if (current.trackTime >= current.trackEnd && current.next == null) + mix = 0; + var animationLast = current.animationLast, animationTime = current.getAnimationTime(); + var timelineCount = current.animation.timelines.length; + var timelines = current.animation.timelines; + if ((i == 0 && mix == 1) || blend == core.MixBlend.add) { + for (var ii = 0; ii < timelineCount; ii++) { + core.Utils.webkit602BugfixHelper(mix, blend); + timelines[ii].apply(skeleton, animationLast, animationTime, events, mix, blend, core.MixDirection.mixIn); + } + } + else { + var timelineMode = current.timelineMode; + var firstFrame = current.timelinesRotation.length == 0; + if (firstFrame) + core.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null); + var timelinesRotation = current.timelinesRotation; + for (var ii = 0; ii < timelineCount; ii++) { + var timeline = timelines[ii]; + var timelineBlend = (timelineMode[ii] & (AnimationState.NOT_LAST - 1)) == AnimationState.SUBSEQUENT ? blend : core.MixBlend.setup; + if (timeline instanceof core.RotateTimeline) { + this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame); + } + else { + core.Utils.webkit602BugfixHelper(mix, blend); + timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, core.MixDirection.mixIn); + } + } + } + this.queueEvents(current, animationTime); + events.length = 0; + current.nextAnimationLast = animationTime; + current.nextTrackLast = current.trackTime; + } + this.queue.drain(); + return applied; + }; + AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) { + var from = to.mixingFrom; + if (from.mixingFrom != null) + this.applyMixingFrom(from, skeleton, blend); + var mix = 0; + if (to.mixDuration == 0) { + mix = 1; + if (blend == core.MixBlend.first) + blend = core.MixBlend.setup; + } + else { + mix = to.mixTime / to.mixDuration; + if (mix > 1) + mix = 1; + if (blend != core.MixBlend.first) + blend = from.mixBlend; + } + var events = mix < from.eventThreshold ? this.events : null; + var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; + var animationLast = from.animationLast, animationTime = from.getAnimationTime(); + var timelineCount = from.animation.timelines.length; + var timelines = from.animation.timelines; + var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); + if (blend == core.MixBlend.add) { + for (var i = 0; i < timelineCount; i++) + timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, core.MixDirection.mixOut); + } + else { + var timelineMode = from.timelineMode; + var timelineHoldMix = from.timelineHoldMix; + var firstFrame = from.timelinesRotation.length == 0; + if (firstFrame) + core.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null); + var timelinesRotation = from.timelinesRotation; + from.totalAlpha = 0; + for (var i = 0; i < timelineCount; i++) { + var timeline = timelines[i]; + var direction = core.MixDirection.mixOut; + var timelineBlend = void 0; + var alpha = 0; + switch (timelineMode[i] & (AnimationState.NOT_LAST - 1)) { + case AnimationState.SUBSEQUENT: + timelineBlend = blend; + if (!attachments && timeline instanceof core.AttachmentTimeline) { + if ((timelineMode[i] & AnimationState.NOT_LAST) == AnimationState.NOT_LAST) + continue; + timelineBlend = core.MixBlend.setup; + } + if (!drawOrder && timeline instanceof core.DrawOrderTimeline) + continue; + alpha = alphaMix; + break; + case AnimationState.FIRST: + timelineBlend = core.MixBlend.setup; + alpha = alphaMix; + break; + case AnimationState.HOLD: + timelineBlend = core.MixBlend.setup; + alpha = alphaHold; + break; + default: + timelineBlend = core.MixBlend.setup; + var holdMix = timelineHoldMix[i]; + alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration); + break; + } + from.totalAlpha += alpha; + if (timeline instanceof core.RotateTimeline) + this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame); + else { + core.Utils.webkit602BugfixHelper(alpha, blend); + if (timelineBlend == core.MixBlend.setup) { + if (timeline instanceof core.AttachmentTimeline) { + if (attachments || (timelineMode[i] & AnimationState.NOT_LAST) == AnimationState.NOT_LAST) + direction = core.MixDirection.mixIn; + } + else if (timeline instanceof core.DrawOrderTimeline) { + if (drawOrder) + direction = core.MixDirection.mixIn; + } + } + timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction); + } + } + } + if (to.mixDuration > 0) + this.queueEvents(from, animationTime); + this.events.length = 0; + from.nextAnimationLast = animationTime; + from.nextTrackLast = from.trackTime; + return mix; + }; + AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) { + if (firstFrame) + timelinesRotation[i] = 0; + if (alpha == 1) { + timeline.apply(skeleton, 0, time, null, 1, blend, core.MixDirection.mixIn); + return; + } + var rotateTimeline = timeline; + var frames = rotateTimeline.frames; + var bone = skeleton.bones[rotateTimeline.boneIndex]; + if (!bone.active) + return; + var r1 = 0, r2 = 0; + if (time < frames[0]) { + switch (blend) { + case core.MixBlend.setup: + bone.rotation = bone.data.rotation; + default: + return; + case core.MixBlend.first: + r1 = bone.rotation; + r2 = bone.data.rotation; + } + } + else { + r1 = blend == core.MixBlend.setup ? bone.data.rotation : bone.rotation; + if (time >= frames[frames.length - core.RotateTimeline.ENTRIES]) + r2 = bone.data.rotation + frames[frames.length + core.RotateTimeline.PREV_ROTATION]; + else { + var frame = core.Animation.binarySearch(frames, time, core.RotateTimeline.ENTRIES); + var prevRotation = frames[frame + core.RotateTimeline.PREV_ROTATION]; + var frameTime = frames[frame]; + var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + core.RotateTimeline.PREV_TIME] - frameTime)); + r2 = frames[frame + core.RotateTimeline.ROTATION] - prevRotation; + r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; + r2 = prevRotation + r2 * percent + bone.data.rotation; + r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; + } + } + var total = 0, diff = r2 - r1; + diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360; + if (diff == 0) { + total = timelinesRotation[i]; + } + else { + var lastTotal = 0, lastDiff = 0; + if (firstFrame) { + lastTotal = 0; + lastDiff = diff; + } + else { + lastTotal = timelinesRotation[i]; + lastDiff = timelinesRotation[i + 1]; + } + var current = diff > 0, dir = lastTotal >= 0; + if (core.MathUtils.signum(lastDiff) != core.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) { + if (Math.abs(lastTotal) > 180) + lastTotal += 360 * core.MathUtils.signum(lastTotal); + dir = current; + } + total = diff + lastTotal - lastTotal % 360; + if (dir != current) + total += 360 * core.MathUtils.signum(lastTotal); + timelinesRotation[i] = total; + } + timelinesRotation[i + 1] = diff; + r1 += total * alpha; + bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360; + }; + AnimationState.prototype.queueEvents = function (entry, animationTime) { + var animationStart = entry.animationStart, animationEnd = entry.animationEnd; + var duration = animationEnd - animationStart; + var trackLastWrapped = entry.trackLast % duration; + var events = this.events; + var i = 0, n = events.length; + for (; i < n; i++) { + var event_1 = events[i]; + if (event_1.time < trackLastWrapped) + break; + if (event_1.time > animationEnd) + continue; + this.queue.event(entry, event_1); + } + var complete = false; + if (entry.loop) + complete = duration == 0 || trackLastWrapped > entry.trackTime % duration; + else + complete = animationTime >= animationEnd && entry.animationLast < animationEnd; + if (complete) + this.queue.complete(entry); + for (; i < n; i++) { + var event_2 = events[i]; + if (event_2.time < animationStart) + continue; + this.queue.event(entry, events[i]); + } + }; + AnimationState.prototype.clearTracks = function () { + var oldDrainDisabled = this.queue.drainDisabled; + this.queue.drainDisabled = true; + for (var i = 0, n = this.tracks.length; i < n; i++) + this.clearTrack(i); + this.tracks.length = 0; + this.queue.drainDisabled = oldDrainDisabled; + this.queue.drain(); + }; + AnimationState.prototype.clearTrack = function (trackIndex) { + if (trackIndex >= this.tracks.length) + return; + var current = this.tracks[trackIndex]; + if (current == null) + return; + this.queue.end(current); + this.disposeNext(current); + var entry = current; + while (true) { + var from = entry.mixingFrom; + if (from == null) + break; + this.queue.end(from); + entry.mixingFrom = null; + entry.mixingTo = null; + entry = from; + } + this.tracks[current.trackIndex] = null; + this.queue.drain(); + }; + AnimationState.prototype.setCurrent = function (index, current, interrupt) { + var from = this.expandToIndex(index); + this.tracks[index] = current; + if (from != null) { + if (interrupt) + this.queue.interrupt(from); + current.mixingFrom = from; + from.mixingTo = current; + current.mixTime = 0; + if (from.mixingFrom != null && from.mixDuration > 0) + current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration); + from.timelinesRotation.length = 0; + } + this.queue.start(current); + }; + AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (animation == null) + throw new Error("Animation not found: " + animationName); + return this.setAnimationWith(trackIndex, animation, loop); + }; + AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) { + if (animation == null) + throw new Error("animation cannot be null."); + var interrupt = true; + var current = this.expandToIndex(trackIndex); + if (current != null) { + if (current.nextTrackLast == -1) { + this.tracks[trackIndex] = current.mixingFrom; + this.queue.interrupt(current); + this.queue.end(current); + this.disposeNext(current); + current = current.mixingFrom; + interrupt = false; + } + else + this.disposeNext(current); + } + var entry = this.trackEntry(trackIndex, animation, loop, current); + this.setCurrent(trackIndex, entry, interrupt); + this.queue.drain(); + return entry; + }; + AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (animation == null) + throw new Error("Animation not found: " + animationName); + return this.addAnimationWith(trackIndex, animation, loop, delay); + }; + AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) { + if (animation == null) + throw new Error("animation cannot be null."); + var last = this.expandToIndex(trackIndex); + if (last != null) { + while (last.next != null) + last = last.next; + } + var entry = this.trackEntry(trackIndex, animation, loop, last); + if (last == null) { + this.setCurrent(trackIndex, entry, true); + this.queue.drain(); + } + else { + last.next = entry; + if (delay <= 0) { + var duration = last.animationEnd - last.animationStart; + if (duration != 0) { + if (last.loop) + delay += duration * (1 + ((last.trackTime / duration) | 0)); + else + delay += Math.max(duration, last.trackTime); + delay -= this.data.getMix(last.animation, animation); + } + else + delay = last.trackTime; + } + } + entry.delay = delay; + return entry; + }; + AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) { + var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false); + entry.mixDuration = mixDuration; + entry.trackEnd = mixDuration; + return entry; + }; + AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) { + if (delay <= 0) + delay -= mixDuration; + var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay); + entry.mixDuration = mixDuration; + entry.trackEnd = mixDuration; + return entry; + }; + AnimationState.prototype.setEmptyAnimations = function (mixDuration) { + var oldDrainDisabled = this.queue.drainDisabled; + this.queue.drainDisabled = true; + for (var i = 0, n = this.tracks.length; i < n; i++) { + var current = this.tracks[i]; + if (current != null) + this.setEmptyAnimation(current.trackIndex, mixDuration); + } + this.queue.drainDisabled = oldDrainDisabled; + this.queue.drain(); + }; + AnimationState.prototype.expandToIndex = function (index) { + if (index < this.tracks.length) + return this.tracks[index]; + core.Utils.ensureArrayCapacity(this.tracks, index + 1, null); + this.tracks.length = index + 1; + return null; + }; + AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) { + var entry = this.trackEntryPool.obtain(); + entry.trackIndex = trackIndex; + entry.animation = animation; + entry.loop = loop; + entry.holdPrevious = false; + entry.eventThreshold = 0; + entry.attachmentThreshold = 0; + entry.drawOrderThreshold = 0; + entry.animationStart = 0; + entry.animationEnd = animation.duration; + entry.animationLast = -1; + entry.nextAnimationLast = -1; + entry.delay = 0; + entry.trackTime = 0; + entry.trackLast = -1; + entry.nextTrackLast = -1; + entry.trackEnd = Number.MAX_VALUE; + entry.timeScale = 1; + entry.alpha = 1; + entry.interruptAlpha = 1; + entry.mixTime = 0; + entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation); + entry.mixBlend = core.MixBlend.replace; + return entry; + }; + AnimationState.prototype.disposeNext = function (entry) { + var next = entry.next; + while (next != null) { + this.queue.dispose(next); + next = next.next; + } + entry.next = null; + }; + AnimationState.prototype._animationsChanged = function () { + this.animationsChanged = false; + this.propertyIDs.clear(); + for (var i = 0, n = this.tracks.length; i < n; i++) { + var entry = this.tracks[i]; + if (entry == null) + continue; + while (entry.mixingFrom != null) + entry = entry.mixingFrom; + do { + if (entry.mixingFrom == null || entry.mixBlend != core.MixBlend.add) + this.computeHold(entry); + entry = entry.mixingTo; + } while (entry != null); + } + this.propertyIDs.clear(); + for (var i = this.tracks.length - 1; i >= 0; i--) { + var entry = this.tracks[i]; + while (entry != null) { + this.computeNotLast(entry); + entry = entry.mixingFrom; + } + } + }; + AnimationState.prototype.computeHold = function (entry) { + var to = entry.mixingTo; + var timelines = entry.animation.timelines; + var timelinesCount = entry.animation.timelines.length; + var timelineMode = core.Utils.setArraySize(entry.timelineMode, timelinesCount); + entry.timelineHoldMix.length = 0; + var timelineDipMix = core.Utils.setArraySize(entry.timelineHoldMix, timelinesCount); + var propertyIDs = this.propertyIDs; + if (to != null && to.holdPrevious) { + for (var i = 0; i < timelinesCount; i++) { + propertyIDs.add(timelines[i].getPropertyId()); + timelineMode[i] = AnimationState.HOLD; + } + return; + } + outer: for (var i = 0; i < timelinesCount; i++) { + var timeline = timelines[i]; + var id = timeline.getPropertyId(); + if (!propertyIDs.add(id)) + timelineMode[i] = AnimationState.SUBSEQUENT; + else if (to == null || timeline instanceof core.AttachmentTimeline || timeline instanceof core.DrawOrderTimeline + || timeline instanceof core.EventTimeline || !to.animation.hasTimeline(id)) { + timelineMode[i] = AnimationState.FIRST; + } + else { + for (var next = to.mixingTo; next != null; next = next.mixingTo) { + if (next.animation.hasTimeline(id)) + continue; + if (entry.mixDuration > 0) { + timelineMode[i] = AnimationState.HOLD_MIX; + timelineDipMix[i] = next; + continue outer; + } + break; + } + timelineMode[i] = AnimationState.HOLD; + } + } + }; + AnimationState.prototype.computeNotLast = function (entry) { + var timelines = entry.animation.timelines; + var timelinesCount = entry.animation.timelines.length; + var timelineMode = entry.timelineMode; + var propertyIDs = this.propertyIDs; + for (var i = 0; i < timelinesCount; i++) { + if (timelines[i] instanceof core.AttachmentTimeline) { + var timeline = timelines[i]; + if (!propertyIDs.add(timeline.slotIndex)) + timelineMode[i] |= AnimationState.NOT_LAST; + } + } + }; + AnimationState.prototype.getCurrent = function (trackIndex) { + if (trackIndex >= this.tracks.length) + return null; + return this.tracks[trackIndex]; + }; + AnimationState.prototype.addListener = function (listener) { + if (listener == null) + throw new Error("listener cannot be null."); + this.listeners.push(listener); + }; + AnimationState.prototype.removeListener = function (listener) { + var index = this.listeners.indexOf(listener); + if (index >= 0) + this.listeners.splice(index, 1); + }; + AnimationState.prototype.clearListeners = function () { + this.listeners.length = 0; + }; + AnimationState.prototype.clearListenerNotifications = function () { + this.queue.clear(); + }; + AnimationState.prototype.setAnimationByName = function (trackIndex, animationName, loop) { + if (!AnimationState.deprecatedWarning1) { + AnimationState.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: AnimationState.setAnimationByName is deprecated, please use setAnimation from now on."); + } + this.setAnimation(trackIndex, animationName, loop); + }; + AnimationState.prototype.addAnimationByName = function (trackIndex, animationName, loop, delay) { + if (!AnimationState.deprecatedWarning2) { + AnimationState.deprecatedWarning2 = true; + console.warn("Spine Deprecation Warning: AnimationState.addAnimationByName is deprecated, please use addAnimation from now on."); + } + this.addAnimation(trackIndex, animationName, loop, delay); + }; + AnimationState.prototype.hasAnimation = function (animationName) { + var animation = this.data.skeletonData.findAnimation(animationName); + return animation !== null; + }; + AnimationState.prototype.hasAnimationByName = function (animationName) { + if (!AnimationState.deprecatedWarning3) { + AnimationState.deprecatedWarning3 = true; + console.warn("Spine Deprecation Warning: AnimationState.hasAnimationByName is deprecated, please use hasAnimation from now on."); + } + return this.hasAnimation(animationName); + }; + AnimationState.emptyAnimation = new core.Animation("", [], 0); + AnimationState.SUBSEQUENT = 0; + AnimationState.FIRST = 1; + AnimationState.HOLD = 2; + AnimationState.HOLD_MIX = 3; + AnimationState.NOT_LAST = 4; + AnimationState.deprecatedWarning1 = false; + AnimationState.deprecatedWarning2 = false; + AnimationState.deprecatedWarning3 = false; + return AnimationState; + }()); + core.AnimationState = AnimationState; + var TrackEntry = (function () { + function TrackEntry() { + this.mixBlend = core.MixBlend.replace; + this.timelineMode = new Array(); + this.timelineHoldMix = new Array(); + this.timelinesRotation = new Array(); + } + TrackEntry.prototype.reset = function () { + this.next = null; + this.mixingFrom = null; + this.mixingTo = null; + this.animation = null; + this.listener = null; + this.timelineMode.length = 0; + this.timelineHoldMix.length = 0; + this.timelinesRotation.length = 0; + }; + TrackEntry.prototype.getAnimationTime = function () { + if (this.loop) { + var duration = this.animationEnd - this.animationStart; + if (duration == 0) + return this.animationStart; + return (this.trackTime % duration) + this.animationStart; + } + return Math.min(this.trackTime + this.animationStart, this.animationEnd); + }; + TrackEntry.prototype.setAnimationLast = function (animationLast) { + this.animationLast = animationLast; + this.nextAnimationLast = animationLast; + }; + TrackEntry.prototype.isComplete = function () { + return this.trackTime >= this.animationEnd - this.animationStart; + }; + TrackEntry.prototype.resetRotationDirections = function () { + this.timelinesRotation.length = 0; + }; + Object.defineProperty(TrackEntry.prototype, "time", { + get: function () { + if (!TrackEntry.deprecatedWarning1) { + TrackEntry.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: TrackEntry.time is deprecated, please use trackTime from now on."); + } + return this.trackTime; + }, + set: function (value) { + if (!TrackEntry.deprecatedWarning1) { + TrackEntry.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: TrackEntry.time is deprecated, please use trackTime from now on."); + } + this.trackTime = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TrackEntry.prototype, "endTime", { + get: function () { + if (!TrackEntry.deprecatedWarning2) { + TrackEntry.deprecatedWarning2 = true; + console.warn("Spine Deprecation Warning: TrackEntry.endTime is deprecated, please use trackEnd from now on."); + } + return this.trackTime; + }, + set: function (value) { + if (!TrackEntry.deprecatedWarning2) { + TrackEntry.deprecatedWarning2 = true; + console.warn("Spine Deprecation Warning: TrackEntry.endTime is deprecated, please use trackEnd from now on."); + } + this.trackTime = value; + }, + enumerable: true, + configurable: true + }); + TrackEntry.prototype.loopsCount = function () { + return Math.floor(this.trackTime / this.trackEnd); + }; + TrackEntry.deprecatedWarning1 = false; + TrackEntry.deprecatedWarning2 = false; + return TrackEntry; + }()); + core.TrackEntry = TrackEntry; + var EventQueue = (function () { + function EventQueue(animState) { + this.objects = []; + this.drainDisabled = false; + this.animState = animState; + } + EventQueue.prototype.start = function (entry) { + this.objects.push(EventType.start); + this.objects.push(entry); + this.animState.animationsChanged = true; + }; + EventQueue.prototype.interrupt = function (entry) { + this.objects.push(EventType.interrupt); + this.objects.push(entry); + }; + EventQueue.prototype.end = function (entry) { + this.objects.push(EventType.end); + this.objects.push(entry); + this.animState.animationsChanged = true; + }; + EventQueue.prototype.dispose = function (entry) { + this.objects.push(EventType.dispose); + this.objects.push(entry); + }; + EventQueue.prototype.complete = function (entry) { + this.objects.push(EventType.complete); + this.objects.push(entry); + }; + EventQueue.prototype.event = function (entry, event) { + this.objects.push(EventType.event); + this.objects.push(entry); + this.objects.push(event); + }; + EventQueue.prototype.deprecateStuff = function () { + if (!EventQueue.deprecatedWarning1) { + EventQueue.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: onComplete, onStart, onEnd, onEvent art deprecated, please use listeners from now on. 'state.addListener({ complete: function(track, event) { } })'"); + } + return true; + }; + EventQueue.prototype.drain = function () { + if (this.drainDisabled) + return; + this.drainDisabled = true; + var objects = this.objects; + var listeners = this.animState.listeners; + for (var i = 0; i < objects.length; i += 2) { + var type = objects[i]; + var entry = objects[i + 1]; + switch (type) { + case EventType.start: + if (entry.listener != null && entry.listener.start) + entry.listener.start(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].start) + listeners[ii].start(entry); + entry.onStart && this.deprecateStuff() && entry.onStart(entry.trackIndex); + this.animState.onStart && this.deprecateStuff() && this.deprecateStuff && this.animState.onStart(entry.trackIndex); + break; + case EventType.interrupt: + if (entry.listener != null && entry.listener.interrupt) + entry.listener.interrupt(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].interrupt) + listeners[ii].interrupt(entry); + break; + case EventType.end: + if (entry.listener != null && entry.listener.end) + entry.listener.end(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].end) + listeners[ii].end(entry); + entry.onEnd && this.deprecateStuff() && entry.onEnd(entry.trackIndex); + this.animState.onEnd && this.deprecateStuff() && this.animState.onEnd(entry.trackIndex); + case EventType.dispose: + if (entry.listener != null && entry.listener.dispose) + entry.listener.dispose(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].dispose) + listeners[ii].dispose(entry); + this.animState.trackEntryPool.free(entry); + break; + case EventType.complete: + if (entry.listener != null && entry.listener.complete) + entry.listener.complete(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].complete) + listeners[ii].complete(entry); + var count = core.MathUtils.toInt(entry.loopsCount()); + entry.onComplete && this.deprecateStuff() && entry.onComplete(entry.trackIndex, count); + this.animState.onComplete && this.deprecateStuff() && this.animState.onComplete(entry.trackIndex, count); + break; + case EventType.event: + var event_3 = objects[i++ + 2]; + if (entry.listener != null && entry.listener.event) + entry.listener.event(entry, event_3); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].event) + listeners[ii].event(entry, event_3); + entry.onEvent && this.deprecateStuff() && entry.onEvent(entry.trackIndex, event_3); + this.animState.onEvent && this.deprecateStuff() && this.animState.onEvent(entry.trackIndex, event_3); + break; + } + } + this.clear(); + this.drainDisabled = false; + }; + EventQueue.prototype.clear = function () { + this.objects.length = 0; + }; + EventQueue.deprecatedWarning1 = false; + return EventQueue; + }()); + core.EventQueue = EventQueue; + var EventType; + (function (EventType) { + EventType[EventType["start"] = 0] = "start"; + EventType[EventType["interrupt"] = 1] = "interrupt"; + EventType[EventType["end"] = 2] = "end"; + EventType[EventType["dispose"] = 3] = "dispose"; + EventType[EventType["complete"] = 4] = "complete"; + EventType[EventType["event"] = 5] = "event"; + })(EventType = core.EventType || (core.EventType = {})); + var AnimationStateAdapter = (function () { + function AnimationStateAdapter() { + } + AnimationStateAdapter.prototype.start = function (entry) { + }; + AnimationStateAdapter.prototype.interrupt = function (entry) { + }; + AnimationStateAdapter.prototype.end = function (entry) { + }; + AnimationStateAdapter.prototype.dispose = function (entry) { + }; + AnimationStateAdapter.prototype.complete = function (entry) { + }; + AnimationStateAdapter.prototype.event = function (entry, event) { + }; + return AnimationStateAdapter; + }()); + core.AnimationStateAdapter = AnimationStateAdapter; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var AnimationStateData = (function () { + function AnimationStateData(skeletonData) { + this.animationToMixTime = {}; + this.defaultMix = 0; + if (skeletonData == null) + throw new Error("skeletonData cannot be null."); + this.skeletonData = skeletonData; + } + AnimationStateData.prototype.setMix = function (fromName, toName, duration) { + var from = this.skeletonData.findAnimation(fromName); + if (from == null) + throw new Error("Animation not found: " + fromName); + var to = this.skeletonData.findAnimation(toName); + if (to == null) + throw new Error("Animation not found: " + toName); + this.setMixWith(from, to, duration); + }; + AnimationStateData.prototype.setMixByName = function (fromName, toName, duration) { + if (!AnimationStateData.deprecatedWarning1) { + AnimationStateData.deprecatedWarning1 = true; + console.warn("Deprecation Warning: AnimationStateData.setMixByName is deprecated, please use setMix from now on."); + } + this.setMix(fromName, toName, duration); + }; + AnimationStateData.prototype.setMixWith = function (from, to, duration) { + if (from == null) + throw new Error("from cannot be null."); + if (to == null) + throw new Error("to cannot be null."); + var key = from.name + "." + to.name; + this.animationToMixTime[key] = duration; + }; + AnimationStateData.prototype.getMix = function (from, to) { + var key = from.name + "." + to.name; + var value = this.animationToMixTime[key]; + return value === undefined ? this.defaultMix : value; + }; + AnimationStateData.deprecatedWarning1 = false; + return AnimationStateData; + }()); + core.AnimationStateData = AnimationStateData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var AtlasAttachmentLoader = (function () { + function AtlasAttachmentLoader(atlas) { + this.atlas = atlas; + } + AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) { + var region = this.atlas.findRegion(path); + if (region == null) + throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")"); + var attachment = new core.RegionAttachment(name); + attachment.region = region; + return attachment; + }; + AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) { + var region = this.atlas.findRegion(path); + if (region == null) + throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); + var attachment = new core.MeshAttachment(name); + attachment.region = region; + return attachment; + }; + AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) { + return new core.BoundingBoxAttachment(name); + }; + AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) { + return new core.PathAttachment(name); + }; + AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) { + return new core.PointAttachment(name); + }; + AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) { + return new core.ClippingAttachment(name); + }; + return AtlasAttachmentLoader; + }()); + core.AtlasAttachmentLoader = AtlasAttachmentLoader; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var BlendMode; + (function (BlendMode) { + BlendMode[BlendMode["Normal"] = 0] = "Normal"; + BlendMode[BlendMode["Additive"] = 1] = "Additive"; + BlendMode[BlendMode["Multiply"] = 2] = "Multiply"; + BlendMode[BlendMode["Screen"] = 3] = "Screen"; + })(BlendMode = core.BlendMode || (core.BlendMode = {})); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Bone = (function () { + function Bone(data, skeleton, parent) { + this.matrix = new PIXI.Matrix(); + this.children = new Array(); + this.x = 0; + this.y = 0; + this.rotation = 0; + this.scaleX = 0; + this.scaleY = 0; + this.shearX = 0; + this.shearY = 0; + this.ax = 0; + this.ay = 0; + this.arotation = 0; + this.ascaleX = 0; + this.ascaleY = 0; + this.ashearX = 0; + this.ashearY = 0; + this.appliedValid = false; + this.sorted = false; + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.skeleton = skeleton; + this.parent = parent; + this.setToSetupPose(); + } + Object.defineProperty(Bone.prototype, "worldX", { + get: function () { + return this.matrix.tx; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "worldY", { + get: function () { + return this.matrix.ty; + }, + enumerable: true, + configurable: true + }); + Bone.prototype.isActive = function () { + return this.active; + }; + Bone.prototype.update = function () { + this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); + }; + Bone.prototype.updateWorldTransform = function () { + this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); + }; + Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) { + this.ax = x; + this.ay = y; + this.arotation = rotation; + this.ascaleX = scaleX; + this.ascaleY = scaleY; + this.ashearX = shearX; + this.ashearY = shearY; + this.appliedValid = true; + var parent = this.parent; + var m = this.matrix; + var sx = this.skeleton.scaleX; + var sy = Bone.yDown ? -this.skeleton.scaleY : this.skeleton.scaleY; + if (parent == null) { + var skeleton = this.skeleton; + var rotationY = rotation + 90 + shearY; + m.a = core.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; + m.c = core.MathUtils.cosDeg(rotationY) * scaleY * sx; + m.b = core.MathUtils.sinDeg(rotation + shearX) * scaleX * sy; + m.d = core.MathUtils.sinDeg(rotationY) * scaleY * sy; + m.tx = x * sx + skeleton.x; + m.ty = y * sy + skeleton.y; + return; + } + var pa = parent.matrix.a, pb = parent.matrix.c, pc = parent.matrix.b, pd = parent.matrix.d; + m.tx = pa * x + pb * y + parent.matrix.tx; + m.ty = pc * x + pd * y + parent.matrix.ty; + switch (this.data.transformMode) { + case core.TransformMode.Normal: { + var rotationY = rotation + 90 + shearY; + var la = core.MathUtils.cosDeg(rotation + shearX) * scaleX; + var lb = core.MathUtils.cosDeg(rotationY) * scaleY; + var lc = core.MathUtils.sinDeg(rotation + shearX) * scaleX; + var ld = core.MathUtils.sinDeg(rotationY) * scaleY; + m.a = pa * la + pb * lc; + m.c = pa * lb + pb * ld; + m.b = pc * la + pd * lc; + m.d = pc * lb + pd * ld; + return; + } + case core.TransformMode.OnlyTranslation: { + var rotationY = rotation + 90 + shearY; + m.a = core.MathUtils.cosDeg(rotation + shearX) * scaleX; + m.c = core.MathUtils.cosDeg(rotationY) * scaleY; + m.b = core.MathUtils.sinDeg(rotation + shearX) * scaleX; + m.d = core.MathUtils.sinDeg(rotationY) * scaleY; + break; + } + case core.TransformMode.NoRotationOrReflection: { + var s = pa * pa + pc * pc; + var prx = 0; + if (s > 0.0001) { + s = Math.abs(pa * pd - pb * pc) / s; + pb = pc * s; + pd = pa * s; + prx = Math.atan2(pc, pa) * core.MathUtils.radDeg; + } + else { + pa = 0; + pc = 0; + prx = 90 - Math.atan2(pd, pb) * core.MathUtils.radDeg; + } + var rx = rotation + shearX - prx; + var ry = rotation + shearY - prx + 90; + var la = core.MathUtils.cosDeg(rx) * scaleX; + var lb = core.MathUtils.cosDeg(ry) * scaleY; + var lc = core.MathUtils.sinDeg(rx) * scaleX; + var ld = core.MathUtils.sinDeg(ry) * scaleY; + m.a = pa * la - pb * lc; + m.c = pa * lb - pb * ld; + m.b = pc * la + pd * lc; + m.d = pc * lb + pd * ld; + break; + } + case core.TransformMode.NoScale: + case core.TransformMode.NoScaleOrReflection: { + var cos = core.MathUtils.cosDeg(rotation); + var sin = core.MathUtils.sinDeg(rotation); + var za = (pa * cos + pb * sin) / sx; + var zc = (pc * cos + pd * sin) / sy; + var s = Math.sqrt(za * za + zc * zc); + if (s > 0.00001) + s = 1 / s; + za *= s; + zc *= s; + s = Math.sqrt(za * za + zc * zc); + if (this.data.transformMode == core.TransformMode.NoScale + && (pa * pd - pb * pc < 0) != (Bone.yDown ? + (this.skeleton.scaleX < 0 != this.skeleton.scaleY > 0) : + (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))) + s = -s; + var r = Math.PI / 2 + Math.atan2(zc, za); + var zb = Math.cos(r) * s; + var zd = Math.sin(r) * s; + var la = core.MathUtils.cosDeg(shearX) * scaleX; + var lb = core.MathUtils.cosDeg(90 + shearY) * scaleY; + var lc = core.MathUtils.sinDeg(shearX) * scaleX; + var ld = core.MathUtils.sinDeg(90 + shearY) * scaleY; + m.a = za * la + zb * lc; + m.c = za * lb + zb * ld; + m.b = zc * la + zd * lc; + m.d = zc * lb + zd * ld; + break; + } + } + m.a *= sx; + m.c *= sx; + m.b *= sy; + m.d *= sy; + }; + Bone.prototype.setToSetupPose = function () { + var data = this.data; + this.x = data.x; + this.y = data.y; + this.rotation = data.rotation; + this.scaleX = data.scaleX; + this.scaleY = data.scaleY; + this.shearX = data.shearX; + this.shearY = data.shearY; + }; + Bone.prototype.getWorldRotationX = function () { + return Math.atan2(this.matrix.b, this.matrix.a) * core.MathUtils.radDeg; + }; + Bone.prototype.getWorldRotationY = function () { + return Math.atan2(this.matrix.d, this.matrix.c) * core.MathUtils.radDeg; + }; + Bone.prototype.getWorldScaleX = function () { + var m = this.matrix; + return Math.sqrt(m.a * m.a + m.c * m.c); + }; + Bone.prototype.getWorldScaleY = function () { + var m = this.matrix; + return Math.sqrt(m.b * m.b + m.d * m.d); + }; + Bone.prototype.updateAppliedTransform = function () { + this.appliedValid = true; + var parent = this.parent; + var m = this.matrix; + if (parent == null) { + this.ax = m.tx; + this.ay = m.ty; + this.arotation = Math.atan2(m.b, m.a) * core.MathUtils.radDeg; + this.ascaleX = Math.sqrt(m.a * m.a + m.b * m.b); + this.ascaleY = Math.sqrt(m.c * m.c + m.d * m.d); + this.ashearX = 0; + this.ashearY = Math.atan2(m.a * m.c + m.b * m.d, m.a * m.d - m.b * m.c) * core.MathUtils.radDeg; + return; + } + var pm = parent.matrix; + var pid = 1 / (pm.a * pm.d - pm.b * pm.c); + var dx = m.tx - pm.tx, dy = m.ty - pm.ty; + this.ax = (dx * pm.d * pid - dy * pm.c * pid); + this.ay = (dy * pm.a * pid - dx * pm.b * pid); + var ia = pid * pm.d; + var id = pid * pm.a; + var ib = pid * pm.c; + var ic = pid * pm.b; + var ra = ia * m.a - ib * m.b; + var rb = ia * m.c - ib * m.d; + var rc = id * m.b - ic * m.a; + var rd = id * m.d - ic * m.c; + this.ashearX = 0; + this.ascaleX = Math.sqrt(ra * ra + rc * rc); + if (this.ascaleX > 0.0001) { + var det = ra * rd - rb * rc; + this.ascaleY = det / this.ascaleX; + this.ashearY = Math.atan2(ra * rb + rc * rd, det) * core.MathUtils.radDeg; + this.arotation = Math.atan2(rc, ra) * core.MathUtils.radDeg; + } + else { + this.ascaleX = 0; + this.ascaleY = Math.sqrt(rb * rb + rd * rd); + this.ashearY = 0; + this.arotation = 90 - Math.atan2(rd, rb) * core.MathUtils.radDeg; + } + }; + Bone.prototype.worldToLocal = function (world) { + var m = this.matrix; + var a = m.a, b = m.c, c = m.b, d = m.d; + var invDet = 1 / (a * d - b * c); + var x = world.x - m.tx, y = world.y - m.ty; + world.x = (x * d * invDet - y * b * invDet); + world.y = (y * a * invDet - x * c * invDet); + return world; + }; + Bone.prototype.localToWorld = function (local) { + var m = this.matrix; + var x = local.x, y = local.y; + local.x = x * m.a + y * m.c + m.tx; + local.y = x * m.b + y * m.d + m.ty; + return local; + }; + Bone.prototype.worldToLocalRotation = function (worldRotation) { + var sin = core.MathUtils.sinDeg(worldRotation), cos = core.MathUtils.cosDeg(worldRotation); + var mat = this.matrix; + return Math.atan2(mat.a * sin - mat.b * cos, mat.d * cos - mat.c * sin) * core.MathUtils.radDeg; + }; + Bone.prototype.localToWorldRotation = function (localRotation) { + var sin = core.MathUtils.sinDeg(localRotation), cos = core.MathUtils.cosDeg(localRotation); + var mat = this.matrix; + return Math.atan2(cos * mat.b + sin * mat.d, cos * mat.a + sin * mat.c) * core.MathUtils.radDeg; + }; + Bone.prototype.rotateWorld = function (degrees) { + var mat = this.matrix; + var a = mat.a, b = mat.c, c = mat.b, d = mat.d; + var cos = core.MathUtils.cosDeg(degrees), sin = core.MathUtils.sinDeg(degrees); + mat.a = cos * a - sin * c; + mat.c = cos * b - sin * d; + mat.b = sin * a + cos * c; + mat.d = sin * b + cos * d; + this.appliedValid = false; + }; + Bone.yDown = false; + return Bone; + }()); + core.Bone = Bone; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var BoneData = (function () { + function BoneData(index, name, parent) { + this.x = 0; + this.y = 0; + this.rotation = 0; + this.scaleX = 1; + this.scaleY = 1; + this.shearX = 0; + this.shearY = 0; + this.transformMode = TransformMode.Normal; + this.skinRequired = false; + this.color = new core.Color(); + if (index < 0) + throw new Error("index must be >= 0."); + if (name == null) + throw new Error("name cannot be null."); + this.index = index; + this.name = name; + this.parent = parent; + } + return BoneData; + }()); + core.BoneData = BoneData; + var TransformMode; + (function (TransformMode) { + TransformMode[TransformMode["Normal"] = 0] = "Normal"; + TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation"; + TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; + TransformMode[TransformMode["NoScale"] = 3] = "NoScale"; + TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; + })(TransformMode = core.TransformMode || (core.TransformMode = {})); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var ConstraintData = (function () { + function ConstraintData(name, order, skinRequired) { + this.name = name; + this.order = order; + this.skinRequired = skinRequired; + } + return ConstraintData; + }()); + core.ConstraintData = ConstraintData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Event = (function () { + function Event(time, data) { + if (data == null) + throw new Error("data cannot be null."); + this.time = time; + this.data = data; + } + return Event; + }()); + core.Event = Event; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var EventData = (function () { + function EventData(name) { + this.name = name; + } + return EventData; + }()); + core.EventData = EventData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var IkConstraint = (function () { + function IkConstraint(data, skeleton) { + this.bendDirection = 0; + this.compress = false; + this.stretch = false; + this.mix = 1; + this.softness = 0; + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findBone(data.target.name); + } + IkConstraint.prototype.isActive = function () { + return this.active; + }; + IkConstraint.prototype.apply = function () { + this.update(); + }; + IkConstraint.prototype.update = function () { + var target = this.target; + var bones = this.bones; + switch (bones.length) { + case 1: + this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); + break; + case 2: + this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.softness, this.mix); + break; + } + }; + IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) { + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var p = bone.parent.matrix; + var pa = p.a, pb = p.c, pc = p.b, pd = p.d; + var rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; + switch (bone.data.transformMode) { + case core.TransformMode.OnlyTranslation: + tx = targetX - bone.worldX; + ty = targetY - bone.worldY; + break; + case core.TransformMode.NoRotationOrReflection: + rotationIK += Math.atan2(pc, pa) * core.MathUtils.radDeg; + var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); + pb = -pc * ps; + pd = pa * ps; + default: + var x = targetX - p.tx, y = targetY - p.ty; + var d = pa * pd - pb * pc; + tx = (x * pd - y * pb) / d - bone.ax; + ty = (y * pa - x * pc) / d - bone.ay; + } + rotationIK += Math.atan2(ty, tx) * core.MathUtils.radDeg; + if (bone.ascaleX < 0) + rotationIK += 180; + if (rotationIK > 180) + rotationIK -= 360; + else if (rotationIK < -180) + rotationIK += 360; + var sx = bone.ascaleX, sy = bone.ascaleY; + if (compress || stretch) { + switch (bone.data.transformMode) { + case core.TransformMode.NoScale: + case core.TransformMode.NoScaleOrReflection: + tx = targetX - bone.worldX; + ty = targetY - bone.worldY; + } + var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); + if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) { + var s = (dd / b - 1) * alpha + 1; + sx *= s; + if (uniform) + sy *= s; + } + } + bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY); + }; + IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, softness, alpha) { + if (alpha == 0) { + child.updateWorldTransform(); + return; + } + if (!parent.appliedValid) + parent.updateAppliedTransform(); + if (!child.appliedValid) + child.updateAppliedTransform(); + var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX; + var pmat = parent.matrix; + var os1 = 0, os2 = 0, s2 = 0; + if (psx < 0) { + psx = -psx; + os1 = 180; + s2 = -1; + } + else { + os1 = 0; + s2 = 1; + } + if (psy < 0) { + psy = -psy; + s2 = -s2; + } + if (csx < 0) { + csx = -csx; + os2 = 180; + } + else + os2 = 0; + var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = pmat.a, b = pmat.c, c = pmat.b, d = pmat.d; + var u = Math.abs(psx - psy) <= 0.0001; + if (!u) { + cy = 0; + cwx = a * cx + pmat.tx; + cwy = c * cx + pmat.ty; + } + else { + cy = child.ay; + cwx = a * cx + b * cy + pmat.tx; + cwy = c * cx + d * cy + pmat.ty; + } + var pp = parent.parent.matrix; + a = pp.a; + b = pp.c; + c = pp.b; + d = pp.d; + var id = 1 / (a * d - b * c), x = cwx - pp.tx, y = cwy - pp.ty; + var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; + var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; + if (l1 < 0.0001) { + this.apply1(parent, targetX, targetY, false, stretch, false, alpha); + child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + return; + } + x = targetX - pp.tx; + y = targetY - pp.ty; + var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; + var dd = tx * tx + ty * ty; + if (softness != 0) { + softness *= psx * (csx + 1) / 2; + var td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; + if (sd > 0) { + var p = Math.min(1, sd / (softness * 2)) - 1; + p = (sd - softness * (1 - p * p)) / td; + tx -= p * tx; + ty -= p * ty; + dd = tx * tx + ty * ty; + } + } + outer: if (u) { + l2 *= psx; + var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); + if (cos < -1) + cos = -1; + else if (cos > 1) { + cos = 1; + if (stretch) + sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; + } + a2 = Math.acos(cos) * bendDir; + a = l1 + l2 * cos; + b = l2 * Math.sin(a2); + a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); + } + else { + a = psx * l2; + b = psy * l2; + var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); + c = bb * l1 * l1 + aa * dd - aa * bb; + var c1 = -2 * bb * l1, c2 = bb - aa; + d = c1 * c1 - 4 * c2 * c; + if (d >= 0) { + var q = Math.sqrt(d); + if (c1 < 0) + q = -q; + q = -(c1 + q) / 2; + var r0 = q / c2, r1 = c / q; + var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; + if (r * r <= dd) { + y = Math.sqrt(dd - r * r) * bendDir; + a1 = ta - Math.atan2(y, r); + a2 = Math.atan2(y / psy, (r - l1) / psx); + break outer; + } + } + var minAngle = core.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; + var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; + c = -a * l1 / (aa - bb); + if (c >= -1 && c <= 1) { + c = Math.acos(c); + x = a * Math.cos(c) + l1; + y = b * Math.sin(c); + d = x * x + y * y; + if (d < minDist) { + minAngle = c; + minDist = d; + minX = x; + minY = y; + } + if (d > maxDist) { + maxAngle = c; + maxDist = d; + maxX = x; + maxY = y; + } + } + if (dd <= (minDist + maxDist) / 2) { + a1 = ta - Math.atan2(minY * bendDir, minX); + a2 = minAngle * bendDir; + } + else { + a1 = ta - Math.atan2(maxY * bendDir, maxX); + a2 = maxAngle * bendDir; + } + } + var os = Math.atan2(cy, cx) * s2; + var rotation = parent.arotation; + a1 = (a1 - os) * core.MathUtils.radDeg + os1 - rotation; + if (a1 > 180) + a1 -= 360; + else if (a1 < -180) + a1 += 360; + parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0); + rotation = child.arotation; + a2 = ((a2 + os) * core.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; + if (a2 > 180) + a2 -= 360; + else if (a2 < -180) + a2 += 360; + child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + }; + return IkConstraint; + }()); + core.IkConstraint = IkConstraint; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var IkConstraintData = (function (_super) { + __extends(IkConstraintData, _super); + function IkConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + _this.bendDirection = 1; + _this.compress = false; + _this.stretch = false; + _this.uniform = false; + _this.mix = 1; + _this.softness = 0; + return _this; + } + return IkConstraintData; + }(core.ConstraintData)); + core.IkConstraintData = IkConstraintData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var PathConstraint = (function () { + function PathConstraint(data, skeleton) { + this.position = 0; + this.spacing = 0; + this.rotateMix = 0; + this.translateMix = 0; + this.spaces = new Array(); + this.positions = new Array(); + this.world = new Array(); + this.curves = new Array(); + this.lengths = new Array(); + this.segments = new Array(); + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.bones = new Array(); + for (var i = 0, n = data.bones.length; i < n; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findSlot(data.target.name); + this.position = data.position; + this.spacing = data.spacing; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + } + PathConstraint.prototype.isActive = function () { + return this.active; + }; + PathConstraint.prototype.apply = function () { + this.update(); + }; + PathConstraint.prototype.update = function () { + var attachment = this.target.getAttachment(); + if (!(attachment instanceof core.PathAttachment)) + return; + var rotateMix = this.rotateMix, translateMix = this.translateMix; + var translate = translateMix > 0, rotate = rotateMix > 0; + if (!translate && !rotate) + return; + var data = this.data; + var spacingMode = data.spacingMode; + var lengthSpacing = spacingMode == core.SpacingMode.Length; + var rotateMode = data.rotateMode; + var tangents = rotateMode == core.RotateMode.Tangent, scale = rotateMode == core.RotateMode.ChainScale; + var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1; + var bones = this.bones; + var spaces = core.Utils.setArraySize(this.spaces, spacesCount), lengths = null; + var spacing = this.spacing; + if (scale || lengthSpacing) { + if (scale) + lengths = core.Utils.setArraySize(this.lengths, boneCount); + for (var i = 0, n = spacesCount - 1; i < n;) { + var bone = bones[i]; + var setupLength = bone.data.length; + if (setupLength < PathConstraint.epsilon) { + if (scale) + lengths[i] = 0; + spaces[++i] = 0; + } + else { + var x = setupLength * bone.matrix.a, y = setupLength * bone.matrix.b; + var length_1 = Math.sqrt(x * x + y * y); + if (scale) + lengths[i] = length_1; + spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_1 / setupLength; + } + } + } + else { + for (var i = 1; i < spacesCount; i++) + spaces[i] = spacing; + } + var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == core.PositionMode.Percent, spacingMode == core.SpacingMode.Percent); + var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; + var tip = false; + if (offsetRotation == 0) + tip = rotateMode == core.RotateMode.Chain; + else { + tip = false; + var p = this.target.bone.matrix; + offsetRotation *= p.a * p.d - p.b * p.c > 0 ? core.MathUtils.degRad : -core.MathUtils.degRad; + } + for (var i = 0, p = 3; i < boneCount; i++, p += 3) { + var bone = bones[i]; + var mat = bone.matrix; + mat.tx += (boneX - mat.tx) * translateMix; + mat.ty += (boneY - mat.ty) * translateMix; + var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; + if (scale) { + var length_2 = lengths[i]; + if (length_2 != 0) { + var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 1) * rotateMix + 1; + mat.a *= s; + mat.b *= s; + } + } + boneX = x; + boneY = y; + if (rotate) { + var a = mat.a, b = mat.c, c = mat.b, d = mat.d, r = 0, cos = 0, sin = 0; + if (tangents) + r = positions[p - 1]; + else if (spaces[i + 1] == 0) + r = positions[p + 2]; + else + r = Math.atan2(dy, dx); + r -= Math.atan2(c, a); + if (tip) { + cos = Math.cos(r); + sin = Math.sin(r); + var length_3 = bone.data.length; + boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix; + boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix; + } + else { + r += offsetRotation; + } + if (r > core.MathUtils.PI) + r -= core.MathUtils.PI2; + else if (r < -core.MathUtils.PI) + r += core.MathUtils.PI2; + r *= rotateMix; + cos = Math.cos(r); + sin = Math.sin(r); + mat.a = cos * a - sin * c; + mat.c = cos * b - sin * d; + mat.b = sin * a + cos * c; + mat.d = sin * b + cos * d; + } + bone.appliedValid = false; + } + }; + PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) { + var target = this.target; + var position = this.position; + var spaces = this.spaces, out = core.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null; + var closed = path.closed; + var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE; + if (!path.constantSpeed) { + var lengths = path.lengths; + curveCount -= closed ? 1 : 2; + var pathLength_1 = lengths[curveCount]; + if (percentPosition) + position *= pathLength_1; + if (percentSpacing) { + for (var i = 0; i < spacesCount; i++) + spaces[i] *= pathLength_1; + } + world = core.Utils.setArraySize(this.world, 8); + for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (closed) { + p %= pathLength_1; + if (p < 0) + p += pathLength_1; + curve = 0; + } + else if (p < 0) { + if (prevCurve != PathConstraint.BEFORE) { + prevCurve = PathConstraint.BEFORE; + path.computeWorldVertices(target, 2, 4, world, 0, 2); + } + this.addBeforePosition(p, world, 0, out, o); + continue; + } + else if (p > pathLength_1) { + if (prevCurve != PathConstraint.AFTER) { + prevCurve = PathConstraint.AFTER; + path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); + } + this.addAfterPosition(p - pathLength_1, world, 0, out, o); + continue; + } + for (; ; curve++) { + var length_4 = lengths[curve]; + if (p > length_4) + continue; + if (curve == 0) + p /= length_4; + else { + var prev = lengths[curve - 1]; + p = (p - prev) / (length_4 - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + if (closed && curve == curveCount) { + path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); + path.computeWorldVertices(target, 0, 4, world, 4, 2); + } + else + path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); + } + this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0)); + } + return out; + } + if (closed) { + verticesLength += 2; + world = core.Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); + path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); + world[verticesLength - 2] = world[0]; + world[verticesLength - 1] = world[1]; + } + else { + curveCount--; + verticesLength -= 4; + world = core.Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); + } + var curves = core.Utils.setArraySize(this.curves, curveCount); + var pathLength = 0; + var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; + var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; + for (var i = 0, w = 2; i < curveCount; i++, w += 6) { + cx1 = world[w]; + cy1 = world[w + 1]; + cx2 = world[w + 2]; + cy2 = world[w + 3]; + x2 = world[w + 4]; + y2 = world[w + 5]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; + tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + curves[i] = pathLength; + x1 = x2; + y1 = y2; + } + if (percentPosition) + position *= pathLength; + if (percentSpacing) { + for (var i = 0; i < spacesCount; i++) + spaces[i] *= pathLength; + } + var segments = this.segments; + var curveLength = 0; + for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (closed) { + p %= pathLength; + if (p < 0) + p += pathLength; + curve = 0; + } + else if (p < 0) { + this.addBeforePosition(p, world, 0, out, o); + continue; + } + else if (p > pathLength) { + this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); + continue; + } + for (; ; curve++) { + var length_5 = curves[curve]; + if (p > length_5) + continue; + if (curve == 0) + p /= length_5; + else { + var prev = curves[curve - 1]; + p = (p - prev) / (length_5 - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + var ii = curve * 6; + x1 = world[ii]; + y1 = world[ii + 1]; + cx1 = world[ii + 2]; + cy1 = world[ii + 3]; + cx2 = world[ii + 4]; + cy2 = world[ii + 5]; + x2 = world[ii + 6]; + y2 = world[ii + 7]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.03; + tmpy = (y1 - cy1 * 2 + cy2) * 0.03; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; + curveLength = Math.sqrt(dfx * dfx + dfy * dfy); + segments[0] = curveLength; + for (ii = 1; ii < 8; ii++) { + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[ii] = curveLength; + } + dfx += ddfx; + dfy += ddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[8] = curveLength; + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[9] = curveLength; + segment = 0; + } + p *= curveLength; + for (; ; segment++) { + var length_6 = segments[segment]; + if (p > length_6) + continue; + if (segment == 0) + p /= length_6; + else { + var prev = segments[segment - 1]; + p = segment + (p - prev) / (length_6 - prev); + } + break; + } + this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0)); + } + return out; + }; + PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) { + var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + }; + PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) { + var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + }; + PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { + if (p == 0 || isNaN(p)) + p = 0.0001; + var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; + var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; + var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; + out[o] = x; + out[o + 1] = y; + if (tangents) + out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); + }; + PathConstraint.NONE = -1; + PathConstraint.BEFORE = -2; + PathConstraint.AFTER = -3; + PathConstraint.epsilon = 0.00001; + return PathConstraint; + }()); + core.PathConstraint = PathConstraint; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var PathConstraintData = (function (_super) { + __extends(PathConstraintData, _super); + function PathConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + return _this; + } + return PathConstraintData; + }(core.ConstraintData)); + core.PathConstraintData = PathConstraintData; + var PositionMode; + (function (PositionMode) { + PositionMode[PositionMode["Fixed"] = 0] = "Fixed"; + PositionMode[PositionMode["Percent"] = 1] = "Percent"; + })(PositionMode = core.PositionMode || (core.PositionMode = {})); + var SpacingMode; + (function (SpacingMode) { + SpacingMode[SpacingMode["Length"] = 0] = "Length"; + SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed"; + SpacingMode[SpacingMode["Percent"] = 2] = "Percent"; + })(SpacingMode = core.SpacingMode || (core.SpacingMode = {})); + var RotateMode; + (function (RotateMode) { + RotateMode[RotateMode["Tangent"] = 0] = "Tangent"; + RotateMode[RotateMode["Chain"] = 1] = "Chain"; + RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale"; + })(RotateMode = core.RotateMode || (core.RotateMode = {})); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Skeleton = (function () { + function Skeleton(data) { + this._updateCache = new Array(); + this.updateCacheReset = new Array(); + this.time = 0; + this.scaleX = 1; + this.scaleY = 1; + this.x = 0; + this.y = 0; + if (data == null) + throw new Error("data cannot be null."); + this.data = data; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) { + var boneData = data.bones[i]; + var bone = void 0; + if (boneData.parent == null) + bone = new core.Bone(boneData, this, null); + else { + var parent_1 = this.bones[boneData.parent.index]; + bone = new core.Bone(boneData, this, parent_1); + parent_1.children.push(bone); + } + this.bones.push(bone); + } + this.slots = new Array(); + this.drawOrder = new Array(); + for (var i = 0; i < data.slots.length; i++) { + var slotData = data.slots[i]; + var bone = this.bones[slotData.boneData.index]; + var slot = new core.Slot(slotData, bone); + this.slots.push(slot); + this.drawOrder.push(slot); + } + this.ikConstraints = new Array(); + for (var i = 0; i < data.ikConstraints.length; i++) { + var ikConstraintData = data.ikConstraints[i]; + this.ikConstraints.push(new core.IkConstraint(ikConstraintData, this)); + } + this.transformConstraints = new Array(); + for (var i = 0; i < data.transformConstraints.length; i++) { + var transformConstraintData = data.transformConstraints[i]; + this.transformConstraints.push(new core.TransformConstraint(transformConstraintData, this)); + } + this.pathConstraints = new Array(); + for (var i = 0; i < data.pathConstraints.length; i++) { + var pathConstraintData = data.pathConstraints[i]; + this.pathConstraints.push(new core.PathConstraint(pathConstraintData, this)); + } + this.color = new core.Color(1, 1, 1, 1); + this.updateCache(); + } + Skeleton.prototype.updateCache = function () { + var updateCache = this._updateCache; + updateCache.length = 0; + this.updateCacheReset.length = 0; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + bone.sorted = bone.data.skinRequired; + bone.active = !bone.sorted; + } + if (this.skin != null) { + var skinBones = this.skin.bones; + for (var i = 0, n = this.skin.bones.length; i < n; i++) { + var bone = this.bones[skinBones[i].index]; + do { + bone.sorted = false; + bone.active = true; + bone = bone.parent; + } while (bone != null); + } + } + var ikConstraints = this.ikConstraints; + var transformConstraints = this.transformConstraints; + var pathConstraints = this.pathConstraints; + var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; + var constraintCount = ikCount + transformCount + pathCount; + outer: for (var i = 0; i < constraintCount; i++) { + for (var ii = 0; ii < ikCount; ii++) { + var constraint = ikConstraints[ii]; + if (constraint.data.order == i) { + this.sortIkConstraint(constraint); + continue outer; + } + } + for (var ii = 0; ii < transformCount; ii++) { + var constraint = transformConstraints[ii]; + if (constraint.data.order == i) { + this.sortTransformConstraint(constraint); + continue outer; + } + } + for (var ii = 0; ii < pathCount; ii++) { + var constraint = pathConstraints[ii]; + if (constraint.data.order == i) { + this.sortPathConstraint(constraint); + continue outer; + } + } + } + for (var i = 0, n = bones.length; i < n; i++) + this.sortBone(bones[i]); + }; + Skeleton.prototype.sortIkConstraint = function (constraint) { + constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && core.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + var target = constraint.target; + this.sortBone(target); + var constrained = constraint.bones; + var parent = constrained[0]; + this.sortBone(parent); + if (constrained.length > 1) { + var child = constrained[constrained.length - 1]; + if (!(this._updateCache.indexOf(child) > -1)) + this.updateCacheReset.push(child); + } + this._updateCache.push(constraint); + this.sortReset(parent.children); + constrained[constrained.length - 1].sorted = true; + }; + Skeleton.prototype.sortPathConstraint = function (constraint) { + constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin != null && core.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + var slot = constraint.target; + var slotIndex = slot.data.index; + var slotBone = slot.bone; + if (this.skin != null) + this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); + if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin) + this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); + for (var i = 0, n = this.data.skins.length; i < n; i++) + this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); + var attachment = slot.getAttachment(); + if (attachment instanceof core.PathAttachment) + this.sortPathConstraintAttachmentWith(attachment, slotBone); + var constrained = constraint.bones; + var boneCount = constrained.length; + for (var i = 0; i < boneCount; i++) + this.sortBone(constrained[i]); + this._updateCache.push(constraint); + for (var i = 0; i < boneCount; i++) + this.sortReset(constrained[i].children); + for (var i = 0; i < boneCount; i++) + constrained[i].sorted = true; + }; + Skeleton.prototype.sortTransformConstraint = function (constraint) { + constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && core.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + this.sortBone(constraint.target); + var constrained = constraint.bones; + var boneCount = constrained.length; + if (constraint.data.local) { + for (var i = 0; i < boneCount; i++) { + var child = constrained[i]; + this.sortBone(child.parent); + if (!(this._updateCache.indexOf(child) > -1)) + this.updateCacheReset.push(child); + } + } + else { + for (var i = 0; i < boneCount; i++) { + this.sortBone(constrained[i]); + } + } + this._updateCache.push(constraint); + for (var ii = 0; ii < boneCount; ii++) + this.sortReset(constrained[ii].children); + for (var ii = 0; ii < boneCount; ii++) + constrained[ii].sorted = true; + }; + Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) { + var attachments = skin.attachments[slotIndex]; + if (!attachments) + return; + for (var key in attachments) { + this.sortPathConstraintAttachmentWith(attachments[key], slotBone); + } + }; + Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) { + if (!(attachment instanceof core.PathAttachment)) + return; + var pathBones = attachment.bones; + if (pathBones == null) + this.sortBone(slotBone); + else { + var bones = this.bones; + var i = 0; + while (i < pathBones.length) { + var boneCount = pathBones[i++]; + for (var n = i + boneCount; i < n; i++) { + var boneIndex = pathBones[i]; + this.sortBone(bones[boneIndex]); + } + } + } + }; + Skeleton.prototype.sortBone = function (bone) { + if (bone.sorted) + return; + var parent = bone.parent; + if (parent != null) + this.sortBone(parent); + bone.sorted = true; + this._updateCache.push(bone); + }; + Skeleton.prototype.sortReset = function (bones) { + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.active) + continue; + if (bone.sorted) + this.sortReset(bone.children); + bone.sorted = false; + } + }; + Skeleton.prototype.updateWorldTransform = function () { + var updateCacheReset = this.updateCacheReset; + for (var i = 0, n = updateCacheReset.length; i < n; i++) { + var bone = updateCacheReset[i]; + bone.ax = bone.x; + bone.ay = bone.y; + bone.arotation = bone.rotation; + bone.ascaleX = bone.scaleX; + bone.ascaleY = bone.scaleY; + bone.ashearX = bone.shearX; + bone.ashearY = bone.shearY; + bone.appliedValid = true; + } + var updateCache = this._updateCache; + for (var i = 0, n = updateCache.length; i < n; i++) + updateCache[i].update(); + }; + Skeleton.prototype.setToSetupPose = function () { + this.setBonesToSetupPose(); + this.setSlotsToSetupPose(); + }; + Skeleton.prototype.setBonesToSetupPose = function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].setToSetupPose(); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var constraint = ikConstraints[i]; + constraint.mix = constraint.data.mix; + constraint.softness = constraint.data.softness; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + var data = constraint.data; + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + constraint.scaleMix = data.scaleMix; + constraint.shearMix = data.shearMix; + } + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + var data = constraint.data; + constraint.position = data.position; + constraint.spacing = data.spacing; + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + } + }; + Skeleton.prototype.setSlotsToSetupPose = function () { + var slots = this.slots; + core.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); + for (var i = 0, n = slots.length; i < n; i++) + slots[i].setToSetupPose(); + }; + Skeleton.prototype.getRootBone = function () { + if (this.bones.length == 0) + return null; + return this.bones[0]; + }; + Skeleton.prototype.findBone = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (bone.data.name == boneName) + return bone; + } + return null; + }; + Skeleton.prototype.findBoneIndex = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) + return i; + return -1; + }; + Skeleton.prototype.findSlot = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) + return slot; + } + return null; + }; + Skeleton.prototype.findSlotIndex = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) + return i; + return -1; + }; + Skeleton.prototype.setSkinByName = function (skinName) { + var skin = this.data.findSkin(skinName); + if (skin == null) + throw new Error("Skin not found: " + skinName); + this.setSkin(skin); + }; + Skeleton.prototype.setSkin = function (newSkin) { + if (newSkin == this.skin) + return; + if (newSkin != null) { + if (this.skin != null) + newSkin.attachAll(this, this.skin); + else { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + var name_1 = slot.data.attachmentName; + if (name_1 != null) { + var attachment = newSkin.getAttachment(i, name_1); + if (attachment != null) + slot.setAttachment(attachment); + } + } + } + } + this.skin = newSkin; + this.updateCache(); + }; + Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) { + return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName); + }; + Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) { + if (attachmentName == null) + throw new Error("attachmentName cannot be null."); + if (this.skin != null) { + var attachment = this.skin.getAttachment(slotIndex, attachmentName); + if (attachment != null) + return attachment; + } + if (this.data.defaultSkin != null) + return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); + return null; + }; + Skeleton.prototype.setAttachment = function (slotName, attachmentName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) { + var attachment = null; + if (attachmentName != null) { + attachment = this.getAttachment(i, attachmentName); + if (attachment == null) + throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); + } + slot.setAttachment(attachment); + return; + } + } + throw new Error("Slot not found: " + slotName); + }; + Skeleton.prototype.findIkConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var ikConstraint = ikConstraints[i]; + if (ikConstraint.data.name == constraintName) + return ikConstraint; + } + return null; + }; + Skeleton.prototype.findTransformConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + if (constraint.data.name == constraintName) + return constraint; + } + return null; + }; + Skeleton.prototype.findPathConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + if (constraint.data.name == constraintName) + return constraint; + } + return null; + }; + Skeleton.prototype.getBounds = function (offset, size, temp) { + if (temp === void 0) { temp = new Array(2); } + if (offset == null) + throw new Error("offset cannot be null."); + if (size == null) + throw new Error("size cannot be null."); + var drawOrder = this.drawOrder; + var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + if (!slot.bone.active) + continue; + var verticesLength = 0; + var vertices = null; + var attachment = slot.getAttachment(); + if (attachment instanceof core.RegionAttachment) { + verticesLength = 8; + vertices = core.Utils.setArraySize(temp, verticesLength, 0); + attachment.computeWorldVertices(slot.bone, vertices, 0, 2); + } + else if (attachment instanceof core.MeshAttachment) { + var mesh = attachment; + verticesLength = mesh.worldVerticesLength; + vertices = core.Utils.setArraySize(temp, verticesLength, 0); + mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); + } + if (vertices != null) { + for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) { + var x = vertices[ii], y = vertices[ii + 1]; + minX = Math.min(minX, x); + minY = Math.min(minY, y); + maxX = Math.max(maxX, x); + maxY = Math.max(maxY, y); + } + } + } + offset.set(minX, minY); + size.set(maxX - minX, maxY - minY); + }; + Skeleton.prototype.update = function (delta) { + this.time += delta; + }; + Object.defineProperty(Skeleton.prototype, "flipX", { + get: function () { + return this.scaleX == -1; + }, + set: function (value) { + if (!Skeleton.deprecatedWarning1) { + Skeleton.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: `Skeleton.flipX/flipY` was deprecated, please use scaleX/scaleY"); + } + this.scaleX = value ? 1.0 : -1.0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Skeleton.prototype, "flipY", { + get: function () { + return this.scaleY == -1; + }, + set: function (value) { + if (!Skeleton.deprecatedWarning1) { + Skeleton.deprecatedWarning1 = true; + console.warn("Spine Deprecation Warning: `Skeleton.flipX/flipY` was deprecated, please use scaleX/scaleY"); + } + this.scaleY = value ? 1.0 : -1.0; + }, + enumerable: true, + configurable: true + }); + Skeleton.deprecatedWarning1 = false; + return Skeleton; + }()); + core.Skeleton = Skeleton; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SkeletonBinary = (function () { + function SkeletonBinary(attachmentLoader) { + this.scale = 1; + this.linkedMeshes = new Array(); + this.attachmentLoader = attachmentLoader; + } + SkeletonBinary.prototype.readSkeletonData = function (binary) { + var scale = this.scale; + var skeletonData = new core.SkeletonData(); + skeletonData.name = ""; + var input = new BinaryInput(binary); + skeletonData.hash = input.readString(); + skeletonData.version = input.readString(); + if (skeletonData.version === '3.8.75') { + var error = "Unsupported skeleton data, 3.8.75 is deprecated, please export with a newer version of Spine."; + console.error(error); + } + skeletonData.x = input.readFloat(); + skeletonData.y = input.readFloat(); + skeletonData.width = input.readFloat(); + skeletonData.height = input.readFloat(); + var nonessential = input.readBoolean(); + if (nonessential) { + skeletonData.fps = input.readFloat(); + skeletonData.imagesPath = input.readString(); + skeletonData.audioPath = input.readString(); + } + var n = 0; + n = input.readInt(true); + for (var i = 0; i < n; i++) + input.strings.push(input.readString()); + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var name_2 = input.readString(); + var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)]; + var data = new core.BoneData(i, name_2, parent_2); + data.rotation = input.readFloat(); + data.x = input.readFloat() * scale; + data.y = input.readFloat() * scale; + data.scaleX = input.readFloat(); + data.scaleY = input.readFloat(); + data.shearX = input.readFloat(); + data.shearY = input.readFloat(); + data.length = input.readFloat() * scale; + data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)]; + data.skinRequired = input.readBoolean(); + if (nonessential) + core.Color.rgba8888ToColor(data.color, input.readInt32()); + skeletonData.bones.push(data); + } + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var slotName = input.readString(); + var boneData = skeletonData.bones[input.readInt(true)]; + var data = new core.SlotData(i, slotName, boneData); + core.Color.rgba8888ToColor(data.color, input.readInt32()); + var darkColor = input.readInt32(); + if (darkColor != -1) + core.Color.rgb888ToColor(data.darkColor = new core.Color(), darkColor); + data.attachmentName = input.readStringRef(); + data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)]; + skeletonData.slots.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new core.IkConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.bones[input.readInt(true)]; + data.mix = input.readFloat(); + data.softness = input.readFloat() * scale; + data.bendDirection = input.readByte(); + data.compress = input.readBoolean(); + data.stretch = input.readBoolean(); + data.uniform = input.readBoolean(); + skeletonData.ikConstraints.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new core.TransformConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.bones[input.readInt(true)]; + data.local = input.readBoolean(); + data.relative = input.readBoolean(); + data.offsetRotation = input.readFloat(); + data.offsetX = input.readFloat() * scale; + data.offsetY = input.readFloat() * scale; + data.offsetScaleX = input.readFloat(); + data.offsetScaleY = input.readFloat(); + data.offsetShearY = input.readFloat(); + data.rotateMix = input.readFloat(); + data.translateMix = input.readFloat(); + data.scaleMix = input.readFloat(); + data.shearMix = input.readFloat(); + skeletonData.transformConstraints.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new core.PathConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.slots[input.readInt(true)]; + data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)]; + data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)]; + data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)]; + data.offsetRotation = input.readFloat(); + data.position = input.readFloat(); + if (data.positionMode == core.PositionMode.Fixed) + data.position *= scale; + data.spacing = input.readFloat(); + if (data.spacingMode == core.SpacingMode.Length || data.spacingMode == core.SpacingMode.Fixed) + data.spacing *= scale; + data.rotateMix = input.readFloat(); + data.translateMix = input.readFloat(); + skeletonData.pathConstraints.push(data); + } + var defaultSkin = this.readSkin(input, skeletonData, true, nonessential); + if (defaultSkin != null) { + skeletonData.defaultSkin = defaultSkin; + skeletonData.skins.push(defaultSkin); + } + { + var i = skeletonData.skins.length; + core.Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true)); + for (; i < n; i++) + skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential); + } + n = this.linkedMeshes.length; + for (var i = 0; i < n; i++) { + var linkedMesh = this.linkedMeshes[i]; + var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); + if (skin == null) + throw new Error("Skin not found: " + linkedMesh.skin); + var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); + if (parent_3 == null) + throw new Error("Parent mesh not found: " + linkedMesh.parent); + linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh; + linkedMesh.mesh.setParentMesh(parent_3); + } + this.linkedMeshes.length = 0; + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var data = new core.EventData(input.readStringRef()); + data.intValue = input.readInt(false); + data.floatValue = input.readFloat(); + data.stringValue = input.readString(); + data.audioPath = input.readString(); + if (data.audioPath != null) { + data.volume = input.readFloat(); + data.balance = input.readFloat(); + } + skeletonData.events.push(data); + } + n = input.readInt(true); + for (var i = 0; i < n; i++) + skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData)); + return skeletonData; + }; + SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) { + var skin = null; + var slotCount = 0; + if (defaultSkin) { + slotCount = input.readInt(true); + if (slotCount == 0) + return null; + skin = new core.Skin("default"); + } + else { + skin = new core.Skin(input.readStringRef()); + skin.bones.length = input.readInt(true); + for (var i = 0, n = skin.bones.length; i < n; i++) + skin.bones[i] = skeletonData.bones[input.readInt(true)]; + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]); + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); + slotCount = input.readInt(true); + } + for (var i = 0; i < slotCount; i++) { + var slotIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var name_3 = input.readStringRef(); + var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential); + if (attachment != null) + skin.setAttachment(slotIndex, name_3, attachment); + } + } + return skin; + }; + SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) { + var scale = this.scale; + var name = input.readStringRef(); + if (name == null) + name = attachmentName; + var typeIndex = input.readByte(); + var type = SkeletonBinary.AttachmentTypeValues[typeIndex]; + switch (type) { + case core.AttachmentType.Region: { + var path = input.readStringRef(); + var rotation = input.readFloat(); + var x = input.readFloat(); + var y = input.readFloat(); + var scaleX = input.readFloat(); + var scaleY = input.readFloat(); + var width = input.readFloat(); + var height = input.readFloat(); + var color = input.readInt32(); + if (path == null) + path = name; + var region = this.attachmentLoader.newRegionAttachment(skin, name, path); + if (region == null) + return null; + region.path = path; + region.x = x * scale; + region.y = y * scale; + region.scaleX = scaleX; + region.scaleY = scaleY; + region.rotation = rotation; + region.width = width * scale; + region.height = height * scale; + core.Color.rgba8888ToColor(region.color, color); + return region; + } + case core.AttachmentType.BoundingBox: { + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var color = nonessential ? input.readInt32() : 0; + var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); + if (box == null) + return null; + box.worldVerticesLength = vertexCount << 1; + box.vertices = vertices.vertices; + box.bones = vertices.bones; + if (nonessential) + core.Color.rgba8888ToColor(box.color, color); + return box; + } + case core.AttachmentType.Mesh: { + var path = input.readStringRef(); + var color = input.readInt32(); + var vertexCount = input.readInt(true); + var uvs = this.readFloatArray(input, vertexCount << 1, 1); + var triangles = this.readShortArray(input); + var vertices = this.readVertices(input, vertexCount); + var hullLength = input.readInt(true); + var edges = null; + var width = 0, height = 0; + if (nonessential) { + edges = this.readShortArray(input); + width = input.readFloat(); + height = input.readFloat(); + } + if (path == null) + path = name; + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + core.Color.rgba8888ToColor(mesh.color, color); + mesh.bones = vertices.bones; + mesh.vertices = vertices.vertices; + mesh.worldVerticesLength = vertexCount << 1; + mesh.triangles = triangles; + mesh.regionUVs = new Float32Array(uvs); + mesh.hullLength = hullLength << 1; + if (nonessential) { + mesh.edges = edges; + mesh.width = width * scale; + mesh.height = height * scale; + } + return mesh; + } + case core.AttachmentType.LinkedMesh: { + var path = input.readStringRef(); + var color = input.readInt32(); + var skinName = input.readStringRef(); + var parent_4 = input.readStringRef(); + var inheritDeform = input.readBoolean(); + var width = 0, height = 0; + if (nonessential) { + width = input.readFloat(); + height = input.readFloat(); + } + if (path == null) + path = name; + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + core.Color.rgba8888ToColor(mesh.color, color); + if (nonessential) { + mesh.width = width * scale; + mesh.height = height * scale; + } + this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform)); + return mesh; + } + case core.AttachmentType.Path: { + var closed_1 = input.readBoolean(); + var constantSpeed = input.readBoolean(); + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var lengths = core.Utils.newArray(vertexCount / 3, 0); + for (var i = 0, n = lengths.length; i < n; i++) + lengths[i] = input.readFloat() * scale; + var color = nonessential ? input.readInt32() : 0; + var path = this.attachmentLoader.newPathAttachment(skin, name); + if (path == null) + return null; + path.closed = closed_1; + path.constantSpeed = constantSpeed; + path.worldVerticesLength = vertexCount << 1; + path.vertices = vertices.vertices; + path.bones = vertices.bones; + path.lengths = lengths; + if (nonessential) + core.Color.rgba8888ToColor(path.color, color); + return path; + } + case core.AttachmentType.Point: { + var rotation = input.readFloat(); + var x = input.readFloat(); + var y = input.readFloat(); + var color = nonessential ? input.readInt32() : 0; + var point = this.attachmentLoader.newPointAttachment(skin, name); + if (point == null) + return null; + point.x = x * scale; + point.y = y * scale; + point.rotation = rotation; + if (nonessential) + core.Color.rgba8888ToColor(point.color, color); + return point; + } + case core.AttachmentType.Clipping: { + var endSlotIndex = input.readInt(true); + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var color = nonessential ? input.readInt32() : 0; + var clip = this.attachmentLoader.newClippingAttachment(skin, name); + if (clip == null) + return null; + clip.endSlot = skeletonData.slots[endSlotIndex]; + clip.worldVerticesLength = vertexCount << 1; + clip.vertices = vertices.vertices; + clip.bones = vertices.bones; + if (nonessential) + core.Color.rgba8888ToColor(clip.color, color); + return clip; + } + } + return null; + }; + SkeletonBinary.prototype.readVertices = function (input, vertexCount) { + var verticesLength = vertexCount << 1; + var vertices = new Vertices(); + var scale = this.scale; + if (!input.readBoolean()) { + vertices.vertices = this.readFloatArray(input, verticesLength, scale); + return vertices; + } + var weights = new Array(); + var bonesArray = new Array(); + for (var i = 0; i < vertexCount; i++) { + var boneCount = input.readInt(true); + bonesArray.push(boneCount); + for (var ii = 0; ii < boneCount; ii++) { + bonesArray.push(input.readInt(true)); + weights.push(input.readFloat() * scale); + weights.push(input.readFloat() * scale); + weights.push(input.readFloat()); + } + } + vertices.vertices = core.Utils.toFloatArray(weights); + vertices.bones = bonesArray; + return vertices; + }; + SkeletonBinary.prototype.readFloatArray = function (input, n, scale) { + var array = new Array(n); + if (scale == 1) { + for (var i = 0; i < n; i++) + array[i] = input.readFloat(); + } + else { + for (var i = 0; i < n; i++) + array[i] = input.readFloat() * scale; + } + return array; + }; + SkeletonBinary.prototype.readShortArray = function (input) { + var n = input.readInt(true); + var array = new Array(n); + for (var i = 0; i < n; i++) + array[i] = input.readShort(); + return array; + }; + SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) { + var timelines = new Array(); + var scale = this.scale; + var duration = 0; + var tempColor1 = new core.Color(); + var tempColor2 = new core.Color(); + for (var i = 0, n = input.readInt(true); i < n; i++) { + var slotIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.SLOT_ATTACHMENT: { + var timeline = new core.AttachmentTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) + timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef()); + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[frameCount - 1]); + break; + } + case SkeletonBinary.SLOT_COLOR: { + var timeline = new core.ColorTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + core.Color.rgba8888ToColor(tempColor1, input.readInt32()); + timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.ColorTimeline.ENTRIES]); + break; + } + case SkeletonBinary.SLOT_TWO_COLOR: { + var timeline = new core.TwoColorTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + core.Color.rgba8888ToColor(tempColor1, input.readInt32()); + core.Color.rgb888ToColor(tempColor2, input.readInt32()); + timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.TwoColorTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var boneIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.BONE_ROTATE: { + var timeline = new core.RotateTimeline(frameCount); + timeline.boneIndex = boneIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.RotateTimeline.ENTRIES]); + break; + } + case SkeletonBinary.BONE_TRANSLATE: + case SkeletonBinary.BONE_SCALE: + case SkeletonBinary.BONE_SHEAR: { + var timeline = void 0; + var timelineScale = 1; + if (timelineType == SkeletonBinary.BONE_SCALE) + timeline = new core.ScaleTimeline(frameCount); + else if (timelineType == SkeletonBinary.BONE_SHEAR) + timeline = new core.ShearTimeline(frameCount); + else { + timeline = new core.TranslateTimeline(frameCount); + timelineScale = scale; + } + timeline.boneIndex = boneIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.TranslateTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var frameCount = input.readInt(true); + var timeline = new core.IkConstraintTimeline(frameCount); + timeline.ikConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.IkConstraintTimeline.ENTRIES]); + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var frameCount = input.readInt(true); + var timeline = new core.TransformConstraintTimeline(frameCount); + timeline.transformConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.TransformConstraintTimeline.ENTRIES]); + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var data = skeletonData.pathConstraints[index]; + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.PATH_POSITION: + case SkeletonBinary.PATH_SPACING: { + var timeline = void 0; + var timelineScale = 1; + if (timelineType == SkeletonBinary.PATH_SPACING) { + timeline = new core.PathConstraintSpacingTimeline(frameCount); + if (data.spacingMode == core.SpacingMode.Length || data.spacingMode == core.SpacingMode.Fixed) + timelineScale = scale; + } + else { + timeline = new core.PathConstraintPositionTimeline(frameCount); + if (data.positionMode == core.PositionMode.Fixed) + timelineScale = scale; + } + timeline.pathConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.PathConstraintPositionTimeline.ENTRIES]); + break; + } + case SkeletonBinary.PATH_MIX: { + var timeline = new core.PathConstraintMixTimeline(frameCount); + timeline.pathConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * core.PathConstraintMixTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var skin = skeletonData.skins[input.readInt(true)]; + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var slotIndex = input.readInt(true); + for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) { + var attachment = skin.getAttachment(slotIndex, input.readStringRef()); + var weighted = attachment.bones != null; + var vertices = attachment.vertices; + var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; + var frameCount = input.readInt(true); + var timeline = new core.DeformTimeline(frameCount); + timeline.slotIndex = slotIndex; + timeline.attachment = attachment; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + var deform = void 0; + var end = input.readInt(true); + if (end == 0) + deform = weighted ? core.Utils.newFloatArray(deformLength) : vertices; + else { + deform = core.Utils.newFloatArray(deformLength); + var start = input.readInt(true); + end += start; + if (scale == 1) { + for (var v = start; v < end; v++) + deform[v] = input.readFloat(); + } + else { + for (var v = start; v < end; v++) + deform[v] = input.readFloat() * scale; + } + if (!weighted) { + for (var v = 0, vn = deform.length; v < vn; v++) + deform[v] += vertices[v]; + } + } + timeline.setFrame(frameIndex, time, deform); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[frameCount - 1]); + } + } + } + var drawOrderCount = input.readInt(true); + if (drawOrderCount > 0) { + var timeline = new core.DrawOrderTimeline(drawOrderCount); + var slotCount = skeletonData.slots.length; + for (var i = 0; i < drawOrderCount; i++) { + var time = input.readFloat(); + var offsetCount = input.readInt(true); + var drawOrder = core.Utils.newArray(slotCount, 0); + for (var ii = slotCount - 1; ii >= 0; ii--) + drawOrder[ii] = -1; + var unchanged = core.Utils.newArray(slotCount - offsetCount, 0); + var originalIndex = 0, unchangedIndex = 0; + for (var ii = 0; ii < offsetCount; ii++) { + var slotIndex = input.readInt(true); + while (originalIndex != slotIndex) + unchanged[unchangedIndex++] = originalIndex++; + drawOrder[originalIndex + input.readInt(true)] = originalIndex++; + } + while (originalIndex < slotCount) + unchanged[unchangedIndex++] = originalIndex++; + for (var ii = slotCount - 1; ii >= 0; ii--) + if (drawOrder[ii] == -1) + drawOrder[ii] = unchanged[--unchangedIndex]; + timeline.setFrame(i, time, drawOrder); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[drawOrderCount - 1]); + } + var eventCount = input.readInt(true); + if (eventCount > 0) { + var timeline = new core.EventTimeline(eventCount); + for (var i = 0; i < eventCount; i++) { + var time = input.readFloat(); + var eventData = skeletonData.events[input.readInt(true)]; + var event_4 = new core.Event(time, eventData); + event_4.intValue = input.readInt(false); + event_4.floatValue = input.readFloat(); + event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue; + if (event_4.data.audioPath != null) { + event_4.volume = input.readFloat(); + event_4.balance = input.readFloat(); + } + timeline.setFrame(i, event_4); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[eventCount - 1]); + } + return new core.Animation(name, timelines, duration); + }; + SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) { + switch (input.readByte()) { + case SkeletonBinary.CURVE_STEPPED: + timeline.setStepped(frameIndex); + break; + case SkeletonBinary.CURVE_BEZIER: + this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat()); + break; + } + }; + SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) { + timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2); + }; + SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6]; + SkeletonBinary.TransformModeValues = [core.TransformMode.Normal, core.TransformMode.OnlyTranslation, core.TransformMode.NoRotationOrReflection, core.TransformMode.NoScale, core.TransformMode.NoScaleOrReflection]; + SkeletonBinary.PositionModeValues = [core.PositionMode.Fixed, core.PositionMode.Percent]; + SkeletonBinary.SpacingModeValues = [core.SpacingMode.Length, core.SpacingMode.Fixed, core.SpacingMode.Percent]; + SkeletonBinary.RotateModeValues = [core.RotateMode.Tangent, core.RotateMode.Chain, core.RotateMode.ChainScale]; + SkeletonBinary.BlendModeValues = [core.BlendMode.Normal, core.BlendMode.Additive, core.BlendMode.Multiply, core.BlendMode.Screen]; + SkeletonBinary.BONE_ROTATE = 0; + SkeletonBinary.BONE_TRANSLATE = 1; + SkeletonBinary.BONE_SCALE = 2; + SkeletonBinary.BONE_SHEAR = 3; + SkeletonBinary.SLOT_ATTACHMENT = 0; + SkeletonBinary.SLOT_COLOR = 1; + SkeletonBinary.SLOT_TWO_COLOR = 2; + SkeletonBinary.PATH_POSITION = 0; + SkeletonBinary.PATH_SPACING = 1; + SkeletonBinary.PATH_MIX = 2; + SkeletonBinary.CURVE_LINEAR = 0; + SkeletonBinary.CURVE_STEPPED = 1; + SkeletonBinary.CURVE_BEZIER = 2; + return SkeletonBinary; + }()); + core.SkeletonBinary = SkeletonBinary; + var BinaryInput = (function () { + function BinaryInput(data, strings, index, buffer) { + if (strings === void 0) { strings = new Array(); } + if (index === void 0) { index = 0; } + if (buffer === void 0) { buffer = new DataView(data.buffer); } + this.strings = strings; + this.index = index; + this.buffer = buffer; + } + BinaryInput.prototype.readByte = function () { + return this.buffer.getInt8(this.index++); + }; + BinaryInput.prototype.readShort = function () { + var value = this.buffer.getInt16(this.index); + this.index += 2; + return value; + }; + BinaryInput.prototype.readInt32 = function () { + var value = this.buffer.getInt32(this.index); + this.index += 4; + return value; + }; + BinaryInput.prototype.readInt = function (optimizePositive) { + var b = this.readByte(); + var result = b & 0x7F; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 7; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 14; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 21; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 28; + } + } + } + } + return optimizePositive ? result : ((result >>> 1) ^ -(result & 1)); + }; + BinaryInput.prototype.readStringRef = function () { + var index = this.readInt(true); + return index == 0 ? null : this.strings[index - 1]; + }; + BinaryInput.prototype.readString = function () { + var byteCount = this.readInt(true); + switch (byteCount) { + case 0: + return null; + case 1: + return ""; + } + byteCount--; + var chars = ""; + var charCount = 0; + for (var i = 0; i < byteCount;) { + var b = this.readByte(); + switch (b >> 4) { + case 12: + case 13: + chars += String.fromCharCode(((b & 0x1F) << 6 | this.readByte() & 0x3F)); + i += 2; + break; + case 14: + chars += String.fromCharCode(((b & 0x0F) << 12 | (this.readByte() & 0x3F) << 6 | this.readByte() & 0x3F)); + i += 3; + break; + default: + chars += String.fromCharCode(b); + i++; + } + } + return chars; + }; + BinaryInput.prototype.readFloat = function () { + var value = this.buffer.getFloat32(this.index); + this.index += 4; + return value; + }; + BinaryInput.prototype.readBoolean = function () { + return this.readByte() != 0; + }; + return BinaryInput; + }()); + var LinkedMesh = (function () { + function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) { + this.mesh = mesh; + this.skin = skin; + this.slotIndex = slotIndex; + this.parent = parent; + this.inheritDeform = inheritDeform; + } + return LinkedMesh; + }()); + var Vertices = (function () { + function Vertices(bones, vertices) { + if (bones === void 0) { bones = null; } + if (vertices === void 0) { vertices = null; } + this.bones = bones; + this.vertices = vertices; + } + return Vertices; + }()); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SkeletonBounds = (function () { + function SkeletonBounds() { + this.minX = 0; + this.minY = 0; + this.maxX = 0; + this.maxY = 0; + this.boundingBoxes = new Array(); + this.polygons = new Array(); + this.polygonPool = new core.Pool(function () { + return core.Utils.newFloatArray(16); + }); + } + SkeletonBounds.prototype.update = function (skeleton, updateAabb) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + var boundingBoxes = this.boundingBoxes; + var polygons = this.polygons; + var polygonPool = this.polygonPool; + var slots = skeleton.slots; + var slotCount = slots.length; + boundingBoxes.length = 0; + polygonPool.freeAll(polygons); + polygons.length = 0; + for (var i = 0; i < slotCount; i++) { + var slot = slots[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + if (attachment instanceof core.BoundingBoxAttachment) { + var boundingBox = attachment; + boundingBoxes.push(boundingBox); + var polygon = polygonPool.obtain(); + if (polygon.length != boundingBox.worldVerticesLength) { + polygon = core.Utils.newFloatArray(boundingBox.worldVerticesLength); + } + polygons.push(polygon); + boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2); + } + } + if (updateAabb) { + this.aabbCompute(); + } + else { + this.minX = Number.POSITIVE_INFINITY; + this.minY = Number.POSITIVE_INFINITY; + this.maxX = Number.NEGATIVE_INFINITY; + this.maxY = Number.NEGATIVE_INFINITY; + } + }; + SkeletonBounds.prototype.aabbCompute = function () { + var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) { + var polygon = polygons[i]; + var vertices = polygon; + for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) { + var x = vertices[ii]; + var y = vertices[ii + 1]; + minX = Math.min(minX, x); + minY = Math.min(minY, y); + maxX = Math.max(maxX, x); + maxY = Math.max(maxY, y); + } + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + SkeletonBounds.prototype.aabbContainsPoint = function (x, y) { + return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; + }; + SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) + return false; + var m = (y2 - y1) / (x2 - x1); + var y = m * (minX - x1) + y1; + if (y > minY && y < maxY) + return true; + y = m * (maxX - x1) + y1; + if (y > minY && y < maxY) + return true; + var x = (minY - y1) / m + x1; + if (x > minX && x < maxX) + return true; + x = (maxY - y1) / m + x1; + if (x > minX && x < maxX) + return true; + return false; + }; + SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) { + return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; + }; + SkeletonBounds.prototype.containsPoint = function (x, y) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (this.containsPointPolygon(polygons[i], x, y)) + return this.boundingBoxes[i]; + return null; + }; + SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) { + var vertices = polygon; + var nn = polygon.length; + var prevIndex = nn - 2; + var inside = false; + for (var ii = 0; ii < nn; ii += 2) { + var vertexY = vertices[ii + 1]; + var prevY = vertices[prevIndex + 1]; + if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { + var vertexX = vertices[ii]; + if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) + inside = !inside; + } + prevIndex = ii; + } + return inside; + }; + SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) + return this.boundingBoxes[i]; + return null; + }; + SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) { + var vertices = polygon; + var nn = polygon.length; + var width12 = x1 - x2, height12 = y1 - y2; + var det1 = x1 * y2 - y1 * x2; + var x3 = vertices[nn - 2], y3 = vertices[nn - 1]; + for (var ii = 0; ii < nn; ii += 2) { + var x4 = vertices[ii], y4 = vertices[ii + 1]; + var det2 = x3 * y4 - y3 * x4; + var width34 = x3 - x4, height34 = y3 - y4; + var det3 = width12 * height34 - height12 * width34; + var x = (det1 * width34 - width12 * det2) / det3; + if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { + var y = (det1 * height34 - height12 * det2) / det3; + if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) + return true; + } + x3 = x4; + y3 = y4; + } + return false; + }; + SkeletonBounds.prototype.getPolygon = function (boundingBox) { + if (boundingBox == null) + throw new Error("boundingBox cannot be null."); + var index = this.boundingBoxes.indexOf(boundingBox); + return index == -1 ? null : this.polygons[index]; + }; + SkeletonBounds.prototype.getWidth = function () { + return this.maxX - this.minX; + }; + SkeletonBounds.prototype.getHeight = function () { + return this.maxY - this.minY; + }; + return SkeletonBounds; + }()); + core.SkeletonBounds = SkeletonBounds; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SkeletonClipping = (function () { + function SkeletonClipping() { + this.triangulator = new core.Triangulator(); + this.clippingPolygon = new Array(); + this.clipOutput = new Array(); + this.clippedVertices = new Array(); + this.clippedTriangles = new Array(); + this.scratch = new Array(); + } + SkeletonClipping.prototype.clipStart = function (slot, clip) { + if (this.clipAttachment != null) + return 0; + this.clipAttachment = clip; + var n = clip.worldVerticesLength; + var vertices = core.Utils.setArraySize(this.clippingPolygon, n); + clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); + var clippingPolygon = this.clippingPolygon; + SkeletonClipping.makeClockwise(clippingPolygon); + var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); + for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) { + var polygon = clippingPolygons[i]; + SkeletonClipping.makeClockwise(polygon); + polygon.push(polygon[0]); + polygon.push(polygon[1]); + } + return clippingPolygons.length; + }; + SkeletonClipping.prototype.clipEndWithSlot = function (slot) { + if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) + this.clipEnd(); + }; + SkeletonClipping.prototype.clipEnd = function () { + if (this.clipAttachment == null) + return; + this.clipAttachment = null; + this.clippingPolygons = null; + this.clippedVertices.length = 0; + this.clippedTriangles.length = 0; + this.clippingPolygon.length = 0; + }; + SkeletonClipping.prototype.isClipping = function () { + return this.clipAttachment != null; + }; + SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { + var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; + var clippedTriangles = this.clippedTriangles; + var polygons = this.clippingPolygons; + var polygonsCount = this.clippingPolygons.length; + var vertexSize = twoColor ? 12 : 8; + var index = 0; + clippedVertices.length = 0; + clippedTriangles.length = 0; + outer: for (var i = 0; i < trianglesLength; i += 3) { + var vertexOffset = triangles[i] << 1; + var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; + var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; + vertexOffset = triangles[i + 1] << 1; + var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; + var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; + vertexOffset = triangles[i + 2] << 1; + var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; + var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; + for (var p = 0; p < polygonsCount; p++) { + var s = clippedVertices.length; + if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { + var clipOutputLength = clipOutput.length; + if (clipOutputLength == 0) + continue; + var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; + var d = 1 / (d0 * d2 + d1 * (y1 - y3)); + var clipOutputCount = clipOutputLength >> 1; + var clipOutputItems = this.clipOutput; + var clippedVerticesItems = core.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); + for (var ii = 0; ii < clipOutputLength; ii += 2) { + var x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; + clippedVerticesItems[s] = x; + clippedVerticesItems[s + 1] = y; + clippedVerticesItems[s + 2] = light.r; + clippedVerticesItems[s + 3] = light.g; + clippedVerticesItems[s + 4] = light.b; + clippedVerticesItems[s + 5] = light.a; + var c0 = x - x3, c1 = y - y3; + var a = (d0 * c0 + d1 * c1) * d; + var b = (d4 * c0 + d2 * c1) * d; + var c = 1 - a - b; + clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c; + clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c; + if (twoColor) { + clippedVerticesItems[s + 8] = dark.r; + clippedVerticesItems[s + 9] = dark.g; + clippedVerticesItems[s + 10] = dark.b; + clippedVerticesItems[s + 11] = dark.a; + } + s += vertexSize; + } + s = clippedTriangles.length; + var clippedTrianglesItems = core.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); + clipOutputCount--; + for (var ii = 1; ii < clipOutputCount; ii++) { + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = (index + ii); + clippedTrianglesItems[s + 2] = (index + ii + 1); + s += 3; + } + index += clipOutputCount + 1; + } + else { + var clippedVerticesItems = core.Utils.setArraySize(clippedVertices, s + 3 * vertexSize); + clippedVerticesItems[s] = x1; + clippedVerticesItems[s + 1] = y1; + clippedVerticesItems[s + 2] = light.r; + clippedVerticesItems[s + 3] = light.g; + clippedVerticesItems[s + 4] = light.b; + clippedVerticesItems[s + 5] = light.a; + if (!twoColor) { + clippedVerticesItems[s + 6] = u1; + clippedVerticesItems[s + 7] = v1; + clippedVerticesItems[s + 8] = x2; + clippedVerticesItems[s + 9] = y2; + clippedVerticesItems[s + 10] = light.r; + clippedVerticesItems[s + 11] = light.g; + clippedVerticesItems[s + 12] = light.b; + clippedVerticesItems[s + 13] = light.a; + clippedVerticesItems[s + 14] = u2; + clippedVerticesItems[s + 15] = v2; + clippedVerticesItems[s + 16] = x3; + clippedVerticesItems[s + 17] = y3; + clippedVerticesItems[s + 18] = light.r; + clippedVerticesItems[s + 19] = light.g; + clippedVerticesItems[s + 20] = light.b; + clippedVerticesItems[s + 21] = light.a; + clippedVerticesItems[s + 22] = u3; + clippedVerticesItems[s + 23] = v3; + } + else { + clippedVerticesItems[s + 6] = u1; + clippedVerticesItems[s + 7] = v1; + clippedVerticesItems[s + 8] = dark.r; + clippedVerticesItems[s + 9] = dark.g; + clippedVerticesItems[s + 10] = dark.b; + clippedVerticesItems[s + 11] = dark.a; + clippedVerticesItems[s + 12] = x2; + clippedVerticesItems[s + 13] = y2; + clippedVerticesItems[s + 14] = light.r; + clippedVerticesItems[s + 15] = light.g; + clippedVerticesItems[s + 16] = light.b; + clippedVerticesItems[s + 17] = light.a; + clippedVerticesItems[s + 18] = u2; + clippedVerticesItems[s + 19] = v2; + clippedVerticesItems[s + 20] = dark.r; + clippedVerticesItems[s + 21] = dark.g; + clippedVerticesItems[s + 22] = dark.b; + clippedVerticesItems[s + 23] = dark.a; + clippedVerticesItems[s + 24] = x3; + clippedVerticesItems[s + 25] = y3; + clippedVerticesItems[s + 26] = light.r; + clippedVerticesItems[s + 27] = light.g; + clippedVerticesItems[s + 28] = light.b; + clippedVerticesItems[s + 29] = light.a; + clippedVerticesItems[s + 30] = u3; + clippedVerticesItems[s + 31] = v3; + clippedVerticesItems[s + 32] = dark.r; + clippedVerticesItems[s + 33] = dark.g; + clippedVerticesItems[s + 34] = dark.b; + clippedVerticesItems[s + 35] = dark.a; + } + s = clippedTriangles.length; + var clippedTrianglesItems = core.Utils.setArraySize(clippedTriangles, s + 3); + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = (index + 1); + clippedTrianglesItems[s + 2] = (index + 2); + index += 3; + continue outer; + } + } + } + }; + SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) { + var originalOutput = output; + var clipped = false; + var input = null; + if (clippingArea.length % 4 >= 2) { + input = output; + output = this.scratch; + } + else + input = this.scratch; + input.length = 0; + input.push(x1); + input.push(y1); + input.push(x2); + input.push(y2); + input.push(x3); + input.push(y3); + input.push(x1); + input.push(y1); + output.length = 0; + var clippingVertices = clippingArea; + var clippingVerticesLast = clippingArea.length - 4; + for (var i = 0; ; i += 2) { + var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; + var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; + var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; + var inputVertices = input; + var inputVerticesLength = input.length - 2, outputStart = output.length; + for (var ii = 0; ii < inputVerticesLength; ii += 2) { + var inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; + var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; + var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; + if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { + if (side2) { + output.push(inputX2); + output.push(inputY2); + continue; + } + var c0 = inputY2 - inputY, c2 = inputX2 - inputX; + var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY)); + output.push(edgeX + (edgeX2 - edgeX) * ua); + output.push(edgeY + (edgeY2 - edgeY) * ua); + } + else if (side2) { + var c0 = inputY2 - inputY, c2 = inputX2 - inputX; + var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY)); + output.push(edgeX + (edgeX2 - edgeX) * ua); + output.push(edgeY + (edgeY2 - edgeY) * ua); + output.push(inputX2); + output.push(inputY2); + } + clipped = true; + } + if (outputStart == output.length) { + originalOutput.length = 0; + return true; + } + output.push(output[0]); + output.push(output[1]); + if (i == clippingVerticesLast) + break; + var temp = output; + output = input; + output.length = 0; + input = temp; + } + if (originalOutput != output) { + originalOutput.length = 0; + for (var i = 0, n = output.length - 2; i < n; i++) + originalOutput[i] = output[i]; + } + else + originalOutput.length = originalOutput.length - 2; + return clipped; + }; + SkeletonClipping.makeClockwise = function (polygon) { + var vertices = polygon; + var verticeslength = polygon.length; + var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; + for (var i = 0, n = verticeslength - 3; i < n; i += 2) { + p1x = vertices[i]; + p1y = vertices[i + 1]; + p2x = vertices[i + 2]; + p2y = vertices[i + 3]; + area += p1x * p2y - p2x * p1y; + } + if (area < 0) + return; + for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { + var x = vertices[i], y = vertices[i + 1]; + var other = lastX - i; + vertices[i] = vertices[other]; + vertices[i + 1] = vertices[other + 1]; + vertices[other] = x; + vertices[other + 1] = y; + } + }; + return SkeletonClipping; + }()); + core.SkeletonClipping = SkeletonClipping; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SkeletonData = (function () { + function SkeletonData() { + this.bones = new Array(); + this.slots = new Array(); + this.skins = new Array(); + this.events = new Array(); + this.animations = new Array(); + this.ikConstraints = new Array(); + this.transformConstraints = new Array(); + this.pathConstraints = new Array(); + this.fps = 0; + } + SkeletonData.prototype.findBone = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (bone.name == boneName) + return bone; + } + return null; + }; + SkeletonData.prototype.findBoneIndex = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) + return i; + return -1; + }; + SkeletonData.prototype.findSlot = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.name == slotName) + return slot; + } + return null; + }; + SkeletonData.prototype.findSlotIndex = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].name == slotName) + return i; + return -1; + }; + SkeletonData.prototype.findSkin = function (skinName) { + if (skinName == null) + throw new Error("skinName cannot be null."); + var skins = this.skins; + for (var i = 0, n = skins.length; i < n; i++) { + var skin = skins[i]; + if (skin.name == skinName) + return skin; + } + return null; + }; + SkeletonData.prototype.findEvent = function (eventDataName) { + if (eventDataName == null) + throw new Error("eventDataName cannot be null."); + var events = this.events; + for (var i = 0, n = events.length; i < n; i++) { + var event_5 = events[i]; + if (event_5.name == eventDataName) + return event_5; + } + return null; + }; + SkeletonData.prototype.findAnimation = function (animationName) { + if (animationName == null) + throw new Error("animationName cannot be null."); + var animations = this.animations; + for (var i = 0, n = animations.length; i < n; i++) { + var animation = animations[i]; + if (animation.name == animationName) + return animation; + } + return null; + }; + SkeletonData.prototype.findIkConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var constraint = ikConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findTransformConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findPathConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) { + if (pathConstraintName == null) + throw new Error("pathConstraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) + if (pathConstraints[i].name == pathConstraintName) + return i; + return -1; + }; + return SkeletonData; + }()); + core.SkeletonData = SkeletonData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + core.FAIL_ON_NON_EXISTING_SKIN = false; + var SkeletonJson = (function () { + function SkeletonJson(attachmentLoader) { + this.scale = 1; + this.linkedMeshes = new Array(); + this.attachmentLoader = attachmentLoader; + } + SkeletonJson.prototype.readSkeletonData = function (json) { + var scale = this.scale; + var skeletonData = new core.SkeletonData(); + var root = typeof (json) === "string" ? JSON.parse(json) : json; + var skeletonMap = root.skeleton; + if (skeletonMap != null) { + skeletonData.hash = skeletonMap.hash; + skeletonData.version = skeletonMap.spine; + if (skeletonData.version.substr(0, 3) !== '3.8') { + var error = "PixiJS Spine plugin supports only format for Spine 3.8. Your model has version " + skeletonMap.spine + ". Please look in pixi-spine repository README for another branch."; + console.error(error); + } + if (skeletonData.version === '3.8.75') { + var error = "Unsupported skeleton data, 3.8.75 is deprecated, please export with a newer version of Spine."; + console.error(error); + } + skeletonData.x = skeletonMap.x; + skeletonData.y = skeletonMap.y; + skeletonData.width = skeletonMap.width; + skeletonData.height = skeletonMap.height; + skeletonData.fps = skeletonMap.fps; + skeletonData.imagesPath = skeletonMap.images; + } + if (root.bones) { + for (var i = 0; i < root.bones.length; i++) { + var boneMap = root.bones[i]; + var parent_5 = null; + var parentName = this.getValue(boneMap, "parent", null); + if (parentName != null) { + parent_5 = skeletonData.findBone(parentName); + if (parent_5 == null) + throw new Error("Parent bone not found: " + parentName); + } + var data = new core.BoneData(skeletonData.bones.length, boneMap.name, parent_5); + data.length = this.getValue(boneMap, "length", 0) * scale; + data.x = this.getValue(boneMap, "x", 0) * scale; + data.y = this.getValue(boneMap, "y", 0) * scale; + data.rotation = this.getValue(boneMap, "rotation", 0); + data.scaleX = this.getValue(boneMap, "scaleX", 1); + data.scaleY = this.getValue(boneMap, "scaleY", 1); + data.shearX = this.getValue(boneMap, "shearX", 0); + data.shearY = this.getValue(boneMap, "shearY", 0); + data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal")); + data.skinRequired = this.getValue(boneMap, "skin", false); + skeletonData.bones.push(data); + } + } + if (root.slots) { + for (var i = 0; i < root.slots.length; i++) { + var slotMap = root.slots[i]; + var slotName = slotMap.name; + var boneName = slotMap.bone; + var boneData = skeletonData.findBone(boneName); + if (boneData == null) + throw new Error("Slot bone not found: " + boneName); + var data = new core.SlotData(skeletonData.slots.length, slotName, boneData); + var color = this.getValue(slotMap, "color", null); + if (color != null) + data.color.setFromString(color); + var dark = this.getValue(slotMap, "dark", null); + if (dark != null) { + data.darkColor = new core.Color(1, 1, 1, 1); + data.darkColor.setFromString(dark); + } + data.attachmentName = this.getValue(slotMap, "attachment", null); + data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal")); + skeletonData.slots.push(data); + } + } + if (root.ik) { + for (var i = 0; i < root.ik.length; i++) { + var constraintMap = root.ik[i]; + var data = new core.IkConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("IK bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findBone(targetName); + if (data.target == null) + throw new Error("IK target bone not found: " + targetName); + data.mix = this.getValue(constraintMap, "mix", 1); + data.softness = this.getValue(constraintMap, "softness", 0) * scale; + data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1; + data.compress = this.getValue(constraintMap, "compress", false); + data.stretch = this.getValue(constraintMap, "stretch", false); + data.uniform = this.getValue(constraintMap, "uniform", false); + skeletonData.ikConstraints.push(data); + } + } + if (root.transform) { + for (var i = 0; i < root.transform.length; i++) { + var constraintMap = root.transform[i]; + var data = new core.TransformConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("Transform constraint bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findBone(targetName); + if (data.target == null) + throw new Error("Transform constraint target bone not found: " + targetName); + data.local = this.getValue(constraintMap, "local", false); + data.relative = this.getValue(constraintMap, "relative", false); + data.offsetRotation = this.getValue(constraintMap, "rotation", 0); + data.offsetX = this.getValue(constraintMap, "x", 0) * scale; + data.offsetY = this.getValue(constraintMap, "y", 0) * scale; + data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0); + data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0); + data.offsetShearY = this.getValue(constraintMap, "shearY", 0); + data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); + data.translateMix = this.getValue(constraintMap, "translateMix", 1); + data.scaleMix = this.getValue(constraintMap, "scaleMix", 1); + data.shearMix = this.getValue(constraintMap, "shearMix", 1); + skeletonData.transformConstraints.push(data); + } + } + if (root.path) { + for (var i = 0; i < root.path.length; i++) { + var constraintMap = root.path[i]; + var data = new core.PathConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("Transform constraint bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findSlot(targetName); + if (data.target == null) + throw new Error("Path target slot not found: " + targetName); + data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent")); + data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length")); + data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent")); + data.offsetRotation = this.getValue(constraintMap, "rotation", 0); + data.position = this.getValue(constraintMap, "position", 0); + if (data.positionMode == core.PositionMode.Fixed) + data.position *= scale; + data.spacing = this.getValue(constraintMap, "spacing", 0); + if (data.spacingMode == core.SpacingMode.Length || data.spacingMode == core.SpacingMode.Fixed) + data.spacing *= scale; + data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); + data.translateMix = this.getValue(constraintMap, "translateMix", 1); + skeletonData.pathConstraints.push(data); + } + } + if (root.skins) { + for (var i = 0; i < root.skins.length; i++) { + var skinMap = root.skins[i]; + var skin = new core.Skin(skinMap.name); + if (skinMap.bones) { + for (var ii = 0; ii < skinMap.bones.length; ii++) { + var bone = skeletonData.findBone(skinMap.bones[ii]); + if (bone == null) + throw new Error("Skin bone not found: " + skinMap.bones[i]); + skin.bones.push(bone); + } + } + if (skinMap.ik) { + for (var ii = 0; ii < skinMap.ik.length; ii++) { + var constraint = skeletonData.findIkConstraint(skinMap.ik[ii]); + if (constraint == null) + throw new Error("Skin IK constraint not found: " + skinMap.ik[i]); + skin.constraints.push(constraint); + } + } + if (skinMap.transform) { + for (var ii = 0; ii < skinMap.transform.length; ii++) { + var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii]); + if (constraint == null) + throw new Error("Skin transform constraint not found: " + skinMap.transform[i]); + skin.constraints.push(constraint); + } + } + if (skinMap.path) { + for (var ii = 0; ii < skinMap.path.length; ii++) { + var constraint = skeletonData.findPathConstraint(skinMap.path[ii]); + if (constraint == null) + throw new Error("Skin path constraint not found: " + skinMap.path[i]); + skin.constraints.push(constraint); + } + } + for (var slotName in skinMap.attachments) { + var slot = skeletonData.findSlot(slotName); + if (slot == null) + throw new Error("Slot not found: " + slotName); + var slotMap = skinMap.attachments[slotName]; + for (var entryName in slotMap) { + var attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData); + if (attachment != null) + skin.setAttachment(slot.index, entryName, attachment); + } + } + skeletonData.skins.push(skin); + if (skin.name == "default") + skeletonData.defaultSkin = skin; + } + } + for (var i = 0, n = this.linkedMeshes.length; i < n; i++) { + var linkedMesh = this.linkedMeshes[i]; + var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); + if (skin == null) + throw new Error("Skin not found: " + linkedMesh.skin); + var parent_6 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); + if (parent_6 == null) + throw new Error("Parent mesh not found: " + linkedMesh.parent); + linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_6 : linkedMesh.mesh; + linkedMesh.mesh.setParentMesh(parent_6); + } + this.linkedMeshes.length = 0; + if (root.events) { + for (var eventName in root.events) { + var eventMap = root.events[eventName]; + var data = new core.EventData(eventName); + data.intValue = this.getValue(eventMap, "int", 0); + data.floatValue = this.getValue(eventMap, "float", 0); + data.stringValue = this.getValue(eventMap, "string", ""); + data.audioPath = this.getValue(eventMap, "audio", null); + if (data.audioPath != null) { + data.volume = this.getValue(eventMap, "volume", 1); + data.balance = this.getValue(eventMap, "balance", 0); + } + skeletonData.events.push(data); + } + } + if (root.animations) { + for (var animationName in root.animations) { + var animationMap = root.animations[animationName]; + this.readAnimation(animationMap, animationName, skeletonData); + } + } + return skeletonData; + }; + SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) { + var scale = this.scale; + name = this.getValue(map, "name", name); + var type = this.getValue(map, "type", "region"); + switch (type) { + case "region": { + var path = this.getValue(map, "path", name); + var region = this.attachmentLoader.newRegionAttachment(skin, name, path); + if (region == null) + return null; + region.path = path; + region.x = this.getValue(map, "x", 0) * scale; + region.y = this.getValue(map, "y", 0) * scale; + region.scaleX = this.getValue(map, "scaleX", 1); + region.scaleY = this.getValue(map, "scaleY", 1); + region.rotation = this.getValue(map, "rotation", 0); + region.width = map.width * scale; + region.height = map.height * scale; + var color = this.getValue(map, "color", null); + if (color != null) + region.color.setFromString(color); + return region; + } + case "boundingbox": { + var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); + if (box == null) + return null; + this.readVertices(map, box, map.vertexCount << 1); + var color = this.getValue(map, "color", null); + if (color != null) + box.color.setFromString(color); + return box; + } + case "mesh": + case "linkedmesh": { + var path = this.getValue(map, "path", name); + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + var color = this.getValue(map, "color", null); + if (color != null) + mesh.color.setFromString(color); + mesh.width = this.getValue(map, "width", 0) * scale; + mesh.height = this.getValue(map, "height", 0) * scale; + var parent_7 = this.getValue(map, "parent", null); + if (parent_7 != null) { + this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_7, this.getValue(map, "deform", true))); + return mesh; + } + var uvs = map.uvs; + this.readVertices(map, mesh, uvs.length); + mesh.triangles = map.triangles; + mesh.regionUVs = new Float32Array(uvs); + mesh.edges = this.getValue(map, "edges", null); + mesh.hullLength = this.getValue(map, "hull", 0) * 2; + return mesh; + } + case "path": { + var path = this.attachmentLoader.newPathAttachment(skin, name); + if (path == null) + return null; + path.closed = this.getValue(map, "closed", false); + path.constantSpeed = this.getValue(map, "constantSpeed", true); + var vertexCount = map.vertexCount; + this.readVertices(map, path, vertexCount << 1); + var lengths = core.Utils.newArray(vertexCount / 3, 0); + for (var i = 0; i < map.lengths.length; i++) + lengths[i] = map.lengths[i] * scale; + path.lengths = lengths; + var color = this.getValue(map, "color", null); + if (color != null) + path.color.setFromString(color); + return path; + } + case "point": { + var point = this.attachmentLoader.newPointAttachment(skin, name); + if (point == null) + return null; + point.x = this.getValue(map, "x", 0) * scale; + point.y = this.getValue(map, "y", 0) * scale; + point.rotation = this.getValue(map, "rotation", 0); + var color = this.getValue(map, "color", null); + if (color != null) + point.color.setFromString(color); + return point; + } + case "clipping": { + var clip = this.attachmentLoader.newClippingAttachment(skin, name); + if (clip == null) + return null; + var end = this.getValue(map, "end", null); + if (end != null) { + var slot = skeletonData.findSlot(end); + if (slot == null) + throw new Error("Clipping end slot not found: " + end); + clip.endSlot = slot; + } + var vertexCount = map.vertexCount; + this.readVertices(map, clip, vertexCount << 1); + var color = this.getValue(map, "color", null); + if (color != null) + clip.color.setFromString(color); + return clip; + } + } + return null; + }; + SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) { + var scale = this.scale; + attachment.worldVerticesLength = verticesLength; + var vertices = map.vertices; + if (verticesLength == vertices.length) { + var scaledVertices = core.Utils.toFloatArray(vertices); + if (scale != 1) { + for (var i = 0, n = vertices.length; i < n; i++) + scaledVertices[i] *= scale; + } + attachment.vertices = scaledVertices; + return; + } + var weights = new Array(); + var bones = new Array(); + for (var i = 0, n = vertices.length; i < n;) { + var boneCount = vertices[i++]; + bones.push(boneCount); + for (var nn = i + boneCount * 4; i < nn; i += 4) { + bones.push(vertices[i]); + weights.push(vertices[i + 1] * scale); + weights.push(vertices[i + 2] * scale); + weights.push(vertices[i + 3]); + } + } + attachment.bones = bones; + attachment.vertices = core.Utils.toFloatArray(weights); + }; + SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) { + var scale = this.scale; + var timelines = new Array(); + var duration = 0; + if (map.slots) { + for (var slotName in map.slots) { + var slotMap = map.slots[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + if (slotIndex == -1) + throw new Error("Slot not found: " + slotName); + for (var timelineName in slotMap) { + var timelineMap = slotMap[timelineName]; + if (timelineName == "attachment") { + var timeline = new core.AttachmentTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex++, this.getValue(valueMap, "time", 0), valueMap.name); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + else if (timelineName == "color") { + var timeline = new core.ColorTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var color = new core.Color(); + color.setFromString(valueMap.color || "ffffffff"); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), color.r, color.g, color.b, color.a); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.ColorTimeline.ENTRIES]); + } + else if (timelineName == "twoColor") { + var timeline = new core.TwoColorTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var light = new core.Color(); + var dark = new core.Color(); + light.setFromString(valueMap.light); + dark.setFromString(valueMap.dark); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.TwoColorTimeline.ENTRIES]); + } + else + throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"); + } + } + } + if (map.bones) { + for (var boneName in map.bones) { + var boneMap = map.bones[boneName]; + var boneIndex = skeletonData.findBoneIndex(boneName); + if (boneIndex == -1) + throw new Error("Bone not found: " + boneName); + for (var timelineName in boneMap) { + var timelineMap = boneMap[timelineName]; + if (timelineName === "rotate") { + var timeline = new core.RotateTimeline(timelineMap.length); + timeline.boneIndex = boneIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "angle", 0)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.RotateTimeline.ENTRIES]); + } + else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") { + var timeline = null; + var timelineScale = 1, defaultValue = 0; + if (timelineName === "scale") { + timeline = new core.ScaleTimeline(timelineMap.length); + defaultValue = 1; + } + else if (timelineName === "shear") + timeline = new core.ShearTimeline(timelineMap.length); + else { + timeline = new core.TranslateTimeline(timelineMap.length); + timelineScale = scale; + } + timeline.boneIndex = boneIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var x = this.getValue(valueMap, "x", defaultValue), y = this.getValue(valueMap, "y", defaultValue); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), x * timelineScale, y * timelineScale); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.TranslateTimeline.ENTRIES]); + } + else + throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"); + } + } + } + if (map.ik) { + for (var constraintName in map.ik) { + var constraintMap = map.ik[constraintName]; + var constraint = skeletonData.findIkConstraint(constraintName); + var timeline = new core.IkConstraintTimeline(constraintMap.length); + timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint); + var frameIndex = 0; + for (var i = 0; i < constraintMap.length; i++) { + var valueMap = constraintMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "softness", 0) * scale, this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.IkConstraintTimeline.ENTRIES]); + } + } + if (map.transform) { + for (var constraintName in map.transform) { + var constraintMap = map.transform[constraintName]; + var constraint = skeletonData.findTransformConstraint(constraintName); + var timeline = new core.TransformConstraintTimeline(constraintMap.length); + timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint); + var frameIndex = 0; + for (var i = 0; i < constraintMap.length; i++) { + var valueMap = constraintMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.TransformConstraintTimeline.ENTRIES]); + } + } + if (map.path) { + for (var constraintName in map.path) { + var constraintMap = map.path[constraintName]; + var index = skeletonData.findPathConstraintIndex(constraintName); + if (index == -1) + throw new Error("Path constraint not found: " + constraintName); + var data = skeletonData.pathConstraints[index]; + for (var timelineName in constraintMap) { + var timelineMap = constraintMap[timelineName]; + if (timelineName === "position" || timelineName === "spacing") { + var timeline = null; + var timelineScale = 1; + if (timelineName === "spacing") { + timeline = new core.PathConstraintSpacingTimeline(timelineMap.length); + if (data.spacingMode == core.SpacingMode.Length || data.spacingMode == core.SpacingMode.Fixed) + timelineScale = scale; + } + else { + timeline = new core.PathConstraintPositionTimeline(timelineMap.length); + if (data.positionMode == core.PositionMode.Fixed) + timelineScale = scale; + } + timeline.pathConstraintIndex = index; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, timelineName, 0) * timelineScale); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.PathConstraintPositionTimeline.ENTRIES]); + } + else if (timelineName === "mix") { + var timeline = new core.PathConstraintMixTimeline(timelineMap.length); + timeline.pathConstraintIndex = index; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * core.PathConstraintMixTimeline.ENTRIES]); + } + } + } + } + if (map.deform) { + for (var deformName in map.deform) { + var deformMap = map.deform[deformName]; + var skin = skeletonData.findSkin(deformName); + if (skin == null) { + if (core.FAIL_ON_NON_EXISTING_SKIN) { + throw new Error("Skin not found: " + deformName); + } + else { + continue; + } + } + for (var slotName in deformMap) { + var slotMap = deformMap[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + if (slotIndex == -1) + throw new Error("Slot not found: " + slotMap.name); + for (var timelineName in slotMap) { + var timelineMap = slotMap[timelineName]; + var attachment = skin.getAttachment(slotIndex, timelineName); + if (attachment == null) + throw new Error("Deform attachment not found: " + timelineMap.name); + var weighted = attachment.bones != null; + var vertices = attachment.vertices; + var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; + var timeline = new core.DeformTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + timeline.attachment = attachment; + var frameIndex = 0; + for (var j = 0; j < timelineMap.length; j++) { + var valueMap = timelineMap[j]; + var deform = void 0; + var verticesValue = this.getValue(valueMap, "vertices", null); + if (verticesValue == null) + deform = weighted ? core.Utils.newFloatArray(deformLength) : vertices; + else { + deform = core.Utils.newFloatArray(deformLength); + var start = this.getValue(valueMap, "offset", 0); + core.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); + if (scale != 1) { + for (var i = start, n = i + verticesValue.length; i < n; i++) + deform[i] *= scale; + } + if (!weighted) { + for (var i = 0; i < deformLength; i++) + deform[i] += vertices[i]; + } + } + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), deform); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + } + } + } + var drawOrderNode = map.drawOrder; + if (drawOrderNode == null) + drawOrderNode = map.draworder; + if (drawOrderNode != null) { + var timeline = new core.DrawOrderTimeline(drawOrderNode.length); + var slotCount = skeletonData.slots.length; + var frameIndex = 0; + for (var j = 0; j < drawOrderNode.length; j++) { + var drawOrderMap = drawOrderNode[j]; + var drawOrder = null; + var offsets = this.getValue(drawOrderMap, "offsets", null); + if (offsets != null) { + drawOrder = core.Utils.newArray(slotCount, -1); + var unchanged = core.Utils.newArray(slotCount - offsets.length, 0); + var originalIndex = 0, unchangedIndex = 0; + for (var i = 0; i < offsets.length; i++) { + var offsetMap = offsets[i]; + var slotIndex = skeletonData.findSlotIndex(offsetMap.slot); + if (slotIndex == -1) + throw new Error("Slot not found: " + offsetMap.slot); + while (originalIndex != slotIndex) + unchanged[unchangedIndex++] = originalIndex++; + drawOrder[originalIndex + offsetMap.offset] = originalIndex++; + } + while (originalIndex < slotCount) + unchanged[unchangedIndex++] = originalIndex++; + for (var i = slotCount - 1; i >= 0; i--) + if (drawOrder[i] == -1) + drawOrder[i] = unchanged[--unchangedIndex]; + } + timeline.setFrame(frameIndex++, this.getValue(drawOrderMap, "time", 0), drawOrder); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + if (map.events) { + var timeline = new core.EventTimeline(map.events.length); + var frameIndex = 0; + for (var i = 0; i < map.events.length; i++) { + var eventMap = map.events[i]; + var eventData = skeletonData.findEvent(eventMap.name); + if (eventData == null) + throw new Error("Event not found: " + eventMap.name); + var event_6 = new core.Event(core.Utils.toSinglePrecision(this.getValue(eventMap, "time", 0)), eventData); + event_6.intValue = this.getValue(eventMap, "int", eventData.intValue); + event_6.floatValue = this.getValue(eventMap, "float", eventData.floatValue); + event_6.stringValue = this.getValue(eventMap, "string", eventData.stringValue); + if (event_6.data.audioPath != null) { + event_6.volume = this.getValue(eventMap, "volume", 1); + event_6.balance = this.getValue(eventMap, "balance", 0); + } + timeline.setFrame(frameIndex++, event_6); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + if (isNaN(duration)) { + throw new Error("Error while parsing animation, duration is NaN"); + } + skeletonData.animations.push(new core.Animation(name, timelines, duration)); + }; + SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) { + if (!map.hasOwnProperty("curve")) + return; + if (map.curve === "stepped") + timeline.setStepped(frameIndex); + else { + var curve = map.curve; + timeline.setCurve(frameIndex, curve, this.getValue(map, "c2", 0), this.getValue(map, "c3", 1), this.getValue(map, "c4", 1)); + } + }; + SkeletonJson.prototype.getValue = function (map, prop, defaultValue) { + return map[prop] !== undefined ? map[prop] : defaultValue; + }; + SkeletonJson.blendModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "normal") + return core.BlendMode.Normal; + if (str == "additive") + return core.BlendMode.Additive; + if (str == "multiply") + return core.BlendMode.Multiply; + if (str == "screen") + return core.BlendMode.Screen; + throw new Error("Unknown blend mode: " + str); + }; + SkeletonJson.positionModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "fixed") + return core.PositionMode.Fixed; + if (str == "percent") + return core.PositionMode.Percent; + throw new Error("Unknown position mode: " + str); + }; + SkeletonJson.spacingModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "length") + return core.SpacingMode.Length; + if (str == "fixed") + return core.SpacingMode.Fixed; + if (str == "percent") + return core.SpacingMode.Percent; + throw new Error("Unknown position mode: " + str); + }; + SkeletonJson.rotateModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "tangent") + return core.RotateMode.Tangent; + if (str == "chain") + return core.RotateMode.Chain; + if (str == "chainscale") + return core.RotateMode.ChainScale; + throw new Error("Unknown rotate mode: " + str); + }; + SkeletonJson.transformModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "normal") + return core.TransformMode.Normal; + if (str == "onlytranslation") + return core.TransformMode.OnlyTranslation; + if (str == "norotationorreflection") + return core.TransformMode.NoRotationOrReflection; + if (str == "noscale") + return core.TransformMode.NoScale; + if (str == "noscaleorreflection") + return core.TransformMode.NoScaleOrReflection; + throw new Error("Unknown transform mode: " + str); + }; + return SkeletonJson; + }()); + core.SkeletonJson = SkeletonJson; + var LinkedMesh = (function () { + function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) { + this.mesh = mesh; + this.skin = skin; + this.slotIndex = slotIndex; + this.parent = parent; + this.inheritDeform = inheritDeform; + } + return LinkedMesh; + }()); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SkinEntry = (function () { + function SkinEntry(slotIndex, name, attachment) { + this.slotIndex = slotIndex; + this.name = name; + this.attachment = attachment; + } + return SkinEntry; + }()); + core.SkinEntry = SkinEntry; + var Skin = (function () { + function Skin(name) { + this.attachments = new Array(); + this.bones = Array(); + this.constraints = new Array(); + if (name == null) + throw new Error("name cannot be null."); + this.name = name; + } + Skin.prototype.setAttachment = function (slotIndex, name, attachment) { + if (attachment == null) + throw new Error("attachment cannot be null."); + var attachments = this.attachments; + if (slotIndex >= attachments.length) + attachments.length = slotIndex + 1; + if (!attachments[slotIndex]) + attachments[slotIndex] = {}; + attachments[slotIndex][name] = attachment; + }; + Skin.prototype.addSkin = function (skin) { + for (var i = 0; i < skin.bones.length; i++) { + var bone = skin.bones[i]; + var contained = false; + for (var j = 0; j < this.bones.length; j++) { + if (this.bones[j] == bone) { + contained = true; + break; + } + } + if (!contained) + this.bones.push(bone); + } + for (var i = 0; i < skin.constraints.length; i++) { + var constraint = skin.constraints[i]; + var contained = false; + for (var j = 0; j < this.constraints.length; j++) { + if (this.constraints[j] == constraint) { + contained = true; + break; + } + } + if (!contained) + this.constraints.push(constraint); + } + var attachments = skin.getAttachments(); + for (var i = 0; i < attachments.length; i++) { + var attachment = attachments[i]; + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + }; + Skin.prototype.copySkin = function (skin) { + for (var i = 0; i < skin.bones.length; i++) { + var bone = skin.bones[i]; + var contained = false; + for (var j = 0; j < this.bones.length; j++) { + if (this.bones[j] == bone) { + contained = true; + break; + } + } + if (!contained) + this.bones.push(bone); + } + for (var i = 0; i < skin.constraints.length; i++) { + var constraint = skin.constraints[i]; + var contained = false; + for (var j = 0; j < this.constraints.length; j++) { + if (this.constraints[j] == constraint) { + contained = true; + break; + } + } + if (!contained) + this.constraints.push(constraint); + } + var attachments = skin.getAttachments(); + for (var i = 0; i < attachments.length; i++) { + var attachment = attachments[i]; + if (attachment.attachment == null) + continue; + if (attachment.attachment instanceof core.MeshAttachment) { + attachment.attachment = attachment.attachment.newLinkedMesh(); + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + else { + attachment.attachment = attachment.attachment.copy(); + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + } + }; + Skin.prototype.getAttachment = function (slotIndex, name) { + var dictionary = this.attachments[slotIndex]; + return dictionary ? dictionary[name] : null; + }; + Skin.prototype.removeAttachment = function (slotIndex, name) { + var dictionary = this.attachments[slotIndex]; + if (dictionary) + dictionary[name] = null; + }; + Skin.prototype.getAttachments = function () { + var entries = new Array(); + for (var i = 0; i < this.attachments.length; i++) { + var slotAttachments = this.attachments[i]; + if (slotAttachments) { + for (var name_4 in slotAttachments) { + var attachment = slotAttachments[name_4]; + if (attachment) + entries.push(new SkinEntry(i, name_4, attachment)); + } + } + } + return entries; + }; + Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) { + var slotAttachments = this.attachments[slotIndex]; + if (slotAttachments) { + for (var name_5 in slotAttachments) { + var attachment = slotAttachments[name_5]; + if (attachment) + attachments.push(new SkinEntry(slotIndex, name_5, attachment)); + } + } + }; + Skin.prototype.clear = function () { + this.attachments.length = 0; + this.bones.length = 0; + this.constraints.length = 0; + }; + Skin.prototype.attachAll = function (skeleton, oldSkin) { + var slotIndex = 0; + for (var i = 0; i < skeleton.slots.length; i++) { + var slot = skeleton.slots[i]; + var slotAttachment = slot.getAttachment(); + if (slotAttachment && slotIndex < oldSkin.attachments.length) { + var dictionary = oldSkin.attachments[slotIndex]; + for (var key in dictionary) { + var skinAttachment = dictionary[key]; + if (slotAttachment == skinAttachment) { + var attachment = this.getAttachment(slotIndex, key); + if (attachment != null) + slot.setAttachment(attachment); + break; + } + } + } + slotIndex++; + } + }; + return Skin; + }()); + core.Skin = Skin; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Slot = (function () { + function Slot(data, bone) { + this.deform = new Array(); + if (data == null) + throw new Error("data cannot be null."); + if (bone == null) + throw new Error("bone cannot be null."); + this.data = data; + this.bone = bone; + this.color = new core.Color(); + this.darkColor = data.darkColor == null ? null : new core.Color(); + this.setToSetupPose(); + this.blendMode = this.data.blendMode; + } + Slot.prototype.getAttachment = function () { + return this.attachment; + }; + Slot.prototype.setAttachment = function (attachment) { + if (this.attachment == attachment) + return; + this.attachment = attachment; + this.attachmentTime = this.bone.skeleton.time; + this.deform.length = 0; + }; + Slot.prototype.setAttachmentTime = function (time) { + this.attachmentTime = this.bone.skeleton.time - time; + }; + Slot.prototype.getAttachmentTime = function () { + return this.bone.skeleton.time - this.attachmentTime; + }; + Slot.prototype.setToSetupPose = function () { + this.color.setFromColor(this.data.color); + if (this.darkColor != null) + this.darkColor.setFromColor(this.data.darkColor); + if (this.data.attachmentName == null) + this.attachment = null; + else { + this.attachment = null; + this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); + } + }; + return Slot; + }()); + core.Slot = Slot; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SlotData = (function () { + function SlotData(index, name, boneData) { + this.color = new core.Color(1, 1, 1, 1); + if (index < 0) + throw new Error("index must be >= 0."); + if (name == null) + throw new Error("name cannot be null."); + if (boneData == null) + throw new Error("boneData cannot be null."); + this.index = index; + this.name = name; + this.boneData = boneData; + } + return SlotData; + }()); + core.SlotData = SlotData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Texture = (function () { + function Texture(image) { + this._image = image; + } + Texture.prototype.getImage = function () { + return this._image; + }; + Texture.filterFromString = function (text) { + switch (text.toLowerCase()) { + case "nearest": return TextureFilter.Nearest; + case "linear": return TextureFilter.Linear; + case "mipmap": return TextureFilter.MipMap; + case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest; + case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest; + case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear; + case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear; + default: throw new Error("Unknown texture filter " + text); + } + }; + Texture.wrapFromString = function (text) { + switch (text.toLowerCase()) { + case "mirroredtepeat": return TextureWrap.MirroredRepeat; + case "clamptoedge": return TextureWrap.ClampToEdge; + case "repeat": return TextureWrap.Repeat; + default: throw new Error("Unknown texture wrap " + text); + } + }; + return Texture; + }()); + core.Texture = Texture; + var TextureFilter; + (function (TextureFilter) { + TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest"; + TextureFilter[TextureFilter["Linear"] = 9729] = "Linear"; + TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap"; + TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest"; + TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest"; + TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear"; + TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear"; + })(TextureFilter = core.TextureFilter || (core.TextureFilter = {})); + var TextureWrap; + (function (TextureWrap) { + TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat"; + TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge"; + TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat"; + })(TextureWrap = core.TextureWrap || (core.TextureWrap = {})); + var TextureRegion = (function () { + function TextureRegion() { + this.size = null; + } + Object.defineProperty(TextureRegion.prototype, "width", { + get: function () { + var tex = this.texture; + if (PIXI.VERSION[0] == '3') { + return tex.crop.width; + } + if (tex.trim) { + return tex.trim.width; + } + return tex.orig.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "height", { + get: function () { + var tex = this.texture; + if (PIXI.VERSION[0] == '3') { + return tex.crop.height; + } + if (tex.trim) { + return tex.trim.height; + } + return tex.orig.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "u", { + get: function () { + return this.texture._uvs.x0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "v", { + get: function () { + return this.texture._uvs.y0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "u2", { + get: function () { + return this.texture._uvs.x2; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "v2", { + get: function () { + return this.texture._uvs.y2; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "offsetX", { + get: function () { + var tex = this.texture; + return tex.trim ? tex.trim.x : 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "offsetY", { + get: function () { + console.warn("Deprecation Warning: @Hackerham: I guess, if you are using PIXI-SPINE ATLAS region.offsetY, you want a texture, right? Use region.texture from now on."); + return this.spineOffsetY; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "pixiOffsetY", { + get: function () { + var tex = this.texture; + return tex.trim ? tex.trim.y : 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "spineOffsetY", { + get: function () { + var tex = this.texture; + return this.originalHeight - this.height - (tex.trim ? tex.trim.y : 0); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "originalWidth", { + get: function () { + var tex = this.texture; + if (PIXI.VERSION[0] == '3') { + if (tex.trim) { + return tex.trim.width; + } + return tex.crop.width; + } + return tex.orig.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "originalHeight", { + get: function () { + var tex = this.texture; + if (PIXI.VERSION[0] == '3') { + if (tex.trim) { + return tex.trim.height; + } + return tex.crop.height; + } + return tex.orig.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "x", { + get: function () { + return this.texture.frame.x; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "y", { + get: function () { + return this.texture.frame.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(TextureRegion.prototype, "rotate", { + get: function () { + return this.texture.rotate !== 0; + }, + enumerable: true, + configurable: true + }); + return TextureRegion; + }()); + core.TextureRegion = TextureRegion; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var TextureAtlas = (function () { + function TextureAtlas(atlasText, textureLoader, callback) { + this.pages = new Array(); + this.regions = new Array(); + if (atlasText) { + this.addSpineAtlas(atlasText, textureLoader, callback); + } + } + TextureAtlas.prototype.addTexture = function (name, texture) { + var pages = this.pages; + var page = null; + for (var i = 0; i < pages.length; i++) { + if (pages[i].baseTexture === texture.baseTexture) { + page = pages[i]; + break; + } + } + if (page === null) { + page = new TextureAtlasPage(); + page.name = 'texturePage'; + var baseTexture = texture.baseTexture; + page.width = baseTexture.realWidth; + page.height = baseTexture.realHeight; + page.baseTexture = baseTexture; + page.minFilter = page.magFilter = core.TextureFilter.Nearest; + page.uWrap = core.TextureWrap.ClampToEdge; + page.vWrap = core.TextureWrap.ClampToEdge; + pages.push(page); + } + var region = new TextureAtlasRegion(); + region.name = name; + region.page = page; + region.texture = texture; + region.index = -1; + this.regions.push(region); + return region; + }; + TextureAtlas.prototype.addTextureHash = function (textures, stripExtension) { + for (var key in textures) { + if (textures.hasOwnProperty(key)) { + this.addTexture(stripExtension && key.indexOf('.') !== -1 ? key.substr(0, key.lastIndexOf('.')) : key, textures[key]); + } + } + }; + TextureAtlas.prototype.addSpineAtlas = function (atlasText, textureLoader, callback) { + return this.load(atlasText, textureLoader, callback); + }; + TextureAtlas.prototype.load = function (atlasText, textureLoader, callback) { + var _this = this; + if (textureLoader == null) + throw new Error("textureLoader cannot be null."); + var reader = new TextureAtlasReader(atlasText); + var tuple = new Array(4); + var page = null; + var iterateParser = function () { + while (true) { + var line = reader.readLine(); + if (line == null) { + return callback && callback(_this); + } + line = line.trim(); + if (line.length == 0) + page = null; + else if (!page) { + page = new TextureAtlasPage(); + page.name = line; + if (reader.readTuple(tuple) == 2) { + page.width = parseInt(tuple[0]); + page.height = parseInt(tuple[1]); + reader.readTuple(tuple); + } + reader.readTuple(tuple); + page.minFilter = core.Texture.filterFromString(tuple[0]); + page.magFilter = core.Texture.filterFromString(tuple[1]); + var direction = reader.readValue(); + page.uWrap = core.TextureWrap.ClampToEdge; + page.vWrap = core.TextureWrap.ClampToEdge; + if (direction == "x") + page.uWrap = core.TextureWrap.Repeat; + else if (direction == "y") + page.vWrap = core.TextureWrap.Repeat; + else if (direction == "xy") + page.uWrap = page.vWrap = core.TextureWrap.Repeat; + textureLoader(line, function (texture) { + if (texture === null) { + _this.pages.splice(_this.pages.indexOf(page), 1); + return callback && callback(null); + } + page.baseTexture = texture; + if (!texture.hasLoaded) { + texture.width = page.width; + texture.height = page.height; + } + _this.pages.push(page); + page.setFilters(); + if (!page.width || !page.height) { + page.width = texture.realWidth; + page.height = texture.realHeight; + if (!page.width || !page.height) { + console.log("ERROR spine atlas page " + page.name + ": meshes wont work if you dont specify size in atlas (http://www.html5gamedevs.com/topic/18888-pixi-spines-and-meshes/?p=107121)"); + } + } + iterateParser(); + }); + _this.pages.push(page); + break; + } + else { + var region = new TextureAtlasRegion(); + region.name = line; + region.page = page; + var rotateValue = reader.readValue(); + var rotate = 0; + if (rotateValue.toLocaleLowerCase() == "true") { + rotate = 6; + } + else if (rotateValue.toLocaleLowerCase() == "false") { + rotate = 0; + } + else { + rotate = ((720 - parseFloat(rotateValue)) % 360) / 45; + } + reader.readTuple(tuple); + var x = parseInt(tuple[0]); + var y = parseInt(tuple[1]); + reader.readTuple(tuple); + var width = parseInt(tuple[0]); + var height = parseInt(tuple[1]); + var resolution = page.baseTexture.resolution; + x /= resolution; + y /= resolution; + width /= resolution; + height /= resolution; + var swapWH = rotate % 4 != 0; + var frame = new PIXI.Rectangle(x, y, swapWH ? height : width, swapWH ? width : height); + if (reader.readTuple(tuple) == 4) { + if (reader.readTuple(tuple) == 4) { + reader.readTuple(tuple); + } + } + var originalWidth = parseInt(tuple[0]) / resolution; + var originalHeight = parseInt(tuple[1]) / resolution; + reader.readTuple(tuple); + var offsetX = parseInt(tuple[0]) / resolution; + var offsetY = parseInt(tuple[1]) / resolution; + var orig = new PIXI.Rectangle(0, 0, originalWidth, originalHeight); + var trim = new PIXI.Rectangle(offsetX, originalHeight - height - offsetY, width, height); + if (PIXI.VERSION[0] != '3') { + region.texture = new PIXI.Texture(region.page.baseTexture, frame, orig, trim, rotate); + } + else { + var frame2 = new PIXI.Rectangle(x, y, width, height); + var crop = frame2.clone(); + trim.width = originalWidth; + trim.height = originalHeight; + region.texture = new PIXI.Texture(region.page.baseTexture, frame2, crop, trim, rotate); + } + region.index = parseInt(reader.readValue()); + region.texture._updateUvs(); + _this.regions.push(region); + } + } + }; + iterateParser(); + }; + TextureAtlas.prototype.findRegion = function (name) { + for (var i = 0; i < this.regions.length; i++) { + if (this.regions[i].name == name) { + return this.regions[i]; + } + } + return null; + }; + TextureAtlas.prototype.dispose = function () { + for (var i = 0; i < this.pages.length; i++) { + this.pages[i].baseTexture.dispose(); + } + }; + return TextureAtlas; + }()); + core.TextureAtlas = TextureAtlas; + var TextureAtlasReader = (function () { + function TextureAtlasReader(text) { + this.index = 0; + this.lines = text.split(/\r\n|\r|\n/); + } + TextureAtlasReader.prototype.readLine = function () { + if (this.index >= this.lines.length) + return null; + return this.lines[this.index++]; + }; + TextureAtlasReader.prototype.readValue = function () { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) + throw new Error("Invalid line: " + line); + return line.substring(colon + 1).trim(); + }; + TextureAtlasReader.prototype.readTuple = function (tuple) { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) + throw new Error("Invalid line: " + line); + var i = 0, lastMatch = colon + 1; + for (; i < 3; i++) { + var comma = line.indexOf(",", lastMatch); + if (comma == -1) + break; + tuple[i] = line.substr(lastMatch, comma - lastMatch).trim(); + lastMatch = comma + 1; + } + tuple[i] = line.substring(lastMatch).trim(); + return i + 1; + }; + return TextureAtlasReader; + }()); + var TextureAtlasPage = (function () { + function TextureAtlasPage() { + } + TextureAtlasPage.prototype.setFilters = function () { + var tex = this.baseTexture; + var filter = this.minFilter; + if (filter == core.TextureFilter.Linear) { + tex.scaleMode = PIXI.SCALE_MODES.LINEAR; + } + else if (this.minFilter == core.TextureFilter.Nearest) { + tex.scaleMode = PIXI.SCALE_MODES.NEAREST; + } + else { + tex.mipmap = true; + if (filter == core.TextureFilter.MipMapNearestNearest) { + tex.scaleMode = PIXI.SCALE_MODES.NEAREST; + } + else { + tex.scaleMode = PIXI.SCALE_MODES.LINEAR; + } + } + }; + return TextureAtlasPage; + }()); + core.TextureAtlasPage = TextureAtlasPage; + var TextureAtlasRegion = (function (_super) { + __extends(TextureAtlasRegion, _super); + function TextureAtlasRegion() { + return _super !== null && _super.apply(this, arguments) || this; + } + return TextureAtlasRegion; + }(core.TextureRegion)); + core.TextureAtlasRegion = TextureAtlasRegion; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var TransformConstraint = (function () { + function TransformConstraint(data, skeleton) { + this.rotateMix = 0; + this.translateMix = 0; + this.scaleMix = 0; + this.shearMix = 0; + this.temp = new core.Vector2(); + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + this.scaleMix = data.scaleMix; + this.shearMix = data.shearMix; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findBone(data.target.name); + } + TransformConstraint.prototype.isActive = function () { + return this.active; + }; + TransformConstraint.prototype.apply = function () { + this.update(); + }; + TransformConstraint.prototype.update = function () { + if (this.data.local) { + if (this.data.relative) + this.applyRelativeLocal(); + else + this.applyAbsoluteLocal(); + } + else { + if (this.data.relative) + this.applyRelativeWorld(); + else + this.applyAbsoluteWorld(); + } + }; + TransformConstraint.prototype.applyAbsoluteWorld = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + var targetMat = target.matrix; + var ta = targetMat.a, tb = targetMat.c, tc = targetMat.b, td = targetMat.d; + var degRadReflect = ta * td - tb * tc > 0 ? core.MathUtils.degRad : -core.MathUtils.degRad; + var offsetRotation = this.data.offsetRotation * degRadReflect; + var offsetShearY = this.data.offsetShearY * degRadReflect; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + var modified = false; + var mat = bone.matrix; + if (rotateMix != 0) { + var a = mat.a, b = mat.c, c = mat.b, d = mat.d; + var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; + if (r > core.MathUtils.PI) + r -= core.MathUtils.PI2; + else if (r < -core.MathUtils.PI) + r += core.MathUtils.PI2; + r *= rotateMix; + var cos = Math.cos(r), sin = Math.sin(r); + mat.a = cos * a - sin * c; + mat.c = cos * b - sin * d; + mat.b = sin * a + cos * c; + mat.d = sin * b + cos * d; + modified = true; + } + if (translateMix != 0) { + var temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + mat.tx += (temp.x - mat.tx) * translateMix; + mat.ty += (temp.y - mat.ty) * translateMix; + modified = true; + } + if (scaleMix > 0) { + var s = Math.sqrt(mat.a * mat.a + mat.b * mat.b); + var ts = Math.sqrt(ta * ta + tc * tc); + if (s > 0.00001) + s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s; + mat.a *= s; + mat.b *= s; + s = Math.sqrt(mat.c * mat.c + mat.d * mat.d); + ts = Math.sqrt(tb * tb + td * td); + if (s > 0.00001) + s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s; + mat.c *= s; + mat.d *= s; + modified = true; + } + if (shearMix > 0) { + var b = mat.c, d = mat.d; + var by = Math.atan2(d, b); + var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(mat.b, mat.a)); + if (r > core.MathUtils.PI) + r -= core.MathUtils.PI2; + else if (r < -core.MathUtils.PI) + r += core.MathUtils.PI2; + r = by + (r + offsetShearY) * shearMix; + var s = Math.sqrt(b * b + d * d); + mat.c = Math.cos(r) * s; + mat.d = Math.sin(r) * s; + modified = true; + } + if (modified) + bone.appliedValid = false; + } + }; + TransformConstraint.prototype.applyRelativeWorld = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + var targetMat = target.matrix; + var ta = targetMat.a, tb = targetMat.c, tc = targetMat.b, td = targetMat.d; + var degRadReflect = ta * td - tb * tc > 0 ? core.MathUtils.degRad : -core.MathUtils.degRad; + var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + var modified = false; + var mat = bone.matrix; + if (rotateMix != 0) { + var a = mat.a, b = mat.c, c = mat.b, d = mat.d; + var r = Math.atan2(tc, ta) + offsetRotation; + if (r > core.MathUtils.PI) + r -= core.MathUtils.PI2; + else if (r < -core.MathUtils.PI) + r += core.MathUtils.PI2; + r *= rotateMix; + var cos = Math.cos(r), sin = Math.sin(r); + mat.a = cos * a - sin * c; + mat.c = cos * b - sin * d; + mat.b = sin * a + cos * c; + mat.d = sin * b + cos * d; + modified = true; + } + if (translateMix != 0) { + var temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + mat.tx += temp.x * translateMix; + mat.ty += temp.y * translateMix; + modified = true; + } + if (scaleMix > 0) { + var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1; + mat.a *= s; + mat.b *= s; + s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1; + mat.c *= s; + mat.d *= s; + modified = true; + } + if (shearMix > 0) { + var r = Math.atan2(td, tb) - Math.atan2(tc, ta); + if (r > core.MathUtils.PI) + r -= core.MathUtils.PI2; + else if (r < -core.MathUtils.PI) + r += core.MathUtils.PI2; + var b = mat.c, d = mat.d; + r = Math.atan2(d, b) + (r - core.MathUtils.PI / 2 + offsetShearY) * shearMix; + var s = Math.sqrt(b * b + d * d); + mat.c = Math.cos(r) * s; + mat.d = Math.sin(r) * s; + modified = true; + } + if (modified) + bone.appliedValid = false; + } + }; + TransformConstraint.prototype.applyAbsoluteLocal = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + if (!target.appliedValid) + target.updateAppliedTransform(); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var rotation = bone.arotation; + if (rotateMix != 0) { + var r = target.arotation - rotation + this.data.offsetRotation; + r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; + rotation += r * rotateMix; + } + var x = bone.ax, y = bone.ay; + if (translateMix != 0) { + x += (target.ax - x + this.data.offsetX) * translateMix; + y += (target.ay - y + this.data.offsetY) * translateMix; + } + var scaleX = bone.ascaleX, scaleY = bone.ascaleY; + if (scaleMix > 0) { + if (scaleX > 0.00001) + scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX; + if (scaleY > 0.00001) + scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY; + } + var shearY = bone.ashearY; + if (shearMix > 0) { + var r = target.ashearY - shearY + this.data.offsetShearY; + r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; + bone.shearY += r * shearMix; + } + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + }; + TransformConstraint.prototype.applyRelativeLocal = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + if (!target.appliedValid) + target.updateAppliedTransform(); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var rotation = bone.arotation; + if (rotateMix != 0) + rotation += (target.arotation + this.data.offsetRotation) * rotateMix; + var x = bone.ax, y = bone.ay; + if (translateMix != 0) { + x += (target.ax + this.data.offsetX) * translateMix; + y += (target.ay + this.data.offsetY) * translateMix; + } + var scaleX = bone.ascaleX, scaleY = bone.ascaleY; + if (scaleMix > 0) { + if (scaleX > 0.00001) + scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1; + if (scaleY > 0.00001) + scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1; + } + var shearY = bone.ashearY; + if (shearMix > 0) + shearY += (target.ashearY + this.data.offsetShearY) * shearMix; + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + }; + return TransformConstraint; + }()); + core.TransformConstraint = TransformConstraint; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var TransformConstraintData = (function (_super) { + __extends(TransformConstraintData, _super); + function TransformConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + _this.rotateMix = 0; + _this.translateMix = 0; + _this.scaleMix = 0; + _this.shearMix = 0; + _this.offsetRotation = 0; + _this.offsetX = 0; + _this.offsetY = 0; + _this.offsetScaleX = 0; + _this.offsetScaleY = 0; + _this.offsetShearY = 0; + _this.relative = false; + _this.local = false; + return _this; + } + return TransformConstraintData; + }(core.ConstraintData)); + core.TransformConstraintData = TransformConstraintData; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Triangulator = (function () { + function Triangulator() { + this.convexPolygons = new Array(); + this.convexPolygonsIndices = new Array(); + this.indicesArray = new Array(); + this.isConcaveArray = new Array(); + this.triangles = new Array(); + this.polygonPool = new core.Pool(function () { + return new Array(); + }); + this.polygonIndicesPool = new core.Pool(function () { + return new Array(); + }); + } + Triangulator.prototype.triangulate = function (verticesArray) { + var vertices = verticesArray; + var vertexCount = verticesArray.length >> 1; + var indices = this.indicesArray; + indices.length = 0; + for (var i = 0; i < vertexCount; i++) + indices[i] = i; + var isConcave = this.isConcaveArray; + isConcave.length = 0; + for (var i = 0, n = vertexCount; i < n; ++i) + isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices); + var triangles = this.triangles; + triangles.length = 0; + while (vertexCount > 3) { + var previous = vertexCount - 1, i = 0, next = 1; + while (true) { + outer: if (!isConcave[i]) { + var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; + var p1x = vertices[p1], p1y = vertices[p1 + 1]; + var p2x = vertices[p2], p2y = vertices[p2 + 1]; + var p3x = vertices[p3], p3y = vertices[p3 + 1]; + for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { + if (!isConcave[ii]) + continue; + var v = indices[ii] << 1; + var vx = vertices[v], vy = vertices[v + 1]; + if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { + if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { + if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) + break outer; + } + } + } + break; + } + if (next == 0) { + do { + if (!isConcave[i]) + break; + i--; + } while (i > 0); + break; + } + previous = i; + i = next; + next = (next + 1) % vertexCount; + } + triangles.push(indices[(vertexCount + i - 1) % vertexCount]); + triangles.push(indices[i]); + triangles.push(indices[(i + 1) % vertexCount]); + indices.splice(i, 1); + isConcave.splice(i, 1); + vertexCount--; + var previousIndex = (vertexCount + i - 1) % vertexCount; + var nextIndex = i == vertexCount ? 0 : i; + isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices); + isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices); + } + if (vertexCount == 3) { + triangles.push(indices[2]); + triangles.push(indices[0]); + triangles.push(indices[1]); + } + return triangles; + }; + Triangulator.prototype.decompose = function (verticesArray, triangles) { + var vertices = verticesArray; + var convexPolygons = this.convexPolygons; + this.polygonPool.freeAll(convexPolygons); + convexPolygons.length = 0; + var convexPolygonsIndices = this.convexPolygonsIndices; + this.polygonIndicesPool.freeAll(convexPolygonsIndices); + convexPolygonsIndices.length = 0; + var polygonIndices = this.polygonIndicesPool.obtain(); + polygonIndices.length = 0; + var polygon = this.polygonPool.obtain(); + polygon.length = 0; + var fanBaseIndex = -1, lastWinding = 0; + for (var i = 0, n = triangles.length; i < n; i += 3) { + var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; + var x1 = vertices[t1], y1 = vertices[t1 + 1]; + var x2 = vertices[t2], y2 = vertices[t2 + 1]; + var x3 = vertices[t3], y3 = vertices[t3 + 1]; + var merged = false; + if (fanBaseIndex == t1) { + var o = polygon.length - 4; + var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); + var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); + if (winding1 == lastWinding && winding2 == lastWinding) { + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(t3); + merged = true; + } + } + if (!merged) { + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + else { + this.polygonPool.free(polygon); + this.polygonIndicesPool.free(polygonIndices); + } + polygon = this.polygonPool.obtain(); + polygon.length = 0; + polygon.push(x1); + polygon.push(y1); + polygon.push(x2); + polygon.push(y2); + polygon.push(x3); + polygon.push(y3); + polygonIndices = this.polygonIndicesPool.obtain(); + polygonIndices.length = 0; + polygonIndices.push(t1); + polygonIndices.push(t2); + polygonIndices.push(t3); + lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3); + fanBaseIndex = t1; + } + } + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + for (var i = 0, n = convexPolygons.length; i < n; i++) { + polygonIndices = convexPolygonsIndices[i]; + if (polygonIndices.length == 0) + continue; + var firstIndex = polygonIndices[0]; + var lastIndex = polygonIndices[polygonIndices.length - 1]; + polygon = convexPolygons[i]; + var o = polygon.length - 4; + var prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; + var prevX = polygon[o + 2], prevY = polygon[o + 3]; + var firstX = polygon[0], firstY = polygon[1]; + var secondX = polygon[2], secondY = polygon[3]; + var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); + for (var ii = 0; ii < n; ii++) { + if (ii == i) + continue; + var otherIndices = convexPolygonsIndices[ii]; + if (otherIndices.length != 3) + continue; + var otherFirstIndex = otherIndices[0]; + var otherSecondIndex = otherIndices[1]; + var otherLastIndex = otherIndices[2]; + var otherPoly = convexPolygons[ii]; + var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; + if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) + continue; + var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); + var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY); + if (winding1 == winding && winding2 == winding) { + otherPoly.length = 0; + otherIndices.length = 0; + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(otherLastIndex); + prevPrevX = prevX; + prevPrevY = prevY; + prevX = x3; + prevY = y3; + ii = 0; + } + } + } + for (var i = convexPolygons.length - 1; i >= 0; i--) { + polygon = convexPolygons[i]; + if (polygon.length == 0) { + convexPolygons.splice(i, 1); + this.polygonPool.free(polygon); + polygonIndices = convexPolygonsIndices[i]; + convexPolygonsIndices.splice(i, 1); + this.polygonIndicesPool.free(polygonIndices); + } + } + return convexPolygons; + }; + Triangulator.isConcave = function (index, vertexCount, vertices, indices) { + var previous = indices[(vertexCount + index - 1) % vertexCount] << 1; + var current = indices[index] << 1; + var next = indices[(index + 1) % vertexCount] << 1; + return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]); + }; + Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) { + return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; + }; + Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) { + var px = p2x - p1x, py = p2y - p1y; + return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; + }; + return Triangulator; + }()); + core.Triangulator = Triangulator; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var IntSet = (function () { + function IntSet() { + this.array = new Array(); + } + IntSet.prototype.add = function (value) { + var contains = this.contains(value); + this.array[value | 0] = value | 0; + return !contains; + }; + IntSet.prototype.contains = function (value) { + return this.array[value | 0] != undefined; + }; + IntSet.prototype.remove = function (value) { + this.array[value | 0] = undefined; + }; + IntSet.prototype.clear = function () { + this.array.length = 0; + }; + return IntSet; + }()); + core.IntSet = IntSet; + var Color = (function () { + function Color(r, g, b, a) { + if (r === void 0) { r = 0; } + if (g === void 0) { g = 0; } + if (b === void 0) { b = 0; } + if (a === void 0) { a = 0; } + this.r = r; + this.g = g; + this.b = b; + this.a = a; + } + Color.prototype.set = function (r, g, b, a) { + this.r = r; + this.g = g; + this.b = b; + this.a = a; + this.clamp(); + return this; + }; + Color.prototype.setFromColor = function (c) { + this.r = c.r; + this.g = c.g; + this.b = c.b; + this.a = c.a; + return this; + }; + Color.prototype.setFromString = function (hex) { + hex = hex.charAt(0) == '#' ? hex.substr(1) : hex; + this.r = parseInt(hex.substr(0, 2), 16) / 255.0; + this.g = parseInt(hex.substr(2, 2), 16) / 255.0; + this.b = parseInt(hex.substr(4, 2), 16) / 255.0; + this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0; + return this; + }; + Color.prototype.add = function (r, g, b, a) { + this.r += r; + this.g += g; + this.b += b; + this.a += a; + this.clamp(); + return this; + }; + Color.prototype.clamp = function () { + if (this.r < 0) + this.r = 0; + else if (this.r > 1) + this.r = 1; + if (this.g < 0) + this.g = 0; + else if (this.g > 1) + this.g = 1; + if (this.b < 0) + this.b = 0; + else if (this.b > 1) + this.b = 1; + if (this.a < 0) + this.a = 0; + else if (this.a > 1) + this.a = 1; + return this; + }; + Color.rgba8888ToColor = function (color, value) { + color.r = ((value & 0xff000000) >>> 24) / 255; + color.g = ((value & 0x00ff0000) >>> 16) / 255; + color.b = ((value & 0x0000ff00) >>> 8) / 255; + color.a = ((value & 0x000000ff)) / 255; + }; + Color.rgb888ToColor = function (color, value) { + color.r = ((value & 0x00ff0000) >>> 16) / 255; + color.g = ((value & 0x0000ff00) >>> 8) / 255; + color.b = ((value & 0x000000ff)) / 255; + }; + Color.WHITE = new Color(1, 1, 1, 1); + Color.RED = new Color(1, 0, 0, 1); + Color.GREEN = new Color(0, 1, 0, 1); + Color.BLUE = new Color(0, 0, 1, 1); + Color.MAGENTA = new Color(1, 0, 1, 1); + return Color; + }()); + core.Color = Color; + var MathUtils = (function () { + function MathUtils() { + } + MathUtils.clamp = function (value, min, max) { + if (value < min) + return min; + if (value > max) + return max; + return value; + }; + MathUtils.cosDeg = function (degrees) { + return Math.cos(degrees * MathUtils.degRad); + }; + MathUtils.sinDeg = function (degrees) { + return Math.sin(degrees * MathUtils.degRad); + }; + MathUtils.signum = function (value) { + return value > 0 ? 1 : value < 0 ? -1 : 0; + }; + MathUtils.toInt = function (x) { + return x > 0 ? Math.floor(x) : Math.ceil(x); + }; + MathUtils.cbrt = function (x) { + var y = Math.pow(Math.abs(x), 1 / 3); + return x < 0 ? -y : y; + }; + MathUtils.randomTriangular = function (min, max) { + return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5); + }; + MathUtils.randomTriangularWith = function (min, max, mode) { + var u = Math.random(); + var d = max - min; + if (u <= (mode - min) / d) + return min + Math.sqrt(u * d * (mode - min)); + return max - Math.sqrt((1 - u) * d * (max - mode)); + }; + MathUtils.PI = 3.1415927; + MathUtils.PI2 = MathUtils.PI * 2; + MathUtils.radiansToDegrees = 180 / MathUtils.PI; + MathUtils.radDeg = MathUtils.radiansToDegrees; + MathUtils.degreesToRadians = MathUtils.PI / 180; + MathUtils.degRad = MathUtils.degreesToRadians; + return MathUtils; + }()); + core.MathUtils = MathUtils; + var Interpolation = (function () { + function Interpolation() { + } + Interpolation.prototype.apply = function (start, end, a) { + return start + (end - start) * this.applyInternal(a); + }; + return Interpolation; + }()); + core.Interpolation = Interpolation; + var Pow = (function (_super) { + __extends(Pow, _super); + function Pow(power) { + var _this = _super.call(this) || this; + _this.power = 2; + _this.power = power; + return _this; + } + Pow.prototype.applyInternal = function (a) { + if (a <= 0.5) + return Math.pow(a * 2, this.power) / 2; + return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1; + }; + return Pow; + }(Interpolation)); + core.Pow = Pow; + var PowOut = (function (_super) { + __extends(PowOut, _super); + function PowOut(power) { + return _super.call(this, power) || this; + } + PowOut.prototype.applyInternal = function (a) { + return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1; + }; + return PowOut; + }(Pow)); + core.PowOut = PowOut; + var Utils = (function () { + function Utils() { + } + Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) { + for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) { + dest[j] = source[i]; + } + }; + Utils.setArraySize = function (array, size, value) { + if (value === void 0) { value = 0; } + var oldSize = array.length; + if (oldSize == size) + return array; + array.length = size; + if (oldSize < size) { + for (var i = oldSize; i < size; i++) + array[i] = value; + } + return array; + }; + Utils.ensureArrayCapacity = function (array, size, value) { + if (value === void 0) { value = 0; } + if (array.length >= size) + return array; + return Utils.setArraySize(array, size, value); + }; + Utils.newArray = function (size, defaultValue) { + var array = new Array(size); + for (var i = 0; i < size; i++) + array[i] = defaultValue; + return array; + }; + Utils.newFloatArray = function (size) { + if (Utils.SUPPORTS_TYPED_ARRAYS) { + return new Float32Array(size); + } + else { + var array = new Array(size); + for (var i = 0; i < array.length; i++) + array[i] = 0; + return array; + } + }; + Utils.newShortArray = function (size) { + if (Utils.SUPPORTS_TYPED_ARRAYS) { + return new Int16Array(size); + } + else { + var array = new Array(size); + for (var i = 0; i < array.length; i++) + array[i] = 0; + return array; + } + }; + Utils.toFloatArray = function (array) { + return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array; + }; + Utils.toSinglePrecision = function (value) { + return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; + }; + Utils.webkit602BugfixHelper = function (alpha, blend) { + }; + Utils.contains = function (array, element, identity) { + if (identity === void 0) { identity = true; } + for (var i = 0; i < array.length; i++) { + if (array[i] == element) + return true; + } + return false; + }; + Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined"; + return Utils; + }()); + core.Utils = Utils; + var DebugUtils = (function () { + function DebugUtils() { + } + DebugUtils.logBones = function (skeleton) { + for (var i = 0; i < skeleton.bones.length; i++) { + var bone = skeleton.bones[i]; + var mat = bone.matrix; + console.log(bone.data.name + ", " + mat.a + ", " + mat.b + ", " + mat.c + ", " + mat.d + ", " + mat.tx + ", " + mat.ty); + } + }; + return DebugUtils; + }()); + core.DebugUtils = DebugUtils; + var Pool = (function () { + function Pool(instantiator) { + this.items = new Array(); + this.instantiator = instantiator; + } + Pool.prototype.obtain = function () { + return this.items.length > 0 ? this.items.pop() : this.instantiator(); + }; + Pool.prototype.free = function (item) { + if (item.reset) + item.reset(); + this.items.push(item); + }; + Pool.prototype.freeAll = function (items) { + for (var i = 0; i < items.length; i++) { + if (items[i].reset) + items[i].reset(); + this.items[i] = items[i]; + } + }; + Pool.prototype.clear = function () { + this.items.length = 0; + }; + return Pool; + }()); + core.Pool = Pool; + var Vector2 = (function () { + function Vector2(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this.x = x; + this.y = y; + } + Vector2.prototype.set = function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Vector2.prototype.length = function () { + var x = this.x; + var y = this.y; + return Math.sqrt(x * x + y * y); + }; + Vector2.prototype.normalize = function () { + var len = this.length(); + if (len != 0) { + this.x /= len; + this.y /= len; + } + return this; + }; + return Vector2; + }()); + core.Vector2 = Vector2; + var TimeKeeper = (function () { + function TimeKeeper() { + this.maxDelta = 0.064; + this.framesPerSecond = 0; + this.delta = 0; + this.totalTime = 0; + this.lastTime = Date.now() / 1000; + this.frameCount = 0; + this.frameTime = 0; + } + TimeKeeper.prototype.update = function () { + var now = Date.now() / 1000; + this.delta = now - this.lastTime; + this.frameTime += this.delta; + this.totalTime += this.delta; + if (this.delta > this.maxDelta) + this.delta = this.maxDelta; + this.lastTime = now; + this.frameCount++; + if (this.frameTime > 1) { + this.framesPerSecond = this.frameCount / this.frameTime; + this.frameTime = 0; + this.frameCount = 0; + } + }; + return TimeKeeper; + }()); + core.TimeKeeper = TimeKeeper; + var WindowedMean = (function () { + function WindowedMean(windowSize) { + if (windowSize === void 0) { windowSize = 32; } + this.addedValues = 0; + this.lastValue = 0; + this.mean = 0; + this.dirty = true; + this.values = new Array(windowSize); + } + WindowedMean.prototype.hasEnoughData = function () { + return this.addedValues >= this.values.length; + }; + WindowedMean.prototype.addValue = function (value) { + if (this.addedValues < this.values.length) + this.addedValues++; + this.values[this.lastValue++] = value; + if (this.lastValue > this.values.length - 1) + this.lastValue = 0; + this.dirty = true; + }; + WindowedMean.prototype.getMean = function () { + if (this.hasEnoughData()) { + if (this.dirty) { + var mean = 0; + for (var i = 0; i < this.values.length; i++) { + mean += this.values[i]; + } + this.mean = mean / this.values.length; + this.dirty = false; + } + return this.mean; + } + else { + return 0; + } + }; + return WindowedMean; + }()); + core.WindowedMean = WindowedMean; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var Attachment = (function () { + function Attachment(name) { + if (name == null) + throw new Error("name cannot be null."); + this.name = name; + } + return Attachment; + }()); + core.Attachment = Attachment; + var VertexAttachment = (function (_super) { + __extends(VertexAttachment, _super); + function VertexAttachment(name) { + var _this = _super.call(this, name) || this; + _this.id = (VertexAttachment.nextID++ & 65535) << 11; + _this.worldVerticesLength = 0; + _this.deformAttachment = _this; + return _this; + } + VertexAttachment.prototype.computeWorldVerticesOld = function (slot, worldVertices) { + this.computeWorldVertices(slot, 0, this.worldVerticesLength, worldVertices, 0, 2); + }; + VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) { + count = offset + (count >> 1) * stride; + var skeleton = slot.bone.skeleton; + var deformArray = slot.deform; + var vertices = this.vertices; + var bones = this.bones; + if (bones == null) { + if (deformArray.length > 0) + vertices = deformArray; + var mat = slot.bone.matrix; + var x = mat.tx; + var y = mat.ty; + var a = mat.a, b = mat.c, c = mat.b, d = mat.d; + for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) { + var vx = vertices[v_1], vy = vertices[v_1 + 1]; + worldVertices[w] = vx * a + vy * b + x; + worldVertices[w + 1] = vx * c + vy * d + y; + } + return; + } + var v = 0, skip = 0; + for (var i = 0; i < start; i += 2) { + var n = bones[v]; + v += n + 1; + skip += n; + } + var skeletonBones = skeleton.bones; + if (deformArray.length == 0) { + for (var w = offset, b = skip * 3; w < count; w += stride) { + var wx = 0, wy = 0; + var n = bones[v++]; + n += v; + for (; v < n; v++, b += 3) { + var mat = skeletonBones[bones[v]].matrix; + var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; + wx += (vx * mat.a + vy * mat.c + mat.tx) * weight; + wy += (vx * mat.b + vy * mat.d + mat.ty) * weight; + } + worldVertices[w] = wx; + worldVertices[w + 1] = wy; + } + } + else { + var deform = deformArray; + for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { + var wx = 0, wy = 0; + var n = bones[v++]; + n += v; + for (; v < n; v++, b += 3, f += 2) { + var mat = skeletonBones[bones[v]].matrix; + var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; + wx += (vx * mat.a + vy * mat.c + mat.tx) * weight; + wy += (vx * mat.b + vy * mat.d + mat.ty) * weight; + } + worldVertices[w] = wx; + worldVertices[w + 1] = wy; + } + } + }; + VertexAttachment.prototype.copyTo = function (attachment) { + if (this.bones != null) { + attachment.bones = new Array(this.bones.length); + core.Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length); + } + else + attachment.bones = null; + if (this.vertices != null) { + attachment.vertices = core.Utils.newFloatArray(this.vertices.length); + core.Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length); + } + else + attachment.vertices = null; + attachment.worldVerticesLength = this.worldVerticesLength; + attachment.deformAttachment = this.deformAttachment; + }; + VertexAttachment.nextID = 0; + return VertexAttachment; + }(Attachment)); + core.VertexAttachment = VertexAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var AttachmentType; + (function (AttachmentType) { + AttachmentType[AttachmentType["Region"] = 0] = "Region"; + AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox"; + AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh"; + AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh"; + AttachmentType[AttachmentType["Path"] = 4] = "Path"; + AttachmentType[AttachmentType["Point"] = 5] = "Point"; + AttachmentType[AttachmentType["Clipping"] = 6] = "Clipping"; + })(AttachmentType = core.AttachmentType || (core.AttachmentType = {})); + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var BoundingBoxAttachment = (function (_super) { + __extends(BoundingBoxAttachment, _super); + function BoundingBoxAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new core.Color(1, 1, 1, 1); + return _this; + } + BoundingBoxAttachment.prototype.copy = function () { + var copy = new BoundingBoxAttachment(name); + this.copyTo(copy); + copy.color.setFromColor(this.color); + return copy; + }; + return BoundingBoxAttachment; + }(core.VertexAttachment)); + core.BoundingBoxAttachment = BoundingBoxAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var ClippingAttachment = (function (_super) { + __extends(ClippingAttachment, _super); + function ClippingAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new core.Color(0.2275, 0.2275, 0.8078, 1); + return _this; + } + ClippingAttachment.prototype.copy = function () { + var copy = new ClippingAttachment(name); + this.copyTo(copy); + copy.endSlot = this.endSlot; + copy.color.setFromColor(this.color); + return copy; + }; + return ClippingAttachment; + }(core.VertexAttachment)); + core.ClippingAttachment = ClippingAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var MeshAttachment = (function (_super) { + __extends(MeshAttachment, _super); + function MeshAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new core.Color(1, 1, 1, 1); + _this.tempColor = new core.Color(0, 0, 0, 0); + return _this; + } + MeshAttachment.prototype.updateUVs = function (region, uvs) { + var regionUVs = this.regionUVs; + var n = regionUVs.length; + if (!uvs || uvs.length != n) { + uvs = core.Utils.newFloatArray(n); + } + if (region == null) { + return; + } + var texture = region.texture; + var r = texture._uvs; + var w1 = region.width, h1 = region.height, w2 = region.originalWidth, h2 = region.originalHeight; + var x = region.offsetX, y = region.pixiOffsetY; + for (var i = 0; i < n; i += 2) { + var u = this.regionUVs[i], v = this.regionUVs[i + 1]; + u = (u * w2 - x) / w1; + v = (v * h2 - y) / h1; + uvs[i] = (r.x0 * (1 - u) + r.x1 * u) * (1 - v) + (r.x3 * (1 - u) + r.x2 * u) * v; + uvs[i + 1] = (r.y0 * (1 - u) + r.y1 * u) * (1 - v) + (r.y3 * (1 - u) + r.y2 * u) * v; + } + return uvs; + }; + MeshAttachment.prototype.getParentMesh = function () { + return this.parentMesh; + }; + MeshAttachment.prototype.setParentMesh = function (parentMesh) { + this.parentMesh = parentMesh; + if (parentMesh != null) { + this.bones = parentMesh.bones; + this.vertices = parentMesh.vertices; + this.worldVerticesLength = parentMesh.worldVerticesLength; + this.regionUVs = parentMesh.regionUVs; + this.triangles = parentMesh.triangles; + this.hullLength = parentMesh.hullLength; + this.worldVerticesLength = parentMesh.worldVerticesLength; + } + }; + MeshAttachment.prototype.copy = function () { + if (this.parentMesh != null) + return this.newLinkedMesh(); + var copy = new MeshAttachment(this.name); + copy.region = this.region; + copy.path = this.path; + copy.color.setFromColor(this.color); + this.copyTo(copy); + copy.regionUVs = new Float32Array(this.regionUVs.length); + core.Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length); + copy.uvs = new Array(this.uvs.length); + core.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length); + copy.triangles = new Array(this.triangles.length); + core.Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length); + copy.hullLength = this.hullLength; + if (this.edges != null) { + copy.edges = new Array(this.edges.length); + core.Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length); + } + copy.width = this.width; + copy.height = this.height; + return copy; + }; + MeshAttachment.prototype.newLinkedMesh = function () { + var copy = new MeshAttachment(this.name); + copy.region = this.region; + copy.path = this.path; + copy.color.setFromColor(this.color); + copy.deformAttachment = this.deformAttachment; + copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this); + return copy; + }; + return MeshAttachment; + }(core.VertexAttachment)); + core.MeshAttachment = MeshAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var PathAttachment = (function (_super) { + __extends(PathAttachment, _super); + function PathAttachment(name) { + var _this = _super.call(this, name) || this; + _this.closed = false; + _this.constantSpeed = false; + _this.color = new core.Color(1, 1, 1, 1); + return _this; + } + PathAttachment.prototype.copy = function () { + var copy = new PathAttachment(name); + this.copyTo(copy); + copy.lengths = new Array(this.lengths.length); + core.Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length); + copy.closed = closed; + copy.constantSpeed = this.constantSpeed; + copy.color.setFromColor(this.color); + return copy; + }; + return PathAttachment; + }(core.VertexAttachment)); + core.PathAttachment = PathAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var PointAttachment = (function (_super) { + __extends(PointAttachment, _super); + function PointAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new core.Color(0.38, 0.94, 0, 1); + return _this; + } + PointAttachment.prototype.computeWorldPosition = function (bone, point) { + var mat = bone.matrix; + point.x = this.x * mat.a + this.y * mat.c + bone.worldX; + point.y = this.x * mat.b + this.y * mat.d + bone.worldY; + return point; + }; + PointAttachment.prototype.computeWorldRotation = function (bone) { + var mat = bone.matrix; + var cos = core.MathUtils.cosDeg(this.rotation), sin = core.MathUtils.sinDeg(this.rotation); + var x = cos * mat.a + sin * mat.c; + var y = cos * mat.b + sin * mat.d; + return Math.atan2(y, x) * core.MathUtils.radDeg; + }; + PointAttachment.prototype.copy = function () { + var copy = new PointAttachment(name); + copy.x = this.x; + copy.y = this.y; + copy.rotation = this.rotation; + copy.color.setFromColor(this.color); + return copy; + }; + return PointAttachment; + }(core.VertexAttachment)); + core.PointAttachment = PointAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var RegionAttachment = (function (_super) { + __extends(RegionAttachment, _super); + function RegionAttachment(name) { + var _this = _super.call(this, name) || this; + _this.x = 0; + _this.y = 0; + _this.scaleX = 1; + _this.scaleY = 1; + _this.rotation = 0; + _this.width = 0; + _this.height = 0; + _this.color = new core.Color(1, 1, 1, 1); + _this.offset = core.Utils.newFloatArray(8); + _this.uvs = core.Utils.newFloatArray(8); + _this.tempColor = new core.Color(1, 1, 1, 1); + return _this; + } + RegionAttachment.prototype.updateOffset = function () { + var regionScaleX = this.width / this.region.originalWidth * this.scaleX; + var regionScaleY = this.height / this.region.originalHeight * this.scaleY; + var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX; + var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY; + var localX2 = localX + this.region.width * regionScaleX; + var localY2 = localY + this.region.height * regionScaleY; + var radians = this.rotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + var localXCos = localX * cos + this.x; + var localXSin = localX * sin; + var localYCos = localY * cos + this.y; + var localYSin = localY * sin; + var localX2Cos = localX2 * cos + this.x; + var localX2Sin = localX2 * sin; + var localY2Cos = localY2 * cos + this.y; + var localY2Sin = localY2 * sin; + var offset = this.offset; + offset[RegionAttachment.OX1] = localXCos - localYSin; + offset[RegionAttachment.OY1] = localYCos + localXSin; + offset[RegionAttachment.OX2] = localXCos - localY2Sin; + offset[RegionAttachment.OY2] = localY2Cos + localXSin; + offset[RegionAttachment.OX3] = localX2Cos - localY2Sin; + offset[RegionAttachment.OY3] = localY2Cos + localX2Sin; + offset[RegionAttachment.OX4] = localX2Cos - localYSin; + offset[RegionAttachment.OY4] = localYCos + localX2Sin; + }; + RegionAttachment.prototype.setRegion = function (region) { + this.region = region; + var uvs = this.uvs; + if (region.rotate) { + uvs[2] = region.u; + uvs[3] = region.v2; + uvs[4] = region.u; + uvs[5] = region.v; + uvs[6] = region.u2; + uvs[7] = region.v; + uvs[0] = region.u2; + uvs[1] = region.v2; + } + else { + uvs[0] = region.u; + uvs[1] = region.v2; + uvs[2] = region.u; + uvs[3] = region.v; + uvs[4] = region.u2; + uvs[5] = region.v; + uvs[6] = region.u2; + uvs[7] = region.v2; + } + }; + RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) { + var vertexOffset = this.offset; + var mat = bone.matrix; + var x = mat.tx, y = mat.ty; + var a = mat.a, b = mat.c, c = mat.b, d = mat.d; + var offsetX = 0, offsetY = 0; + offsetX = vertexOffset[RegionAttachment.OX1]; + offsetY = vertexOffset[RegionAttachment.OY1]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX2]; + offsetY = vertexOffset[RegionAttachment.OY2]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX3]; + offsetY = vertexOffset[RegionAttachment.OY3]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX4]; + offsetY = vertexOffset[RegionAttachment.OY4]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + }; + RegionAttachment.prototype.copy = function () { + var copy = new RegionAttachment(name); + copy.region = this.region; + copy.rendererObject = this.rendererObject; + copy.path = this.path; + copy.x = this.x; + copy.y = this.y; + copy.scaleX = this.scaleX; + copy.scaleY = this.scaleY; + copy.rotation = this.rotation; + copy.width = this.width; + copy.height = this.height; + core.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8); + core.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8); + copy.color.setFromColor(this.color); + return copy; + }; + RegionAttachment.OX1 = 0; + RegionAttachment.OY1 = 1; + RegionAttachment.OX2 = 2; + RegionAttachment.OY2 = 3; + RegionAttachment.OX3 = 4; + RegionAttachment.OY3 = 5; + RegionAttachment.OX4 = 6; + RegionAttachment.OY4 = 7; + RegionAttachment.X1 = 0; + RegionAttachment.Y1 = 1; + RegionAttachment.C1R = 2; + RegionAttachment.C1G = 3; + RegionAttachment.C1B = 4; + RegionAttachment.C1A = 5; + RegionAttachment.U1 = 6; + RegionAttachment.V1 = 7; + RegionAttachment.X2 = 8; + RegionAttachment.Y2 = 9; + RegionAttachment.C2R = 10; + RegionAttachment.C2G = 11; + RegionAttachment.C2B = 12; + RegionAttachment.C2A = 13; + RegionAttachment.U2 = 14; + RegionAttachment.V2 = 15; + RegionAttachment.X3 = 16; + RegionAttachment.Y3 = 17; + RegionAttachment.C3R = 18; + RegionAttachment.C3G = 19; + RegionAttachment.C3B = 20; + RegionAttachment.C3A = 21; + RegionAttachment.U3 = 22; + RegionAttachment.V3 = 23; + RegionAttachment.X4 = 24; + RegionAttachment.Y4 = 25; + RegionAttachment.C4R = 26; + RegionAttachment.C4G = 27; + RegionAttachment.C4B = 28; + RegionAttachment.C4A = 29; + RegionAttachment.U4 = 30; + RegionAttachment.V4 = 31; + return RegionAttachment; + }(core.Attachment)); + core.RegionAttachment = RegionAttachment; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var JitterEffect = (function () { + function JitterEffect(jitterX, jitterY) { + this.jitterX = 0; + this.jitterY = 0; + this.jitterX = jitterX; + this.jitterY = jitterY; + } + JitterEffect.prototype.begin = function (skeleton) { + }; + JitterEffect.prototype.transform = function (position, uv, light, dark) { + position.x += core.MathUtils.randomTriangular(-this.jitterX, this.jitterY); + position.y += core.MathUtils.randomTriangular(-this.jitterX, this.jitterY); + }; + JitterEffect.prototype.end = function () { + }; + return JitterEffect; + }()); + core.JitterEffect = JitterEffect; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var core; + (function (core) { + var SwirlEffect = (function () { + function SwirlEffect(radius) { + this.centerX = 0; + this.centerY = 0; + this.radius = 0; + this.angle = 0; + this.worldX = 0; + this.worldY = 0; + this.radius = radius; + } + SwirlEffect.prototype.begin = function (skeleton) { + this.worldX = skeleton.x + this.centerX; + this.worldY = skeleton.y + this.centerY; + }; + SwirlEffect.prototype.transform = function (position, uv, light, dark) { + var radAngle = this.angle * core.MathUtils.degreesToRadians; + var x = position.x - this.worldX; + var y = position.y - this.worldY; + var dist = Math.sqrt(x * x + y * y); + if (dist < this.radius) { + var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius); + var cos = Math.cos(theta); + var sin = Math.sin(theta); + position.x = cos * x - sin * y + this.worldX; + position.y = sin * x + cos * y + this.worldY; + } + }; + SwirlEffect.prototype.end = function () { + }; + SwirlEffect.interpolation = new core.PowOut(2); + return SwirlEffect; + }()); + core.SwirlEffect = SwirlEffect; + })(core = pixi_spine.core || (pixi_spine.core = {})); +})(pixi_spine || (pixi_spine = {})); +(function () { + if (!Math.fround) { + Math.fround = Math.fround = (function (array) { + return function (x) { + return array[0] = x, array[0]; + }; + })(new Float32Array(1)); + } +})(); +var pixi_spine; +(function (pixi_spine) { + pixi_spine.core.Bone.yDown = true; + var tempRgb = [0, 0, 0]; + var SpineSprite = (function (_super) { + __extends(SpineSprite, _super); + function SpineSprite() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.region = null; + return _this; + } + return SpineSprite; + }(PIXI.Sprite)); + pixi_spine.SpineSprite = SpineSprite; + var SpineMesh = (function (_super) { + __extends(SpineMesh, _super); + function SpineMesh(texture, vertices, uvs, indices, drawMode) { + return _super.call(this, texture, vertices, uvs, indices, drawMode) || this; + } + return SpineMesh; + }(PIXI.mesh.Mesh)); + pixi_spine.SpineMesh = SpineMesh; + var Spine = (function (_super) { + __extends(Spine, _super); + function Spine(spineData) { + var _this = _super.call(this) || this; + if (!spineData) { + throw new Error('The spineData param is required.'); + } + if ((typeof spineData) === "string") { + throw new Error('spineData param cant be string. Please use spine.Spine.fromAtlas("YOUR_RESOURCE_NAME") from now on.'); + } + _this.spineData = spineData; + _this.skeleton = new pixi_spine.core.Skeleton(spineData); + _this.skeleton.updateWorldTransform(); + _this.stateData = new pixi_spine.core.AnimationStateData(spineData); + _this.state = new pixi_spine.core.AnimationState(_this.stateData); + _this.slotContainers = []; + _this.tempClipContainers = []; + for (var i = 0, n = _this.skeleton.slots.length; i < n; i++) { + var slot = _this.skeleton.slots[i]; + var attachment = slot.getAttachment(); + var slotContainer = _this.newContainer(); + _this.slotContainers.push(slotContainer); + _this.addChild(slotContainer); + _this.tempClipContainers.push(null); + if (attachment instanceof pixi_spine.core.RegionAttachment) { + var spriteName = attachment.region.name; + var sprite = _this.createSprite(slot, attachment, spriteName); + slot.currentSprite = sprite; + slot.currentSpriteName = spriteName; + slotContainer.addChild(sprite); + } + else if (attachment instanceof pixi_spine.core.MeshAttachment) { + var mesh = _this.createMesh(slot, attachment); + slot.currentMesh = mesh; + slot.currentMeshName = attachment.name; + slotContainer.addChild(mesh); + } + else if (attachment instanceof pixi_spine.core.ClippingAttachment) { + _this.createGraphics(slot, attachment); + slotContainer.addChild(slot.clippingContainer); + slotContainer.addChild(slot.currentGraphics); + } + else { + continue; + } + } + _this.autoUpdate = true; + _this.tintRgb = new Float32Array([1, 1, 1]); + return _this; + } + Object.defineProperty(Spine.prototype, "autoUpdate", { + get: function () { + return (this.updateTransform === Spine.prototype.autoUpdateTransform); + }, + set: function (value) { + this.updateTransform = value ? Spine.prototype.autoUpdateTransform : PIXI.Container.prototype.updateTransform; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Spine.prototype, "visible", { + get: function () { + return this._visible; + }, + set: function (value) { + if (value !== this._visible) { + this._visible = value; + if (value) { + this.lastTime = 0; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Spine.prototype, "tint", { + get: function () { + return PIXI.utils.rgb2hex(this.tintRgb); + }, + set: function (value) { + this.tintRgb = PIXI.utils.hex2rgb(value, this.tintRgb); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Spine.prototype, "delayLimit", { + get: function () { + var limit = typeof this.localDelayLimit !== "undefined" ? + this.localDelayLimit : Spine.globalDelayLimit; + return limit || Number.MAX_VALUE; + }, + enumerable: true, + configurable: true + }); + Spine.prototype.update = function (dt) { + var delayLimit = this.delayLimit; + if (dt > delayLimit) + dt = delayLimit; + this.state.update(dt); + this.state.apply(this.skeleton); + if (!this.skeleton) + return; + this.skeleton.updateWorldTransform(); + var slots = this.skeleton.slots; + var globalClr = this.color; + var light = null, dark = null; + if (globalClr) { + light = globalClr.light; + dark = globalClr.dark; + } + else { + light = this.tintRgb; + } + var thack = PIXI.TransformBase && (this.transformHack() == 1); + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + var attachment = slot.getAttachment(); + var slotContainer = this.slotContainers[i]; + if (!attachment) { + slotContainer.visible = false; + continue; + } + var spriteColor = null; + var attColor = attachment.color; + if (attachment instanceof pixi_spine.core.RegionAttachment) { + var region = attachment.region; + if (region) { + if (slot.currentMesh) { + slot.currentMesh.visible = false; + slot.currentMesh = null; + slot.currentMeshName = undefined; + } + var ar = region; + if (!slot.currentSpriteName || slot.currentSpriteName !== ar.name) { + var spriteName = ar.name; + if (slot.currentSprite) { + slot.currentSprite.visible = false; + } + slot.sprites = slot.sprites || {}; + if (slot.sprites[spriteName] !== undefined) { + slot.sprites[spriteName].visible = true; + } + else { + var sprite = this.createSprite(slot, attachment, spriteName); + slotContainer.addChild(sprite); + } + slot.currentSprite = slot.sprites[spriteName]; + slot.currentSpriteName = spriteName; + } + } + if (slotContainer.transform) { + var transform = slotContainer.transform; + var transAny = transform; + var lt = null; + if (transAny.matrix2d) { + lt = transAny.matrix2d; + transAny._dirtyVersion++; + transAny.version = transAny._dirtyVersion; + transAny.isStatic = true; + transAny.operMode = 0; + } + else { + if (thack) { + if (transAny.position) { + transform = new PIXI.TransformBase(); + transform._parentID = -1; + transform._worldID = slotContainer.transform._worldID; + slotContainer.transform = transform; + } + lt = transform.localTransform; + } + else { + transAny.setFromMatrix(slot.bone.matrix); + } + } + if (lt) { + slot.bone.matrix.copy(lt); + } + } + else { + var lt = slotContainer.localTransform || new PIXI.Matrix(); + slot.bone.matrix.copy(lt); + slotContainer.localTransform = lt; + slotContainer.displayObjectUpdateTransform = SlotContainerUpdateTransformV3; + } + if (slot.currentSprite.color) { + spriteColor = slot.currentSprite.color; + } + else { + tempRgb[0] = light[0] * slot.color.r * attColor.r; + tempRgb[1] = light[1] * slot.color.g * attColor.g; + tempRgb[2] = light[2] * slot.color.b * attColor.b; + slot.currentSprite.tint = PIXI.utils.rgb2hex(tempRgb); + } + slot.currentSprite.blendMode = slot.blendMode; + } + else if (attachment instanceof pixi_spine.core.MeshAttachment) { + if (slot.currentSprite) { + slot.currentSprite.visible = false; + slot.currentSprite = null; + slot.currentSpriteName = undefined; + if (slotContainer.transform) { + var transform = new PIXI.TransformStatic(); + transform._parentID = -1; + transform._worldID = slotContainer.transform._worldID; + slotContainer.transform = transform; + } + else { + slotContainer.localTransform = new PIXI.Matrix(); + slotContainer.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform; + } + } + if (!slot.currentMeshName || slot.currentMeshName !== attachment.name) { + var meshName = attachment.name; + if (slot.currentMesh) { + slot.currentMesh.visible = false; + } + slot.meshes = slot.meshes || {}; + if (slot.meshes[meshName] !== undefined) { + slot.meshes[meshName].visible = true; + } + else { + var mesh = this.createMesh(slot, attachment); + slotContainer.addChild(mesh); + } + slot.currentMesh = slot.meshes[meshName]; + slot.currentMeshName = meshName; + } + attachment.computeWorldVerticesOld(slot, slot.currentMesh.vertices); + if (slot.currentMesh.color) { + spriteColor = slot.currentMesh.color; + } + else if (PIXI.VERSION[0] !== '3') { + var tintRgb = slot.currentMesh.tintRgb; + tintRgb[0] = light[0] * slot.color.r * attColor.r; + tintRgb[1] = light[1] * slot.color.g * attColor.g; + tintRgb[2] = light[2] * slot.color.b * attColor.b; + } + slot.currentMesh.blendMode = slot.blendMode; + } + else if (attachment instanceof pixi_spine.core.ClippingAttachment) { + if (!slot.currentGraphics) { + this.createGraphics(slot, attachment); + slotContainer.addChild(slot.clippingContainer); + slotContainer.addChild(slot.currentGraphics); + } + this.updateGraphics(slot, attachment); + } + else { + slotContainer.visible = false; + continue; + } + slotContainer.visible = true; + if (spriteColor) { + var r0 = slot.color.r * attColor.r; + var g0 = slot.color.g * attColor.g; + var b0 = slot.color.b * attColor.b; + spriteColor.setLight(light[0] * r0 + dark[0] * (1.0 - r0), light[1] * g0 + dark[1] * (1.0 - g0), light[2] * b0 + dark[2] * (1.0 - b0)); + if (slot.darkColor) { + r0 = slot.darkColor.r; + g0 = slot.darkColor.g; + b0 = slot.darkColor.b; + } + else { + r0 = 0.0; + g0 = 0.0; + b0 = 0.0; + } + spriteColor.setDark(light[0] * r0 + dark[0] * (1 - r0), light[1] * g0 + dark[1] * (1 - g0), light[2] * b0 + dark[2] * (1 - b0)); + } + slotContainer.alpha = slot.color.a; + } + var drawOrder = this.skeleton.drawOrder; + var clippingAttachment = null; + var clippingContainer = null; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = slots[drawOrder[i].data.index]; + var slotContainer = this.slotContainers[drawOrder[i].data.index]; + if (!clippingContainer) { + if (slotContainer.parent !== null && slotContainer.parent !== this) { + slotContainer.parent.removeChild(slotContainer); + slotContainer.parent = this; + } + } + if (slot.currentGraphics && slot.getAttachment()) { + clippingContainer = slot.clippingContainer; + clippingAttachment = slot.getAttachment(); + clippingContainer.children.length = 0; + this.children[i] = slotContainer; + if (clippingAttachment.endSlot == slot.data) { + clippingAttachment.endSlot = null; + } + } + else { + if (clippingContainer) { + var c = this.tempClipContainers[i]; + if (!c) { + c = this.tempClipContainers[i] = this.newContainer(); + c.visible = false; + } + this.children[i] = c; + slotContainer.parent = null; + clippingContainer.addChild(slotContainer); + if (clippingAttachment.endSlot == slot.data) { + clippingContainer.renderable = true; + clippingContainer = null; + clippingAttachment = null; + } + } + else { + this.children[i] = slotContainer; + } + } + } + }; + ; + Spine.prototype.setSpriteRegion = function (attachment, sprite, region) { + sprite.region = region; + sprite.texture = region.texture; + if (!region.size) { + sprite.scale.x = attachment.scaleX * attachment.width / region.originalWidth; + sprite.scale.y = -attachment.scaleY * attachment.height / region.originalHeight; + } + else { + sprite.scale.x = region.size.width / region.originalWidth; + sprite.scale.y = -region.size.height / region.originalHeight; + } + }; + Spine.prototype.setMeshRegion = function (attachment, mesh, region) { + mesh.region = region; + mesh.texture = region.texture; + region.texture._updateUvs(); + attachment.updateUVs(region, mesh.uvs); + mesh.dirty++; + }; + Spine.prototype.autoUpdateTransform = function () { + if (Spine.globalAutoUpdate) { + this.lastTime = this.lastTime || Date.now(); + var timeDelta = (Date.now() - this.lastTime) * 0.001; + this.lastTime = Date.now(); + this.update(timeDelta); + } + else { + this.lastTime = 0; + } + PIXI.Container.prototype.updateTransform.call(this); + }; + ; + Spine.prototype.createSprite = function (slot, attachment, defName) { + var region = attachment.region; + if (slot.hackAttachment === attachment) { + region = slot.hackRegion; + } + var texture = region.texture; + var sprite = this.newSprite(texture); + sprite.rotation = attachment.rotation * pixi_spine.core.MathUtils.degRad; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + sprite.position.x = attachment.x; + sprite.position.y = attachment.y; + sprite.alpha = attachment.color.a; + sprite.region = attachment.region; + this.setSpriteRegion(attachment, sprite, attachment.region); + slot.sprites = slot.sprites || {}; + slot.sprites[defName] = sprite; + return sprite; + }; + ; + Spine.prototype.createMesh = function (slot, attachment) { + var region = attachment.region; + if (slot.hackAttachment === attachment) { + region = slot.hackRegion; + slot.hackAttachment = null; + slot.hackRegion = null; + } + var strip = this.newMesh(region.texture, new Float32Array(attachment.regionUVs.length), new Float32Array(attachment.regionUVs.length), new Uint16Array(attachment.triangles), PIXI.mesh.Mesh.DRAW_MODES.TRIANGLES); + strip.canvasPadding = 1.5; + strip.alpha = attachment.color.a; + strip.region = attachment.region; + this.setMeshRegion(attachment, strip, region); + slot.meshes = slot.meshes || {}; + slot.meshes[attachment.name] = strip; + return strip; + }; + ; + Spine.prototype.createGraphics = function (slot, clip) { + var graphics = this.newGraphics(); + var poly = new PIXI.Polygon([]); + graphics.clear(); + graphics.beginFill(0xffffff, 1); + graphics.drawPolygon(poly); + graphics.renderable = false; + slot.currentGraphics = graphics; + slot.clippingContainer = this.newContainer(); + slot.clippingContainer.mask = slot.currentGraphics; + return graphics; + }; + Spine.prototype.updateGraphics = function (slot, clip) { + var vertices = slot.currentGraphics.graphicsData[0].shape.points; + var n = clip.worldVerticesLength; + vertices.length = n; + clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); + slot.currentGraphics.dirty++; + slot.currentGraphics.clearDirty++; + }; + Spine.prototype.hackTextureBySlotIndex = function (slotIndex, texture, size) { + if (texture === void 0) { texture = null; } + if (size === void 0) { size = null; } + var slot = this.skeleton.slots[slotIndex]; + if (!slot) { + return false; + } + var attachment = slot.getAttachment(); + var region = attachment.region; + if (texture) { + region = new pixi_spine.core.TextureRegion(); + region.texture = texture; + region.size = size; + slot.hackRegion = region; + slot.hackAttachment = attachment; + } + else { + slot.hackRegion = null; + slot.hackAttachment = null; + } + if (slot.currentSprite && slot.currentSprite.region != region) { + this.setSpriteRegion(attachment, slot.currentSprite, region); + slot.currentSprite.region = region; + } + else if (slot.currentMesh && slot.currentMesh.region != region) { + this.setMeshRegion(attachment, slot.currentMesh, region); + } + return true; + }; + Spine.prototype.hackTextureBySlotName = function (slotName, texture, size) { + if (texture === void 0) { texture = null; } + if (size === void 0) { size = null; } + var index = this.skeleton.findSlotIndex(slotName); + if (index == -1) { + return false; + } + return this.hackTextureBySlotIndex(index, texture, size); + }; + Spine.prototype.newContainer = function () { + return new PIXI.Container(); + }; + Spine.prototype.newSprite = function (tex) { + return new SpineSprite(tex); + }; + Spine.prototype.newGraphics = function () { + return new PIXI.Graphics(); + }; + Spine.prototype.newMesh = function (texture, vertices, uvs, indices, drawMode) { + return new SpineMesh(texture, vertices, uvs, indices, drawMode); + }; + Spine.prototype.transformHack = function () { + return 1; + }; + Spine.prototype.hackAttachmentGroups = function (nameSuffix, group, outGroup) { + if (!nameSuffix) { + return; + } + var list_d = [], list_n = []; + for (var i = 0, len = this.skeleton.slots.length; i < len; i++) { + var slot = this.skeleton.slots[i]; + var name_6 = slot.currentSpriteName || slot.currentMeshName || ""; + var target = slot.currentSprite || slot.currentMesh; + if (name_6.endsWith(nameSuffix)) { + target.parentGroup = group; + list_n.push(target); + } + else if (outGroup && target) { + target.parentGroup = outGroup; + list_d.push(target); + } + } + return [list_d, list_n]; + }; + ; + Spine.prototype.destroy = function (options) { + for (var i = 0, n = this.skeleton.slots.length; i < n; i++) { + var slot = this.skeleton.slots[i]; + for (var name_7 in slot.meshes) { + slot.meshes[name_7].destroy(options); + } + slot.meshes = null; + for (var name_8 in slot.sprites) { + slot.sprites[name_8].destroy(options); + } + slot.sprites = null; + } + for (var i = 0, n = this.slotContainers.length; i < n; i++) { + this.slotContainers[i].destroy(options); + } + this.spineData = null; + this.skeleton = null; + this.slotContainers = null; + this.stateData = null; + this.state = null; + this.tempClipContainers = null; + _super.prototype.destroy.call(this, options); + }; + Spine.globalAutoUpdate = true; + Spine.globalDelayLimit = 0; + Spine.clippingPolygon = []; + return Spine; + }(PIXI.Container)); + pixi_spine.Spine = Spine; + function SlotContainerUpdateTransformV3() { + var pt = this.parent.worldTransform; + var wt = this.worldTransform; + var lt = this.localTransform; + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + this.worldAlpha = this.alpha * this.parent.worldAlpha; + this._currentBounds = null; + } +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + PIXI.spine = pixi_spine; + var TextureProto = PIXI.Texture.prototype; + if (!TextureProto._updateUvs) { + TextureProto._updateUvs = TextureProto.updateUvs; + } +})(pixi_spine || (pixi_spine = {})); +var pixi_spine; +(function (pixi_spine) { + var Resource = PIXI.loaders.Resource; + function isJson(resource) { + return resource.type == Resource.TYPE.JSON; + } + function isBuffer(resource) { + return resource.xhrType == Resource.XHR_RESPONSE_TYPE.BUFFER; + } + Resource.setExtensionXhrType('skel', Resource.XHR_RESPONSE_TYPE.BUFFER); + function atlasParser() { + return function atlasParser(resource, next) { + if (!resource.data) { + return next(); + } + var isJsonSpineModel = isJson(resource) && resource.data.bones; + var isBinarySpineModel = isBuffer(resource) && (resource.extension === 'skel' || resource.metadata.spineMetadata); + if (!isJsonSpineModel && !isBinarySpineModel) { + return next(); + } + var parser = null; + var dataToParse = resource.data; + if (isJsonSpineModel) { + parser = new pixi_spine.core.SkeletonJson(null); + } + else { + parser = new pixi_spine.core.SkeletonBinary(null); + if (resource.data instanceof ArrayBuffer) { + dataToParse = new Uint8Array(resource.data); + } + } + var metadata = resource.metadata || {}; + var metadataSkeletonScale = metadata ? resource.metadata.spineSkeletonScale : null; + if (metadataSkeletonScale) { + parser.scale = metadataSkeletonScale; + } + var metadataAtlas = metadata ? resource.metadata.spineAtlas : null; + if (metadataAtlas === false) { + return next(); + } + if (metadataAtlas && metadataAtlas.pages) { + parser.attachmentLoader = new pixi_spine.core.AtlasAttachmentLoader(metadataAtlas); + resource.spineData = parser.readSkeletonData(dataToParse); + resource.spineAtlas = metadataAtlas; + return next(); + } + var metadataAtlasSuffix = metadata.spineAtlasSuffix || '.atlas'; + var atlasPath = resource.url; + var queryStringPos = atlasPath.indexOf('?'); + if (queryStringPos > 0) { + atlasPath = atlasPath.substr(0, queryStringPos); + } + atlasPath = atlasPath.substr(0, atlasPath.lastIndexOf('.')) + metadataAtlasSuffix; + if (resource.metadata && resource.metadata.spineAtlasFile) { + atlasPath = resource.metadata.spineAtlasFile; + } + atlasPath = atlasPath.replace(this.baseUrl, ''); + var atlasOptions = { + crossOrigin: resource.crossOrigin, + xhrType: Resource.XHR_RESPONSE_TYPE.TEXT, + metadata: metadata.spineMetadata || null, + parentResource: resource + }; + var imageOptions = { + crossOrigin: resource.crossOrigin, + metadata: metadata.imageMetadata || null, + parentResource: resource + }; + var baseUrl = resource.url.substr(0, resource.url.lastIndexOf('/') + 1); + baseUrl = baseUrl.replace(this.baseUrl, ''); + var namePrefix = metadata.imageNamePrefix || (resource.name + '_atlas_page_'); + var adapter = metadata.images ? staticImageLoader(metadata.images) + : metadata.image ? staticImageLoader({ 'default': metadata.image }) + : metadata.imageLoader ? metadata.imageLoader(this, namePrefix, baseUrl, imageOptions) + : imageLoaderAdapter(this, namePrefix, baseUrl, imageOptions); + var createSkeletonWithRawAtlas = function (rawData) { + new pixi_spine.core.TextureAtlas(rawData, adapter, function (spineAtlas) { + if (spineAtlas) { + parser.attachmentLoader = new pixi_spine.core.AtlasAttachmentLoader(spineAtlas); + resource.spineData = parser.readSkeletonData(dataToParse); + resource.spineAtlas = spineAtlas; + } + next(); + }); + }; + if (resource.metadata && resource.metadata.atlasRawData) { + createSkeletonWithRawAtlas(resource.metadata.atlasRawData); + } + else { + this.add(resource.name + '_atlas', atlasPath, atlasOptions, function (atlasResource) { + if (!atlasResource.error) { + createSkeletonWithRawAtlas(atlasResource.data); + } + else { + next(); + } + }); + } + }; + } + pixi_spine.atlasParser = atlasParser; + function imageLoaderAdapter(loader, namePrefix, baseUrl, imageOptions) { + if (baseUrl && baseUrl.lastIndexOf('/') !== (baseUrl.length - 1)) { + baseUrl += '/'; + } + return function (line, callback) { + var name = namePrefix + line; + var url = baseUrl + line; + var cachedResource = loader.resources[name]; + if (cachedResource) { + function done() { + callback(cachedResource.texture.baseTexture); + } + if (cachedResource.texture) { + done(); + } + else { + cachedResource.onAfterMiddleware.add(done); + } + } + else { + loader.add(name, url, imageOptions, function (resource) { + if (!resource.error) { + callback(resource.texture.baseTexture); + } + else { + callback(null); + } + }); + } + }; + } + pixi_spine.imageLoaderAdapter = imageLoaderAdapter; + function syncImageLoaderAdapter(baseUrl, crossOrigin) { + if (baseUrl && baseUrl.lastIndexOf('/') !== (baseUrl.length - 1)) { + baseUrl += '/'; + } + return function (line, callback) { + callback(PIXI.BaseTexture.fromImage(line, crossOrigin)); + }; + } + pixi_spine.syncImageLoaderAdapter = syncImageLoaderAdapter; + function staticImageLoader(pages) { + return function (line, callback) { + var page = pages[line] || pages['default']; + if (page && page.baseTexture) + callback(page.baseTexture); + else + callback(page); + }; + } + pixi_spine.staticImageLoader = staticImageLoader; + if (PIXI.loaders.Loader) { + PIXI.loaders.Loader.addPixiMiddleware(atlasParser); + PIXI.loader.use(atlasParser()); + } +})(pixi_spine || (pixi_spine = {})); +//# sourceMappingURL=pixi-spine.js.map \ No newline at end of file diff --git a/www/js/libs/pixi-tilemap.js b/www/js/libs/pixi-tilemap.js new file mode 100644 index 0000000..c6cc109 --- /dev/null +++ b/www/js/libs/pixi-tilemap.js @@ -0,0 +1,887 @@ +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var CanvasTileRenderer = (function () { + function CanvasTileRenderer(renderer) { + this.tileAnim = [0, 0]; + this.dontUseTransform = false; + this.renderer = renderer; + this.tileAnim = [0, 0]; + } + return CanvasTileRenderer; + }()); + tilemap.CanvasTileRenderer = CanvasTileRenderer; + PIXI.CanvasRenderer.registerPlugin('tilemap', CanvasTileRenderer); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var CompositeRectTileLayer = (function (_super) { + __extends(CompositeRectTileLayer, _super); + function CompositeRectTileLayer(zIndex, bitmaps, useSquare, texPerChild) { + var _this = _super.call(this) || this; + _this.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + _this.modificationMarker = 0; + _this._globalMat = null; + _this._tempScale = null; + _this.initialize.apply(_this, arguments); + return _this; + } + CompositeRectTileLayer.prototype.updateTransform = function () { + _super.prototype.displayObjectUpdateTransform.call(this); + }; + CompositeRectTileLayer.prototype.initialize = function (zIndex, bitmaps, useSquare, texPerChild) { + this.z = this.zIndex = zIndex; + this.useSquare = useSquare; + this.texPerChild = texPerChild || 16; + if (bitmaps) { + this.setBitmaps(bitmaps); + } + }; + CompositeRectTileLayer.prototype.setBitmaps = function (bitmaps) { + var texPerChild = this.texPerChild; + var len1 = this.children.length; + var len2 = Math.ceil(bitmaps.length / texPerChild); + var i; + for (i = 0; i < len1; i++) { + this.children[i].textures = bitmaps.slice(i * texPerChild, (i + 1) * texPerChild); + } + for (i = len1; i < len2; i++) { + this.addChild(new tilemap.RectTileLayer(this.zIndex, bitmaps.slice(i * texPerChild, (i + 1) * texPerChild))); + } + }; + CompositeRectTileLayer.prototype.clear = function () { + for (var i = 0; i < this.children.length; i++) + this.children[i].clear(); + this.modificationMarker = 0; + }; + CompositeRectTileLayer.prototype.addRect = function (num, u, v, x, y, tileWidth, tileHeight) { + if (this.children[num] && this.children[num].textures) + this.children[num].addRect(0, u, v, x, y, tileWidth, tileHeight); + }; + CompositeRectTileLayer.prototype.addFrame = function (texture_, x, y, animX, animY) { + var texture; + var layer = null, ind = 0; + var children = this.children; + if (typeof texture_ === "number") { + var childIndex = texture_ / this.texPerChild >> 0; + layer = children[childIndex]; + if (!layer) { + layer = children[0]; + if (!layer) { + return false; + } + ind = 0; + } + else { + ind = texture_ % this.texPerChild; + } + texture = layer.textures[ind]; + } + else if (typeof texture_ === "string") { + texture = PIXI.Texture.fromImage(texture_); + } + else { + texture = texture_; + for (var i = 0; i < children.length; i++) { + var child = children[i]; + var tex = child.textures; + for (var j = 0; j < tex.length; j++) { + if (tex[j].baseTexture == texture.baseTexture) { + layer = child; + ind = j; + break; + } + } + if (layer) { + break; + } + } + if (!layer) { + for (i = 0; i < children.length; i++) { + var child = children[i]; + if (child.textures.length < this.texPerChild) { + layer = child; + ind = child.textures.length; + child.textures.push(texture); + break; + } + } + if (!layer) { + children.push(layer = new tilemap.RectTileLayer(this.zIndex, texture)); + ind = 0; + } + } + } + layer.addRect(ind, texture.frame.x, texture.frame.y, x, y, texture.frame.width, texture.frame.height, animX, animY); + return true; + }; + ; + CompositeRectTileLayer.prototype.renderCanvas = function (renderer) { + if (!renderer.plugins.tilemap.dontUseTransform) { + var wt = this.worldTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].renderCanvas(renderer); + }; + ; + CompositeRectTileLayer.prototype.renderWebGL = function (renderer) { + var gl = renderer.gl; + var shader = renderer.plugins.tilemap.getShader(this.useSquare); + renderer.setObjectRenderer(renderer.plugins.tilemap); + renderer.bindShader(shader); + this._globalMat = this._globalMat || new PIXI.Matrix(); + renderer._activeRenderTarget.projectionMatrix.copy(this._globalMat).append(this.worldTransform); + shader.uniforms.projectionMatrix = this._globalMat.toArray(true); + shader.uniforms.shadowColor = this.shadowColor; + if (this.useSquare) { + var tempScale = this._tempScale = (this._tempScale || [0, 0]); + tempScale[0] = this._globalMat.a >= 0 ? 1 : -1; + tempScale[1] = this._globalMat.d < 0 ? 1 : -1; + var ps = shader.uniforms.pointScale = tempScale; + shader.uniforms.projectionScale = Math.abs(this.worldTransform.a) * renderer.resolution; + } + var af = shader.uniforms.animationFrame = renderer.plugins.tilemap.tileAnim; + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].renderWebGL(renderer, this.useSquare); + }; + CompositeRectTileLayer.prototype.isModified = function (anim) { + var layers = this.children; + if (this.modificationMarker != layers.length) { + return true; + } + for (var i = 0; i < layers.length; i++) { + var layer = layers[i]; + if (layer.modificationMarker != layer.pointsBuf.length || + anim && layer.hasAnim) { + return true; + } + } + return false; + }; + CompositeRectTileLayer.prototype.clearModify = function () { + var layers = this.children; + this.modificationMarker = layers.length; + for (var i = 0; i < layers.length; i++) { + var layer = layers[i]; + layer.modificationMarker = layer.pointsBuf.length; + } + }; + return CompositeRectTileLayer; + }(PIXI.Container)); + tilemap.CompositeRectTileLayer = CompositeRectTileLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var GraphicsLayer = (function (_super) { + __extends(GraphicsLayer, _super); + function GraphicsLayer(zIndex) { + var _this = _super.call(this) || this; + _this.z = _this.zIndex = zIndex; + return _this; + } + GraphicsLayer.prototype.renderCanvas = function (renderer) { + var wt = null; + if (renderer.plugins.tilemap.dontUseTransform) { + wt = this.transform.worldTransform; + this.transform.worldTransform = PIXI.Matrix.IDENTITY; + } + renderer.plugins.graphics.render(this); + if (renderer.plugins.tilemap.dontUseTransform) { + this.transform.worldTransform = wt; + } + renderer.context.globalAlpha = 1.0; + }; + GraphicsLayer.prototype.renderWebGL = function (renderer) { + if (!this._webGL[renderer.CONTEXT_UID]) + this.dirty = true; + _super.prototype.renderWebGL.call(this, renderer); + }; + GraphicsLayer.prototype.isModified = function (anim) { + return false; + }; + GraphicsLayer.prototype.clearModify = function () { + }; + return GraphicsLayer; + }(PIXI.Graphics)); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var RectTileLayer = (function (_super) { + __extends(RectTileLayer, _super); + function RectTileLayer(zIndex, texture) { + var _this = _super.call(this) || this; + _this.z = 0; + _this.zIndex = 0; + _this.pointsBuf = []; + _this._tempSize = new Float32Array([0, 0]); + _this._tempTexSize = 1; + _this.modificationMarker = 0; + _this.hasAnim = false; + _this.vbId = 0; + _this.vbBuffer = null; + _this.vbArray = null; + _this.vbInts = null; + _this.initialize(zIndex, texture); + return _this; + } + RectTileLayer.prototype.initialize = function (zIndex, textures) { + if (!textures) { + textures = []; + } + else if (!(textures instanceof Array) && textures.baseTexture) { + textures = [textures]; + } + this.textures = textures; + this.z = this.zIndex = zIndex; + this.visible = false; + }; + RectTileLayer.prototype.clear = function () { + this.pointsBuf.length = 0; + this.modificationMarker = 0; + this.hasAnim = false; + }; + RectTileLayer.prototype.renderCanvas = function (renderer) { + if (this.textures.length === 0) + return; + var points = this.pointsBuf; + renderer.context.fillStyle = '#000000'; + for (var i = 0, n = points.length; i < n; i += 9) { + var x1 = points[i], y1 = points[i + 1]; + var x2 = points[i + 2], y2 = points[i + 3]; + var w = points[i + 4]; + var h = points[i + 5]; + x1 += points[i + 6] * renderer.plugins.tilemap.tileAnim[0]; + y1 += points[i + 7] * renderer.plugins.tilemap.tileAnim[1]; + var textureId = points[i + 8]; + if (textureId >= 0) { + renderer.context.drawImage(this.textures[textureId].baseTexture.source, x1, y1, w, h, x2, y2, w, h); + } + else { + renderer.context.globalAlpha = 0.5; + renderer.context.fillRect(x2, y2, w, h); + renderer.context.globalAlpha = 1; + } + } + }; + RectTileLayer.prototype.addRect = function (textureId, u, v, x, y, tileWidth, tileHeight, animX, animY) { + if (animX === void 0) { animX = 0; } + if (animY === void 0) { animY = 0; } + var pb = this.pointsBuf; + this.hasAnim = this.hasAnim || animX > 0 || animY > 0; + if (tileWidth == tileHeight) { + pb.push(u); + pb.push(v); + pb.push(x); + pb.push(y); + pb.push(tileWidth); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + else { + var i; + if (tileWidth % tileHeight === 0) { + for (i = 0; i < tileWidth / tileHeight; i++) { + pb.push(u + i * tileHeight); + pb.push(v); + pb.push(x + i * tileHeight); + pb.push(y); + pb.push(tileHeight); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + else if (tileHeight % tileWidth === 0) { + for (i = 0; i < tileHeight / tileWidth; i++) { + pb.push(u); + pb.push(v + i * tileWidth); + pb.push(x); + pb.push(y + i * tileWidth); + pb.push(tileWidth); + pb.push(tileWidth); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + else { + pb.push(u); + pb.push(v); + pb.push(x); + pb.push(y); + pb.push(tileWidth); + pb.push(tileHeight); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureId); + } + } + }; + ; + RectTileLayer.prototype.renderWebGL = function (renderer, useSquare) { + if (useSquare === void 0) { useSquare = false; } + var points = this.pointsBuf; + if (points.length === 0) + return; + var rectsCount = points.length / 9; + var tile = renderer.plugins.tilemap; + var gl = renderer.gl; + if (!useSquare) { + tile.checkIndexBuffer(rectsCount); + } + var shader = tile.getShader(useSquare); + var textures = this.textures; + if (textures.length === 0) + return; + var len = textures.length; + if (this._tempTexSize < shader.maxTextures) { + this._tempTexSize = shader.maxTextures; + this._tempSize = new Float32Array(2 * shader.maxTextures); + } + for (var i = 0; i < len; i++) { + if (!textures[i] || !textures[i].valid) + return; + var texture = textures[i].baseTexture; + } + tile.bindTextures(renderer, shader, textures); + var vb = tile.getVb(this.vbId); + if (!vb) { + vb = tile.createVb(useSquare); + this.vbId = vb.id; + this.vbBuffer = null; + this.modificationMarker = 0; + } + var vao = vb.vao; + renderer.bindVao(vao); + var vertexBuf = vb.vb; + vertexBuf.bind(); + var vertices = rectsCount * shader.vertPerQuad; + if (vertices === 0) + return; + if (this.modificationMarker != vertices) { + this.modificationMarker = vertices; + var vs = shader.stride * vertices; + if (!this.vbBuffer || this.vbBuffer.byteLength < vs) { + var bk = shader.stride; + while (bk < vs) { + bk *= 2; + } + this.vbBuffer = new ArrayBuffer(bk); + this.vbArray = new Float32Array(this.vbBuffer); + this.vbInts = new Uint32Array(this.vbBuffer); + vertexBuf.upload(this.vbBuffer, 0, true); + } + var arr = this.vbArray, ints = this.vbInts; + var sz = 0; + var textureId, shiftU, shiftV; + if (useSquare) { + for (i = 0; i < points.length; i += 9) { + textureId = (points[i + 8] >> 2); + shiftU = 1024 * (points[i + 8] & 1); + shiftV = 1024 * ((points[i + 8] >> 1) & 1); + arr[sz++] = points[i + 2]; + arr[sz++] = points[i + 3]; + arr[sz++] = points[i + 0] + shiftU; + arr[sz++] = points[i + 1] + shiftV; + arr[sz++] = points[i + 4]; + arr[sz++] = points[i + 6]; + arr[sz++] = points[i + 7]; + arr[sz++] = textureId; + } + } + else { + var tint = -1; + for (i = 0; i < points.length; i += 9) { + var eps = 0.5; + textureId = (points[i + 8] >> 2); + shiftU = 1024 * (points[i + 8] & 1); + shiftV = 1024 * ((points[i + 8] >> 1) & 1); + var x = points[i + 2], y = points[i + 3]; + var w = points[i + 4], h = points[i + 5]; + var u = points[i] + shiftU, v = points[i + 1] + shiftV; + var animX = points[i + 6], animY = points[i + 7]; + arr[sz++] = x; + arr[sz++] = y; + arr[sz++] = u; + arr[sz++] = v; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y; + arr[sz++] = u + w; + arr[sz++] = v; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y + h; + arr[sz++] = u + w; + arr[sz++] = v + h; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + arr[sz++] = x; + arr[sz++] = y + h; + arr[sz++] = u; + arr[sz++] = v + h; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animX; + arr[sz++] = animY; + arr[sz++] = textureId; + } + } + vertexBuf.upload(arr, 0, true); + } + if (useSquare) + gl.drawArrays(gl.POINTS, 0, vertices); + else + gl.drawElements(gl.TRIANGLES, rectsCount * 6, gl.UNSIGNED_SHORT, 0); + }; + return RectTileLayer; + }(PIXI.Container)); + tilemap.RectTileLayer = RectTileLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var rectShaderFrag = "varying vec2 vTextureCoord;\nvarying vec4 vFrame;\nvarying float vTextureId;\nuniform vec4 shadowColor;\nuniform sampler2D uSamplers[%count%];\nuniform vec2 uSamplerSize[%count%];\n\nvoid main(void){\n vec2 textureCoord = clamp(vTextureCoord, vFrame.xy, vFrame.zw);\n float textureId = floor(vTextureId + 0.5);\n\n vec4 color;\n %forloop%\n gl_FragColor = color;\n}"; + var rectShaderVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aFrame;\nattribute vec2 aAnim;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform vec2 animationFrame;\n\nvarying vec2 vTextureCoord;\nvarying float vTextureId;\nvarying vec4 vFrame;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vec2 anim = aAnim * animationFrame;\n vTextureCoord = aTextureCoord + anim;\n vFrame = aFrame + vec4(anim, anim);\n vTextureId = aTextureId;\n}\n"; + var TilemapShader = (function (_super) { + __extends(TilemapShader, _super); + function TilemapShader(gl, maxTextures, shaderVert, shaderFrag) { + var _this = _super.call(this, gl, shaderVert, shaderFrag) || this; + _this.maxTextures = 0; + _this.maxTextures = maxTextures; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + return TilemapShader; + }(PIXI.Shader)); + tilemap.TilemapShader = TilemapShader; + var RectTileShader = (function (_super) { + __extends(RectTileShader, _super); + function RectTileShader(gl, maxTextures) { + var _this = _super.call(this, gl, maxTextures, rectShaderVert, tilemap.shaderGenerator.generateFragmentSrc(maxTextures, rectShaderFrag)) || this; + _this.vertSize = 11; + _this.vertPerQuad = 4; + _this.stride = _this.vertSize * 4; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + RectTileShader.prototype.createVao = function (renderer, vb) { + var gl = renderer.gl; + return renderer.createVao() + .addIndex(this.indexBuffer) + .addAttribute(vb, this.attributes.aVertexPosition, gl.FLOAT, false, this.stride, 0) + .addAttribute(vb, this.attributes.aTextureCoord, gl.FLOAT, false, this.stride, 2 * 4) + .addAttribute(vb, this.attributes.aFrame, gl.FLOAT, false, this.stride, 4 * 4) + .addAttribute(vb, this.attributes.aAnim, gl.FLOAT, false, this.stride, 8 * 4) + .addAttribute(vb, this.attributes.aTextureId, gl.FLOAT, false, this.stride, 10 * 4); + }; + return RectTileShader; + }(TilemapShader)); + tilemap.RectTileShader = RectTileShader; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var shaderGenerator; + (function (shaderGenerator) { + function fillSamplers(shader, maxTextures) { + var sampleValues = []; + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + shader.bind(); + shader.uniforms.uSamplers = sampleValues; + var samplerSize = []; + for (i = 0; i < maxTextures; i++) { + samplerSize.push(1.0 / 2048); + samplerSize.push(1.0 / 2048); + } + shader.uniforms.uSamplerSize = samplerSize; + } + shaderGenerator.fillSamplers = fillSamplers; + function generateFragmentSrc(maxTextures, fragmentSrc) { + return fragmentSrc.replace(/%count%/gi, maxTextures + "") + .replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); + } + shaderGenerator.generateFragmentSrc = generateFragmentSrc; + function generateSampleSrc(maxTextures) { + var src = ''; + src += '\n'; + src += '\n'; + src += 'if(vTextureId <= -1.0) {'; + src += '\n\tcolor = shadowColor;'; + src += '\n}'; + for (var i = 0; i < maxTextures; i++) { + src += '\nelse '; + if (i < maxTextures - 1) { + src += 'if(textureId == ' + i + '.0)'; + } + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], textureCoord * uSamplerSize[' + i + ']);'; + src += '\n}'; + } + src += '\n'; + src += '\n'; + return src; + } + shaderGenerator.generateSampleSrc = generateSampleSrc; + })(shaderGenerator = tilemap.shaderGenerator || (tilemap.shaderGenerator = {})); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var squareShaderVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec2 aAnim;\nattribute float aTextureId;\nattribute float aSize;\n\nuniform mat3 projectionMatrix;\nuniform vec2 samplerSize;\nuniform vec2 animationFrame;\nuniform float projectionScale;\n\nvarying vec2 vTextureCoord;\nvarying float vSize;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition + aSize * 0.5, 1.0)).xy, 0.0, 1.0);\n gl_PointSize = aSize * projectionScale;\n vTextureCoord = aTextureCoord + aAnim * animationFrame;\n vTextureId = aTextureId;\n vSize = aSize;\n}\n"; + var squareShaderFrag = "\nvarying vec2 vTextureCoord;\nvarying float vSize;\nvarying float vTextureId;\n\nuniform vec4 shadowColor;\nuniform sampler2D uSamplers[%count%];\nuniform vec2 uSamplerSize[%count%];\nuniform vec2 pointScale;\n\nvoid main(void){\n float margin = 0.5 / vSize;\n vec2 pointCoord = (gl_PointCoord - 0.5) * pointScale + 0.5;\n vec2 clamped = vec2(clamp(pointCoord.x, margin, 1.0 - margin), clamp(pointCoord.y, margin, 1.0 - margin));\n vec2 textureCoord = pointCoord * vSize + vTextureCoord;\n float textureId = vTextureId;\n vec4 color;\n %forloop%\n gl_FragColor = color;\n}\n\n"; + var SquareTileShader = (function (_super) { + __extends(SquareTileShader, _super); + function SquareTileShader(gl, maxTextures) { + var _this = _super.call(this, gl, maxTextures, squareShaderVert, tilemap.shaderGenerator.generateFragmentSrc(maxTextures, squareShaderFrag)) || this; + _this.vertSize = 8; + _this.vertPerQuad = 1; + _this.stride = _this.vertSize * 4; + _this.maxTextures = maxTextures; + tilemap.shaderGenerator.fillSamplers(_this, _this.maxTextures); + return _this; + } + SquareTileShader.prototype.createVao = function (renderer, vb) { + var gl = renderer.gl; + return renderer.createVao() + .addIndex(this.indexBuffer) + .addAttribute(vb, this.attributes.aVertexPosition, gl.FLOAT, false, this.stride, 0) + .addAttribute(vb, this.attributes.aTextureCoord, gl.FLOAT, false, this.stride, 2 * 4) + .addAttribute(vb, this.attributes.aSize, gl.FLOAT, false, this.stride, 4 * 4) + .addAttribute(vb, this.attributes.aAnim, gl.FLOAT, false, this.stride, 5 * 4) + .addAttribute(vb, this.attributes.aTextureId, gl.FLOAT, false, this.stride, 7 * 4); + }; + ; + return SquareTileShader; + }(tilemap.TilemapShader)); + tilemap.SquareTileShader = SquareTileShader; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap) { + var glCore = PIXI.glCore; + function _hackSubImage(tex, sprite, clearBuffer, clearWidth, clearHeight) { + var gl = tex.gl; + var baseTex = sprite.texture.baseTexture; + if (clearBuffer && clearWidth > 0 && clearHeight > 0) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, sprite.position.x, sprite.position.y, clearWidth, clearHeight, tex.format, tex.type, clearBuffer); + } + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1); + gl.texSubImage2D(gl.TEXTURE_2D, 0, sprite.position.x, sprite.position.y, tex.format, tex.type, baseTex.source); + } + var TileRenderer = (function (_super) { + __extends(TileRenderer, _super); + function TileRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + _this.vbs = {}; + _this.indices = new Uint16Array(0); + _this.lastTimeCheck = 0; + _this.tileAnim = [0, 0]; + _this.maxTextures = 4; + _this.texLoc = []; + return _this; + } + TileRenderer.prototype.onContextChange = function () { + var gl = this.renderer.gl; + var maxTextures = this.maxTextures; + this.rectShader = new tilemap.RectTileShader(gl, maxTextures); + this.squareShader = new tilemap.SquareTileShader(gl, maxTextures); + this.checkIndexBuffer(2000); + this.rectShader.indexBuffer = this.indexBuffer; + this.squareShader.indexBuffer = this.indexBuffer; + this.vbs = {}; + this.glTextures = []; + this.boundSprites = []; + this.initBounds(); + }; + TileRenderer.prototype.initBounds = function () { + var gl = this.renderer.gl; + var tempCanvas = document.createElement('canvas'); + tempCanvas.width = 2048; + tempCanvas.height = 2048; + for (var i = 0; i < this.maxTextures; i++) { + var rt = PIXI.RenderTexture.create(2048, 2048); + rt.baseTexture.premultipliedAlpha = true; + rt.baseTexture.scaleMode = TileRenderer.SCALE_MODE; + rt.baseTexture.wrapMode = PIXI.WRAP_MODES.CLAMP; + this.renderer.textureManager.updateTexture(rt); + this.glTextures.push(rt); + var bs = []; + for (var j = 0; j < 4; j++) { + var spr = new PIXI.Sprite(); + spr.position.x = 1024 * (j & 1); + spr.position.y = 1024 * (j >> 1); + bs.push(spr); + } + this.boundSprites.push(bs); + } + }; + TileRenderer.prototype.bindTextures = function (renderer, shader, textures) { + var bounds = this.boundSprites; + var glts = this.glTextures; + var len = textures.length; + var maxTextures = this.maxTextures; + if (len > 4 * maxTextures) { + return; + } + var doClear = TileRenderer.DO_CLEAR; + if (doClear && !this._clearBuffer) { + this._clearBuffer = new Uint8Array(1024 * 1024 * 4); + } + var i; + for (i = 0; i < len; i++) { + var texture = textures[i]; + if (!texture || !textures[i].valid) + continue; + var bs = bounds[i >> 2][i & 3]; + if (!bs.texture || + bs.texture.baseTexture !== texture.baseTexture) { + bs.texture = texture; + var glt = glts[i >> 2]; + renderer.bindTexture(glt, 0, true); + if (doClear) { + _hackSubImage(glt.baseTexture._glTextures[renderer.CONTEXT_UID], bs, this._clearBuffer, 1024, 1024); + } + else { + _hackSubImage(glt.baseTexture._glTextures[renderer.CONTEXT_UID], bs); + } + } + } + this.texLoc.length = 0; + for (i = 0; i < maxTextures; i++) { + this.texLoc.push(renderer.bindTexture(glts[i], i, true)); + } + shader.uniforms.uSamplers = this.texLoc; + }; + TileRenderer.prototype.checkLeaks = function () { + var now = Date.now(); + var old = now - 10000; + if (this.lastTimeCheck < old || + this.lastTimeCheck > now) { + this.lastTimeCheck = now; + var vbs = this.vbs; + for (var key in vbs) { + if (vbs[key].lastTimeAccess < old) { + this.removeVb(key); + } + } + } + }; + ; + TileRenderer.prototype.start = function () { + this.renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL); + }; + TileRenderer.prototype.getVb = function (id) { + this.checkLeaks(); + var vb = this.vbs[id]; + if (vb) { + vb.lastAccessTime = Date.now(); + return vb; + } + return null; + }; + TileRenderer.prototype.createVb = function (useSquare) { + var id = ++TileRenderer.vbAutoincrement; + var shader = this.getShader(useSquare); + var gl = this.renderer.gl; + var vb = PIXI.glCore.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + var stuff = { + id: id, + vb: vb, + vao: shader.createVao(this.renderer, vb), + lastTimeAccess: Date.now(), + useSquare: useSquare, + shader: shader + }; + this.vbs[id] = stuff; + return stuff; + }; + TileRenderer.prototype.removeVb = function (id) { + if (this.vbs[id]) { + this.vbs[id].vb.destroy(); + this.vbs[id].vao.destroy(); + delete this.vbs[id]; + } + }; + TileRenderer.prototype.checkIndexBuffer = function (size) { + var totalIndices = size * 6; + var indices = this.indices; + if (totalIndices <= indices.length) { + return; + } + var len = indices.length || totalIndices; + while (len < totalIndices) { + len <<= 1; + } + indices = new Uint16Array(len); + this.indices = indices; + for (var i = 0, j = 0; i + 5 < indices.length; i += 6, j += 4) { + indices[i + 0] = j + 0; + indices[i + 1] = j + 1; + indices[i + 2] = j + 2; + indices[i + 3] = j + 0; + indices[i + 4] = j + 2; + indices[i + 5] = j + 3; + } + if (this.indexBuffer) { + this.indexBuffer.upload(indices); + } + else { + var gl = this.renderer.gl; + this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + } + }; + TileRenderer.prototype.getShader = function (useSquare) { + return useSquare ? this.squareShader : this.rectShader; + }; + TileRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.rectShader.destroy(); + this.squareShader.destroy(); + this.rectShader = null; + this.squareShader = null; + }; + ; + return TileRenderer; + }(PIXI.ObjectRenderer)); + TileRenderer.vbAutoincrement = 0; + TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; + TileRenderer.DO_CLEAR = false; + tilemap.TileRenderer = TileRenderer; + PIXI.WebGLRenderer.registerPlugin('tilemap', TileRenderer); + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +var PIXI; +(function (PIXI) { + var tilemap; + (function (tilemap_1) { + var ZLayer = (function (_super) { + __extends(ZLayer, _super); + function ZLayer(tilemap, zIndex) { + var _this = _super.call(this) || this; + _this._lastAnimationFrame = -1; + _this.tilemap = tilemap; + _this.z = zIndex; + return _this; + } + ZLayer.prototype.clear = function () { + var layers = this.children; + for (var i = 0; i < layers.length; i++) + layers[i].clear(); + this._previousLayers = 0; + }; + ZLayer.prototype.cacheIfDirty = function () { + var tilemap = this.tilemap; + var layers = this.children; + var modified = this._previousLayers != layers.length; + this._previousLayers = layers.length; + var buf = this.canvasBuffer; + var tempRender = this._tempRender; + if (!buf) { + buf = this.canvasBuffer = document.createElement('canvas'); + tempRender = this._tempRender = new PIXI.CanvasRenderer(100, 100, { view: buf }); + tempRender.context = tempRender.rootContext; + tempRender.plugins.tilemap.dontUseTransform = true; + } + if (buf.width != tilemap._layerWidth || + buf.height != tilemap._layerHeight) { + buf.width = tilemap._layerWidth; + buf.height = tilemap._layerHeight; + modified = true; + } + var i; + if (!modified) { + for (i = 0; i < layers.length; i++) { + if (layers[i].isModified(this._lastAnimationFrame != tilemap.animationFrame)) { + modified = true; + break; + } + } + } + this._lastAnimationFrame = tilemap.animationFrame; + if (modified) { + if (tilemap._hackRenderer) { + tilemap._hackRenderer(tempRender); + } + tempRender.context.clearRect(0, 0, buf.width, buf.height); + for (i = 0; i < layers.length; i++) { + layers[i].clearModify(); + layers[i].renderCanvas(tempRender); + } + } + this.layerTransform = this.worldTransform; + for (i = 0; i < layers.length; i++) { + this.layerTransform = layers[i].worldTransform; + break; + } + }; + ; + ZLayer.prototype.renderCanvas = function (renderer) { + this.cacheIfDirty(); + var wt = this.layerTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + var tilemap = this.tilemap; + renderer.context.drawImage(this.canvasBuffer, 0, 0); + }; + ; + return ZLayer; + }(PIXI.Container)); + tilemap_1.ZLayer = ZLayer; + })(tilemap = PIXI.tilemap || (PIXI.tilemap = {})); +})(PIXI || (PIXI = {})); +//# sourceMappingURL=pixi-tilemap.js.map \ No newline at end of file diff --git a/www/js/libs/pixi.js b/www/js/libs/pixi.js new file mode 100644 index 0000000..7d5bc2f --- /dev/null +++ b/www/js/libs/pixi.js @@ -0,0 +1,40199 @@ +/*! + * pixi.js - v4.5.4 + * Compiled Wed, 23 Aug 2017 10:08:43 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +(function (f) { if (typeof exports === "object" && typeof module !== "undefined") { module.exports = f() } else if (typeof define === "function" && define.amd) { define([], f) } else { var g; if (typeof window !== "undefined") { g = window } else if (typeof global !== "undefined") { g = global } else if (typeof self !== "undefined") { g = self } else { g = this } g.PIXI = f() } })(function () { + var define, module, exports; return (function e(t, n, r) { function s(o, u) { if (!n[o]) { if (!t[o]) { var a = typeof require == "function" && require; if (!u && a) return a(o, !0); if (i) return i(o, !0); var f = new Error("Cannot find module '" + o + "'"); throw f.code = "MODULE_NOT_FOUND", f } var l = n[o] = { exports: {} }; t[o][0].call(l.exports, function (e) { var n = t[o][1][e]; return s(n ? n : e) }, l, l.exports, e, t, n, r) } return n[o].exports } var i = typeof require == "function" && require; for (var o = 0; o < r.length; o++)s(r[o]); return s })({ + 1: [function (require, module, exports) { + var EMPTY_ARRAY_BUFFER = new ArrayBuffer(0); + + /** + * Helper class to create a webGL buffer + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param type {gl.ARRAY_BUFFER | gl.ELEMENT_ARRAY_BUFFER} @mat + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + * @param drawType {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW} + */ + var Buffer = function (gl, type, data, drawType) { + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The WebGL buffer, created upon instantiation + * + * @member {WebGLBuffer} + */ + this.buffer = gl.createBuffer(); + + /** + * The type of the buffer + * + * @member {gl.ARRAY_BUFFER|gl.ELEMENT_ARRAY_BUFFER} + */ + this.type = type || gl.ARRAY_BUFFER; + + /** + * The draw type of the buffer + * + * @member {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW} + */ + this.drawType = drawType || gl.STATIC_DRAW; + + /** + * The data in the buffer, as a typed array + * + * @member {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} + */ + this.data = EMPTY_ARRAY_BUFFER; + + if (data) { + this.upload(data); + } + + this._updateID = 0; + }; + + /** + * Uploads the buffer to the GPU + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data to upload + * @param offset {Number} if only a subset of the data should be uploaded, this is the amount of data to subtract + * @param dontBind {Boolean} whether to bind the buffer before uploading it + */ + Buffer.prototype.upload = function (data, offset, dontBind) { + // todo - needed? + if (!dontBind) this.bind(); + + var gl = this.gl; + + data = data || this.data; + offset = offset || 0; + + if (this.data.byteLength >= data.byteLength) { + gl.bufferSubData(this.type, offset, data); + } + else { + gl.bufferData(this.type, data, this.drawType); + } + + this.data = data; + }; + /** + * Binds the buffer + * + */ + Buffer.prototype.bind = function () { + var gl = this.gl; + gl.bindBuffer(this.type, this.buffer); + }; + + Buffer.createVertexBuffer = function (gl, data, drawType) { + return new Buffer(gl, gl.ARRAY_BUFFER, data, drawType); + }; + + Buffer.createIndexBuffer = function (gl, data, drawType) { + return new Buffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType); + }; + + Buffer.create = function (gl, type, data, drawType) { + return new Buffer(gl, type, data, drawType); + }; + + /** + * Destroys the buffer + * + */ + Buffer.prototype.destroy = function () { + this.gl.deleteBuffer(this.buffer); + }; + + module.exports = Buffer; + + }, {}], 2: [function (require, module, exports) { + + var Texture = require('./GLTexture'); + + /** + * Helper class to create a webGL Framebuffer + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + */ + var Framebuffer = function (gl, width, height) { + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The frame buffer + * + * @member {WebGLFramebuffer} + */ + this.framebuffer = gl.createFramebuffer(); + + /** + * The stencil buffer + * + * @member {WebGLRenderbuffer} + */ + this.stencil = null; + + /** + * The stencil buffer + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The width of the drawing area of the buffer + * + * @member {Number} + */ + this.width = width || 100; + /** + * The height of the drawing area of the buffer + * + * @member {Number} + */ + this.height = height || 100; + }; + + /** + * Adds a texture to the frame buffer + * @param texture {PIXI.glCore.GLTexture} + */ + Framebuffer.prototype.enableTexture = function (texture) { + var gl = this.gl; + + this.texture = texture || new Texture(gl); + + this.texture.bind(); + + //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + this.bind(); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0); + }; + + /** + * Initialises the stencil buffer + */ + Framebuffer.prototype.enableStencil = function () { + if (this.stencil) return; + + var gl = this.gl; + + this.stencil = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + + // TODO.. this is depth AND stencil? + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width, this.height); + + + }; + + /** + * Erases the drawing area and fills it with a colour + * @param r {Number} the red value of the clearing colour + * @param g {Number} the green value of the clearing colour + * @param b {Number} the blue value of the clearing colour + * @param a {Number} the alpha value of the clearing colour + */ + Framebuffer.prototype.clear = function (r, g, b, a) { + var gl = this.gl; + + gl.clearColor(r, g, b, a); + this.bind(); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + }; + + /** + * Binds the frame buffer to the WebGL context + */ + Framebuffer.prototype.bind = function () { + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); + }; + + /** + * Unbinds the frame buffer to the WebGL context + */ + Framebuffer.prototype.unbind = function () { + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + }; + /** + * Resizes the drawing area of the buffer to the given width and height + * @param width {Number} the new width + * @param height {Number} the new height + */ + Framebuffer.prototype.resize = function (width, height) { + var gl = this.gl; + + this.width = width; + this.height = height; + + if (this.texture) { + this.texture.uploadData(null, width, height); + } + + if (this.stencil) { + // update the stencil buffer width and height + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + } + }; + + /** + * Destroys this buffer + */ + Framebuffer.prototype.destroy = function () { + var gl = this.gl; + + //TODO + if (this.texture) { + this.texture.destroy(); + } + + gl.deleteFramebuffer(this.framebuffer); + + this.gl = null; + + this.stencil = null; + this.texture = null; + }; + + /** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ + Framebuffer.createRGBA = function (gl, width, height, data) { + var texture = Texture.fromData(gl, null, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + //fbo.enableStencil(); // get this back on soon! + + fbo.unbind(); + + return fbo; + }; + + /** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ + Framebuffer.createFloat32 = function (gl, width, height, data) { + // create a new texture.. + var texture = new Texture.fromData(gl, data, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + + fbo.unbind(); + + return fbo; + }; + + module.exports = Framebuffer; + + }, { "./GLTexture": 4 }], 3: [function (require, module, exports) { + + var compileProgram = require('./shader/compileProgram'), + extractAttributes = require('./shader/extractAttributes'), + extractUniforms = require('./shader/extractUniforms'), + setPrecision = require('./shader/setPrecision'), + generateUniformAccessObject = require('./shader/generateUniformAccessObject'); + + /** + * Helper class to create a webGL Shader + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param precision {precision]} The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1} + */ + var Shader = function (gl, vertexSrc, fragmentSrc, precision, attributeLocations) { + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + if (precision) { + vertexSrc = setPrecision(vertexSrc, precision); + fragmentSrc = setPrecision(fragmentSrc, precision); + } + + /** + * The shader program + * + * @member {WebGLProgram} + */ + // First compile the program.. + this.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations); + + /** + * The attributes of the shader as an object containing the following properties + * { + * type, + * size, + * location, + * pointer + * } + * @member {Object} + */ + // next extract the attributes + this.attributes = extractAttributes(gl, this.program); + + this.uniformData = extractUniforms(gl, this.program); + + /** + * The uniforms of the shader as an object containing the following properties + * { + * gl, + * data + * } + * @member {Object} + */ + this.uniforms = generateUniformAccessObject(gl, this.uniformData); + + }; + /** + * Uses this shader + */ + Shader.prototype.bind = function () { + this.gl.useProgram(this.program); + }; + + /** + * Destroys this shader + * TODO + */ + Shader.prototype.destroy = function () { + this.attributes = null; + this.uniformData = null; + this.uniforms = null; + + var gl = this.gl; + gl.deleteProgram(this.program); + }; + + + module.exports = Shader; + + }, { "./shader/compileProgram": 9, "./shader/extractAttributes": 11, "./shader/extractUniforms": 12, "./shader/generateUniformAccessObject": 13, "./shader/setPrecision": 17 }], 4: [function (require, module, exports) { + + /** + * Helper class to create a WebGL Texture + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL context + * @param width {number} the width of the texture + * @param height {number} the height of the texture + * @param format {number} the pixel format of the texture. defaults to gl.RGBA + * @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE + */ + var Texture = function (gl, width, height, format, type) { + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + + /** + * The WebGL texture + * + * @member {WebGLTexture} + */ + this.texture = gl.createTexture(); + + /** + * If mipmapping was used for this texture, enable and disable with enableMipmap() + * + * @member {Boolean} + */ + // some settings.. + this.mipmap = false; + + + /** + * Set to true to enable pre-multiplied alpha + * + * @member {Boolean} + */ + this.premultiplyAlpha = false; + + /** + * The width of texture + * + * @member {Number} + */ + this.width = width || -1; + /** + * The height of texture + * + * @member {Number} + */ + this.height = height || -1; + + /** + * The pixel format of the texture. defaults to gl.RGBA + * + * @member {Number} + */ + this.format = format || gl.RGBA; + + /** + * The gl type of the texture. defaults to gl.UNSIGNED_BYTE + * + * @member {Number} + */ + this.type = type || gl.UNSIGNED_BYTE; + + + }; + + /** + * Uploads this texture to the GPU + * @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture + */ + Texture.prototype.upload = function (source) { + this.bind(); + + var gl = this.gl; + + + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + var newWidth = source.videoWidth || source.width; + var newHeight = source.videoHeight || source.height; + + if (newHeight !== this.height || newWidth !== this.width) { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source); + } + else { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source); + } + + // if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect. + this.width = newWidth; + this.height = newHeight; + + }; + + var FLOATING_POINT_AVAILABLE = false; + + /** + * Use a data source and uploads this texture to the GPU + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ + Texture.prototype.uploadData = function (data, width, height) { + this.bind(); + + var gl = this.gl; + + + if (data instanceof Float32Array) { + if (!FLOATING_POINT_AVAILABLE) { + var ext = gl.getExtension("OES_texture_float"); + + if (ext) { + FLOATING_POINT_AVAILABLE = true; + } + else { + throw new Error('floating point textures not available'); + } + } + + this.type = gl.FLOAT; + } + else { + // TODO support for other types + this.type = this.type || gl.UNSIGNED_BYTE; + } + + // what type of data? + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + + if (width !== this.width || height !== this.height) { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, data || null); + } + else { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null); + } + + this.width = width; + this.height = height; + + + // texSubImage2D + }; + + /** + * Binds the texture + * @param location + */ + Texture.prototype.bind = function (location) { + var gl = this.gl; + + if (location !== undefined) { + gl.activeTexture(gl.TEXTURE0 + location); + } + + gl.bindTexture(gl.TEXTURE_2D, this.texture); + }; + + /** + * Unbinds the texture + */ + Texture.prototype.unbind = function () { + var gl = this.gl; + gl.bindTexture(gl.TEXTURE_2D, null); + }; + + /** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ + Texture.prototype.minFilter = function (linear) { + var gl = this.gl; + + this.bind(); + + if (this.mipmap) { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + } + else { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST); + } + }; + + /** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ + Texture.prototype.magFilter = function (linear) { + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST); + }; + + /** + * Enables mipmapping + */ + Texture.prototype.enableMipmap = function () { + var gl = this.gl; + + this.bind(); + + this.mipmap = true; + + gl.generateMipmap(gl.TEXTURE_2D); + }; + + /** + * Enables linear filtering + */ + Texture.prototype.enableLinearScaling = function () { + this.minFilter(true); + this.magFilter(true); + }; + + /** + * Enables nearest neighbour interpolation + */ + Texture.prototype.enableNearestScaling = function () { + this.minFilter(false); + this.magFilter(false); + }; + + /** + * Enables clamping on the texture so WebGL will not repeat it + */ + Texture.prototype.enableWrapClamp = function () { + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + }; + + /** + * Enable tiling on the texture + */ + Texture.prototype.enableWrapRepeat = function () { + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + }; + + Texture.prototype.enableWrapMirrorRepeat = function () { + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); + }; + + + /** + * Destroys this texture + */ + Texture.prototype.destroy = function () { + var gl = this.gl; + //TODO + gl.deleteTexture(this.texture); + }; + + /** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param source {HTMLImageElement|ImageData} the source image of the texture + * @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha + */ + Texture.fromSource = function (gl, source, premultiplyAlpha) { + var texture = new Texture(gl); + texture.premultiplyAlpha = premultiplyAlpha || false; + texture.upload(source); + + return texture; + }; + + /** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ + Texture.fromData = function (gl, data, width, height) { + //console.log(data, width, height); + var texture = new Texture(gl); + texture.uploadData(data, width, height); + + return texture; + }; + + + module.exports = Texture; + + }, {}], 5: [function (require, module, exports) { + + // state object// + var setVertexAttribArrays = require('./setVertexAttribArrays'); + + /** + * Helper class to work with WebGL VertexArrayObjects (vaos) + * Only works if WebGL extensions are enabled (they usually are) + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + */ + function VertexArrayObject(gl, state) { + this.nativeVaoExtension = null; + + if (!VertexArrayObject.FORCE_NATIVE) { + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || + gl.getExtension('MOZ_OES_vertex_array_object') || + gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + this.nativeState = state; + + if (this.nativeVaoExtension) { + this.nativeVao = this.nativeVaoExtension.createVertexArrayOES(); + + var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + // VAO - overwrite the state.. + this.nativeState = { + tempAttribState: new Array(maxAttribs), + attribState: new Array(maxAttribs) + }; + } + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of attributes + * + * @member {Array} + */ + this.attributes = []; + + /** + * @member {PIXI.glCore.GLBuffer} + */ + this.indexBuffer = null; + + /** + * A boolean flag + * + * @member {Boolean} + */ + this.dirty = false; + } + + VertexArrayObject.prototype.constructor = VertexArrayObject; + module.exports = VertexArrayObject; + + /** + * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) + * If you find on older devices that things have gone a bit weird then set this to true. + */ + /** + * Lets the VAO know if you should use the WebGL extension or the native methods. + * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) + * If you find on older devices that things have gone a bit weird then set this to true. + * @static + * @property {Boolean} FORCE_NATIVE + */ + VertexArrayObject.FORCE_NATIVE = false; + + /** + * Binds the buffer + */ + VertexArrayObject.prototype.bind = function () { + if (this.nativeVao) { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + + if (this.dirty) { + this.dirty = false; + this.activate(); + } + } + else { + + this.activate(); + } + + return this; + }; + + /** + * Unbinds the buffer + */ + VertexArrayObject.prototype.unbind = function () { + if (this.nativeVao) { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + return this; + }; + + /** + * Uses this vao + */ + VertexArrayObject.prototype.activate = function () { + + var gl = this.gl; + var lastBuffer = null; + + for (var i = 0; i < this.attributes.length; i++) { + var attrib = this.attributes[i]; + + if (lastBuffer !== attrib.buffer) { + attrib.buffer.bind(); + lastBuffer = attrib.buffer; + } + + gl.vertexAttribPointer(attrib.attribute.location, + attrib.attribute.size, + attrib.type || gl.FLOAT, + attrib.normalized || false, + attrib.stride || 0, + attrib.start || 0); + } + + setVertexAttribArrays(gl, this.attributes, this.nativeState); + + if (this.indexBuffer) { + this.indexBuffer.bind(); + } + + return this; + }; + + /** + * + * @param buffer {PIXI.gl.GLBuffer} + * @param attribute {*} + * @param type {String} + * @param normalized {Boolean} + * @param stride {Number} + * @param start {Number} + */ + VertexArrayObject.prototype.addAttribute = function (buffer, attribute, type, normalized, stride, start) { + this.attributes.push({ + buffer: buffer, + attribute: attribute, + + location: attribute.location, + type: type || this.gl.FLOAT, + normalized: normalized || false, + stride: stride || 0, + start: start || 0 + }); + + this.dirty = true; + + return this; + }; + + /** + * + * @param buffer {PIXI.gl.GLBuffer} + */ + VertexArrayObject.prototype.addIndex = function (buffer/*, options*/) { + this.indexBuffer = buffer; + + this.dirty = true; + + return this; + }; + + /** + * Unbinds this vao and disables it + */ + VertexArrayObject.prototype.clear = function () { + // var gl = this.gl; + + // TODO - should this function unbind after clear? + // for now, no but lets see what happens in the real world! + if (this.nativeVao) { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + } + + this.attributes.length = 0; + this.indexBuffer = null; + + return this; + }; + + /** + * @param type {Number} + * @param size {Number} + * @param start {Number} + */ + VertexArrayObject.prototype.draw = function (type, size, start) { + var gl = this.gl; + + if (this.indexBuffer) { + gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2); + } + else { + // TODO need a better way to calculate size.. + gl.drawArrays(type, start, size || this.getSize()); + } + + return this; + }; + + /** + * Destroy this vao + */ + VertexArrayObject.prototype.destroy = function () { + // lose references + this.gl = null; + this.indexBuffer = null; + this.attributes = null; + this.nativeState = null; + + if (this.nativeVao) { + this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao); + } + + this.nativeVaoExtension = null; + this.nativeVao = null; + }; + + VertexArrayObject.prototype.getSize = function () { + var attrib = this.attributes[0]; + return attrib.buffer.data.length / ((attrib.stride / 4) || attrib.attribute.size); + }; + + }, { "./setVertexAttribArrays": 8 }], 6: [function (require, module, exports) { + + /** + * Helper class to create a webGL Context + * + * @class + * @memberof PIXI.glCore + * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from + * @param options {Object} An options object that gets passed in to the canvas element containing the context attributes, + * see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available + * @return {WebGLRenderingContext} the WebGL context + */ + var createContext = function (canvas, options) { + var gl = canvas.getContext('webgl', options) || + canvas.getContext('experimental-webgl', options); + + if (!gl) { + // fail, not able to get a context + throw new Error('This browser does not support webGL. Try using the canvas renderer'); + } + + return gl; + }; + + module.exports = createContext; + + }, {}], 7: [function (require, module, exports) { + var gl = { + createContext: require('./createContext'), + setVertexAttribArrays: require('./setVertexAttribArrays'), + GLBuffer: require('./GLBuffer'), + GLFramebuffer: require('./GLFramebuffer'), + GLShader: require('./GLShader'), + GLTexture: require('./GLTexture'), + VertexArrayObject: require('./VertexArrayObject'), + shader: require('./shader') + }; + + // Export for Node-compatible environments + if (typeof module !== 'undefined' && module.exports) { + // Export the module + module.exports = gl; + } + + // Add to the browser window pixi.gl + if (typeof window !== 'undefined') { + // add the window object + window.PIXI = window.PIXI || {}; + window.PIXI.glCore = gl; + } + + }, { "./GLBuffer": 1, "./GLFramebuffer": 2, "./GLShader": 3, "./GLTexture": 4, "./VertexArrayObject": 5, "./createContext": 6, "./setVertexAttribArrays": 8, "./shader": 14 }], 8: [function (require, module, exports) { + // var GL_MAP = {}; + + /** + * @param gl {WebGLRenderingContext} The current WebGL context + * @param attribs {*} + * @param state {*} + */ + var setVertexAttribArrays = function (gl, attribs, state) { + var i; + if (state) { + var tempAttribState = state.tempAttribState, + attribState = state.attribState; + + for (i = 0; i < tempAttribState.length; i++) { + tempAttribState[i] = false; + } + + // set the new attribs + for (i = 0; i < attribs.length; i++) { + tempAttribState[attribs[i].attribute.location] = true; + } + + for (i = 0; i < attribState.length; i++) { + if (attribState[i] !== tempAttribState[i]) { + attribState[i] = tempAttribState[i]; + + if (state.attribState[i]) { + gl.enableVertexAttribArray(i); + } + else { + gl.disableVertexAttribArray(i); + } + } + } + + } + else { + for (i = 0; i < attribs.length; i++) { + var attrib = attribs[i]; + gl.enableVertexAttribArray(attrib.attribute.location); + } + } + }; + + module.exports = setVertexAttribArrays; + + }, {}], 9: [function (require, module, exports) { + + /** + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations + * @return {WebGLProgram} the shader program + */ + var compileProgram = function (gl, vertexSrc, fragmentSrc, attributeLocations) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); + + var program = gl.createProgram(); + + gl.attachShader(program, glVertShader); + gl.attachShader(program, glFragShader); + + // optionally, set the attributes manually for the program rather than letting WebGL decide.. + if (attributeLocations) { + for (var i in attributeLocations) { + gl.bindAttribLocation(program, attributeLocations[i], i); + } + } + + + gl.linkProgram(program); + + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + console.error('Pixi.js Error: Could not initialize shader.'); + console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); + console.error('gl.getError()', gl.getError()); + + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') { + console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + + gl.deleteProgram(program); + program = null; + } + + // clean up some shaders + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + + return program; + }; + + /** + * @private + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @return {WebGLShader} the shader + */ + var compileShader = function (gl, type, src) { + var shader = gl.createShader(type); + + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; + }; + + module.exports = compileProgram; + + }, {}], 10: [function (require, module, exports) { + /** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} Type of value + * @param size {Number} + */ + var defaultValue = function (type, size) { + switch (type) { + case 'float': + return 0; + + case 'vec2': + return new Float32Array(2 * size); + + case 'vec3': + return new Float32Array(3 * size); + + case 'vec4': + return new Float32Array(4 * size); + + case 'int': + case 'sampler2D': + return 0; + + case 'ivec2': + return new Int32Array(2 * size); + + case 'ivec3': + return new Int32Array(3 * size); + + case 'ivec4': + return new Int32Array(4 * size); + + case 'bool': + return false; + + case 'bvec2': + + return booleanArray(2 * size); + + case 'bvec3': + return booleanArray(3 * size); + + case 'bvec4': + return booleanArray(4 * size); + + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } + }; + + var booleanArray = function (size) { + var array = new Array(size); + + for (var i = 0; i < array.length; i++) { + array[i] = false; + } + + return array; + }; + + module.exports = defaultValue; + + }, {}], 11: [function (require, module, exports) { + + var mapType = require('./mapType'); + var mapSize = require('./mapSize'); + + /** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the attributes from + * @return attributes {Object} + */ + var extractAttributes = function (gl, program) { + var attributes = {}; + + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + + for (var i = 0; i < totalAttributes; i++) { + var attribData = gl.getActiveAttrib(program, i); + var type = mapType(gl, attribData.type); + + attributes[attribData.name] = { + type: type, + size: mapSize(type), + location: gl.getAttribLocation(program, attribData.name), + //TODO - make an attribute object + pointer: pointer + }; + } + + return attributes; + }; + + var pointer = function (type, normalized, stride, start) { + // console.log(this.location) + gl.vertexAttribPointer(this.location, this.size, type || gl.FLOAT, normalized || false, stride || 0, start || 0); + }; + + module.exports = extractAttributes; + + }, { "./mapSize": 15, "./mapType": 16 }], 12: [function (require, module, exports) { + var mapType = require('./mapType'); + var defaultValue = require('./defaultValue'); + + /** + * Extracts the uniforms + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the uniforms from + * @return uniforms {Object} + */ + var extractUniforms = function (gl, program) { + var uniforms = {}; + + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + + for (var i = 0; i < totalUniforms; i++) { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]/, ""); + var type = mapType(gl, uniformData.type); + + uniforms[name] = { + type: type, + size: uniformData.size, + location: gl.getUniformLocation(program, name), + value: defaultValue(type, uniformData.size) + }; + } + + return uniforms; + }; + + module.exports = extractUniforms; + + }, { "./defaultValue": 10, "./mapType": 16 }], 13: [function (require, module, exports) { + /** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param uniforms {Array} @mat ? + * @return attributes {Object} + */ + var generateUniformAccessObject = function (gl, uniformData) { + // this is the object we will be sending back. + // an object hierachy will be created for structs + var uniforms = { data: {} }; + + uniforms.gl = gl; + + var uniformKeys = Object.keys(uniformData); + + for (var i = 0; i < uniformKeys.length; i++) { + var fullName = uniformKeys[i]; + + var nameTokens = fullName.split('.'); + var name = nameTokens[nameTokens.length - 1]; + + + var uniformGroup = getUniformGroup(nameTokens, uniforms); + + var uniform = uniformData[fullName]; + uniformGroup.data[name] = uniform; + + uniformGroup.gl = gl; + + Object.defineProperty(uniformGroup, name, { + get: generateGetter(name), + set: generateSetter(name, uniform) + }); + } + + return uniforms; + }; + + var generateGetter = function (name) { + var template = getterTemplate.replace('%%', name); + return new Function(template); // jshint ignore:line + }; + + var generateSetter = function (name, uniform) { + var template = setterTemplate.replace(/%%/g, name); + var setTemplate; + + if (uniform.size === 1) { + setTemplate = GLSL_TO_SINGLE_SETTERS[uniform.type]; + } + else { + setTemplate = GLSL_TO_ARRAY_SETTERS[uniform.type]; + } + + if (setTemplate) { + template += "\nthis.gl." + setTemplate + ";"; + } + + return new Function('value', template); // jshint ignore:line + }; + + var getUniformGroup = function (nameTokens, uniform) { + var cur = uniform; + + for (var i = 0; i < nameTokens.length - 1; i++) { + var o = cur[nameTokens[i]] || { data: {} }; + cur[nameTokens[i]] = o; + cur = o; + } + + return cur; + }; + + var getterTemplate = [ + 'return this.data.%%.value;', + ].join('\n'); + + var setterTemplate = [ + 'this.data.%%.value = value;', + 'var location = this.data.%%.location;' + ].join('\n'); + + + var GLSL_TO_SINGLE_SETTERS = { + + 'float': 'uniform1f(location, value)', + + 'vec2': 'uniform2f(location, value[0], value[1])', + 'vec3': 'uniform3f(location, value[0], value[1], value[2])', + 'vec4': 'uniform4f(location, value[0], value[1], value[2], value[3])', + + 'int': 'uniform1i(location, value)', + 'ivec2': 'uniform2i(location, value[0], value[1])', + 'ivec3': 'uniform3i(location, value[0], value[1], value[2])', + 'ivec4': 'uniform4i(location, value[0], value[1], value[2], value[3])', + + 'bool': 'uniform1i(location, value)', + 'bvec2': 'uniform2i(location, value[0], value[1])', + 'bvec3': 'uniform3i(location, value[0], value[1], value[2])', + 'bvec4': 'uniform4i(location, value[0], value[1], value[2], value[3])', + + 'mat2': 'uniformMatrix2fv(location, false, value)', + 'mat3': 'uniformMatrix3fv(location, false, value)', + 'mat4': 'uniformMatrix4fv(location, false, value)', + + 'sampler2D': 'uniform1i(location, value)' + }; + + var GLSL_TO_ARRAY_SETTERS = { + + 'float': 'uniform1fv(location, value)', + + 'vec2': 'uniform2fv(location, value)', + 'vec3': 'uniform3fv(location, value)', + 'vec4': 'uniform4fv(location, value)', + + 'int': 'uniform1iv(location, value)', + 'ivec2': 'uniform2iv(location, value)', + 'ivec3': 'uniform3iv(location, value)', + 'ivec4': 'uniform4iv(location, value)', + + 'bool': 'uniform1iv(location, value)', + 'bvec2': 'uniform2iv(location, value)', + 'bvec3': 'uniform3iv(location, value)', + 'bvec4': 'uniform4iv(location, value)', + + 'sampler2D': 'uniform1iv(location, value)' + }; + + module.exports = generateUniformAccessObject; + + }, {}], 14: [function (require, module, exports) { + module.exports = { + compileProgram: require('./compileProgram'), + defaultValue: require('./defaultValue'), + extractAttributes: require('./extractAttributes'), + extractUniforms: require('./extractUniforms'), + generateUniformAccessObject: require('./generateUniformAccessObject'), + setPrecision: require('./setPrecision'), + mapSize: require('./mapSize'), + mapType: require('./mapType') + }; + }, { "./compileProgram": 9, "./defaultValue": 10, "./extractAttributes": 11, "./extractUniforms": 12, "./generateUniformAccessObject": 13, "./mapSize": 15, "./mapType": 16, "./setPrecision": 17 }], 15: [function (require, module, exports) { + /** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} + * @return {Number} + */ + var mapSize = function (type) { + return GLSL_TO_SIZE[type]; + }; + + + var GLSL_TO_SIZE = { + 'float': 1, + 'vec2': 2, + 'vec3': 3, + 'vec4': 4, + + 'int': 1, + 'ivec2': 2, + 'ivec3': 3, + 'ivec4': 4, + + 'bool': 1, + 'bvec2': 2, + 'bvec3': 3, + 'bvec4': 4, + + 'mat2': 4, + 'mat3': 9, + 'mat4': 16, + + 'sampler2D': 1 + }; + + module.exports = mapSize; + + }, {}], 16: [function (require, module, exports) { + + + var mapSize = function (gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + + GL_TABLE = {}; + + for (var i = 0; i < typeNames.length; ++i) { + var tn = typeNames[i]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; + } + } + + return GL_TABLE[type]; + }; + + var GL_TABLE = null; + + var GL_TO_GLSL_TYPES = { + 'FLOAT': 'float', + 'FLOAT_VEC2': 'vec2', + 'FLOAT_VEC3': 'vec3', + 'FLOAT_VEC4': 'vec4', + + 'INT': 'int', + 'INT_VEC2': 'ivec2', + 'INT_VEC3': 'ivec3', + 'INT_VEC4': 'ivec4', + + 'BOOL': 'bool', + 'BOOL_VEC2': 'bvec2', + 'BOOL_VEC3': 'bvec3', + 'BOOL_VEC4': 'bvec4', + + 'FLOAT_MAT2': 'mat2', + 'FLOAT_MAT3': 'mat3', + 'FLOAT_MAT4': 'mat4', + + 'SAMPLER_2D': 'sampler2D' + }; + + module.exports = mapSize; + + }, {}], 17: [function (require, module, exports) { + /** + * Sets the float precision on the shader. If the precision is already present this function will do nothing + * @param {string} src the shader source + * @param {string} precision The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * + * @return {string} modified shader source + */ + var setPrecision = function (src, precision) { + if (src.substring(0, 9) !== 'precision') { + return 'precision ' + precision + ' float;\n' + src; + } + + return src; + }; + + module.exports = setPrecision; + + }, {}], 18: [function (require, module, exports) { + /** + * Bit twiddling hacks for JavaScript. + * + * Author: Mikola Lysenko + * + * Ported from Stanford bit twiddling hack library: + * http://graphics.stanford.edu/~seander/bithacks.html + */ + + "use strict"; "use restrict"; + + //Number of bits in an integer + var INT_BITS = 32; + + //Constants + exports.INT_BITS = INT_BITS; + exports.INT_MAX = 0x7fffffff; + exports.INT_MIN = -1 << (INT_BITS - 1); + + //Returns -1, 0, +1 depending on sign of x + exports.sign = function (v) { + return (v > 0) - (v < 0); + } + + //Computes absolute value of integer + exports.abs = function (v) { + var mask = v >> (INT_BITS - 1); + return (v ^ mask) - mask; + } + + //Computes minimum of integers x and y + exports.min = function (x, y) { + return y ^ ((x ^ y) & -(x < y)); + } + + //Computes maximum of integers x and y + exports.max = function (x, y) { + return x ^ ((x ^ y) & -(x < y)); + } + + //Checks if a number is a power of two + exports.isPow2 = function (v) { + return !(v & (v - 1)) && (!!v); + } + + //Computes log base 2 of v + exports.log2 = function (v) { + var r, shift; + r = (v > 0xFFFF) << 4; v >>>= r; + shift = (v > 0xFF) << 3; v >>>= shift; r |= shift; + shift = (v > 0xF) << 2; v >>>= shift; r |= shift; + shift = (v > 0x3) << 1; v >>>= shift; r |= shift; + return r | (v >> 1); + } + + //Computes log base 10 of v + exports.log10 = function (v) { + return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 : + (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 : + (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0; + } + + //Counts number of bits + exports.popCount = function (v) { + v = v - ((v >>> 1) & 0x55555555); + v = (v & 0x33333333) + ((v >>> 2) & 0x33333333); + return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24; + } + + //Counts number of trailing zeros + function countTrailingZeros(v) { + var c = 32; + v &= -v; + if (v) c--; + if (v & 0x0000FFFF) c -= 16; + if (v & 0x00FF00FF) c -= 8; + if (v & 0x0F0F0F0F) c -= 4; + if (v & 0x33333333) c -= 2; + if (v & 0x55555555) c -= 1; + return c; + } + exports.countTrailingZeros = countTrailingZeros; + + //Rounds to next power of 2 + exports.nextPow2 = function (v) { + v += v === 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + + //Rounds down to previous power of 2 + exports.prevPow2 = function (v) { + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v - (v >>> 1); + } + + //Computes parity of word + exports.parity = function (v) { + v ^= v >>> 16; + v ^= v >>> 8; + v ^= v >>> 4; + v &= 0xf; + return (0x6996 >>> v) & 1; + } + + var REVERSE_TABLE = new Array(256); + + (function (tab) { + for (var i = 0; i < 256; ++i) { + var v = i, r = i, s = 7; + for (v >>>= 1; v; v >>>= 1) { + r <<= 1; + r |= v & 1; + --s; + } + tab[i] = (r << s) & 0xff; + } + })(REVERSE_TABLE); + + //Reverse bits in a 32 bit word + exports.reverse = function (v) { + return (REVERSE_TABLE[v & 0xff] << 24) | + (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) | + (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) | + REVERSE_TABLE[(v >>> 24) & 0xff]; + } + + //Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes + exports.interleave2 = function (x, y) { + x &= 0xFFFF; + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y &= 0xFFFF; + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); + } + + //Extracts the nth interleaved component + exports.deinterleave2 = function (v, n) { + v = (v >>> n) & 0x55555555; + v = (v | (v >>> 1)) & 0x33333333; + v = (v | (v >>> 2)) & 0x0F0F0F0F; + v = (v | (v >>> 4)) & 0x00FF00FF; + v = (v | (v >>> 16)) & 0x000FFFF; + return (v << 16) >> 16; + } + + + //Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes + exports.interleave3 = function (x, y, z) { + x &= 0x3FF; + x = (x | (x << 16)) & 4278190335; + x = (x | (x << 8)) & 251719695; + x = (x | (x << 4)) & 3272356035; + x = (x | (x << 2)) & 1227133513; + + y &= 0x3FF; + y = (y | (y << 16)) & 4278190335; + y = (y | (y << 8)) & 251719695; + y = (y | (y << 4)) & 3272356035; + y = (y | (y << 2)) & 1227133513; + x |= (y << 1); + + z &= 0x3FF; + z = (z | (z << 16)) & 4278190335; + z = (z | (z << 8)) & 251719695; + z = (z | (z << 4)) & 3272356035; + z = (z | (z << 2)) & 1227133513; + + return x | (z << 2); + } + + //Extracts nth interleaved component of a 3-tuple + exports.deinterleave3 = function (v, n) { + v = (v >>> n) & 1227133513; + v = (v | (v >>> 2)) & 3272356035; + v = (v | (v >>> 4)) & 251719695; + v = (v | (v >>> 8)) & 4278190335; + v = (v | (v >>> 16)) & 0x3FF; + return (v << 22) >> 22; + } + + //Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page) + exports.nextCombination = function (v) { + var t = v | (v - 1); + return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1)); + } + + + }, {}], 19: [function (require, module, exports) { + 'use strict'; + + module.exports = earcut; + + function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode) return triangles; + + var minX, minY, maxX, maxY, x, y, size; + + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } + + // minX, minY and size are later used to transform coords into integers for z-order calculation + size = Math.max(maxX - minX, maxY - minY); + } + + earcutLinked(outerNode, triangles, dim, minX, minY, size); + + return triangles; + } + + // create a circular doubly linked list from polygon points in the specified winding order + function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; + } + + // eliminate colinear or duplicate points + function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) return null; + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + function earcutLinked(ear, triangles, dim, minX, minY, size, pass) { + if (!ear) return; + + // interlink polygon nodes in z-order + if (!pass && size) indexCurve(ear, minX, minY, size); + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + + removeNode(ear); + + // skipping the next vertice leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(ear, triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, size, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, size); + } + + break; + } + } + } + + // check whether a polygon node forms a valid ear with adjacent nodes + function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + + return true; + } + + function isEarHashed(ear, minX, minY, size) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), + minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), + maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), + maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); + + // z-order range for the current triangle bbox; + var minZ = zOrder(minTX, minTY, minX, minY, size), + maxZ = zOrder(maxTX, maxTY, minX, minY, size); + + // first look for points inside the triangle in increasing z-order + var p = ear.nextZ; + + while (p && p.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.nextZ; + } + + // then look for points in decreasing z-order + p = ear.prevZ; + + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } + + return true; + } + + // go through all polygon nodes and cure small local self-intersections + function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return p; + } + + // try splitting polygon into two and triangulate them independently + function splitEarcut(start, triangles, dim, minX, minY, size) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, size); + earcutLinked(c, triangles, dim, minX, minY, size); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + + return outerNode; + } + + function compareX(a, b) { + return a.x - b.x; + } + + // find a bridge between vertices that connects hole with an outer ring and and link it + function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + var b = splitPolygon(outerNode, hole); + filterPoints(b, b.next); + } + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + if (x === hx) { + if (hy === p.y) return p; + if (hy === p.next.y) return p.next; + } + m = p.x < p.next.x ? p : p.next; + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) return null; + + if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while (p !== stop) { + if (hx >= p.x && p.x >= mx && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } + + return m; + } + + // interlink polygon nodes in z-order + function indexCurve(start, minX, minY, size) { + var p = start; + do { + if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize === 0) { + e = q; + q = q.nextZ; + qSize--; + } else if (qSize === 0 || !q) { + e = p; + p = p.nextZ; + pSize--; + } else if (p.z <= q.z) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; + } + + // z-order of a point given coords and size of the data bounding box + function zOrder(x, y, minX, minY, size) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) / size; + y = 32767 * (y - minY) / size; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); + } + + // find the leftmost node of a polygon ring + function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x) leftmost = p; + p = p.next; + } while (p !== start); + + return leftmost; + } + + // check if a point lies within a convex triangle + function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && + (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && + (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && + locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b); + } + + // signed area of a triangle + function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); + } + + // check if two points are equal + function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; + } + + // check if two segments intersect + function intersects(p1, q1, p2, q2) { + if ((equals(p1, q1) && equals(p2, q2)) || + (equals(p1, q2) && equals(p2, q1))) return true; + return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 && + area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0; + } + + // check if a polygon diagonal intersects any polygon segments + function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); + + return false; + } + + // check if a polygon diagonal is locally inside the polygon + function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; + } + + // check if the middle point of a polygon diagonal is inside the polygon + function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); + + return inside; + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; + } + + function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; + } + + function Node(i, x, y) { + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + } + + // return a percentage difference between the polygon area and its triangulation area; + // used to verify correctness of triangulation + earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); + }; + + function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; + } + + // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts + earcut.flatten = function (data) { + var dim = data[0][0].length, + result = { vertices: [], holes: [], dimensions: dim }, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; + }; + + }, {}], 20: [function (require, module, exports) { + 'use strict'; + + var has = Object.prototype.hasOwnProperty + , prefix = '~'; + + /** + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor + * @api private + */ + function Events() { } + + // + // We try to not inherit from `Object.prototype`. In some engines creating an + // instance in this way is faster than calling `Object.create(null)` directly. + // If `Object.create(null)` is not supported we prefix the event names with a + // character to make sure that the built-in object properties are not + // overridden or used as an attack vector. + // + if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) prefix = false; + } + + /** + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {Mixed} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @api private + */ + function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; + } + + /** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @api public + */ + function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; + } + + /** + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @api public + */ + EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) return names; + + for (name in (events = this._events)) { + if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; + }; + + /** + * Return the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Boolean} exists Only check if there are listeners. + * @returns {Array|Boolean} + * @api public + */ + EventEmitter.prototype.listeners = function listeners(event, exists) { + var evt = prefix ? prefix + event : event + , available = this._events[evt]; + + if (exists) return !!available; + if (!available) return []; + if (available.fn) return [available.fn]; + + for (var i = 0, l = available.length, ee = new Array(l); i < l; i++) { + ee[i] = available[i].fn; + } + + return ee; + }; + + /** + * Calls each of the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @api public + */ + EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return false; + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len - 1); i < len; i++) { + args[i - 1] = arguments[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) for (j = 1, args = new Array(len - 1); j < len; j++) { + args[j - 1] = arguments[j]; + } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; + }; + + /** + * Add a listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ + EventEmitter.prototype.on = function on(event, fn, context) { + var listener = new EE(fn, context || this) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; + }; + + /** + * Add a one-time listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ + EventEmitter.prototype.once = function once(event, fn, context) { + var listener = new EE(fn, context || this, true) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; + }; + + /** + * Remove the listeners of a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {Mixed} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @api public + */ + EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return this; + if (!fn) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn + && (!once || listeners.once) + && (!context || listeners.context === context) + ) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn + || (once && !listeners[i].once) + || (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; + else if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + + return this; + }; + + /** + * Remove all listeners, or those of the specified event. + * + * @param {String|Symbol} [event] The event name. + * @returns {EventEmitter} `this`. + * @api public + */ + EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; + }; + + // + // Alias methods names because people roll like that. + // + EventEmitter.prototype.off = EventEmitter.prototype.removeListener; + EventEmitter.prototype.addListener = EventEmitter.prototype.on; + + // + // This function doesn't apply anymore. + // + EventEmitter.prototype.setMaxListeners = function setMaxListeners() { + return this; + }; + + // + // Expose the prefix. + // + EventEmitter.prefixed = prefix; + + // + // Allow `EventEmitter` to be imported as module namespace. + // + EventEmitter.EventEmitter = EventEmitter; + + // + // Expose the module. + // + if ('undefined' !== typeof module) { + module.exports = EventEmitter; + } + + }, {}], 21: [function (require, module, exports) { + /** + * isMobile.js v0.4.0 + * + * A simple library to detect Apple phones and tablets, + * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone), + * and any kind of seven inch device, via user agent sniffing. + * + * @author: Kai Mallea (kmallea@gmail.com) + * + * @license: http://creativecommons.org/publicdomain/zero/1.0/ + */ + (function (global) { + + var apple_phone = /iPhone/i, + apple_ipod = /iPod/i, + apple_tablet = /iPad/i, + android_phone = /(?=.*\bAndroid\b)(?=.*\bMobile\b)/i, // Match 'Android' AND 'Mobile' + android_tablet = /Android/i, + amazon_phone = /(?=.*\bAndroid\b)(?=.*\bSD4930UR\b)/i, + amazon_tablet = /(?=.*\bAndroid\b)(?=.*\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\b)/i, + windows_phone = /IEMobile/i, + windows_tablet = /(?=.*\bWindows\b)(?=.*\bARM\b)/i, // Match 'Windows' AND 'ARM' + other_blackberry = /BlackBerry/i, + other_blackberry_10 = /BB10/i, + other_opera = /Opera Mini/i, + other_chrome = /(CriOS|Chrome)(?=.*\bMobile\b)/i, + other_firefox = /(?=.*\bFirefox\b)(?=.*\bMobile\b)/i, // Match 'Firefox' AND 'Mobile' + seven_inch = new RegExp( + '(?:' + // Non-capturing group + + 'Nexus 7' + // Nexus 7 + + '|' + // OR + + 'BNTV250' + // B&N Nook Tablet 7 inch + + '|' + // OR + + 'Kindle Fire' + // Kindle Fire + + '|' + // OR + + 'Silk' + // Kindle Fire, Silk Accelerated + + '|' + // OR + + 'GT-P1000' + // Galaxy Tab 7 inch + + ')', // End non-capturing group + + 'i'); // Case-insensitive matching + + var match = function (regex, userAgent) { + return regex.test(userAgent); + }; + + var IsMobileClass = function (userAgent) { + var ua = userAgent || navigator.userAgent; + + // Facebook mobile app's integrated browser adds a bunch of strings that + // match everything. Strip it out if it exists. + var tmp = ua.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + ua = tmp[0]; + } + + // Twitter mobile app's integrated browser on iPad adds a "Twitter for + // iPhone" string. Same probable happens on other tablet platforms. + // This will confuse detection so strip it out if it exists. + tmp = ua.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + ua = tmp[0]; + } + + this.apple = { + phone: match(apple_phone, ua), + ipod: match(apple_ipod, ua), + tablet: !match(apple_phone, ua) && match(apple_tablet, ua), + device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua) + }; + this.amazon = { + phone: match(amazon_phone, ua), + tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua), + device: match(amazon_phone, ua) || match(amazon_tablet, ua) + }; + this.android = { + phone: match(amazon_phone, ua) || match(android_phone, ua), + tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)), + device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua) + }; + this.windows = { + phone: match(windows_phone, ua), + tablet: match(windows_tablet, ua), + device: match(windows_phone, ua) || match(windows_tablet, ua) + }; + this.other = { + blackberry: match(other_blackberry, ua), + blackberry10: match(other_blackberry_10, ua), + opera: match(other_opera, ua), + firefox: match(other_firefox, ua), + chrome: match(other_chrome, ua), + device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua) + }; + this.seven_inch = match(seven_inch, ua); + this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch; + + // excludes 'other' devices and ipods, targeting touchscreen phones + this.phone = this.apple.phone || this.android.phone || this.windows.phone; + + // excludes 7 inch devices, classifying as phone or tablet is left to the user + this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet; + + if (typeof window === 'undefined') { + return this; + } + }; + + var instantiate = function () { + var IM = new IsMobileClass(); + IM.Class = IsMobileClass; + return IM; + }; + + if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') { + //node + module.exports = IsMobileClass; + } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') { + //browserify + module.exports = instantiate(); + } else if (typeof define === 'function' && define.amd) { + //AMD + define('isMobile', [], global.isMobile = instantiate()); + } else { + global.isMobile = instantiate(); + } + + })(this); + + }, {}], 22: [function (require, module, exports) { + 'use strict'; + + Object.defineProperty(exports, '__esModule', { + value: true + }); + + var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } } + + var MiniSignalBinding = (function () { + function MiniSignalBinding(fn, once, thisArg) { + if (once === undefined) once = false; + + _classCallCheck(this, MiniSignalBinding); + + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + + _createClass(MiniSignalBinding, [{ + key: 'detach', + value: function detach() { + if (this._owner === null) return false; + this._owner.detach(this); + return true; + } + }]); + + return MiniSignalBinding; + })(); + + function _addMiniSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + + node._owner = self; + + return node; + } + + var MiniSignal = (function () { + function MiniSignal() { + _classCallCheck(this, MiniSignal); + + this._head = this._tail = undefined; + } + + _createClass(MiniSignal, [{ + key: 'handlers', + value: function handlers() { + var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0]; + + var node = this._head; + + if (exists) return !!node; + + var ee = []; + + while (node) { + ee.push(node); + node = node._next; + } + + return ee; + } + }, { + key: 'has', + value: function has(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.'); + } + + return node._owner === this; + } + }, { + key: 'dispatch', + value: function dispatch() { + var node = this._head; + + if (!node) return false; + + while (node) { + if (node._once) this.detach(node); + node._fn.apply(node._thisArg, arguments); + node = node._next; + } + + return true; + } + }, { + key: 'add', + value: function add(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg)); + } + }, { + key: 'once', + value: function once(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg)); + } + }, { + key: 'detach', + value: function detach(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.'); + } + if (node._owner !== this) return this; + + if (node._prev) node._prev._next = node._next; + if (node._next) node._next._prev = node._prev; + + if (node === this._head) { + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } else if (node === this._tail) { + this._tail = node._prev; + this._tail._next = null; + } + + node._owner = null; + return this; + } + }, { + key: 'detachAll', + value: function detachAll() { + var node = this._head; + if (!node) return this; + + this._head = this._tail = null; + + while (node) { + node._owner = null; + node = node._next; + } + return this; + } + }]); + + return MiniSignal; + })(); + + MiniSignal.MiniSignalBinding = MiniSignalBinding; + + exports['default'] = MiniSignal; + module.exports = exports['default']; + + }, {}], 23: [function (require, module, exports) { + 'use strict'; + /* eslint-disable no-unused-vars */ + var hasOwnProperty = Object.prototype.hasOwnProperty; + var propIsEnumerable = Object.prototype.propertyIsEnumerable; + + function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); + } + + function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (e) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } + } + + module.exports = shouldUseNative() ? Object.assign : function (target, source) { + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (Object.getOwnPropertySymbols) { + symbols = Object.getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; + }; + + }, {}], 24: [function (require, module, exports) { + 'use strict' + + module.exports = function parseURI(str, opts) { + opts = opts || {} + + var o = { + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + } + + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str) + var uri = {} + var i = 14 + + while (i--) uri[o.key[i]] = m[i] || '' + + uri[o.q.name] = {} + uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) { + if ($1) uri[o.q.name][$1] = $2 + }) + + return uri + } + + }, {}], 25: [function (require, module, exports) { + (function (process) { + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + // resolves . and .. elements in a path array with directory names there + // must be no slashes, empty elements, or device names (c:\) in the array + // (so also no leading and trailing slashes - it does not distinguish + // relative and absolute paths) + function normalizeArray(parts, allowAboveRoot) { + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = parts.length - 1; i >= 0; i--) { + var last = parts[i]; + if (last === '.') { + parts.splice(i, 1); + } else if (last === '..') { + parts.splice(i, 1); + up++; + } else if (up) { + parts.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (allowAboveRoot) { + for (; up--; up) { + parts.unshift('..'); + } + } + + return parts; + } + + // Split a filename into [root, dir, basename, ext], unix version + // 'root' is just a slash, or nothing. + var splitPathRe = + /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; + var splitPath = function (filename) { + return splitPathRe.exec(filename).slice(1); + }; + + // path.resolve([from ...], to) + // posix version + exports.resolve = function () { + var resolvedPath = '', + resolvedAbsolute = false; + + for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) { + var path = (i >= 0) ? arguments[i] : process.cwd(); + + // Skip empty and invalid entries + if (typeof path !== 'string') { + throw new TypeError('Arguments to path.resolve must be strings'); + } else if (!path) { + continue; + } + + resolvedPath = path + '/' + resolvedPath; + resolvedAbsolute = path.charAt(0) === '/'; + } + + // At this point the path should be resolved to a full absolute path, but + // handle relative paths to be safe (might happen when process.cwd() fails) + + // Normalize the path + resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function (p) { + return !!p; + }), !resolvedAbsolute).join('/'); + + return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; + }; + + // path.normalize(path) + // posix version + exports.normalize = function (path) { + var isAbsolute = exports.isAbsolute(path), + trailingSlash = substr(path, -1) === '/'; + + // Normalize the path + path = normalizeArray(filter(path.split('/'), function (p) { + return !!p; + }), !isAbsolute).join('/'); + + if (!path && !isAbsolute) { + path = '.'; + } + if (path && trailingSlash) { + path += '/'; + } + + return (isAbsolute ? '/' : '') + path; + }; + + // posix version + exports.isAbsolute = function (path) { + return path.charAt(0) === '/'; + }; + + // posix version + exports.join = function () { + var paths = Array.prototype.slice.call(arguments, 0); + return exports.normalize(filter(paths, function (p, index) { + if (typeof p !== 'string') { + throw new TypeError('Arguments to path.join must be strings'); + } + return p; + }).join('/')); + }; + + + // path.relative(from, to) + // posix version + exports.relative = function (from, to) { + from = exports.resolve(from).substr(1); + to = exports.resolve(to).substr(1); + + function trim(arr) { + var start = 0; + for (; start < arr.length; start++) { + if (arr[start] !== '') break; + } + + var end = arr.length - 1; + for (; end >= 0; end--) { + if (arr[end] !== '') break; + } + + if (start > end) return []; + return arr.slice(start, end - start + 1); + } + + var fromParts = trim(from.split('/')); + var toParts = trim(to.split('/')); + + var length = Math.min(fromParts.length, toParts.length); + var samePartsLength = length; + for (var i = 0; i < length; i++) { + if (fromParts[i] !== toParts[i]) { + samePartsLength = i; + break; + } + } + + var outputParts = []; + for (var i = samePartsLength; i < fromParts.length; i++) { + outputParts.push('..'); + } + + outputParts = outputParts.concat(toParts.slice(samePartsLength)); + + return outputParts.join('/'); + }; + + exports.sep = '/'; + exports.delimiter = ':'; + + exports.dirname = function (path) { + var result = splitPath(path), + root = result[0], + dir = result[1]; + + if (!root && !dir) { + // No dirname whatsoever + return '.'; + } + + if (dir) { + // It has a dirname, strip trailing slash + dir = dir.substr(0, dir.length - 1); + } + + return root + dir; + }; + + + exports.basename = function (path, ext) { + var f = splitPath(path)[2]; + // TODO: make this comparison case-insensitive on windows? + if (ext && f.substr(-1 * ext.length) === ext) { + f = f.substr(0, f.length - ext.length); + } + return f; + }; + + + exports.extname = function (path) { + return splitPath(path)[3]; + }; + + function filter(xs, f) { + if (xs.filter) return xs.filter(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + if (f(xs[i], i, xs)) res.push(xs[i]); + } + return res; + } + + // String.prototype.substr - negative index don't work in IE8 + var substr = 'ab'.substr(-1) === 'b' + ? function (str, start, len) { return str.substr(start, len) } + : function (str, start, len) { + if (start < 0) start = str.length + start; + return str.substr(start, len); + } + ; + + }).call(this, require('_process')) + + }, { "_process": 26 }], 26: [function (require, module, exports) { + // shim for using process in browser + var process = module.exports = {}; + + // cached from whatever global is present so that test runners that stub it + // don't break things. But we need to wrap it in a try catch in case it is + // wrapped in strict mode code which doesn't define any globals. It's inside a + // function because try/catches deoptimize in certain engines. + + var cachedSetTimeout; + var cachedClearTimeout; + + function defaultSetTimout() { + throw new Error('setTimeout has not been defined'); + } + function defaultClearTimeout() { + throw new Error('clearTimeout has not been defined'); + } + (function () { + try { + if (typeof setTimeout === 'function') { + cachedSetTimeout = setTimeout; + } else { + cachedSetTimeout = defaultSetTimout; + } + } catch (e) { + cachedSetTimeout = defaultSetTimout; + } + try { + if (typeof clearTimeout === 'function') { + cachedClearTimeout = clearTimeout; + } else { + cachedClearTimeout = defaultClearTimeout; + } + } catch (e) { + cachedClearTimeout = defaultClearTimeout; + } + }()) + function runTimeout(fun) { + if (cachedSetTimeout === setTimeout) { + //normal enviroments in sane situations + return setTimeout(fun, 0); + } + // if setTimeout wasn't available but was latter defined + if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) { + cachedSetTimeout = setTimeout; + return setTimeout(fun, 0); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedSetTimeout(fun, 0); + } catch (e) { + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedSetTimeout.call(null, fun, 0); + } catch (e) { + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error + return cachedSetTimeout.call(this, fun, 0); + } + } + + + } + function runClearTimeout(marker) { + if (cachedClearTimeout === clearTimeout) { + //normal enviroments in sane situations + return clearTimeout(marker); + } + // if clearTimeout wasn't available but was latter defined + if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) { + cachedClearTimeout = clearTimeout; + return clearTimeout(marker); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedClearTimeout(marker); + } catch (e) { + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedClearTimeout.call(null, marker); + } catch (e) { + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error. + // Some versions of I.E. have different rules for clearTimeout vs setTimeout + return cachedClearTimeout.call(this, marker); + } + } + + + + } + var queue = []; + var draining = false; + var currentQueue; + var queueIndex = -1; + + function cleanUpNextTick() { + if (!draining || !currentQueue) { + return; + } + draining = false; + if (currentQueue.length) { + queue = currentQueue.concat(queue); + } else { + queueIndex = -1; + } + if (queue.length) { + drainQueue(); + } + } + + function drainQueue() { + if (draining) { + return; + } + var timeout = runTimeout(cleanUpNextTick); + draining = true; + + var len = queue.length; + while (len) { + currentQueue = queue; + queue = []; + while (++queueIndex < len) { + if (currentQueue) { + currentQueue[queueIndex].run(); + } + } + queueIndex = -1; + len = queue.length; + } + currentQueue = null; + draining = false; + runClearTimeout(timeout); + } + + process.nextTick = function (fun) { + var args = new Array(arguments.length - 1); + if (arguments.length > 1) { + for (var i = 1; i < arguments.length; i++) { + args[i - 1] = arguments[i]; + } + } + queue.push(new Item(fun, args)); + if (queue.length === 1 && !draining) { + runTimeout(drainQueue); + } + }; + + // v8 likes predictible objects + function Item(fun, array) { + this.fun = fun; + this.array = array; + } + Item.prototype.run = function () { + this.fun.apply(null, this.array); + }; + process.title = 'browser'; + process.browser = true; + process.env = {}; + process.argv = []; + process.version = ''; // empty string to avoid regexp issues + process.versions = {}; + + function noop() { } + + process.on = noop; + process.addListener = noop; + process.once = noop; + process.off = noop; + process.removeListener = noop; + process.removeAllListeners = noop; + process.emit = noop; + + process.binding = function (name) { + throw new Error('process.binding is not supported'); + }; + + process.cwd = function () { return '/' }; + process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); + }; + process.umask = function () { return 0; }; + + }, {}], 27: [function (require, module, exports) { + (function (global) { + /*! https://mths.be/punycode v1.4.1 by @mathias */ + ; (function (root) { + + /** Detect free variables */ + var freeExports = typeof exports == 'object' && exports && + !exports.nodeType && exports; + var freeModule = typeof module == 'object' && module && + !module.nodeType && module; + var freeGlobal = typeof global == 'object' && global; + if ( + freeGlobal.global === freeGlobal || + freeGlobal.window === freeGlobal || + freeGlobal.self === freeGlobal + ) { + root = freeGlobal; + } + + /** + * The `punycode` object. + * @name punycode + * @type Object + */ + var punycode, + + /** Highest positive signed 32-bit float value */ + maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 + + /** Bootstring parameters */ + base = 36, + tMin = 1, + tMax = 26, + skew = 38, + damp = 700, + initialBias = 72, + initialN = 128, // 0x80 + delimiter = '-', // '\x2D' + + /** Regular expressions */ + regexPunycode = /^xn--/, + regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars + regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators + + /** Error messages */ + errors = { + 'overflow': 'Overflow: input needs wider integers to process', + 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', + 'invalid-input': 'Invalid input' + }, + + /** Convenience shortcuts */ + baseMinusTMin = base - tMin, + floor = Math.floor, + stringFromCharCode = String.fromCharCode, + + /** Temporary variable */ + key; + + /*--------------------------------------------------------------------------*/ + + /** + * A generic error utility function. + * @private + * @param {String} type The error type. + * @returns {Error} Throws a `RangeError` with the applicable error message. + */ + function error(type) { + throw new RangeError(errors[type]); + } + + /** + * A generic `Array#map` utility function. + * @private + * @param {Array} array The array to iterate over. + * @param {Function} callback The function that gets called for every array + * item. + * @returns {Array} A new array of values returned by the callback function. + */ + function map(array, fn) { + var length = array.length; + var result = []; + while (length--) { + result[length] = fn(array[length]); + } + return result; + } + + /** + * A simple `Array#map`-like wrapper to work with domain name strings or email + * addresses. + * @private + * @param {String} domain The domain name or email address. + * @param {Function} callback The function that gets called for every + * character. + * @returns {Array} A new string of characters returned by the callback + * function. + */ + function mapDomain(string, fn) { + var parts = string.split('@'); + var result = ''; + if (parts.length > 1) { + // In email addresses, only the domain name should be punycoded. Leave + // the local part (i.e. everything up to `@`) intact. + result = parts[0] + '@'; + string = parts[1]; + } + // Avoid `split(regex)` for IE8 compatibility. See #17. + string = string.replace(regexSeparators, '\x2E'); + var labels = string.split('.'); + var encoded = map(labels, fn).join('.'); + return result + encoded; + } + + /** + * Creates an array containing the numeric code points of each Unicode + * character in the string. While JavaScript uses UCS-2 internally, + * this function will convert a pair of surrogate halves (each of which + * UCS-2 exposes as separate characters) into a single code point, + * matching UTF-16. + * @see `punycode.ucs2.encode` + * @see + * @memberOf punycode.ucs2 + * @name decode + * @param {String} string The Unicode input string (UCS-2). + * @returns {Array} The new array of code points. + */ + function ucs2decode(string) { + var output = [], + counter = 0, + length = string.length, + value, + extra; + while (counter < length) { + value = string.charCodeAt(counter++); + if (value >= 0xD800 && value <= 0xDBFF && counter < length) { + // high surrogate, and there is a next character + extra = string.charCodeAt(counter++); + if ((extra & 0xFC00) == 0xDC00) { // low surrogate + output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); + } else { + // unmatched surrogate; only append this code unit, in case the next + // code unit is the high surrogate of a surrogate pair + output.push(value); + counter--; + } + } else { + output.push(value); + } + } + return output; + } + + /** + * Creates a string based on an array of numeric code points. + * @see `punycode.ucs2.decode` + * @memberOf punycode.ucs2 + * @name encode + * @param {Array} codePoints The array of numeric code points. + * @returns {String} The new Unicode string (UCS-2). + */ + function ucs2encode(array) { + return map(array, function (value) { + var output = ''; + if (value > 0xFFFF) { + value -= 0x10000; + output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); + value = 0xDC00 | value & 0x3FF; + } + output += stringFromCharCode(value); + return output; + }).join(''); + } + + /** + * Converts a basic code point into a digit/integer. + * @see `digitToBasic()` + * @private + * @param {Number} codePoint The basic numeric code point value. + * @returns {Number} The numeric value of a basic code point (for use in + * representing integers) in the range `0` to `base - 1`, or `base` if + * the code point does not represent a value. + */ + function basicToDigit(codePoint) { + if (codePoint - 48 < 10) { + return codePoint - 22; + } + if (codePoint - 65 < 26) { + return codePoint - 65; + } + if (codePoint - 97 < 26) { + return codePoint - 97; + } + return base; + } + + /** + * Converts a digit/integer into a basic code point. + * @see `basicToDigit()` + * @private + * @param {Number} digit The numeric value of a basic code point. + * @returns {Number} The basic code point whose value (when used for + * representing integers) is `digit`, which needs to be in the range + * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is + * used; else, the lowercase form is used. The behavior is undefined + * if `flag` is non-zero and `digit` has no uppercase form. + */ + function digitToBasic(digit, flag) { + // 0..25 map to ASCII a..z or A..Z + // 26..35 map to ASCII 0..9 + return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); + } + + /** + * Bias adaptation function as per section 3.4 of RFC 3492. + * https://tools.ietf.org/html/rfc3492#section-3.4 + * @private + */ + function adapt(delta, numPoints, firstTime) { + var k = 0; + delta = firstTime ? floor(delta / damp) : delta >> 1; + delta += floor(delta / numPoints); + for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { + delta = floor(delta / baseMinusTMin); + } + return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); + } + + /** + * Converts a Punycode string of ASCII-only symbols to a string of Unicode + * symbols. + * @memberOf punycode + * @param {String} input The Punycode string of ASCII-only symbols. + * @returns {String} The resulting string of Unicode symbols. + */ + function decode(input) { + // Don't use UCS-2 + var output = [], + inputLength = input.length, + out, + i = 0, + n = initialN, + bias = initialBias, + basic, + j, + index, + oldi, + w, + k, + digit, + t, + /** Cached calculation results */ + baseMinusT; + + // Handle the basic code points: let `basic` be the number of input code + // points before the last delimiter, or `0` if there is none, then copy + // the first basic code points to the output. + + basic = input.lastIndexOf(delimiter); + if (basic < 0) { + basic = 0; + } + + for (j = 0; j < basic; ++j) { + // if it's not a basic code point + if (input.charCodeAt(j) >= 0x80) { + error('not-basic'); + } + output.push(input.charCodeAt(j)); + } + + // Main decoding loop: start just after the last delimiter if any basic code + // points were copied; start at the beginning otherwise. + + for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { + + // `index` is the index of the next character to be consumed. + // Decode a generalized variable-length integer into `delta`, + // which gets added to `i`. The overflow checking is easier + // if we increase `i` as we go, then subtract off its starting + // value at the end to obtain `delta`. + for (oldi = i, w = 1, k = base; /* no condition */; k += base) { + + if (index >= inputLength) { + error('invalid-input'); + } + + digit = basicToDigit(input.charCodeAt(index++)); + + if (digit >= base || digit > floor((maxInt - i) / w)) { + error('overflow'); + } + + i += digit * w; + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + + if (digit < t) { + break; + } + + baseMinusT = base - t; + if (w > floor(maxInt / baseMinusT)) { + error('overflow'); + } + + w *= baseMinusT; + + } + + out = output.length + 1; + bias = adapt(i - oldi, out, oldi == 0); + + // `i` was supposed to wrap around from `out` to `0`, + // incrementing `n` each time, so we'll fix that now: + if (floor(i / out) > maxInt - n) { + error('overflow'); + } + + n += floor(i / out); + i %= out; + + // Insert `n` at position `i` of the output + output.splice(i++, 0, n); + + } + + return ucs2encode(output); + } + + /** + * Converts a string of Unicode symbols (e.g. a domain name label) to a + * Punycode string of ASCII-only symbols. + * @memberOf punycode + * @param {String} input The string of Unicode symbols. + * @returns {String} The resulting Punycode string of ASCII-only symbols. + */ + function encode(input) { + var n, + delta, + handledCPCount, + basicLength, + bias, + j, + m, + q, + k, + t, + currentValue, + output = [], + /** `inputLength` will hold the number of code points in `input`. */ + inputLength, + /** Cached calculation results */ + handledCPCountPlusOne, + baseMinusT, + qMinusT; + + // Convert the input in UCS-2 to Unicode + input = ucs2decode(input); + + // Cache the length + inputLength = input.length; + + // Initialize the state + n = initialN; + delta = 0; + bias = initialBias; + + // Handle the basic code points + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue < 0x80) { + output.push(stringFromCharCode(currentValue)); + } + } + + handledCPCount = basicLength = output.length; + + // `handledCPCount` is the number of code points that have been handled; + // `basicLength` is the number of basic code points. + + // Finish the basic string - if it is not empty - with a delimiter + if (basicLength) { + output.push(delimiter); + } + + // Main encoding loop: + while (handledCPCount < inputLength) { + + // All non-basic code points < n have been handled already. Find the next + // larger one: + for (m = maxInt, j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue >= n && currentValue < m) { + m = currentValue; + } + } + + // Increase `delta` enough to advance the decoder's state to , + // but guard against overflow + handledCPCountPlusOne = handledCPCount + 1; + if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { + error('overflow'); + } + + delta += (m - n) * handledCPCountPlusOne; + n = m; + + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + + if (currentValue < n && ++delta > maxInt) { + error('overflow'); + } + + if (currentValue == n) { + // Represent delta as a generalized variable-length integer + for (q = delta, k = base; /* no condition */; k += base) { + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + if (q < t) { + break; + } + qMinusT = q - t; + baseMinusT = base - t; + output.push( + stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) + ); + q = floor(qMinusT / baseMinusT); + } + + output.push(stringFromCharCode(digitToBasic(q, 0))); + bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); + delta = 0; + ++handledCPCount; + } + } + + ++delta; + ++n; + + } + return output.join(''); + } + + /** + * Converts a Punycode string representing a domain name or an email address + * to Unicode. Only the Punycoded parts of the input will be converted, i.e. + * it doesn't matter if you call it on a string that has already been + * converted to Unicode. + * @memberOf punycode + * @param {String} input The Punycoded domain name or email address to + * convert to Unicode. + * @returns {String} The Unicode representation of the given Punycode + * string. + */ + function toUnicode(input) { + return mapDomain(input, function (string) { + return regexPunycode.test(string) + ? decode(string.slice(4).toLowerCase()) + : string; + }); + } + + /** + * Converts a Unicode string representing a domain name or an email address to + * Punycode. Only the non-ASCII parts of the domain name will be converted, + * i.e. it doesn't matter if you call it with a domain that's already in + * ASCII. + * @memberOf punycode + * @param {String} input The domain name or email address to convert, as a + * Unicode string. + * @returns {String} The Punycode representation of the given domain name or + * email address. + */ + function toASCII(input) { + return mapDomain(input, function (string) { + return regexNonASCII.test(string) + ? 'xn--' + encode(string) + : string; + }); + } + + /*--------------------------------------------------------------------------*/ + + /** Define the public API */ + punycode = { + /** + * A string representing the current Punycode.js version number. + * @memberOf punycode + * @type String + */ + 'version': '1.4.1', + /** + * An object of methods to convert from JavaScript's internal character + * representation (UCS-2) to Unicode code points, and back. + * @see + * @memberOf punycode + * @type Object + */ + 'ucs2': { + 'decode': ucs2decode, + 'encode': ucs2encode + }, + 'decode': decode, + 'encode': encode, + 'toASCII': toASCII, + 'toUnicode': toUnicode + }; + + /** Expose `punycode` */ + // Some AMD build optimizers, like r.js, check for specific condition patterns + // like the following: + if ( + typeof define == 'function' && + typeof define.amd == 'object' && + define.amd + ) { + define('punycode', function () { + return punycode; + }); + } else if (freeExports && freeModule) { + if (module.exports == freeExports) { + // in Node.js, io.js, or RingoJS v0.8.0+ + freeModule.exports = punycode; + } else { + // in Narwhal or RingoJS v0.7.0- + for (key in punycode) { + punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); + } + } + } else { + // in Rhino or a web browser + root.punycode = punycode; + } + + }(this)); + + }).call(this, typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + + }, {}], 28: [function (require, module, exports) { + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + // If obj.hasOwnProperty has been overridden, then calling + // obj.hasOwnProperty(prop) will break. + // See: https://github.com/joyent/node/issues/1707 + function hasOwnProperty(obj, prop) { + return Object.prototype.hasOwnProperty.call(obj, prop); + } + + module.exports = function (qs, sep, eq, options) { + sep = sep || '&'; + eq = eq || '='; + var obj = {}; + + if (typeof qs !== 'string' || qs.length === 0) { + return obj; + } + + var regexp = /\+/g; + qs = qs.split(sep); + + var maxKeys = 1000; + if (options && typeof options.maxKeys === 'number') { + maxKeys = options.maxKeys; + } + + var len = qs.length; + // maxKeys <= 0 means that we should not limit keys count + if (maxKeys > 0 && len > maxKeys) { + len = maxKeys; + } + + for (var i = 0; i < len; ++i) { + var x = qs[i].replace(regexp, '%20'), + idx = x.indexOf(eq), + kstr, vstr, k, v; + + if (idx >= 0) { + kstr = x.substr(0, idx); + vstr = x.substr(idx + 1); + } else { + kstr = x; + vstr = ''; + } + + k = decodeURIComponent(kstr); + v = decodeURIComponent(vstr); + + if (!hasOwnProperty(obj, k)) { + obj[k] = v; + } else if (isArray(obj[k])) { + obj[k].push(v); + } else { + obj[k] = [obj[k], v]; + } + } + + return obj; + }; + + var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; + }; + + }, {}], 29: [function (require, module, exports) { + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + var stringifyPrimitive = function (v) { + switch (typeof v) { + case 'string': + return v; + + case 'boolean': + return v ? 'true' : 'false'; + + case 'number': + return isFinite(v) ? v : ''; + + default: + return ''; + } + }; + + module.exports = function (obj, sep, eq, name) { + sep = sep || '&'; + eq = eq || '='; + if (obj === null) { + obj = undefined; + } + + if (typeof obj === 'object') { + return map(objectKeys(obj), function (k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; + if (isArray(obj[k])) { + return map(obj[k], function (v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); + }).join(sep); + } else { + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); + } + }).join(sep); + + } + + if (!name) return ''; + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); + }; + + var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; + }; + + function map(xs, f) { + if (xs.map) return xs.map(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + res.push(f(xs[i], i)); + } + return res; + } + + var objectKeys = Object.keys || function (obj) { + var res = []; + for (var key in obj) { + if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key); + } + return res; + }; + + }, {}], 30: [function (require, module, exports) { + 'use strict'; + + exports.decode = exports.parse = require('./decode'); + exports.encode = exports.stringify = require('./encode'); + + }, { "./decode": 28, "./encode": 29 }], 31: [function (require, module, exports) { + 'use strict' + + /** + * Remove a range of items from an array + * + * @function removeItems + * @param {Array<*>} arr The target array + * @param {number} startIdx The index to begin removing from (inclusive) + * @param {number} removeCount How many items to remove + */ + module.exports = function removeItems(arr, startIdx, removeCount) { + var i, length = arr.length + + if (startIdx >= length || removeCount === 0) { + return + } + + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount) + + var len = length - removeCount + + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount] + } + + arr.length = len + } + + }, {}], 32: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + + var _miniSignals = require('mini-signals'); + + var _miniSignals2 = _interopRequireDefault(_miniSignals); + + var _parseUri = require('parse-uri'); + + var _parseUri2 = _interopRequireDefault(_parseUri); + + var _async = require('./async'); + + var async = _interopRequireWildcard(_async); + + var _Resource = require('./Resource'); + + var _Resource2 = _interopRequireDefault(_Resource); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + // some constants + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + + /** + * Manages the state and loading of multiple resources to load. + * + * @class + */ + + var Loader = function () { + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader() { + var _this = this; + + var baseUrl = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; + var concurrency = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10; + + _classCallCheck(this, Loader); + + /** + * The base url for all resources loaded by this loader. + * + * @member {string} + */ + this.baseUrl = baseUrl; + + /** + * The progress percent of the loader going through the queue. + * + * @member {number} + */ + this.progress = 0; + + /** + * Loading state of the loader, true if it is currently loading resources. + * + * @member {boolean} + */ + this.loading = false; + + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + + /** + * The middleware to run before loading each resource. + * + * @member {function[]} + */ + this._beforeMiddleware = []; + + /** + * The middleware to run after loading each resource. + * + * @member {function[]} + */ + this._afterMiddleware = []; + + /** + * The tracks the resources we are currently completing parsing for. + * + * @member {Resource[]} + */ + this._resourcesParsing = []; + + /** + * The `_loadResource` function bound with this object context. + * + * @private + * @member {function} + * @param {Resource} r - The resource to load + * @param {Function} d - The dequeue function + * @return {undefined} + */ + this._boundLoadResource = function (r, d) { + return _this._loadResource(r, d); + }; + + /** + * The resources waiting to be loaded. + * + * @private + * @member {Resource[]} + */ + this._queue = async.queue(this._boundLoadResource, concurrency); + + this._queue.pause(); + + /** + * All the resources for this loader keyed by name. + * + * @member {object} + */ + this.resources = {}; + + /** + * Dispatched once per loaded or errored resource. + * + * The callback looks like {@link Loader.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once per errored resource. + * + * The callback looks like {@link Loader.OnErrorSignal}. + * + * @member {Signal} + */ + this.onError = new _miniSignals2.default(); + + /** + * Dispatched once per loaded resource. + * + * The callback looks like {@link Loader.OnLoadSignal}. + * + * @member {Signal} + */ + this.onLoad = new _miniSignals2.default(); + + /** + * Dispatched when the loader begins to process the queue. + * + * The callback looks like {@link Loader.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched when the queued resources all load. + * + * The callback looks like {@link Loader.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + /** + * When the progress changes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnProgressSignal + * @param {Loader} loader - The loader the progress is advancing on. + * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. + */ + + /** + * When an error occurrs the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnErrorSignal + * @param {Loader} loader - The loader the error happened in. + * @param {Resource} resource - The resource that caused the error. + */ + + /** + * When a load completes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnLoadSignal + * @param {Loader} loader - The loader that laoded the resource. + * @param {Resource} resource - The resource that has completed loading. + */ + + /** + * When the loader starts loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnStartSignal + * @param {Loader} loader - The loader that has started loading resources. + */ + + /** + * When the loader completes loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnCompleteSignal + * @param {Loader} loader - The loader that has finished loading resources. + */ + } + + /** + * Adds a resource (or multiple resources) to the loader queue. + * + * This function can take a wide variety of different parameters. The only thing that is always + * required the url to load. All the following will work: + * + * ```js + * loader + * // normal param syntax + * .add('key', 'http://...', function () {}) + * .add('http://...', function () {}) + * .add('http://...') + * + * // object syntax + * .add({ + * name: 'key2', + * url: 'http://...' + * }, function () {}) + * .add({ + * url: 'http://...' + * }, function () {}) + * .add({ + * name: 'key3', + * url: 'http://...' + * onComplete: function () {} + * }) + * .add({ + * url: 'https://...', + * onComplete: function () {}, + * crossOrigin: true + * }) + * + * // you can also pass an array of objects or urls or both + * .add([ + * { name: 'key4', url: 'http://...', onComplete: function () {} }, + * { url: 'http://...', onComplete: function () {} }, + * 'http://...' + * ]) + * + * // and you can use both params and options + * .add('key', 'http://...', { crossOrigin: true }, function () {}) + * .add('http://...', { crossOrigin: true }, function () {}); + * ``` + * + * @param {string} [name] - The name of the resource to load, if not passed the url is used. + * @param {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @param {object} [options] - The options for the load. + * @param {boolean} [options.crossOrigin] - Is this request cross-origin? Default is to determine automatically. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How should + * the data being loaded be interpreted when using XHR? + * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object. + * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The + * element to use for loading, instead of creating one. + * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @param {function} [cb] - Function to call when this specific resource completes loading. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.add = function add(name, url, options, cb) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + + return this; + } + + // if an object is passed instead of params + if ((typeof name === 'undefined' ? 'undefined' : _typeof(name)) === 'object') { + cb = url || name.callback || name.onComplete; + options = name; + url = name.url; + name = name.name || name.key || name.url; + } + + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + cb = options; + options = url; + url = name; + } + + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + cb = options; + options = null; + } + + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } + + // check if resource already exists. + if (this.resources[name]) { + throw new Error('Resource named "' + name + '" already exists.'); + } + + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + + // create the store the resource + this.resources[name] = new _Resource2.default(name, url, options); + + if (typeof cb === 'function') { + this.resources[name].onAfterMiddleware.once(cb); + } + + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + + for (var _i = 0; _i < parent.children.length; ++_i) { + if (!parent.children[_i].isComplete) { + incompleteChildren.push(parent.children[_i]); + } + } + + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + + for (var _i2 = 0; _i2 < incompleteChildren.length; ++_i2) { + incompleteChildren[_i2].progressChunk = eachChunk; + } + + this.resources[name].progressChunk = eachChunk; + } + + // add the resource to the queue + this._queue.push(this.resources[name]); + + return this; + }; + + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @method before + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.pre = function pre(fn) { + this._beforeMiddleware.push(fn); + + return this; + }; + + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @alias use + * @method after + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.use = function use(fn) { + this._afterMiddleware.push(fn); + + return this; + }; + + /** + * Resets the queue of the loader to prepare for a new load. + * + * @return {Loader} Returns itself. + */ + + + Loader.prototype.reset = function reset() { + this.progress = 0; + this.loading = false; + + this._queue.kill(); + this._queue.pause(); + + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + + if (res.isLoading) { + res.abort(); + } + } + + this.resources = {}; + + return this; + }; + + /** + * Starts loading the queued resources. + * + * @param {function} [cb] - Optional callback that will be bound to the `complete` event. + * @return {Loader} Returns itself. + */ + + + Loader.prototype.load = function load(cb) { + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + + // if the queue has already started we are done here + if (this.loading) { + return this; + } + + // distribute progress chunks + var chunk = 100 / this._queue._tasks.length; + + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + + // update loading state + this.loading = true; + + // notify of start + this.onStart.dispatch(this); + + // start loading + this._queue.resume(); + + return this; + }; + + /** + * Prepares a url for usage based on the configuration of this object + * + * @private + * @param {string} url - The url to prepare. + * @return {string} The prepared url. + */ + + + Loader.prototype._prepareUrl = function _prepareUrl(url) { + var parsedUrl = (0, _parseUri2.default)(url, { strictMode: true }); + var result = void 0; + + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') { + result = this.baseUrl + '/' + url; + } else { + result = this.baseUrl + url; + } + + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + + result = result.substr(0, result.length - hash.length); + + if (result.indexOf('?') !== -1) { + result += '&' + this.defaultQueryString; + } else { + result += '?' + this.defaultQueryString; + } + + result += hash; + } + + return result; + }; + + /** + * Loads a single resource. + * + * @private + * @param {Resource} resource - The resource to load. + * @param {function} dequeue - The function to call when we need to dequeue this item. + */ + + + Loader.prototype._loadResource = function _loadResource(resource, dequeue) { + var _this2 = this; + + resource._dequeue = dequeue; + + // run before middleware + async.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this2, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this2._onLoad(resource); + } else { + resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2); + resource.load(); + } + }, true); + }; + + /** + * Called once each resource has loaded. + * + * @private + */ + + + Loader.prototype._onComplete = function _onComplete() { + this.loading = false; + + this.onComplete.dispatch(this, this.resources); + }; + + /** + * Called each time a resources is loaded. + * + * @private + * @param {Resource} resource - The resource that was loaded + */ + + + Loader.prototype._onLoad = function _onLoad(resource) { + var _this3 = this; + + resource._onLoadBinding = null; + + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + + // run all the after middleware for this resource + async.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this3, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + + _this3.progress += resource.progressChunk; + _this3.onProgress.dispatch(_this3, resource); + + if (resource.error) { + _this3.onError.dispatch(resource.error, _this3, resource); + } else { + _this3.onLoad.dispatch(_this3, resource); + } + + _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1); + + // do completion check + if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) { + _this3.progress = MAX_PROGRESS; + _this3._onComplete(); + } + }, true); + }; + + return Loader; + }(); + + exports.default = Loader; + + }, { "./Resource": 33, "./async": 34, "mini-signals": 22, "parse-uri": 24 }], 33: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _parseUri = require('parse-uri'); + + var _parseUri2 = _interopRequireDefault(_parseUri); + + var _miniSignals = require('mini-signals'); + + var _miniSignals2 = _interopRequireDefault(_miniSignals); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + // tests is CORS is supported in XHR, if not we need to use XDR + var useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest())); + var tempAnchor = null; + + // some status constants + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; + + // noop + function _noop() { } /* empty */ + + /** + * Manages the state and loading of a resource and all child resources. + * + * @class + */ + + var Resource = function () { + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.LOAD_TYPE} loadType - The load type to set it to. + */ + Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) { + setExtMap(Resource._loadTypeMap, extname, loadType); + }; + + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + + + Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) { + setExtMap(Resource._xhrTypeMap, extname, xhrType); + }; + + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object. + * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The + * element to use for loading, instead of creating one. + * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + */ + + + function Resource(name, url, options) { + _classCallCheck(this, Resource); + + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + + options = options || {}; + + /** + * The state flags of this resource. + * + * @member {number} + */ + this._flags = 0; + + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + + /** + * The name of this resource. + * + * @member {string} + * @readonly + */ + this.name = name; + + /** + * The url used to load this resource. + * + * @member {string} + * @readonly + */ + this.url = url; + + /** + * The extension used to load this resource. + * + * @member {string} + * @readonly + */ + this.extension = this._getExtension(); + + /** + * The data that was loaded by the resource. + * + * @member {any} + */ + this.data = null; + + /** + * Is this request cross-origin? If unset, determined automatically. + * + * @member {string} + */ + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + + /** + * The method of loading to use for this resource. + * + * @member {Resource.LOAD_TYPE} + */ + this.loadType = options.loadType || this._determineLoadType(); + + /** + * The type used to load the resource via XHR. If unset, determined automatically. + * + * @member {string} + */ + this.xhrType = options.xhrType; + + /** + * Extra info for middleware, and controlling specifics about how the resource loads. + * + * Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + * Meaning it will modify it as it sees fit. + * + * @member {object} + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources + * to. + */ + this.metadata = options.metadata || {}; + + /** + * The error that occurred while loading (if any). + * + * @member {Error} + * @readonly + */ + this.error = null; + + /** + * The XHR object that was used to load this resource. This is only set + * when `loadType` is `Resource.LOAD_TYPE.XHR`. + * + * @member {XMLHttpRequest} + * @readonly + */ + this.xhr = null; + + /** + * The child resources this resource owns. + * + * @member {Resource[]} + * @readonly + */ + this.children = []; + + /** + * The resource type. + * + * @member {Resource.TYPE} + * @readonly + */ + this.type = Resource.TYPE.UNKNOWN; + + /** + * The progress chunk owned by this resource. + * + * @member {number} + * @readonly + */ + this.progressChunk = 0; + + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * + * @private + * @member {function} + */ + this._dequeue = _noop; + + /** + * Used a storage place for the on load binding used privately by the loader. + * + * @private + * @member {function} + */ + this._onLoadBinding = null; + + /** + * The `complete` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundComplete = this.complete.bind(this); + + /** + * The `_onError` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnError = this._onError.bind(this); + + /** + * The `_onProgress` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnProgress = this._onProgress.bind(this); + + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this); + + /** + * Dispatched when the resource beings to load. + * + * The callback looks like {@link Resource.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched each time progress of this resource load updates. + * Not all resources types and loader systems can support this event + * so sometimes it may not be available. If the resource + * is being loaded on a modern browser, using XHR, and the remote server + * properly sets Content-Length headers, then this will be available. + * + * The callback looks like {@link Resource.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once this resource has loaded, if there was an error it will + * be in the `error` property. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + /** + * Dispatched after this resource has had all the *after* middleware run on it. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onAfterMiddleware = new _miniSignals2.default(); + + /** + * When the resource starts to load. + * + * @memberof Resource + * @callback OnStartSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * When the resource reports loading progress. + * + * @memberof Resource + * @callback OnProgressSignal + * @param {Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + + /** + * When the resource finishes loading. + * + * @memberof Resource + * @callback OnCompleteSignal + * @param {Resource} resource - The resource that the event happened on. + */ + } + + /** + * Stores whether or not this url is a data url. + * + * @member {boolean} + * @readonly + */ + + + /** + * Marks the resource as complete. + * + */ + Resource.prototype.complete = function complete() { + // TODO: Clean this up in a wrapper or something...gross.... + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + + this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(Resource.STATUS_FLAGS.LOADING, false); + + this.onComplete.dispatch(this); + }; + + /** + * Aborts the loading of this resource, with an optional message. + * + * @param {string} message - The message to use for the error + */ + + + Resource.prototype.abort = function abort(message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + + // store error + this.error = new Error(message); + + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } else if (this.xdr) { + this.xdr.abort(); + } else if (this.data) { + // single source + if (this.data.src) { + this.data.src = Resource.EMPTY_GIF; + } + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } + + // done now. + this.complete(); + }; + + /** + * Kicks off loading of this resource. This method is asynchronous. + * + * @param {function} [cb] - Optional callback to call once the resource is loaded. + */ + + + Resource.prototype.load = function load(cb) { + var _this = this; + + if (this.isLoading) { + return; + } + + if (this.isComplete) { + if (cb) { + setTimeout(function () { + return cb(_this); + }, 1); + } + + return; + } else if (cb) { + this.onComplete.once(cb); + } + + this._setFlag(Resource.STATUS_FLAGS.LOADING, true); + + this.onStart.dispatch(this); + + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + + switch (this.loadType) { + case Resource.LOAD_TYPE.IMAGE: + this.type = Resource.TYPE.IMAGE; + this._loadElement('image'); + break; + + case Resource.LOAD_TYPE.AUDIO: + this.type = Resource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + + case Resource.LOAD_TYPE.VIDEO: + this.type = Resource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + + case Resource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } else { + this._loadXhr(); + } + break; + } + }; + + /** + * Checks if the flag is set. + * + * @private + * @param {number} flag - The flag to check. + * @return {boolean} True if the flag is set. + */ + + + Resource.prototype._hasFlag = function _hasFlag(flag) { + return !!(this._flags & flag); + }; + + /** + * (Un)Sets the flag. + * + * @private + * @param {number} flag - The flag to (un)set. + * @param {boolean} value - Whether to set or (un)set the flag. + */ + + + Resource.prototype._setFlag = function _setFlag(flag, value) { + this._flags = value ? this._flags | flag : this._flags & ~flag; + }; + + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadElement = function _loadElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'image' && typeof window.Image !== 'undefined') { + this.data = new Image(); + } else { + this.data = document.createElement(type); + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + }; + + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadSourceElement = function _loadSourceElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'audio' && typeof window.Audio !== 'undefined') { + this.data = new Audio(); + } else { + this.data = document.createElement(type); + } + + if (this.data === null) { + this.abort('Unsupported element: ' + type); + + return; + } + + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } else if (Array.isArray(this.url)) { + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i])); + } + } else { + this.data.appendChild(this._createSource(type, this.url)); + } + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + + this.data.load(); + }; + + /** + * Loads this resources using an XMLHttpRequest. + * + * @private + */ + + + Resource.prototype._loadXhr = function _loadXhr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xhr = this.xhr = new XMLHttpRequest(); + + // set the request type and url + xhr.open('GET', this.url, true); + + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT; + } else { + xhr.responseType = this.xhrType; + } + + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + + xhr.send(); + }; + + /** + * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). + * + * @private + */ + + + Resource.prototype._loadXdr = function _loadXdr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xdr = this.xhr = new XDomainRequest(); + + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = 5000; + + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXdrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + + xdr.open('GET', this.url, true); + + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { + return xdr.send(); + }, 1); + }; + + /** + * Creates a source used in loading via an element. + * + * @private + * @param {string} type - The element type (video or audio). + * @param {string} url - The source URL to load from. + * @param {string} [mime] - The mime type of the video + * @return {HTMLSourceElement} The source element. + */ + + + Resource.prototype._createSource = function _createSource(type, url, mime) { + if (!mime) { + mime = type + '/' + url.substr(url.lastIndexOf('.') + 1); + } + + var source = document.createElement('source'); + + source.src = url; + source.type = mime; + + return source; + }; + + /** + * Called if a load errors out. + * + * @param {Event} event - The error event from the element that emits it. + * @private + */ + + + Resource.prototype._onError = function _onError(event) { + this.abort('Failed to load element using: ' + event.target.nodeName); + }; + + /** + * Called if a load progress event fires for xhr/xdr. + * + * @private + * @param {XMLHttpRequestProgressEvent|Event} event - Progress event. + */ + + + Resource.prototype._onProgress = function _onProgress(event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + }; + + /** + * Called if an error event fires for xhr/xdr. + * + * @private + * @param {XMLHttpRequestErrorEvent|Event} event - Error event. + */ + + + Resource.prototype._xhrOnError = function _xhrOnError() { + var xhr = this.xhr; + + this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: "' + xhr.statusText + '"'); + }; + + /** + * Called if an abort event fires for xhr. + * + * @private + * @param {XMLHttpRequestAbortEvent} event - Abort Event + */ + + + Resource.prototype._xhrOnAbort = function _xhrOnAbort() { + this.abort(reqType(this.xhr) + ' Request was aborted by the user.'); + }; + + /** + * Called if a timeout event fires for xdr. + * + * @private + * @param {Event} event - Timeout event. + */ + + + Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() { + this.abort(reqType(this.xhr) + ' Request timed out.'); + }; + + /** + * Called when data successfully loads from an xhr/xdr request. + * + * @private + * @param {XMLHttpRequestLoadEvent|Event} event - Load event + */ + + + Resource.prototype._xhrOnLoad = function _xhrOnLoad() { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && text.length > 0) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + + var statusType = status / 100 | 0; + + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = Resource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = Resource.TYPE.JSON; + } catch (e) { + this.abort('Error trying to parse loaded json: ' + e); + + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (window.DOMParser) { + var domparser = new DOMParser(); + + this.data = domparser.parseFromString(text, 'text/xml'); + } else { + var div = document.createElement('div'); + + div.innerHTML = text; + + this.data = div; + } + + this.type = Resource.TYPE.XML; + } catch (e) { + this.abort('Error trying to parse loaded xml: ' + e); + + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } else { + this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL); + + return; + } + + this.complete(); + }; + + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * + * @private + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + + + Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true }); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + var protocol = url.protocol ? url.protocol + ':' : ''; + + // if cross origin + if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + }; + + /** + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. + */ + + + Resource.prototype._determineXhrType = function _determineXhrType() { + return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; + }; + + /** + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.LOAD_TYPE} The loadType to use. + */ + + + Resource.prototype._determineLoadType = function _determineLoadType() { + return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; + }; + + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * + * @private + * @return {string} The extension. + */ + + + Resource.prototype._getExtension = function _getExtension() { + var url = this.url; + var ext = ''; + + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } else { + var queryStart = url.indexOf('?'); + + if (queryStart !== -1) { + url = url.substring(0, queryStart); + } + + ext = url.substring(url.lastIndexOf('.') + 1); + } + + return ext.toLowerCase(); + }; + + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * + * @private + * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. + * @return {string} The mime type to use. + */ + + + Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) { + switch (type) { + case Resource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + + case Resource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + + case Resource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + + case Resource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + + case Resource.XHR_RESPONSE_TYPE.DEFAULT: + case Resource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + + } + }; + + _createClass(Resource, [{ + key: 'isDataUrl', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); + } + + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'isComplete', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); + } + + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'isLoading', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.LOADING); + } + }]); + + return Resource; + }(); + + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + + exports.default = Resource; + Resource.STATUS_FLAGS = { + NONE: 0, + DATA_URL: 1 << 0, + COMPLETE: 1 << 1, + LOADING: 1 << 2 + }; + + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + Resource.TYPE = { + UNKNOWN: 0, + JSON: 1, + XML: 2, + IMAGE: 3, + AUDIO: 4, + VIDEO: 5, + TEXT: 6 + }; + + /** + * The types of loading a resource can use. + * + * @static + * @readonly + * @enum {number} + */ + Resource.LOAD_TYPE = { + /** Uses XMLHttpRequest to load the resource. */ + XHR: 1, + /** Uses an `Image` object to load the resource. */ + IMAGE: 2, + /** Uses an `Audio` object to load the resource. */ + AUDIO: 3, + /** Uses a `Video` object to load the resource. */ + VIDEO: 4 + }; + + /** + * The XHR ready states, used internally. + * + * @static + * @readonly + * @enum {string} + */ + Resource.XHR_RESPONSE_TYPE = { + /** string */ + DEFAULT: 'text', + /** ArrayBuffer */ + BUFFER: 'arraybuffer', + /** Blob */ + BLOB: 'blob', + /** Document */ + DOCUMENT: 'document', + /** Object */ + JSON: 'json', + /** String */ + TEXT: 'text' + }; + + Resource._loadTypeMap = { + // images + gif: Resource.LOAD_TYPE.IMAGE, + png: Resource.LOAD_TYPE.IMAGE, + bmp: Resource.LOAD_TYPE.IMAGE, + jpg: Resource.LOAD_TYPE.IMAGE, + jpeg: Resource.LOAD_TYPE.IMAGE, + tif: Resource.LOAD_TYPE.IMAGE, + tiff: Resource.LOAD_TYPE.IMAGE, + webp: Resource.LOAD_TYPE.IMAGE, + tga: Resource.LOAD_TYPE.IMAGE, + svg: Resource.LOAD_TYPE.IMAGE, + 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls + + // audio + mp3: Resource.LOAD_TYPE.AUDIO, + ogg: Resource.LOAD_TYPE.AUDIO, + wav: Resource.LOAD_TYPE.AUDIO, + + // videos + mp4: Resource.LOAD_TYPE.VIDEO, + webm: Resource.LOAD_TYPE.VIDEO + }; + + Resource._xhrTypeMap = { + // xml + xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + html: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // images + gif: Resource.XHR_RESPONSE_TYPE.BLOB, + png: Resource.XHR_RESPONSE_TYPE.BLOB, + bmp: Resource.XHR_RESPONSE_TYPE.BLOB, + jpg: Resource.XHR_RESPONSE_TYPE.BLOB, + jpeg: Resource.XHR_RESPONSE_TYPE.BLOB, + tif: Resource.XHR_RESPONSE_TYPE.BLOB, + tiff: Resource.XHR_RESPONSE_TYPE.BLOB, + webp: Resource.XHR_RESPONSE_TYPE.BLOB, + tga: Resource.XHR_RESPONSE_TYPE.BLOB, + + // json + json: Resource.XHR_RESPONSE_TYPE.JSON, + + // text + text: Resource.XHR_RESPONSE_TYPE.TEXT, + txt: Resource.XHR_RESPONSE_TYPE.TEXT, + + // fonts + ttf: Resource.XHR_RESPONSE_TYPE.BUFFER, + otf: Resource.XHR_RESPONSE_TYPE.BUFFER + }; + + // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + Resource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * + * @ignore + * @param {object} map - The map to set on. + * @param {string} extname - The extension (or key) to set. + * @param {number} val - The value to set. + */ + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + + if (!extname) { + return; + } + + map[extname] = val; + } + + /** + * Quick helper to get string xhr type. + * + * @ignore + * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. + * @return {string} The type. + */ + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + + }, { "mini-signals": 22, "parse-uri": 24 }], 34: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.eachSeries = eachSeries; + exports.queue = queue; + /** + * Smaller version of the async library constructs. + * + */ + function _noop() { } /* empty */ + + /** + * Iterates an array in series. + * + * @param {Array.<*>} array - Array to iterate. + * @param {function} iterator - Function to call for each element. + * @param {function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. + */ + function eachSeries(array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + + (function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + + return; + } + + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } else { + iterator(array[i++], next); + } + })(); + } + + /** + * Ensures a function is only called once. + * + * @param {function} fn - The function to wrap. + * @return {function} The wrapping function. + */ + function onlyOnce(fn) { + return function onceWrapper() { + if (fn === null) { + throw new Error('Callback was already called.'); + } + + var callFn = fn; + + fn = null; + callFn.apply(this, arguments); + }; + } + + /** + * Async queue implementation, + * + * @param {function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @return {*} The async queue object. + */ + function queue(worker, concurrency) { + if (concurrency == null) { + // eslint-disable-line no-eq-null,eqeqeq + concurrency = 1; + } else if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + + var workers = 0; + var q = { + _tasks: [], + concurrency: concurrency, + saturated: _noop, + unsaturated: _noop, + buffer: concurrency / 4, + empty: _noop, + drain: _noop, + error: _noop, + started: false, + paused: false, + push: function push(data, callback) { + _insert(data, false, callback); + }, + kill: function kill() { + workers = 0; + q.drain = _noop; + q.started = false; + q._tasks = []; + }, + unshift: function unshift(data, callback) { + _insert(data, true, callback); + }, + process: function process() { + while (!q.paused && workers < q.concurrency && q._tasks.length) { + var task = q._tasks.shift(); + + if (q._tasks.length === 0) { + q.empty(); + } + + workers += 1; + + if (workers === q.concurrency) { + q.saturated(); + } + + worker(task.data, onlyOnce(_next(task))); + } + }, + length: function length() { + return q._tasks.length; + }, + running: function running() { + return workers; + }, + idle: function idle() { + return q._tasks.length + workers === 0; + }, + pause: function pause() { + if (q.paused === true) { + return; + } + + q.paused = true; + }, + resume: function resume() { + if (q.paused === false) { + return; + } + + q.paused = false; + + // Need to call q.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= q.concurrency; w++) { + q.process(); + } + } + }; + + function _insert(data, insertAtFront, callback) { + if (callback != null && typeof callback !== 'function') { + // eslint-disable-line no-eq-null,eqeqeq + throw new Error('task callback must be a function'); + } + + q.started = true; + + if (data == null && q.idle()) { + // eslint-disable-line no-eq-null,eqeqeq + // call drain immediately if there are no tasks + setTimeout(function () { + return q.drain(); + }, 1); + + return; + } + + var item = { + data: data, + callback: typeof callback === 'function' ? callback : _noop + }; + + if (insertAtFront) { + q._tasks.unshift(item); + } else { + q._tasks.push(item); + } + + setTimeout(function () { + return q.process(); + }, 1); + } + + function _next(task) { + return function next() { + workers -= 1; + + task.callback.apply(task, arguments); + + if (arguments[0] != null) { + // eslint-disable-line no-eq-null,eqeqeq + q.error(arguments[0], task.data); + } + + if (workers <= q.concurrency - q.buffer) { + q.unsaturated(); + } + + if (q.idle()) { + q.drain(); + } + + q.process(); + }; + } + + return q; + } + + }, {}], 35: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.encodeBinary = encodeBinary; + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + + function encodeBinary(input) { + var output = ''; + var inx = 0; + + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } else { + bytebuffer[jnx] = 0; + } + } + + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4; + + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6; + + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + + default: + break; // No padding - proceed + } + + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) { + output += _keyStr.charAt(encodedCharIndexes[_jnx]); + } + } + + return output; + } + + }, {}], 36: [function (require, module, exports) { + 'use strict'; + + // import Loader from './Loader'; + // import Resource from './Resource'; + // import * as async from './async'; + // import * as b64 from './b64'; + + /* eslint-disable no-undef */ + + var Loader = require('./Loader').default; + var Resource = require('./Resource').default; + var async = require('./async'); + var b64 = require('./b64'); + + Loader.Resource = Resource; + Loader.async = async; + Loader.base64 = b64; + + // export manually, and also as default + module.exports = Loader; + // export default Loader; + module.exports.default = Loader; + + }, { "./Loader": 32, "./Resource": 33, "./async": 34, "./b64": 35 }], 37: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + + exports.blobMiddlewareFactory = blobMiddlewareFactory; + + var _Resource = require('../../Resource'); + + var _Resource2 = _interopRequireDefault(_Resource); + + var _b = require('../../b64'); + + var _b2 = _interopRequireDefault(_b); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var Url = window.URL || window.webkitURL; + + // a middleware for transforming XHR loaded Blobs into more useful objects + function blobMiddlewareFactory() { + return function blobMiddleware(resource, next) { + if (!resource.data) { + next(); + + return; + } + + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === _Resource2.default.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!window.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = 'data:' + type + ';base64,' + _b2.default.encodeBinary(resource.xhr.responseText); + + resource.type = _Resource2.default.TYPE.IMAGE; + + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + + next(); + }; + + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var _ret = function () { + var src = Url.createObjectURL(resource.data); + + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src; + + resource.type = _Resource2.default.TYPE.IMAGE; + + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url.revokeObjectURL(src); + resource.data.onload = null; + + next(); + }; + + // next will be called on load. + return { + v: void 0 + }; + }(); + + if ((typeof _ret === 'undefined' ? 'undefined' : _typeof(_ret)) === "object") return _ret.v; + } + } + + next(); + }; + } + + }, { "../../Resource": 33, "../../b64": 35 }], 38: [function (require, module, exports) { + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + var punycode = require('punycode'); + var util = require('./util'); + + exports.parse = urlParse; + exports.resolve = urlResolve; + exports.resolveObject = urlResolveObject; + exports.format = urlFormat; + + exports.Url = Url; + + function Url() { + this.protocol = null; + this.slashes = null; + this.auth = null; + this.host = null; + this.port = null; + this.hostname = null; + this.hash = null; + this.search = null; + this.query = null; + this.pathname = null; + this.path = null; + this.href = null; + } + + // Reference: RFC 3986, RFC 1808, RFC 2396 + + // define these here so at least they only have to be + // compiled once on the first module load. + var protocolPattern = /^([a-z0-9.+-]+:)/i, + portPattern = /:[0-9]*$/, + + // Special case for a simple path URL + simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, + + // RFC 2396: characters reserved for delimiting URLs. + // We actually just auto-escape these. + delims = ['<', '>', '"', '`', ' ', '\r', '\n', '\t'], + + // RFC 2396: characters not allowed for various reasons. + unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), + + // Allowed by RFCs, but cause of XSS attacks. Always escape these. + autoEscape = ['\''].concat(unwise), + // Characters that are never ever allowed in a hostname. + // Note that any invalid chars are also handled, but these + // are the ones that are *expected* to be seen, so we fast-path + // them. + nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), + hostEndingChars = ['/', '?', '#'], + hostnameMaxLen = 255, + hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, + hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, + // protocols that can allow "unsafe" and "unwise" chars. + unsafeProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that never have a hostname. + hostlessProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that always contain a // bit. + slashedProtocol = { + 'http': true, + 'https': true, + 'ftp': true, + 'gopher': true, + 'file': true, + 'http:': true, + 'https:': true, + 'ftp:': true, + 'gopher:': true, + 'file:': true + }, + querystring = require('querystring'); + + function urlParse(url, parseQueryString, slashesDenoteHost) { + if (url && util.isObject(url) && url instanceof Url) return url; + + var u = new Url; + u.parse(url, parseQueryString, slashesDenoteHost); + return u; + } + + Url.prototype.parse = function (url, parseQueryString, slashesDenoteHost) { + if (!util.isString(url)) { + throw new TypeError("Parameter 'url' must be a string, not " + typeof url); + } + + // Copy chrome, IE, opera backslash-handling behavior. + // Back slashes before the query string get converted to forward slashes + // See: https://code.google.com/p/chromium/issues/detail?id=25916 + var queryIndex = url.indexOf('?'), + splitter = + (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#', + uSplit = url.split(splitter), + slashRegex = /\\/g; + uSplit[0] = uSplit[0].replace(slashRegex, '/'); + url = uSplit.join(splitter); + + var rest = url; + + // trim before proceeding. + // This is to support parse stuff like " http://foo.com \n" + rest = rest.trim(); + + if (!slashesDenoteHost && url.split('#').length === 1) { + // Try fast path regexp + var simplePath = simplePathPattern.exec(rest); + if (simplePath) { + this.path = rest; + this.href = rest; + this.pathname = simplePath[1]; + if (simplePath[2]) { + this.search = simplePath[2]; + if (parseQueryString) { + this.query = querystring.parse(this.search.substr(1)); + } else { + this.query = this.search.substr(1); + } + } else if (parseQueryString) { + this.search = ''; + this.query = {}; + } + return this; + } + } + + var proto = protocolPattern.exec(rest); + if (proto) { + proto = proto[0]; + var lowerProto = proto.toLowerCase(); + this.protocol = lowerProto; + rest = rest.substr(proto.length); + } + + // figure out if it's got a host + // user@server is *always* interpreted as a hostname, and url + // resolution will treat //foo/bar as host=foo,path=bar because that's + // how the browser resolves relative URLs. + if (slashesDenoteHost || proto || rest.match(/^\/\/[^@\/]+@[^@\/]+/)) { + var slashes = rest.substr(0, 2) === '//'; + if (slashes && !(proto && hostlessProtocol[proto])) { + rest = rest.substr(2); + this.slashes = true; + } + } + + if (!hostlessProtocol[proto] && + (slashes || (proto && !slashedProtocol[proto]))) { + + // there's a hostname. + // the first instance of /, ?, ;, or # ends the host. + // + // If there is an @ in the hostname, then non-host chars *are* allowed + // to the left of the last @ sign, unless some host-ending character + // comes *before* the @-sign. + // URLs are obnoxious. + // + // ex: + // http://a@b@c/ => user:a@b host:c + // http://a@b?@c => user:a host:c path:/?@c + + // v0.12 TODO(isaacs): This is not quite how Chrome does things. + // Review our test case against browsers more comprehensively. + + // find the first instance of any hostEndingChars + var hostEnd = -1; + for (var i = 0; i < hostEndingChars.length; i++) { + var hec = rest.indexOf(hostEndingChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + + // at this point, either we have an explicit point where the + // auth portion cannot go past, or the last @ char is the decider. + var auth, atSign; + if (hostEnd === -1) { + // atSign can be anywhere. + atSign = rest.lastIndexOf('@'); + } else { + // atSign must be in auth portion. + // http://a@b/c@d => host:b auth:a path:/c@d + atSign = rest.lastIndexOf('@', hostEnd); + } + + // Now we have a portion which is definitely the auth. + // Pull that off. + if (atSign !== -1) { + auth = rest.slice(0, atSign); + rest = rest.slice(atSign + 1); + this.auth = decodeURIComponent(auth); + } + + // the host is the remaining to the left of the first non-host char + hostEnd = -1; + for (var i = 0; i < nonHostChars.length; i++) { + var hec = rest.indexOf(nonHostChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + // if we still have not hit it, then the entire thing is a host. + if (hostEnd === -1) + hostEnd = rest.length; + + this.host = rest.slice(0, hostEnd); + rest = rest.slice(hostEnd); + + // pull out port. + this.parseHost(); + + // we've indicated that there is a hostname, + // so even if it's empty, it has to be present. + this.hostname = this.hostname || ''; + + // if hostname begins with [ and ends with ] + // assume that it's an IPv6 address. + var ipv6Hostname = this.hostname[0] === '[' && + this.hostname[this.hostname.length - 1] === ']'; + + // validate a little. + if (!ipv6Hostname) { + var hostparts = this.hostname.split(/\./); + for (var i = 0, l = hostparts.length; i < l; i++) { + var part = hostparts[i]; + if (!part) continue; + if (!part.match(hostnamePartPattern)) { + var newpart = ''; + for (var j = 0, k = part.length; j < k; j++) { + if (part.charCodeAt(j) > 127) { + // we replace non-ASCII char with a temporary placeholder + // we need this to make sure size of hostname is not + // broken by replacing non-ASCII by nothing + newpart += 'x'; + } else { + newpart += part[j]; + } + } + // we test again with ASCII char only + if (!newpart.match(hostnamePartPattern)) { + var validParts = hostparts.slice(0, i); + var notHost = hostparts.slice(i + 1); + var bit = part.match(hostnamePartStart); + if (bit) { + validParts.push(bit[1]); + notHost.unshift(bit[2]); + } + if (notHost.length) { + rest = '/' + notHost.join('.') + rest; + } + this.hostname = validParts.join('.'); + break; + } + } + } + } + + if (this.hostname.length > hostnameMaxLen) { + this.hostname = ''; + } else { + // hostnames are always lower case. + this.hostname = this.hostname.toLowerCase(); + } + + if (!ipv6Hostname) { + // IDNA Support: Returns a punycoded representation of "domain". + // It only converts parts of the domain name that + // have non-ASCII characters, i.e. it doesn't matter if + // you call it with a domain that already is ASCII-only. + this.hostname = punycode.toASCII(this.hostname); + } + + var p = this.port ? ':' + this.port : ''; + var h = this.hostname || ''; + this.host = h + p; + this.href += this.host; + + // strip [ and ] from the hostname + // the host field still retains them, though + if (ipv6Hostname) { + this.hostname = this.hostname.substr(1, this.hostname.length - 2); + if (rest[0] !== '/') { + rest = '/' + rest; + } + } + } + + // now rest is set to the post-host stuff. + // chop off any delim chars. + if (!unsafeProtocol[lowerProto]) { + + // First, make 100% sure that any "autoEscape" chars get + // escaped, even if encodeURIComponent doesn't think they + // need to be. + for (var i = 0, l = autoEscape.length; i < l; i++) { + var ae = autoEscape[i]; + if (rest.indexOf(ae) === -1) + continue; + var esc = encodeURIComponent(ae); + if (esc === ae) { + esc = escape(ae); + } + rest = rest.split(ae).join(esc); + } + } + + + // chop off from the tail first. + var hash = rest.indexOf('#'); + if (hash !== -1) { + // got a fragment string. + this.hash = rest.substr(hash); + rest = rest.slice(0, hash); + } + var qm = rest.indexOf('?'); + if (qm !== -1) { + this.search = rest.substr(qm); + this.query = rest.substr(qm + 1); + if (parseQueryString) { + this.query = querystring.parse(this.query); + } + rest = rest.slice(0, qm); + } else if (parseQueryString) { + // no query string, but parseQueryString still requested + this.search = ''; + this.query = {}; + } + if (rest) this.pathname = rest; + if (slashedProtocol[lowerProto] && + this.hostname && !this.pathname) { + this.pathname = '/'; + } + + //to support http.request + if (this.pathname || this.search) { + var p = this.pathname || ''; + var s = this.search || ''; + this.path = p + s; + } + + // finally, reconstruct the href based on what has been validated. + this.href = this.format(); + return this; + }; + + // format a parsed object into a url string + function urlFormat(obj) { + // ensure it's an object, and not a string url. + // If it's an obj, this is a no-op. + // this way, you can call url_format() on strings + // to clean up potentially wonky urls. + if (util.isString(obj)) obj = urlParse(obj); + if (!(obj instanceof Url)) return Url.prototype.format.call(obj); + return obj.format(); + } + + Url.prototype.format = function () { + var auth = this.auth || ''; + if (auth) { + auth = encodeURIComponent(auth); + auth = auth.replace(/%3A/i, ':'); + auth += '@'; + } + + var protocol = this.protocol || '', + pathname = this.pathname || '', + hash = this.hash || '', + host = false, + query = ''; + + if (this.host) { + host = auth + this.host; + } else if (this.hostname) { + host = auth + (this.hostname.indexOf(':') === -1 ? + this.hostname : + '[' + this.hostname + ']'); + if (this.port) { + host += ':' + this.port; + } + } + + if (this.query && + util.isObject(this.query) && + Object.keys(this.query).length) { + query = querystring.stringify(this.query); + } + + var search = this.search || (query && ('?' + query)) || ''; + + if (protocol && protocol.substr(-1) !== ':') protocol += ':'; + + // only the slashedProtocols get the //. Not mailto:, xmpp:, etc. + // unless they had them to begin with. + if (this.slashes || + (!protocol || slashedProtocol[protocol]) && host !== false) { + host = '//' + (host || ''); + if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname; + } else if (!host) { + host = ''; + } + + if (hash && hash.charAt(0) !== '#') hash = '#' + hash; + if (search && search.charAt(0) !== '?') search = '?' + search; + + pathname = pathname.replace(/[?#]/g, function (match) { + return encodeURIComponent(match); + }); + search = search.replace('#', '%23'); + + return protocol + host + pathname + search + hash; + }; + + function urlResolve(source, relative) { + return urlParse(source, false, true).resolve(relative); + } + + Url.prototype.resolve = function (relative) { + return this.resolveObject(urlParse(relative, false, true)).format(); + }; + + function urlResolveObject(source, relative) { + if (!source) return relative; + return urlParse(source, false, true).resolveObject(relative); + } + + Url.prototype.resolveObject = function (relative) { + if (util.isString(relative)) { + var rel = new Url(); + rel.parse(relative, false, true); + relative = rel; + } + + var result = new Url(); + var tkeys = Object.keys(this); + for (var tk = 0; tk < tkeys.length; tk++) { + var tkey = tkeys[tk]; + result[tkey] = this[tkey]; + } + + // hash is always overridden, no matter what. + // even href="" will remove it. + result.hash = relative.hash; + + // if the relative url is empty, then there's nothing left to do here. + if (relative.href === '') { + result.href = result.format(); + return result; + } + + // hrefs like //foo/bar always cut to the protocol. + if (relative.slashes && !relative.protocol) { + // take everything except the protocol from relative + var rkeys = Object.keys(relative); + for (var rk = 0; rk < rkeys.length; rk++) { + var rkey = rkeys[rk]; + if (rkey !== 'protocol') + result[rkey] = relative[rkey]; + } + + //urlParse appends trailing / to urls like http://www.example.com + if (slashedProtocol[result.protocol] && + result.hostname && !result.pathname) { + result.path = result.pathname = '/'; + } + + result.href = result.format(); + return result; + } + + if (relative.protocol && relative.protocol !== result.protocol) { + // if it's a known url protocol, then changing + // the protocol does weird things + // first, if it's not file:, then we MUST have a host, + // and if there was a path + // to begin with, then we MUST have a path. + // if it is file:, then the host is dropped, + // because that's known to be hostless. + // anything else is assumed to be absolute. + if (!slashedProtocol[relative.protocol]) { + var keys = Object.keys(relative); + for (var v = 0; v < keys.length; v++) { + var k = keys[v]; + result[k] = relative[k]; + } + result.href = result.format(); + return result; + } + + result.protocol = relative.protocol; + if (!relative.host && !hostlessProtocol[relative.protocol]) { + var relPath = (relative.pathname || '').split('/'); + while (relPath.length && !(relative.host = relPath.shift())); + if (!relative.host) relative.host = ''; + if (!relative.hostname) relative.hostname = ''; + if (relPath[0] !== '') relPath.unshift(''); + if (relPath.length < 2) relPath.unshift(''); + result.pathname = relPath.join('/'); + } else { + result.pathname = relative.pathname; + } + result.search = relative.search; + result.query = relative.query; + result.host = relative.host || ''; + result.auth = relative.auth; + result.hostname = relative.hostname || relative.host; + result.port = relative.port; + // to support http.request + if (result.pathname || result.search) { + var p = result.pathname || ''; + var s = result.search || ''; + result.path = p + s; + } + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + } + + var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'), + isRelAbs = ( + relative.host || + relative.pathname && relative.pathname.charAt(0) === '/' + ), + mustEndAbs = (isRelAbs || isSourceAbs || + (result.host && relative.pathname)), + removeAllDots = mustEndAbs, + srcPath = result.pathname && result.pathname.split('/') || [], + relPath = relative.pathname && relative.pathname.split('/') || [], + psychotic = result.protocol && !slashedProtocol[result.protocol]; + + // if the url is a non-slashed url, then relative + // links like ../.. should be able + // to crawl up to the hostname, as well. This is strange. + // result.protocol has already been set by now. + // Later on, put the first path part into the host field. + if (psychotic) { + result.hostname = ''; + result.port = null; + if (result.host) { + if (srcPath[0] === '') srcPath[0] = result.host; + else srcPath.unshift(result.host); + } + result.host = ''; + if (relative.protocol) { + relative.hostname = null; + relative.port = null; + if (relative.host) { + if (relPath[0] === '') relPath[0] = relative.host; + else relPath.unshift(relative.host); + } + relative.host = null; + } + mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === ''); + } + + if (isRelAbs) { + // it's absolute. + result.host = (relative.host || relative.host === '') ? + relative.host : result.host; + result.hostname = (relative.hostname || relative.hostname === '') ? + relative.hostname : result.hostname; + result.search = relative.search; + result.query = relative.query; + srcPath = relPath; + // fall through to the dot-handling below. + } else if (relPath.length) { + // it's relative + // throw away the existing file, and take the new path instead. + if (!srcPath) srcPath = []; + srcPath.pop(); + srcPath = srcPath.concat(relPath); + result.search = relative.search; + result.query = relative.query; + } else if (!util.isNullOrUndefined(relative.search)) { + // just pull out the search. + // like href='?foo'. + // Put this after the other two cases because it simplifies the booleans + if (psychotic) { + result.hostname = result.host = srcPath.shift(); + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + result.search = relative.search; + result.query = relative.query; + //to support http.request + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.href = result.format(); + return result; + } + + if (!srcPath.length) { + // no path at all. easy. + // we've already handled the other stuff above. + result.pathname = null; + //to support http.request + if (result.search) { + result.path = '/' + result.search; + } else { + result.path = null; + } + result.href = result.format(); + return result; + } + + // if a url ENDs in . or .., then it must get a trailing slash. + // however, if it ends in anything else non-slashy, + // then it must NOT get a trailing slash. + var last = srcPath.slice(-1)[0]; + var hasTrailingSlash = ( + (result.host || relative.host || srcPath.length > 1) && + (last === '.' || last === '..') || last === ''); + + // strip single dots, resolve double dots to parent dir + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = srcPath.length; i >= 0; i--) { + last = srcPath[i]; + if (last === '.') { + srcPath.splice(i, 1); + } else if (last === '..') { + srcPath.splice(i, 1); + up++; + } else if (up) { + srcPath.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (!mustEndAbs && !removeAllDots) { + for (; up--; up) { + srcPath.unshift('..'); + } + } + + if (mustEndAbs && srcPath[0] !== '' && + (!srcPath[0] || srcPath[0].charAt(0) !== '/')) { + srcPath.unshift(''); + } + + if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) { + srcPath.push(''); + } + + var isAbsolute = srcPath[0] === '' || + (srcPath[0] && srcPath[0].charAt(0) === '/'); + + // put the host back + if (psychotic) { + result.hostname = result.host = isAbsolute ? '' : + srcPath.length ? srcPath.shift() : ''; + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + + mustEndAbs = mustEndAbs || (result.host && srcPath.length); + + if (mustEndAbs && !isAbsolute) { + srcPath.unshift(''); + } + + if (!srcPath.length) { + result.pathname = null; + result.path = null; + } else { + result.pathname = srcPath.join('/'); + } + + //to support request.http + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.auth = relative.auth || result.auth; + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + }; + + Url.prototype.parseHost = function () { + var host = this.host; + var port = portPattern.exec(host); + if (port) { + port = port[0]; + if (port !== ':') { + this.port = port.substr(1); + } + host = host.substr(0, host.length - port.length); + } + if (host) this.hostname = host; + }; + + }, { "./util": 39, "punycode": 27, "querystring": 30 }], 39: [function (require, module, exports) { + 'use strict'; + + module.exports = { + isString: function (arg) { + return typeof (arg) === 'string'; + }, + isObject: function (arg) { + return typeof (arg) === 'object' && arg !== null; + }, + isNull: function (arg) { + return arg === null; + }, + isNullOrUndefined: function (arg) { + return arg == null; + } + }; + + }, {}], 40: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _ismobilejs = require('ismobilejs'); + + var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + + var _accessibleTarget = require('./accessibleTarget'); + + var _accessibleTarget2 = _interopRequireDefault(_accessibleTarget); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + // add some extra variables to the container.. + core.utils.mixins.delayMixin(core.DisplayObject.prototype, _accessibleTarget2.default); + + var KEY_CODE_TAB = 9; + + var DIV_TOUCH_SIZE = 100; + var DIV_TOUCH_POS_X = 0; + var DIV_TOUCH_POS_Y = 0; + var DIV_TOUCH_ZINDEX = 2; + + var DIV_HOOK_SIZE = 1; + var DIV_HOOK_POS_X = -1000; + var DIV_HOOK_POS_Y = -1000; + var DIV_HOOK_ZINDEX = 2; + + /** + * The Accessibility manager recreates the ability to tab and have content read by screen + * readers. This is very important as it can possibly help people with disabilities access pixi + * content. + * + * Much like interaction any DisplayObject can be made accessible. This manager will map the + * events as if the mouse was being used, minimizing the effort required to implement. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.accessibility + * + * @class + * @memberof PIXI.accessibility + */ + + var AccessibilityManager = function () { + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function AccessibilityManager(renderer) { + _classCallCheck(this, AccessibilityManager); + + if ((_ismobilejs2.default.tablet || _ismobilejs2.default.phone) && !navigator.isCocoonJS) { + this.createTouchHook(); + } + + // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. + var div = document.createElement('div'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.position = 'absolute'; + div.style.top = DIV_TOUCH_POS_X + 'px'; + div.style.left = DIV_TOUCH_POS_Y + 'px'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + + /** + * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. + * + * @type {HTMLElement} + * @private + */ + this.div = div; + + /** + * A simple pool for storing divs. + * + * @type {*} + * @private + */ + this.pool = []; + + /** + * This is a tick used to check if an object is no longer being rendered. + * + * @type {Number} + * @private + */ + this.renderId = 0; + + /** + * Setting this to true will visually show the divs. + * + * @type {boolean} + */ + this.debug = false; + + /** + * The renderer this accessibility manager works for. + * + * @member {PIXI.SystemRenderer} + */ + this.renderer = renderer; + + /** + * The array of currently active accessible items. + * + * @member {Array<*>} + * @private + */ + this.children = []; + + /** + * pre-bind the functions + * + * @private + */ + this._onKeyDown = this._onKeyDown.bind(this); + this._onMouseMove = this._onMouseMove.bind(this); + + /** + * stores the state of the manager. If there are no accessible objects or the mouse is moving, this will be false. + * + * @member {Array<*>} + * @private + */ + this.isActive = false; + this.isMobileAccessabillity = false; + + // let listen for tab.. once pressed we can fire up and show the accessibility layer + window.addEventListener('keydown', this._onKeyDown, false); + } + + /** + * Creates the touch hooks. + * + */ + + + AccessibilityManager.prototype.createTouchHook = function createTouchHook() { + var _this = this; + + var hookDiv = document.createElement('button'); + + hookDiv.style.width = DIV_HOOK_SIZE + 'px'; + hookDiv.style.height = DIV_HOOK_SIZE + 'px'; + hookDiv.style.position = 'absolute'; + hookDiv.style.top = DIV_HOOK_POS_X + 'px'; + hookDiv.style.left = DIV_HOOK_POS_Y + 'px'; + hookDiv.style.zIndex = DIV_HOOK_ZINDEX; + hookDiv.style.backgroundColor = '#FF0000'; + hookDiv.title = 'HOOK DIV'; + + hookDiv.addEventListener('focus', function () { + _this.isMobileAccessabillity = true; + _this.activate(); + document.body.removeChild(hookDiv); + }); + + document.body.appendChild(hookDiv); + }; + + /** + * Activating will cause the Accessibility layer to be shown. This is called when a user + * preses the tab key. + * + * @private + */ + + + AccessibilityManager.prototype.activate = function activate() { + if (this.isActive) { + return; + } + + this.isActive = true; + + window.document.addEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown, false); + + this.renderer.on('postrender', this.update, this); + + if (this.renderer.view.parentNode) { + this.renderer.view.parentNode.appendChild(this.div); + } + }; + + /** + * Deactivating will cause the Accessibility layer to be hidden. This is called when a user moves + * the mouse. + * + * @private + */ + + + AccessibilityManager.prototype.deactivate = function deactivate() { + if (!this.isActive || this.isMobileAccessabillity) { + return; + } + + this.isActive = false; + + window.document.removeEventListener('mousemove', this._onMouseMove); + window.addEventListener('keydown', this._onKeyDown, false); + + this.renderer.off('postrender', this.update); + + if (this.div.parentNode) { + this.div.parentNode.removeChild(this.div); + } + }; + + /** + * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. + * + * @private + * @param {PIXI.Container} displayObject - The DisplayObject to check. + */ + + + AccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects(displayObject) { + if (!displayObject.visible) { + return; + } + + if (displayObject.accessible && displayObject.interactive) { + if (!displayObject._accessibleActive) { + this.addChild(displayObject); + } + + displayObject.renderId = this.renderId; + } + + var children = displayObject.children; + + for (var i = children.length - 1; i >= 0; i--) { + this.updateAccessibleObjects(children[i]); + } + }; + + /** + * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects. + * + * @private + */ + + + AccessibilityManager.prototype.update = function update() { + if (!this.renderer.renderingToScreen) { + return; + } + + // update children... + this.updateAccessibleObjects(this.renderer._lastObjectRendered); + + var rect = this.renderer.view.getBoundingClientRect(); + var sx = rect.width / this.renderer.width; + var sy = rect.height / this.renderer.height; + + var div = this.div; + + div.style.left = rect.left + 'px'; + div.style.top = rect.top + 'px'; + div.style.width = this.renderer.width + 'px'; + div.style.height = this.renderer.height + 'px'; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (child.renderId !== this.renderId) { + child._accessibleActive = false; + + core.utils.removeItems(this.children, i, 1); + this.div.removeChild(child._accessibleDiv); + this.pool.push(child._accessibleDiv); + child._accessibleDiv = null; + + i--; + + if (this.children.length === 0) { + this.deactivate(); + } + } else { + // map div to display.. + div = child._accessibleDiv; + var hitArea = child.hitArea; + var wt = child.worldTransform; + + if (child.hitArea) { + div.style.left = (wt.tx + hitArea.x * wt.a) * sx + 'px'; + div.style.top = (wt.ty + hitArea.y * wt.d) * sy + 'px'; + + div.style.width = hitArea.width * wt.a * sx + 'px'; + div.style.height = hitArea.height * wt.d * sy + 'px'; + } else { + hitArea = child.getBounds(); + + this.capHitArea(hitArea); + + div.style.left = hitArea.x * sx + 'px'; + div.style.top = hitArea.y * sy + 'px'; + + div.style.width = hitArea.width * sx + 'px'; + div.style.height = hitArea.height * sy + 'px'; + } + } + } + + // increment the render id.. + this.renderId++; + }; + + /** + * TODO: docs. + * + * @param {Rectangle} hitArea - TODO docs + */ + + + AccessibilityManager.prototype.capHitArea = function capHitArea(hitArea) { + if (hitArea.x < 0) { + hitArea.width += hitArea.x; + hitArea.x = 0; + } + + if (hitArea.y < 0) { + hitArea.height += hitArea.y; + hitArea.y = 0; + } + + if (hitArea.x + hitArea.width > this.renderer.width) { + hitArea.width = this.renderer.width - hitArea.x; + } + + if (hitArea.y + hitArea.height > this.renderer.height) { + hitArea.height = this.renderer.height - hitArea.y; + } + }; + + /** + * Adds a DisplayObject to the accessibility manager + * + * @private + * @param {DisplayObject} displayObject - The child to make accessible. + */ + + + AccessibilityManager.prototype.addChild = function addChild(displayObject) { + // this.activate(); + + var div = this.pool.pop(); + + if (!div) { + div = document.createElement('button'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent'; + div.style.position = 'absolute'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + div.style.borderStyle = 'none'; + + div.addEventListener('click', this._onClick.bind(this)); + div.addEventListener('focus', this._onFocus.bind(this)); + div.addEventListener('focusout', this._onFocusOut.bind(this)); + } + + if (displayObject.accessibleTitle) { + div.title = displayObject.accessibleTitle; + } else if (!displayObject.accessibleTitle && !displayObject.accessibleHint) { + div.title = 'displayObject ' + this.tabIndex; + } + + if (displayObject.accessibleHint) { + div.setAttribute('aria-label', displayObject.accessibleHint); + } + + // + + displayObject._accessibleActive = true; + displayObject._accessibleDiv = div; + div.displayObject = displayObject; + + this.children.push(displayObject); + this.div.appendChild(displayObject._accessibleDiv); + displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; + }; + + /** + * Maps the div button press to pixi's InteractionManager (click) + * + * @private + * @param {MouseEvent} e - The click event. + */ + + + AccessibilityManager.prototype._onClick = function _onClick(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseover) + * + * @private + * @param {FocusEvent} e - The focus event. + */ + + + AccessibilityManager.prototype._onFocus = function _onFocus(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseout) + * + * @private + * @param {FocusEvent} e - The focusout event. + */ + + + AccessibilityManager.prototype._onFocusOut = function _onFocusOut(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); + }; + + /** + * Is called when a key is pressed + * + * @private + * @param {KeyboardEvent} e - The keydown event. + */ + + + AccessibilityManager.prototype._onKeyDown = function _onKeyDown(e) { + if (e.keyCode !== KEY_CODE_TAB) { + return; + } + + this.activate(); + }; + + /** + * Is called when the mouse moves across the renderer element + * + * @private + */ + + + AccessibilityManager.prototype._onMouseMove = function _onMouseMove() { + this.deactivate(); + }; + + /** + * Destroys the accessibility manager + * + */ + + + AccessibilityManager.prototype.destroy = function destroy() { + this.div = null; + + for (var i = 0; i < this.children.length; i++) { + this.children[i].div = null; + } + + window.document.removeEventListener('mousemove', this._onMouseMove); + window.removeEventListener('keydown', this._onKeyDown); + + this.pool = null; + this.children = null; + this.renderer = null; + }; + + return AccessibilityManager; + }(); + + exports.default = AccessibilityManager; + + + core.WebGLRenderer.registerPlugin('accessibility', AccessibilityManager); + core.CanvasRenderer.registerPlugin('accessibility', AccessibilityManager); + + }, { "../core": 65, "./accessibleTarget": 41, "ismobilejs": 21 }], 41: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + /** + * Default property values of accessible objects + * used by {@link PIXI.accessibility.AccessibilityManager}. + * + * @function accessibleTarget + * @memberof PIXI.accessibility + * @example + * function MyObject() {} + * + * Object.assign( + * MyObject.prototype, + * PIXI.accessibility.accessibleTarget + * ); + */ + exports.default = { + /** + * Flag for if the object is accessible. If true AccessibilityManager will overlay a + * shadow div with attributes set + * + * @member {boolean} + */ + accessible: false, + + /** + * Sets the title attribute of the shadow div + * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]' + * + * @member {string} + */ + accessibleTitle: null, + + /** + * Sets the aria-label attribute of the shadow div + * + * @member {string} + */ + accessibleHint: null, + + /** + * @todo Needs docs. + */ + tabIndex: 0, + + /** + * @todo Needs docs. + */ + _accessibleActive: false, + + /** + * @todo Needs docs. + */ + _accessibleDiv: false + }; + + }, {}], 42: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _accessibleTarget = require('./accessibleTarget'); + + Object.defineProperty(exports, 'accessibleTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_accessibleTarget).default; + } + }); + + var _AccessibilityManager = require('./AccessibilityManager'); + + Object.defineProperty(exports, 'AccessibilityManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AccessibilityManager).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./AccessibilityManager": 40, "./accessibleTarget": 41 }], 43: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _autoDetectRenderer = require('./autoDetectRenderer'); + + var _Container = require('./display/Container'); + + var _Container2 = _interopRequireDefault(_Container); + + var _ticker = require('./ticker'); + + var _settings = require('./settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _const = require('./const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Convenience class to create a new PIXI application. + * This class automatically creates the renderer, ticker + * and root container. + * + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.fromImage('something.png')); + * + * @class + * @memberof PIXI + */ + var Application = function () { + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {boolean} [options.autoStart=true] - automatically starts the rendering after the construction. + * Note that setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.ticker.shared, `false` to create new ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.loaders.shared, `false` to create new Loader. + */ + function Application(options, arg2, arg3, arg4, arg5) { + _classCallCheck(this, Application); + + // Support for constructor(width, height, options, noWebGL, useSharedTicker) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height, + forceCanvas: !!arg4, + sharedTicker: !!arg5 + }, arg3); + } + + /** + * The default options, so we mixin functionality later. + * @member {object} + * @protected + */ + this._options = options = Object.assign({ + autoStart: true, + sharedTicker: false, + forceCanvas: false, + sharedLoader: false + }, options); + + /** + * WebGL renderer if available, otherwise CanvasRenderer + * @member {PIXI.WebGLRenderer|PIXI.CanvasRenderer} + */ + this.renderer = (0, _autoDetectRenderer.autoDetectRenderer)(options); + + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new _Container2.default(); + + /** + * Internal reference to the ticker + * @member {PIXI.ticker.Ticker} + * @private + */ + this._ticker = null; + + /** + * Ticker for doing render updates. + * @member {PIXI.ticker.Ticker} + * @default PIXI.ticker.shared + */ + this.ticker = options.sharedTicker ? _ticker.shared : new _ticker.Ticker(); + + // Start the rendering + if (options.autoStart) { + this.start(); + } + } + + /** + * Render the current stage. + */ + Application.prototype.render = function render() { + this.renderer.render(this.stage); + }; + + /** + * Convenience method for stopping the render. + */ + + + Application.prototype.stop = function stop() { + this._ticker.stop(); + }; + + /** + * Convenience method for starting the render. + */ + + + Application.prototype.start = function start() { + this._ticker.start(); + }; + + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + + + /** + * Destroy and don't use after this. + * @param {Boolean} [removeView=false] Automatically remove canvas from DOM. + */ + Application.prototype.destroy = function destroy(removeView) { + var oldTicker = this._ticker; + + this.ticker = null; + + oldTicker.destroy(); + + this.stage.destroy(); + this.stage = null; + + this.renderer.destroy(removeView); + this.renderer = null; + + this._options = null; + }; + + _createClass(Application, [{ + key: 'ticker', + set: function set(ticker) // eslint-disable-line require-jsdoc + { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, _const.UPDATE_PRIORITY.LOW); + } + }, + get: function get() // eslint-disable-line require-jsdoc + { + return this._ticker; + } + }, { + key: 'view', + get: function get() { + return this.renderer.view; + } + + /** + * Reference to the renderer's screen rectangle. Its safe to use as filterArea or hitArea for whole screen + * @member {PIXI.Rectangle} + * @readonly + */ + + }, { + key: 'screen', + get: function get() { + return this.renderer.screen; + } + }]); + + return Application; + }(); + + exports.default = Application; + + }, { "./autoDetectRenderer": 45, "./const": 46, "./display/Container": 48, "./settings": 101, "./ticker": 120 }], 44: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _pixiGlCore = require('pixi-gl-core'); + + var _settings = require('./settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + function checkPrecision(src, def) { + if (src instanceof Array) { + if (src[0].substring(0, 9) !== 'precision') { + var copy = src.slice(0); + + copy.unshift('precision ' + def + ' float;'); + + return copy; + } + } else if (src.substring(0, 9) !== 'precision') { + return 'precision ' + def + ' float;\n' + src; + } + + return src; + } + + /** + * Wrapper class, webGL Shader for Pixi. + * Adds precision string if vertexSrc or fragmentSrc have no mention of it. + * + * @class + * @extends GLShader + * @memberof PIXI + */ + + var Shader = function (_GLShader) { + _inherits(Shader, _GLShader); + + /** + * + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + * @param {string|string[]} vertexSrc - The vertex shader source as an array of strings. + * @param {string|string[]} fragmentSrc - The fragment shader source as an array of strings. + */ + function Shader(gl, vertexSrc, fragmentSrc) { + _classCallCheck(this, Shader); + + return _possibleConstructorReturn(this, _GLShader.call(this, gl, checkPrecision(vertexSrc, _settings2.default.PRECISION_VERTEX), checkPrecision(fragmentSrc, _settings2.default.PRECISION_FRAGMENT))); + } + + return Shader; + }(_pixiGlCore.GLShader); + + exports.default = Shader; + + }, { "./settings": 101, "pixi-gl-core": 7 }], 45: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.autoDetectRenderer = autoDetectRenderer; + + var _utils = require('./utils'); + + var utils = _interopRequireWildcard(_utils); + + var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + + var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + + var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + + var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + // eslint-disable-next-line valid-jsdoc + /** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by + * the browser then this function will return a canvas renderer + * + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @return {PIXI.WebGLRenderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ + function autoDetectRenderer(options, arg1, arg2, arg3) { + // Backward-compatible support for noWebGL option + var forceCanvas = options && options.forceCanvas; + + if (arg3 !== undefined) { + forceCanvas = arg3; + } + + if (!forceCanvas && utils.isWebGLSupported()) { + return new _WebGLRenderer2.default(options, arg1, arg2); + } + + return new _CanvasRenderer2.default(options, arg1, arg2); + } + + }, { "./renderers/canvas/CanvasRenderer": 77, "./renderers/webgl/WebGLRenderer": 84, "./utils": 124 }], 46: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + /** + * String of the current PIXI version. + * + * @static + * @constant + * @memberof PIXI + * @name VERSION + * @type {string} + */ + var VERSION = exports.VERSION = '4.5.4'; + + /** + * Two Pi. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ + var PI_2 = exports.PI_2 = Math.PI * 2; + + /** + * Conversion factor for converting radians to degrees. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ + var RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI; + + /** + * Conversion factor for converting degrees to radians. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ + var DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180; + + /** + * Constant to identify the Renderer Type. + * + * @static + * @constant + * @memberof PIXI + * @name RENDERER_TYPE + * @type {object} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + var RENDERER_TYPE = exports.RENDERER_TYPE = { + UNKNOWN: 0, + WEBGL: 1, + CANVAS: 2 + }; + + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @static + * @constant + * @memberof PIXI + * @name BLEND_MODES + * @type {object} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + */ + var BLEND_MODES = exports.BLEND_MODES = { + NORMAL: 0, + ADD: 1, + MULTIPLY: 2, + SCREEN: 3, + OVERLAY: 4, + DARKEN: 5, + LIGHTEN: 6, + COLOR_DODGE: 7, + COLOR_BURN: 8, + HARD_LIGHT: 9, + SOFT_LIGHT: 10, + DIFFERENCE: 11, + EXCLUSION: 12, + HUE: 13, + SATURATION: 14, + COLOR: 15, + LUMINOSITY: 16, + NORMAL_NPM: 17, + ADD_NPM: 18, + SCREEN_NPM: 19 + }; + + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @static + * @constant + * @memberof PIXI + * @name DRAW_MODES + * @type {object} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ + var DRAW_MODES = exports.DRAW_MODES = { + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6 + }; + + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @static + * @constant + * @memberof PIXI + * @name SCALE_MODES + * @type {object} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + var SCALE_MODES = exports.SCALE_MODES = { + LINEAR: 0, + NEAREST: 1 + }; + + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as webGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @static + * @constant + * @name WRAP_MODES + * @memberof PIXI + * @type {object} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + var WRAP_MODES = exports.WRAP_MODES = { + CLAMP: 0, + REPEAT: 1, + MIRRORED_REPEAT: 2 + }; + + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @static + * @constant + * @name GC_MODES + * @memberof PIXI + * @type {object} + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + var GC_MODES = exports.GC_MODES = { + AUTO: 0, + MANUAL: 1 + }; + + /** + * Regexp for image type by extension. + * + * @static + * @constant + * @memberof PIXI + * @type {RegExp|string} + * @example `image.png` + */ + var URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\.(\w{3,4})(?:$|\?|#)/i; + + /** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * + * @static + * @constant + * @name DATA_URI + * @memberof PIXI + * @type {RegExp|string} + * @example data:image/png;base64 + */ + var DATA_URI = exports.DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;(charset=[\w-]+|base64))?,(.*)/i; + + /** + * Regexp for SVG size. + * + * @static + * @constant + * @name SVG_SIZE + * @memberof PIXI + * @type {RegExp|string} + * @example <svg width="100" height="100"></svg> + */ + var SVG_SIZE = exports.SVG_SIZE = /]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + + /** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * + * @static + * @constant + * @name SHAPES + * @memberof PIXI + * @type {object} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + */ + var SHAPES = exports.SHAPES = { + POLY: 0, + RECT: 1, + CIRC: 2, + ELIP: 3, + RREC: 4 + }; + + /** + * Constants that specify float precision in shaders. + * + * @static + * @constant + * @name PRECISION + * @memberof PIXI + * @type {object} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ + var PRECISION = exports.PRECISION = { + LOW: 'lowp', + MEDIUM: 'mediump', + HIGH: 'highp' + }; + + /** + * Constants that specify the transform type. + * + * @static + * @constant + * @name TRANSFORM_MODE + * @memberof PIXI + * @type {object} + * @property {number} STATIC + * @property {number} DYNAMIC + */ + var TRANSFORM_MODE = exports.TRANSFORM_MODE = { + STATIC: 0, + DYNAMIC: 1 + }; + + /** + * Constants that define the type of gradient on text. + * + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + var TEXT_GRADIENT = exports.TEXT_GRADIENT = { + LINEAR_VERTICAL: 0, + LINEAR_HORIZONTAL: 1 + }; + + /** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @type {object} + * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager} + * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite} + * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}. + * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. + * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility. + */ + var UPDATE_PRIORITY = exports.UPDATE_PRIORITY = { + INTERACTION: 50, + HIGH: 25, + NORMAL: 0, + LOW: -25, + UTILITY: -50 + }; + + }, {}], 47: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _math = require('../math'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * 'Builder' pattern for bounds rectangles + * Axis-Aligned Bounding Box + * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems + * + * @class + * @memberof PIXI + */ + var Bounds = function () { + /** + * + */ + function Bounds() { + _classCallCheck(this, Bounds); + + /** + * @member {number} + * @default 0 + */ + this.minX = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.minY = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxX = -Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxY = -Infinity; + + this.rect = null; + } + + /** + * Checks if bounds are empty. + * + * @return {boolean} True if empty. + */ + + + Bounds.prototype.isEmpty = function isEmpty() { + return this.minX > this.maxX || this.minY > this.maxY; + }; + + /** + * Clears the bounds and resets. + * + */ + + + Bounds.prototype.clear = function clear() { + this.updateID++; + + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * + * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty + * @returns {PIXI.Rectangle} A rectangle of the bounds + */ + + + Bounds.prototype.getRectangle = function getRectangle(rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return _math.Rectangle.EMPTY; + } + + rect = rect || new _math.Rectangle(0, 0, 1, 1); + + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + + return rect; + }; + + /** + * This function should be inlined when its possible. + * + * @param {PIXI.Point} point - The point to add. + */ + + + Bounds.prototype.addPoint = function addPoint(point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + + /** + * Adds a quad, not transformed + * + * @param {Float32Array} vertices - The verts to add. + */ + + + Bounds.prototype.addQuad = function addQuad(vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = vertices[0]; + var y = vertices[1]; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds sprite frame, transformed. + * + * @param {PIXI.TransformBase} transform - TODO + * @param {number} x0 - TODO + * @param {number} y0 - TODO + * @param {number} x1 - TODO + * @param {number} y1 - TODO + */ + + + Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = a * x0 + c * y0 + tx; + var y = b * x0 + d * y0 + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y0 + tx; + y = b * x1 + d * y0 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x0 + c * y1 + tx; + y = b * x0 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y1 + tx; + y = b * x1 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Add an array of vertices + * + * @param {PIXI.TransformBase} transform - TODO + * @param {Float32Array} vertices - TODO + * @param {number} beginOffset - TODO + * @param {number} endOffset - TODO + */ + + + Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = a * rawX + c * rawY + tx; + var y = d * rawY + b * rawX + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds other Bounds + * + * @param {PIXI.Bounds} bounds - TODO + */ + + + Bounds.prototype.addBounds = function addBounds(bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + + /** + * Adds other Bounds, masked with Bounds + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Bounds} mask - TODO + */ + + + Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + /** + * Adds other Bounds, masked with Rectangle + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Rectangle} area - TODO + */ + + + Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width; + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + return Bounds; + }(); + + exports.default = Bounds; + + }, { "../math": 70 }], 48: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _utils = require('../utils'); + + var _DisplayObject2 = require('./DisplayObject'); + + var _DisplayObject3 = _interopRequireDefault(_DisplayObject2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A Container represents a collection of display objects. + * It is the base class of all display objects that act as a container for other objects. + * + *```js + * let container = new PIXI.Container(); + * container.addChild(sprite); + * ``` + * + * @class + * @extends PIXI.DisplayObject + * @memberof PIXI + */ + var Container = function (_DisplayObject) { + _inherits(Container, _DisplayObject); + + /** + * + */ + function Container() { + _classCallCheck(this, Container); + + /** + * The array of children of this container. + * + * @member {PIXI.DisplayObject[]} + * @readonly + */ + var _this = _possibleConstructorReturn(this, _DisplayObject.call(this)); + + _this.children = []; + return _this; + } + + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified + * + * @private + */ + + + Container.prototype.onChildrenChange = function onChildrenChange() { } + /* empty */ + + + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container + * @return {PIXI.DisplayObject} The first child that was added. + */ + ; + + Container.prototype.addChild = function addChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.addChild(arguments[i]); + } + } else { + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.push(child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + child.emit('added', this); + } + + return child; + }; + + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @return {PIXI.DisplayObject} The child that was added. + */ + + + Container.prototype.addChildAt = function addChildAt(child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length); + } + + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.splice(index, 0, child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + + return child; + }; + + /** + * Swaps the position of 2 Display Objects within this container. + * + * @param {PIXI.DisplayObject} child - First display object to swap + * @param {PIXI.DisplayObject} child2 - Second display object to swap + */ + + + Container.prototype.swapChildren = function swapChildren(child, child2) { + if (child === child2) { + return; + } + + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + + /** + * Returns the index position of a child DisplayObject instance + * + * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify + * @return {number} The index position of the child display object to identify + */ + + + Container.prototype.getChildIndex = function getChildIndex(child) { + var index = this.children.indexOf(child); + + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + + return index; + }; + + /** + * Changes the position of an existing child in the display object container + * + * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number + * @param {number} index - The resulting index number for the child display object + */ + + + Container.prototype.setChildIndex = function setChildIndex(child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error('The supplied index is out of bounds'); + } + + var currentIndex = this.getChildIndex(child); + + (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + + this.onChildrenChange(index); + }; + + /** + * Returns the child at the specified index + * + * @param {number} index - The index to get the child at + * @return {PIXI.DisplayObject} The child at the given index, if any. + */ + + + Container.prototype.getChildAt = function getChildAt(index) { + if (index < 0 || index >= this.children.length) { + throw new Error('getChildAt: Index (' + index + ') does not exist.'); + } + + return this.children[index]; + }; + + /** + * Removes one or more children from the container. + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove + * @return {PIXI.DisplayObject} The first child that was removed. + */ + + + Container.prototype.removeChild = function removeChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.removeChild(arguments[i]); + } + } else { + var index = this.children.indexOf(child); + + if (index === -1) return null; + + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + } + + return child; + }; + + /** + * Removes a child from the specified index position. + * + * @param {number} index - The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed. + */ + + + Container.prototype.removeChildAt = function removeChildAt(index) { + var child = this.getChildAt(index); + + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + + return child; + }; + + /** + * Removes all children from this container that are within the begin and end indexes. + * + * @param {number} [beginIndex=0] - The beginning position. + * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. + * @returns {DisplayObject[]} List of removed children + */ + + + Container.prototype.removeChildren = function removeChildren() { + var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var endIndex = arguments[1]; + + var begin = beginIndex; + var end = typeof endIndex === 'number' ? endIndex : this.children.length; + var range = end - begin; + var removed = void 0; + + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + + this._boundsID++; + + this.onChildrenChange(beginIndex); + + for (var _i = 0; _i < removed.length; ++_i) { + removed[_i].emit('removed', this); + } + + return removed; + } else if (range === 0 && this.children.length === 0) { + return []; + } + + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + + /** + * Updates the transform on all children of this container for rendering + */ + + + Container.prototype.updateTransform = function updateTransform() { + this._boundsID++; + + this.transform.updateTransform(this.parent.transform); + + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + + if (child.visible) { + child.updateTransform(); + } + } + }; + + /** + * Recalculates the bounds of the container. + * + */ + + + Container.prototype.calculateBounds = function calculateBounds() { + this._bounds.clear(); + + this._calculateBounds(); + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (!child.visible || !child.renderable) { + continue; + } + + child.calculateBounds(); + + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + child._mask.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, child._mask._bounds); + } else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } else { + this._bounds.addBounds(child._bounds); + } + } + + this._lastBoundsID = this._boundsID; + }; + + /** + * Recalculates the bounds of the object. Override this to + * calculate the bounds of the specific object (not including children). + * + */ + + + Container.prototype._calculateBounds = function _calculateBounds() { } + // FILL IN// + + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderWebGL = function renderWebGL(renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + // do a quick check to see if this element has a mask or a filter. + if (this._mask || this._filters) { + this.renderAdvancedWebGL(renderer); + } else { + this._renderWebGL(renderer); + + // simple render children! + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderWebGL(renderer); + } + } + }; + + /** + * Render the object using the WebGL renderer and advanced features. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) { + renderer.flush(); + + var filters = this._filters; + var mask = this._mask; + + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + + this._enabledFilters.length = 0; + + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + + if (this._enabledFilters.length) { + renderer.filterManager.pushFilter(this, this._enabledFilters); + } + } + + if (mask) { + renderer.maskManager.pushMask(this, this._mask); + } + + // add this object to the batch, only rendered if it has a texture. + this._renderWebGL(renderer); + + // now loop through the children and make sure they get rendered + for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) { + this.children[_i2].renderWebGL(renderer); + } + + renderer.flush(); + + if (mask) { + renderer.maskManager.popMask(this, this._mask); + } + + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filterManager.popFilter(); + } + }; + + /** + * To be overridden by the subclasses. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars + { } + // this is where content itself gets rendered... + + + /** + * To be overridden by the subclass + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars + { } + // this is where content itself gets rendered... + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderCanvas = function renderCanvas(renderer) { + // if not visible or the alpha is 0 then no need to render this + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + if (this._mask) { + renderer.maskManager.pushMask(this._mask); + } + + this._renderCanvas(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderCanvas(renderer); + } + + if (this._mask) { + renderer.maskManager.popMask(renderer); + } + }; + + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Container.prototype.destroy = function destroy(options) { + _DisplayObject.prototype.destroy.call(this); + + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + + var oldChildren = this.removeChildren(0, this.children.length); + + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + + /** + * The width of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Container, [{ + key: 'width', + get: function get() { + return this.scale.x * this.getLocalBounds().width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var width = this.getLocalBounds().width; + + if (width !== 0) { + this.scale.x = value / width; + } else { + this.scale.x = 1; + } + + this._width = value; + } + + /** + * The height of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.scale.y * this.getLocalBounds().height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var height = this.getLocalBounds().height; + + if (height !== 0) { + this.scale.y = value / height; + } else { + this.scale.y = 1; + } + + this._height = value; + } + }]); + + return Container; + }(_DisplayObject3.default); + + // performance increase to avoid using call.. (10x faster) + + + exports.default = Container; + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + + }, { "../utils": 124, "./DisplayObject": 49 }], 49: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _const = require('../const'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _TransformStatic = require('./TransformStatic'); + + var _TransformStatic2 = _interopRequireDefault(_TransformStatic); + + var _Transform = require('./Transform'); + + var _Transform2 = _interopRequireDefault(_Transform); + + var _Bounds = require('./Bounds'); + + var _Bounds2 = _interopRequireDefault(_Bounds); + + var _math = require('../math'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + // _tempDisplayObjectParent = new DisplayObject(); + + /** + * The base class for all objects that are rendered on the screen. + * This is an abstract class and should not be used on its own rather it should be extended. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ + var DisplayObject = function (_EventEmitter) { + _inherits(DisplayObject, _EventEmitter); + + /** + * + */ + function DisplayObject() { + _classCallCheck(this, DisplayObject); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + var TransformClass = _settings2.default.TRANSFORM_MODE === _const.TRANSFORM_MODE.STATIC ? _TransformStatic2.default : _Transform2.default; + + _this.tempDisplayObjectParent = null; + + // TODO: need to create Transform from factory + /** + * World transform and local transform of this object. + * This will become read-only later, please do not assign anything there unless you know what are you doing + * + * @member {PIXI.TransformBase} + */ + _this.transform = new TransformClass(); + + /** + * The opacity of the object. + * + * @member {number} + */ + _this.alpha = 1; + + /** + * The visibility of the object. If false the object will not be drawn, and + * the updateTransform function will not be called. + * + * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually + * + * @member {boolean} + */ + _this.visible = true; + + /** + * Can this object be rendered, if false the object will not be drawn but the updateTransform + * methods will still be called. + * + * Only affects recursive calls from parent. You can ask for bounds manually + * + * @member {boolean} + */ + _this.renderable = true; + + /** + * The display object container that contains this display object. + * + * @member {PIXI.Container} + * @readonly + */ + _this.parent = null; + + /** + * The multiplied alpha of the displayObject + * + * @member {number} + * @readonly + */ + _this.worldAlpha = 1; + + /** + * The area the filter is applied to. This is used as more of an optimisation + * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle + * + * Also works as an interaction mask + * + * @member {PIXI.Rectangle} + */ + _this.filterArea = null; + + _this._filters = null; + _this._enabledFilters = null; + + /** + * The bounds object, this is used to calculate and store the bounds of the displayObject + * + * @member {PIXI.Rectangle} + * @private + */ + _this._bounds = new _Bounds2.default(); + _this._boundsID = 0; + _this._lastBoundsID = -1; + _this._boundsRect = null; + _this._localBoundsRect = null; + + /** + * The original, cached mask of the object + * + * @member {PIXI.Graphics|PIXI.Sprite} + * @private + */ + _this._mask = null; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * Fired when this DisplayObject is added to a Container. + * + * @event PIXI.DisplayObject#added + * @param {PIXI.Container} container - The container added to. + */ + + /** + * Fired when this DisplayObject is removed from a Container. + * + * @event PIXI.DisplayObject#removed + * @param {PIXI.Container} container - The container removed from. + */ + return _this; + } + + /** + * @private + * @member {PIXI.DisplayObject} + */ + + + /** + * Updates the object transform for rendering + * + * TODO - Optimization pass! + */ + DisplayObject.prototype.updateTransform = function updateTransform() { + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + this._bounds.updateID++; + }; + + /** + * recursively updates transform of all objects from the root to this one + * internal function for toLocal() + */ + + + DisplayObject.prototype._recursivePostUpdateTransform = function _recursivePostUpdateTransform() { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + + /** + * Retrieves the bounds of the displayObject as a rectangle object. + * + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @param {PIXI.Rectangle} rect - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getBounds = function getBounds(skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + + if (this._boundsID !== this._lastBoundsID) { + this.calculateBounds(); + } + + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new _math.Rectangle(); + } + + rect = this._boundsRect; + } + + return this._bounds.getRectangle(rect); + }; + + /** + * Retrieves the local bounds of the displayObject as a rectangle object + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getLocalBounds = function getLocalBounds(rect) { + var transformRef = this.transform; + var parentRef = this.parent; + + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + var bounds = this.getBounds(false, rect); + + this.parent = parentRef; + this.transform = transformRef; + + return bounds; + }; + + /** + * Calculates the global position of the display object + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform. + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toGlobal = function toGlobal(position, point) { + var skipUpdate = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false; + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + + /** + * Calculates the local position of the display object relative to another point + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toLocal = function toLocal(position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) // eslint-disable-line no-unused-vars + { } + // OVERWRITE; + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + DisplayObject.prototype.renderCanvas = function renderCanvas(renderer) // eslint-disable-line no-unused-vars + { } + // OVERWRITE; + + + /** + * Set the parent Container of this DisplayObject + * + * @param {PIXI.Container} container - The Container to add this DisplayObject to + * @return {PIXI.Container} The Container that this DisplayObject was added to + */ + ; + + DisplayObject.prototype.setParent = function setParent(container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + + container.addChild(this); + + return container; + }; + + /** + * Convenience function to set the position, scale, skew and pivot at once. + * + * @param {number} [x=0] - The X position + * @param {number} [y=0] - The Y position + * @param {number} [scaleX=1] - The X scale value + * @param {number} [scaleY=1] - The Y scale value + * @param {number} [rotation=0] - The rotation + * @param {number} [skewX=0] - The X skew value + * @param {number} [skewY=0] - The Y skew value + * @param {number} [pivotX=0] - The X pivot value + * @param {number} [pivotY=0] - The Y pivot value + * @return {PIXI.DisplayObject} The DisplayObject instance + */ + + + DisplayObject.prototype.setTransform = function setTransform() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var scaleX = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + var scaleY = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var rotation = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var skewX = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + var skewY = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : 0; + var pivotX = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0; + var pivotY = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0; + + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + + return this; + }; + + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy`. + * + */ + + + DisplayObject.prototype.destroy = function destroy() { + this.removeAllListeners(); + if (this.parent) { + this.parent.removeChild(this); + } + this.transform = null; + + this.parent = null; + + this._bounds = null; + this._currentBounds = null; + this._mask = null; + + this.filterArea = null; + + this.interactive = false; + this.interactiveChildren = false; + + this._destroyed = true; + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + * + * @member {number} + */ + + + _createClass(DisplayObject, [{ + key: '_tempDisplayObjectParent', + get: function get() { + if (this.tempDisplayObjectParent === null) { + this.tempDisplayObjectParent = new DisplayObject(); + } + + return this.tempDisplayObjectParent; + } + }, { + key: 'x', + get: function get() { + return this.position.x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.x = value; + } + + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + * + * @member {number} + */ + + }, { + key: 'y', + get: function get() { + return this.position.y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.y = value; + } + + /** + * Current transform of the object based on world (parent) factors + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'worldTransform', + get: function get() { + return this.transform.worldTransform; + } + + /** + * Current transform of the object based on local factors: position, scale, other stuff + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'localTransform', + get: function get() { + return this.transform.localTransform; + } + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'position', + get: function get() { + return this.transform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.copy(value); + } + + /** + * The scale factor of the object. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'scale', + get: function get() { + return this.transform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.scale.copy(value); + } + + /** + * The pivot point of the displayObject that it rotates around + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'pivot', + get: function get() { + return this.transform.pivot; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.pivot.copy(value); + } + + /** + * The skew factor for the object in radians. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'skew', + get: function get() { + return this.transform.skew; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.skew.copy(value); + } + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + }, { + key: 'rotation', + get: function get() { + return this.transform.rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.rotation = value; + } + + /** + * Indicates if the object is globally visible. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'worldVisible', + get: function get() { + var item = this; + + do { + if (!item.visible) { + return false; + } + + item = item.parent; + } while (item); + + return true; + } + + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PIXI a regular mask must be a + * PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it + * utilises shape clipping. To remove a mask, set this property to null. + * + * @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + * + * @member {PIXI.Graphics|PIXI.Sprite} + */ + + }, { + key: 'mask', + get: function get() { + return this._mask; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._mask) { + this._mask.renderable = true; + } + + this._mask = value; + + if (this._mask) { + this._mask.renderable = false; + } + } + + /** + * Sets the filters for the displayObject. + * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * To remove filters simply set this property to 'null' + * + * @member {PIXI.Filter[]} + */ + + }, { + key: 'filters', + get: function get() { + return this._filters && this._filters.slice(); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._filters = value && value.slice(); + } + }]); + + return DisplayObject; + }(_eventemitter2.default); + + // performance increase to avoid using call.. (10x faster) + + + exports.default = DisplayObject; + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + + }, { "../const": 46, "../math": 70, "../settings": 101, "./Bounds": 47, "./Transform": 50, "./TransformStatic": 52, "eventemitter3": 20 }], 50: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _math = require('../math'); + + var _TransformBase2 = require('./TransformBase'); + + var _TransformBase3 = _interopRequireDefault(_TransformBase2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * Generic class to deal with traditional 2D matrix transforms + * local transformation is calculated from position,scale,skew and rotation + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ + var Transform = function (_TransformBase) { + _inherits(Transform, _TransformBase); + + /** + * + */ + function Transform() { + _classCallCheck(this, Transform); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.Point} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.Point(0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.Point} + */ + _this.scale = new _math.Point(1, 1); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + /** + * The pivot point of the displayObject that it rotates around + * + * @member {PIXI.Point} + */ + _this.pivot = new _math.Point(0, 0); + + /** + * The rotation value of the object, in radians + * + * @member {Number} + * @private + */ + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + return _this; + } + + /** + * Updates the skew values when the skew or rotation changes. + * + * @private + */ + + + Transform.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + }; + + /** + * Updates only local matrix + */ + + + Transform.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + Transform.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + Transform.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(Transform, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rotation = value; + this.updateSkew(); + } + }]); + + return Transform; + }(_TransformBase3.default); + + exports.default = Transform; + + }, { "../math": 70, "./TransformBase": 51 }], 51: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _math = require('../math'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Generic class to deal with traditional 2D matrix transforms + * + * @class + * @memberof PIXI + */ + var TransformBase = function () { + /** + * + */ + function TransformBase() { + _classCallCheck(this, TransformBase); + + /** + * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds() + * + * @member {PIXI.Matrix} + */ + this.worldTransform = new _math.Matrix(); + + /** + * The local matrix transform + * + * @member {PIXI.Matrix} + */ + this.localTransform = new _math.Matrix(); + + this._worldID = 0; + this._parentID = 0; + } + + /** + * TransformBase does not have decomposition, so this function wont do anything + */ + + + TransformBase.prototype.updateLocalTransform = function updateLocalTransform() { } + // empty + + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object + */ + ; + + TransformBase.prototype.updateTransform = function updateTransform(parentTransform) { + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + var lt = this.localTransform; + + // concat the parent matrix with the objects transform. + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + return TransformBase; + }(); + + /** + * Updates the values of the object and applies the parent's transform. + * @param parentTransform {PIXI.Transform} The transform of the parent of this object + * + */ + + + exports.default = TransformBase; + TransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform; + + TransformBase.IDENTITY = new TransformBase(); + + }, { "../math": 70 }], 52: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _math = require('../math'); + + var _TransformBase2 = require('./TransformBase'); + + var _TransformBase3 = _interopRequireDefault(_TransformBase2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * Transform that takes care about its versions + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ + var TransformStatic = function (_TransformBase) { + _inherits(TransformStatic, _TransformBase); + + /** + * + */ + function TransformStatic() { + _classCallCheck(this, TransformStatic); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.ObservablePoint} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.ObservablePoint} + */ + _this.scale = new _math.ObservablePoint(_this.onChange, _this, 1, 1); + + /** + * The pivot point of the displayObject that it rotates around + * + * @member {PIXI.ObservablePoint} + */ + _this.pivot = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + + _this._localID = 0; + _this._currentLocalID = 0; + return _this; + } + + /** + * Called when a value changes. + * + * @private + */ + + + TransformStatic.prototype.onChange = function onChange() { + this._localID++; + }; + + /** + * Called when skew or rotation changes + * + * @private + */ + + + TransformStatic.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + + this._localID++; + }; + + /** + * Updates only local matrix + */ + + + TransformStatic.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + TransformStatic.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._parentID = parentTransform._worldID; + + // update the id of the transform.. + this._worldID++; + } + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + TransformStatic.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + this._localID++; + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(TransformStatic, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rotation = value; + this.updateSkew(); + } + }]); + + return TransformStatic; + }(_TransformBase3.default); + + exports.default = TransformStatic; + + }, { "../math": 70, "./TransformBase": 51 }], 53: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Container2 = require('../display/Container'); + + var _Container3 = _interopRequireDefault(_Container2); + + var _RenderTexture = require('../textures/RenderTexture'); + + var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + + var _Texture = require('../textures/Texture'); + + var _Texture2 = _interopRequireDefault(_Texture); + + var _GraphicsData = require('./GraphicsData'); + + var _GraphicsData2 = _interopRequireDefault(_GraphicsData); + + var _Sprite = require('../sprites/Sprite'); + + var _Sprite2 = _interopRequireDefault(_Sprite); + + var _math = require('../math'); + + var _utils = require('../utils'); + + var _const = require('../const'); + + var _Bounds = require('../display/Bounds'); + + var _Bounds2 = _interopRequireDefault(_Bounds); + + var _bezierCurveTo2 = require('./utils/bezierCurveTo'); + + var _bezierCurveTo3 = _interopRequireDefault(_bezierCurveTo2); + + var _CanvasRenderer = require('../renderers/canvas/CanvasRenderer'); + + var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var canvasRenderer = void 0; + var tempMatrix = new _math.Matrix(); + var tempPoint = new _math.Point(); + var tempColor1 = new Float32Array(4); + var tempColor2 = new Float32Array(4); + + /** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + + var Graphics = function (_Container) { + _inherits(Graphics, _Container); + + /** + * + * @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + */ + function Graphics() { + var nativeLines = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + _classCallCheck(this, Graphics); + + /** + * The alpha value used when filling the Graphics object. + * + * @member {number} + * @default 1 + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this.fillAlpha = 1; + + /** + * The width (thickness) of any lines drawn. + * + * @member {number} + * @default 0 + */ + _this.lineWidth = 0; + + /** + * If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * + * @member {boolean} + */ + _this.nativeLines = nativeLines; + + /** + * The color of any lines drawn. + * + * @member {string} + * @default 0 + */ + _this.lineColor = 0; + + /** + * Graphics data + * + * @member {PIXI.GraphicsData[]} + * @private + */ + _this.graphicsData = []; + + /** + * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to + * reset the tint. + * + * @member {number} + * @default 0xFFFFFF + */ + _this.tint = 0xFFFFFF; + + /** + * The previous tint applied to the graphic shape. Used to compare to the current tint and + * check if theres change. + * + * @member {number} + * @private + * @default 0xFFFFFF + */ + _this._prevTint = 0xFFFFFF; + + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * Current path + * + * @member {PIXI.GraphicsData} + * @private + */ + _this.currentPath = null; + + /** + * Array containing some WebGL-related properties used by the WebGL renderer. + * + * @member {object} + * @private + */ + // TODO - _webgl should use a prototype object, not a random undocumented object... + _this._webGL = {}; + + /** + * Whether this shape is being used as a mask. + * + * @member {boolean} + */ + _this.isMask = false; + + /** + * The bounds' padding used for bounds calculation. + * + * @member {number} + */ + _this.boundsPadding = 0; + + /** + * A cache of the local bounds to prevent recalculation. + * + * @member {PIXI.Rectangle} + * @private + */ + _this._localBounds = new _Bounds2.default(); + + /** + * Used to detect if the graphics object has changed. If this is set to true then the graphics + * object will be recalculated. + * + * @member {boolean} + * @private + */ + _this.dirty = 0; + + /** + * Used to detect if we need to do a fast rect check using the id compare method + * @type {Number} + */ + _this.fastRectDirty = -1; + + /** + * Used to detect if we clear the graphics webGL data + * @type {Number} + */ + _this.clearDirty = 0; + + /** + * Used to detect if we we need to recalculate local bounds + * @type {Number} + */ + _this.boundsDirty = -1; + + /** + * Used to detect if the cached sprite object needs to be updated. + * + * @member {boolean} + * @private + */ + _this.cachedSpriteDirty = false; + + _this._spriteRect = null; + _this._fastRect = false; + + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + return _this; + } + + /** + * Creates a new Graphics object with the same values as this one. + * Note that the only the properties of the object are cloned, not its transform (position,scale,etc) + * + * @return {PIXI.Graphics} A clone of the graphics object + */ + + + Graphics.prototype.clone = function clone() { + var clone = new Graphics(); + + clone.renderable = this.renderable; + clone.fillAlpha = this.fillAlpha; + clone.lineWidth = this.lineWidth; + clone.lineColor = this.lineColor; + clone.tint = this.tint; + clone.blendMode = this.blendMode; + clone.isMask = this.isMask; + clone.boundsPadding = this.boundsPadding; + clone.dirty = 0; + clone.cachedSpriteDirty = this.cachedSpriteDirty; + + // copy graphics data + for (var i = 0; i < this.graphicsData.length; ++i) { + clone.graphicsData.push(this.graphicsData[i].clone()); + } + + clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1]; + + clone.updateLocalBounds(); + + return clone; + }; + + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style + * @param {number} [color=0] - color of the line to draw, will update the objects stored style + * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineStyle = function lineStyle() { + var lineWidth = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var alpha = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + + this.lineWidth = lineWidth; + this.lineColor = color; + this.lineAlpha = alpha; + + if (this.currentPath) { + if (this.currentPath.shape.points.length) { + // halfway through a line? start a new one! + var shape = new _math.Polygon(this.currentPath.shape.points.slice(-2)); + + shape.closed = false; + + this.drawShape(shape); + } else { + // otherwise its empty so lets just set the line properties + this.currentPath.lineWidth = this.lineWidth; + this.currentPath.lineColor = this.lineColor; + this.currentPath.lineAlpha = this.lineAlpha; + } + } + + return this; + }; + + /** + * Moves the current drawing position to x, y. + * + * @param {number} x - the X coordinate to move to + * @param {number} y - the Y coordinate to move to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.moveTo = function moveTo(x, y) { + var shape = new _math.Polygon([x, y]); + + shape.closed = false; + this.drawShape(shape); + + return this; + }; + + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * + * @param {number} x - the X coordinate to draw to + * @param {number} y - the Y coordinate to draw to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineTo = function lineTo(x, y) { + this.currentPath.shape.points.push(x, y); + this.dirty++; + + return this; + }; + + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(cpX, cpY, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var n = 20; + var points = this.currentPath.shape.points; + var xa = 0; + var ya = 0; + + if (points.length === 0) { + this.moveTo(0, 0); + } + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + for (var i = 1; i <= n; ++i) { + var j = i / n; + + xa = fromX + (cpX - fromX) * j; + ya = fromY + (cpY - fromY) * j; + + points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j); + } + + this.dirty++; + + return this; + }; + + /** + * Calculate the points for a bezier curve and then draws it. + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.bezierCurveTo = function bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var points = this.currentPath.shape.points; + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + points.length -= 2; + + (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, points); + + this.dirty++; + + return this; + }; + + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @param {number} x1 - The x-coordinate of the beginning of the arc + * @param {number} y1 - The y-coordinate of the beginning of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arcTo = function arcTo(x1, y1, x2, y2, radius) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points.push(x1, y1); + } + } else { + this.moveTo(x1, y1); + } + + var points = this.currentPath.shape.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs(a1 * b2 - b1 * a2); + + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); + } + } else { + var dd = a1 * a1 + b1 * b1; + var cc = a2 * a2 + b2 * b2; + var tt = a1 * a2 + b1 * b2; + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = k1 * b2 + k2 * b1; + var cy = k1 * a2 + k2 * a1; + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + + this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1); + } + + this.dirty++; + + return this; + }; + + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) { + var anticlockwise = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false; + + if (startAngle === endAngle) { + return this; + } + + if (!anticlockwise && endAngle <= startAngle) { + endAngle += Math.PI * 2; + } else if (anticlockwise && startAngle <= endAngle) { + startAngle += Math.PI * 2; + } + + var sweep = endAngle - startAngle; + var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * 40; + + if (sweep === 0) { + return this; + } + + var startX = cx + Math.cos(startAngle) * radius; + var startY = cy + Math.sin(startAngle) * radius; + + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.shape.points : null; + + if (points) { + if (points[points.length - 2] !== startX || points[points.length - 1] !== startY) { + points.push(startX, startY); + } + } else { + this.moveTo(startX, startY); + points = this.currentPath.shape.points; + } + + var theta = sweep / (segs * 2); + var theta2 = theta * 2; + + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + + var segMinus = segs - 1; + + var remainder = segMinus % 1 / segMinus; + + for (var i = 0; i <= segMinus; ++i) { + var real = i + remainder * i; + + var angle = theta + startAngle + theta2 * real; + + var c = Math.cos(angle); + var s = -Math.sin(angle); + + points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy); + } + + this.dirty++; + + return this; + }; + + /** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @param {number} [color=0] - the color of the fill + * @param {number} [alpha=1] - the alpha of the fill + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.beginFill = function beginFill() { + var color = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var alpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.filling = true; + this.fillColor = color; + this.fillAlpha = alpha; + + if (this.currentPath) { + if (this.currentPath.shape.points.length <= 2) { + this.currentPath.fill = this.filling; + this.currentPath.fillColor = this.fillColor; + this.currentPath.fillAlpha = this.fillAlpha; + } + } + + return this; + }; + + /** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.endFill = function endFill() { + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRect = function drawRect(x, y, width, height) { + this.drawShape(new _math.Rectangle(x, y, width, height)); + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @param {number} radius - Radius of the rectangle corners + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRoundedRect = function drawRoundedRect(x, y, width, height, radius) { + this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius)); + + return this; + }; + + /** + * Draws a circle. + * + * @param {number} x - The X coordinate of the center of the circle + * @param {number} y - The Y coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawCircle = function drawCircle(x, y, radius) { + this.drawShape(new _math.Circle(x, y, radius)); + + return this; + }; + + /** + * Draws an ellipse. + * + * @param {number} x - The X coordinate of the center of the ellipse + * @param {number} y - The Y coordinate of the center of the ellipse + * @param {number} width - The half width of the ellipse + * @param {number} height - The half height of the ellipse + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawEllipse = function drawEllipse(x, y, width, height) { + this.drawShape(new _math.Ellipse(x, y, width, height)); + + return this; + }; + + /** + * Draws a polygon using the given path. + * + * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawPolygon = function drawPolygon(path) { + // prevents an argument assignment deopt + // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + var points = path; + + var closed = true; + + if (points instanceof _math.Polygon) { + closed = points.closed; + points = points.points; + } + + if (!Array.isArray(points)) { + // prevents an argument leak deopt + // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + points = new Array(arguments.length); + + for (var i = 0; i < points.length; ++i) { + points[i] = arguments[i]; // eslint-disable-line prefer-rest-params + } + } + + var shape = new _math.Polygon(points); + + shape.closed = closed; + + this.drawShape(shape); + + return this; + }; + + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.clear = function clear() { + if (this.lineWidth || this.filling || this.graphicsData.length > 0) { + this.lineWidth = 0; + this.filling = false; + + this.boundsDirty = -1; + this.dirty++; + this.clearDirty++; + this.graphicsData.length = 0; + } + + this.currentPath = null; + this._spriteRect = null; + + return this; + }; + + /** + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * + * @returns {boolean} True if only 1 rect. + */ + + + Graphics.prototype.isFastRect = function isFastRect() { + return this.graphicsData.length === 1 && this.graphicsData[0].shape.type === _const.SHAPES.RECT && !this.graphicsData[0].lineWidth; + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderWebGL = function _renderWebGL(renderer) { + // if the sprite is not visible or the alpha is 0 then no need to render this element + if (this.dirty !== this.fastRectDirty) { + this.fastRectDirty = this.dirty; + this._fastRect = this.isFastRect(); + } + + // TODO this check can be moved to dirty? + if (this._fastRect) { + this._renderSpriteRect(renderer); + } else { + renderer.setObjectRenderer(renderer.plugins.graphics); + renderer.plugins.graphics.render(this); + } + }; + + /** + * Renders a sprite rectangle. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) { + var rect = this.graphicsData[0].shape; + + if (!this._spriteRect) { + this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE)); + } + + var sprite = this._spriteRect; + + if (this.tint === 0xffffff) { + sprite.tint = this.graphicsData[0].fillColor; + } else { + var t1 = tempColor1; + var t2 = tempColor2; + + (0, _utils.hex2rgb)(this.graphicsData[0].fillColor, t1); + (0, _utils.hex2rgb)(this.tint, t2); + + t1[0] *= t2[0]; + t1[1] *= t2[1]; + t1[2] *= t2[2]; + + sprite.tint = (0, _utils.rgb2hex)(t1); + } + sprite.alpha = this.graphicsData[0].fillAlpha; + sprite.worldAlpha = this.worldAlpha * sprite.alpha; + sprite.blendMode = this.blendMode; + + sprite._texture._frame.width = rect.width; + sprite._texture._frame.height = rect.height; + + sprite.transform.worldTransform = this.transform.worldTransform; + + sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height); + sprite._onAnchorUpdate(); + + sprite._renderWebGL(renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.isMask === true) { + return; + } + + renderer.plugins.graphics.render(this); + }; + + /** + * Retrieves the bounds of the graphic shape as a rectangle object + * + * @private + */ + + + Graphics.prototype._calculateBounds = function _calculateBounds() { + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.updateLocalBounds(); + + this.cachedSpriteDirty = true; + } + + var lb = this._localBounds; + + this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY); + }; + + /** + * Tests if a point is inside this graphics object + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Graphics.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var graphicsData = this.graphicsData; + + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + + if (!data.fill) { + continue; + } + + // only deal with fills.. + if (data.shape) { + if (data.shape.contains(tempPoint.x, tempPoint.y)) { + if (data.holes) { + for (var _i = 0; _i < data.holes.length; _i++) { + var hole = data.holes[_i]; + + if (hole.contains(tempPoint.x, tempPoint.y)) { + return false; + } + } + } + + return true; + } + } + } + + return false; + }; + + /** + * Update the bounds of the object + * + */ + + + Graphics.prototype.updateLocalBounds = function updateLocalBounds() { + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + if (this.graphicsData.length) { + var shape = 0; + var x = 0; + var y = 0; + var w = 0; + var h = 0; + + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var type = data.type; + var lineWidth = data.lineWidth; + + shape = data.shape; + + if (type === _const.SHAPES.RECT || type === _const.SHAPES.RREC) { + x = shape.x - lineWidth / 2; + y = shape.y - lineWidth / 2; + w = shape.width + lineWidth; + h = shape.height + lineWidth; + + minX = x < minX ? x : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y < minY ? y : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.CIRC) { + x = shape.x; + y = shape.y; + w = shape.radius + lineWidth / 2; + h = shape.radius + lineWidth / 2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.ELIP) { + x = shape.x; + y = shape.y; + w = shape.width + lineWidth / 2; + h = shape.height + lineWidth / 2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else { + // POLY + var points = shape.points; + var x2 = 0; + var y2 = 0; + var dx = 0; + var dy = 0; + var rw = 0; + var rh = 0; + var cx = 0; + var cy = 0; + + for (var j = 0; j + 2 < points.length; j += 2) { + x = points[j]; + y = points[j + 1]; + x2 = points[j + 2]; + y2 = points[j + 3]; + dx = Math.abs(x2 - x); + dy = Math.abs(y2 - y); + h = lineWidth; + w = Math.sqrt(dx * dx + dy * dy); + + if (w < 1e-9) { + continue; + } + + rw = (h / w * dy + dx) / 2; + rh = (h / w * dx + dy) / 2; + cx = (x2 + x) / 2; + cy = (y2 + y) / 2; + + minX = cx - rw < minX ? cx - rw : minX; + maxX = cx + rw > maxX ? cx + rw : maxX; + + minY = cy - rh < minY ? cy - rh : minY; + maxY = cy + rh > maxY ? cy + rh : maxY; + } + } + } + } else { + minX = 0; + maxX = 0; + minY = 0; + maxY = 0; + } + + var padding = this.boundsPadding; + + this._localBounds.minX = minX - padding; + this._localBounds.maxX = maxX + padding; + + this._localBounds.minY = minY - padding; + this._localBounds.maxY = maxY + padding; + }; + + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @return {PIXI.GraphicsData} The generated GraphicsData object. + */ + + + Graphics.prototype.drawShape = function drawShape(shape) { + if (this.currentPath) { + // check current path! + if (this.currentPath.shape.points.length <= 2) { + this.graphicsData.pop(); + } + } + + this.currentPath = null; + + var data = new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape); + + this.graphicsData.push(data); + + if (data.type === _const.SHAPES.POLY) { + data.shape.closed = data.shape.closed || this.filling; + this.currentPath = data; + } + + this.dirty++; + + return data; + }; + + /** + * Generates a canvas texture. + * + * @param {number} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution of the texture. + * @return {PIXI.Texture} The new texture. + */ + + + Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + var bounds = this.getLocalBounds(); + + var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution); + + if (!canvasRenderer) { + canvasRenderer = new _CanvasRenderer2.default(); + } + + this.transform.updateLocalTransform(); + this.transform.localTransform.copy(tempMatrix); + + tempMatrix.invert(); + + tempMatrix.tx -= bounds.x; + tempMatrix.ty -= bounds.y; + + canvasRenderer.render(this, canvasBuffer, true, tempMatrix); + + var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics'); + + texture.baseTexture.resolution = resolution; + texture.baseTexture.update(); + + return texture; + }; + + /** + * Closes the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.closePath = function closePath() { + // ok so close path assumes next one is a hole! + var currentPath = this.currentPath; + + if (currentPath && currentPath.shape) { + currentPath.shape.close(); + } + + return this; + }; + + /** + * Adds a hole in the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.addHole = function addHole() { + // this is a hole! + var hole = this.graphicsData.pop(); + + this.currentPath = this.graphicsData[this.graphicsData.length - 1]; + + this.currentPath.addHole(hole.shape); + this.currentPath = null; + + return this; + }; + + /** + * Destroys the Graphics object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Graphics.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + + // for each webgl data entry, destroy the WebGLGraphicsData + for (var id in this._webgl) { + for (var j = 0; j < this._webgl[id].data.length; ++j) { + this._webgl[id].data[j].destroy(); + } + } + + if (this._spriteRect) { + this._spriteRect.destroy(); + } + + this.graphicsData = null; + + this.currentPath = null; + this._webgl = null; + this._localBounds = null; + }; + + return Graphics; + }(_Container3.default); + + exports.default = Graphics; + + + Graphics._SPRITE_TEXTURE = null; + + }, { "../const": 46, "../display/Bounds": 47, "../display/Container": 48, "../math": 70, "../renderers/canvas/CanvasRenderer": 77, "../sprites/Sprite": 102, "../textures/RenderTexture": 113, "../textures/Texture": 115, "../utils": 124, "./GraphicsData": 54, "./utils/bezierCurveTo": 56 }], 54: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * A GraphicsData object. + * + * @class + * @memberof PIXI + */ + var GraphicsData = function () { + /** + * + * @param {number} lineWidth - the width of the line to draw + * @param {number} lineColor - the color of the line to draw + * @param {number} lineAlpha - the alpha of the line to draw + * @param {number} fillColor - the color of the fill + * @param {number} fillAlpha - the alpha of the fill + * @param {boolean} fill - whether or not the shape is filled with a colour + * @param {boolean} nativeLines - the method for drawing lines + * @param {PIXI.Circle|PIXI.Rectangle|PIXI.Ellipse|PIXI.Polygon} shape - The shape object to draw. + */ + function GraphicsData(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, nativeLines, shape) { + _classCallCheck(this, GraphicsData); + + /** + * @member {number} the width of the line to draw + */ + this.lineWidth = lineWidth; + /** + * @member {boolean} if true the liens will be draw using LINES instead of TRIANGLE_STRIP + */ + this.nativeLines = nativeLines; + + /** + * @member {number} the color of the line to draw + */ + this.lineColor = lineColor; + + /** + * @member {number} the alpha of the line to draw + */ + this.lineAlpha = lineAlpha; + + /** + * @member {number} cached tint of the line to draw + */ + this._lineTint = lineColor; + + /** + * @member {number} the color of the fill + */ + this.fillColor = fillColor; + + /** + * @member {number} the alpha of the fill + */ + this.fillAlpha = fillAlpha; + + /** + * @member {number} cached tint of the fill + */ + this._fillTint = fillColor; + + /** + * @member {boolean} whether or not the shape is filled with a colour + */ + this.fill = fill; + + this.holes = []; + + /** + * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} The shape object to draw. + */ + this.shape = shape; + + /** + * @member {number} The type of the shape, see the Const.Shapes file for all the existing types, + */ + this.type = shape.type; + } + + /** + * Creates a new GraphicsData object with the same values as this one. + * + * @return {PIXI.GraphicsData} Cloned GraphicsData object + */ + + + GraphicsData.prototype.clone = function clone() { + return new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.fill, this.nativeLines, this.shape); + }; + + /** + * Adds a hole to the shape. + * + * @param {PIXI.Rectangle|PIXI.Circle} shape - The shape of the hole. + */ + + + GraphicsData.prototype.addHole = function addHole(shape) { + this.holes.push(shape); + }; + + /** + * Destroys the Graphics data. + */ + + + GraphicsData.prototype.destroy = function destroy() { + this.shape = null; + this.holes = null; + }; + + return GraphicsData; + }(); + + exports.default = GraphicsData; + + }, {}], 55: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + + var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + + var _const = require('../../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they + * now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasGraphicsRenderer: + * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java + */ + + /** + * Renderer dedicated to drawing and batching graphics objects. + * + * @class + * @private + * @memberof PIXI + */ + var CanvasGraphicsRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer. + */ + function CanvasGraphicsRenderer(renderer) { + _classCallCheck(this, CanvasGraphicsRenderer); + + this.renderer = renderer; + } + + /** + * Renders a Graphics object to a canvas. + * + * @param {PIXI.Graphics} graphics - the actual graphics object to render + */ + + + CanvasGraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var context = renderer.context; + var worldAlpha = graphics.worldAlpha; + var transform = graphics.transform.worldTransform; + var resolution = renderer.resolution; + + // if the tint has changed, set the graphics object to dirty. + if (this._prevTint !== this.tint) { + this.dirty = true; + } + + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + if (graphics.dirty) { + this.updateGraphicsTint(graphics); + graphics.dirty = false; + } + + renderer.setBlendMode(graphics.blendMode); + + for (var i = 0; i < graphics.graphicsData.length; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + var fillColor = data._fillTint; + var lineColor = data._lineTint; + + context.lineWidth = data.lineWidth; + + if (data.type === _const.SHAPES.POLY) { + context.beginPath(); + + this.renderPolygon(shape.points, shape.closed, context); + + for (var j = 0; j < data.holes.length; j++) { + this.renderPolygon(data.holes[j].points, true, context); + } + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RECT) { + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fillRect(shape.x, shape.y, shape.width, shape.height); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.strokeRect(shape.x, shape.y, shape.width, shape.height); + } + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + context.beginPath(); + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.beginPath(); + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } + } + }; + + /** + * Updates the tint of a graphics object + * + * @private + * @param {PIXI.Graphics} graphics - the graphics that will have its tint updated + */ + + + CanvasGraphicsRenderer.prototype.updateGraphicsTint = function updateGraphicsTint(graphics) { + graphics._prevTint = graphics.tint; + + var tintR = (graphics.tint >> 16 & 0xFF) / 255; + var tintG = (graphics.tint >> 8 & 0xFF) / 255; + var tintB = (graphics.tint & 0xFF) / 255; + + for (var i = 0; i < graphics.graphicsData.length; ++i) { + var data = graphics.graphicsData[i]; + + var fillColor = data.fillColor | 0; + var lineColor = data.lineColor | 0; + + // super inline cos im an optimization NAZI :) + data._fillTint = ((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255; + + data._lineTint = ((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255; + } + }; + + /** + * Renders a polygon. + * + * @param {PIXI.Point[]} points - The points to render + * @param {boolean} close - Should the polygon be closed + * @param {CanvasRenderingContext2D} context - The rendering context to use + */ + + + CanvasGraphicsRenderer.prototype.renderPolygon = function renderPolygon(points, close, context) { + context.moveTo(points[0], points[1]); + + for (var j = 1; j < points.length / 2; ++j) { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + if (close) { + context.closePath(); + } + }; + + /** + * destroy graphics object + * + */ + + + CanvasGraphicsRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasGraphicsRenderer; + }(); + + exports.default = CanvasGraphicsRenderer; + + + _CanvasRenderer2.default.registerPlugin('graphics', CanvasGraphicsRenderer); + + }, { "../../const": 46, "../../renderers/canvas/CanvasRenderer": 77 }], 56: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + exports.default = bezierCurveTo; + /** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [path=[]] - Path array to push points into + * @return {number[]} Array of points of the curve + */ + function bezierCurveTo(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var path = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : []; + + var n = 20; + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + + path.push(fromX, fromY); + + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + + dt = 1 - j; + dt2 = dt * dt; + dt3 = dt2 * dt; + + t2 = j * j; + t3 = t2 * j; + + path.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY); + } + + return path; + } + + }, {}], 57: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _utils = require('../../utils'); + + var _const = require('../../const'); + + var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + + var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + + var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + + var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + + var _WebGLGraphicsData = require('./WebGLGraphicsData'); + + var _WebGLGraphicsData2 = _interopRequireDefault(_WebGLGraphicsData); + + var _PrimitiveShader = require('./shaders/PrimitiveShader'); + + var _PrimitiveShader2 = _interopRequireDefault(_PrimitiveShader); + + var _buildPoly = require('./utils/buildPoly'); + + var _buildPoly2 = _interopRequireDefault(_buildPoly); + + var _buildRectangle = require('./utils/buildRectangle'); + + var _buildRectangle2 = _interopRequireDefault(_buildRectangle); + + var _buildRoundedRectangle = require('./utils/buildRoundedRectangle'); + + var _buildRoundedRectangle2 = _interopRequireDefault(_buildRoundedRectangle); + + var _buildCircle = require('./utils/buildCircle'); + + var _buildCircle2 = _interopRequireDefault(_buildCircle); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * Renders the graphics object. + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var GraphicsRenderer = function (_ObjectRenderer) { + _inherits(GraphicsRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this object renderer works for. + */ + function GraphicsRenderer(renderer) { + _classCallCheck(this, GraphicsRenderer); + + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.graphicsDataPool = []; + + _this.primitiveShader = null; + + _this.gl = renderer.gl; + + // easy access! + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * Called when there is a WebGL context change + * + * @private + * + */ + + + GraphicsRenderer.prototype.onContextChange = function onContextChange() { + this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.primitiveShader = new _PrimitiveShader2.default(this.gl); + }; + + /** + * Destroys this renderer. + * + */ + + + GraphicsRenderer.prototype.destroy = function destroy() { + _ObjectRenderer3.default.prototype.destroy.call(this); + + for (var i = 0; i < this.graphicsDataPool.length; ++i) { + this.graphicsDataPool[i].destroy(); + } + + this.graphicsDataPool = null; + }; + + /** + * Renders a graphics object. + * + * @param {PIXI.Graphics} graphics - The graphics object to render. + */ + + + GraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var gl = renderer.gl; + + var webGLData = void 0; + var webGL = graphics._webGL[this.CONTEXT_UID]; + + if (!webGL || graphics.dirty !== webGL.dirty) { + this.updateGraphics(graphics); + + webGL = graphics._webGL[this.CONTEXT_UID]; + } + + // This could be speeded up for sure! + var shader = this.primitiveShader; + + renderer.bindShader(shader); + renderer.state.setBlendMode(graphics.blendMode); + + for (var i = 0, n = webGL.data.length; i < n; i++) { + webGLData = webGL.data[i]; + var shaderTemp = webGLData.shader; + + renderer.bindShader(shaderTemp); + shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); + shaderTemp.uniforms.tint = (0, _utils.hex2rgb)(graphics.tint); + shaderTemp.uniforms.alpha = graphics.worldAlpha; + + renderer.bindVao(webGLData.vao); + + if (webGLData.nativeLines) { + gl.drawArrays(gl.LINES, 0, webGLData.points.length / 6); + } else { + webGLData.vao.draw(gl.TRIANGLE_STRIP, webGLData.indices.length); + } + } + }; + + /** + * Updates the graphics object + * + * @private + * @param {PIXI.Graphics} graphics - The graphics object to update + */ + + + GraphicsRenderer.prototype.updateGraphics = function updateGraphics(graphics) { + var gl = this.renderer.gl; + + // get the contexts graphics object + var webGL = graphics._webGL[this.CONTEXT_UID]; + + // if the graphics object does not exist in the webGL context time to create it! + if (!webGL) { + webGL = graphics._webGL[this.CONTEXT_UID] = { lastIndex: 0, data: [], gl: gl, clearDirty: -1, dirty: -1 }; + } + + // flag the graphics as not dirty as we are about to update it... + webGL.dirty = graphics.dirty; + + // if the user cleared the graphics object we will need to clear every object + if (graphics.clearDirty !== webGL.clearDirty) { + webGL.clearDirty = graphics.clearDirty; + + // loop through and return all the webGLDatas to the object pool so than can be reused later on + for (var i = 0; i < webGL.data.length; i++) { + this.graphicsDataPool.push(webGL.data[i]); + } + + // clear the array and reset the index.. + webGL.data.length = 0; + webGL.lastIndex = 0; + } + + var webGLData = void 0; + var webGLDataNativeLines = void 0; + + // loop through the graphics datas and construct each one.. + // if the object is a complex fill then the new stencil buffer technique will be used + // other wise graphics objects will be pushed into a batch.. + for (var _i = webGL.lastIndex; _i < graphics.graphicsData.length; _i++) { + var data = graphics.graphicsData[_i]; + + // TODO - this can be simplified + webGLData = this.getWebGLData(webGL, 0); + + if (data.nativeLines && data.lineWidth) { + webGLDataNativeLines = this.getWebGLData(webGL, 0, true); + webGL.lastIndex++; + } + + if (data.type === _const.SHAPES.POLY) { + (0, _buildPoly2.default)(data, webGLData, webGLDataNativeLines); + } + if (data.type === _const.SHAPES.RECT) { + (0, _buildRectangle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.CIRC || data.type === _const.SHAPES.ELIP) { + (0, _buildCircle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.RREC) { + (0, _buildRoundedRectangle2.default)(data, webGLData, webGLDataNativeLines); + } + + webGL.lastIndex++; + } + + this.renderer.bindVao(null); + + // upload all the dirty data... + for (var _i2 = 0; _i2 < webGL.data.length; _i2++) { + webGLData = webGL.data[_i2]; + + if (webGLData.dirty) { + webGLData.upload(); + } + } + }; + + /** + * + * @private + * @param {WebGLRenderingContext} gl - the current WebGL drawing context + * @param {number} type - TODO @Alvin + * @param {number} nativeLines - indicate whether the webGLData use for nativeLines. + * @return {*} TODO + */ + + + GraphicsRenderer.prototype.getWebGLData = function getWebGLData(gl, type, nativeLines) { + var webGLData = gl.data[gl.data.length - 1]; + + if (!webGLData || webGLData.nativeLines !== nativeLines || webGLData.points.length > 320000) { + webGLData = this.graphicsDataPool.pop() || new _WebGLGraphicsData2.default(this.renderer.gl, this.primitiveShader, this.renderer.state.attribsState); + webGLData.nativeLines = nativeLines; + webGLData.reset(type); + gl.data.push(webGLData); + } + + webGLData.dirty = true; + + return webGLData; + }; + + return GraphicsRenderer; + }(_ObjectRenderer3.default); + + exports.default = GraphicsRenderer; + + + _WebGLRenderer2.default.registerPlugin('graphics', GraphicsRenderer); + + }, { "../../const": 46, "../../renderers/webgl/WebGLRenderer": 84, "../../renderers/webgl/utils/ObjectRenderer": 94, "../../utils": 124, "./WebGLGraphicsData": 58, "./shaders/PrimitiveShader": 59, "./utils/buildCircle": 60, "./utils/buildPoly": 62, "./utils/buildRectangle": 63, "./utils/buildRoundedRectangle": 64 }], 58: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * An object containing WebGL specific properties to be used by the WebGL renderer + * + * @class + * @private + * @memberof PIXI + */ + var WebGLGraphicsData = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {PIXI.Shader} shader - The shader + * @param {object} attribsState - The state for the VAO + */ + function WebGLGraphicsData(gl, shader, attribsState) { + _classCallCheck(this, WebGLGraphicsData); + + /** + * The current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // TODO does this need to be split before uploading?? + /** + * An array of color components (r,g,b) + * @member {number[]} + */ + this.color = [0, 0, 0]; // color split! + + /** + * An array of points to draw + * @member {PIXI.Point[]} + */ + this.points = []; + + /** + * The indices of the vertices + * @member {number[]} + */ + this.indices = []; + /** + * The main buffer + * @member {WebGLBuffer} + */ + this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl); + + /** + * The index buffer + * @member {WebGLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl); + + /** + * Whether this graphics is dirty or not + * @member {boolean} + */ + this.dirty = true; + + /** + * Whether this graphics is nativeLines or not + * @member {boolean} + */ + this.nativeLines = false; + + this.glPoints = null; + this.glIndices = null; + + /** + * + * @member {PIXI.Shader} + */ + this.shader = shader; + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4); + } + + /** + * Resets the vertices and the indices + */ + + + WebGLGraphicsData.prototype.reset = function reset() { + this.points.length = 0; + this.indices.length = 0; + }; + + /** + * Binds the buffers and uploads the data + */ + + + WebGLGraphicsData.prototype.upload = function upload() { + this.glPoints = new Float32Array(this.points); + this.buffer.upload(this.glPoints); + + this.glIndices = new Uint16Array(this.indices); + this.indexBuffer.upload(this.glIndices); + + this.dirty = false; + }; + + /** + * Empties all the data + */ + + + WebGLGraphicsData.prototype.destroy = function destroy() { + this.color = null; + this.points = null; + this.indices = null; + + this.vao.destroy(); + this.buffer.destroy(); + this.indexBuffer.destroy(); + + this.gl = null; + + this.buffer = null; + this.indexBuffer = null; + + this.glPoints = null; + this.glIndices = null; + }; + + return WebGLGraphicsData; + }(); + + exports.default = WebGLGraphicsData; + + }, { "pixi-gl-core": 7 }], 59: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Shader2 = require('../../../Shader'); + + var _Shader3 = _interopRequireDefault(_Shader2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}. + * + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + var PrimitiveShader = function (_Shader) { + _inherits(PrimitiveShader, _Shader); + + /** + * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for. + */ + function PrimitiveShader(gl) { + _classCallCheck(this, PrimitiveShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\n'), + // fragment shader + ['varying vec4 vColor;', 'void main(void){', ' gl_FragColor = vColor;', '}'].join('\n'))); + } + + return PrimitiveShader; + }(_Shader3.default); + + exports.default = PrimitiveShader; + + }, { "../../../Shader": 44 }], 60: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = buildCircle; + + var _buildLine = require('./buildLine'); + + var _buildLine2 = _interopRequireDefault(_buildLine); + + var _const = require('../../../const'); + + var _utils = require('../../../utils'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ + function buildCircle(graphicsData, webGLData, webGLDataNativeLines) { + // need to convert points to a nice regular data + var circleData = graphicsData.shape; + var x = circleData.x; + var y = circleData.y; + var width = void 0; + var height = void 0; + + // TODO - bit hacky?? + if (graphicsData.type === _const.SHAPES.CIRC) { + width = circleData.radius; + height = circleData.radius; + } else { + width = circleData.width; + height = circleData.height; + } + + if (width === 0 || height === 0) { + return; + } + + var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height)); + + var seg = Math.PI * 2 / totalSegs; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + indices.push(vecPos); + + for (var i = 0; i < totalSegs + 1; i++) { + verts.push(x, y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height, r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + } + + indices.push(vecPos - 1); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = []; + + for (var _i = 0; _i < totalSegs + 1; _i++) { + graphicsData.points.push(x + Math.sin(seg * _i) * width, y + Math.cos(seg * _i) * height); + } + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } + } + + }, { "../../../const": 46, "../../../utils": 124, "./buildLine": 61 }], 61: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + exports.default = function (graphicsData, webGLData, webGLDataNativeLines) { + if (graphicsData.nativeLines) { + buildNativeLine(graphicsData, webGLDataNativeLines); + } else { + buildLine(graphicsData, webGLData); + } + }; + + var _math = require('../../../math'); + + var _utils = require('../../../utils'); + + /** + * Builds a line to draw using the poligon method. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ + function buildLine(graphicsData, webGLData) { + // TODO OPTIMISE! + var points = graphicsData.points; + + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + + // get first and last point.. figure out the middle! + var firstPoint = new _math.Point(points[0], points[1]); + var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + // if the first point is the last point - gonna have issues :) + if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + + points.pop(); + points.pop(); + + lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x = points[0]; + var p1y = points[1]; + var p2x = points[2]; + var p2y = points[3]; + var p3x = 0; + var p3y = 0; + + var perpx = -(p1y - p2y); + var perpy = p1x - p2x; + var perp2x = 0; + var perp2y = 0; + var perp3x = 0; + var perp3y = 0; + + var dist = Math.sqrt(perpx * perpx + perpy * perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha); + + verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha); + + for (var i = 1; i < length - 1; ++i) { + p1x = points[(i - 1) * 2]; + p1y = points[(i - 1) * 2 + 1]; + + p2x = points[i * 2]; + p2y = points[i * 2 + 1]; + + p3x = points[(i + 1) * 2]; + p3y = points[(i + 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + var a1 = -perpy + p1y - (-perpy + p2y); + var b1 = -perpx + p2x - (-perpx + p1x); + var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + var a2 = -perp2y + p3y - (-perp2y + p2y); + var b2 = -perp2x + p2x - (-perp2x + p3x); + var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + var denom = a1 * b2 - a2 * b1; + + if (Math.abs(denom) < 0.1) { + denom += 10.1; + verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha); + + verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha); + + continue; + } + + var px = (b1 * c2 - b2 * c1) / denom; + var py = (a2 * c1 - a1 * c2) / denom; + var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y); + + if (pdist > 196 * width * width) { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y - perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y + perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y - perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } else { + verts.push(px, py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px - p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length - 2) * 2]; + p1y = points[(length - 2) * 2 + 1]; + + p2x = points[(length - 1) * 2]; + p2y = points[(length - 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx, p2y - perpy); + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx, p2y + perpy); + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var _i = 0; _i < indexCount; ++_i) { + indices.push(indexStart++); + } + + indices.push(indexStart - 1); + } + + /** + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ + + + /** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ + function buildNativeLine(graphicsData, webGLData) { + var i = 0; + var points = graphicsData.points; + + if (points.length === 0) return; + + var verts = webGLData.points; + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + for (i = 1; i < length; i++) { + var p1x = points[(i - 1) * 2]; + var p1y = points[(i - 1) * 2 + 1]; + + var p2x = points[i * 2]; + var p2y = points[i * 2 + 1]; + + verts.push(p1x, p1y); + verts.push(r, g, b, alpha); + + verts.push(p2x, p2y); + verts.push(r, g, b, alpha); + } + } + + }, { "../../../math": 70, "../../../utils": 124 }], 62: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = buildPoly; + + var _buildLine = require('./buildLine'); + + var _buildLine2 = _interopRequireDefault(_buildLine); + + var _utils = require('../../../utils'); + + var _earcut = require('earcut'); + + var _earcut2 = _interopRequireDefault(_earcut); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ + function buildPoly(graphicsData, webGLData, webGLDataNativeLines) { + graphicsData.points = graphicsData.shape.points.slice(); + + var points = graphicsData.points; + + if (graphicsData.fill && points.length >= 6) { + var holeArray = []; + // Process holes.. + var holes = graphicsData.holes; + + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + + holeArray.push(points.length / 2); + + points = points.concat(hole.points); + } + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = (0, _earcut2.default)(points, holeArray, 2); + + if (!triangles) { + return; + } + + var vertPos = verts.length / 6; + + for (var _i = 0; _i < triangles.length; _i += 3) { + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i + 1] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + } + + for (var _i2 = 0; _i2 < length; _i2++) { + verts.push(points[_i2 * 2], points[_i2 * 2 + 1], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth > 0) { + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + } + } + + }, { "../../../utils": 124, "./buildLine": 61, "earcut": 19 }], 63: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = buildRectangle; + + var _buildLine = require('./buildLine'); + + var _buildLine2 = _interopRequireDefault(_buildLine); + + var _utils = require('../../../utils'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ + function buildRectangle(graphicsData, webGLData, webGLDataNativeLines) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length / 6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x, y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = [x, y, x + width, y, x + width, y + height, x, y + height, x, y]; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } + } + + }, { "../../../utils": 124, "./buildLine": 61 }], 64: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = buildRoundedRectangle; + + var _earcut = require('earcut'); + + var _earcut2 = _interopRequireDefault(_earcut); + + var _buildLine = require('./buildLine'); + + var _buildLine2 = _interopRequireDefault(_buildLine); + + var _utils = require('../../../utils'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ + function buildRoundedRectangle(graphicsData, webGLData, webGLDataNativeLines) { + var rrectData = graphicsData.shape; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + + var radius = rrectData.radius; + + var recPoints = []; + + recPoints.push(x, y + radius); + quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints); + quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints); + quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints); + quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints); + + // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. + // TODO - fix this properly, this is not very elegant.. but it works for now. + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + var triangles = (0, _earcut2.default)(recPoints, null, 2); + + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + + for (var _i = 0, _j = recPoints.length; _i < _j; _i++) { + verts.push(recPoints[_i], recPoints[++_i], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = recPoints; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } + } + + /** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @return {number} the result + * + */ + function getPt(n1, n2, perc) { + var diff = n2 - n1; + + return n1 + diff * perc; + } + + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @return {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY) { + var out = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : []; + + var n = 20; + var points = out; + + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + + points.push(x, y); + } + + return points; + } + + }, { "../../../utils": 124, "./buildLine": 61, "earcut": 19 }], 65: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.autoDetectRenderer = exports.Application = exports.Filter = exports.SpriteMaskFilter = exports.Quad = exports.RenderTarget = exports.ObjectRenderer = exports.WebGLManager = exports.Shader = exports.CanvasRenderTarget = exports.TextureUvs = exports.VideoBaseTexture = exports.BaseRenderTexture = exports.RenderTexture = exports.BaseTexture = exports.Texture = exports.Spritesheet = exports.CanvasGraphicsRenderer = exports.GraphicsRenderer = exports.GraphicsData = exports.Graphics = exports.TextMetrics = exports.TextStyle = exports.Text = exports.SpriteRenderer = exports.CanvasTinter = exports.CanvasSpriteRenderer = exports.Sprite = exports.TransformBase = exports.TransformStatic = exports.Transform = exports.Container = exports.DisplayObject = exports.Bounds = exports.glCore = exports.WebGLRenderer = exports.CanvasRenderer = exports.ticker = exports.utils = exports.settings = undefined; + + var _const = require('./const'); + + Object.keys(_const).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _const[key]; + } + }); + }); + + var _math = require('./math'); + + Object.keys(_math).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _math[key]; + } + }); + }); + + var _pixiGlCore = require('pixi-gl-core'); + + Object.defineProperty(exports, 'glCore', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_pixiGlCore).default; + } + }); + + var _Bounds = require('./display/Bounds'); + + Object.defineProperty(exports, 'Bounds', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Bounds).default; + } + }); + + var _DisplayObject = require('./display/DisplayObject'); + + Object.defineProperty(exports, 'DisplayObject', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplayObject).default; + } + }); + + var _Container = require('./display/Container'); + + Object.defineProperty(exports, 'Container', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Container).default; + } + }); + + var _Transform = require('./display/Transform'); + + Object.defineProperty(exports, 'Transform', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Transform).default; + } + }); + + var _TransformStatic = require('./display/TransformStatic'); + + Object.defineProperty(exports, 'TransformStatic', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformStatic).default; + } + }); + + var _TransformBase = require('./display/TransformBase'); + + Object.defineProperty(exports, 'TransformBase', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformBase).default; + } + }); + + var _Sprite = require('./sprites/Sprite'); + + Object.defineProperty(exports, 'Sprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Sprite).default; + } + }); + + var _CanvasSpriteRenderer = require('./sprites/canvas/CanvasSpriteRenderer'); + + Object.defineProperty(exports, 'CanvasSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasSpriteRenderer).default; + } + }); + + var _CanvasTinter = require('./sprites/canvas/CanvasTinter'); + + Object.defineProperty(exports, 'CanvasTinter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasTinter).default; + } + }); + + var _SpriteRenderer = require('./sprites/webgl/SpriteRenderer'); + + Object.defineProperty(exports, 'SpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteRenderer).default; + } + }); + + var _Text = require('./text/Text'); + + Object.defineProperty(exports, 'Text', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Text).default; + } + }); + + var _TextStyle = require('./text/TextStyle'); + + Object.defineProperty(exports, 'TextStyle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextStyle).default; + } + }); + + var _TextMetrics = require('./text/TextMetrics'); + + Object.defineProperty(exports, 'TextMetrics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextMetrics).default; + } + }); + + var _Graphics = require('./graphics/Graphics'); + + Object.defineProperty(exports, 'Graphics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Graphics).default; + } + }); + + var _GraphicsData = require('./graphics/GraphicsData'); + + Object.defineProperty(exports, 'GraphicsData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsData).default; + } + }); + + var _GraphicsRenderer = require('./graphics/webgl/GraphicsRenderer'); + + Object.defineProperty(exports, 'GraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsRenderer).default; + } + }); + + var _CanvasGraphicsRenderer = require('./graphics/canvas/CanvasGraphicsRenderer'); + + Object.defineProperty(exports, 'CanvasGraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasGraphicsRenderer).default; + } + }); + + var _Spritesheet = require('./textures/Spritesheet'); + + Object.defineProperty(exports, 'Spritesheet', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Spritesheet).default; + } + }); + + var _Texture = require('./textures/Texture'); + + Object.defineProperty(exports, 'Texture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Texture).default; + } + }); + + var _BaseTexture = require('./textures/BaseTexture'); + + Object.defineProperty(exports, 'BaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseTexture).default; + } + }); + + var _RenderTexture = require('./textures/RenderTexture'); + + Object.defineProperty(exports, 'RenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTexture).default; + } + }); + + var _BaseRenderTexture = require('./textures/BaseRenderTexture'); + + Object.defineProperty(exports, 'BaseRenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseRenderTexture).default; + } + }); + + var _VideoBaseTexture = require('./textures/VideoBaseTexture'); + + Object.defineProperty(exports, 'VideoBaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_VideoBaseTexture).default; + } + }); + + var _TextureUvs = require('./textures/TextureUvs'); + + Object.defineProperty(exports, 'TextureUvs', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureUvs).default; + } + }); + + var _CanvasRenderTarget = require('./renderers/canvas/utils/CanvasRenderTarget'); + + Object.defineProperty(exports, 'CanvasRenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasRenderTarget).default; + } + }); + + var _Shader = require('./Shader'); + + Object.defineProperty(exports, 'Shader', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Shader).default; + } + }); + + var _WebGLManager = require('./renderers/webgl/managers/WebGLManager'); + + Object.defineProperty(exports, 'WebGLManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLManager).default; + } + }); + + var _ObjectRenderer = require('./renderers/webgl/utils/ObjectRenderer'); + + Object.defineProperty(exports, 'ObjectRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObjectRenderer).default; + } + }); + + var _RenderTarget = require('./renderers/webgl/utils/RenderTarget'); + + Object.defineProperty(exports, 'RenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTarget).default; + } + }); + + var _Quad = require('./renderers/webgl/utils/Quad'); + + Object.defineProperty(exports, 'Quad', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Quad).default; + } + }); + + var _SpriteMaskFilter = require('./renderers/webgl/filters/spriteMask/SpriteMaskFilter'); + + Object.defineProperty(exports, 'SpriteMaskFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteMaskFilter).default; + } + }); + + var _Filter = require('./renderers/webgl/filters/Filter'); + + Object.defineProperty(exports, 'Filter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Filter).default; + } + }); + + var _Application = require('./Application'); + + Object.defineProperty(exports, 'Application', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Application).default; + } + }); + + var _autoDetectRenderer = require('./autoDetectRenderer'); + + Object.defineProperty(exports, 'autoDetectRenderer', { + enumerable: true, + get: function get() { + return _autoDetectRenderer.autoDetectRenderer; + } + }); + + var _utils = require('./utils'); + + var utils = _interopRequireWildcard(_utils); + + var _ticker = require('./ticker'); + + var ticker = _interopRequireWildcard(_ticker); + + var _settings = require('./settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + + var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + + var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + + var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + exports.settings = _settings2.default; + exports.utils = utils; + exports.ticker = ticker; + exports.CanvasRenderer = _CanvasRenderer2.default; + exports.WebGLRenderer = _WebGLRenderer2.default; /** + * @namespace PIXI + */ + + }, { "./Application": 43, "./Shader": 44, "./autoDetectRenderer": 45, "./const": 46, "./display/Bounds": 47, "./display/Container": 48, "./display/DisplayObject": 49, "./display/Transform": 50, "./display/TransformBase": 51, "./display/TransformStatic": 52, "./graphics/Graphics": 53, "./graphics/GraphicsData": 54, "./graphics/canvas/CanvasGraphicsRenderer": 55, "./graphics/webgl/GraphicsRenderer": 57, "./math": 70, "./renderers/canvas/CanvasRenderer": 77, "./renderers/canvas/utils/CanvasRenderTarget": 79, "./renderers/webgl/WebGLRenderer": 84, "./renderers/webgl/filters/Filter": 86, "./renderers/webgl/filters/spriteMask/SpriteMaskFilter": 89, "./renderers/webgl/managers/WebGLManager": 93, "./renderers/webgl/utils/ObjectRenderer": 94, "./renderers/webgl/utils/Quad": 95, "./renderers/webgl/utils/RenderTarget": 96, "./settings": 101, "./sprites/Sprite": 102, "./sprites/canvas/CanvasSpriteRenderer": 103, "./sprites/canvas/CanvasTinter": 104, "./sprites/webgl/SpriteRenderer": 106, "./text/Text": 108, "./text/TextMetrics": 109, "./text/TextStyle": 110, "./textures/BaseRenderTexture": 111, "./textures/BaseTexture": 112, "./textures/RenderTexture": 113, "./textures/Spritesheet": 114, "./textures/Texture": 115, "./textures/TextureUvs": 116, "./textures/VideoBaseTexture": 117, "./ticker": 120, "./utils": 124, "pixi-gl-core": 7 }], 66: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Matrix = require('./Matrix'); + + var _Matrix2 = _interopRequireDefault(_Matrix); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16 + + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + var tempMatrices = []; + + var mul = []; + + function signum(x) { + if (x < 0) { + return -1; + } + if (x > 0) { + return 1; + } + + return 0; + } + + function init() { + for (var i = 0; i < 16; i++) { + var row = []; + + mul.push(row); + + for (var j = 0; j < 16; j++) { + var _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]); + var _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]); + var _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]); + var _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]); + + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + + for (var _i = 0; _i < 16; _i++) { + var mat = new _Matrix2.default(); + + mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0); + tempMatrices.push(mat); + } + } + + init(); + + /** + * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}, + * D8 is the same but with diagonals. Used for texture rotations. + * + * Vector xX(i), xY(i) is U-axis of sprite with rotation i + * Vector yY(i), yY(i) is V-axis of sprite with rotation i + * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6) + * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14) + * This is the small part of gameofbombs.com portal system. It works. + * + * @author Ivan @ivanpopelyshev + * @class + * @memberof PIXI + */ + var GroupD8 = { + E: 0, + SE: 1, + S: 2, + SW: 3, + W: 4, + NW: 5, + N: 6, + NE: 7, + MIRROR_VERTICAL: 8, + MIRROR_HORIZONTAL: 12, + uX: function uX(ind) { + return ux[ind]; + }, + uY: function uY(ind) { + return uy[ind]; + }, + vX: function vX(ind) { + return vx[ind]; + }, + vY: function vY(ind) { + return vy[ind]; + }, + inv: function inv(rotation) { + if (rotation & 8) { + return rotation & 15; + } + + return -rotation & 7; + }, + add: function add(rotationSecond, rotationFirst) { + return mul[rotationSecond][rotationFirst]; + }, + sub: function sub(rotationSecond, rotationFirst) { + return mul[rotationSecond][GroupD8.inv(rotationFirst)]; + }, + + /** + * Adds 180 degrees to rotation. Commutative operation. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} rotated number + */ + rotate180: function rotate180(rotation) { + return rotation ^ 4; + }, + + /** + * I dont know why sometimes width and heights needs to be swapped. We'll fix it later. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to check. + * @returns {boolean} Whether or not the width/height should be swapped. + */ + isSwapWidthHeight: function isSwapWidthHeight(rotation) { + return (rotation & 3) === 2; + }, + + /** + * @memberof PIXI.GroupD8 + * @param {number} dx - TODO + * @param {number} dy - TODO + * + * @return {number} TODO + */ + byDirection: function byDirection(dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return GroupD8.S; + } + + return GroupD8.N; + } else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return GroupD8.E; + } + + return GroupD8.W; + } else if (dy > 0) { + if (dx > 0) { + return GroupD8.SE; + } + + return GroupD8.SW; + } else if (dx > 0) { + return GroupD8.NE; + } + + return GroupD8.NW; + }, + + /** + * Helps sprite to compensate texture packer rotation. + * + * @memberof PIXI.GroupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {number} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) { + var tx = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var ty = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + // Packer used "rotation", we use "inv(rotation)" + var mat = tempMatrices[GroupD8.inv(rotation)]; + + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + } + }; + + exports.default = GroupD8; + + }, { "./Matrix": 67 }], 67: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _Point = require('./Point'); + + var _Point2 = _interopRequireDefault(_Point); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The PixiJS Matrix class as an object, which makes it a lot faster, + * here is a representation of it : + * | a | b | tx| + * | c | d | ty| + * | 0 | 0 | 1 | + * + * @class + * @memberof PIXI + */ + var Matrix = function () { + /** + * @param {number} [a=1] - x scale + * @param {number} [b=0] - y skew + * @param {number} [c=0] - x skew + * @param {number} [d=1] - y scale + * @param {number} [tx=0] - x translation + * @param {number} [ty=0] - y translation + */ + function Matrix() { + var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; + var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + + _classCallCheck(this, Matrix); + + /** + * @member {number} + * @default 1 + */ + this.a = a; + + /** + * @member {number} + * @default 0 + */ + this.b = b; + + /** + * @member {number} + * @default 0 + */ + this.c = c; + + /** + * @member {number} + * @default 1 + */ + this.d = d; + + /** + * @member {number} + * @default 0 + */ + this.tx = tx; + + /** + * @member {number} + * @default 0 + */ + this.ty = ty; + + this.array = null; + } + + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * + * @param {number[]} array - The array that the matrix will be populated from. + */ + + + Matrix.prototype.fromArray = function fromArray(array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + + /** + * sets the matrix properties + * + * @param {number} a - Matrix component + * @param {number} b - Matrix component + * @param {number} c - Matrix component + * @param {number} d - Matrix component + * @param {number} tx - Matrix component + * @param {number} ty - Matrix component + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.set = function set(a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + + return this; + }; + + /** + * Creates an array from the current Matrix object. + * + * @param {boolean} transpose - Whether we need to transpose the matrix or not + * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out + * @return {number[]} the newly created array which contains the matrix + */ + + + Matrix.prototype.toArray = function toArray(transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + + var array = out || this.array; + + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + + return array; + }; + + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, transformed through this matrix + */ + + + Matrix.prototype.apply = function apply(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.a * x + this.c * y + this.tx; + newPos.y = this.b * x + this.d * y + this.ty; + + return newPos; + }; + + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, inverse-transformed through this matrix + */ + + + Matrix.prototype.applyInverse = function applyInverse(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var id = 1 / (this.a * this.d + this.c * -this.b); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; + newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; + + return newPos; + }; + + /** + * Translates the matrix on the x and y. + * + * @param {number} x How much to translate x by + * @param {number} y How much to translate y by + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.translate = function translate(x, y) { + this.tx += x; + this.ty += y; + + return this; + }; + + /** + * Applies a scale transformation to the matrix. + * + * @param {number} x The amount to scale horizontally + * @param {number} y The amount to scale vertically + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.scale = function scale(x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + + return this; + }; + + /** + * Applies a rotation transformation to the matrix. + * + * @param {number} angle - The angle in radians. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.rotate = function rotate(angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + + this.a = a1 * cos - this.b * sin; + this.b = a1 * sin + this.b * cos; + this.c = c1 * cos - this.d * sin; + this.d = c1 * sin + this.d * cos; + this.tx = tx1 * cos - this.ty * sin; + this.ty = tx1 * sin + this.ty * cos; + + return this; + }; + + /** + * Appends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to append. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.append = function append(matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + + this.a = matrix.a * a1 + matrix.b * c1; + this.b = matrix.a * b1 + matrix.b * d1; + this.c = matrix.c * a1 + matrix.d * c1; + this.d = matrix.c * b1 + matrix.d * d1; + + this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; + this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; + + return this; + }; + + /** + * Sets the matrix based on all the available properties + * + * @param {number} x - Position on the x axis + * @param {number} y - Position on the y axis + * @param {number} pivotX - Pivot on the x axis + * @param {number} pivotY - Pivot on the y axis + * @param {number} scaleX - Scale on the x axis + * @param {number} scaleY - Scale on the y axis + * @param {number} rotation - Rotation in radians + * @param {number} skewX - Skew on the x axis + * @param {number} skewY - Skew on the y axis + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + var sr = Math.sin(rotation); + var cr = Math.cos(rotation); + var cy = Math.cos(skewY); + var sy = Math.sin(skewY); + var nsx = -Math.sin(skewX); + var cx = Math.cos(skewX); + + var a = cr * scaleX; + var b = sr * scaleX; + var c = -sr * scaleY; + var d = cr * scaleY; + + this.a = cy * a + sy * c; + this.b = cy * b + sy * d; + this.c = nsx * a + cx * c; + this.d = nsx * b + cx * d; + + this.tx = x + (pivotX * a + pivotY * c); + this.ty = y + (pivotX * b + pivotY * d); + + return this; + }; + + /** + * Prepends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to prepend + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.prepend = function prepend(matrix) { + var tx1 = this.tx; + + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + + this.a = a1 * matrix.a + this.b * matrix.c; + this.b = a1 * matrix.b + this.b * matrix.d; + this.c = c1 * matrix.a + this.d * matrix.c; + this.d = c1 * matrix.b + this.d * matrix.d; + } + + this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx; + this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty; + + return this; + }; + + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * + * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties + */ + + + Matrix.prototype.decompose = function decompose(transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + + var delta = Math.abs(skewX + skewY); + + if (delta < 0.00001) { + transform.rotation = skewY; + + if (a < 0 && d >= 0) { + transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI; + } + + transform.skew.x = transform.skew.y = 0; + } else { + transform.skew.x = skewX; + transform.skew.y = skewY; + } + + // next set scale + transform.scale.x = Math.sqrt(a * a + b * b); + transform.scale.y = Math.sqrt(c * c + d * d); + + // next set position + transform.position.x = this.tx; + transform.position.y = this.ty; + + return transform; + }; + + /** + * Inverts this matrix + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.invert = function invert() { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = a1 * d1 - b1 * c1; + + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = (c1 * this.ty - d1 * tx1) / n; + this.ty = -(a1 * this.ty - b1 * tx1) / n; + + return this; + }; + + /** + * Resets this Matix to an identity (default) matrix. + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.identity = function identity() { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + + return this; + }; + + /** + * Creates a new Matrix object with the same values as this one. + * + * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. + */ + + + Matrix.prototype.clone = function clone() { + var matrix = new Matrix(); + + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @return {PIXI.Matrix} The matrix given in parameter with its values updated. + */ + + + Matrix.prototype.copy = function copy(matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * A default (identity) matrix + * + * @static + * @const + */ + + + _createClass(Matrix, null, [{ + key: 'IDENTITY', + get: function get() { + return new Matrix(); + } + + /** + * A temp matrix + * + * @static + * @const + */ + + }, { + key: 'TEMP_MATRIX', + get: function get() { + return new Matrix(); + } + }]); + + return Matrix; + }(); + + exports.default = Matrix; + + }, { "./Point": 69 }], 68: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * An observable point is a point that triggers a callback when the point's position is changed. + * + * @class + * @memberof PIXI + */ + var ObservablePoint = function () { + /** + * @param {Function} cb - callback when changed + * @param {object} scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope) { + var x = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var y = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, ObservablePoint); + + this._x = x; + this._y = y; + + this.cb = cb; + this.scope = scope; + } + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + ObservablePoint.prototype.set = function set(x, y) { + var _x = x || 0; + var _y = y || (y !== 0 ? _x : 0); + + if (this._x !== _x || this._y !== _y) { + this._x = _x; + this._y = _y; + this.cb.call(this.scope); + } + }; + + /** + * Copies the data from another point + * + * @param {PIXI.Point|PIXI.ObservablePoint} point - point to copy from + */ + + + ObservablePoint.prototype.copy = function copy(point) { + if (this._x !== point.x || this._y !== point.y) { + this._x = point.x; + this._y = point.y; + this.cb.call(this.scope); + } + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + + _createClass(ObservablePoint, [{ + key: "x", + get: function get() { + return this._x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + } + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + }, { + key: "y", + get: function get() { + return this._y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + } + }]); + + return ObservablePoint; + }(); + + exports.default = ObservablePoint; + + }, {}], 69: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * @class + * @memberof PIXI + */ + var Point = function () { + /** + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + + _classCallCheck(this, Point); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + } + + /** + * Creates a clone of this point + * + * @return {PIXI.Point} a copy of the point + */ + + + Point.prototype.clone = function clone() { + return new Point(this.x, this.y); + }; + + /** + * Copies x and y from the given point + * + * @param {PIXI.Point} p - The point to copy. + */ + + + Point.prototype.copy = function copy(p) { + this.set(p.x, p.y); + }; + + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.Point} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + + Point.prototype.equals = function equals(p) { + return p.x === this.x && p.y === this.y; + }; + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + Point.prototype.set = function set(x, y) { + this.x = x || 0; + this.y = y || (y !== 0 ? this.x : 0); + }; + + return Point; + }(); + + exports.default = Point; + + }, {}], 70: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Point = require('./Point'); + + Object.defineProperty(exports, 'Point', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Point).default; + } + }); + + var _ObservablePoint = require('./ObservablePoint'); + + Object.defineProperty(exports, 'ObservablePoint', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObservablePoint).default; + } + }); + + var _Matrix = require('./Matrix'); + + Object.defineProperty(exports, 'Matrix', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Matrix).default; + } + }); + + var _GroupD = require('./GroupD8'); + + Object.defineProperty(exports, 'GroupD8', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GroupD).default; + } + }); + + var _Circle = require('./shapes/Circle'); + + Object.defineProperty(exports, 'Circle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Circle).default; + } + }); + + var _Ellipse = require('./shapes/Ellipse'); + + Object.defineProperty(exports, 'Ellipse', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Ellipse).default; + } + }); + + var _Polygon = require('./shapes/Polygon'); + + Object.defineProperty(exports, 'Polygon', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Polygon).default; + } + }); + + var _Rectangle = require('./shapes/Rectangle'); + + Object.defineProperty(exports, 'Rectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rectangle).default; + } + }); + + var _RoundedRectangle = require('./shapes/RoundedRectangle'); + + Object.defineProperty(exports, 'RoundedRectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RoundedRectangle).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./GroupD8": 66, "./Matrix": 67, "./ObservablePoint": 68, "./Point": 69, "./shapes/Circle": 71, "./shapes/Ellipse": 72, "./shapes/Polygon": 73, "./shapes/Rectangle": 74, "./shapes/RoundedRectangle": 75 }], 71: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Rectangle = require('./Rectangle'); + + var _Rectangle2 = _interopRequireDefault(_Rectangle); + + var _const = require('../../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The Circle object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ + var Circle = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [radius=0] - The radius of the circle + */ + function Circle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var radius = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + + _classCallCheck(this, Circle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.CIRC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.CIRC; + } + + /** + * Creates a clone of this Circle instance + * + * @return {PIXI.Circle} a copy of the Circle + */ + + + Circle.prototype.clone = function clone() { + return new Circle(this.x, this.y, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this circle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Circle + */ + + + Circle.prototype.contains = function contains(x, y) { + if (this.radius <= 0) { + return false; + } + + var r2 = this.radius * this.radius; + var dx = this.x - x; + var dy = this.y - y; + + dx *= dx; + dy *= dy; + + return dx + dy <= r2; + }; + + /** + * Returns the framing rectangle of the circle as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Circle.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + + return Circle; + }(); + + exports.default = Circle; + + }, { "../../const": 46, "./Rectangle": 74 }], 72: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Rectangle = require('./Rectangle'); + + var _Rectangle2 = _interopRequireDefault(_Rectangle); + + var _const = require('../../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The Ellipse object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ + var Ellipse = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [width=0] - The half width of this ellipse + * @param {number} [height=0] - The half height of this ellipse + */ + function Ellipse() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Ellipse); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = width; + + /** + * @member {number} + * @default 0 + */ + this.height = height; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.ELIP + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.ELIP; + } + + /** + * Creates a clone of this Ellipse instance + * + * @return {PIXI.Ellipse} a copy of the ellipse + */ + + + Ellipse.prototype.clone = function clone() { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coords are within this ellipse + */ + + + Ellipse.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + // normalize the coords to an ellipse with center 0,0 + var normx = (x - this.x) / this.width; + var normy = (y - this.y) / this.height; + + normx *= normx; + normy *= normy; + + return normx + normy <= 1; + }; + + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Ellipse.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.width, this.y - this.height, this.width, this.height); + }; + + return Ellipse; + }(); + + exports.default = Ellipse; + + }, { "../../const": 46, "./Rectangle": 74 }], 73: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Point = require('../Point'); + + var _Point2 = _interopRequireDefault(_Point); + + var _const = require('../../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @class + * @memberof PIXI + */ + var Polygon = function () { + /** + * @param {PIXI.Point[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + for (var _len = arguments.length, points = Array(_len), _key = 0; _key < _len; _key++) { + points[_key] = arguments[_key]; + } + + _classCallCheck(this, Polygon); + + if (Array.isArray(points[0])) { + points = points[0]; + } + + // if this is an array of points, convert it to a flat array of numbers + if (points[0] instanceof _Point2.default) { + var p = []; + + for (var i = 0, il = points.length; i < il; i++) { + p.push(points[i].x, points[i].y); + } + + points = p; + } + + this.closed = true; + + /** + * An array of the points of this polygon + * + * @member {number[]} + */ + this.points = points; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.POLY + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.POLY; + } + + /** + * Creates a clone of this polygon + * + * @return {PIXI.Polygon} a copy of the polygon + */ + + + Polygon.prototype.clone = function clone() { + return new Polygon(this.points.slice()); + }; + + /** + * Closes the polygon, adding points if necessary. + * + */ + + + Polygon.prototype.close = function close() { + var points = this.points; + + // close the poly if the value is true! + if (points[0] !== points[points.length - 2] || points[1] !== points[points.length - 1]) { + points.push(points[0], points[1]); + } + }; + + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this polygon + */ + + + Polygon.prototype.contains = function contains(x, y) { + var inside = false; + + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[i * 2 + 1]; + var xj = this.points[j * 2]; + var yj = this.points[j * 2 + 1]; + var intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi; + + if (intersect) { + inside = !inside; + } + } + + return inside; + }; + + return Polygon; + }(); + + exports.default = Polygon; + + }, { "../../const": 46, "../Point": 69 }], 74: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _const = require('../../const'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * + * @class + * @memberof PIXI + */ + var Rectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle + * @param {number} [width=0] - The overall width of this rectangle + * @param {number} [height=0] - The overall height of this rectangle + */ + function Rectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Rectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = Number(x); + + /** + * @member {number} + * @default 0 + */ + this.y = Number(y); + + /** + * @member {number} + * @default 0 + */ + this.width = Number(width); + + /** + * @member {number} + * @default 0 + */ + this.height = Number(height); + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.RECT + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RECT; + } + + /** + * returns the left edge of the rectangle + * + * @member {number} + */ + + + /** + * Creates a clone of this Rectangle + * + * @return {PIXI.Rectangle} a copy of the rectangle + */ + Rectangle.prototype.clone = function clone() { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + + /** + * Copies another rectangle to this one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy. + * @return {PIXI.Rectangle} Returns itself. + */ + + + Rectangle.prototype.copy = function copy(rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + + return this; + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rectangle + */ + + + Rectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + + return false; + }; + + /** + * Pads the rectangle making it grow in all directions. + * + * @param {number} paddingX - The horizontal padding amount. + * @param {number} paddingY - The vertical padding amount. + */ + + + Rectangle.prototype.pad = function pad(paddingX, paddingY) { + paddingX = paddingX || 0; + paddingY = paddingY || (paddingY !== 0 ? paddingX : 0); + + this.x -= paddingX; + this.y -= paddingY; + + this.width += paddingX * 2; + this.height += paddingY * 2; + }; + + /** + * Fits this rectangle around the passed one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to fit. + */ + + + Rectangle.prototype.fit = function fit(rectangle) { + if (this.x < rectangle.x) { + this.width += this.x; + if (this.width < 0) { + this.width = 0; + } + + this.x = rectangle.x; + } + + if (this.y < rectangle.y) { + this.height += this.y; + if (this.height < 0) { + this.height = 0; + } + this.y = rectangle.y; + } + + if (this.x + this.width > rectangle.x + rectangle.width) { + this.width = rectangle.width - this.x; + if (this.width < 0) { + this.width = 0; + } + } + + if (this.y + this.height > rectangle.y + rectangle.height) { + this.height = rectangle.height - this.y; + if (this.height < 0) { + this.height = 0; + } + } + }; + + /** + * Enlarges this rectangle to include the passed rectangle. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to include. + */ + + + Rectangle.prototype.enlarge = function enlarge(rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + }; + + _createClass(Rectangle, [{ + key: 'left', + get: function get() { + return this.x; + } + + /** + * returns the right edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'right', + get: function get() { + return this.x + this.width; + } + + /** + * returns the top edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'top', + get: function get() { + return this.y; + } + + /** + * returns the bottom edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'bottom', + get: function get() { + return this.y + this.height; + } + + /** + * A constant empty rectangle. + * + * @static + * @constant + */ + + }], [{ + key: 'EMPTY', + get: function get() { + return new Rectangle(0, 0, 0, 0); + } + }]); + + return Rectangle; + }(); + + exports.default = Rectangle; + + }, { "../../const": 46 }], 75: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _const = require('../../const'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * + * @class + * @memberof PIXI + */ + var RoundedRectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle + * @param {number} [width=0] - The overall width of this rounded rectangle + * @param {number} [height=0] - The overall height of this rounded rectangle + * @param {number} [radius=20] - Controls the radius of the rounded corners + */ + function RoundedRectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + var radius = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 20; + + _classCallCheck(this, RoundedRectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = width; + + /** + * @member {number} + * @default 0 + */ + this.height = height; + + /** + * @member {number} + * @default 20 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readonly + * @default PIXI.SHAPES.RREC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RREC; + } + + /** + * Creates a clone of this Rounded Rectangle + * + * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle + */ + + + RoundedRectangle.prototype.clone = function clone() { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle + */ + + + RoundedRectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + if (y >= this.y + this.radius && y <= this.y + this.height - this.radius || x >= this.x + this.radius && x <= this.x + this.width - this.radius) { + return true; + } + var dx = x - (this.x + this.radius); + var dy = y - (this.y + this.radius); + var radius2 = this.radius * this.radius; + + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.width - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dy = y - (this.y + this.height - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + } + } + + return false; + }; + + return RoundedRectangle; + }(); + + exports.default = RoundedRectangle; + + }, { "../../const": 46 }], 76: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _utils = require('../utils'); + + var _math = require('../math'); + + var _const = require('../const'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _Container = require('../display/Container'); + + var _Container2 = _interopRequireDefault(_Container); + + var _RenderTexture = require('../textures/RenderTexture'); + + var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var tempMatrix = new _math.Matrix(); + + /** + * The SystemRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.WebGLRenderer} which can be used for rendering a PixiJS scene. + * + * @abstract + * @class + * @extends EventEmitter + * @memberof PIXI + */ + + var SystemRenderer = function (_EventEmitter) { + _inherits(SystemRenderer, _EventEmitter); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {string} system - The name of the system this renderer is for. + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function SystemRenderer(system, options, arg2, arg3) { + _classCallCheck(this, SystemRenderer); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + (0, _utils.sayHello)(system); + + // Support for constructor(system, screenWidth, screenHeight, options) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height + }, arg3); + } + + // Add the default render options + options = Object.assign({}, _settings2.default.RENDER_OPTIONS, options); + + /** + * The supplied constructor options. + * + * @member {Object} + * @readOnly + */ + _this.options = options; + + /** + * The type of the renderer. + * + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.UNKNOWN; + + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight) + * + * Its safe to use as filterArea or hitArea for whole stage + * + * @member {PIXI.Rectangle} + */ + _this.screen = new _math.Rectangle(0, 0, options.width, options.height); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.view = options.view || document.createElement('canvas'); + + /** + * The resolution / device pixel ratio of the renderer + * + * @member {number} + * @default 1 + */ + _this.resolution = options.resolution || _settings2.default.RESOLUTION; + + /** + * Whether the render view is transparent + * + * @member {boolean} + */ + _this.transparent = options.transparent; + + /** + * Whether css dimensions of canvas view should be resized to screen dimensions automatically + * + * @member {boolean} + */ + _this.autoResize = options.autoResize || false; + + /** + * Tracks the blend modes useful for this renderer. + * + * @member {object} + */ + _this.blendModes = null; + + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example if + * your game has a canvas filling background image you often don't need this set. + * + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Handy for crisp pixel art and speed on legacy devices. + * + * @member {boolean} + */ + _this.roundPixels = options.roundPixels; + + /** + * The background color as a number. + * + * @member {number} + * @private + */ + _this._backgroundColor = 0x000000; + + /** + * The background color as an [R, G, B] array. + * + * @member {number[]} + * @private + */ + _this._backgroundColorRgba = [0, 0, 0, 0]; + + /** + * The background color as a string. + * + * @member {string} + * @private + */ + _this._backgroundColorString = '#000000'; + + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + + /** + * This temporary display object used as the parent of the currently being rendered item + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._tempDisplayObjectParent = new _Container2.default(); + + /** + * The last root object that the renderer tried to render. + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._lastObjectRendered = _this._tempDisplayObjectParent; + return _this; + } + + /** + * Same as view.width, actual number of pixels in the canvas by horizontal + * + * @member {number} + * @readonly + * @default 800 + */ + + + /** + * Resizes the screen and canvas to the specified width and height + * Canvas dimensions are multiplied by resolution + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + SystemRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + this.screen.width = screenWidth; + this.screen.height = screenHeight; + + this.view.width = screenWidth * this.resolution; + this.view.height = screenHeight * this.resolution; + + if (this.autoResize) { + this.view.style.width = screenWidth + 'px'; + this.view.style.height = screenHeight + 'px'; + } + }; + + /** + * Useful function that returns a texture of the display object that can then be used to create sprites + * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. + * + * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from + * @param {number} scaleMode - Should be one of the scaleMode consts + * @param {number} resolution - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.Texture} a texture of the graphics object + */ + + + SystemRenderer.prototype.generateTexture = function generateTexture(displayObject, scaleMode, resolution) { + var bounds = displayObject.getLocalBounds(); + + var renderTexture = _RenderTexture2.default.create(bounds.width | 0, bounds.height | 0, scaleMode, resolution); + + tempMatrix.tx = -bounds.x; + tempMatrix.ty = -bounds.y; + + this.render(displayObject, renderTexture, false, tempMatrix, true); + + return renderTexture; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + SystemRenderer.prototype.destroy = function destroy(removeView) { + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + + this.type = _const.RENDERER_TYPE.UNKNOWN; + + this.view = null; + + this.screen = null; + + this.resolution = 0; + + this.transparent = false; + + this.autoResize = false; + + this.blendModes = null; + + this.options = null; + + this.preserveDrawingBuffer = false; + this.clearBeforeRender = false; + + this.roundPixels = false; + + this._backgroundColor = 0; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + + this._tempDisplayObjectParent = null; + this._lastObjectRendered = null; + }; + + /** + * The background color to fill if not transparent + * + * @member {number} + */ + + + _createClass(SystemRenderer, [{ + key: 'width', + get: function get() { + return this.view.width; + } + + /** + * Same as view.height, actual number of pixels in the canvas by vertical + * + * @member {number} + * @readonly + * @default 600 + */ + + }, { + key: 'height', + get: function get() { + return this.view.height; + } + }, { + key: 'backgroundColor', + get: function get() { + return this._backgroundColor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._backgroundColor = value; + this._backgroundColorString = (0, _utils.hex2string)(value); + (0, _utils.hex2rgb)(value, this._backgroundColorRgba); + } + }]); + + return SystemRenderer; + }(_eventemitter2.default); + + exports.default = SystemRenderer; + + }, { "../const": 46, "../display/Container": 48, "../math": 70, "../settings": 101, "../textures/RenderTexture": 113, "../utils": 124, "eventemitter3": 20 }], 77: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _SystemRenderer2 = require('../SystemRenderer'); + + var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + + var _CanvasMaskManager = require('./utils/CanvasMaskManager'); + + var _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager); + + var _CanvasRenderTarget = require('./utils/CanvasRenderTarget'); + + var _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget); + + var _mapCanvasBlendModesToPixi = require('./utils/mapCanvasBlendModesToPixi'); + + var _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi); + + var _utils = require('../../utils'); + + var _const = require('../../const'); + + var _settings = require('../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should + * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to + * your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ + var CanvasRenderer = function (_SystemRenderer) { + _inherits(CanvasRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function CanvasRenderer(options, arg2, arg3) { + _classCallCheck(this, CanvasRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3)); + + _this.type = _const.RENDERER_TYPE.CANVAS; + + /** + * The root canvas 2d context that everything is drawn with. + * + * @member {CanvasRenderingContext2D} + */ + _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent }); + + /** + * The currently active canvas 2d context (could change with renderTextures) + * + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.rootContext; + + /** + * Boolean flag controlling canvas refresh. + * + * @member {boolean} + */ + _this.refresh = true; + + /** + * Instance of a CanvasMaskManager, handles masking when using the canvas renderer. + * + * @member {PIXI.CanvasMaskManager} + */ + _this.maskManager = new _CanvasMaskManager2.default(_this); + + /** + * The canvas property used to set the canvas smoothing property. + * + * @member {string} + */ + _this.smoothProperty = 'imageSmoothingEnabled'; + + if (!_this.rootContext.imageSmoothingEnabled) { + if (_this.rootContext.webkitImageSmoothingEnabled) { + _this.smoothProperty = 'webkitImageSmoothingEnabled'; + } else if (_this.rootContext.mozImageSmoothingEnabled) { + _this.smoothProperty = 'mozImageSmoothingEnabled'; + } else if (_this.rootContext.oImageSmoothingEnabled) { + _this.smoothProperty = 'oImageSmoothingEnabled'; + } else if (_this.rootContext.msImageSmoothingEnabled) { + _this.smoothProperty = 'msImageSmoothingEnabled'; + } + } + + _this.initPlugins(); + + _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)(); + _this._activeBlendMode = null; + + _this.renderingToScreen = false; + + _this.resize(_this.options.width, _this.options.height); + + /** + * Fired after rendering finishes. + * + * @event PIXI.CanvasRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.CanvasRenderer#prerender + */ + return _this; + } + + /** + * Renders the object to this canvas view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered + * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to. + * If unset, it will render to the root context. + * @param {boolean} [clear=false] - Whether to clear the canvas before drawing + * @param {PIXI.Transform} [transform] - A transformation to be applied + * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform + */ + + + CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + if (!this.view) { + return; + } + + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + var rootResolution = this.resolution; + + if (renderTexture) { + renderTexture = renderTexture.baseTexture || renderTexture; + + if (!renderTexture._canvasRenderTarget) { + renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution); + renderTexture.source = renderTexture._canvasRenderTarget.canvas; + renderTexture.valid = true; + } + + this.context = renderTexture._canvasRenderTarget.context; + this.resolution = renderTexture._canvasRenderTarget.resolution; + } else { + this.context = this.rootContext; + } + + var context = this.context; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + var tempWt = this._tempDisplayObjectParent.transform.worldTransform; + + if (transform) { + transform.copy(tempWt); + + // lets not forget to flag the parent transform as dirty... + this._tempDisplayObjectParent.transform._worldID = -1; + } else { + tempWt.identity(); + } + + displayObject.parent = this._tempDisplayObjectParent; + + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + context.setTransform(1, 0, 0, 1, 0, 0); + context.globalAlpha = 1; + this._activeBlendMode = _const.BLEND_MODES.NORMAL; + context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL]; + + if (navigator.isCocoonJS && this.view.screencanvas) { + context.fillStyle = 'black'; + context.clear(); + } + + if (clear !== undefined ? clear : this.clearBeforeRender) { + if (this.renderingToScreen) { + if (this.transparent) { + context.clearRect(0, 0, this.width, this.height); + } else { + context.fillStyle = this._backgroundColorString; + context.fillRect(0, 0, this.width, this.height); + } + } // else { + // TODO: implement background for CanvasRenderTarget or RenderTexture? + // } + } + + // TODO RENDER TARGET STUFF HERE.. + var tempContext = this.context; + + this.context = context; + displayObject.renderCanvas(this); + this.context = tempContext; + + this.resolution = rootResolution; + + this.emit('postrender'); + }; + + /** + * Clear the canvas of renderer. + * + * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent. + */ + + + CanvasRenderer.prototype.clear = function clear(clearColor) { + var context = this.context; + + clearColor = clearColor || this._backgroundColorString; + + if (!this.transparent && clearColor) { + context.fillStyle = clearColor; + context.fillRect(0, 0, this.width, this.height); + } else { + context.clearRect(0, 0, this.width, this.height); + } + }; + + /** + * Sets the blend mode of the renderer. + * + * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values. + */ + + + CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + if (this._activeBlendMode === blendMode) { + return; + } + + this._activeBlendMode = blendMode; + this.context.globalCompositeOperation = this.blendModes[blendMode]; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + CanvasRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // call the base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.context = null; + + this.refresh = true; + + this.maskManager.destroy(); + this.maskManager = null; + + this.smoothProperty = null; + }; + + /** + * Resizes the canvas view to the specified width and height. + * + * @extends PIXI.SystemRenderer#resize + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight); + + // reset the scale mode.. oddly this seems to be reset when the canvas is resized. + // surely a browser bug?? Let PixiJS fix that for you.. + if (this.smoothProperty) { + this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR; + } + }; + + /** + * Checks if blend mode has changed. + */ + + + CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() { + this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation); + }; + + return CanvasRenderer; + }(_SystemRenderer3.default); + + /** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.CanvasRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects. + */ + + /** + * Adds a plugin to the renderer. + * + * @method PIXI.CanvasRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + + exports.default = CanvasRenderer; + _utils.pluginTarget.mixin(CanvasRenderer); + + }, { "../../const": 46, "../../settings": 101, "../../utils": 124, "../SystemRenderer": 76, "./utils/CanvasMaskManager": 78, "./utils/CanvasRenderTarget": 79, "./utils/mapCanvasBlendModesToPixi": 81 }], 78: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _const = require('../../../const'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * A set of functions used to handle masking. + * + * @class + * @memberof PIXI + */ + var CanvasMaskManager = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + function CanvasMaskManager(renderer) { + _classCallCheck(this, CanvasMaskManager); + + this.renderer = renderer; + } + + /** + * This method adds it to the current stack of masks. + * + * @param {object} maskData - the maskData that will be pushed + */ + + + CanvasMaskManager.prototype.pushMask = function pushMask(maskData) { + var renderer = this.renderer; + + renderer.context.save(); + + var cacheAlpha = maskData.alpha; + var transform = maskData.transform.worldTransform; + var resolution = renderer.resolution; + + renderer.context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + // TODO suport sprite alpha masks?? + // lots of effort required. If demand is great enough.. + if (!maskData._texture) { + this.renderGraphicsShape(maskData); + renderer.context.clip(); + } + + maskData.worldAlpha = cacheAlpha; + }; + + /** + * Renders a PIXI.Graphics shape. + * + * @param {PIXI.Graphics} graphics - The object to render. + */ + + + CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) { + var context = this.renderer.context; + var len = graphics.graphicsData.length; + + if (len === 0) { + return; + } + + context.beginPath(); + + for (var i = 0; i < len; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + if (data.type === _const.SHAPES.POLY) { + var points = shape.points; + + context.moveTo(points[0], points[1]); + + for (var j = 1; j < points.length / 2; j++) { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) { + context.closePath(); + } + } else if (data.type === _const.SHAPES.RECT) { + context.rect(shape.x, shape.y, shape.width, shape.height); + context.closePath(); + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + } + } + }; + + /** + * Restores the current drawing context to the state it was before the mask was applied. + * + * @param {PIXI.CanvasRenderer} renderer - The renderer context to use. + */ + + + CanvasMaskManager.prototype.popMask = function popMask(renderer) { + renderer.context.restore(); + renderer.invalidateBlendMode(); + }; + + /** + * Destroys this canvas mask manager. + * + */ + + + CanvasMaskManager.prototype.destroy = function destroy() { + /* empty */ + }; + + return CanvasMaskManager; + }(); + + exports.default = CanvasMaskManager; + + }, { "../../../const": 46 }], 79: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _settings = require('../../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Creates a Canvas element of the given size. + * + * @class + * @memberof PIXI + */ + var CanvasRenderTarget = function () { + /** + * @param {number} width - the width for the newly created canvas + * @param {number} height - the height for the newly created canvas + * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + _classCallCheck(this, CanvasRenderTarget); + + /** + * The Canvas object that belongs to this CanvasRenderTarget. + * + * @member {HTMLCanvasElement} + */ + this.canvas = document.createElement('canvas'); + + /** + * A CanvasRenderingContext2D object representing a two-dimensional rendering context. + * + * @member {CanvasRenderingContext2D} + */ + this.context = this.canvas.getContext('2d'); + + this.resolution = resolution || _settings2.default.RESOLUTION; + + this.resize(width, height); + } + + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * + * @private + */ + + + CanvasRenderTarget.prototype.clear = function clear() { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + + /** + * Resizes the canvas to the specified width and height. + * + * @param {number} width - the new width of the canvas + * @param {number} height - the new height of the canvas + */ + + + CanvasRenderTarget.prototype.resize = function resize(width, height) { + this.canvas.width = width * this.resolution; + this.canvas.height = height * this.resolution; + }; + + /** + * Destroys this canvas. + * + */ + + + CanvasRenderTarget.prototype.destroy = function destroy() { + this.context = null; + this.canvas = null; + }; + + /** + * The width of the canvas buffer in pixels. + * + * @member {number} + */ + + + _createClass(CanvasRenderTarget, [{ + key: 'width', + get: function get() { + return this.canvas.width; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.width = val; + } + + /** + * The height of the canvas buffer in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.canvas.height; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.height = val; + } + }]); + + return CanvasRenderTarget; + }(); + + exports.default = CanvasRenderTarget; + + }, { "../../../settings": 101 }], 80: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = canUseNewCanvasBlendModes; + /** + * Creates a little colored canvas + * + * @ignore + * @param {string} color - The color to make the canvas + * @return {canvas} a small canvas element + */ + function createColoredCanvas(color) { + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.fillStyle = color; + context.fillRect(0, 0, 6, 1); + + return canvas; + } + + /** + * Checks whether the Canvas BlendModes are supported by the current browser + * + * @return {boolean} whether they are supported + */ + function canUseNewCanvasBlendModes() { + if (typeof document === 'undefined') { + return false; + } + + var magenta = createColoredCanvas('#ff00ff'); + var yellow = createColoredCanvas('#ffff00'); + + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.globalCompositeOperation = 'multiply'; + context.drawImage(magenta, 0, 0); + context.drawImage(yellow, 2, 0); + + var imageData = context.getImageData(2, 0, 1, 1); + + if (!imageData) { + return false; + } + + var data = imageData.data; + + return data[0] === 255 && data[1] === 0 && data[2] === 0; + } + + }, {}], 81: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = mapCanvasBlendModesToPixi; + + var _const = require('../../../const'); + + var _canUseNewCanvasBlendModes = require('./canUseNewCanvasBlendModes'); + + var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Maps blend combinations to Canvas. + * + * @memberof PIXI + * @function mapCanvasBlendModesToPixi + * @private + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ + function mapCanvasBlendModesToPixi() { + var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; + + if ((0, _canUseNewCanvasBlendModes2.default)()) { + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'multiply'; + array[_const.BLEND_MODES.SCREEN] = 'screen'; + array[_const.BLEND_MODES.OVERLAY] = 'overlay'; + array[_const.BLEND_MODES.DARKEN] = 'darken'; + array[_const.BLEND_MODES.LIGHTEN] = 'lighten'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'color-dodge'; + array[_const.BLEND_MODES.COLOR_BURN] = 'color-burn'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'hard-light'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'soft-light'; + array[_const.BLEND_MODES.DIFFERENCE] = 'difference'; + array[_const.BLEND_MODES.EXCLUSION] = 'exclusion'; + array[_const.BLEND_MODES.HUE] = 'hue'; + array[_const.BLEND_MODES.SATURATION] = 'saturate'; + array[_const.BLEND_MODES.COLOR] = 'color'; + array[_const.BLEND_MODES.LUMINOSITY] = 'luminosity'; + } else { + // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough' + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'source-over'; + array[_const.BLEND_MODES.SCREEN] = 'source-over'; + array[_const.BLEND_MODES.OVERLAY] = 'source-over'; + array[_const.BLEND_MODES.DARKEN] = 'source-over'; + array[_const.BLEND_MODES.LIGHTEN] = 'source-over'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'source-over'; + array[_const.BLEND_MODES.COLOR_BURN] = 'source-over'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.DIFFERENCE] = 'source-over'; + array[_const.BLEND_MODES.EXCLUSION] = 'source-over'; + array[_const.BLEND_MODES.HUE] = 'source-over'; + array[_const.BLEND_MODES.SATURATION] = 'source-over'; + array[_const.BLEND_MODES.COLOR] = 'source-over'; + array[_const.BLEND_MODES.LUMINOSITY] = 'source-over'; + } + // not-premultiplied, only for webgl + array[_const.BLEND_MODES.NORMAL_NPM] = array[_const.BLEND_MODES.NORMAL]; + array[_const.BLEND_MODES.ADD_NPM] = array[_const.BLEND_MODES.ADD]; + array[_const.BLEND_MODES.SCREEN_NPM] = array[_const.BLEND_MODES.SCREEN]; + + return array; + } + + }, { "../../../const": 46, "./canUseNewCanvasBlendModes": 80 }], 82: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _const = require('../../const'); + + var _settings = require('../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged + * up with textures that are no longer being used. + * + * @class + * @memberof PIXI + */ + var TextureGarbageCollector = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function TextureGarbageCollector(renderer) { + _classCallCheck(this, TextureGarbageCollector); + + this.renderer = renderer; + + this.count = 0; + this.checkCount = 0; + this.maxIdle = _settings2.default.GC_MAX_IDLE; + this.checkCountMax = _settings2.default.GC_MAX_CHECK_COUNT; + this.mode = _settings2.default.GC_MODE; + } + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.update = function update() { + this.count++; + + if (this.mode === _const.GC_MODES.MANUAL) { + return; + } + + this.checkCount++; + + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + + this.run(); + } + }; + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.run = function run() { + var tm = this.renderer.textureManager; + var managedTextures = tm._managedTextures; + var wasRemoved = false; + + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + + // only supports non generated textures at the moment! + if (!texture._glRenderTargets && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; + } + } + + if (wasRemoved) { + var j = 0; + + for (var _i = 0; _i < managedTextures.length; _i++) { + if (managedTextures[_i] !== null) { + managedTextures[j++] = managedTextures[_i]; + } + } + + managedTextures.length = j; + } + }; + + /** + * Removes all the textures within the specified displayObject and its children from the GPU + * + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + */ + + + TextureGarbageCollector.prototype.unload = function unload(displayObject) { + var tm = this.renderer.textureManager; + + // only destroy non generated textures + if (displayObject._texture && displayObject._texture._glRenderTargets) { + tm.destroyTexture(displayObject._texture, true); + } + + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); + } + }; + + return TextureGarbageCollector; + }(); + + exports.default = TextureGarbageCollector; + + }, { "../../const": 46, "../../settings": 101 }], 83: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _pixiGlCore = require('pixi-gl-core'); + + var _const = require('../../const'); + + var _RenderTarget = require('./utils/RenderTarget'); + + var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + + var _utils = require('../../utils'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Helper class to create a webGL Texture + * + * @class + * @memberof PIXI + */ + var TextureManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function TextureManager(renderer) { + _classCallCheck(this, TextureManager); + + /** + * A reference to the current renderer + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = renderer.gl; + + /** + * Track textures in the renderer so we can no longer listen to them on destruction. + * + * @member {Array<*>} + * @private + */ + this._managedTextures = []; + } + + /** + * Binds a texture. + * + */ + + + TextureManager.prototype.bindTexture = function bindTexture() { } + // empty + + + /** + * Gets a texture. + * + */ + ; + + TextureManager.prototype.getTexture = function getTexture() { } + // empty + + + /** + * Updates and/or Creates a WebGL texture for the renderer's context. + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update + * @param {number} location - the location the texture will be bound to. + * @return {GLTexture} The gl texture. + */ + ; + + TextureManager.prototype.updateTexture = function updateTexture(texture, location) { + // assume it good! + // texture = texture.baseTexture || texture; + + var gl = this.gl; + + var isRenderTexture = !!texture._glRenderTargets; + + if (!texture.hasLoaded) { + return null; + } + + var boundTextures = this.renderer.boundTextures; + + // if the location is undefined then this may have been called by n event. + // this being the case the texture may already be bound to a slot. As a texture can only be bound once + // we need to find its current location if it exists. + if (location === undefined) { + location = 0; + + // TODO maybe we can use texture bound ids later on... + // check if texture is already bound.. + for (var i = 0; i < boundTextures.length; ++i) { + if (boundTextures[i] === texture) { + location = i; + break; + } + } + } + + boundTextures[location] = texture; + + gl.activeTexture(gl.TEXTURE0 + location); + + var glTexture = texture._glTextures[this.renderer.CONTEXT_UID]; + + if (!glTexture) { + if (isRenderTexture) { + var renderTarget = new _RenderTarget2.default(this.gl, texture.width, texture.height, texture.scaleMode, texture.resolution); + + renderTarget.resize(texture.width, texture.height); + texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget; + glTexture = renderTarget.texture; + } else { + glTexture = new _pixiGlCore.GLTexture(this.gl, null, null, null, null); + glTexture.bind(location); + glTexture.premultiplyAlpha = true; + glTexture.upload(texture.source); + } + + texture._glTextures[this.renderer.CONTEXT_UID] = glTexture; + + texture.on('update', this.updateTexture, this); + texture.on('dispose', this.destroyTexture, this); + + this._managedTextures.push(texture); + + if (texture.isPowerOfTwo) { + if (texture.mipmap) { + glTexture.enableMipmap(); + } + + if (texture.wrapMode === _const.WRAP_MODES.CLAMP) { + glTexture.enableWrapClamp(); + } else if (texture.wrapMode === _const.WRAP_MODES.REPEAT) { + glTexture.enableWrapRepeat(); + } else { + glTexture.enableWrapMirrorRepeat(); + } + } else { + glTexture.enableWrapClamp(); + } + + if (texture.scaleMode === _const.SCALE_MODES.NEAREST) { + glTexture.enableNearestScaling(); + } else { + glTexture.enableLinearScaling(); + } + } + // the texture already exists so we only need to update it.. + else if (isRenderTexture) { + texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); + } else { + glTexture.upload(texture.source); + } + + return glTexture; + }; + + /** + * Deletes the texture from WebGL + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy + * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + + + TextureManager.prototype.destroyTexture = function destroyTexture(texture, skipRemove) { + texture = texture.baseTexture || texture; + + if (!texture.hasLoaded) { + return; + } + + var uid = this.renderer.CONTEXT_UID; + var glTextures = texture._glTextures; + var glRenderTargets = texture._glRenderTargets; + + if (glTextures[uid]) { + this.renderer.unbindTexture(texture); + + glTextures[uid].destroy(); + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + + delete glTextures[uid]; + + if (!skipRemove) { + var i = this._managedTextures.indexOf(texture); + + if (i !== -1) { + (0, _utils.removeItems)(this._managedTextures, i, 1); + } + } + } + + if (glRenderTargets && glRenderTargets[uid]) { + glRenderTargets[uid].destroy(); + delete glRenderTargets[uid]; + } + }; + + /** + * Deletes all the textures from WebGL + */ + + + TextureManager.prototype.removeAll = function removeAll() { + // empty all the old gl textures as they are useless now + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + if (texture._glTextures[this.renderer.CONTEXT_UID]) { + delete texture._glTextures[this.renderer.CONTEXT_UID]; + } + } + }; + + /** + * Destroys this manager and removes all its textures + */ + + + TextureManager.prototype.destroy = function destroy() { + // destroy managed textures + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + this.destroyTexture(texture, true); + + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + } + + this._managedTextures = null; + }; + + return TextureManager; + }(); + + exports.default = TextureManager; + + }, { "../../const": 46, "../../utils": 124, "./utils/RenderTarget": 96, "pixi-gl-core": 7 }], 84: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _SystemRenderer2 = require('../SystemRenderer'); + + var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + + var _MaskManager = require('./managers/MaskManager'); + + var _MaskManager2 = _interopRequireDefault(_MaskManager); + + var _StencilManager = require('./managers/StencilManager'); + + var _StencilManager2 = _interopRequireDefault(_StencilManager); + + var _FilterManager = require('./managers/FilterManager'); + + var _FilterManager2 = _interopRequireDefault(_FilterManager); + + var _RenderTarget = require('./utils/RenderTarget'); + + var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + + var _ObjectRenderer = require('./utils/ObjectRenderer'); + + var _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer); + + var _TextureManager = require('./TextureManager'); + + var _TextureManager2 = _interopRequireDefault(_TextureManager); + + var _BaseTexture = require('../../textures/BaseTexture'); + + var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + + var _TextureGarbageCollector = require('./TextureGarbageCollector'); + + var _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector); + + var _WebGLState = require('./WebGLState'); + + var _WebGLState2 = _interopRequireDefault(_WebGLState); + + var _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi'); + + var _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi); + + var _validateContext = require('./utils/validateContext'); + + var _validateContext2 = _interopRequireDefault(_validateContext); + + var _utils = require('../../utils'); + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + var _const = require('../../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var CONTEXT_UID = 0; + + /** + * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ + + var WebGLRenderer = function (_SystemRenderer) { + _inherits(WebGLRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA + * antialiasing is used + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. + * The resolution of the renderer retina would be 2. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when + * rendering, stopping pixel interpolation. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card + */ + function WebGLRenderer(options, arg2, arg3) { + _classCallCheck(this, WebGLRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3)); + + _this.legacy = _this.options.legacy; + + if (_this.legacy) { + _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true; + } + + /** + * The type of this renderer as a standardised const + * + * @member {number} + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.WEBGL; + + _this.handleContextLost = _this.handleContextLost.bind(_this); + _this.handleContextRestored = _this.handleContextRestored.bind(_this); + + _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false); + _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false); + + /** + * The options passed in to create a new webgl context. + * + * @member {object} + * @private + */ + _this._contextOptions = { + alpha: _this.transparent, + antialias: _this.options.antialias, + premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: _this.options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference + }; + + _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1; + + /** + * Manages the masks using the stencil buffer. + * + * @member {PIXI.MaskManager} + */ + _this.maskManager = new _MaskManager2.default(_this); + + /** + * Manages the stencil buffer. + * + * @member {PIXI.StencilManager} + */ + _this.stencilManager = new _StencilManager2.default(_this); + + /** + * An empty renderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.emptyRenderer = new _ObjectRenderer2.default(_this); + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.currentRenderer = _this.emptyRenderer; + + _this.initPlugins(); + + /** + * The current WebGL rendering context, it is created here + * + * @member {WebGLRenderingContext} + */ + // initialize the context so it is ready for the managers. + if (_this.options.context) { + // checks to see if a context is valid.. + (0, _validateContext2.default)(_this.options.context); + } + + _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions); + + _this.CONTEXT_UID = CONTEXT_UID++; + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.WebGLState} + */ + _this.state = new _WebGLState2.default(_this.gl); + + _this.renderingToScreen = true; + + /** + * Holds the current state of textures bound to the GPU. + * @type {Array} + */ + _this.boundTextures = null; + + /** + * Holds the current shader + * + * @member {PIXI.Shader} + */ + _this._activeShader = null; + + _this._activeVao = null; + + /** + * Holds the current render target + * + * @member {PIXI.RenderTarget} + */ + _this._activeRenderTarget = null; + + _this._initContext(); + + /** + * Manages the filters. + * + * @member {PIXI.FilterManager} + */ + _this.filterManager = new _FilterManager2.default(_this); + // map some webGL blend and drawmodes.. + _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl); + + _this._nextTextureLocation = 0; + + _this.setBlendMode(0); + + /** + * Fired after rendering finishes. + * + * @event PIXI.WebGLRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.WebGLRenderer#prerender + */ + + /** + * Fired when the WebGL context is set. + * + * @event PIXI.WebGLRenderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return _this; + } + + /** + * Creates the WebGL context + * + * @private + */ + + + WebGLRenderer.prototype._initContext = function _initContext() { + var gl = this.gl; + + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + + this._activeShader = null; + this._activeVao = null; + + this.boundTextures = new Array(maxTextures); + this.emptyTextures = new Array(maxTextures); + + // create a texture manager... + this.textureManager = new _TextureManager2.default(this); + this.textureGC = new _TextureGarbageCollector2.default(this); + + this.state.resetToDefault(); + + this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true); + this.rootRenderTarget.clearColor = this._backgroundColorRgba; + + this.bindRenderTarget(this.rootRenderTarget); + + // now lets fill up the textures with empty ones! + var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1); + + var tempObj = { _glTextures: {} }; + + tempObj._glTextures[this.CONTEXT_UID] = {}; + + for (var i = 0; i < maxTextures; i++) { + var empty = new _BaseTexture2.default(); + + empty._glTextures[this.CONTEXT_UID] = emptyGLTexture; + + this.boundTextures[i] = tempObj; + this.emptyTextures[i] = empty; + this.bindTexture(null, i); + } + + this.emit('context', gl); + + // setup the width/height properties and gl viewport + this.resize(this.screen.width, this.screen.height); + }; + + /** + * Renders the object to its webGL view + * + * @param {PIXI.DisplayObject} displayObject - the object to be rendered + * @param {PIXI.RenderTexture} renderTexture - The render texture to render to. + * @param {boolean} [clear] - Should the canvas be cleared before the new render + * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering. + * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass? + */ + + + WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + // no point rendering if our context has been blown up! + if (!this.gl || this.gl.isContextLost()) { + return; + } + + this._nextTextureLocation = 0; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + + displayObject.parent = this._tempDisplayObjectParent; + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + this.bindRenderTexture(renderTexture, transform); + + this.currentRenderer.start(); + + if (clear !== undefined ? clear : this.clearBeforeRender) { + this._activeRenderTarget.clear(); + } + + displayObject.renderWebGL(this); + + // apply transform.. + this.currentRenderer.flush(); + + // this.setObjectRenderer(this.emptyRenderer); + + this.textureGC.update(); + + this.emit('postrender'); + }; + + /** + * Changes the current renderer to the one given in parameter + * + * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. + */ + + + WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + * + */ + + + WebGLRenderer.prototype.flush = function flush() { + this.setObjectRenderer(this.emptyRenderer); + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + // if(width * this.resolution === this.width && height * this.resolution === this.height)return; + + _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight); + + this.rootRenderTarget.resize(screenWidth, screenHeight); + + if (this._activeRenderTarget === this.rootRenderTarget) { + this.rootRenderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true); + } + } + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} blendMode - the desired blend mode + */ + + + WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + this.state.setBlendMode(blendMode); + }; + + /** + * Erases the active render target and fills the drawing area with a colour + * + * @param {number} [clearColor] - The colour + */ + + + WebGLRenderer.prototype.clear = function clear(clearColor) { + this._activeRenderTarget.clear(clearColor); + }; + + /** + * Sets the transform of the active render target to the given matrix + * + * @param {PIXI.Matrix} matrix - The transformation matrix + */ + + + WebGLRenderer.prototype.setTransform = function setTransform(matrix) { + this._activeRenderTarget.transform = matrix; + }; + + /** + * Erases the render texture and fills the drawing area with a colour + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to clear + * @param {number} [clearColor] - The colour + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) { + var baseTexture = renderTexture.baseTexture; + var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + + if (renderTarget) { + renderTarget.clear(clearColor); + } + + return this; + }; + + /** + * Binds a render texture for rendering + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to render + * @param {PIXI.Transform} transform - The transform to be applied to the render texture + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) { + var renderTarget = void 0; + + if (renderTexture) { + var baseTexture = renderTexture.baseTexture; + + if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) { + // bind the current texture + this.textureManager.updateTexture(baseTexture, 0); + } + + this.unbindTexture(baseTexture); + + renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + renderTarget.setFrame(renderTexture.frame); + } else { + renderTarget = this.rootRenderTarget; + } + + renderTarget.transform = transform; + this.bindRenderTarget(renderTarget); + + return this; + }; + + /** + * Changes the current render target to the one given in parameter + * + * @param {PIXI.RenderTarget} renderTarget - the new render target + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) { + if (renderTarget !== this._activeRenderTarget) { + this._activeRenderTarget = renderTarget; + renderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true); + } + + this.stencilManager.setMaskStack(renderTarget.stencilMaskStack); + } + + return this; + }; + + /** + * Changes the current shader to the one given in parameter + * + * @param {PIXI.Shader} shader - the new shader + * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) { + // TODO cache + if (this._activeShader !== shader) { + this._activeShader = shader; + shader.bind(); + + // `autoProject` normally would be a default parameter set to true + // but because of how Babel transpiles default parameters + // it hinders the performance of this method. + if (autoProject !== false) { + // automatically set the projection matrix + shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true); + } + } + + return this; + }; + + /** + * Binds the texture. This will return the location of the bound texture. + * It may not be the same as the one you pass in. This is due to optimisation that prevents + * needless binding of textures. For example if the texture is already bound it will return the + * current location of the texture instead of the one provided. To bypass this use force location + * + * @param {PIXI.Texture} texture - the new texture + * @param {number} location - the suggested texture location + * @param {boolean} forceLocation - force the location + * @return {number} bound texture location + */ + + + WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) { + texture = texture || this.emptyTextures[location]; + texture = texture.baseTexture || texture; + texture.touched = this.textureGC.count; + + if (!forceLocation) { + // TODO - maybe look into adding boundIds.. save us the loop? + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === texture) { + return i; + } + } + + if (location === undefined) { + this._nextTextureLocation++; + this._nextTextureLocation %= this.boundTextures.length; + location = this.boundTextures.length - this._nextTextureLocation - 1; + } + } else { + location = location || 0; + } + + var gl = this.gl; + var glTexture = texture._glTextures[this.CONTEXT_UID]; + + if (!glTexture) { + // this will also bind the texture.. + this.textureManager.updateTexture(texture, location); + } else { + // bind the current texture + this.boundTextures[location] = texture; + gl.activeTexture(gl.TEXTURE0 + location); + gl.bindTexture(gl.TEXTURE_2D, glTexture.texture); + } + + return location; + }; + + /** + * unbinds the texture ... + * + * @param {PIXI.Texture} texture - the texture to unbind + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) { + var gl = this.gl; + + texture = texture.baseTexture || texture; + + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === texture) { + this.boundTextures[i] = this.emptyTextures[i]; + + gl.activeTexture(gl.TEXTURE0 + i); + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture); + } + } + + return this; + }; + + /** + * Creates a new VAO from this renderer's context and state. + * + * @return {VertexArrayObject} The new VAO. + */ + + + WebGLRenderer.prototype.createVao = function createVao() { + return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState); + }; + + /** + * Changes the current Vao to the one given in parameter + * + * @param {PIXI.VertexArrayObject} vao - the new Vao + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindVao = function bindVao(vao) { + if (this._activeVao === vao) { + return this; + } + + if (vao) { + vao.bind(); + } else if (this._activeVao) { + // TODO this should always be true i think? + this._activeVao.unbind(); + } + + this._activeVao = vao; + + return this; + }; + + /** + * Resets the WebGL state so you can render things however you fancy! + * + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.reset = function reset() { + this.setObjectRenderer(this.emptyRenderer); + + this._activeShader = null; + this._activeRenderTarget = this.rootRenderTarget; + + // bind the main frame buffer (the screen); + this.rootRenderTarget.activate(); + + this.state.resetToDefault(); + + return this; + }; + + /** + * Handles a lost webgl context + * + * @private + * @param {WebGLContextEvent} event - The context lost event. + */ + + + WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) { + event.preventDefault(); + }; + + /** + * Handles a restored webgl context + * + * @private + */ + + + WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() { + this.textureManager.removeAll(); + this._initContext(); + }; + + /** + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 + */ + + + WebGLRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // remove listeners + this.view.removeEventListener('webglcontextlost', this.handleContextLost); + this.view.removeEventListener('webglcontextrestored', this.handleContextRestored); + + this.textureManager.destroy(); + + // call base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.uid = 0; + + // destroy the managers + this.maskManager.destroy(); + this.stencilManager.destroy(); + this.filterManager.destroy(); + + this.maskManager = null; + this.filterManager = null; + this.textureManager = null; + this.currentRenderer = null; + + this.handleContextLost = null; + this.handleContextRestored = null; + + this._contextOptions = null; + this.gl.useProgram(null); + + if (this.gl.getExtension('WEBGL_lose_context')) { + this.gl.getExtension('WEBGL_lose_context').loseContext(); + } + + this.gl = null; + + // this = null; + }; + + return WebGLRenderer; + }(_SystemRenderer3.default); + + /** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.WebGLRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects. + */ + + /** + * Adds a plugin to the renderer. + * + * @method PIXI.WebGLRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + + exports.default = WebGLRenderer; + _utils.pluginTarget.mixin(WebGLRenderer); + + }, { "../../const": 46, "../../textures/BaseTexture": 112, "../../utils": 124, "../SystemRenderer": 76, "./TextureGarbageCollector": 82, "./TextureManager": 83, "./WebGLState": 85, "./managers/FilterManager": 90, "./managers/MaskManager": 91, "./managers/StencilManager": 92, "./utils/ObjectRenderer": 94, "./utils/RenderTarget": 96, "./utils/mapWebGLDrawModesToPixi": 99, "./utils/validateContext": 100, "pixi-gl-core": 7 }], 85: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _mapWebGLBlendModesToPixi = require('./utils/mapWebGLBlendModesToPixi'); + + var _mapWebGLBlendModesToPixi2 = _interopRequireDefault(_mapWebGLBlendModesToPixi); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var BLEND = 0; + var DEPTH_TEST = 1; + var FRONT_FACE = 2; + var CULL_FACE = 3; + var BLEND_FUNC = 4; + + /** + * A WebGL state machines + * + * @memberof PIXI + * @class + */ + + var WebGLState = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + */ + function WebGLState(gl) { + _classCallCheck(this, WebGLState); + + /** + * The current active state + * + * @member {Uint8Array} + */ + this.activeState = new Uint8Array(16); + + /** + * The default state + * + * @member {Uint8Array} + */ + this.defaultState = new Uint8Array(16); + + // default blend mode.. + this.defaultState[0] = 1; + + /** + * The current state index in the stack + * + * @member {number} + * @private + */ + this.stackIndex = 0; + + /** + * The stack holding all the different states + * + * @member {Array<*>} + * @private + */ + this.stack = []; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + this.attribState = { + tempAttribState: new Array(this.maxAttribs), + attribState: new Array(this.maxAttribs) + }; + + this.blendModes = (0, _mapWebGLBlendModesToPixi2.default)(gl); + + // check we have vao.. + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + /** + * Pushes a new active state + */ + + + WebGLState.prototype.push = function push() { + // next state.. + var state = this.stack[this.stackIndex]; + + if (!state) { + state = this.stack[this.stackIndex] = new Uint8Array(16); + } + + ++this.stackIndex; + + // copy state.. + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; i++) { + state[i] = this.activeState[i]; + } + }; + + /** + * Pops a state out + */ + + + WebGLState.prototype.pop = function pop() { + var state = this.stack[--this.stackIndex]; + + this.setState(state); + }; + + /** + * Sets the current state + * + * @param {*} state - The state to set. + */ + + + WebGLState.prototype.setState = function setState(state) { + this.setBlend(state[BLEND]); + this.setDepthTest(state[DEPTH_TEST]); + this.setFrontFace(state[FRONT_FACE]); + this.setCullFace(state[CULL_FACE]); + this.setBlendMode(state[BLEND_FUNC]); + }; + + /** + * Enables or disabled blending. + * + * @param {boolean} value - Turn on or off webgl blending. + */ + + + WebGLState.prototype.setBlend = function setBlend(value) { + value = value ? 1 : 0; + + if (this.activeState[BLEND] === value) { + return; + } + + this.activeState[BLEND] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); + }; + + /** + * Sets the blend mode. + * + * @param {number} value - The blend mode to set to. + */ + + + WebGLState.prototype.setBlendMode = function setBlendMode(value) { + if (value === this.activeState[BLEND_FUNC]) { + return; + } + + this.activeState[BLEND_FUNC] = value; + + var mode = this.blendModes[value]; + + if (mode.length === 2) { + this.gl.blendFunc(mode[0], mode[1]); + } else { + this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + } + }; + + /** + * Sets whether to enable or disable depth test. + * + * @param {boolean} value - Turn on or off webgl depth testing. + */ + + + WebGLState.prototype.setDepthTest = function setDepthTest(value) { + value = value ? 1 : 0; + + if (this.activeState[DEPTH_TEST] === value) { + return; + } + + this.activeState[DEPTH_TEST] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); + }; + + /** + * Sets whether to enable or disable cull face. + * + * @param {boolean} value - Turn on or off webgl cull face. + */ + + + WebGLState.prototype.setCullFace = function setCullFace(value) { + value = value ? 1 : 0; + + if (this.activeState[CULL_FACE] === value) { + return; + } + + this.activeState[CULL_FACE] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + + /** + * Sets the gl front face. + * + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + + + WebGLState.prototype.setFrontFace = function setFrontFace(value) { + value = value ? 1 : 0; + + if (this.activeState[FRONT_FACE] === value) { + return; + } + + this.activeState[FRONT_FACE] = value; + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + + /** + * Disables all the vaos in use + * + */ + + + WebGLState.prototype.resetAttributes = function resetAttributes() { + for (var i = 0; i < this.attribState.tempAttribState.length; i++) { + this.attribState.tempAttribState[i] = 0; + } + + for (var _i = 0; _i < this.attribState.attribState.length; _i++) { + this.attribState.attribState[_i] = 0; + } + + // im going to assume one is always active for performance reasons. + for (var _i2 = 1; _i2 < this.maxAttribs; _i2++) { + this.gl.disableVertexAttribArray(_i2); + } + }; + + // used + /** + * Resets all the logic and disables the vaos + */ + + + WebGLState.prototype.resetToDefault = function resetToDefault() { + // unbind any VAO if they exist.. + if (this.nativeVaoExtension) { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + // reset all attributes.. + this.resetAttributes(); + + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; ++i) { + this.activeState[i] = 32; + } + + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + + this.setState(this.defaultState); + }; + + return WebGLState; + }(); + + exports.default = WebGLState; + + }, { "./utils/mapWebGLBlendModesToPixi": 98 }], 86: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _extractUniformsFromSrc = require('./extractUniformsFromSrc'); + + var _extractUniformsFromSrc2 = _interopRequireDefault(_extractUniformsFromSrc); + + var _utils = require('../../../utils'); + + var _const = require('../../../const'); + + var _settings = require('../../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var SOURCE_KEY_MAP = {}; + + // let math = require('../../../math'); + /** + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + + var Filter = function () { + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Filter(vertexSrc, fragmentSrc, uniforms) { + _classCallCheck(this, Filter); + + /** + * The vertex shader. + * + * @member {string} + */ + this.vertexSrc = vertexSrc || Filter.defaultVertexSrc; + + /** + * The fragment shader. + * + * @member {string} + */ + this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc; + + this._blendMode = _const.BLEND_MODES.NORMAL; + + this.uniformData = uniforms || (0, _extractUniformsFromSrc2.default)(this.vertexSrc, this.fragmentSrc, 'projectionMatrix|uSampler'); + + /** + * An object containing the current values of custom uniforms. + * @example Updating the value of a custom uniform + * filter.uniforms.time = performance.now(); + * + * @member {object} + */ + this.uniforms = {}; + + for (var i in this.uniformData) { + this.uniforms[i] = this.uniformData[i].value; + } + + // this is where we store shader references.. + // TODO we could cache this! + this.glShaders = {}; + + // used for cacheing.. sure there is a better way! + if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { + SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = (0, _utils.uid)(); + } + + this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]; + + /** + * The padding of the filter. Some filters require extra space to breath such as a blur. + * Increasing this will add extra width and height to the bounds of the object that the + * filter is applied to. + * + * @member {number} + */ + this.padding = 4; + + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + * + * @member {number} + */ + this.resolution = _settings2.default.RESOLUTION; + + /** + * If enabled is true the filter is applied, if false it will not. + * + * @member {boolean} + */ + this.enabled = true; + + /** + * If enabled, PixiJS will fit the filter area into boundaries for better performance. + * Switch it off if it does not work for specific shader. + * + * @member {boolean} + */ + this.autoFit = true; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + * @param {object} [currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + */ + + + Filter.prototype.apply = function apply(filterManager, input, output, clear, currentState) // eslint-disable-line no-unused-vars + { + // --- // + // this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(tempMatrix, window.panda ); + + // do as you please! + + filterManager.applyFilter(this, input, output, clear); + + // or just do a regular render.. + }; + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + + _createClass(Filter, [{ + key: 'blendMode', + get: function get() { + return this._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._blendMode = value; + } + + /** + * The default vertex shader source + * + * @static + * @constant + */ + + }], [{ + key: 'defaultVertexSrc', + get: function get() { + return ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform mat3 projectionMatrix;', 'uniform mat3 filterMatrix;', 'varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;', ' vTextureCoord = aTextureCoord ;', '}'].join('\n'); + } + + /** + * The default fragment shader source + * + * @static + * @constant + */ + + }, { + key: 'defaultFragmentSrc', + get: function get() { + return ['varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'uniform sampler2D uSampler;', 'uniform sampler2D filterSampler;', 'void main(void){', ' vec4 masky = texture2D(filterSampler, vFilterCoord);', ' vec4 sample = texture2D(uSampler, vTextureCoord);', ' vec4 color;', ' if(mod(vFilterCoord.x, 1.0) > 0.5)', ' {', ' color = vec4(1.0, 0.0, 0.0, 1.0);', ' }', ' else', ' {', ' color = vec4(0.0, 1.0, 0.0, 1.0);', ' }', + // ' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);', + ' gl_FragColor = mix(sample, masky, 0.5);', ' gl_FragColor *= sample.a;', '}'].join('\n'); + } + }]); + + return Filter; + }(); + + exports.default = Filter; + + }, { "../../../const": 46, "../../../settings": 101, "../../../utils": 124, "./extractUniformsFromSrc": 87 }], 87: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = extractUniformsFromSrc; + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var defaultValue = _pixiGlCore2.default.shader.defaultValue; + + function extractUniformsFromSrc(vertexSrc, fragmentSrc, mask) { + var vertUniforms = extractUniformsFromString(vertexSrc, mask); + var fragUniforms = extractUniformsFromString(fragmentSrc, mask); + + return Object.assign(vertUniforms, fragUniforms); + } + + function extractUniformsFromString(string) { + var maskRegex = new RegExp('^(projectionMatrix|uSampler|filterArea|filterClamp)$'); + + var uniforms = {}; + var nameSplit = void 0; + + // clean the lines a little - remove extra spaces / tabs etc + // then split along ';' + var lines = string.replace(/\s+/g, ' ').split(/\s*;\s*/); + + // loop through.. + for (var i = 0; i < lines.length; i++) { + var line = lines[i].trim(); + + if (line.indexOf('uniform') > -1) { + var splitLine = line.split(' '); + var type = splitLine[1]; + + var name = splitLine[2]; + var size = 1; + + if (name.indexOf('[') > -1) { + // array! + nameSplit = name.split(/\[|]/); + name = nameSplit[0]; + size *= Number(nameSplit[1]); + } + + if (!name.match(maskRegex)) { + uniforms[name] = { + value: defaultValue(type, size), + name: name, + type: type + }; + } + } + } + + return uniforms; + } + + }, { "pixi-gl-core": 7 }], 88: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.calculateScreenSpaceMatrix = calculateScreenSpaceMatrix; + exports.calculateNormalizedScreenSpaceMatrix = calculateNormalizedScreenSpaceMatrix; + exports.calculateSpriteMatrix = calculateSpriteMatrix; + + var _math = require('../../../math'); + + /** + * Calculates the mapped matrix + * @param filterArea {Rectangle} The filter area + * @param sprite {Sprite} the target sprite + * @param outputMatrix {Matrix} @alvin + */ + // TODO playing around here.. this is temporary - (will end up in the shader) + // this returns a matrix that will normalise map filter cords in the filter to screen space + function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), + // let texture = {width:1136, height:700};//sprite._texture.baseTexture; + + // TODO unwrap? + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + mappedMatrix.scale(textureSize.width, textureSize.height); + + return mappedMatrix; + } + + function calculateNormalizedScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + var translateScaleX = textureSize.width / filterArea.width; + var translateScaleY = textureSize.height / filterArea.height; + + mappedMatrix.scale(translateScaleX, translateScaleY); + + return mappedMatrix; + } + + // this will map the filter coord so that a texture can be used based on the transform of a sprite + function calculateSpriteMatrix(outputMatrix, filterArea, textureSize, sprite) { + var worldTransform = sprite.worldTransform.copy(_math.Matrix.TEMP_MATRIX); + var texture = sprite._texture.baseTexture; + + // TODO unwrap? + var mappedMatrix = outputMatrix.identity(); + + // scale.. + var ratio = textureSize.height / textureSize.width; + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + mappedMatrix.scale(1, ratio); + + var translateScaleX = textureSize.width / texture.width; + var translateScaleY = textureSize.height / texture.height; + + worldTransform.tx /= texture.width * translateScaleX; + + // this...? free beer for anyone who can explain why this makes sense! + worldTransform.ty /= texture.width * translateScaleX; + // worldTransform.ty /= texture.height * translateScaleY; + + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + + // apply inverse scale.. + mappedMatrix.scale(1, 1 / ratio); + + mappedMatrix.scale(translateScaleX, translateScaleY); + + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + + return mappedMatrix; + } + + }, { "../../../math": 70 }], 89: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Filter2 = require('../Filter'); + + var _Filter3 = _interopRequireDefault(_Filter2); + + var _math = require('../../../../math'); + + var _path = require('path'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The SpriteMaskFilter class + * + * @class + * @extends PIXI.Filter + * @memberof PIXI + */ + var SpriteMaskFilter = function (_Filter) { + _inherits(SpriteMaskFilter, _Filter); + + /** + * @param {PIXI.Sprite} sprite - the target sprite + */ + function SpriteMaskFilter(sprite) { + _classCallCheck(this, SpriteMaskFilter); + + var maskMatrix = new _math.Matrix(); + + var _this = _possibleConstructorReturn(this, _Filter.call(this, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 otherMatrix;\r\n\r\nvarying vec2 vMaskCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\r\n}\r\n', 'varying vec2 vMaskCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform float alpha;\r\nuniform sampler2D mask;\r\n\r\nvoid main(void)\r\n{\r\n // check clip! this will stop the mask bleeding out from the edges\r\n vec2 text = abs( vMaskCoord - 0.5 );\r\n text = step(0.5, text);\r\n\r\n float clip = 1.0 - max(text.y, text.x);\r\n vec4 original = texture2D(uSampler, vTextureCoord);\r\n vec4 masky = texture2D(mask, vMaskCoord);\r\n\r\n original *= (masky.r * masky.a * alpha * clip);\r\n\r\n gl_FragColor = original;\r\n}\r\n')); + + sprite.renderable = false; + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + return _this; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + */ + + + SpriteMaskFilter.prototype.apply = function apply(filterManager, input, output) { + var maskSprite = this.maskSprite; + + this.uniforms.mask = maskSprite._texture; + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite); + this.uniforms.alpha = maskSprite.worldAlpha; + + filterManager.applyFilter(this, input, output); + }; + + return SpriteMaskFilter; + }(_Filter3.default); + + exports.default = SpriteMaskFilter; + + }, { "../../../../math": 70, "../Filter": 86, "path": 25 }], 90: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLManager2 = require('./WebGLManager'); + + var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + + var _RenderTarget = require('../utils/RenderTarget'); + + var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + + var _Quad = require('../utils/Quad'); + + var _Quad2 = _interopRequireDefault(_Quad); + + var _math = require('../../../math'); + + var _Shader = require('../../../Shader'); + + var _Shader2 = _interopRequireDefault(_Shader); + + var _filterTransforms = require('../filters/filterTransforms'); + + var filterTransforms = _interopRequireWildcard(_filterTransforms); + + var _bitTwiddle = require('bit-twiddle'); + + var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @ignore + * @class + */ + var FilterState = + /** + * + */ + function FilterState() { + _classCallCheck(this, FilterState); + + this.renderTarget = null; + this.sourceFrame = new _math.Rectangle(); + this.destinationFrame = new _math.Rectangle(); + this.filters = []; + this.target = null; + this.resolution = 1; + }; + + /** + * @class + * @memberof PIXI + * @extends PIXI.WebGLManager + */ + + + var FilterManager = function (_WebGLManager) { + _inherits(FilterManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function FilterManager(renderer) { + _classCallCheck(this, FilterManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.gl = _this.renderer.gl; + // know about sprites! + _this.quad = new _Quad2.default(_this.gl, renderer.state.attribState); + + _this.shaderCache = {}; + // todo add default! + _this.pool = {}; + + _this.filterData = null; + return _this; + } + + /** + * Adds a new filter to the manager. + * + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param {PIXI.Filter[]} filters - The filters to apply. + */ + + + FilterManager.prototype.pushFilter = function pushFilter(target, filters) { + var renderer = this.renderer; + + var filterData = this.filterData; + + if (!filterData) { + filterData = this.renderer._activeRenderTarget.filterStack; + + // add new stack + var filterState = new FilterState(); + + filterState.sourceFrame = filterState.destinationFrame = this.renderer._activeRenderTarget.size; + filterState.renderTarget = renderer._activeRenderTarget; + + this.renderer._activeRenderTarget.filterData = filterData = { + index: 0, + stack: [filterState] + }; + + this.filterData = filterData; + } + + // get the current filter state.. + var currentState = filterData.stack[++filterData.index]; + + if (!currentState) { + currentState = filterData.stack[filterData.index] = new FilterState(); + } + + // for now we go off the filter of the first resolution.. + var resolution = filters[0].resolution; + var padding = filters[0].padding | 0; + var targetBounds = target.filterArea || target.getBounds(true); + var sourceFrame = currentState.sourceFrame; + var destinationFrame = currentState.destinationFrame; + + sourceFrame.x = (targetBounds.x * resolution | 0) / resolution; + sourceFrame.y = (targetBounds.y * resolution | 0) / resolution; + sourceFrame.width = (targetBounds.width * resolution | 0) / resolution; + sourceFrame.height = (targetBounds.height * resolution | 0) / resolution; + + if (filterData.stack[0].renderTarget.transform) {// + + // TODO we should fit the rect around the transform.. + } else if (filters[0].autoFit) { + sourceFrame.fit(filterData.stack[0].destinationFrame); + } + + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + sourceFrame.pad(padding); + + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + + // lets play the padding after we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + + var renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); + + currentState.target = target; + currentState.filters = filters; + currentState.resolution = resolution; + currentState.renderTarget = renderTarget; + + // bind the render target to draw the shape in the top corner.. + + renderTarget.setFrame(destinationFrame, sourceFrame); + + // bind the render target + renderer.bindRenderTarget(renderTarget); + renderTarget.clear(); + }; + + /** + * Pops off the filter and applies it. + * + */ + + + FilterManager.prototype.popFilter = function popFilter() { + var filterData = this.filterData; + + var lastState = filterData.stack[filterData.index - 1]; + var currentState = filterData.stack[filterData.index]; + + this.quad.map(currentState.renderTarget.size, currentState.sourceFrame).upload(); + + var filters = currentState.filters; + + if (filters.length === 1) { + filters[0].apply(this, currentState.renderTarget, lastState.renderTarget, false, currentState); + this.freePotRenderTarget(currentState.renderTarget); + } else { + var flip = currentState.renderTarget; + var flop = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, currentState.resolution); + + flop.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + // finally lets clear the render target before drawing to it.. + flop.clear(); + + var i = 0; + + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, true, currentState); + + var t = flip; + + flip = flop; + flop = t; + } + + filters[i].apply(this, flip, lastState.renderTarget, false, currentState); + + this.freePotRenderTarget(flip); + this.freePotRenderTarget(flop); + } + + filterData.index--; + + if (filterData.index === 0) { + this.filterData = null; + } + }; + + /** + * Draws a filter. + * + * @param {PIXI.Filter} filter - The filter to draw. + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + */ + + + FilterManager.prototype.applyFilter = function applyFilter(filter, input, output, clear) { + var renderer = this.renderer; + var gl = renderer.gl; + + var shader = filter.glShaders[renderer.CONTEXT_UID]; + + // cacheing.. + if (!shader) { + if (filter.glShaderKey) { + shader = this.shaderCache[filter.glShaderKey]; + + if (!shader) { + shader = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + + filter.glShaders[renderer.CONTEXT_UID] = this.shaderCache[filter.glShaderKey] = shader; + } + } else { + shader = filter.glShaders[renderer.CONTEXT_UID] = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + } + + // TODO - this only needs to be done once? + renderer.bindVao(null); + + this.quad.initVao(shader); + } + + renderer.bindVao(this.quad.vao); + + renderer.bindRenderTarget(output); + + if (clear) { + gl.disable(gl.SCISSOR_TEST); + renderer.clear(); // [1, 1, 1, 1]); + gl.enable(gl.SCISSOR_TEST); + } + + // in case the render target is being masked using a scissor rect + if (output === renderer.maskManager.scissorRenderTarget) { + renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); + } + + renderer.bindShader(shader); + + // free unit 0 for us, doesn't matter what was there + // don't try to restore it, because syncUniforms can upload it to another slot + // and it'll be a problem + var tex = this.renderer.emptyTextures[0]; + + this.renderer.boundTextures[0] = tex; + // this syncs the PixiJS filters uniforms with glsl uniforms + this.syncUniforms(shader, filter); + + renderer.state.setBlendMode(filter.blendMode); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, input.texture.texture); + + this.quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + }; + + /** + * Uploads the uniforms of the filter. + * + * @param {GLShader} shader - The underlying gl shader. + * @param {PIXI.Filter} filter - The filter we are synchronizing. + */ + + + FilterManager.prototype.syncUniforms = function syncUniforms(shader, filter) { + var uniformData = filter.uniformData; + var uniforms = filter.uniforms; + + // 0 is reserved for the PixiJS texture so we start at 1! + var textureCount = 1; + var currentState = void 0; + + // filterArea and filterClamp that are handled by FilterManager directly + // they must not appear in uniformData + + if (shader.uniforms.filterArea) { + currentState = this.filterData.stack[this.filterData.index]; + + var filterArea = shader.uniforms.filterArea; + + filterArea[0] = currentState.renderTarget.size.width; + filterArea[1] = currentState.renderTarget.size.height; + filterArea[2] = currentState.sourceFrame.x; + filterArea[3] = currentState.sourceFrame.y; + + shader.uniforms.filterArea = filterArea; + } + + // use this to clamp displaced texture coords so they belong to filterArea + // see displacementFilter fragment shader for an example + if (shader.uniforms.filterClamp) { + currentState = currentState || this.filterData.stack[this.filterData.index]; + + var filterClamp = shader.uniforms.filterClamp; + + filterClamp[0] = 0; + filterClamp[1] = 0; + filterClamp[2] = (currentState.sourceFrame.width - 1) / currentState.renderTarget.size.width; + filterClamp[3] = (currentState.sourceFrame.height - 1) / currentState.renderTarget.size.height; + + shader.uniforms.filterClamp = filterClamp; + } + + // TODO Cacheing layer.. + for (var i in uniformData) { + if (uniformData[i].type === 'sampler2D' && uniforms[i] !== 0) { + if (uniforms[i].baseTexture) { + shader.uniforms[i] = this.renderer.bindTexture(uniforms[i].baseTexture, textureCount); + } else { + shader.uniforms[i] = textureCount; + + // TODO + // this is helpful as renderTargets can also be set. + // Although thinking about it, we could probably + // make the filter texture cache return a RenderTexture + // rather than a renderTarget + var gl = this.renderer.gl; + + this.renderer.boundTextures[textureCount] = this.renderer.emptyTextures[textureCount]; + gl.activeTexture(gl.TEXTURE0 + textureCount); + + uniforms[i].texture.bind(); + } + + textureCount++; + } else if (uniformData[i].type === 'mat3') { + // check if its PixiJS matrix.. + if (uniforms[i].a !== undefined) { + shader.uniforms[i] = uniforms[i].toArray(true); + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (uniformData[i].type === 'vec2') { + // check if its a point.. + if (uniforms[i].x !== undefined) { + var val = shader.uniforms[i] || new Float32Array(2); + + val[0] = uniforms[i].x; + val[1] = uniforms[i].y; + shader.uniforms[i] = val; + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (uniformData[i].type === 'float') { + if (shader.uniforms.data[i].value !== uniformData[i]) { + shader.uniforms[i] = uniforms[i]; + } + } else { + shader.uniforms[i] = uniforms[i]; + } + } + }; + + /** + * Gets a render target from the pool, or creates a new one. + * + * @param {boolean} clear - Should we clear the render texture when we get it? + * @param {number} resolution - The resolution of the target. + * @return {PIXI.RenderTarget} The new render target + */ + + + FilterManager.prototype.getRenderTarget = function getRenderTarget(clear, resolution) { + var currentState = this.filterData.stack[this.filterData.index]; + var renderTarget = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, resolution || currentState.resolution); + + renderTarget.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + return renderTarget; + }; + + /** + * Returns a render target to the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The render target to return. + */ + + + FilterManager.prototype.returnRenderTarget = function returnRenderTarget(renderTarget) { + this.freePotRenderTarget(renderTarget); + }; + + /** + * Calculates the mapped matrix. + * + * TODO playing around here.. this is temporary - (will end up in the shader) + * this returns a matrix that will normalise map filter cords in the filter to screen space + * + * @param {PIXI.Matrix} outputMatrix - the matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateScreenSpaceMatrix = function calculateScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size); + }; + + /** + * Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateNormalizedScreenSpaceMatrix = function calculateNormalizedScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateNormalizedScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, currentState.destinationFrame); + }; + + /** + * This will map the filter coord so that a texture can be used based on the transform of a sprite + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateSpriteMatrix = function calculateSpriteMatrix(outputMatrix, sprite) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateSpriteMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, sprite); + }; + + /** + * Destroys this Filter Manager. + * + */ + + + FilterManager.prototype.destroy = function destroy() { + this.shaderCache = {}; + this.emptyPool(); + }; + + /** + * Gets a Power-of-Two render texture. + * + * TODO move to a seperate class could be on renderer? + * also - could cause issue with multiple contexts? + * + * @private + * @param {WebGLRenderingContext} gl - The webgl rendering context + * @param {number} minWidth - The minimum width of the render target. + * @param {number} minHeight - The minimum height of the render target. + * @param {number} resolution - The resolution of the render target. + * @return {PIXI.RenderTarget} The new render target. + */ + + + FilterManager.prototype.getPotRenderTarget = function getPotRenderTarget(gl, minWidth, minHeight, resolution) { + // TODO you could return a bigger texture if there is not one in the pool? + minWidth = _bitTwiddle2.default.nextPow2(minWidth * resolution); + minHeight = _bitTwiddle2.default.nextPow2(minHeight * resolution); + + var key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; + + if (!this.pool[key]) { + this.pool[key] = []; + } + + var renderTarget = this.pool[key].pop(); + + // creating render target will cause texture to be bound! + if (!renderTarget) { + // temporary bypass cache.. + var tex = this.renderer.boundTextures[0]; + + gl.activeTexture(gl.TEXTURE0); + + // internally - this will cause a texture to be bound.. + renderTarget = new _RenderTarget2.default(gl, minWidth, minHeight, null, 1); + + // set the current one back + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + } + + // manually tweak the resolution... + // this will not modify the size of the frame buffer, just its resolution. + renderTarget.resolution = resolution; + renderTarget.defaultFrame.width = renderTarget.size.width = minWidth / resolution; + renderTarget.defaultFrame.height = renderTarget.size.height = minHeight / resolution; + + return renderTarget; + }; + + /** + * Empties the texture pool. + * + */ + + + FilterManager.prototype.emptyPool = function emptyPool() { + for (var i in this.pool) { + var textures = this.pool[i]; + + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + + this.pool = {}; + }; + + /** + * Frees a render target back into the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The renderTarget to free + */ + + + FilterManager.prototype.freePotRenderTarget = function freePotRenderTarget(renderTarget) { + var minWidth = renderTarget.size.width * renderTarget.resolution; + var minHeight = renderTarget.size.height * renderTarget.resolution; + var key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; + + this.pool[key].push(renderTarget); + }; + + return FilterManager; + }(_WebGLManager3.default); + + exports.default = FilterManager; + + }, { "../../../Shader": 44, "../../../math": 70, "../filters/filterTransforms": 88, "../utils/Quad": 95, "../utils/RenderTarget": 96, "./WebGLManager": 93, "bit-twiddle": 18 }], 91: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLManager2 = require('./WebGLManager'); + + var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + + var _SpriteMaskFilter = require('../filters/spriteMask/SpriteMaskFilter'); + + var _SpriteMaskFilter2 = _interopRequireDefault(_SpriteMaskFilter); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ + var MaskManager = function (_WebGLManager) { + _inherits(MaskManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function MaskManager(renderer) { + _classCallCheck(this, MaskManager); + + // TODO - we don't need both! + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.scissor = false; + _this.scissorData = null; + _this.scissorRenderTarget = null; + + _this.enableScissor = true; + + _this.alphaMaskPool = []; + _this.alphaMaskIndex = 0; + return _this; + } + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushMask = function pushMask(target, maskData) { + // TODO the root check means scissor rect will not + // be used on render textures more info here: + // https://github.com/pixijs/pixi.js/pull/3545 + + if (maskData.texture) { + this.pushSpriteMask(target, maskData); + } else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) { + var matrix = maskData.worldTransform; + + var rot = Math.atan2(matrix.b, matrix.a); + + // use the nearest degree! + rot = Math.round(rot * (180 / Math.PI)); + + if (rot % 90) { + this.pushStencilMask(maskData); + } else { + this.pushScissorMask(target, maskData); + } + } else { + this.pushStencilMask(maskData); + } + }; + + /** + * Removes the last mask from the mask stack and doesn't return it. + * + * @param {PIXI.DisplayObject} target - Display Object to pop the mask from + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.popMask = function popMask(target, maskData) { + if (maskData.texture) { + this.popSpriteMask(target, maskData); + } else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) { + this.popScissorMask(target, maskData); + } else { + this.popStencilMask(target, maskData); + } + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.RenderTarget} target - Display Object to push the sprite mask to + * @param {PIXI.Sprite} maskData - Sprite to be used as the mask + */ + + + MaskManager.prototype.pushSpriteMask = function pushSpriteMask(target, maskData) { + var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new _SpriteMaskFilter2.default(maskData)]; + } + + alphaMaskFilter[0].resolution = this.renderer.resolution; + alphaMaskFilter[0].maskSprite = maskData; + + // TODO - may cause issues! + target.filterArea = maskData.getBounds(true); + + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); + + this.alphaMaskIndex++; + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popSpriteMask = function popSpriteMask() { + this.renderer.filterManager.popFilter(); + this.alphaMaskIndex--; + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushStencilMask = function pushStencilMask(maskData) { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.pushStencil(maskData); + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popStencilMask = function popStencilMask() { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.popStencil(); + }; + + /** + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushScissorMask = function pushScissorMask(target, maskData) { + maskData.renderable = true; + + var renderTarget = this.renderer._activeRenderTarget; + + var bounds = maskData.getBounds(); + + bounds.fit(renderTarget.size); + maskData.renderable = false; + + this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); + + var resolution = this.renderer.resolution; + + this.renderer.gl.scissor(bounds.x * resolution, (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution, bounds.width * resolution, bounds.height * resolution); + + this.scissorRenderTarget = renderTarget; + this.scissorData = maskData; + this.scissor = true; + }; + + /** + * + * + */ + + + MaskManager.prototype.popScissorMask = function popScissorMask() { + this.scissorRenderTarget = null; + this.scissorData = null; + this.scissor = false; + + // must be scissor! + var gl = this.renderer.gl; + + gl.disable(gl.SCISSOR_TEST); + }; + + return MaskManager; + }(_WebGLManager3.default); + + exports.default = MaskManager; + + }, { "../filters/spriteMask/SpriteMaskFilter": 89, "./WebGLManager": 93 }], 92: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLManager2 = require('./WebGLManager'); + + var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ + var StencilManager = function (_WebGLManager) { + _inherits(StencilManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function StencilManager(renderer) { + _classCallCheck(this, StencilManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.stencilMaskStack = null; + return _this; + } + + /** + * Changes the mask stack that is used by this manager. + * + * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack + */ + + + StencilManager.prototype.setMaskStack = function setMaskStack(stencilMaskStack) { + this.stencilMaskStack = stencilMaskStack; + + var gl = this.renderer.gl; + + if (stencilMaskStack.length === 0) { + gl.disable(gl.STENCIL_TEST); + } else { + gl.enable(gl.STENCIL_TEST); + } + }; + + /** + * Applies the Mask and adds it to the current stencil stack. @alvin + * + * @param {PIXI.Graphics} graphics - The mask + */ + + + StencilManager.prototype.pushStencil = function pushStencil(graphics) { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + this.renderer._activeRenderTarget.attachStencilBuffer(); + + var gl = this.renderer.gl; + var prevMaskCount = this.stencilMaskStack.length; + + if (prevMaskCount === 0) { + gl.enable(gl.STENCIL_TEST); + } + + this.stencilMaskStack.push(graphics); + + // Increment the refference stencil value where the new mask overlaps with the old ones. + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + }; + + /** + * Removes the last mask from the stencil stack. @alvin + */ + + + StencilManager.prototype.popStencil = function popStencil() { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + var gl = this.renderer.gl; + var graphics = this.stencilMaskStack.pop(); + + if (this.stencilMaskStack.length === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.clearStencil(0); + } else { + // Decrement the refference stencil value where the popped mask overlaps with the other ones + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + } + }; + + /** + * Setup renderer to use the current stencil data. + */ + + + StencilManager.prototype._useCurrent = function _useCurrent() { + var gl = this.renderer.gl; + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }; + + /** + * Fill 1s equal to the number of acitve stencil masks. + * + * @return {number} The bitwise mask. + */ + + + StencilManager.prototype._getBitwiseMask = function _getBitwiseMask() { + return (1 << this.stencilMaskStack.length) - 1; + }; + + /** + * Destroys the mask stack. + * + */ + + + StencilManager.prototype.destroy = function destroy() { + _WebGLManager3.default.prototype.destroy.call(this); + + this.stencilMaskStack.stencilStack = null; + }; + + return StencilManager; + }(_WebGLManager3.default); + + exports.default = StencilManager; + + }, { "./WebGLManager": 93 }], 93: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @class + * @memberof PIXI + */ + var WebGLManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function WebGLManager(renderer) { + _classCallCheck(this, WebGLManager); + + /** + * The renderer this manager works for. + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + this.renderer.on('context', this.onContextChange, this); + } + + /** + * Generic method called when there is a WebGL context change. + * + */ + + + WebGLManager.prototype.onContextChange = function onContextChange() { } + // do some codes init! + + + /** + * Generic destroy methods to be overridden by the subclass + * + */ + ; + + WebGLManager.prototype.destroy = function destroy() { + this.renderer.off('context', this.onContextChange, this); + + this.renderer = null; + }; + + return WebGLManager; + }(); + + exports.default = WebGLManager; + + }, {}], 94: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLManager2 = require('../managers/WebGLManager'); + + var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * Base for a common object renderer that can be used as a system renderer plugin. + * + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ + var ObjectRenderer = function (_WebGLManager) { + _inherits(ObjectRenderer, _WebGLManager); + + function ObjectRenderer() { + _classCallCheck(this, ObjectRenderer); + + return _possibleConstructorReturn(this, _WebGLManager.apply(this, arguments)); + } + + /** + * Starts the renderer and sets the shader + * + */ + ObjectRenderer.prototype.start = function start() { } + // set the shader.. + + + /** + * Stops the renderer + * + */ + ; + + ObjectRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Stub method for rendering content and emptying the current batch. + * + */ + + + ObjectRenderer.prototype.flush = function flush() { } + // flush! + + + /** + * Renders an object + * + * @param {PIXI.DisplayObject} object - The object to render. + */ + ; + + ObjectRenderer.prototype.render = function render(object) // eslint-disable-line no-unused-vars + { + // render the object + }; + + return ObjectRenderer; + }(_WebGLManager3.default); + + exports.default = ObjectRenderer; + + }, { "../managers/WebGLManager": 93 }], 95: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + var _createIndicesForQuads = require('../../../utils/createIndicesForQuads'); + + var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Helper class to create a quad + * + * @class + * @memberof PIXI + */ + var Quad = function () { + /** + * @param {WebGLRenderingContext} gl - The gl context for this quad to use. + * @param {object} state - TODO: Description + */ + function Quad(gl, state) { + _classCallCheck(this, Quad); + + /** + * the current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of vertices + * + * @member {Float32Array} + */ + this.vertices = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]); + + /** + * The Uvs of the quad + * + * @member {Float32Array} + */ + this.uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + this.interleaved = new Float32Array(8 * 2); + + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(1); + + /** + * The vertex buffer + * + * @member {glCore.GLBuffer} + */ + this.vertexBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW); + + /** + * The index buffer + * + * @member {glCore.GLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + /** + * The vertex array object + * + * @member {glCore.VertexArrayObject} + */ + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, state); + } + + /** + * Initialises the vaos and uses the shader. + * + * @param {PIXI.Shader} shader - the shader to use + */ + + + Quad.prototype.initVao = function initVao(shader) { + this.vao.clear().addIndex(this.indexBuffer).addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0).addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4); + }; + + /** + * Maps two Rectangle to the quad. + * + * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle + * @param {PIXI.Rectangle} destinationFrame - the second rectangle + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.map = function map(targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + + this.uvs[0] = x; + this.uvs[1] = y; + + this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[3] = y; + + this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height; + + this.uvs[6] = x; + this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height; + + x = destinationFrame.x; + y = destinationFrame.y; + + this.vertices[0] = x; + this.vertices[1] = y; + + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + + return this; + }; + + /** + * Binds the buffer and uploads the data + * + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.upload = function upload() { + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + this.vertexBuffer.upload(this.interleaved); + + return this; + }; + + /** + * Removes this quad from WebGL + */ + + + Quad.prototype.destroy = function destroy() { + var gl = this.gl; + + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.indexBuffer); + }; + + return Quad; + }(); + + exports.default = Quad; + + }, { "../../../utils/createIndicesForQuads": 122, "pixi-gl-core": 7 }], 96: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _math = require('../../../math'); + + var _const = require('../../../const'); + + var _settings = require('../../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _pixiGlCore = require('pixi-gl-core'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @class + * @memberof PIXI + */ + var RenderTarget = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {number} [width=0] - the horizontal range of the filter + * @param {number} [height=0] - the vertical range of the filter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The current resolution / device pixel ratio + * @param {boolean} [root=false] - Whether this object is the root element or not + */ + function RenderTarget(gl, width, height, scaleMode, resolution, root) { + _classCallCheck(this, RenderTarget); + + // TODO Resolution could go here ( eg low res blurs ) + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // next time to create a frame buffer and texture + + /** + * A frame buffer + * + * @member {PIXI.glCore.GLFramebuffer} + */ + this.frameBuffer = null; + + /** + * The texture + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The background colour of this render target, as an array of [r,g,b,a] values + * + * @member {number[]} + */ + this.clearColor = [0, 0, 0, 0]; + + /** + * The size of the object as a rectangle + * + * @member {PIXI.Rectangle} + */ + this.size = new _math.Rectangle(0, 0, 1, 1); + + /** + * The current resolution / device pixel ratio + * + * @member {number} + * @default 1 + */ + this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The projection matrix + * + * @member {PIXI.Matrix} + */ + this.projectionMatrix = new _math.Matrix(); + + /** + * The object's transform + * + * @member {PIXI.Matrix} + */ + this.transform = null; + + /** + * The frame. + * + * @member {PIXI.Rectangle} + */ + this.frame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.defaultFrame = new _math.Rectangle(); + this.destinationFrame = null; + this.sourceFrame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.stencilBuffer = null; + + /** + * The data structure for the stencil masks + * + * @member {PIXI.Graphics[]} + */ + this.stencilMaskStack = []; + + /** + * Stores filter data for the render target + * + * @member {object[]} + */ + this.filterData = null; + + /** + * The scale mode. + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Whether this object is the root element or not + * + * @member {boolean} + */ + this.root = root; + + if (!this.root) { + this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100); + + if (this.scaleMode === _const.SCALE_MODES.NEAREST) { + this.frameBuffer.texture.enableNearestScaling(); + } else { + this.frameBuffer.texture.enableLinearScaling(); + } + /* + A frame buffer needs a target to render to.. + create a texture and bind it attach it to the framebuffer.. + */ + + // this is used by the base texture + this.texture = this.frameBuffer.texture; + } else { + // make it a null framebuffer.. + this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100); + this.frameBuffer.framebuffer = null; + } + + this.setFrame(); + + this.resize(width, height); + } + + /** + * Clears the filter texture. + * + * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer + */ + + + RenderTarget.prototype.clear = function clear(clearColor) { + var cc = clearColor || this.clearColor; + + this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a); + }; + + /** + * Binds the stencil buffer. + * + */ + + + RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() { + // TODO check if stencil is done? + /** + * The stencil buffer is used for masking in pixi + * lets create one and then add attach it to the framebuffer.. + */ + if (!this.root) { + this.frameBuffer.enableStencil(); + } + }; + + /** + * Sets the frame of the render target. + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame; + }; + + /** + * Binds the buffers and initialises the viewport. + * + */ + + + RenderTarget.prototype.activate = function activate() { + // TOOD refactor usage of frame.. + var gl = this.gl; + + // make sure the texture is unbound! + this.frameBuffer.bind(); + + this.calculateProjection(this.destinationFrame, this.sourceFrame); + + if (this.transform) { + this.projectionMatrix.append(this.transform); + } + + // TODO add a check as them may be the same! + if (this.destinationFrame !== this.sourceFrame) { + gl.enable(gl.SCISSOR_TEST); + gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + } else { + gl.disable(gl.SCISSOR_TEST); + } + + // TODO - does not need to be updated all the time?? + gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + }; + + /** + * Updates the projection matrix based on a projection frame (which is a rectangle) + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) { + var pm = this.projectionMatrix; + + sourceFrame = sourceFrame || destinationFrame; + + pm.identity(); + + // TODO: make dest scale source + if (!this.root) { + pm.a = 1 / destinationFrame.width * 2; + pm.d = 1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = -1 - sourceFrame.y * pm.d; + } else { + pm.a = 1 / destinationFrame.width * 2; + pm.d = -1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = 1 - sourceFrame.y * pm.d; + } + }; + + /** + * Resizes the texture to the specified width and height + * + * @param {number} width - the new width of the texture + * @param {number} height - the new height of the texture + */ + + + RenderTarget.prototype.resize = function resize(width, height) { + width = width | 0; + height = height | 0; + + if (this.size.width === width && this.size.height === height) { + return; + } + + this.size.width = width; + this.size.height = height; + + this.defaultFrame.width = width; + this.defaultFrame.height = height; + + this.frameBuffer.resize(width * this.resolution, height * this.resolution); + + var projectionFrame = this.frame || this.size; + + this.calculateProjection(projectionFrame); + }; + + /** + * Destroys the render target. + * + */ + + + RenderTarget.prototype.destroy = function destroy() { + this.frameBuffer.destroy(); + + this.frameBuffer = null; + this.texture = null; + }; + + return RenderTarget; + }(); + + exports.default = RenderTarget; + + }, { "../../../const": 46, "../../../math": 70, "../../../settings": 101, "pixi-gl-core": 7 }], 97: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = checkMaxIfStatmentsInShader; + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var fragTemplate = ['precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}'].join('\n'); + + function checkMaxIfStatmentsInShader(maxIfs, gl) { + var createTempContext = !gl; + + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + + if (createTempContext) { + var tinyCanvas = document.createElement('canvas'); + + tinyCanvas.width = 1; + tinyCanvas.height = 1; + + gl = _pixiGlCore2.default.createContext(tinyCanvas); + } + + var shader = gl.createShader(gl.FRAGMENT_SHADER); + + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = maxIfs / 2 | 0; + } else { + // valid! + break; + } + } + + if (createTempContext) { + // get rid of context + if (gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').loseContext(); + } + } + + return maxIfs; + } + + function generateIfTestSrc(maxIfs) { + var src = ''; + + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxIfs - 1) { + src += 'if(test == ' + i + '.0){}'; + } + } + + return src; + } + + }, { "pixi-gl-core": 7 }], 98: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = mapWebGLBlendModesToPixi; + + var _const = require('../../../const'); + + /** + * Maps gl blend combinations to WebGL. + * + * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ + function mapWebGLBlendModesToPixi(gl) { + var array = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : []; + + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[_const.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + array[_const.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + + // not-premultiplied blend modes + array[_const.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.DST_ALPHA, gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + + return array; + } + + }, { "../../../const": 46 }], 99: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = mapWebGLDrawModesToPixi; + + var _const = require('../../../const'); + + /** + * Generic Mask Stack data structure. + * + * @memberof PIXI + * @function mapWebGLDrawModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {object} [object={}] - The object to map into + * @return {object} The mapped draw modes. + */ + function mapWebGLDrawModesToPixi(gl) { + var object = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + object[_const.DRAW_MODES.POINTS] = gl.POINTS; + object[_const.DRAW_MODES.LINES] = gl.LINES; + object[_const.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP; + object[_const.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP; + object[_const.DRAW_MODES.TRIANGLES] = gl.TRIANGLES; + object[_const.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP; + object[_const.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN; + + return object; + } + + }, { "../../../const": 46 }], 100: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = validateContext; + function validateContext(gl) { + var attributes = gl.getContextAttributes(); + + // this is going to be fairly simple for now.. but at least we have room to grow! + if (!attributes.stencil) { + /* eslint-disable no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable no-console */ + } + } + + }, {}], 101: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _maxRecommendedTextures = require('./utils/maxRecommendedTextures'); + + var _maxRecommendedTextures2 = _interopRequireDefault(_maxRecommendedTextures); + + var _canUploadSameBuffer = require('./utils/canUploadSameBuffer'); + + var _canUploadSameBuffer2 = _interopRequireDefault(_canUploadSameBuffer); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float percision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio. + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ + exports.default = { + + /** + * Target frames per millisecond. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + TARGET_FPMS: 0.06, + + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * + * @static + * @memberof PIXI.settings + * @type {boolean} + * @default true + */ + MIPMAP_TEXTURES: true, + + /** + * Default resolution / device pixel ratio of the renderer. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + + /** + * Default filter resolution. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + + /** + * The maximum textures that this device supports. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: (0, _maxRecommendedTextures2.default)(32), + + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + + /** + * The prefix that denotes a URL is for a retina asset. + * + * @static + * @memberof PIXI.settings + * @type {RegExp} + * @example `@2x` + * @default /@([0-9\.]+)x/ + */ + RETINA_PREFIX: /@([0-9\.]+)x/, + + /** + * The default render options if none are supplied to {@link PIXI.WebGLRenderer} + * or {@link PIXI.CanvasRenderer}. + * + * @static + * @constant + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} view=null + * @property {number} resolution=1 + * @property {boolean} antialias=false + * @property {boolean} forceFXAA=false + * @property {boolean} autoResize=false + * @property {boolean} transparent=false + * @property {number} backgroundColor=0x000000 + * @property {boolean} clearBeforeRender=true + * @property {boolean} preserveDrawingBuffer=false + * @property {boolean} roundPixels=false + * @property {number} width=800 + * @property {number} height=600 + * @property {boolean} legacy=false + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + forceFXAA: false, + autoResize: false, + transparent: false, + backgroundColor: 0x000000, + clearBeforeRender: true, + preserveDrawingBuffer: false, + roundPixels: false, + width: 800, + height: 600, + legacy: false + }, + + /** + * Default transform type. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.TRANSFORM_MODE} + * @default PIXI.TRANSFORM_MODE.STATIC + */ + TRANSFORM_MODE: 0, + + /** + * Default Garbage Collection mode. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: 0, + + /** + * Default Garbage Collection max idle. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + + /** + * Default Garbage Collection maximum check count. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + + /** + * Default wrap modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: 0, + + /** + * The scale modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: 0, + + /** + * Default specify float precision in vertex shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: 'highp', + + /** + * Default specify float precision in fragment shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: 'mediump', + + /** + * Can we upload the same buffer in a single frame? + * + * @static + * @constant + * @memberof PIXI + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: (0, _canUploadSameBuffer2.default)() + + }; + + }, { "./utils/canUploadSameBuffer": 121, "./utils/maxRecommendedTextures": 126 }], 102: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _math = require('../math'); + + var _utils = require('../utils'); + + var _const = require('../const'); + + var _Texture = require('../textures/Texture'); + + var _Texture2 = _interopRequireDefault(_Texture); + + var _Container2 = require('../display/Container'); + + var _Container3 = _interopRequireDefault(_Container2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var tempPoint = new _math.Point(); + + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = new PIXI.Sprite.fromImage('assets/image.png'); + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + + var Sprite = function (_Container) { + _inherits(Sprite, _Container); + + /** + * @param {PIXI.Texture} texture - The texture for this sprite + */ + function Sprite(texture) { + _classCallCheck(this, Sprite); + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 this means the texture's origin is the top left + * Setting the anchor to 0.5,0.5 means the texture's origin is centered + * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner + * + * @member {PIXI.ObservablePoint} + * @private + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this); + + /** + * The texture that the sprite is using + * + * @private + * @member {PIXI.Texture} + */ + _this._texture = null; + + /** + * The width of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._width = 0; + + /** + * The height of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._height = 0; + + /** + * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * The shader that will be used to render the sprite. Set to null to remove a current shader. + * + * @member {PIXI.Filter|PIXI.Shader} + */ + _this.shader = null; + + /** + * An internal cached value of the tint. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this.cachedTint = 0xFFFFFF; + + // call texture setter + _this.texture = texture || _Texture2.default.EMPTY; + + /** + * this is used to store the vertex data of the sprite (basically a quad) + * + * @private + * @member {Float32Array} + */ + _this.vertexData = new Float32Array(8); + + /** + * This is used to calculate the bounds of the object IF it is a trimmed sprite + * + * @private + * @member {Float32Array} + */ + _this.vertexTrimmedData = null; + + _this._transformID = -1; + _this._textureID = -1; + + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * + * @member {string} + * @default 'sprite' + */ + _this.pluginName = 'sprite'; + return _this; + } + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Sprite.prototype._onTextureUpdate = function _onTextureUpdate() { + this._textureID = -1; + this._textureTrimmedID = -1; + + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width; + } + + if (this._height) { + this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height; + } + }; + + /** + * Called when the anchor position updates. + * + * @private + */ + + + Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + + /** + * calculates worldTransform * vertices, store it in vertexData + */ + + + Sprite.prototype.calculateVertices = function calculateVertices() { + if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) { + return; + } + + this._transformID = this.transform._worldID; + this._textureID = this._texture._updateID; + + // set the vertex data + + var texture = this._texture; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - anchor._x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - anchor._y * orig.height; + h0 = h1 + trim.height; + } else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData + * This is used to ensure that the true width and height of a trimmed texture is respected + */ + + + Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use. + */ + + + Sprite.prototype._renderWebGL = function _renderWebGL(renderer) { + this.calculateVertices(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Sprite.prototype._renderCanvas = function _renderCanvas(renderer) { + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Updates the bounds of the sprite. + * + * @private + */ + + + Sprite.prototype._calculateBounds = function _calculateBounds() { + var trim = this._texture.trim; + var orig = this._texture.orig; + + // First lets check to see if the current texture has a trim.. + if (!trim || trim.width === orig.width && trim.height === orig.height) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + Sprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._texture.orig.width * -this._anchor._x; + this._bounds.minY = this._texture.orig.height * -this._anchor._y; + this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _Container.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Tests if a point is inside this sprite + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Sprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + Sprite.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + this._anchor = null; + + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + + this._texture.destroy(!!destroyBaseTexture); + } + + this._texture = null; + this.shader = null; + }; + + // some helper functions.. + + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from + * @return {PIXI.Sprite} The newly created sprite + */ + + + Sprite.from = function from(source) { + return new Sprite(_Texture2.default.from(source)); + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId + */ + + + Sprite.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return new Sprite(texture); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id + */ + + + Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) { + return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode)); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Sprite, [{ + key: 'width', + get: function get() { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 this means the texture's origin is the top left + * Setting the anchor to 0.5,0.5 means the texture's origin is centered + * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._anchor.copy(value); + } + + /** + * The tint applied to the sprite. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + } + + /** + * The texture that the sprite is using + * + * @member {PIXI.Texture} + */ + + }, { + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value; + this.cachedTint = 0xFFFFFF; + + this._textureID = -1; + this._textureTrimmedID = -1; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + }]); + + return Sprite; + }(_Container3.default); + + exports.default = Sprite; + + }, { "../const": 46, "../display/Container": 48, "../math": 70, "../textures/Texture": 115, "../utils": 124 }], 103: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + + var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + + var _const = require('../../const'); + + var _math = require('../../math'); + + var _CanvasTinter = require('./CanvasTinter'); + + var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var canvasRenderWorldTransform = new _math.Matrix(); + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasSpriteRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java + */ + + /** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + */ + + var CanvasSpriteRenderer = function () { + /** + * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for. + */ + function CanvasSpriteRenderer(renderer) { + _classCallCheck(this, CanvasSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + CanvasSpriteRenderer.prototype.render = function render(sprite) { + var texture = sprite._texture; + var renderer = this.renderer; + + var width = texture._frame.width; + var height = texture._frame.height; + + var wt = sprite.transform.worldTransform; + var dx = 0; + var dy = 0; + + if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) { + return; + } + + renderer.setBlendMode(sprite.blendMode); + + // Ignore null sources + if (texture.valid) { + renderer.context.globalAlpha = sprite.worldAlpha; + + // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture + var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR; + + if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) { + renderer.context[renderer.smoothProperty] = smoothingEnabled; + } + + if (texture.trim) { + dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width; + dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height; + } else { + dx = (0.5 - sprite.anchor.x) * texture.orig.width; + dy = (0.5 - sprite.anchor.y) * texture.orig.height; + } + + if (texture.rotate) { + wt.copy(canvasRenderWorldTransform); + wt = canvasRenderWorldTransform; + _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy); + // the anchor has already been applied above, so lets set it to zero + dx = 0; + dy = 0; + } + + dx -= width / 2; + dy -= height / 2; + + // Allow for pixel rounding + if (renderer.roundPixels) { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0); + + dx = dx | 0; + dy = dy | 0; + } else { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + + var resolution = texture.baseTexture.resolution; + + if (sprite.tint !== 0xFFFFFF) { + if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) { + sprite.cachedTint = sprite.tint; + + // TODO clean up caching - how to clean up the caches? + sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint); + } + + renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } else { + renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } + } + }; + + /** + * destroy the sprite object. + * + */ + + + CanvasSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasSpriteRenderer; + }(); + + exports.default = CanvasSpriteRenderer; + + + _CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer); + + }, { "../../const": 46, "../../math": 70, "../../renderers/canvas/CanvasRenderer": 77, "./CanvasTinter": 104 }], 104: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _utils = require('../../utils'); + + var _canUseNewCanvasBlendModes = require('../../renderers/canvas/utils/canUseNewCanvasBlendModes'); + + var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * Utility methods for Sprite/Texture tinting. + * + * @class + * @memberof PIXI + */ + var CanvasTinter = { + /** + * Basically this method just needs a sprite and a color and tints the sprite with the given color. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Sprite} sprite - the sprite to tint + * @param {number} color - the color to use to tint the sprite with + * @return {HTMLCanvasElement} The tinted canvas + */ + getTintedTexture: function getTintedTexture(sprite, color) { + var texture = sprite._texture; + + color = CanvasTinter.roundColor(color); + + var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + texture.tintCache = texture.tintCache || {}; + + var cachedTexture = texture.tintCache[stringColor]; + + var canvas = void 0; + + if (cachedTexture) { + if (cachedTexture.tintId === texture._updateID) { + return texture.tintCache[stringColor]; + } + + canvas = texture.tintCache[stringColor]; + } else { + canvas = CanvasTinter.canvas || document.createElement('canvas'); + } + + CanvasTinter.tintMethod(texture, color, canvas); + + canvas.tintId = texture._updateID; + + if (CanvasTinter.convertTintToImage) { + // is this better? + var tintImage = new Image(); + + tintImage.src = canvas.toDataURL(); + + texture.tintCache[stringColor] = tintImage; + } else { + texture.tintCache[stringColor] = canvas; + // if we are not converting the texture to an image then we need to lose the reference to the canvas + CanvasTinter.canvas = null; + } + + return canvas; + }, + + /** + * Tint a texture using the 'multiply' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithMultiply: function tintWithMultiply(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'multiply'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + }, + + /** + * Tint a texture using the 'overlay' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithOverlay: function tintWithOverlay(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + // context.globalCompositeOperation = 'copy'; + context.restore(); + }, + + + /** + * Tint a texture pixel per pixel. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + + var rgbValues = (0, _utils.hex2rgb)(color); + var r = rgbValues[0]; + var g = rgbValues[1]; + var b = rgbValues[2]; + + var pixelData = context.getImageData(0, 0, crop.width, crop.height); + + var pixels = pixelData.data; + + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] *= r; + pixels[i + 1] *= g; + pixels[i + 2] *= b; + } + + context.putImageData(pixelData, 0, 0); + }, + + /** + * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. + * + * @memberof PIXI.CanvasTinter + * @param {number} color - the color to round, should be a hex color + * @return {number} The rounded color. + */ + roundColor: function roundColor(color) { + var step = CanvasTinter.cacheStepsPerColorChannel; + + var rgbValues = (0, _utils.hex2rgb)(color); + + rgbValues[0] = Math.min(255, rgbValues[0] / step * step); + rgbValues[1] = Math.min(255, rgbValues[1] / step * step); + rgbValues[2] = Math.min(255, rgbValues[2] / step * step); + + return (0, _utils.rgb2hex)(rgbValues); + }, + + /** + * Number of steps which will be used as a cap when rounding colors. + * + * @memberof PIXI.CanvasTinter + * @type {number} + */ + cacheStepsPerColorChannel: 8, + + /** + * Tint cache boolean flag. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + convertTintToImage: false, + + /** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(), + + /** + * The tinting method that will be used. + * + * @memberof PIXI.CanvasTinter + * @type {tintMethodFunctionType} + */ + tintMethod: 0 + }; + + CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel; + + /** + * The tintMethod type. + * + * @memberof PIXI.CanvasTinter + * @callback tintMethodFunctionType + * @param texture {PIXI.Texture} the texture to tint + * @param color {number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ + + exports.default = CanvasTinter; + + }, { "../../renderers/canvas/utils/canUseNewCanvasBlendModes": 80, "../../utils": 124 }], 105: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @class + * @memberof PIXI + */ + var Buffer = function () { + /** + * @param {number} size - The size of the buffer in bytes. + */ + function Buffer(size) { + _classCallCheck(this, Buffer); + + this.vertices = new ArrayBuffer(size); + + /** + * View on the vertices as a Float32Array for positions + * + * @member {Float32Array} + */ + this.float32View = new Float32Array(this.vertices); + + /** + * View on the vertices as a Uint32Array for uvs + * + * @member {Float32Array} + */ + this.uint32View = new Uint32Array(this.vertices); + } + + /** + * Destroys the buffer. + * + */ + + + Buffer.prototype.destroy = function destroy() { + this.vertices = null; + this.positions = null; + this.uvs = null; + this.colors = null; + }; + + return Buffer; + }(); + + exports.default = Buffer; + + }, {}], 106: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + + var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + + var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + + var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + + var _createIndicesForQuads = require('../../utils/createIndicesForQuads'); + + var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + + var _generateMultiTextureShader = require('./generateMultiTextureShader'); + + var _generateMultiTextureShader2 = _interopRequireDefault(_generateMultiTextureShader); + + var _checkMaxIfStatmentsInShader = require('../../renderers/webgl/utils/checkMaxIfStatmentsInShader'); + + var _checkMaxIfStatmentsInShader2 = _interopRequireDefault(_checkMaxIfStatmentsInShader); + + var _BatchBuffer = require('./BatchBuffer'); + + var _BatchBuffer2 = _interopRequireDefault(_BatchBuffer); + + var _settings = require('../../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _utils = require('../../utils'); + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + var _bitTwiddle = require('bit-twiddle'); + + var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var TICK = 0; + var TEXTURE_TICK = 0; + + /** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + + var SpriteRenderer = function (_ObjectRenderer) { + _inherits(SpriteRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function SpriteRenderer(renderer) { + _classCallCheck(this, SpriteRenderer); + + /** + * Number of values sent in the vertex buffer. + * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5 + * + * @member {number} + */ + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.vertSize = 5; + + /** + * The size of the vertex information in bytes. + * + * @member {number} + */ + _this.vertByteSize = _this.vertSize * 4; + + /** + * The number of images in the SpriteRenderer before it flushes. + * + * @member {number} + */ + _this.size = _settings2.default.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop + + // the total number of bytes in our batch + // let numVerts = this.size * 4 * this.vertByteSize; + + _this.buffers = []; + for (var i = 1; i <= _bitTwiddle2.default.nextPow2(_this.size); i *= 2) { + _this.buffers.push(new _BatchBuffer2.default(i * 4 * _this.vertByteSize)); + } + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + _this.indices = (0, _createIndicesForQuads2.default)(_this.size); + + /** + * The default shaders that is used if a sprite doesn't have a more specific one. + * there is a shader for each number of textures that can be rendererd. + * These shaders will also be generated on the fly as required. + * @member {PIXI.Shader[]} + */ + _this.shader = null; + + _this.currentIndex = 0; + _this.groups = []; + + for (var k = 0; k < _this.size; k++) { + _this.groups[k] = { textures: [], textureCount: 0, ids: [], size: 0, start: 0, blend: 0 }; + } + + _this.sprites = []; + + _this.vertexBuffers = []; + _this.vaos = []; + + _this.vaoMax = 2; + _this.vertexCount = 0; + + _this.renderer.on('prerender', _this.onPrerender, _this); + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + SpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + if (this.renderer.legacy) { + this.MAX_TEXTURES = 1; + } else { + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _settings2.default.SPRITE_MAX_TEXTURES); + + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = (0, _checkMaxIfStatmentsInShader2.default)(this.MAX_TEXTURES, gl); + } + + this.shader = (0, _generateMultiTextureShader2.default)(gl, this.MAX_TEXTURES); + + // create a couple of buffers + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + // we use the second shader as the first one depending on your browser may omit aTextureId + // as it is not used by the shader so is optimized out. + + this.renderer.bindVao(null); + + var attrs = this.shader.attributes; + + for (var i = 0; i < this.vaoMax; i++) { + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[i] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[i] = vao; + } + + this.vao = this.vaos[0]; + this.currentBlendMode = 99999; + + this.boundTextures = new Array(this.MAX_TEXTURES); + }; + + /** + * Called before the renderer starts rendering. + * + */ + + + SpriteRenderer.prototype.onPrerender = function onPrerender() { + this.vertexCount = 0; + }; + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + SpriteRenderer.prototype.render = function render(sprite) { + // TODO set blend modes.. + // check texture.. + if (this.currentIndex >= this.size) { + this.flush(); + } + + // get the uvs for the texture + + // if the uvs have not updated then no point rendering just yet! + if (!sprite._texture._uvs) { + return; + } + + // push a texture. + // increment the batchsize + this.sprites[this.currentIndex++] = sprite; + }; + + /** + * Renders the content and empties the current batch. + * + */ + + + SpriteRenderer.prototype.flush = function flush() { + if (this.currentIndex === 0) { + return; + } + + var gl = this.renderer.gl; + var MAX_TEXTURES = this.MAX_TEXTURES; + + var np2 = _bitTwiddle2.default.nextPow2(this.currentIndex); + var log2 = _bitTwiddle2.default.log2(np2); + var buffer = this.buffers[log2]; + + var sprites = this.sprites; + var groups = this.groups; + + var float32View = buffer.float32View; + var uint32View = buffer.uint32View; + + var boundTextures = this.boundTextures; + var rendererBoundTextures = this.renderer.boundTextures; + var touch = this.renderer.textureGC.count; + + var index = 0; + var nextTexture = void 0; + var currentTexture = void 0; + var groupCount = 1; + var textureCount = 0; + var currentGroup = groups[0]; + var vertexData = void 0; + var uvs = void 0; + var blendMode = _utils.premultiplyBlendMode[sprites[0]._texture.baseTexture.premultipliedAlpha ? 1 : 0][sprites[0].blendMode]; + + currentGroup.textureCount = 0; + currentGroup.start = 0; + currentGroup.blend = blendMode; + + TICK++; + + var i = void 0; + + // copy textures.. + for (i = 0; i < MAX_TEXTURES; ++i) { + boundTextures[i] = rendererBoundTextures[i]; + boundTextures[i]._virtalBoundId = i; + } + + for (i = 0; i < this.currentIndex; ++i) { + // upload the sprite elemetns... + // they have all ready been calculated so we just need to push them into the buffer. + var sprite = sprites[i]; + + nextTexture = sprite._texture.baseTexture; + + var spriteBlendMode = _utils.premultiplyBlendMode[Number(nextTexture.premultipliedAlpha)][sprite.blendMode]; + + if (blendMode !== spriteBlendMode) { + // finish a group.. + blendMode = spriteBlendMode; + + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + + if (nextTexture._enabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + + currentGroup.size = i - currentGroup.start; + + textureCount = 0; + + currentGroup = groups[groupCount++]; + currentGroup.blend = blendMode; + currentGroup.textureCount = 0; + currentGroup.start = i; + } + + nextTexture.touched = touch; + + if (nextTexture._virtalBoundId === -1) { + for (var j = 0; j < MAX_TEXTURES; ++j) { + var tIndex = (j + TEXTURE_TICK) % MAX_TEXTURES; + + var t = boundTextures[tIndex]; + + if (t._enabled !== TICK) { + TEXTURE_TICK++; + + t._virtalBoundId = -1; + + nextTexture._virtalBoundId = tIndex; + + boundTextures[tIndex] = nextTexture; + break; + } + } + } + + nextTexture._enabled = TICK; + + currentGroup.textureCount++; + currentGroup.ids[textureCount] = nextTexture._virtalBoundId; + currentGroup.textures[textureCount++] = nextTexture; + } + } + + vertexData = sprite.vertexData; + + // TODO this sum does not need to be set each frame.. + uvs = sprite._texture._uvs.uvsUint32; + + if (this.renderer.roundPixels) { + var resolution = this.renderer.resolution; + + // xy + float32View[index] = (vertexData[0] * resolution | 0) / resolution; + float32View[index + 1] = (vertexData[1] * resolution | 0) / resolution; + + // xy + float32View[index + 5] = (vertexData[2] * resolution | 0) / resolution; + float32View[index + 6] = (vertexData[3] * resolution | 0) / resolution; + + // xy + float32View[index + 10] = (vertexData[4] * resolution | 0) / resolution; + float32View[index + 11] = (vertexData[5] * resolution | 0) / resolution; + + // xy + float32View[index + 15] = (vertexData[6] * resolution | 0) / resolution; + float32View[index + 16] = (vertexData[7] * resolution | 0) / resolution; + } else { + // xy + float32View[index] = vertexData[0]; + float32View[index + 1] = vertexData[1]; + + // xy + float32View[index + 5] = vertexData[2]; + float32View[index + 6] = vertexData[3]; + + // xy + float32View[index + 10] = vertexData[4]; + float32View[index + 11] = vertexData[5]; + + // xy + float32View[index + 15] = vertexData[6]; + float32View[index + 16] = vertexData[7]; + } + + uint32View[index + 2] = uvs[0]; + uint32View[index + 7] = uvs[1]; + uint32View[index + 12] = uvs[2]; + uint32View[index + 17] = uvs[3]; + /* eslint-disable max-len */ + var alpha = Math.min(sprite.worldAlpha, 1.0); + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && nextTexture.premultipliedAlpha ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + + uint32View[index + 3] = uint32View[index + 8] = uint32View[index + 13] = uint32View[index + 18] = argb; + float32View[index + 4] = float32View[index + 9] = float32View[index + 14] = float32View[index + 19] = nextTexture._virtalBoundId; + /* eslint-enable max-len */ + + index += 20; + } + + currentGroup.size = i - currentGroup.start; + + if (!_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // this is still needed for IOS performance.. + // it really does not like uploading to the same buffer in a single frame! + if (this.vaoMax <= this.vertexCount) { + this.vaoMax++; + + var attrs = this.shader.attributes; + + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[this.vertexCount] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[this.vertexCount] = vao; + } + + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, false); + + this.vertexCount++; + } else { + // lets use the faster option, always use buffer number 0 + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, true); + } + + for (i = 0; i < MAX_TEXTURES; ++i) { + rendererBoundTextures[i]._virtalBoundId = -1; + } + + // render the groups.. + for (i = 0; i < groupCount; ++i) { + var group = groups[i]; + var groupTextureCount = group.textureCount; + + for (var _j = 0; _j < groupTextureCount; _j++) { + currentTexture = group.textures[_j]; + + // reset virtual ids.. + // lets do a quick check.. + if (rendererBoundTextures[group.ids[_j]] !== currentTexture) { + this.renderer.bindTexture(currentTexture, group.ids[_j], true); + } + + // reset the virtualId.. + currentTexture._virtalBoundId = -1; + } + + // set the blend mode.. + this.renderer.state.setBlendMode(group.blend); + + gl.drawElements(gl.TRIANGLES, group.size * 6, gl.UNSIGNED_SHORT, group.start * 6 * 2); + } + + // reset elements for the next flush + this.currentIndex = 0; + }; + + /** + * Starts a new sprite batch. + */ + + + SpriteRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + + if (_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].bind(); + } + }; + + /** + * Stops and flushes the current batch. + * + */ + + + SpriteRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Destroys the SpriteRenderer. + * + */ + + + SpriteRenderer.prototype.destroy = function destroy() { + for (var i = 0; i < this.vaoMax; i++) { + if (this.vertexBuffers[i]) { + this.vertexBuffers[i].destroy(); + } + if (this.vaos[i]) { + this.vaos[i].destroy(); + } + } + + if (this.indexBuffer) { + this.indexBuffer.destroy(); + } + + this.renderer.off('prerender', this.onPrerender, this); + + _ObjectRenderer.prototype.destroy.call(this); + + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + + this.vertexBuffers = null; + this.vaos = null; + this.indexBuffer = null; + this.indices = null; + + this.sprites = null; + + for (var _i = 0; _i < this.buffers.length; ++_i) { + this.buffers[_i].destroy(); + } + }; + + return SpriteRenderer; + }(_ObjectRenderer3.default); + + exports.default = SpriteRenderer; + + + _WebGLRenderer2.default.registerPlugin('sprite', SpriteRenderer); + + }, { "../../renderers/webgl/WebGLRenderer": 84, "../../renderers/webgl/utils/ObjectRenderer": 94, "../../renderers/webgl/utils/checkMaxIfStatmentsInShader": 97, "../../settings": 101, "../../utils": 124, "../../utils/createIndicesForQuads": 122, "./BatchBuffer": 105, "./generateMultiTextureShader": 107, "bit-twiddle": 18, "pixi-gl-core": 7 }], 107: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = generateMultiTextureShader; + + var _Shader = require('../../Shader'); + + var _Shader2 = _interopRequireDefault(_Shader); + + var _path = require('path'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var fragTemplate = ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureId;', 'uniform sampler2D uSamplers[%count%];', 'void main(void){', 'vec4 color;', 'float textureId = floor(vTextureId+0.5);', '%forloop%', 'gl_FragColor = color * vColor;', '}'].join('\n'); + + function generateMultiTextureShader(gl, maxTextures) { + var vertexSrc = 'precision highp float;\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\nattribute vec4 aColor;\r\nattribute float aTextureId;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec4 vColor;\r\nvarying float vTextureId;\r\n\r\nvoid main(void){\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n vTextureId = aTextureId;\r\n vColor = aColor;\r\n}\r\n'; + var fragmentSrc = fragTemplate; + + fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures)); + + var shader = new _Shader2.default(gl, vertexSrc, fragmentSrc); + + var sampleValues = []; + + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + + shader.bind(); + shader.uniforms.uSamplers = sampleValues; + + return shader; + } + + function generateSampleSrc(maxTextures) { + var src = ''; + + src += '\n'; + src += '\n'; + + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxTextures - 1) { + src += 'if(textureId == ' + i + '.0)'; + } + + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], vTextureCoord);'; + src += '\n}'; + } + + src += '\n'; + src += '\n'; + + return src; + } + + }, { "../../Shader": 44, "path": 25 }], 108: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _Sprite2 = require('../sprites/Sprite'); + + var _Sprite3 = _interopRequireDefault(_Sprite2); + + var _Texture = require('../textures/Texture'); + + var _Texture2 = _interopRequireDefault(_Texture); + + var _math = require('../math'); + + var _utils = require('../utils'); + + var _const = require('../const'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _TextStyle = require('./TextStyle'); + + var _TextStyle2 = _interopRequireDefault(_TextStyle); + + var _TextMetrics = require('./TextMetrics'); + + var _TextMetrics2 = _interopRequireDefault(_TextMetrics); + + var _trimCanvas = require('../utils/trimCanvas'); + + var _trimCanvas2 = _interopRequireDefault(_trimCanvas); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /* eslint max-depth: [2, 8] */ + + + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true + }; + + /** + * A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string, + * or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object. + * + * A Text can be created directly from a string and a style object + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + + var Text = function (_Sprite) { + _inherits(Text, _Sprite); + + /** + * @param {string} text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text + */ + function Text(text, style, canvas) { + _classCallCheck(this, Text); + + canvas = canvas || document.createElement('canvas'); + + canvas.width = 3; + canvas.height = 3; + + var texture = _Texture2.default.fromCanvas(canvas, _settings2.default.SCALE_MODE, 'text'); + + texture.orig = new _math.Rectangle(); + texture.trim = new _math.Rectangle(); + + // base texture is already automatically added to the cache, now adding the actual texture + var _this = _possibleConstructorReturn(this, _Sprite.call(this, texture)); + + _Texture2.default.addToCache(_this._texture, _this._texture.baseTexture.textureCacheIds[0]); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.canvas = canvas; + + /** + * The canvas 2d context that everything is drawn with + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.canvas.getContext('2d'); + + /** + * The resolution / device pixel ratio of the canvas. This is set automatically by the renderer. + * @member {number} + * @default 1 + */ + _this.resolution = _settings2.default.RESOLUTION; + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = null; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._style = null; + /** + * Private listener to track style changes. + * + * @member {Function} + * @private + */ + _this._styleListener = null; + + /** + * Private tracker for the current font. + * + * @member {string} + * @private + */ + _this._font = ''; + + _this.text = text; + _this.style = style; + + _this.localStyleID = -1; + return _this; + } + + /** + * Renders text and updates it when needed. + * + * @private + * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + + + Text.prototype.updateText = function updateText(respectDirty) { + var style = this._style; + + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + + if (!this.dirty && respectDirty) { + return; + } + + this._font = this._style.toFontString(); + + var context = this.context; + var measured = _TextMetrics2.default.measureText(this._text, this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + + this.canvas.width = Math.ceil((width + style.padding * 2) * this.resolution); + this.canvas.height = Math.ceil((height + style.padding * 2) * this.resolution); + + context.scale(this.resolution, this.resolution); + + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + + context.font = this._font; + context.strokeStyle = style.stroke; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + + var linePositionX = void 0; + var linePositionY = void 0; + + if (style.dropShadow) { + context.fillStyle = style.dropShadowColor; + context.globalAlpha = style.dropShadowAlpha; + context.shadowBlur = style.dropShadowBlur; + + if (style.dropShadowBlur > 0) { + context.shadowColor = style.dropShadowColor; + } + + var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; + + for (var i = 0; i < lines.length; i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i]) / 2; + } + + if (style.fill) { + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding); + + if (style.stroke && style.strokeThickness) { + context.strokeStyle = style.dropShadowColor; + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding, true); + context.strokeStyle = style.stroke; + } + } + } + } + + // reset the shadow blur and alpha that was set by the drop shadow, for the regular text + context.shadowBlur = 0; + context.globalAlpha = 1; + + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines); + + // draw lines line by line + for (var _i = 0; _i < lines.length; _i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + _i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[_i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[_i]) / 2; + } + + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding, true); + } + + if (style.fill) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding); + } + } + + this.updateTexture(); + }; + + /** + * Render the text with letter-spacing. + * @param {string} text - The text to draw + * @param {number} x - Horizontal position to draw the text + * @param {number} y - Vertical position to draw the text + * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + * @private + */ + + + Text.prototype.drawLetterSpacing = function drawLetterSpacing(text, x, y) { + var isStroke = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + var style = this._style; + + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + + if (letterSpacing === 0) { + if (isStroke) { + this.context.strokeText(text, x, y); + } else { + this.context.fillText(text, x, y); + } + + return; + } + + var characters = String.prototype.split.call(text, ''); + var currentPosition = x; + var index = 0; + var current = ''; + + while (index < text.length) { + current = characters[index++]; + if (isStroke) { + this.context.strokeText(current, currentPosition, y); + } else { + this.context.fillText(current, currentPosition, y); + } + currentPosition += this.context.measureText(current).width + letterSpacing; + } + }; + + /** + * Updates texture size based on canvas size + * + * @private + */ + + + Text.prototype.updateTexture = function updateTexture() { + var canvas = this.canvas; + + if (this._style.trim) { + var trimmed = (0, _trimCanvas2.default)(canvas); + + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + + baseTexture.hasLoaded = true; + baseTexture.resolution = this.resolution; + + baseTexture.realWidth = canvas.width; + baseTexture.realHeight = canvas.height; + baseTexture.width = canvas.width / this.resolution; + baseTexture.height = canvas.height / this.resolution; + + texture.trim.width = texture._frame.width = canvas.width / this.resolution; + texture.trim.height = texture._frame.height = canvas.height / this.resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + + texture.orig.width = texture._frame.width - padding * 2; + texture.orig.height = texture._frame.height - padding * 2; + + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + + baseTexture.emit('update', baseTexture); + + this.dirty = false; + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Text.prototype.renderWebGL = function renderWebGL(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype.renderWebGL.call(this, renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Text.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype._renderCanvas.call(this, renderer); + }; + + /** + * Gets the local bounds of the text object. + * + * @param {Rectangle} rect - The output rectangle. + * @return {Rectangle} The bounds. + */ + + + Text.prototype.getLocalBounds = function getLocalBounds(rect) { + this.updateText(true); + + return _Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. + */ + + + Text.prototype._calculateBounds = function _calculateBounds() { + this.updateText(true); + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + + /** + * Method to be called upon a TextStyle change. + * @private + */ + + + Text.prototype._onStyleChange = function _onStyleChange() { + this.dirty = true; + }; + + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + + + Text.prototype._generateFillStyle = function _generateFillStyle(style, lines) { + if (!Array.isArray(style.fill)) { + return style.fill; + } + + // cocoon on canvas+ cannot generate textures, so use the first colour instead + if (navigator.isCocoonJS) { + return style.fill[0]; + } + + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient = void 0; + var totalIterations = void 0; + var currentIteration = void 0; + var stop = void 0; + + var width = this.canvas.width / this.resolution; + var height = this.canvas.height / this.resolution; + + // make a copy of the style settings, so we can manipulate them later + var fill = style.fill.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(style.fill[0]); + fillGradientStops.unshift(0); + + fill.push(style.fill[style.fill.length - 1]); + fillGradientStops.push(1); + + if (style.fillGradientType === _const.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); + + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + totalIterations = (fill.length + 1) * lines.length; + currentIteration = 0; + for (var _i2 = 0; _i2 < lines.length; _i2++) { + currentIteration += 1; + for (var j = 0; j < fill.length; j++) { + if (typeof fillGradientStops[j] === 'number') { + stop = fillGradientStops[j] / lines.length + _i2 / lines.length; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[j]); + currentIteration++; + } + } + } else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(0, height / 2, width, height / 2); + + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + totalIterations = fill.length + 1; + currentIteration = 1; + + for (var _i3 = 0; _i3 < fill.length; _i3++) { + if (typeof fillGradientStops[_i3] === 'number') { + stop = fillGradientStops[_i3]; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[_i3]); + currentIteration++; + } + } + + return gradient; + }; + + /** + * Destroys this text object. + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + + + Text.prototype.destroy = function destroy(options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + + options = Object.assign({}, defaultDestroyOptions, options); + + _Sprite.prototype.destroy.call(this, options); + + // make sure to reset the the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + + this._style = null; + }; + + /** + * The width of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Text, [{ + key: 'width', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * Set the style of the text. Set up an event listener to listen for changes on the style + * object and mark the text as dirty. + * + * @member {object|PIXI.TextStyle} + */ + + }, { + key: 'style', + get: function get() { + return this._style; + }, + set: function set(style) // eslint-disable-line require-jsdoc + { + style = style || {}; + + if (style instanceof _TextStyle2.default) { + this._style = style; + } else { + this._style = new _TextStyle2.default(style); + } + + this.localStyleID = -1; + this.dirty = true; + } + + /** + * Set the copy for the text object. To split a line you can use '\n'. + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(text) // eslint-disable-line require-jsdoc + { + text = String(text === '' || text === null || text === undefined ? ' ' : text); + + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + } + }]); + + return Text; + }(_Sprite3.default); + + exports.default = Text; + + }, { "../const": 46, "../math": 70, "../settings": 101, "../sprites/Sprite": 102, "../textures/Texture": 115, "../utils": 124, "../utils/trimCanvas": 129, "./TextMetrics": 109, "./TextStyle": 110 }], 109: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * @class + * @memberOf PIXI + */ + var TextMetrics = function () { + /** + * @param {string} text - the text that was measured + * @param {PIXI.TextStyle} style - the style that was measured + * @param {number} width - the measured width of the text + * @param {number} height - the measured height of the text + * @param {array} lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param {array} lineWidths - an array of the line widths for each line matched to `lines` + * @param {number} lineHeight - the measured line height for this style + * @param {number} maxLineWidth - the maximum line width for all measured lines + * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont + */ + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + _classCallCheck(this, TextMetrics); + + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } + + /** + * Measures the supplied string of text and returns a Rectangle. + * + * @param {string} text - the text to measure. + * @param {PIXI.TextStyle} style - the text style to use for measuring + * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text. + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {PIXI.TextMetrics} measured width and height of the text. + */ + + + TextMetrics.measureText = function measureText(text, style, wordWrap) { + var canvas = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : TextMetrics._canvas; + + wordWrap = wordWrap || style.wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + var context = canvas.getContext('2d'); + + context.font = font; + + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + (lines[i].length - 1) * style.letterSpacing; + + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + + if (style.dropShadow) { + width += style.dropShadowDistance; + } + + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + (lines.length - 1) * (lineHeight + style.leading); + + if (style.dropShadow) { + height += style.dropShadowDistance; + } + + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; + + /** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @private + * @param {string} text - String to apply word wrapping to + * @param {PIXI.TextStyle} style - the style to use when wrapping + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {string} New string with new lines applied where required + */ + + + TextMetrics.wordWrap = function wordWrap(text, style) { + var canvas = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : TextMetrics._canvas; + + var context = canvas.getContext('2d'); + + // Greedy wrapping algorithm that will wrap words as the line grows longer + // than its horizontal bounds. + var result = ''; + var lines = text.split('\n'); + var wordWrapWidth = style.wordWrapWidth; + var characterCache = {}; + + for (var i = 0; i < lines.length; i++) { + var spaceLeft = wordWrapWidth; + var words = lines[i].split(' '); + + for (var j = 0; j < words.length; j++) { + var wordWidth = context.measureText(words[j]).width; + + if (style.breakWords && wordWidth > wordWrapWidth) { + // Word should be split in the middle + var characters = words[j].split(''); + + for (var c = 0; c < characters.length; c++) { + var character = characters[c]; + var characterWidth = characterCache[character]; + + if (characterWidth === undefined) { + characterWidth = context.measureText(character).width; + characterCache[character] = characterWidth; + } + + if (characterWidth > spaceLeft) { + result += '\n' + character; + spaceLeft = wordWrapWidth - characterWidth; + } else { + if (c === 0) { + result += ' '; + } + + result += character; + spaceLeft -= characterWidth; + } + } + } else { + var wordWidthWithSpace = wordWidth + context.measureText(' ').width; + + if (j === 0 || wordWidthWithSpace > spaceLeft) { + // Skip printing the newline if it's the first word of the line that is + // greater than the word wrap width. + if (j > 0) { + result += '\n'; + } + result += words[j]; + spaceLeft = wordWrapWidth - wordWidth; + } else { + spaceLeft -= wordWidthWithSpace; + result += ' ' + words[j]; + } + } + } + + if (i < lines.length - 1) { + result += '\n'; + } + } + + return result; + }; + + /** + * Calculates the ascent, descent and fontSize of a given font-style + * + * @static + * @param {string} font - String representing the style of the font + * @return {PIXI.TextMetrics~FontMetrics} Font properties object + */ + + + TextMetrics.measureFont = function measureFont(font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + + var properties = {}; + + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + + context.font = font; + + var width = Math.ceil(context.measureText('|MÉq').width); + var baseline = Math.ceil(context.measureText('M').width); + var height = 2 * baseline; + + baseline = baseline * 1.4 | 0; + + canvas.width = width; + canvas.height = height; + + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + + context.font = font; + + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText('|MÉq', 0, baseline); + + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + + var i = 0; + var idx = 0; + var stop = false; + + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } else { + break; + } + } + + properties.ascent = baseline - i; + + idx = pixels - line; + stop = false; + + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var _j = 0; _j < line; _j += 4) { + if (imagedata[idx + _j] !== 255) { + stop = true; + break; + } + } + + if (!stop) { + idx -= line; + } else { + break; + } + } + + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + + TextMetrics._fonts[font] = properties; + + return properties; + }; + + return TextMetrics; + }(); + + /** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @class FontMetrics + * @memberof PIXI.TextMetrics~ + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + */ + + exports.default = TextMetrics; + var canvas = document.createElement('canvas'); + + canvas.width = canvas.height = 10; + + /** + * Cached canvas element for measuring text + * @memberof PIXI.TextMetrics + * @type {HTMLCanvasElement} + * @private + */ + TextMetrics._canvas = canvas; + + /** + * Cache for context to use. + * @memberof PIXI.TextMetrics + * @type {CanvasRenderingContext2D} + * @private + */ + TextMetrics._context = canvas.getContext('2d'); + + /** + * Cache of PIXI.TextMetrics~FontMetrics objects. + * @memberof PIXI.TextMetrics + * @type {Object} + * @private + */ + TextMetrics._fonts = {}; + + }, {}], 110: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); // disabling eslint for now, going to rewrite this in v5 + /* eslint-disable */ + + var _const = require('../const'); + + var _utils = require('../utils'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: _const.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + wordWrap: false, + wordWrapWidth: 100, + leading: 0 + }; + + /** + * A TextStyle Object decorates a Text Object. It can be shared between + * multiple Text objects. Changing the style will update all text objects using it. + * + * @class + * @memberof PIXI + */ + + var TextStyle = function () { + /** + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', 800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Default is 'miter' (creates a sharp corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true + */ + function TextStyle(style) { + _classCallCheck(this, TextStyle); + + this.styleID = 0; + + Object.assign(this, defaultStyle, style); + } + + /** + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return {PIXI.TextStyle} New cloned TextStyle object + */ + + + TextStyle.prototype.clone = function clone() { + var clonedProperties = {}; + + for (var key in defaultStyle) { + clonedProperties[key] = this[key]; + } + + return new TextStyle(clonedProperties); + }; + + /** + * Resets all properties to the defaults specified in TextStyle.prototype._default + */ + + + TextStyle.prototype.reset = function reset() { + Object.assign(this, defaultStyle); + }; + + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + + + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return {string} Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function toFontString() { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = typeof this.fontSize === 'number' ? this.fontSize + 'px' : this.fontSize; + + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + + // Check if font already contains strings + if (!/([\"\'])[^\'\"]+\1/.test(fontFamily)) { + fontFamily = '"' + fontFamily + '"'; + } + fontFamilies[i] = fontFamily; + } + + return this.fontStyle + ' ' + this.fontVariant + ' ' + this.fontWeight + ' ' + fontSizeString + ' ' + fontFamilies.join(','); + }; + + _createClass(TextStyle, [{ + key: 'align', + get: function get() { + return this._align; + }, + set: function set(align) // eslint-disable-line require-jsdoc + { + if (this._align !== align) { + this._align = align; + this.styleID++; + } + } + + /** + * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true + * + * @member {boolean} + */ + + }, { + key: 'breakWords', + get: function get() { + return this._breakWords; + }, + set: function set(breakWords) // eslint-disable-line require-jsdoc + { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; + } + } + + /** + * Set a drop shadow for the text + * + * @member {boolean} + */ + + }, { + key: 'dropShadow', + get: function get() { + return this._dropShadow; + }, + set: function set(dropShadow) // eslint-disable-line require-jsdoc + { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; + } + } + + /** + * Set alpha for the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAlpha', + get: function get() { + return this._dropShadowAlpha; + }, + set: function set(dropShadowAlpha) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + } + + /** + * Set a angle of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAngle', + get: function get() { + return this._dropShadowAngle; + }, + set: function set(dropShadowAngle) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + } + + /** + * Set a shadow blur radius + * + * @member {number} + */ + + }, { + key: 'dropShadowBlur', + get: function get() { + return this._dropShadowBlur; + }, + set: function set(dropShadowBlur) // eslint-disable-line require-jsdoc + { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + } + + /** + * A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * + * @member {string|number} + */ + + }, { + key: 'dropShadowColor', + get: function get() { + return this._dropShadowColor; + }, + set: function set(dropShadowColor) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + } + + /** + * Set a distance of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowDistance', + get: function get() { + return this._dropShadowDistance; + }, + set: function set(dropShadowDistance) // eslint-disable-line require-jsdoc + { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + + }, { + key: 'fill', + get: function get() { + return this._fill; + }, + set: function set(fill) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * See {@link PIXI.TEXT_GRADIENT} + * + * @member {number} + */ + + }, { + key: 'fillGradientType', + get: function get() { + return this._fillGradientType; + }, + set: function set(fillGradientType) // eslint-disable-line require-jsdoc + { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * + * @member {number[]} + */ + + }, { + key: 'fillGradientStops', + get: function get() { + return this._fillGradientStops; + }, + set: function set(fillGradientStops) // eslint-disable-line require-jsdoc + { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + } + + /** + * The font family + * + * @member {string|string[]} + */ + + }, { + key: 'fontFamily', + get: function get() { + return this._fontFamily; + }, + set: function set(fontFamily) // eslint-disable-line require-jsdoc + { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + } + + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + * + * @member {number|string} + */ + + }, { + key: 'fontSize', + get: function get() { + return this._fontSize; + }, + set: function set(fontSize) // eslint-disable-line require-jsdoc + { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + } + + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + + }, { + key: 'fontStyle', + get: function get() { + return this._fontStyle; + }, + set: function set(fontStyle) // eslint-disable-line require-jsdoc + { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + } + + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + + }, { + key: 'fontVariant', + get: function get() { + return this._fontVariant; + }, + set: function set(fontVariant) // eslint-disable-line require-jsdoc + { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + } + + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + + }, { + key: 'fontWeight', + get: function get() { + return this._fontWeight; + }, + set: function set(fontWeight) // eslint-disable-line require-jsdoc + { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + } + + /** + * The amount of spacing between letters, default is 0 + * + * @member {number} + */ + + }, { + key: 'letterSpacing', + get: function get() { + return this._letterSpacing; + }, + set: function set(letterSpacing) // eslint-disable-line require-jsdoc + { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + } + + /** + * The line height, a number that represents the vertical space that a letter uses + * + * @member {number} + */ + + }, { + key: 'lineHeight', + get: function get() { + return this._lineHeight; + }, + set: function set(lineHeight) // eslint-disable-line require-jsdoc + { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + } + + /** + * The space between lines + * + * @member {number} + */ + + }, { + key: 'leading', + get: function get() { + return this._leading; + }, + set: function set(leading) // eslint-disable-line require-jsdoc + { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + } + + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + + }, { + key: 'lineJoin', + get: function get() { + return this._lineJoin; + }, + set: function set(lineJoin) // eslint-disable-line require-jsdoc + { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + } + + /** + * The miter limit to use when using the 'miter' lineJoin mode + * This can reduce or increase the spikiness of rendered text. + * + * @member {number} + */ + + }, { + key: 'miterLimit', + get: function get() { + return this._miterLimit; + }, + set: function set(miterLimit) // eslint-disable-line require-jsdoc + { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + } + + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + * + * @member {number} + */ + + }, { + key: 'padding', + get: function get() { + return this._padding; + }, + set: function set(padding) // eslint-disable-line require-jsdoc + { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * + * @member {string|number} + */ + + }, { + key: 'stroke', + get: function get() { + return this._stroke; + }, + set: function set(stroke) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + } + + /** + * A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * + * @member {number} + */ + + }, { + key: 'strokeThickness', + get: function get() { + return this._strokeThickness; + }, + set: function set(strokeThickness) // eslint-disable-line require-jsdoc + { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + } + + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + + }, { + key: 'textBaseline', + get: function get() { + return this._textBaseline; + }, + set: function set(textBaseline) // eslint-disable-line require-jsdoc + { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + } + + /** + * Trim transparent borders + * + * @member {boolean} + */ + + }, { + key: 'trim', + get: function get() { + return this._trim; + }, + set: function set(trim) // eslint-disable-line require-jsdoc + { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + } + + /** + * Indicates if word wrap should be used + * + * @member {boolean} + */ + + }, { + key: 'wordWrap', + get: function get() { + return this._wordWrap; + }, + set: function set(wordWrap) // eslint-disable-line require-jsdoc + { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + } + + /** + * The width at which text will wrap, it needs wordWrap to be set to true + * + * @member {number} + */ + + }, { + key: 'wordWrapWidth', + get: function get() { + return this._wordWrapWidth; + }, + set: function set(wordWrapWidth) // eslint-disable-line require-jsdoc + { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + } + }]); + + return TextStyle; + }(); + + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * + * @param {number|number[]} color + * @return {string} The color as a string. + */ + + + exports.default = TextStyle; + function getSingleColor(color) { + if (typeof color === 'number') { + return (0, _utils.hex2string)(color); + } else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + + return color; + } + + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * + * @param {number|number[]} color + * @return {string} The color as a string. + */ + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + + return color; + } + } + + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * + * @param {Array} array1 First array to compare + * @param {Array} array2 Second array to compare + * @return {boolean} Do the arrays contain the same values in the same order + */ + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + + if (array1.length !== array2.length) { + return false; + } + + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + + return true; + } + + }, { "../const": 46, "../utils": 124 }], 111: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _BaseTexture2 = require('./BaseTexture'); + + var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 }); + * let baseRenderTexture = new PIXI.BaseRenderTexture(renderer, 800, 600); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * baseRenderTexture.render(sprite); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture(100, 100); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ + var BaseRenderTexture = function (_BaseTexture) { + _inherits(BaseRenderTexture, _BaseTexture); + + /** + * @param {number} [width=100] - The width of the base render texture + * @param {number} [height=100] - The height of the base render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + */ + function BaseRenderTexture() { + var width = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 100; + var height = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + + _classCallCheck(this, BaseRenderTexture); + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, null, scaleMode)); + + _this.resolution = resolution || _settings2.default.RESOLUTION; + + _this.width = width; + _this.height = height; + + _this.realWidth = _this.width * _this.resolution; + _this.realHeight = _this.height * _this.resolution; + + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + _this.hasLoaded = true; + + /** + * A map of renderer IDs to webgl renderTargets + * + * @private + * @member {object} + */ + _this._glRenderTargets = {}; + + /** + * A reference to the canvas render target (we only need one as this can be shared across renderers) + * + * @private + * @member {object} + */ + _this._canvasRenderTarget = null; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + return _this; + } + + /** + * Resizes the BaseRenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + */ + + + BaseRenderTexture.prototype.resize = function resize(width, height) { + if (width === this.width && height === this.height) { + return; + } + + this.valid = width > 0 && height > 0; + + this.width = width; + this.height = height; + + this.realWidth = this.width * this.resolution; + this.realHeight = this.height * this.resolution; + + if (!this.valid) { + return; + } + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + */ + + + BaseRenderTexture.prototype.destroy = function destroy() { + _BaseTexture.prototype.destroy.call(this, true); + this.renderer = null; + }; + + return BaseRenderTexture; + }(_BaseTexture3.default); + + exports.default = BaseRenderTexture; + + }, { "../settings": 101, "./BaseTexture": 112 }], 112: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + + var _utils = require('../utils'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _determineCrossOrigin = require('../utils/determineCrossOrigin'); + + var _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin); + + var _bitTwiddle = require('bit-twiddle'); + + var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A texture stores the information that represents an image. All textures have a base texture. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ + var BaseTexture = function (_EventEmitter) { + _inherits(BaseTexture, _EventEmitter); + + /** + * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture + */ + function BaseTexture(source, scaleMode, resolution) { + _classCallCheck(this, BaseTexture); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.uid = (0, _utils.uid)(); + + _this.touched = 0; + + /** + * The resolution / device pixel ratio of the texture + * + * @member {number} + * @default 1 + */ + _this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The width of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.width = 100; + + /** + * The height of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.height = 100; + + // TODO docs + // used to store the actual dimensions of the source + /** + * Used to store the actual width of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realWidth = 100; + /** + * Used to store the actual height of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realHeight = 100; + + /** + * The scale mode to apply when scaling this texture + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Set to true once the base texture has successfully loaded. + * + * This is never true if the underlying source fails to load or has no texture data. + * + * @readonly + * @member {boolean} + */ + _this.hasLoaded = false; + + /** + * Set to true if the source is currently loading. + * + * If an Image source is loading the 'loaded' or 'error' event will be + * dispatched when the operation ends. An underyling source that is + * immediately-available bypasses loading entirely. + * + * @readonly + * @member {boolean} + */ + _this.isLoading = false; + + /** + * The image source that is used to create the texture. + * + * TODO: Make this a setter that calls loadSource(); + * + * @readonly + * @member {HTMLImageElement|HTMLCanvasElement} + */ + _this.source = null; // set in loadSource, if at all + + /** + * The image source that is used to create the texture. This is used to + * store the original Svg source when it is replaced with a canvas element. + * + * TODO: Currently not in use but could be used when re-scaling svg. + * + * @readonly + * @member {Image} + */ + _this.origSource = null; // set in loadSvg, if at all + + /** + * Type of image defined in source, eg. `png` or `svg` + * + * @readonly + * @member {string} + */ + _this.imageType = null; // set in updateImageType + + /** + * Scale for source image. Used with Svg images to scale them before rasterization. + * + * @readonly + * @member {number} + */ + _this.sourceScale = 1.0; + + /** + * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only) + * All blend modes, and shaders written for default value. Change it on your own risk. + * + * @member {boolean} + * @default true + */ + _this.premultipliedAlpha = true; + + /** + * The image url of the texture + * + * @member {string} + */ + _this.imageUrl = null; + + /** + * Whether or not the texture is a power of two, try to use power of two textures as much + * as you can + * + * @private + * @member {boolean} + */ + _this.isPowerOfTwo = false; + + // used for webGL + + /** + * + * Set this to true if a mipmap of this texture needs to be generated. This value needs + * to be set before the texture is used + * Also the texture must be a power of two size to work + * + * @member {boolean} + * @see PIXI.MIPMAP_TEXTURES + */ + _this.mipmap = _settings2.default.MIPMAP_TEXTURES; + + /** + * + * WebGL Texture wrap mode + * + * @member {number} + * @see PIXI.WRAP_MODES + */ + _this.wrapMode = _settings2.default.WRAP_MODE; + + /** + * A map of renderer IDs to webgl textures + * + * @private + * @member {object} + */ + _this._glTextures = {}; + + _this._enabled = 0; + _this._virtalBoundId = -1; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * The ids under which this BaseTexture has been added to the base texture cache. This is + * automatically set as long as BaseTexture.addToCache is used, but may not be set if a + * BaseTexture is added directly to the BaseTextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + + // if no source passed don't try to load + if (source) { + _this.loadSource(source); + } + + /** + * Fired when a not-immediately-available source finishes loading. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + + /** + * Fired when a not-immediately-available source fails to load. + * + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + */ + + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + + /** + * Fired when BaseTexture is destroyed. + * + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + return _this; + } + + /** + * Updates the texture on all the webgl renderers, this also assumes the src has changed. + * + * @fires PIXI.BaseTexture#update + */ + + + BaseTexture.prototype.update = function update() { + // Svg size is handled during load + if (this.imageType !== 'svg') { + this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width; + this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height; + + this._updateDimensions(); + } + + this.emit('update', this); + }; + + /** + * Update dimensions from real values + */ + + + BaseTexture.prototype._updateDimensions = function _updateDimensions() { + this.width = this.realWidth / this.resolution; + this.height = this.realHeight / this.resolution; + + this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight); + }; + + /** + * Load a source. + * + * If the source is not-immediately-available, such as an image that needs to be + * downloaded, then the 'loaded' or 'error' event will be dispatched in the future + * and `hasLoaded` will remain false after this call. + * + * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is: + * + * if (texture.hasLoaded) { + * // texture ready for use + * } else if (texture.isLoading) { + * // listen to 'loaded' and/or 'error' events on texture + * } else { + * // not loading, not going to load UNLESS the source is reloaded + * // (it may still make sense to listen to the events) + * } + * + * @protected + * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture. + */ + + + BaseTexture.prototype.loadSource = function loadSource(source) { + var _this2 = this; + + var wasLoading = this.isLoading; + + this.hasLoaded = false; + this.isLoading = false; + + if (wasLoading && this.source) { + this.source.onload = null; + this.source.onerror = null; + } + + var firstSourceLoaded = !this.source; + + this.source = source; + + // Apply source if loaded. Otherwise setup appropriate loading monitors. + if ((source.src && source.complete || source.getContext) && source.width && source.height) { + this._updateImageType(); + + if (this.imageType === 'svg') { + this._loadSvgSource(); + } else { + this._sourceLoaded(); + } + + if (firstSourceLoaded) { + // send loaded event if previous source was null and we have been passed a pre-loaded IMG element + this.emit('loaded', this); + } + } else if (!source.getContext) { + var _ret = function () { + // Image fail / not ready + _this2.isLoading = true; + + var scope = _this2; + + source.onload = function () { + scope._updateImageType(); + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope._sourceLoaded(); + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return; + } + + scope.emit('loaded', scope); + }; + + source.onerror = function () { + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope.emit('error', scope); + }; + + // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element + // "The value of `complete` can thus change while a script is executing." + // So complete needs to be re-checked after the callbacks have been added.. + // NOTE: complete will be true if the image has no src so best to check if the src is set. + if (source.complete && source.src) { + // ..and if we're complete now, no need for callbacks + source.onload = null; + source.onerror = null; + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return { + v: void 0 + }; + } + + _this2.isLoading = false; + + if (source.width && source.height) { + _this2._sourceLoaded(); + + // If any previous subscribers possible + if (wasLoading) { + _this2.emit('loaded', _this2); + } + } + // If any previous subscribers possible + else if (wasLoading) { + _this2.emit('error', _this2); + } + } + }(); + + if ((typeof _ret === 'undefined' ? 'undefined' : _typeof(_ret)) === "object") return _ret.v; + } + }; + + /** + * Updates type of the source image. + */ + + + BaseTexture.prototype._updateImageType = function _updateImageType() { + if (!this.imageUrl) { + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + var imageType = void 0; + + if (dataUri && dataUri.mediaType === 'image') { + // Check for subType validity + var firstSubType = dataUri.subType.split('+')[0]; + + imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType); + + if (!imageType) { + throw new Error('Invalid image type in data URI.'); + } + } else { + imageType = (0, _utils.getUrlFileExtension)(this.imageUrl); + + if (!imageType) { + imageType = 'png'; + } + } + + this.imageType = imageType; + }; + + /** + * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls + * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`. + */ + + + BaseTexture.prototype._loadSvgSource = function _loadSvgSource() { + if (this.imageType !== 'svg') { + // Do nothing if source is not svg + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + + if (dataUri) { + this._loadSvgSourceUsingDataUri(dataUri); + } else { + // We got an URL, so we need to do an XHR to check the svg size + this._loadSvgSourceUsingXhr(); + } + }; + + /** + * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`. + * + * @param {string} dataUri - The data uri to load from. + */ + + + BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) { + var svgString = void 0; + + if (dataUri.encoding === 'base64') { + if (!atob) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + svgString = atob(dataUri.data); + } else { + svgString = dataUri.data; + } + + this._loadSvgSourceUsingString(svgString); + }; + + /** + * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`. + */ + + + BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() { + var _this3 = this; + + var svgXhr = new XMLHttpRequest(); + + // This throws error on IE, so SVG Document can't be used + // svgXhr.responseType = 'document'; + + // This is not needed since we load the svg as string (breaks IE too) + // but overrideMimeType() can be used to force the response to be parsed as XML + // svgXhr.overrideMimeType('image/svg+xml'); + + svgXhr.onload = function () { + if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) { + throw new Error('Failed to load SVG using XHR.'); + } + + _this3._loadSvgSourceUsingString(svgXhr.response); + }; + + svgXhr.onerror = function () { + return _this3.emit('error', _this3); + }; + + svgXhr.open('GET', this.imageUrl, true); + svgXhr.send(); + }; + + /** + * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the + * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by + * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`. + * + * @param {string} svgString SVG source as string + * + * @fires PIXI.BaseTexture#loaded + */ + + + BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) { + var svgSize = (0, _utils.getSvgSize)(svgString); + + var svgWidth = svgSize.width; + var svgHeight = svgSize.height; + + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + + // Scale realWidth and realHeight + this.realWidth = Math.round(svgWidth * this.sourceScale); + this.realHeight = Math.round(svgHeight * this.sourceScale); + + this._updateDimensions(); + + // Create a canvas element + var canvas = document.createElement('canvas'); + + canvas.width = this.realWidth; + canvas.height = this.realHeight; + canvas._pixiId = 'canvas_' + (0, _utils.uid)(); + + // Draw the Svg to the canvas + canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight); + + // Replace the original source image with the canvas + this.origSource = this.source; + this.source = canvas; + + // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`) + BaseTexture.addToCache(this, canvas._pixiId); + + this.isLoading = false; + this._sourceLoaded(); + this.emit('loaded', this); + }; + + /** + * Used internally to update the width, height, and some other tracking vars once + * a source has successfully loaded. + * + * @private + */ + + + BaseTexture.prototype._sourceLoaded = function _sourceLoaded() { + this.hasLoaded = true; + this.update(); + }; + + /** + * Destroys this base texture + * + */ + + + BaseTexture.prototype.destroy = function destroy() { + if (this.imageUrl) { + delete _utils.TextureCache[this.imageUrl]; + + this.imageUrl = null; + + if (!navigator.isCocoonJS) { + this.source.src = ''; + } + } + + this.source = null; + + this.dispose(); + + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + + this._destroyed = true; + }; + + /** + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + + + BaseTexture.prototype.dispose = function dispose() { + this.emit('dispose', this); + }; + + /** + * Changes the source image of the texture. + * The original source must be an Image element. + * + * @param {string} newSrc - the path of the image + */ + + + BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) { + this.source.src = newSrc; + + this.loadSource(this.source); + }; + + /** + * Helper function that creates a base texture from the given image url. + * If the image is not in the base texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image(); // document.createElement('img'); + + if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) { + image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl); + } else if (crossorigin) { + image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + + baseTexture = new BaseTexture(image, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + image.src = imageUrl; // Setting this triggers load + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture from the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + if (!canvas._pixiId) { + canvas._pixiId = origin + '_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[canvas._pixiId]; + + if (!baseTexture) { + baseTexture = new BaseTexture(canvas, scaleMode); + BaseTexture.addToCache(baseTexture, canvas._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.from = function from(source, scaleMode, sourceScale) { + if (typeof source === 'string') { + return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale); + } else if (source instanceof HTMLImageElement) { + var imageUrl = source.src; + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + baseTexture = new BaseTexture(source, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + } else if (source instanceof HTMLCanvasElement) { + return BaseTexture.fromCanvas(source, scaleMode); + } + + // lets assume its a base texture! + return source; + }; + + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + + + BaseTexture.addToCache = function addToCache(baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.BaseTextureCache[id]) { + console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.BaseTextureCache[id] = baseTexture; + } + }; + + /** + * Remove a BaseTexture from the global BaseTextureCache. + * + * @static + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + + + BaseTexture.removeFromCache = function removeFromCache(baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = _utils.BaseTextureCache[baseTexture]; + + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.BaseTextureCache[baseTexture]; + + return baseTextureFromCache; + } + } else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + + baseTexture.textureCacheIds.length = 0; + + return baseTexture; + } + + return null; + }; + + return BaseTexture; + }(_eventemitter2.default); + + exports.default = BaseTexture; + + }, { "../settings": 101, "../utils": 124, "../utils/determineCrossOrigin": 123, "bit-twiddle": 18, "eventemitter3": 20 }], 113: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _BaseRenderTexture = require('./BaseRenderTexture'); + + var _BaseRenderTexture2 = _interopRequireDefault(_BaseRenderTexture); + + var _Texture2 = require('./Texture'); + + var _Texture3 = _interopRequireDefault(_Texture2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 }); + * let renderTexture = PIXI.RenderTexture.create(800, 600); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create(100, 100); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.Texture + * @memberof PIXI + */ + var RenderTexture = function (_Texture) { + _inherits(RenderTexture, _Texture); + + /** + * @param {PIXI.BaseRenderTexture} baseRenderTexture - The renderer used for this RenderTexture + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + */ + function RenderTexture(baseRenderTexture, frame) { + _classCallCheck(this, RenderTexture); + + // support for legacy.. + var _legacyRenderer = null; + + if (!(baseRenderTexture instanceof _BaseRenderTexture2.default)) { + /* eslint-disable prefer-rest-params, no-console */ + var width = arguments[1]; + var height = arguments[2]; + var scaleMode = arguments[3]; + var resolution = arguments[4]; + + // we have an old render texture.. + console.warn('Please use RenderTexture.create(' + width + ', ' + height + ') instead of the ctor directly.'); + _legacyRenderer = arguments[0]; + /* eslint-enable prefer-rest-params, no-console */ + + frame = null; + baseRenderTexture = new _BaseRenderTexture2.default(width, height, scaleMode, resolution); + } + + /** + * The base texture object that this texture uses + * + * @member {BaseTexture} + */ + + var _this = _possibleConstructorReturn(this, _Texture.call(this, baseRenderTexture, frame)); + + _this.legacyRenderer = _legacyRenderer; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = true; + + _this._updateUvs(); + return _this; + } + + /** + * Resizes the RenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + * @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well? + */ + + + RenderTexture.prototype.resize = function resize(width, height, doNotResizeBaseTexture) { + // TODO - could be not required.. + this.valid = width > 0 && height > 0; + + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + + if (!doNotResizeBaseTexture) { + this.baseTexture.resize(width, height); + } + + this._updateUvs(); + }; + + /** + * A short hand way of creating a render texture. + * + * @param {number} [width=100] - The width of the render texture + * @param {number} [height=100] - The height of the render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.RenderTexture} The new render texture + */ + + + RenderTexture.create = function create(width, height, scaleMode, resolution) { + return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution)); + }; + + return RenderTexture; + }(_Texture3.default); + + exports.default = RenderTexture; + + }, { "./BaseRenderTexture": 111, "./Texture": 115 }], 114: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _ = require('../'); + + var _utils = require('../utils'); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * @class + * @memberof PIXI + */ + var Spritesheet = function () { + _createClass(Spritesheet, null, [{ + key: 'BATCH_SIZE', + + /** + * The maximum number of Textures to build per process. + * + * @type {number} + * @default 1000 + */ + get: function get() { + return 1000; + } + + /** + * @param {PIXI.BaseTexture} baseTexture Reference to the source BaseTexture object. + * @param {Object} data - Spritesheet image data. + * @param {string} [resolutionFilename] - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + + }]); + + function Spritesheet(baseTexture, data) { + var resolutionFilename = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null; + + _classCallCheck(this, Spritesheet); + + /** + * Reference to ths source texture + * @type {PIXI.BaseTexture} + */ + this.baseTexture = baseTexture; + + /** + * Map of spritesheet textures. + * @type {Object} + */ + this.textures = {}; + + /** + * Reference to the original JSON data. + * @type {Object} + */ + this.data = data; + + /** + * The resolution of the spritesheet. + * @type {number} + */ + this.resolution = this._updateResolution(resolutionFilename || this.baseTexture.imageUrl); + + /** + * Map of spritesheet frames. + * @type {Object} + * @private + */ + this._frames = this.data.frames; + + /** + * Collection of frame names. + * @type {string[]} + * @private + */ + this._frameKeys = Object.keys(this._frames); + + /** + * Current batch index being processed. + * @type {number} + * @private + */ + this._batchIndex = 0; + + /** + * Callback when parse is completed. + * @type {Function} + * @private + */ + this._callback = null; + } + + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * + * @private + * @param {string} resolutionFilename - The filename to use for resolving + * the default resolution. + * @return {number} Resolution to use for spritesheet. + */ + + + Spritesheet.prototype._updateResolution = function _updateResolution(resolutionFilename) { + var scale = this.data.meta.scale; + + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = (0, _utils.getResolutionOfUrl)(resolutionFilename, null); + + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.resolution = resolution; + this.baseTexture.update(); + } + + return resolution; + }; + + /** + * Parser spritesheet from loaded data. This is done asynchronously + * to prevent creating too many Texture within a single process. + * + * @param {Function} callback - Callback when complete returns + * a map of the Textures for this spritesheet. + */ + + + Spritesheet.prototype.parse = function parse(callback) { + this._batchIndex = 0; + this._callback = callback; + + if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + this._processFrames(0); + this._parseComplete(); + } else { + this._nextBatch(); + } + }; + + /** + * Process a batch of frames + * + * @private + * @param {number} initialFrameIndex - The index of frame to start. + */ + + + Spritesheet.prototype._processFrames = function _processFrames(initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var rect = this._frames[i].frame; + + if (rect) { + var frame = null; + var trim = null; + var orig = new _.Rectangle(0, 0, this._frames[i].sourceSize.w / this.resolution, this._frames[i].sourceSize.h / this.resolution); + + if (this._frames[i].rotated) { + frame = new _.Rectangle(rect.x / this.resolution, rect.y / this.resolution, rect.h / this.resolution, rect.w / this.resolution); + } else { + frame = new _.Rectangle(rect.x / this.resolution, rect.y / this.resolution, rect.w / this.resolution, rect.h / this.resolution); + } + + // Check to see if the sprite is trimmed + if (this._frames[i].trimmed) { + trim = new _.Rectangle(this._frames[i].spriteSourceSize.x / this.resolution, this._frames[i].spriteSourceSize.y / this.resolution, rect.w / this.resolution, rect.h / this.resolution); + } + + this.textures[i] = new _.Texture(this.baseTexture, frame, orig, trim, this._frames[i].rotated ? 2 : 0); + + // lets also add the frame to pixi's global cache for fromFrame and fromImage functions + _.Texture.addToCache(this.textures[i], i); + } + + frameIndex++; + } + }; + + /** + * The parse has completed. + * + * @private + */ + + + Spritesheet.prototype._parseComplete = function _parseComplete() { + var callback = this._callback; + + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + + /** + * Begin the next batch of textures. + * + * @private + */ + + + Spritesheet.prototype._nextBatch = function _nextBatch() { + var _this = this; + + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } else { + _this._parseComplete(); + } + }, 0); + }; + + /** + * Destroy Spritesheet and don't use after this. + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Spritesheet.prototype.destroy = function destroy() { + var destroyBase = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + this.baseTexture.destroy(); + } + this.baseTexture = null; + }; + + return Spritesheet; + }(); + + exports.default = Spritesheet; + + }, { "../": 65, "../utils": 124 }], 115: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _BaseTexture = require('./BaseTexture'); + + var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + + var _VideoBaseTexture = require('./VideoBaseTexture'); + + var _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture); + + var _TextureUvs = require('./TextureUvs'); + + var _TextureUvs2 = _interopRequireDefault(_TextureUvs); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _math = require('../math'); + + var _utils = require('../utils'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A texture stores the information that represents an image or part of an image. It cannot be added + * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided + * then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.fromImage('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.fromImage('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ + var Texture = function (_EventEmitter) { + _inherits(Texture, _EventEmitter); + + /** + * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + * @param {PIXI.Rectangle} [orig] - The area of original texture + * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture + * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8} + */ + function Texture(baseTexture, frame, orig, trim, rotate) { + _classCallCheck(this, Texture); + + /** + * Does this Texture have any frame data assigned to it? + * + * @member {boolean} + */ + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.noFrame = false; + + if (!frame) { + _this.noFrame = true; + frame = new _math.Rectangle(0, 0, 1, 1); + } + + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + + /** + * The base texture that this texture uses. + * + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = baseTexture; + + /** + * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, + * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) + * + * @member {PIXI.Rectangle} + */ + _this._frame = frame; + + /** + * This is the trimmed area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.trim = trim; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + + /** + * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) + * + * @member {boolean} + */ + _this.requiresUpdate = false; + + /** + * The WebGL UV data cache. + * + * @member {PIXI.TextureUvs} + * @private + */ + _this._uvs = null; + + /** + * This is the area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + + _this._rotate = Number(rotate || 0); + + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + + if (baseTexture.hasLoaded) { + if (_this.noFrame) { + frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + + // if there is no frame we should monitor for any base texture changes.. + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + _this.frame = frame; + } else { + baseTexture.once('loaded', _this.onBaseTextureLoaded, _this); + } + + /** + * Fired when the texture is updated. This happens if the frame or the baseTexture is updated. + * + * @event PIXI.Texture#update + * @protected + * @param {PIXI.Texture} texture - Instance of texture being updated. + */ + + _this._updateID = 0; + + /** + * Extra field for extra plugins. May contain clamp settings and some matrices + * @type {Object} + */ + _this.transform = null; + + /** + * The ids under which this Texture has been added to the texture cache. This is + * automatically set as long as Texture.addToCache is used, but may not be set if a + * Texture is added directly to the TextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + return _this; + } + + /** + * Updates this texture on the gpu. + * + */ + + + Texture.prototype.update = function update() { + this.baseTexture.update(); + }; + + /** + * Called when the base texture is loaded + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) { + this._updateID++; + + // TODO this code looks confusing.. boo to abusing getters and setters! + if (this.noFrame) { + this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + } else { + this.frame = this._frame; + } + + this.baseTexture.on('update', this.onBaseTextureUpdated, this); + this.emit('update', this); + }; + + /** + * Called when the base texture is updated + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) { + this._updateID++; + + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Texture.prototype.destroy = function destroy(destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (_utils.TextureCache[this.baseTexture.imageUrl]) { + Texture.removeFromCache(this.baseTexture.imageUrl); + } + + this.baseTexture.destroy(); + } + + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture.off('loaded', this.onBaseTextureLoaded, this); + + this.baseTexture = null; + } + + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + + this.valid = false; + + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; + + /** + * Creates a new texture object that acts the same as this one. + * + * @return {PIXI.Texture} The new texture + */ + + + Texture.prototype.clone = function clone() { + return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate); + }; + + /** + * Updates the internal WebGL UV cache. + * + * @protected + */ + + + Texture.prototype._updateUvs = function _updateUvs() { + if (!this._uvs) { + this._uvs = new _TextureUvs2.default(); + } + + this._uvs.set(this._frame, this.baseTexture, this.rotate); + + this._updateID++; + }; + + /** + * Helper function that creates a Texture object from the given image url. + * If the image is not in the texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images. + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var texture = _utils.TextureCache[imageUrl]; + + if (!texture) { + texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale)); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return texture; + }; + + /** + * Helper function that creates a new Texture based on the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin)); + }; + + /** + * Helper function that creates a new Texture based on the given video element. + * + * @static + * @param {HTMLVideoElement|string} video - The URL or actual element of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideo = function fromVideo(video, scaleMode) { + if (typeof video === 'string') { + return Texture.fromVideoUrl(video, scaleMode); + } + + return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode)); + }; + + /** + * Helper function that creates a new Texture based on the video url. + * + * @static + * @param {string} videoUrl - URL of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) { + return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode)); + }; + + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} + * source - Source to create texture from + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.from = function from(source) { + // TODO auto detect cross origin.. + // TODO pass in scale mode? + if (typeof source === 'string') { + var texture = _utils.TextureCache[source]; + + if (!texture) { + // check if its a video.. + var isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null; + + if (isVideo) { + return Texture.fromVideoUrl(source); + } + + return Texture.fromImage(source); + } + + return texture; + } else if (source instanceof HTMLImageElement) { + return new Texture(_BaseTexture2.default.from(source)); + } else if (source instanceof HTMLCanvasElement) { + return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement'); + } else if (source instanceof HTMLVideoElement) { + return Texture.fromVideo(source); + } else if (source instanceof _BaseTexture2.default) { + return new Texture(source); + } + + // lets assume its a texture! + return source; + }; + + /** + * Create a texture from a source and add to the cache. + * + * @static + * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. + * @param {String} imageUrl - File name of texture, for cache and resolving resolution. + * @param {String} [name] - Human readible name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @return {PIXI.Texture} Output texture + */ + + + Texture.fromLoader = function fromLoader(source, imageUrl, name) { + var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl)); + var texture = new Texture(baseTexture); + + baseTexture.imageUrl = imageUrl; + + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + + // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions + _BaseTexture2.default.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + + // also add references by url if they are different. + if (name !== imageUrl) { + _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the Texture will be stored against. + */ + + + Texture.addToCache = function addToCache(texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.TextureCache[id]) { + console.warn('Texture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.TextureCache[id] = texture; + } + }; + + /** + * Remove a Texture from the global TextureCache. + * + * @static + * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself + * @return {PIXI.Texture|null} The Texture that was removed + */ + + + Texture.removeFromCache = function removeFromCache(texture) { + if (typeof texture === 'string') { + var textureFromCache = _utils.TextureCache[texture]; + + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.TextureCache[texture]; + + return textureFromCache; + } + } else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) { + delete _utils.TextureCache[texture.textureCacheIds[i]]; + } + } + + texture.textureCacheIds.length = 0; + + return texture; + } + + return null; + }; + + /** + * The frame specifies the region of the base texture that this texture uses. + * + * @member {PIXI.Rectangle} + */ + + + _createClass(Texture, [{ + key: 'frame', + get: function get() { + return this._frame; + }, + set: function set(frame) // eslint-disable-line require-jsdoc + { + this._frame = frame; + + this.noFrame = false; + + if (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) { + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + ('X: ' + frame.x + ' + ' + frame.width + ' = ' + (frame.x + frame.width) + ' > ' + this.baseTexture.width + ' ') + ('Y: ' + frame.y + ' + ' + frame.height + ' = ' + (frame.y + frame.height) + ' > ' + this.baseTexture.height)); + } + + // this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded; + this.valid = frame && frame.width && frame.height && this.baseTexture.hasLoaded; + + if (!this.trim && !this.rotate) { + this.orig = frame; + } + + if (this.valid) { + this._updateUvs(); + } + } + + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.GroupD8} for explanation + * + * @member {number} + */ + + }, { + key: 'rotate', + get: function get() { + return this._rotate; + }, + set: function set(rotate) // eslint-disable-line require-jsdoc + { + this._rotate = rotate; + if (this.valid) { + this._updateUvs(); + } + } + + /** + * The width of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'width', + get: function get() { + return this.orig.width; + } + + /** + * The height of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.orig.height; + } + }]); + + return Texture; + }(_eventemitter2.default); + + exports.default = Texture; + + + function createWhiteTexture() { + var canvas = document.createElement('canvas'); + + canvas.width = 10; + canvas.height = 10; + + var context = canvas.getContext('2d'); + + context.fillStyle = 'white'; + context.fillRect(0, 0, 10, 10); + + return new Texture(new _BaseTexture2.default(canvas)); + } + + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() {/* empty */ }; + tex.on = function _emptyOn() {/* empty */ }; + tex.once = function _emptyOnce() {/* empty */ }; + tex.emit = function _emptyEmit() {/* empty */ }; + } + + /** + * An empty texture, used often to not have to create multiple empty textures. + * Can not be destroyed. + * + * @static + * @constant + */ + Texture.EMPTY = new Texture(new _BaseTexture2.default()); + removeAllHandlers(Texture.EMPTY); + removeAllHandlers(Texture.EMPTY.baseTexture); + + /** + * A white texture of 10x10 size, used for graphics and other things + * Can not be destroyed. + * + * @static + * @constant + */ + Texture.WHITE = createWhiteTexture(); + removeAllHandlers(Texture.WHITE); + removeAllHandlers(Texture.WHITE.baseTexture); + + }, { "../math": 70, "../settings": 101, "../utils": 124, "./BaseTexture": 112, "./TextureUvs": 116, "./VideoBaseTexture": 117, "eventemitter3": 20 }], 116: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _GroupD = require('../math/GroupD8'); + + var _GroupD2 = _interopRequireDefault(_GroupD); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * A standard object to store the Uvs of a texture + * + * @class + * @private + * @memberof PIXI + */ + var TextureUvs = function () { + /** + * + */ + function TextureUvs() { + _classCallCheck(this, TextureUvs); + + this.x0 = 0; + this.y0 = 0; + + this.x1 = 1; + this.y1 = 0; + + this.x2 = 1; + this.y2 = 1; + + this.x3 = 0; + this.y3 = 1; + + this.uvsUint32 = new Uint32Array(4); + } + + /** + * Sets the texture Uvs based on the given frame information. + * + * @private + * @param {PIXI.Rectangle} frame - The frame of the texture + * @param {PIXI.Rectangle} baseFrame - The base frame of the texture + * @param {number} rotate - Rotation of frame, see {@link PIXI.GroupD8} + */ + + + TextureUvs.prototype.set = function set(frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + + // coordinates of center + var cX = frame.x / tw + w2; + var cY = frame.y / th + h2; + + rotate = _GroupD2.default.add(rotate, _GroupD2.default.NW); // NW is top-left corner + this.x0 = cX + w2 * _GroupD2.default.uX(rotate); + this.y0 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + w2 * _GroupD2.default.uX(rotate); + this.y1 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x2 = cX + w2 * _GroupD2.default.uX(rotate); + this.y2 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x3 = cX + w2 * _GroupD2.default.uX(rotate); + this.y3 = cY + h2 * _GroupD2.default.uY(rotate); + } else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + + this.uvsUint32[0] = (this.y0 * 65535 & 0xFFFF) << 16 | this.x0 * 65535 & 0xFFFF; + this.uvsUint32[1] = (this.y1 * 65535 & 0xFFFF) << 16 | this.x1 * 65535 & 0xFFFF; + this.uvsUint32[2] = (this.y2 * 65535 & 0xFFFF) << 16 | this.x2 * 65535 & 0xFFFF; + this.uvsUint32[3] = (this.y3 * 65535 & 0xFFFF) << 16 | this.x3 * 65535 & 0xFFFF; + }; + + return TextureUvs; + }(); + + exports.default = TextureUvs; + + }, { "../math/GroupD8": 66 }], 117: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _BaseTexture2 = require('./BaseTexture'); + + var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + + var _utils = require('../utils'); + + var _ticker = require('../ticker'); + + var _const = require('../const'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A texture of a [playing] Video. + * + * Video base textures mimic PixiJS BaseTexture.from.... method in their creation process. + * + * This can be used in several ways, such as: + * + * ```js + * let texture = PIXI.VideoBaseTexture.fromUrl('http://mydomain.com/video.mp4'); + * + * let texture = PIXI.VideoBaseTexture.fromUrl({ src: 'http://mydomain.com/video.mp4', mime: 'video/mp4' }); + * + * let texture = PIXI.VideoBaseTexture.fromUrls(['/video.webm', '/video.mp4']); + * + * let texture = PIXI.VideoBaseTexture.fromUrls([ + * { src: '/video.webm', mime: 'video/webm' }, + * { src: '/video.mp4', mime: 'video/mp4' } + * ]); + * ``` + * + * See the ["deus" demo](http://www.goodboydigital.com/pixijs/examples/deus/). + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ + var VideoBaseTexture = function (_BaseTexture) { + _inherits(VideoBaseTexture, _BaseTexture); + + /** + * @param {HTMLVideoElement} source - Video source + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + */ + function VideoBaseTexture(source, scaleMode) { + _classCallCheck(this, VideoBaseTexture); + + if (!source) { + throw new Error('No video source element specified.'); + } + + // hook in here to check if video is already available. + // BaseTexture looks for a source.complete boolean, plus width & height. + + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) && source.width && source.height) { + source.complete = true; + } + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, source, scaleMode)); + + _this.width = source.videoWidth; + _this.height = source.videoHeight; + + _this._autoUpdate = true; + _this._isAutoUpdating = false; + + /** + * When set to true will automatically play videos used by this texture once + * they are loaded. If false, it will not modify the playing state. + * + * @member {boolean} + * @default true + */ + _this.autoPlay = true; + + _this.update = _this.update.bind(_this); + _this._onCanPlay = _this._onCanPlay.bind(_this); + + source.addEventListener('play', _this._onPlayStart.bind(_this)); + source.addEventListener('pause', _this._onPlayStop.bind(_this)); + _this.hasLoaded = false; + _this.__loaded = false; + + if (!_this._isSourceReady()) { + source.addEventListener('canplay', _this._onCanPlay); + source.addEventListener('canplaythrough', _this._onCanPlay); + } else { + _this._onCanPlay(); + } + return _this; + } + + /** + * Returns true if the underlying source is playing. + * + * @private + * @return {boolean} True if playing. + */ + + + VideoBaseTexture.prototype._isSourcePlaying = function _isSourcePlaying() { + var source = this.source; + + return source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2; + }; + + /** + * Returns true if the underlying source is ready for playing. + * + * @private + * @return {boolean} True if ready. + */ + + + VideoBaseTexture.prototype._isSourceReady = function _isSourceReady() { + return this.source.readyState === 3 || this.source.readyState === 4; + }; + + /** + * Runs the update loop when the video is ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStart = function _onPlayStart() { + // Just in case the video has not received its can play even yet.. + if (!this.hasLoaded) { + this._onCanPlay(); + } + + if (!this._isAutoUpdating && this.autoUpdate) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + }; + + /** + * Fired when a pause event is triggered, stops the update loop + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStop = function _onPlayStop() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } + }; + + /** + * Fired when the video is loaded and ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onCanPlay = function _onCanPlay() { + this.hasLoaded = true; + + if (this.source) { + this.source.removeEventListener('canplay', this._onCanPlay); + this.source.removeEventListener('canplaythrough', this._onCanPlay); + + this.width = this.source.videoWidth; + this.height = this.source.videoHeight; + + // prevent multiple loaded dispatches.. + if (!this.__loaded) { + this.__loaded = true; + this.emit('loaded', this); + } + + if (this._isSourcePlaying()) { + this._onPlayStart(); + } else if (this.autoPlay) { + this.source.play(); + } + } + }; + + /** + * Destroys this texture + * + */ + + + VideoBaseTexture.prototype.destroy = function destroy() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + } + + if (this.source && this.source._pixiId) { + _BaseTexture3.default.removeFromCache(this.source._pixiId); + delete this.source._pixiId; + } + + _BaseTexture.prototype.destroy.call(this); + }; + + /** + * Mimic PixiJS BaseTexture.from.... method. + * + * @static + * @param {HTMLVideoElement} video - Video to create texture from + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromVideo = function fromVideo(video, scaleMode) { + if (!video._pixiId) { + video._pixiId = 'video_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[video._pixiId]; + + if (!baseTexture) { + baseTexture = new VideoBaseTexture(video, scaleMode); + _BaseTexture3.default.addToCache(baseTexture, video._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a new BaseTexture based on the given video element. + * This BaseTexture can then be used to create a texture + * + * @static + * @param {string|object|string[]|object[]} videoSrc - The URL(s) for the video. + * @param {string} [videoSrc.src] - One of the source urls for the video + * @param {string} [videoSrc.mime] - The mimetype of the video (e.g. 'video/mp4'). If not specified + * the url's extension will be used as the second part of the mime type. + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromUrl = function fromUrl(videoSrc, scaleMode) { + var video = document.createElement('video'); + + video.setAttribute('webkit-playsinline', ''); + video.setAttribute('playsinline', ''); + + // array of objects or strings + if (Array.isArray(videoSrc)) { + for (var i = 0; i < videoSrc.length; ++i) { + video.appendChild(createSource(videoSrc[i].src || videoSrc[i], videoSrc[i].mime)); + } + } + // single object or string + else { + video.appendChild(createSource(videoSrc.src || videoSrc, videoSrc.mime)); + } + + video.load(); + + return VideoBaseTexture.fromVideo(video, scaleMode); + }; + + /** + * Should the base texture automatically update itself, set to true by default + * + * @member {boolean} + */ + + + _createClass(VideoBaseTexture, [{ + key: 'autoUpdate', + get: function get() { + return this._autoUpdate; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + + if (!this._autoUpdate && this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } else if (this._autoUpdate && !this._isAutoUpdating) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + } + } + }]); + + return VideoBaseTexture; + }(_BaseTexture3.default); + + exports.default = VideoBaseTexture; + + + VideoBaseTexture.fromUrls = VideoBaseTexture.fromUrl; + + function createSource(path, type) { + if (!type) { + type = 'video/' + path.substr(path.lastIndexOf('.') + 1); + } + + var source = document.createElement('source'); + + source.src = path; + source.type = type; + + return source; + } + + }, { "../const": 46, "../ticker": 120, "../utils": 124, "./BaseTexture": 112 }], 118: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _const = require('../const'); + + var _TickerListener = require('./TickerListener'); + + var _TickerListener2 = _interopRequireDefault(_TickerListener); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * A Ticker class that runs an update loop that other objects listen to. + * This class is composed around listeners + * meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, + * e.g. When the ticker is started and the emitter has listeners. + * + * @class + * @memberof PIXI.ticker + */ + var Ticker = function () { + /** + * + */ + function Ticker() { + var _this = this; + + _classCallCheck(this, Ticker); + + /** + * The first listener. All new listeners added are chained on this. + * @private + * @type {TickerListener} + */ + this._head = new _TickerListener2.default(null, null, Infinity); + + /** + * Internal current frame request ID + * @private + */ + this._requestId = null; + + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + * @private + */ + this._maxElapsedMS = 100; + + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.ticker.Ticker#start} automatically + * when a listener is added. + * + * @member {boolean} + * @default false + */ + this.autoStart = false; + + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.ticker.Ticker#minFPS} + * and is scaled with {@link PIXI.ticker.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * + * @member {number} + * @default 1 + */ + this.deltaTime = 1; + + /** + * Time elapsed in milliseconds from last frame to this frame. + * Opposed to what the scalar {@link PIXI.ticker.Ticker#deltaTime} + * is based, this value is neither capped nor scaled. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.elapsedMS = 1 / _settings2.default.TARGET_FPMS; + + /** + * The last time {@link PIXI.ticker.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * + * @member {number} + * @default -1 + */ + this.lastTime = -1; + + /** + * Factor of current {@link PIXI.ticker.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + * + * @member {number} + * @default 1 + */ + this.speed = 1; + + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.ticker.Ticker#start} has been called. + * `false` if {@link PIXI.ticker.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.ticker.Ticker#autoStart} being `true` + * and a listener is added. + * + * @member {boolean} + * @default false + */ + this.started = false; + + /** + * Internal tick method bound to ticker instance. + * This is because in early 2015, Function.bind + * is still 60% slower in high performance scenarios. + * Also separating frame requests from update method + * so listeners may be called at any time and with + * any animation API, just invoke ticker.update(time). + * + * @private + * @param {number} time - Time since last tick. + */ + this._tick = function (time) { + _this._requestId = null; + + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * + * @private + */ + + + Ticker.prototype._requestIfNeeded = function _requestIfNeeded() { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._requestId = requestAnimationFrame(this._tick); + } + }; + + /** + * Conditionally cancels a pending animation frame. + * + * @private + */ + + + Ticker.prototype._cancelIfNeeded = function _cancelIfNeeded() { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * + * @private + */ + + + Ticker.prototype._startIfPossible = function _startIfPossible() { + if (this.started) { + this._requestIfNeeded(); + } else if (this.autoStart) { + this.start(); + } + }; + + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * + * @param {Function} fn - The listener function to be added for updates + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.add = function add(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority)); + }; + + /** + * Add a handler for the tick event which is only execute once. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.addOnce = function addOnce(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority, true)); + }; + + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * + * @private + * @param {TickerListener} listener - Current listener being added. + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype._addListener = function _addListener(listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + + // Add the first item + if (!current) { + listener.connect(previous); + } else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + + this._startIfPossible(); + + return this; + }; + + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * + * @param {Function} fn - The listener function to be removed + * @param {Function} [context] - The listener context to be removed + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.remove = function remove(fn, context) { + var listener = this._head.next; + + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } else { + listener = listener.next; + } + } + + if (!this._head.next) { + this._cancelIfNeeded(); + } + + return this; + }; + + /** + * Starts the ticker. If the ticker has listeners + * a new animation frame is requested at this point. + */ + + + Ticker.prototype.start = function start() { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + + /** + * Stops the ticker. If the ticker has requested + * an animation frame it is canceled at this point. + */ + + + Ticker.prototype.stop = function stop() { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + + /** + * Destroy the ticker and don't use after this. Calling + * this method removes all references to internal events. + */ + + + Ticker.prototype.destroy = function destroy() { + this.stop(); + + var listener = this._head.next; + + while (listener) { + listener = listener.destroy(true); + } + + this._head.destroy(); + this._head = null; + }; + + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.ticker.Ticker#elapsedMS}, + * the current {@link PIXI.ticker.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.ticker.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + + + Ticker.prototype.update = function update() { + var currentTime = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : performance.now(); + + var elapsedMS = void 0; + + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + + this.deltaTime = elapsedMS * _settings2.default.TARGET_FPMS * this.speed; + + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + + // Invoke listeners added to internal emitter + var listener = head.next; + + while (listener) { + listener = listener.emit(this.deltaTime); + } + + if (!head.next) { + this._cancelIfNeeded(); + } + } else { + this.deltaTime = this.elapsedMS = 0; + } + + this.lastTime = currentTime; + }; + + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.ticker.Ticker#speed}, which is specific + * to scaling {@link PIXI.ticker.Ticker#deltaTime}. + * + * @member {number} + * @readonly + */ + + + _createClass(Ticker, [{ + key: 'FPS', + get: function get() { + return 1000 / this.elapsedMS; + } + + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.ticker.Ticker#update}. + * This value is used to cap {@link PIXI.ticker.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.ticker.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * + * @member {number} + * @default 10 + */ + + }, { + key: 'minFPS', + get: function get() { + return 1000 / this._maxElapsedMS; + }, + set: function set(fps) // eslint-disable-line require-jsdoc + { + // Clamp: 0 to TARGET_FPMS + var minFPMS = Math.min(Math.max(0, fps) / 1000, _settings2.default.TARGET_FPMS); + + this._maxElapsedMS = 1 / minFPMS; + } + }]); + + return Ticker; + }(); + + exports.default = Ticker; + + }, { "../const": 46, "../settings": 101, "./TickerListener": 119 }], 119: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Internal class for handling the priority sorting of ticker handlers. + * + * @private + * @class + * @memberof PIXI.ticker + */ + var TickerListener = function () { + /** + * Constructor + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context=null] - The listener context + * @param {number} [priority=0] - The priority for emitting + * @param {boolean} [once=false] - If the handler should fire once + */ + function TickerListener(fn) { + var context = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null; + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var once = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + _classCallCheck(this, TickerListener); + + /** + * The handler function to execute. + * @member {Function} + */ + this.fn = fn; + + /** + * The calling to execute. + * @member {Function} + */ + this.context = context; + + /** + * The current priority. + * @member {number} + */ + this.priority = priority; + + /** + * If this should only execute once. + * @member {boolean} + */ + this.once = once; + + /** + * The next item in chain. + * @member {TickerListener} + */ + this.next = null; + + /** + * The previous item in chain. + * @member {TickerListener} + */ + this.previous = null; + + /** + * `true` if this listener has been destroyed already. + * @member {boolean} + * @private + */ + this._destroyed = false; + } + + /** + * Simple compare function to figure out if a function and context match. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} context - The listener context + * @return {boolean} `true` if the listener match the arguments + */ + + + TickerListener.prototype.match = function match(fn, context) { + context = context || null; + + return this.fn === fn && this.context === context; + }; + + /** + * Emit by calling the current function. + * @param {number} deltaTime - time since the last emit. + * @return {TickerListener} Next ticker + */ + + + TickerListener.prototype.emit = function emit(deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } else { + this.fn(deltaTime); + } + } + + var redirect = this.next; + + if (this.once) { + this.destroy(true); + } + + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + + return redirect; + }; + + /** + * Connect to the list. + * @param {TickerListener} previous - Input node, previous listener + */ + + + TickerListener.prototype.connect = function connect(previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + + /** + * Destroy and don't use after this. + * @param {boolean} [hard = false] `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @return {TickerListener} The listener to redirect while emitting or removing. + */ + + + TickerListener.prototype.destroy = function destroy() { + var hard = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + this._destroyed = true; + this.fn = null; + this.context = null; + + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + + if (this.next) { + this.next.previous = this.previous; + } + + // Redirect to the next item + var redirect = this.previous; + + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + + return redirect; + }; + + return TickerListener; + }(); + + exports.default = TickerListener; + + }, {}], 120: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.Ticker = exports.shared = undefined; + + var _Ticker = require('./Ticker'); + + var _Ticker2 = _interopRequireDefault(_Ticker); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * The shared ticker instance used by {@link PIXI.extras.AnimatedSprite}. + * and by {@link PIXI.interaction.InteractionManager}. + * The property {@link PIXI.ticker.Ticker#autoStart} is set to `true` + * for this instance. Please follow the examples for usage, including + * how to opt-out of auto-starting the shared ticker. + * + * @example + * let ticker = PIXI.ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(800, 600); + * let stage = new PIXI.Container(); + * let interactionManager = PIXI.interaction.InteractionManager(renderer); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * + * @type {PIXI.ticker.Ticker} + * @memberof PIXI.ticker + */ + var shared = new _Ticker2.default(); + + shared.autoStart = true; + shared.destroy = function () { + // protect destroying shared ticker + // this is used by other internal systems + // like AnimatedSprite and InteractionManager + }; + + /** + * This namespace contains an API for interacting with PIXI's internal global update loop. + * + * This ticker is used for rendering, {@link PIXI.extras.AnimatedSprite AnimatedSprite}, + * {@link PIXI.interaction.InteractionManager InteractionManager} and many other time-based PIXI systems. + * @example + * const ticker = new PIXI.ticker.Ticker(); + * ticker.stop(); + * ticker.add((deltaTime) => { + * // do something every frame + * }); + * ticker.start(); + * @namespace PIXI.ticker + */ + exports.shared = shared; + exports.Ticker = _Ticker2.default; + + }, { "./Ticker": 118 }], 121: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + exports.default = canUploadSameBuffer; + function canUploadSameBuffer() { + // Uploading the same buffer multiple times in a single frame can cause perf issues. + // Apparent on IOS so only check for that at the moment + // this check may become more complex if this issue pops up elsewhere. + var ios = !!navigator.platform && /iPad|iPhone|iPod/.test(navigator.platform); + + return !ios; + } + + }, {}], 122: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + exports.default = createIndicesForQuads; + /** + * Generic Mask Stack data structure + * + * @memberof PIXI + * @function createIndicesForQuads + * @private + * @param {number} size - Number of quads + * @return {Uint16Array} indices + */ + function createIndicesForQuads(size) { + // the total number of indices in our array, there are 6 points per quad. + + var totalIndices = size * 6; + + var indices = new Uint16Array(totalIndices); + + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + indices[i + 0] = j + 0; + indices[i + 1] = j + 1; + indices[i + 2] = j + 2; + indices[i + 3] = j + 0; + indices[i + 4] = j + 2; + indices[i + 5] = j + 3; + } + + return indices; + } + + }, {}], 123: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = determineCrossOrigin; + + var _url2 = require('url'); + + var _url3 = _interopRequireDefault(_url2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var tempAnchor = void 0; + + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + function determineCrossOrigin(url) { + var loc = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : window.location; + + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = _url3.default.parse(tempAnchor.href); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + + // if cross origin + if (url.hostname !== loc.hostname || !samePort || url.protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + } + + }, { "url": 38 }], 124: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.premultiplyBlendMode = exports.BaseTextureCache = exports.TextureCache = exports.mixins = exports.pluginTarget = exports.EventEmitter = exports.removeItems = exports.isMobile = undefined; + exports.uid = uid; + exports.hex2rgb = hex2rgb; + exports.hex2string = hex2string; + exports.rgb2hex = rgb2hex; + exports.getResolutionOfUrl = getResolutionOfUrl; + exports.decomposeDataUri = decomposeDataUri; + exports.getUrlFileExtension = getUrlFileExtension; + exports.getSvgSize = getSvgSize; + exports.skipHello = skipHello; + exports.sayHello = sayHello; + exports.isWebGLSupported = isWebGLSupported; + exports.sign = sign; + exports.destroyTextureCache = destroyTextureCache; + exports.clearTextureCache = clearTextureCache; + exports.correctBlendMode = correctBlendMode; + exports.premultiplyTint = premultiplyTint; + exports.premultiplyRgba = premultiplyRgba; + exports.premultiplyTintToRgba = premultiplyTintToRgba; + + var _const = require('../const'); + + var _settings = require('../settings'); + + var _settings2 = _interopRequireDefault(_settings); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _pluginTarget = require('./pluginTarget'); + + var _pluginTarget2 = _interopRequireDefault(_pluginTarget); + + var _mixin = require('./mixin'); + + var mixins = _interopRequireWildcard(_mixin); + + var _ismobilejs = require('ismobilejs'); + + var isMobile = _interopRequireWildcard(_ismobilejs); + + var _removeArrayItems = require('remove-array-items'); + + var _removeArrayItems2 = _interopRequireDefault(_removeArrayItems); + + var _mapPremultipliedBlendModes = require('./mapPremultipliedBlendModes'); + + var _mapPremultipliedBlendModes2 = _interopRequireDefault(_mapPremultipliedBlendModes); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + var nextUid = 0; + var saidHello = false; + + /** + * Generalized convenience utilities for PIXI. + * @example + * // Extend PIXI's internal Event Emitter. + * class MyEmitter extends PIXI.utils.EventEmitter { + * constructor() { + * super(); + * console.log("Emitter created!"); + * } + * } + * + * // Get info on current device + * console.log(PIXI.utils.isMobile); + * + * // Convert hex color to string + * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: "#ff00ff" + * @namespace PIXI.utils + */ + exports.isMobile = isMobile; + exports.removeItems = _removeArrayItems2.default; + exports.EventEmitter = _eventemitter2.default; + exports.pluginTarget = _pluginTarget2.default; + exports.mixins = mixins; + + /** + * Gets the next unique identifier + * + * @memberof PIXI.utils + * @function uid + * @return {number} The next unique identifier to use. + */ + + function uid() { + return ++nextUid; + } + + /** + * Converts a hex color number to an [R, G, B] array + * + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The number to convert + * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one + * @return {number[]} An array representing the [R, G, B] of the color. + */ + function hex2rgb(hex, out) { + out = out || []; + + out[0] = (hex >> 16 & 0xFF) / 255; + out[1] = (hex >> 8 & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + + return out; + } + + /** + * Converts a hex color number to a string. + * + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex + * @return {string} The string color. + */ + function hex2string(hex) { + hex = hex.toString(16); + hex = '000000'.substr(0, 6 - hex.length) + hex; + + return '#' + hex; + } + + /** + * Converts a color as an [R, G, B] array to a hex number + * + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - rgb array + * @return {number} The color number + */ + function rgb2hex(rgb) { + return (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0); + } + + /** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @return {number} resolution / device pixel ratio of an asset + */ + function getResolutionOfUrl(url, defaultValue) { + var resolution = _settings2.default.RETINA_PREFIX.exec(url); + + if (resolution) { + return parseFloat(resolution[1]); + } + + return defaultValue !== undefined ? defaultValue : 1; + } + + /** + * Typedef for decomposeDataUri return object. + * + * @typedef {object} DecomposedDataUri + * @property {mediaType} Media type, eg. `image` + * @property {subType} Sub type, eg. `png` + * @property {encoding} Data encoding, eg. `base64` + * @property {data} The actual data + */ + + /** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @return {DecomposedDataUri|undefined} The decomposed data uri or undefined + */ + function decomposeDataUri(dataUri) { + var dataUriMatch = _const.DATA_URI.exec(dataUri); + + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + encoding: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + data: dataUriMatch[4] + }; + } + + return undefined; + } + + /** + * Get type of the image by regexp for extension. Returns undefined for unknown extensions. + * + * @memberof PIXI.utils + * @function getUrlFileExtension + * @param {string} url - the image path + * @return {string|undefined} image extension + */ + function getUrlFileExtension(url) { + var extension = _const.URL_FILE_EXTENSION.exec(url); + + if (extension) { + return extension[1].toLowerCase(); + } + + return undefined; + } + + /** + * Typedef for Size object. + * + * @typedef {object} Size + * @property {width} Width component + * @property {height} Height component + */ + + /** + * Get size from an svg string using regexp. + * + * @memberof PIXI.utils + * @function getSvgSize + * @param {string} svgString - a serialized svg element + * @return {Size|undefined} image extension + */ + function getSvgSize(svgString) { + var sizeMatch = _const.SVG_SIZE.exec(svgString); + var size = {}; + + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + } + + return size; + } + + /** + * Skips the hello message of renderers that are created after this is run. + * + * @function skipHello + * @memberof PIXI.utils + */ + function skipHello() { + saidHello = true; + } + + /** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever makes you a jerk face. + * + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ + function sayHello(type) { + if (saidHello) { + return; + } + + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = ['\n %c %c %c PixiJS ' + _const.VERSION + ' - \u2730 ' + type + ' \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;']; + + window.console.log.apply(console, args); + } else if (window.console) { + window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/'); + } + + saidHello = true; + } + + /** + * Helper for checking for webgl support + * + * @memberof PIXI.utils + * @function isWebGLSupported + * @return {boolean} is webgl supported + */ + function isWebGLSupported() { + var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true }; + + try { + if (!window.WebGLRenderingContext) { + return false; + } + + var canvas = document.createElement('canvas'); + var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions); + + var success = !!(gl && gl.getContextAttributes().stencil); + + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + + if (loseContext) { + loseContext.loseContext(); + } + } + + gl = null; + + return success; + } catch (e) { + return false; + } + } + + /** + * Returns sign of number + * + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ + function sign(n) { + if (n === 0) return 0; + + return n < 0 ? -1 : 1; + } + + /** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ + var TextureCache = exports.TextureCache = Object.create(null); + + /** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ + var BaseTextureCache = exports.BaseTextureCache = Object.create(null); + + /** + * Destroys all texture in the cache + * + * @memberof PIXI.utils + * @function destroyTextureCache + */ + function destroyTextureCache() { + var key = void 0; + + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } + } + + /** + * Removes all textures from cache, but does not destroy them + * + * @memberof PIXI.utils + * @function clearTextureCache + */ + function clearTextureCache() { + var key = void 0; + + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } + } + + /** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @const premultiplyBlendMode + * @type {Array} + */ + var premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)(); + + /** + * changes blendMode according to texture format + * + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode supposed blend mode + * @param {boolean} premultiplied whether source is premultiplied + * @returns {number} true blend mode for this texture + */ + function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; + } + + /** + * premultiplies tint + * + * @param {number} tint integet RGB + * @param {number} alpha floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ + function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = tint >> 16 & 0xFF; + var G = tint >> 8 & 0xFF; + var B = tint & 0xFF; + + R = R * alpha + 0.5 | 0; + G = G * alpha + 0.5 | 0; + B = B * alpha + 0.5 | 0; + + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; + } + + /** + * combines rgb and alpha to out array + * + * @param {Float32Array|number[]} rgb input rgb + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + + return out; + } + + /** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * + * @param {number} tint input tint + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = (tint >> 16 & 0xFF) / 255.0; + out[1] = (tint >> 8 & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + + return out; + } + + }, { "../const": 46, "../settings": 101, "./mapPremultipliedBlendModes": 125, "./mixin": 127, "./pluginTarget": 128, "eventemitter3": 20, "ismobilejs": 21, "remove-array-items": 31 }], 125: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = mapPremultipliedBlendModes; + + var _const = require('../const'); + + /** + * Corrects PixiJS blend, takes premultiplied alpha into account + * + * @memberof PIXI + * @function mapPremultipliedBlendModes + * @private + * @param {Array} [array] - The array to output into. + * @return {Array} Mapped modes. + */ + + function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + + pm[_const.BLEND_MODES.NORMAL_NPM] = _const.BLEND_MODES.NORMAL; + pm[_const.BLEND_MODES.ADD_NPM] = _const.BLEND_MODES.ADD; + pm[_const.BLEND_MODES.SCREEN_NPM] = _const.BLEND_MODES.SCREEN; + + npm[_const.BLEND_MODES.NORMAL] = _const.BLEND_MODES.NORMAL_NPM; + npm[_const.BLEND_MODES.ADD] = _const.BLEND_MODES.ADD_NPM; + npm[_const.BLEND_MODES.SCREEN] = _const.BLEND_MODES.SCREEN_NPM; + + var array = []; + + array.push(npm); + array.push(pm); + + return array; + } + + }, { "../const": 46 }], 126: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = maxRecommendedTextures; + + var _ismobilejs = require('ismobilejs'); + + var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function maxRecommendedTextures(max) { + if (_ismobilejs2.default.tablet || _ismobilejs2.default.phone) { + // check if the res is iphone 6 or higher.. + return 4; + } + + // desktop should be ok + return max; + } + + }, { "ismobilejs": 21 }], 127: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + exports.mixin = mixin; + exports.delayMixin = delayMixin; + exports.performMixins = performMixins; + /** + * Mixes all enumerable properties and methods from a source object to a target object. + * + * @memberof PIXI.utils.mixins + * @function mixin + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ + function mixin(target, source) { + if (!target || !source) return; + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); + + // get all the enumerable property keys + var keys = Object.keys(source); + + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(target, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } + } + + var mixins = []; + + /** + * Queues a mixin to be handled towards the end of the initialization of PIXI, so that deprecation + * can take effect. + * + * @memberof PIXI.utils.mixins + * @function delayMixin + * @private + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ + function delayMixin(target, source) { + mixins.push(target, source); + } + + /** + * Handles all mixins queued via delayMixin(). + * + * @memberof PIXI.utils.mixins + * @function performMixins + * @private + */ + function performMixins() { + for (var i = 0; i < mixins.length; i += 2) { + mixin(mixins[i], mixins[i + 1]); + } + mixins.length = 0; + } + + }, {}], 128: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + /** + * Mixins functionality to make an object have "plugins". + * + * @example + * function MyObject() {} + * + * pluginTarget.mixin(MyObject); + * + * @mixin + * @memberof PIXI.utils + * @param {object} obj - The object to mix into. + */ + function pluginTarget(obj) { + obj.__plugins = {}; + + /** + * Adds a plugin to an object + * + * @param {string} pluginName - The events that should be listed. + * @param {Function} ctor - The constructor function for the plugin. + */ + obj.registerPlugin = function registerPlugin(pluginName, ctor) { + obj.__plugins[pluginName] = ctor; + }; + + /** + * Instantiates all the plugins of this object + * + */ + obj.prototype.initPlugins = function initPlugins() { + this.plugins = this.plugins || {}; + + for (var o in obj.__plugins) { + this.plugins[o] = new obj.__plugins[o](this); + } + }; + + /** + * Removes all the plugins of this object + * + */ + obj.prototype.destroyPlugins = function destroyPlugins() { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + + this.plugins = null; + }; + } + + exports.default = { + /** + * Mixes in the properties of the pluginTarget into another object + * + * @param {object} obj - The obj to mix into + */ + mixin: function mixin(obj) { + pluginTarget(obj); + } + }; + + }, {}], 129: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = trimCanvas; + /** + * Trim transparent borders from a canvas + * + * @memberof PIXI + * @function trimCanvas + * @private + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ + function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + + var width = canvas.width; + var height = canvas.height; + + var context = canvas.getContext('2d'); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + + var bound = { + top: null, + left: null, + right: null, + bottom: null + }; + var i = void 0; + var x = void 0; + var y = void 0; + + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = i / 4 % width; + y = ~~(i / 4 / width); + + if (bound.top === null) { + bound.top = y; + } + + if (bound.left === null) { + bound.left = x; + } else if (x < bound.left) { + bound.left = x; + } + + if (bound.right === null) { + bound.right = x + 1; + } else if (bound.right < x) { + bound.right = x + 1; + } + + if (bound.bottom === null) { + bound.bottom = y; + } else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + + var data = context.getImageData(bound.left, bound.top, width, height); + + return { + height: height, + width: width, + data: data + }; + } + + }, {}], 130: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = deprecation; + // provide method to give a stack track for warnings + // useful for tracking-down where deprecated methods/properties/classes + // are being used within the code + function warn(msg) { + /* eslint-disable no-console */ + var stack = new Error().stack; + + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('Deprecation Warning: ', msg); + } else { + // chop off the stack trace which includes pixi.js internal calls + stack = stack.split('\n').splice(3).join('\n'); + + if (console.groupCollapsed) { + console.groupCollapsed('%cDeprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', msg); + console.warn(stack); + console.groupEnd(); + } else { + console.warn('Deprecation Warning: ', msg); + console.warn(stack); + } + } + /* eslint-enable no-console */ + } + + function deprecation(core) { + var mesh = core.mesh; + var particles = core.particles; + var extras = core.extras; + var filters = core.filters; + var prepare = core.prepare; + var loaders = core.loaders; + var interaction = core.interaction; + + + Object.defineProperties(core, { + + /** + * @class + * @private + * @name SpriteBatch + * @memberof PIXI + * @see PIXI.ParticleContainer + * @throws {ReferenceError} SpriteBatch does not exist any more, please use the new ParticleContainer instead. + * @deprecated since version 3.0.0 + */ + SpriteBatch: { + get: function get() { + throw new ReferenceError('SpriteBatch does not exist any more, ' + 'please use the new ParticleContainer instead.'); + } + }, + + /** + * @class + * @private + * @name AssetLoader + * @memberof PIXI + * @see PIXI.loaders.Loader + * @throws {ReferenceError} The loader system was overhauled in PixiJS v3, + * please see the new PIXI.loaders.Loader class. + * @deprecated since version 3.0.0 + */ + AssetLoader: { + get: function get() { + throw new ReferenceError('The loader system was overhauled in PixiJS v3, ' + 'please see the new PIXI.loaders.Loader class.'); + } + }, + + /** + * @class + * @private + * @name Stage + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + Stage: { + get: function get() { + warn('You do not need to use a PIXI Stage any more, you can simply render any container.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name DisplayObjectContainer + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + DisplayObjectContainer: { + get: function get() { + warn('DisplayObjectContainer has been shortened to Container, please use Container from now on.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name Strip + * @memberof PIXI + * @see PIXI.mesh.Mesh + * @deprecated since version 3.0.0 + */ + Strip: { + get: function get() { + warn('The Strip class has been renamed to Mesh and moved to mesh.Mesh, please use mesh.Mesh from now on.'); + + return mesh.Mesh; + } + }, + + /** + * @class + * @private + * @name Rope + * @memberof PIXI + * @see PIXI.mesh.Rope + * @deprecated since version 3.0.0 + */ + Rope: { + get: function get() { + warn('The Rope class has been moved to mesh.Rope, please use mesh.Rope from now on.'); + + return mesh.Rope; + } + }, + + /** + * @class + * @private + * @name ParticleContainer + * @memberof PIXI + * @see PIXI.particles.ParticleContainer + * @deprecated since version 4.0.0 + */ + ParticleContainer: { + get: function get() { + warn('The ParticleContainer class has been moved to particles.ParticleContainer, ' + 'please use particles.ParticleContainer from now on.'); + + return particles.ParticleContainer; + } + }, + + /** + * @class + * @private + * @name MovieClip + * @memberof PIXI + * @see PIXI.extras.MovieClip + * @deprecated since version 3.0.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been moved to extras.AnimatedSprite, please use extras.AnimatedSprite.'); + + return extras.AnimatedSprite; + } + }, + + /** + * @class + * @private + * @name TilingSprite + * @memberof PIXI + * @see PIXI.extras.TilingSprite + * @deprecated since version 3.0.0 + */ + TilingSprite: { + get: function get() { + warn('The TilingSprite class has been moved to extras.TilingSprite, ' + 'please use extras.TilingSprite from now on.'); + + return extras.TilingSprite; + } + }, + + /** + * @class + * @private + * @name BitmapText + * @memberof PIXI + * @see PIXI.extras.BitmapText + * @deprecated since version 3.0.0 + */ + BitmapText: { + get: function get() { + warn('The BitmapText class has been moved to extras.BitmapText, ' + 'please use extras.BitmapText from now on.'); + + return extras.BitmapText; + } + }, + + /** + * @class + * @private + * @name blendModes + * @memberof PIXI + * @see PIXI.BLEND_MODES + * @deprecated since version 3.0.0 + */ + blendModes: { + get: function get() { + warn('The blendModes has been moved to BLEND_MODES, please use BLEND_MODES from now on.'); + + return core.BLEND_MODES; + } + }, + + /** + * @class + * @private + * @name scaleModes + * @memberof PIXI + * @see PIXI.SCALE_MODES + * @deprecated since version 3.0.0 + */ + scaleModes: { + get: function get() { + warn('The scaleModes has been moved to SCALE_MODES, please use SCALE_MODES from now on.'); + + return core.SCALE_MODES; + } + }, + + /** + * @class + * @private + * @name BaseTextureCache + * @memberof PIXI + * @see PIXI.utils.BaseTextureCache + * @deprecated since version 3.0.0 + */ + BaseTextureCache: { + get: function get() { + warn('The BaseTextureCache class has been moved to utils.BaseTextureCache, ' + 'please use utils.BaseTextureCache from now on.'); + + return core.utils.BaseTextureCache; + } + }, + + /** + * @class + * @private + * @name TextureCache + * @memberof PIXI + * @see PIXI.utils.TextureCache + * @deprecated since version 3.0.0 + */ + TextureCache: { + get: function get() { + warn('The TextureCache class has been moved to utils.TextureCache, ' + 'please use utils.TextureCache from now on.'); + + return core.utils.TextureCache; + } + }, + + /** + * @namespace + * @private + * @name math + * @memberof PIXI + * @see PIXI + * @deprecated since version 3.0.6 + */ + math: { + get: function get() { + warn('The math namespace is deprecated, please access members already accessible on PIXI.'); + + return core; + } + }, + + /** + * @class + * @private + * @name PIXI.AbstractFilter + * @see PIXI.Filter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.Filter; + } + }, + + /** + * @class + * @private + * @name PIXI.TransformManual + * @see PIXI.TransformBase + * @deprecated since version 4.0.0 + */ + TransformManual: { + get: function get() { + warn('TransformManual has been renamed to TransformBase, please update your pixi-spine'); + + return core.TransformBase; + } + }, + + /** + * @static + * @constant + * @name PIXI.TARGET_FPMS + * @see PIXI.settings.TARGET_FPMS + * @deprecated since version 4.2.0 + */ + TARGET_FPMS: { + get: function get() { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + return core.settings.TARGET_FPMS; + }, + set: function set(value) { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + core.settings.TARGET_FPMS = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.FILTER_RESOLUTION + * @see PIXI.settings.FILTER_RESOLUTION + * @deprecated since version 4.2.0 + */ + FILTER_RESOLUTION: { + get: function get() { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + return core.settings.FILTER_RESOLUTION; + }, + set: function set(value) { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + core.settings.FILTER_RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RESOLUTION + * @see PIXI.settings.RESOLUTION + * @deprecated since version 4.2.0 + */ + RESOLUTION: { + get: function get() { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + return core.settings.RESOLUTION; + }, + set: function set(value) { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + core.settings.RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.MIPMAP_TEXTURES + * @see PIXI.settings.MIPMAP_TEXTURES + * @deprecated since version 4.2.0 + */ + MIPMAP_TEXTURES: { + get: function get() { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + return core.settings.MIPMAP_TEXTURES; + }, + set: function set(value) { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + core.settings.MIPMAP_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_BATCH_SIZE + * @see PIXI.settings.SPRITE_BATCH_SIZE + * @deprecated since version 4.2.0 + */ + SPRITE_BATCH_SIZE: { + get: function get() { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + return core.settings.SPRITE_BATCH_SIZE; + }, + set: function set(value) { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + core.settings.SPRITE_BATCH_SIZE = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_MAX_TEXTURES + * @see PIXI.settings.SPRITE_MAX_TEXTURES + * @deprecated since version 4.2.0 + */ + SPRITE_MAX_TEXTURES: { + get: function get() { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + return core.settings.SPRITE_MAX_TEXTURES; + }, + set: function set(value) { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + core.settings.SPRITE_MAX_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RETINA_PREFIX + * @see PIXI.settings.RETINA_PREFIX + * @deprecated since version 4.2.0 + */ + RETINA_PREFIX: { + get: function get() { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + return core.settings.RETINA_PREFIX; + }, + set: function set(value) { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + core.settings.RETINA_PREFIX = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.DEFAULT_RENDER_OPTIONS + * @see PIXI.settings.RENDER_OPTIONS + * @deprecated since version 4.2.0 + */ + DEFAULT_RENDER_OPTIONS: { + get: function get() { + warn('PIXI.DEFAULT_RENDER_OPTIONS has been deprecated, please use PIXI.settings.DEFAULT_RENDER_OPTIONS'); + + return core.settings.RENDER_OPTIONS; + } + } + }); + + // Move the default properties to settings + var defaults = [{ parent: 'TRANSFORM_MODE', target: 'TRANSFORM_MODE' }, { parent: 'GC_MODES', target: 'GC_MODE' }, { parent: 'WRAP_MODES', target: 'WRAP_MODE' }, { parent: 'SCALE_MODES', target: 'SCALE_MODE' }, { parent: 'PRECISION', target: 'PRECISION_FRAGMENT' }]; + + var _loop = function _loop(i) { + var deprecation = defaults[i]; + + Object.defineProperty(core[deprecation.parent], 'DEFAULT', { + get: function get() { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + return core.settings[deprecation.target]; + }, + set: function set(value) { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + core.settings[deprecation.target] = value; + } + }); + }; + + for (var i = 0; i < defaults.length; i++) { + _loop(i); + } + + Object.defineProperties(core.settings, { + + /** + * @static + * @name PRECISION + * @memberof PIXI.settings + * @see PIXI.PRECISION + * @deprecated since version 4.4.0 + */ + PRECISION: { + get: function get() { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + return core.settings.PRECISION_FRAGMENT; + }, + set: function set(value) { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + core.settings.PRECISION_FRAGMENT = value; + } + } + }); + + if (extras.AnimatedSprite) { + Object.defineProperties(extras, { + + /** + * @class + * @name MovieClip + * @memberof PIXI.extras + * @see PIXI.extras.AnimatedSprite + * @deprecated since version 4.2.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been renamed to AnimatedSprite, please use AnimatedSprite from now on.'); + + return extras.AnimatedSprite; + } + } + }); + } + + core.DisplayObject.prototype.generateTexture = function generateTexture(renderer, scaleMode, resolution) { + warn('generateTexture has moved to the renderer, please use renderer.generateTexture(displayObject)'); + + return renderer.generateTexture(this, scaleMode, resolution); + }; + + core.Graphics.prototype.generateTexture = function generateTexture(scaleMode, resolution) { + warn('graphics generate texture has moved to the renderer. ' + 'Or to render a graphics to a texture using canvas please use generateCanvasTexture'); + + return this.generateCanvasTexture(scaleMode, resolution); + }; + + core.RenderTexture.prototype.render = function render(displayObject, matrix, clear, updateTransform) { + this.legacyRenderer.render(displayObject, this, clear, matrix, !updateTransform); + warn('RenderTexture.render is now deprecated, please use renderer.render(displayObject, renderTexture)'); + }; + + core.RenderTexture.prototype.getImage = function getImage(target) { + warn('RenderTexture.getImage is now deprecated, please use renderer.extract.image(target)'); + + return this.legacyRenderer.extract.image(target); + }; + + core.RenderTexture.prototype.getBase64 = function getBase64(target) { + warn('RenderTexture.getBase64 is now deprecated, please use renderer.extract.base64(target)'); + + return this.legacyRenderer.extract.base64(target); + }; + + core.RenderTexture.prototype.getCanvas = function getCanvas(target) { + warn('RenderTexture.getCanvas is now deprecated, please use renderer.extract.canvas(target)'); + + return this.legacyRenderer.extract.canvas(target); + }; + + core.RenderTexture.prototype.getPixels = function getPixels(target) { + warn('RenderTexture.getPixels is now deprecated, please use renderer.extract.pixels(target)'); + + return this.legacyRenderer.pixels(target); + }; + + /** + * @method + * @private + * @name PIXI.Sprite#setTexture + * @see PIXI.Sprite#texture + * @deprecated since version 3.0.0 + * @param {PIXI.Texture} texture - The texture to set to. + */ + core.Sprite.prototype.setTexture = function setTexture(texture) { + this.texture = texture; + warn('setTexture is now deprecated, please use the texture property, e.g : sprite.texture = texture;'); + }; + + if (extras.BitmapText) { + /** + * @method + * @name PIXI.extras.BitmapText#setText + * @see PIXI.extras.BitmapText#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + extras.BitmapText.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myBitmapText.text = \'my text\';'); + }; + } + + /** + * @method + * @name PIXI.Text#setText + * @see PIXI.Text#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + core.Text.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myText.text = \'my text\';'); + }; + + /** + * Calculates the ascent, descent and fontSize of a given fontStyle + * + * @name PIXI.Text.calculateFontProperties + * @see PIXI.TextMetrics.measureFont + * @deprecated since version 4.5.0 + * @param {string} font - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.calculateFontProperties = function calculateFontProperties(font) { + warn('Text.calculateFontProperties is now deprecated, please use the TextMetrics.measureFont'); + + return core.TextMetrics.measureFont(font); + }; + + Object.defineProperties(core.Text, { + fontPropertiesCache: { + get: function get() { + warn('Text.fontPropertiesCache is deprecated'); + + return core.TextMetrics._fonts; + } + }, + fontPropertiesCanvas: { + get: function get() { + warn('Text.fontPropertiesCanvas is deprecated'); + + return core.TextMetrics._canvas; + } + }, + fontPropertiesContext: { + get: function get() { + warn('Text.fontPropertiesContext is deprecated'); + + return core.TextMetrics._context; + } + } + }); + + /** + * @method + * @name PIXI.Text#setStyle + * @see PIXI.Text#style + * @deprecated since version 3.0.0 + * @param {*} style - The style to set to. + */ + core.Text.prototype.setStyle = function setStyle(style) { + this.style = style; + warn('setStyle is now deprecated, please use the style property, e.g : myText.style = style;'); + }; + + /** + * @method + * @name PIXI.Text#determineFontProperties + * @see PIXI.Text#measureFontProperties + * @deprecated since version 4.2.0 + * @private + * @param {string} fontStyle - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.prototype.determineFontProperties = function determineFontProperties(fontStyle) { + warn('determineFontProperties is now deprecated, please use TextMetrics.measureFont method'); + + return core.TextMetrics.measureFont(fontStyle); + }; + + /** + * @method + * @name PIXI.Text.getFontStyle + * @see PIXI.TextMetrics.getFontStyle + * @deprecated since version 4.5.0 + * @param {PIXI.TextStyle} style - The style to use. + * @return {string} Font string + */ + core.Text.getFontStyle = function getFontStyle(style) { + warn('getFontStyle is now deprecated, please use TextStyle.toFontString() instead'); + + style = style || {}; + + if (!(style instanceof core.TextStyle)) { + style = new core.TextStyle(style); + } + + return style.toFontString(); + }; + + Object.defineProperties(core.TextStyle.prototype, { + /** + * Set all properties of a font as a single string + * + * @name PIXI.TextStyle#font + * @deprecated since version 4.0.0 + */ + font: { + get: function get() { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\', \'fontSize\', \'fontStyle\', \'fontVariant\' and \'fontWeight\' properties from now on'); + + var fontSizeString = typeof this._fontSize === 'number' ? this._fontSize + 'px' : this._fontSize; + + return this._fontStyle + ' ' + this._fontVariant + ' ' + this._fontWeight + ' ' + fontSizeString + ' ' + this._fontFamily; + }, + set: function set(font) { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\',\'fontSize\',fontStyle\',\'fontVariant\' and \'fontWeight\' properties from now on'); + + // can work out fontStyle from search of whole string + if (font.indexOf('italic') > 1) { + this._fontStyle = 'italic'; + } else if (font.indexOf('oblique') > -1) { + this._fontStyle = 'oblique'; + } else { + this._fontStyle = 'normal'; + } + + // can work out fontVariant from search of whole string + if (font.indexOf('small-caps') > -1) { + this._fontVariant = 'small-caps'; + } else { + this._fontVariant = 'normal'; + } + + // fontWeight and fontFamily are tricker to find, but it's easier to find the fontSize due to it's units + var splits = font.split(' '); + var fontSizeIndex = -1; + + this._fontSize = 26; + for (var _i = 0; _i < splits.length; ++_i) { + if (splits[_i].match(/(px|pt|em|%)/)) { + fontSizeIndex = _i; + this._fontSize = splits[_i]; + break; + } + } + + // we can now search for fontWeight as we know it must occur before the fontSize + this._fontWeight = 'normal'; + for (var _i2 = 0; _i2 < fontSizeIndex; ++_i2) { + if (splits[_i2].match(/(bold|bolder|lighter|100|200|300|400|500|600|700|800|900)/)) { + this._fontWeight = splits[_i2]; + break; + } + } + + // and finally join everything together after the fontSize in case the font family has multiple words + if (fontSizeIndex > -1 && fontSizeIndex < splits.length - 1) { + this._fontFamily = ''; + for (var _i3 = fontSizeIndex + 1; _i3 < splits.length; ++_i3) { + this._fontFamily += splits[_i3] + ' '; + } + + this._fontFamily = this._fontFamily.slice(0, -1); + } else { + this._fontFamily = 'Arial'; + } + + this.styleID++; + } + } + }); + + /** + * @method + * @name PIXI.Texture#setFrame + * @see PIXI.Texture#setFrame + * @deprecated since version 3.0.0 + * @param {PIXI.Rectangle} frame - The frame to set. + */ + core.Texture.prototype.setFrame = function setFrame(frame) { + this.frame = frame; + warn('setFrame is now deprecated, please use the frame property, e.g: myTexture.frame = frame;'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.addTextureToCache + * @see PIXI.Texture.addToCache + * @deprecated since 4.5.0 + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the texture will be stored against. + */ + core.Texture.addTextureToCache = function addTextureToCache(texture, id) { + core.Texture.addToCache(texture, id); + warn('Texture.addTextureToCache is deprecated, please use Texture.addToCache from now on.'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.removeTextureFromCache + * @see PIXI.Texture.removeFromCache + * @deprecated since 4.5.0 + * @param {string} id - The id of the texture to be removed + * @return {PIXI.Texture|null} The texture that was removed + */ + core.Texture.removeTextureFromCache = function removeTextureFromCache(id) { + warn('Texture.removeTextureFromCache is deprecated, please use Texture.removeFromCache from now on. ' + 'Be aware that Texture.removeFromCache does not automatically its BaseTexture from the BaseTextureCache. ' + 'For that, use BaseTexture.removeFromCache'); + + core.BaseTexture.removeFromCache(id); + + return core.Texture.removeFromCache(id); + }; + + Object.defineProperties(filters, { + + /** + * @class + * @private + * @name PIXI.filters.AbstractFilter + * @see PIXI.AbstractFilter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.AbstractFilter; + } + }, + + /** + * @class + * @private + * @name PIXI.filters.SpriteMaskFilter + * @see PIXI.SpriteMaskFilter + * @deprecated since version 3.0.6 + */ + SpriteMaskFilter: { + get: function get() { + warn('filters.SpriteMaskFilter is an undocumented alias, please use SpriteMaskFilter from now on.'); + + return core.SpriteMaskFilter; + } + } + }); + + /** + * @method + * @name PIXI.utils.uuid + * @see PIXI.utils.uid + * @deprecated since version 3.0.6 + * @return {number} The uid + */ + core.utils.uuid = function () { + warn('utils.uuid() is deprecated, please use utils.uid() from now on.'); + + return core.utils.uid(); + }; + + /** + * @method + * @name PIXI.utils.canUseNewCanvasBlendModes + * @see PIXI.CanvasTinter + * @deprecated + * @return {boolean} Can use blend modes. + */ + core.utils.canUseNewCanvasBlendModes = function () { + warn('utils.canUseNewCanvasBlendModes() is deprecated, please use CanvasTinter.canUseMultiply from now on'); + + return core.CanvasTinter.canUseMultiply; + }; + + var saidHello = true; + + /** + * @name PIXI.utils._saidHello + * @type {boolean} + * @see PIXI.utils.skipHello + * @deprecated since 4.1.0 + */ + Object.defineProperty(core.utils, '_saidHello', { + set: function set(bool) { + if (bool) { + warn('PIXI.utils._saidHello is deprecated, please use PIXI.utils.skipHello()'); + this.skipHello(); + } + saidHello = bool; + }, + get: function get() { + return saidHello; + } + }); + + if (prepare.BasePrepare) { + /** + * @method + * @name PIXI.prepare.BasePrepare#register + * @see PIXI.prepare.BasePrepare#registerFindHook + * @deprecated since version 4.4.2 + * @param {Function} [addHook] - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @param {Function} [uploadHook] - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + prepare.BasePrepare.prototype.register = function register(addHook, uploadHook) { + warn('renderer.plugins.prepare.register is now deprecated, ' + 'please use renderer.plugins.prepare.registerFindHook & renderer.plugins.prepare.registerUploadHook'); + + if (addHook) { + this.registerFindHook(addHook); + } + + if (uploadHook) { + this.registerUploadHook(uploadHook); + } + + return this; + }; + } + + if (prepare.canvas) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.canvas.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.canvas, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (prepare.webgl) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.webgl.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.webgl, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (loaders.Loader) { + (function () { + var Resource = loaders.Resource; + var Loader = loaders.Loader; + + Object.defineProperties(Resource.prototype, { + isJson: { + get: function get() { + warn('The isJson property is deprecated, please use `resource.type === Resource.TYPE.JSON`.'); + + return this.type === Resource.TYPE.JSON; + } + }, + isXml: { + get: function get() { + warn('The isXml property is deprecated, please use `resource.type === Resource.TYPE.XML`.'); + + return this.type === Resource.TYPE.XML; + } + }, + isImage: { + get: function get() { + warn('The isImage property is deprecated, please use `resource.type === Resource.TYPE.IMAGE`.'); + + return this.type === Resource.TYPE.IMAGE; + } + }, + isAudio: { + get: function get() { + warn('The isAudio property is deprecated, please use `resource.type === Resource.TYPE.AUDIO`.'); + + return this.type === Resource.TYPE.AUDIO; + } + }, + isVideo: { + get: function get() { + warn('The isVideo property is deprecated, please use `resource.type === Resource.TYPE.VIDEO`.'); + + return this.type === Resource.TYPE.VIDEO; + } + } + }); + + Object.defineProperties(Loader.prototype, { + before: { + get: function get() { + warn('The before() method is deprecated, please use pre().'); + + return this.pre; + } + }, + after: { + get: function get() { + warn('The after() method is deprecated, please use use().'); + + return this.use; + } + } + }); + })(); + } + + if (interaction.interactiveTarget) { + /** + * @name PIXI.interaction.interactiveTarget#defaultCursor + * @static + * @type {number} + * @see PIXI.interaction.interactiveTarget#cursor + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.interactiveTarget, 'defaultCursor', { + set: function set(value) { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + this.cursor = value; + }, + get: function get() { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + + return this.cursor; + } + }); + } + + if (interaction.InteractionManager) { + /** + * @name PIXI.interaction.InteractionManager#defaultCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'defaultCursorStyle', { + set: function set(value) { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + this.cursorStyles.default = value; + }, + get: function get() { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + + return this.cursorStyles.default; + } + }); + + /** + * @name PIXI.interaction.InteractionManager#currentCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'currentCursorStyle', { + set: function set(value) { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + this.currentCursorMode = value; + }, + get: function get() { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + + return this.currentCursorMode; + } + }); + } + } + + }, {}], 131: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var TEMP_RECT = new core.Rectangle(); + + /** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + + var CanvasExtract = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasExtract(renderer) { + _classCallCheck(this, CanvasExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.CanvasExtract} extract + * @memberof PIXI.CanvasRenderer# + * @see PIXI.extract.CanvasExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + CanvasExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `CanvasExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + CanvasExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + CanvasExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + + frame = TEMP_RECT; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height); + var canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // send the canvas back.. + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + CanvasExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + + return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data; + }; + + /** + * Destroys the extract + * + */ + + + CanvasExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return CanvasExtract; + }(); + + exports.default = CanvasExtract; + + + core.CanvasRenderer.registerPlugin('extract', CanvasExtract); + + }, { "../../core": 65 }], 132: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLExtract = require('./webgl/WebGLExtract'); + + Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLExtract).default; + } + }); + + var _CanvasExtract = require('./canvas/CanvasExtract'); + + Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasExtract).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./canvas/CanvasExtract": 131, "./webgl/WebGLExtract": 133 }], 133: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var TEMP_RECT = new core.Rectangle(); + var BYTES_PER_PIXEL = 4; + + /** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + + var WebGLExtract = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLExtract(renderer) { + _classCallCheck(this, WebGLExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.WebGLExtract} extract + * @memberof PIXI.WebGLRenderer# + * @see PIXI.extract.WebGLExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + WebGLExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `WebGLExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + WebGLExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + WebGLExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var flipY = false; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + flipY = false; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + flipY = true; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + + // set up an array of pixels + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + + canvasData.data.set(webglPixels); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // pulling pixels + if (flipY) { + canvasBuffer.context.scale(1, -1); + canvasBuffer.context.drawImage(canvasBuffer.canvas, 0, -height); + } + } + + // send the canvas back.. + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + WebGLExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + } + + return webglPixels; + }; + + /** + * Destroys the extract + * + */ + + + WebGLExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return WebGLExtract; + }(); + + exports.default = WebGLExtract; + + + core.WebGLRenderer.registerPlugin('extract', WebGLExtract); + + }, { "../../core": 65 }], 134: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @typedef FrameObject + * @type {object} + * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame + * @property {number} time - the duration of the frame in ms + */ + + /** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.fromImage(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let mc = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ + var AnimatedSprite = function (_core$Sprite) { + _inherits(AnimatedSprite, _core$Sprite); + + /** + * @param {PIXI.Texture[]|FrameObject[]} textures - an array of {@link PIXI.Texture} or frame + * objects that make up the animation + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.ticker.shared to auto update animation time. + */ + function AnimatedSprite(textures, autoUpdate) { + _classCallCheck(this, AnimatedSprite); + + /** + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture)); + + _this._textures = null; + + /** + * @private + */ + _this._durations = null; + + _this.textures = textures; + + /** + * `true` uses PIXI.ticker.shared to auto update animation time. + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = autoUpdate !== false; + + /** + * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower + * + * @member {number} + * @default 1 + */ + _this.animationSpeed = 1; + + /** + * Whether or not the animate sprite repeats after playing. + * + * @member {boolean} + * @default true + */ + _this.loop = true; + + /** + * Function to call when a AnimatedSprite finishes playing + * + * @member {Function} + */ + _this.onComplete = null; + + /** + * Function to call when a AnimatedSprite changes which texture is being rendered + * + * @member {Function} + */ + _this.onFrameChange = null; + + /** + * Function to call when 'loop' is true, and an AnimatedSprite is played and loops around to start again + * + * @member {Function} + */ + _this.onLoop = null; + + /** + * Elapsed time since animation has been started, used internally to display current texture + * + * @member {number} + * @private + */ + _this._currentTime = 0; + + /** + * Indicates if the AnimatedSprite is currently playing + * + * @member {boolean} + * @readonly + */ + _this.playing = false; + return _this; + } + + /** + * Stops the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.stop = function stop() { + if (!this.playing) { + return; + } + + this.playing = false; + if (this._autoUpdate) { + core.ticker.shared.remove(this.update, this); + } + }; + + /** + * Plays the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.play = function play() { + if (this.playing) { + return; + } + + this.playing = true; + if (this._autoUpdate) { + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.HIGH); + } + }; + + /** + * Stops the AnimatedSprite and goes to a specific frame + * + * @param {number} frameNumber - frame index to stop at + */ + + + AnimatedSprite.prototype.gotoAndStop = function gotoAndStop(frameNumber) { + this.stop(); + + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + }; + + /** + * Goes to a specific frame and begins playing the AnimatedSprite + * + * @param {number} frameNumber - frame index to start at + */ + + + AnimatedSprite.prototype.gotoAndPlay = function gotoAndPlay(frameNumber) { + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + + this.play(); + }; + + /** + * Updates the object transform for rendering. + * + * @private + * @param {number} deltaTime - Time since last tick. + */ + + + AnimatedSprite.prototype.update = function update(deltaTime) { + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + + lag += elapsed / 60 * 1000; + + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + + var sign = Math.sign(this.animationSpeed * deltaTime); + + this._currentTime = Math.floor(this._currentTime); + + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + + this._currentTime += lag / this._durations[this.currentFrame]; + } else { + this._currentTime += elapsed; + } + + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + + if (this.onComplete) { + this.onComplete(); + } + } else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + + if (this.onComplete) { + this.onComplete(); + } + } else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + + this.updateTexture(); + } + }; + + /** + * Updates the displayed texture to match the current frame index + * + * @private + */ + + + AnimatedSprite.prototype.updateTexture = function updateTexture() { + this._texture = this._textures[this.currentFrame]; + this._textureID = -1; + + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } + }; + + /** + * Stops the AnimatedSprite and destroys it + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + AnimatedSprite.prototype.destroy = function destroy(options) { + this.stop(); + _core$Sprite.prototype.destroy.call(this, options); + }; + + /** + * A short hand way of creating a movieclip from an array of frame ids + * + * @static + * @param {string[]} frames - The array of frames ids the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animated sprite with the specified frames. + */ + + + AnimatedSprite.fromFrames = function fromFrames(frames) { + var textures = []; + + for (var i = 0; i < frames.length; ++i) { + textures.push(core.Texture.fromFrame(frames[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * A short hand way of creating a movieclip from an array of image ids + * + * @static + * @param {string[]} images - the array of image urls the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animate sprite with the specified images as frames. + */ + + + AnimatedSprite.fromImages = function fromImages(images) { + var textures = []; + + for (var i = 0; i < images.length; ++i) { + textures.push(core.Texture.fromImage(images[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * totalFrames is the total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * + * @readonly + * @member {number} + * @default 0 + */ + + + _createClass(AnimatedSprite, [{ + key: 'totalFrames', + get: function get() { + return this._textures.length; + } + + /** + * The array of textures used for this AnimatedSprite + * + * @member {PIXI.Texture[]} + */ + + }, { + key: 'textures', + get: function get() { + return this._textures; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value[0] instanceof core.Texture) { + this._textures = value; + this._durations = null; + } else { + this._textures = []; + this._durations = []; + + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this.gotoAndStop(0); + this.updateTexture(); + } + + /** + * The AnimatedSprites current frame index + * + * @member {number} + * @readonly + */ + + }, { + key: 'currentFrame', + get: function get() { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + + return currentFrame; + } + }]); + + return AnimatedSprite; + }(core.Sprite); + + exports.default = AnimatedSprite; + + }, { "../core": 65 }], 135: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _ObservablePoint = require('../core/math/ObservablePoint'); + + var _ObservablePoint2 = _interopRequireDefault(_ObservablePoint); + + var _settings = require('../core/settings'); + + var _settings2 = _interopRequireDefault(_settings); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * A BitmapText object will create a line or multiple lines of text using bitmap font. To + * split a line you can use '\n', '\r' or '\r\n' in your string. You can generate the fnt files using: + * + * A BitmapText can only be created when the font is loaded + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.extras.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"}); + * ``` + * + * http://www.angelcode.com/products/bmfont/ for windows or + * http://www.bmglyph.com/ for mac. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.extras + */ + var BitmapText = function (_core$Container) { + _inherits(BitmapText, _core$Container); + + /** + * @param {string} text - The copy that you would like the text to display + * @param {object} style - The style parameters + * @param {string|object} style.font - The font descriptor for the object, can be passed as a string of form + * "24px FontName" or "FontName" or as an object with explicit name/size properties. + * @param {string} [style.font.name] - The bitmap font id + * @param {number} [style.font.size] - The size of the font in pixels, e.g. 24 + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect + * single line text + * @param {number} [style.tint=0xFFFFFF] - The tint color + */ + function BitmapText(text) { + var style = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + _classCallCheck(this, BitmapText); + + /** + * Private tracker for the width of the overall text + * + * @member {number} + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._textWidth = 0; + + /** + * Private tracker for the height of the overall text + * + * @member {number} + * @private + */ + _this._textHeight = 0; + + /** + * Private tracker for the letter sprite pool. + * + * @member {PIXI.Sprite[]} + * @private + */ + _this._glyphs = []; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._font = { + tint: style.tint !== undefined ? style.tint : 0xFFFFFF, + align: style.align || 'left', + name: null, + size: 0 + }; + + /** + * Private tracker for the current font. + * + * @member {object} + * @private + */ + _this.font = style.font; // run font setter + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = text; + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + * @private + */ + _this._maxWidth = 0; + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @private + */ + _this._maxLineHeight = 0; + + /** + * Text anchor. read-only + * + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new _ObservablePoint2.default(function () { + _this.dirty = true; + }, _this, 0, 0); + + /** + * The dirty state of this object. + * + * @member {boolean} + */ + _this.dirty = false; + + _this.updateText(); + return _this; + } + + /** + * Renders text and updates it when needed + * + * @private + */ + + + BitmapText.prototype.updateText = function updateText() { + var data = BitmapText.fonts[this._font.name]; + var scale = this._font.size / data.size; + var pos = new core.Point(); + var chars = []; + var lineWidths = []; + + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastSpace = -1; + var lastSpaceWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + + for (var i = 0; i < this.text.length; i++) { + var charCode = this.text.charCodeAt(i); + + if (/(\s)/.test(this.text.charAt(i))) { + lastSpace = i; + lastSpaceWidth = lastLineWidth; + } + + if (/(?:\r\n|\r|\n)/.test(this.text.charAt(i))) { + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + if (lastSpace !== -1 && this._maxWidth > 0 && pos.x * scale > this._maxWidth) { + core.utils.removeItems(chars, lastSpace - spacesRemoved, i - lastSpace); + i = lastSpace; + lastSpace = -1; + ++spacesRemoved; + + lineWidths.push(lastSpaceWidth); + maxLineWidth = Math.max(maxLineWidth, lastSpaceWidth); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + var charData = data.chars[charCode]; + + if (!charData) { + continue; + } + + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + + chars.push({ + texture: charData.texture, + line: line, + charCode: charCode, + position: new core.Point(pos.x + charData.xOffset, pos.y + charData.yOffset) + }); + lastLineWidth = pos.x + (charData.texture.width + charData.xOffset); + pos.x += charData.xAdvance; + maxLineHeight = Math.max(maxLineHeight, charData.yOffset + charData.texture.height); + prevCharCode = charCode; + } + + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + + var lineAlignOffsets = []; + + for (var _i = 0; _i <= line; _i++) { + var alignOffset = 0; + + if (this._font.align === 'right') { + alignOffset = maxLineWidth - lineWidths[_i]; + } else if (this._font.align === 'center') { + alignOffset = (maxLineWidth - lineWidths[_i]) / 2; + } + + lineAlignOffsets.push(alignOffset); + } + + var lenChars = chars.length; + var tint = this.tint; + + for (var _i2 = 0; _i2 < lenChars; _i2++) { + var c = this._glyphs[_i2]; // get the next glyph sprite + + if (c) { + c.texture = chars[_i2].texture; + } else { + c = new core.Sprite(chars[_i2].texture); + this._glyphs.push(c); + } + + c.position.x = (chars[_i2].position.x + lineAlignOffsets[chars[_i2].line]) * scale; + c.position.y = chars[_i2].position.y * scale; + c.scale.x = c.scale.y = scale; + c.tint = tint; + + if (!c.parent) { + this.addChild(c); + } + } + + // remove unnecessary children. + for (var _i3 = lenChars; _i3 < this._glyphs.length; ++_i3) { + this.removeChild(this._glyphs[_i3]); + } + + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + for (var _i4 = 0; _i4 < lenChars; _i4++) { + this._glyphs[_i4].x -= this._textWidth * this.anchor.x; + this._glyphs[_i4].y -= this._textHeight * this.anchor.y; + } + } + this._maxLineHeight = maxLineHeight * scale; + }; + + /** + * Updates the transform of this object + * + * @private + */ + + + BitmapText.prototype.updateTransform = function updateTransform() { + this.validate(); + this.containerUpdateTransform(); + }; + + /** + * Validates text before calling parent's getLocalBounds + * + * @return {PIXI.Rectangle} The rectangular bounding area + */ + + + BitmapText.prototype.getLocalBounds = function getLocalBounds() { + this.validate(); + + return _core$Container.prototype.getLocalBounds.call(this); + }; + + /** + * Updates text when needed + * + * @private + */ + + + BitmapText.prototype.validate = function validate() { + if (this.dirty) { + this.updateText(); + this.dirty = false; + } + }; + + /** + * The tint of the BitmapText object + * + * @member {number} + */ + + + /** + * Register a bitmap font with data and a texture. + * + * @static + * @param {XMLDocument} xml - The XML document data. + * @param {PIXI.Texture} texture - Texture with all symbols. + * @return {Object} Result font object with font, size, lineHeight and char fields. + */ + BitmapText.registerFont = function registerFont(xml, texture) { + var data = {}; + var info = xml.getElementsByTagName('info')[0]; + var common = xml.getElementsByTagName('common')[0]; + var res = texture.baseTexture.resolution || _settings2.default.RESOLUTION; + + data.font = info.getAttribute('face'); + data.size = parseInt(info.getAttribute('size'), 10); + data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res; + data.chars = {}; + + // parse letters + var letters = xml.getElementsByTagName('char'); + + for (var i = 0; i < letters.length; i++) { + var letter = letters[i]; + var charCode = parseInt(letter.getAttribute('id'), 10); + + var textureRect = new core.Rectangle(parseInt(letter.getAttribute('x'), 10) / res + texture.frame.x / res, parseInt(letter.getAttribute('y'), 10) / res + texture.frame.y / res, parseInt(letter.getAttribute('width'), 10) / res, parseInt(letter.getAttribute('height'), 10) / res); + + data.chars[charCode] = { + xOffset: parseInt(letter.getAttribute('xoffset'), 10) / res, + yOffset: parseInt(letter.getAttribute('yoffset'), 10) / res, + xAdvance: parseInt(letter.getAttribute('xadvance'), 10) / res, + kerning: {}, + texture: new core.Texture(texture.baseTexture, textureRect) + + }; + } + + // parse kernings + var kernings = xml.getElementsByTagName('kerning'); + + for (var _i5 = 0; _i5 < kernings.length; _i5++) { + var kerning = kernings[_i5]; + var first = parseInt(kerning.getAttribute('first'), 10) / res; + var second = parseInt(kerning.getAttribute('second'), 10) / res; + var amount = parseInt(kerning.getAttribute('amount'), 10) / res; + + if (data.chars[second]) { + data.chars[second].kerning[first] = amount; + } + } + + // I'm leaving this as a temporary fix so we can test the bitmap fonts in v3 + // but it's very likely to change + BitmapText.fonts[data.font] = data; + + return data; + }; + + _createClass(BitmapText, [{ + key: 'tint', + get: function get() { + return this._font.tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.tint = typeof value === 'number' && value >= 0 ? value : 0xFFFFFF; + + this.dirty = true; + } + + /** + * The alignment of the BitmapText object + * + * @member {string} + * @default 'left' + */ + + }, { + key: 'align', + get: function get() { + return this._font.align; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.align = value || 'left'; + + this.dirty = true; + } + + /** + * The anchor sets the origin point of the text. + * The default is 0,0 this means the text's origin is the top left + * Setting the anchor to 0.5,0.5 means the text's origin is centered + * Setting the anchor to 1,1 would mean the text's origin point will be the bottom right corner + * + * @member {PIXI.Point | number} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (typeof value === 'number') { + this._anchor.set(value); + } else { + this._anchor.copy(value); + } + } + + /** + * The font descriptor of the BitmapText object + * + * @member {string|object} + */ + + }, { + key: 'font', + get: function get() { + return this._font; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (!value) { + return; + } + + if (typeof value === 'string') { + value = value.split(' '); + + this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' '); + this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size; + } else { + this._font.name = value.name; + this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10); + } + + this.dirty = true; + } + + /** + * The text of the BitmapText object + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + value = value.toString() || ' '; + if (this._text === value) { + return; + } + this._text = value; + this.dirty = true; + } + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + */ + + }, { + key: 'maxWidth', + get: function get() { + return this._maxWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + } + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @readonly + */ + + }, { + key: 'maxLineHeight', + get: function get() { + this.validate(); + + return this._maxLineHeight; + } + + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textWidth', + get: function get() { + this.validate(); + + return this._textWidth; + } + + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textHeight', + get: function get() { + this.validate(); + + return this._textHeight; + } + }]); + + return BitmapText; + }(core.Container); + + exports.default = BitmapText; + + + BitmapText.fonts = {}; + + }, { "../core": 65, "../core/math/ObservablePoint": 68, "../core/settings": 101 }], 136: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _Matrix = require('../core/math/Matrix'); + + var _Matrix2 = _interopRequireDefault(_Matrix); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var tempMat = new _Matrix2.default(); + + /** + * class controls uv transform and frame clamp for texture + * + * @class + * @memberof PIXI.extras + */ + + var TextureTransform = function () { + /** + * + * @param {PIXI.Texture} texture observed texture + * @param {number} [clampMargin] Changes frame clamping, 0.5 by default. Use -0.5 for extra border. + * @constructor + */ + function TextureTransform(texture, clampMargin) { + _classCallCheck(this, TextureTransform); + + this._texture = texture; + + this.mapCoord = new _Matrix2.default(); + + this.uClampFrame = new Float32Array(4); + + this.uClampOffset = new Float32Array(2); + + this._lastTextureID = -1; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders + * + * @default 0 + * @member {number} + */ + this.clampOffset = 0; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + this.clampMargin = typeof clampMargin === 'undefined' ? 0.5 : clampMargin; + } + + /** + * texture property + * @member {PIXI.Texture} + */ + + + /** + * Multiplies uvs array to transform + * @param {Float32Array} uvs mesh uvs + * @param {Float32Array} [out=uvs] output + * @returns {Float32Array} output + */ + TextureTransform.prototype.multiplyUvs = function multiplyUvs(uvs, out) { + if (out === undefined) { + out = uvs; + } + + var mat = this.mapCoord; + + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + + out[i] = x * mat.a + y * mat.c + mat.tx; + out[i + 1] = x * mat.b + y * mat.d + mat.ty; + } + + return out; + }; + + /** + * updates matrices if texture was changed + * @param {boolean} forceUpdate if true, matrices will be updated any case + * @returns {boolean} whether or not it was updated + */ + + + TextureTransform.prototype.update = function update(forceUpdate) { + var tex = this._texture; + + if (!tex || !tex.valid) { + return false; + } + + if (!forceUpdate && this._lastTextureID === tex._updateID) { + return false; + } + + this._lastTextureID = tex._updateID; + + var uvs = tex._uvs; + + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + + var orig = tex.orig; + var trim = tex.trim; + + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); + } + + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + + return true; + }; + + _createClass(TextureTransform, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._texture = value; + this._lastTextureID = -1; + } + }]); + + return TextureTransform; + }(); + + exports.default = TextureTransform; + + }, { "../core/math/Matrix": 67 }], 137: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _CanvasTinter = require('../core/sprites/canvas/CanvasTinter'); + + var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + + var _TextureTransform = require('./TextureTransform'); + + var _TextureTransform2 = _interopRequireDefault(_TextureTransform); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var tempPoint = new core.Point(); + + /** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ + + var TilingSprite = function (_core$Sprite) { + _inherits(TilingSprite, _core$Sprite); + + /** + * @param {PIXI.Texture} texture - the texture of the tiling sprite + * @param {number} [width=100] - the width of the tiling sprite + * @param {number} [height=100] - the height of the tiling sprite + */ + function TilingSprite(texture) { + var width = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var height = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 100; + + _classCallCheck(this, TilingSprite); + + /** + * Tile transform + * + * @member {PIXI.TransformStatic} + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, texture)); + + _this.tileTransform = new core.TransformStatic(); + + // /// private + + /** + * The with of the tiling sprite + * + * @member {number} + * @private + */ + _this._width = width; + + /** + * The height of the tiling sprite + * + * @member {number} + * @private + */ + _this._height = height; + + /** + * Canvas pattern + * + * @type {CanvasPattern} + * @private + */ + _this._canvasPattern = null; + + /** + * transform that is applied to UV to get the texture coords + * + * @member {PIXI.extras.TextureTransform} + */ + _this.uvTransform = texture.transform || new _TextureTransform2.default(texture); + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' method. + * + * @member {string} + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + + /** + * Whether or not anchor affects uvs + * + * @member {boolean} + * @default false + */ + _this.uvRespectAnchor = false; + return _this; + } + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + + + /** + * @private + */ + TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate() { + if (this.uvTransform) { + this.uvTransform.texture = this._texture; + } + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + TilingSprite.prototype._renderWebGL = function _renderWebGL(renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + + if (!texture || !texture.valid) { + return; + } + + this.tileTransform.updateLocalTransform(); + this.uvTransform.update(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer + */ + + + TilingSprite.prototype._renderCanvas = function _renderCanvas(renderer) { + var texture = this._texture; + + if (!texture.baseTexture.hasLoaded) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var resolution = renderer.resolution; + var baseTexture = texture.baseTexture; + var baseTextureResolution = baseTexture.resolution; + var modX = this.tilePosition.x / this.tileScale.x % texture._frame.width * baseTextureResolution; + var modY = this.tilePosition.y / this.tileScale.y % texture._frame.height * baseTextureResolution; + + // create a nice shiny pattern! + // TODO this needs to be refreshed if texture changes.. + if (!this._canvasPattern) { + // cut an object from a spritesheet.. + var tempCanvas = new core.CanvasRenderTarget(texture._frame.width, texture._frame.height, baseTextureResolution); + + // Tint the tiling sprite + if (this.tint !== 0xFFFFFF) { + if (this.cachedTint !== this.tint) { + this.cachedTint = this.tint; + + this.tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); + } + tempCanvas.context.drawImage(this.tintedTexture, 0, 0); + } else { + tempCanvas.context.drawImage(baseTexture.source, -texture._frame.x * baseTextureResolution, -texture._frame.y * baseTextureResolution); + } + this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); + } + + // set context state.. + context.globalAlpha = this.worldAlpha; + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + renderer.setBlendMode(this.blendMode); + + // fill the pattern! + context.fillStyle = this._canvasPattern; + + // TODO - this should be rolled into the setTransform above.. + context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution); + + var anchorX = this.anchor.x * -this._width; + var anchorY = this.anchor.y * -this._height; + + if (this.uvRespectAnchor) { + context.translate(modX, modY); + + context.fillRect(-modX + anchorX, -modY + anchorY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } else { + context.translate(modX + anchorX, modY + anchorY); + + context.fillRect(-modX, -modY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } + }; + + /** + * Updates the bounds of the tiling sprite. + * + * @private + */ + + + TilingSprite.prototype._calculateBounds = function _calculateBounds() { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + TilingSprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._x); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new core.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _core$Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Checks if a point is inside this tiling sprite. + * + * @param {PIXI.Point} point - the point to check + * @return {boolean} Whether or not the sprite contains the point. + */ + + + TilingSprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + var y1 = -height * this.anchor._y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + TilingSprite.prototype.destroy = function destroy(options) { + _core$Sprite.prototype.destroy.call(this, options); + + this.tileTransform = null; + this.uvTransform = null; + }; + + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.Texture} The newly created texture + */ + + + TilingSprite.from = function from(source, width, height) { + return new TilingSprite(core.Texture.from(source), width, height); + }; + + /** + * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId + */ + + + TilingSprite.fromFrame = function fromFrame(frameId, width, height) { + var texture = core.utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); + } + + return new TilingSprite(texture, width, height); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @param {boolean} [crossorigin] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id + */ + + + TilingSprite.fromImage = function fromImage(imageId, width, height, crossorigin, scaleMode) { + return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode), width, height); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(TilingSprite, [{ + key: 'clampMargin', + get: function get() { + return this.uvTransform.clampMargin; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uvTransform.clampMargin = value; + this.uvTransform.update(true); + } + + /** + * The scaling of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tileScale', + get: function get() { + return this.tileTransform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.scale.copy(value); + } + + /** + * The offset of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tilePosition', + get: function get() { + return this.tileTransform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.position.copy(value); + } + }, { + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + } + + /** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + } + }]); + + return TilingSprite; + }(core.Sprite); + + exports.default = TilingSprite; + + }, { "../core": 65, "../core/sprites/canvas/CanvasTinter": 104, "./TextureTransform": 136 }], 138: [function (require, module, exports) { + 'use strict'; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _Texture = require('../core/textures/Texture'); + + var _Texture2 = _interopRequireDefault(_Texture); + + var _BaseTexture = require('../core/textures/BaseTexture'); + + var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + + var _utils = require('../core/utils'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var DisplayObject = core.DisplayObject; + var _tempMatrix = new core.Matrix(); + + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = false; + + // figured theres no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + */ + + var CacheData = + /** + * + */ + function CacheData() { + _classCallCheck(this, CacheData); + + this.textureCacheId = null; + + this.originalRenderWebGL = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + + this.originalUpdateTransform = null; + this.originalHitTest = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.sprite = null; + }; + + Object.defineProperties(DisplayObject.prototype, { + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to 'false' + * + * IMPORTANT GOTCHA - make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { + get: function get() { + return this._cacheAsBitmap; + }, + set: function set(value) { + if (this._cacheAsBitmap === value) { + return; + } + + this._cacheAsBitmap = value; + + var data = void 0; + + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + + data = this._cacheData; + + data.originalRenderWebGL = this.renderWebGL; + data.originalRenderCanvas = this.renderCanvas; + + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this._calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + + data.originalDestroy = this.destroy; + + data.originalContainsPoint = this.containsPoint; + + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + + this.renderWebGL = this._renderCachedWebGL; + this.renderCanvas = this._renderCachedCanvas; + + this.destroy = this._cacheAsBitmapDestroy; + } else { + data = this._cacheData; + + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + + this.renderWebGL = data.originalRenderWebGL; + this.renderCanvas = data.originalRenderCanvas; + this._calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + + this.destroy = data.originalDestroy; + + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + } + } + }); + + /** + * Renders a cached version of the sprite with WebGL + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._renderCachedWebGL = function _renderCachedWebGL(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObject(renderer); + + this._cacheData.sprite._transformID = -1; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderWebGL(renderer); + }; + + /** + * Prepares the WebGL renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + + this.alpha = 1; + + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.currentRenderer.flush(); + // this.filters= []; + + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds().clone(); + + // add some padding! + if (this._filters) { + var padding = this._filters[0].padding; + + bounds.pad(padding); + } + + // for now we cache the current renderTarget that the webGL renderer is currently using. + // this could be more elegent.. + var cachedRenderTarget = renderer._activeRenderTarget; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + var stack = renderer.filterManager.filterStack; + + // this renderTexture will be used to store the cached DisplayObject + + var renderTexture = core.RenderTexture.create(bounds.width | 0, bounds.height | 0); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + m.tx = -bounds.x; + m.ty = -bounds.y; + + // reset + this.transform.worldTransform.identity(); + + // set all properties to there original so we can render to a texture + this.renderWebGL = this._cacheData.originalRenderWebGL; + + renderer.render(this, renderTexture, true, m, true); + // now restore the state be setting the new properties + + renderer.bindRenderTarget(cachedRenderTarget); + + renderer.filterManager.filterStack = stack; + + this.renderWebGL = this._renderCachedWebGL; + this.updateTransform = this.displayObjectUpdateTransform; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + + // easy bounds.. + this._calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + + this._cacheData.sprite = cachedSprite; + + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + + /** + * Renders a cached version of the sprite with canvas + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObjectCanvas(renderer); + + this._cacheData.sprite.worldAlpha = this.worldAlpha; + + this._cacheData.sprite.renderCanvas(renderer); + }; + + // TODO this can be the same as the webGL verison.. will need to do a little tweaking first though.. + /** + * Prepares the Canvas renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(); + + var cacheAlpha = this.alpha; + + this.alpha = 1; + + var cachedRenderTarget = renderer.context; + + var renderTexture = core.RenderTexture.create(bounds.width | 0, bounds.height | 0); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + this.transform.localTransform.copy(m); + m.invert(); + + m.tx -= bounds.x; + m.ty -= bounds.y; + + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + + // renderTexture.render(this, m, true); + renderer.render(this, renderTexture, true, m, false); + + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + + this.renderCanvas = this._renderCachedCanvas; + this._calculateBounds = this._calculateCachedBounds; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite._bounds = this._bounds; + cachedSprite.alpha = cacheAlpha; + + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + this.updateTransform = this.displayObjectUpdateTransform; + + this._cacheData.sprite = cachedSprite; + + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + + /** + * Calculates the bounds of the cached sprite + * + * @private + */ + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._cacheData.sprite._calculateBounds(); + }; + + /** + * Gets the bounds of the cached sprite. + * + * @private + * @return {Rectangle} The local bounds. + */ + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(); + }; + + /** + * Destroys the cached sprite. + * + * @private + */ + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + + _BaseTexture2.default.removeFromCache(this._cacheData.textureCacheId); + _Texture2.default.removeFromCache(this._cacheData.textureCacheId); + + this._cacheData.textureCacheId = null; + }; + + /** + * Destroys the cached object. + * + * @private + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + }, { "../core": 65, "../core/textures/BaseTexture": 112, "../core/textures/Texture": 115, "../core/utils": 124 }], 139: [function (require, module, exports) { + 'use strict'; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + /** + * The instance name of the object. + * + * @memberof PIXI.DisplayObject# + * @member {string} + */ + core.DisplayObject.prototype.name = null; + + /** + * Returns the display object in the container + * + * @memberof PIXI.Container# + * @param {string} name - instance name + * @return {PIXI.DisplayObject} The child with the specified name. + */ + core.Container.prototype.getChildByName = function getChildByName(name) { + for (var i = 0; i < this.children.length; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + + return null; + }; + + }, { "../core": 65 }], 140: [function (require, module, exports) { + 'use strict'; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + /** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * + * @memberof PIXI.DisplayObject# + * @param {Point} point - the point to write the global value to. If null a new point will be returned + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @return {Point} The updated point + */ + core.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition() { + var point = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new core.Point(); + var skipUpdate = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } else { + point.x = this.position.x; + point.y = this.position.y; + } + + return point; + }; + + }, { "../core": 65 }], 141: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.BitmapText = exports.TilingSpriteRenderer = exports.TilingSprite = exports.TextureTransform = exports.AnimatedSprite = undefined; + + var _AnimatedSprite = require('./AnimatedSprite'); + + Object.defineProperty(exports, 'AnimatedSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AnimatedSprite).default; + } + }); + + var _TextureTransform = require('./TextureTransform'); + + Object.defineProperty(exports, 'TextureTransform', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureTransform).default; + } + }); + + var _TilingSprite = require('./TilingSprite'); + + Object.defineProperty(exports, 'TilingSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSprite).default; + } + }); + + var _TilingSpriteRenderer = require('./webgl/TilingSpriteRenderer'); + + Object.defineProperty(exports, 'TilingSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSpriteRenderer).default; + } + }); + + var _BitmapText = require('./BitmapText'); + + Object.defineProperty(exports, 'BitmapText', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BitmapText).default; + } + }); + + require('./cacheAsBitmap'); + + require('./getChildByName'); + + require('./getGlobalPosition'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + // imported for side effect of extending the prototype only, contains no exports + + }, { "./AnimatedSprite": 134, "./BitmapText": 135, "./TextureTransform": 136, "./TilingSprite": 137, "./cacheAsBitmap": 138, "./getChildByName": 139, "./getGlobalPosition": 140, "./webgl/TilingSpriteRenderer": 142 }], 142: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _const = require('../../core/const'); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var tempMat = new core.Matrix(); + + /** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI.extras + * @extends PIXI.ObjectRenderer + */ + + var TilingSpriteRenderer = function (_core$ObjectRenderer) { + _inherits(TilingSpriteRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + _classCallCheck(this, TilingSpriteRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + _this.simpleShader = null; + _this.quad = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + TilingSpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform vec4 uColor;\r\nuniform mat3 uMapCoord;\r\nuniform vec4 uClampFrame;\r\nuniform vec2 uClampOffset;\r\n\r\nvoid main(void)\r\n{\r\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\r\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\r\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\r\n\r\n vec4 sample = texture2D(uSampler, coord);\r\n gl_FragColor = sample * uColor;\r\n}\r\n'); + this.simpleShader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\nuniform vec4 uColor;\r\n\r\nvoid main(void)\r\n{\r\n vec4 sample = texture2D(uSampler, vTextureCoord);\r\n gl_FragColor = sample * uColor;\r\n}\r\n'); + + this.renderer.bindVao(null); + this.quad = new core.Quad(gl, this.renderer.state.attribState); + this.quad.initVao(this.shader); + }; + + /** + * + * @param {PIXI.extras.TilingSprite} ts tilingSprite to be rendered + */ + + + TilingSpriteRenderer.prototype.render = function render(ts) { + var renderer = this.renderer; + var quad = this.quad; + + renderer.bindVao(quad.vao); + + var vertices = quad.vertices; + + vertices[0] = vertices[6] = ts._width * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + + vertices[2] = vertices[4] = ts._width * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + + if (ts.uvRespectAnchor) { + vertices = quad.uvs; + + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + } + + quad.upload(); + + var tex = ts._texture; + var baseTex = tex.baseTexture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvTransform; + var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === _const.WRAP_MODES.CLAMP) { + baseTex.wrapMode = _const.WRAP_MODES.REPEAT; + } + } else { + isSimple = baseTex.wrapMode !== _const.WRAP_MODES.CLAMP; + } + } + + var shader = isSimple ? this.simpleShader : this.shader; + + renderer.bindShader(shader); + + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); + } else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = core.utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.premultipliedAlpha); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + + shader.uniforms.uSampler = renderer.bindTexture(tex); + + renderer.setBlendMode(core.utils.correctBlendMode(ts.blendMode, baseTex.premultipliedAlpha)); + + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + + return TilingSpriteRenderer; + }(core.ObjectRenderer); + + exports.default = TilingSpriteRenderer; + + + core.WebGLRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer); + + }, { "../../core": 65, "../../core/const": 46, "path": 25 }], 143: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _BlurXFilter = require('./BlurXFilter'); + + var _BlurXFilter2 = _interopRequireDefault(_BlurXFilter); + + var _BlurYFilter = require('./BlurYFilter'); + + var _BlurYFilter2 = _interopRequireDefault(_BlurYFilter); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The BlurFilter applies a Gaussian blur to an object. + * The strength of the blur can be set for x- and y-axis separately. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurFilter = function (_core$Filter) { + _inherits(BlurFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this)); + + _this.blurXFilter = new _BlurXFilter2.default(strength, quality, resolution, kernelSize); + _this.blurYFilter = new _BlurYFilter2.default(strength, quality, resolution, kernelSize); + + _this.padding = 0; + _this.resolution = resolution || core.settings.RESOLUTION; + _this.quality = quality || 4; + _this.blur = strength || 8; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + BlurFilter.prototype.apply = function apply(filterManager, input, output) { + var renderTarget = filterManager.getRenderTarget(true); + + this.blurXFilter.apply(filterManager, input, renderTarget, true); + this.blurYFilter.apply(filterManager, renderTarget, output, false); + + filterManager.returnRenderTarget(renderTarget); + }; + + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurFilter, [{ + key: 'blur', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the number of passes for blur. More passes means higher quaility bluring. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'quality', + get: function get() { + return this.blurXFilter.quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.quality = this.blurYFilter.quality = value; + } + + /** + * Sets the strength of the blurX property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurX', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the strength of the blurY property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurY', + get: function get() { + return this.blurYFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + }, { + key: 'blendMode', + get: function get() { + return this.blurYFilter._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter._blendMode = value; + } + }]); + + return BlurFilter; + }(core.Filter); + + exports.default = BlurFilter; + + }, { "../../core": 65, "./BlurXFilter": 144, "./BlurYFilter": 145 }], 144: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _generateBlurVertSource = require('./generateBlurVertSource'); + + var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + + var _generateBlurFragSource = require('./generateBlurFragSource'); + + var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + + var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + + var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The BlurXFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurXFilter = function (_core$Filter) { + _inherits(BlurXFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurXFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurXFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurXFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.width * (output.size.width / input.size.width); + + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; // / this.passes//Math.pow(1, this.passes); + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 16 + */ + + + _createClass(BlurXFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurXFilter; + }(core.Filter); + + exports.default = BlurXFilter; + + }, { "../../core": 65, "./generateBlurFragSource": 146, "./generateBlurVertSource": 147, "./getMaxBlurKernelSize": 148 }], 145: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _generateBlurVertSource = require('./generateBlurVertSource'); + + var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + + var _generateBlurFragSource = require('./generateBlurFragSource'); + + var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + + var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + + var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The BlurYFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurYFilter = function (_core$Filter) { + _inherits(BlurYFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurYFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurYFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurYFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.height * (output.size.height / input.size.height); + + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurYFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurYFilter; + }(core.Filter); + + exports.default = BlurYFilter; + + }, { "../../core": 65, "./generateBlurFragSource": 146, "./generateBlurVertSource": 147, "./getMaxBlurKernelSize": 148 }], 146: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = generateFragBlurSource; + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448] + }; + + var fragTemplate = ['varying vec2 vBlurTexCoords[%size%];', 'uniform sampler2D uSampler;', 'void main(void)', '{', ' gl_FragColor = vec4(0.0);', ' %blur%', '}'].join('\n'); + + function generateFragBlurSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + + var fragSource = fragTemplate; + + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value = void 0; + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + value = i; + + if (i >= halfLength) { + value = kernelSize - i - 1; + } + + blur = blur.replace('%value%', kernel[value]); + + blurLoop += blur; + blurLoop += '\n'; + } + + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize); + + return fragSource; + } + + }, {}], 147: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.default = generateVertBlurSource; + var vertTemplate = ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform float strength;', 'uniform mat3 projectionMatrix;', 'varying vec2 vBlurTexCoords[%size%];', 'void main(void)', '{', 'gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);', '%blur%', '}'].join('\n'); + + function generateVertBlurSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + + var vertSource = vertTemplate; + + var blurLoop = ''; + var template = void 0; + // let value; + + if (x) { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } else { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + // value = i; + + // if(i >= halfLength) + // { + // value = kernelSize - i - 1; + // } + + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + '.0'); + + blurLoop += blur; + blurLoop += '\n'; + } + + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize); + + return vertSource; + } + + }, {}], 148: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + exports.default = getMaxKernelSize; + function getMaxKernelSize(gl) { + var maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); + var kernelSize = 15; + + while (kernelSize > maxVaryings) { + kernelSize -= 2; + } + + return kernelSize; + } + + }, {}], 149: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var ColorMatrixFilter = function (_core$Filter) { + _inherits(ColorMatrixFilter, _core$Filter); + + /** + * + */ + function ColorMatrixFilter() { + _classCallCheck(this, ColorMatrixFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\nuniform float m[20];\r\nuniform float uAlpha;\r\n\r\nvoid main(void)\r\n{\r\n vec4 c = texture2D(uSampler, vTextureCoord);\r\n\r\n if (uAlpha == 0.0) {\r\n gl_FragColor = c;\r\n return;\r\n }\r\n\r\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\r\n if (c.a > 0.0) {\r\n c.rgb /= c.a;\r\n }\r\n\r\n vec4 result;\r\n\r\n result.r = (m[0] * c.r);\r\n result.r += (m[1] * c.g);\r\n result.r += (m[2] * c.b);\r\n result.r += (m[3] * c.a);\r\n result.r += m[4];\r\n\r\n result.g = (m[5] * c.r);\r\n result.g += (m[6] * c.g);\r\n result.g += (m[7] * c.b);\r\n result.g += (m[8] * c.a);\r\n result.g += m[9];\r\n\r\n result.b = (m[10] * c.r);\r\n result.b += (m[11] * c.g);\r\n result.b += (m[12] * c.b);\r\n result.b += (m[13] * c.a);\r\n result.b += m[14];\r\n\r\n result.a = (m[15] * c.r);\r\n result.a += (m[16] * c.g);\r\n result.a += (m[17] * c.b);\r\n result.a += (m[18] * c.a);\r\n result.a += m[19];\r\n\r\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\r\n\r\n // Premultiply alpha again.\r\n rgb *= result.a;\r\n\r\n gl_FragColor = vec4(rgb, result.a);\r\n}\r\n')); + + _this.uniforms.m = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + _this.alpha = 1; + return _this; + } + + /** + * Transforms current matrix and set the new one + * + * @param {number[]} matrix - 5x4 matrix + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype._loadMatrix = function _loadMatrix(matrix) { + var multiply = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + var newMatrix = matrix; + + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + + // set the new matrix + this.uniforms.m = newMatrix; + }; + + /** + * Multiplies two mat5's + * + * @private + * @param {number[]} out - 5x4 matrix the receiving matrix + * @param {number[]} a - 5x4 matrix the first operand + * @param {number[]} b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + + + ColorMatrixFilter.prototype._multiply = function _multiply(out, a, b) { + // Red Channel + out[0] = a[0] * b[0] + a[1] * b[5] + a[2] * b[10] + a[3] * b[15]; + out[1] = a[0] * b[1] + a[1] * b[6] + a[2] * b[11] + a[3] * b[16]; + out[2] = a[0] * b[2] + a[1] * b[7] + a[2] * b[12] + a[3] * b[17]; + out[3] = a[0] * b[3] + a[1] * b[8] + a[2] * b[13] + a[3] * b[18]; + out[4] = a[0] * b[4] + a[1] * b[9] + a[2] * b[14] + a[3] * b[19] + a[4]; + + // Green Channel + out[5] = a[5] * b[0] + a[6] * b[5] + a[7] * b[10] + a[8] * b[15]; + out[6] = a[5] * b[1] + a[6] * b[6] + a[7] * b[11] + a[8] * b[16]; + out[7] = a[5] * b[2] + a[6] * b[7] + a[7] * b[12] + a[8] * b[17]; + out[8] = a[5] * b[3] + a[6] * b[8] + a[7] * b[13] + a[8] * b[18]; + out[9] = a[5] * b[4] + a[6] * b[9] + a[7] * b[14] + a[8] * b[19] + a[9]; + + // Blue Channel + out[10] = a[10] * b[0] + a[11] * b[5] + a[12] * b[10] + a[13] * b[15]; + out[11] = a[10] * b[1] + a[11] * b[6] + a[12] * b[11] + a[13] * b[16]; + out[12] = a[10] * b[2] + a[11] * b[7] + a[12] * b[12] + a[13] * b[17]; + out[13] = a[10] * b[3] + a[11] * b[8] + a[12] * b[13] + a[13] * b[18]; + out[14] = a[10] * b[4] + a[11] * b[9] + a[12] * b[14] + a[13] * b[19] + a[14]; + + // Alpha Channel + out[15] = a[15] * b[0] + a[16] * b[5] + a[17] * b[10] + a[18] * b[15]; + out[16] = a[15] * b[1] + a[16] * b[6] + a[17] * b[11] + a[18] * b[16]; + out[17] = a[15] * b[2] + a[16] * b[7] + a[17] * b[12] + a[18] * b[17]; + out[18] = a[15] * b[3] + a[16] * b[8] + a[17] * b[13] + a[18] * b[18]; + out[19] = a[15] * b[4] + a[16] * b[9] + a[17] * b[14] + a[18] * b[19] + a[19]; + + return out; + }; + + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * + * @private + * @param {number[]} matrix - 5x4 matrix + * @return {number[]} 5x4 matrix with all values between 0-1 + */ + + + ColorMatrixFilter.prototype._colorMatrix = function _colorMatrix(matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + + return m; + }; + + /** + * Adjusts brightness + * + * @param {number} b - value of the brigthness (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.brightness = function brightness(b, multiply) { + var matrix = [b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the matrices in grey scales + * + * @param {number} scale - value of the grey (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.greyscale = function greyscale(scale, multiply) { + var matrix = [scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the black and white matrice. + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.blackAndWhite = function blackAndWhite(multiply) { + var matrix = [0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the hue property of the color + * + * @param {number} rotation - in degrees + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.hue = function hue(rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + + var a00 = cosR + (1.0 - cosR) * w; + var a01 = w * (1.0 - cosR) - sqrW * sinR; + var a02 = w * (1.0 - cosR) + sqrW * sinR; + + var a10 = w * (1.0 - cosR) + sqrW * sinR; + var a11 = cosR + w * (1.0 - cosR); + var a12 = w * (1.0 - cosR) - sqrW * sinR; + + var a20 = w * (1.0 - cosR) - sqrW * sinR; + var a21 = w * (1.0 - cosR) + sqrW * sinR; + var a22 = cosR + w * (1.0 - cosR); + + var matrix = [a00, a01, a02, 0, 0, a10, a11, a12, 0, 0, a20, a21, a22, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * + * @param {number} amount - value of the contrast (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.contrast = function contrast(amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + + var matrix = [v, 0, 0, 0, o, 0, v, 0, 0, o, 0, 0, v, 0, o, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * + * @param {number} amount - The saturation amount (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.saturate = function saturate() { + var amount = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var multiply = arguments[1]; + + var x = amount * 2 / 3 + 1; + var y = (x - 1) * -0.5; + + var matrix = [x, y, y, 0, 0, y, x, y, 0, 0, y, y, x, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Desaturate image (remove color) + * + * Call the saturate function + * + */ + + + ColorMatrixFilter.prototype.desaturate = function desaturate() // eslint-disable-line no-unused-vars + { + this.saturate(-1); + }; + + /** + * Negative image (inverse of classic rgb matrix) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.negative = function negative(multiply) { + var matrix = [0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Sepia image + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.sepia = function sepia(multiply) { + var matrix = [0.393, 0.7689999, 0.18899999, 0, 0, 0.349, 0.6859999, 0.16799999, 0, 0, 0.272, 0.5339999, 0.13099999, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.technicolor = function technicolor(multiply) { + var matrix = [1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Polaroid filter + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.polaroid = function polaroid(multiply) { + var matrix = [1.438, -0.062, -0.062, 0, 0, -0.122, 1.378, -0.122, 0, 0, -0.016, -0.016, 1.483, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.toBGR = function toBGR(multiply) { + var matrix = [0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.kodachrome = function kodachrome(multiply) { + var matrix = [1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.browni = function browni(multiply) { + var matrix = [0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Vintage filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.vintage = function vintage(multiply) { + var matrix = [0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * + * @param {number} desaturation - Tone values. + * @param {number} toned - Tone values. + * @param {string} lightColor - Tone values, example: `0xFFE580` + * @param {string} darkColor - Tone values, example: `0xFFE580` + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.colorTone = function colorTone(desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + + var lR = (lightColor >> 16 & 0xFF) / 255; + var lG = (lightColor >> 8 & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + + var dR = (darkColor >> 16 & 0xFF) / 255; + var dG = (darkColor >> 8 & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + + var matrix = [0.3, 0.59, 0.11, 0, 0, lR, lG, lB, desaturation, 0, dR, dG, dB, toned, 0, lR - dR, lG - dG, lB - dB, 0, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Night effect + * + * @param {number} intensity - The intensity of the night effect. + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.night = function night(intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [intensity * -2.0, -intensity, 0, 0, 0, -intensity, 0, intensity, 0, 0, 0, intensity, intensity * 2.0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * + * @param {number} amount - how much the predator feels his future victim + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.predator = function predator(amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, -4.794486999511719 * amount, -2.8746118545532227 * amount, 0 * amount, 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, 9.193157196044922 * amount, -2.951810836791992 * amount, 0 * amount, -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, -4.2375030517578125 * amount, 7.476448059082031 * amount, 0 * amount, 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * LSD effect + * + * Multiply the current matrix + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.lsd = function lsd(multiply) { + var matrix = [2, -0.4, 0.5, 0, 0, -0.5, 2, -0.4, 0, 0, -0.4, -0.5, 3, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Erase the current matrix by setting the default one + * + */ + + + ColorMatrixFilter.prototype.reset = function reset() { + var matrix = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, false); + }; + + /** + * The matrix of the color matrix filter + * + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] + */ + + + _createClass(ColorMatrixFilter, [{ + key: 'matrix', + get: function get() { + return this.uniforms.m; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.m = value; + } + + /** + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'alpha', + get: function get() { + return this.uniforms.uAlpha; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uAlpha = value; + } + }]); + + return ColorMatrixFilter; + }(core.Filter); + + // Americanized alias + + + exports.default = ColorMatrixFilter; + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + }, { "../../core": 65, "path": 25 }], 150: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. You can + * use this filter to apply all manor of crazy warping effects. Currently the r + * property of the texture is used to offset the x and the g property of the texture + * is used to offset the y. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var DisplacementFilter = function (_core$Filter) { + _inherits(DisplacementFilter, _core$Filter); + + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param {number} scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + _classCallCheck(this, DisplacementFilter); + + var maskMatrix = new core.Matrix(); + + sprite.renderable = false; + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 filterMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec2 vFilterCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vFilterCoord;\r\nvarying vec2 vTextureCoord;\r\n\r\nuniform vec2 scale;\r\n\r\nuniform sampler2D uSampler;\r\nuniform sampler2D mapSampler;\r\n\r\nuniform vec4 filterClamp;\r\n\r\nvoid main(void)\r\n{\r\n vec4 map = texture2D(mapSampler, vFilterCoord);\r\n\r\n map -= 0.5;\r\n map.xy *= scale;\r\n\r\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), filterClamp.xy, filterClamp.zw));\r\n}\r\n')); + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + + _this.uniforms.mapSampler = sprite._texture; + _this.uniforms.filterMatrix = maskMatrix; + _this.uniforms.scale = { x: 1, y: 1 }; + + if (scale === null || scale === undefined) { + scale = 20; + } + + _this.scale = new core.Point(scale, scale); + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + DisplacementFilter.prototype.apply = function apply(filterManager, input, output) { + var ratio = 1 / output.destinationFrame.width * (output.size.width / input.size.width); + + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x * ratio; + this.uniforms.scale.y = this.scale.y * ratio; + + // draw the filter... + filterManager.applyFilter(this, input, output); + }; + + /** + * The texture used for the displacement map. Must be power of 2 sized texture. + * + * @member {PIXI.Texture} + */ + + + _createClass(DisplacementFilter, [{ + key: 'map', + get: function get() { + return this.uniforms.mapSampler; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.mapSampler = value; + } + }]); + + return DisplacementFilter; + }(core.Filter); + + exports.default = DisplacementFilter; + + }, { "../../core": 65, "path": 25 }], 151: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * + * Basic FXAA implementation based on the code on geeks3d.com with the + * modification that the texture2DLod stuff was removed since it's + * unsupported by WebGL. + * + * @see https://github.com/mitsuhiko/webgl-meincraft + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * + */ + var FXAAFilter = function (_core$Filter) { + _inherits(FXAAFilter, _core$Filter); + + /** + * + */ + function FXAAFilter() { + _classCallCheck(this, FXAAFilter); + + // TODO - needs work + return _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + '\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 v_rgbNW;\r\nvarying vec2 v_rgbNE;\r\nvarying vec2 v_rgbSW;\r\nvarying vec2 v_rgbSE;\r\nvarying vec2 v_rgbM;\r\n\r\nuniform vec4 filterArea;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvec2 mapCoord( vec2 coord )\r\n{\r\n coord *= filterArea.xy;\r\n coord += filterArea.zw;\r\n\r\n return coord;\r\n}\r\n\r\nvec2 unmapCoord( vec2 coord )\r\n{\r\n coord -= filterArea.zw;\r\n coord /= filterArea.xy;\r\n\r\n return coord;\r\n}\r\n\r\nvoid texcoords(vec2 fragCoord, vec2 resolution,\r\n out vec2 v_rgbNW, out vec2 v_rgbNE,\r\n out vec2 v_rgbSW, out vec2 v_rgbSE,\r\n out vec2 v_rgbM) {\r\n vec2 inverseVP = 1.0 / resolution.xy;\r\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\r\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\r\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\r\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\r\n v_rgbM = vec2(fragCoord * inverseVP);\r\n}\r\n\r\nvoid main(void) {\r\n\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = aTextureCoord;\r\n\r\n vec2 fragCoord = vTextureCoord * filterArea.xy;\r\n\r\n texcoords(fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\r\n}', + // fragment shader + 'varying vec2 v_rgbNW;\r\nvarying vec2 v_rgbNE;\r\nvarying vec2 v_rgbSW;\r\nvarying vec2 v_rgbSE;\r\nvarying vec2 v_rgbM;\r\n\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\nuniform vec4 filterArea;\r\n\r\n/**\r\n Basic FXAA implementation based on the code on geeks3d.com with the\r\n modification that the texture2DLod stuff was removed since it\'s\r\n unsupported by WebGL.\r\n \r\n --\r\n \r\n From:\r\n https://github.com/mitsuhiko/webgl-meincraft\r\n \r\n Copyright (c) 2011 by Armin Ronacher.\r\n \r\n Some rights reserved.\r\n \r\n Redistribution and use in source and binary forms, with or without\r\n modification, are permitted provided that the following conditions are\r\n met:\r\n \r\n * Redistributions of source code must retain the above copyright\r\n notice, this list of conditions and the following disclaimer.\r\n \r\n * Redistributions in binary form must reproduce the above\r\n copyright notice, this list of conditions and the following\r\n disclaimer in the documentation and/or other materials provided\r\n with the distribution.\r\n \r\n * The names of the contributors may not be used to endorse or\r\n promote products derived from this software without specific\r\n prior written permission.\r\n \r\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n */\r\n\r\n#ifndef FXAA_REDUCE_MIN\r\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\r\n#endif\r\n#ifndef FXAA_REDUCE_MUL\r\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\r\n#endif\r\n#ifndef FXAA_SPAN_MAX\r\n#define FXAA_SPAN_MAX 8.0\r\n#endif\r\n\r\n//optimized version for mobile, where dependent\r\n//texture reads can be a bottleneck\r\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\r\n vec2 v_rgbNW, vec2 v_rgbNE,\r\n vec2 v_rgbSW, vec2 v_rgbSE,\r\n vec2 v_rgbM) {\r\n vec4 color;\r\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\r\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\r\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\r\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\r\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\r\n vec4 texColor = texture2D(tex, v_rgbM);\r\n vec3 rgbM = texColor.xyz;\r\n vec3 luma = vec3(0.299, 0.587, 0.114);\r\n float lumaNW = dot(rgbNW, luma);\r\n float lumaNE = dot(rgbNE, luma);\r\n float lumaSW = dot(rgbSW, luma);\r\n float lumaSE = dot(rgbSE, luma);\r\n float lumaM = dot(rgbM, luma);\r\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n \r\n mediump vec2 dir;\r\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\r\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\r\n \r\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\r\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\r\n \r\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n dir * rcpDirMin)) * inverseVP;\r\n \r\n vec3 rgbA = 0.5 * (\r\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\r\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\r\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\r\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\r\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\r\n \r\n float lumaB = dot(rgbB, luma);\r\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\r\n color = vec4(rgbA, texColor.a);\r\n else\r\n color = vec4(rgbB, texColor.a);\r\n return color;\r\n}\r\n\r\nvoid main() {\r\n\r\n vec2 fragCoord = vTextureCoord * filterArea.xy;\r\n\r\n vec4 color;\r\n\r\n color = fxaa(uSampler, fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\r\n\r\n gl_FragColor = color;\r\n}\r\n')); + } + + return FXAAFilter; + }(core.Filter); + + exports.default = FXAAFilter; + + }, { "../../core": 65, "path": 25 }], 152: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _FXAAFilter = require('./fxaa/FXAAFilter'); + + Object.defineProperty(exports, 'FXAAFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_FXAAFilter).default; + } + }); + + var _NoiseFilter = require('./noise/NoiseFilter'); + + Object.defineProperty(exports, 'NoiseFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NoiseFilter).default; + } + }); + + var _DisplacementFilter = require('./displacement/DisplacementFilter'); + + Object.defineProperty(exports, 'DisplacementFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplacementFilter).default; + } + }); + + var _BlurFilter = require('./blur/BlurFilter'); + + Object.defineProperty(exports, 'BlurFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurFilter).default; + } + }); + + var _BlurXFilter = require('./blur/BlurXFilter'); + + Object.defineProperty(exports, 'BlurXFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurXFilter).default; + } + }); + + var _BlurYFilter = require('./blur/BlurYFilter'); + + Object.defineProperty(exports, 'BlurYFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurYFilter).default; + } + }); + + var _ColorMatrixFilter = require('./colormatrix/ColorMatrixFilter'); + + Object.defineProperty(exports, 'ColorMatrixFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ColorMatrixFilter).default; + } + }); + + var _VoidFilter = require('./void/VoidFilter'); + + Object.defineProperty(exports, 'VoidFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_VoidFilter).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./blur/BlurFilter": 143, "./blur/BlurXFilter": 144, "./blur/BlurYFilter": 145, "./colormatrix/ColorMatrixFilter": 149, "./displacement/DisplacementFilter": 150, "./fxaa/FXAAFilter": 151, "./noise/NoiseFilter": 153, "./void/VoidFilter": 154 }], 153: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @author Vico @vicocotea + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + */ + + /** + * A Noise effect filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var NoiseFilter = function (_core$Filter) { + _inherits(NoiseFilter, _core$Filter); + + /** + * @param {number} noise - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} seed - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter() { + var noise = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5; + var seed = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Math.random(); + + _classCallCheck(this, NoiseFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'precision highp float;\r\n\r\nvarying vec2 vTextureCoord;\r\nvarying vec4 vColor;\r\n\r\nuniform float uNoise;\r\nuniform float uSeed;\r\nuniform sampler2D uSampler;\r\n\r\nfloat rand(vec2 co)\r\n{\r\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\r\n}\r\n\r\nvoid main()\r\n{\r\n vec4 color = texture2D(uSampler, vTextureCoord);\r\n float randomValue = rand(gl_FragCoord.xy * uSeed);\r\n float diff = (randomValue - 0.5) * uNoise;\r\n\r\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\r\n if (color.a > 0.0) {\r\n color.rgb /= color.a;\r\n }\r\n\r\n color.r += diff;\r\n color.g += diff;\r\n color.b += diff;\r\n\r\n // Premultiply alpha again.\r\n color.rgb *= color.a;\r\n\r\n gl_FragColor = color;\r\n}\r\n')); + + _this.noise = noise; + _this.seed = seed; + return _this; + } + + /** + * The amount of noise to apply, this value should be in the range (0, 1]. + * + * @member {number} + * @default 0.5 + */ + + + _createClass(NoiseFilter, [{ + key: 'noise', + get: function get() { + return this.uniforms.uNoise; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uNoise = value; + } + + /** + * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. + * + * @member {number} + */ + + }, { + key: 'seed', + get: function get() { + return this.uniforms.uSeed; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uSeed = value; + } + }]); + + return NoiseFilter; + }(core.Filter); + + exports.default = NoiseFilter; + + }, { "../../core": 65, "path": 25 }], 154: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _path = require('path'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * Does nothing. Very handy. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var VoidFilter = function (_core$Filter) { + _inherits(VoidFilter, _core$Filter); + + /** + * + */ + function VoidFilter() { + _classCallCheck(this, VoidFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n vTextureCoord = aTextureCoord;\r\n}', + // fragment shader + 'varying vec2 vTextureCoord;\r\n\r\nuniform sampler2D uSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(uSampler, vTextureCoord);\r\n}\r\n')); + + _this.glShaderKey = 'void'; + return _this; + } + + return VoidFilter; + }(core.Filter); + + exports.default = VoidFilter; + + }, { "../../core": 65, "path": 25 }], 155: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Holds all information related to an Interaction event + * + * @class + * @memberof PIXI.interaction + */ + var InteractionData = function () { + /** + * + */ + function InteractionData() { + _classCallCheck(this, InteractionData); + + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @member {PIXI.Point} + */ + this.global = new core.Point(); + + /** + * The target DisplayObject that was interacted with + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent + * @member {MouseEvent|TouchEvent|PointerEvent} + */ + this.originalEvent = null; + + /** + * Unique identifier for this interaction + * + * @member {number} + */ + this.identifier = null; + + /** + * Indicates whether or not the pointer device that created the event is the primary pointer. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary + * @type {Boolean} + */ + this.isPrimary = false; + + /** + * Indicates which button was pressed on the mouse or pointer device to trigger the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button + * @type {number} + */ + this.button = 0; + + /** + * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons + * @type {number} + */ + this.buttons = 0; + + /** + * The width of the pointer's contact along the x-axis, measured in CSS pixels. + * radiusX of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width + * @type {number} + */ + this.width = 0; + + /** + * The height of the pointer's contact along the y-axis, measured in CSS pixels. + * radiusY of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height + * @type {number} + */ + this.height = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX + * @type {number} + */ + this.tiltX = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY + * @type {number} + */ + this.tiltY = 0; + + /** + * The type of pointer that triggered the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType + * @type {string} + */ + this.pointerType = null; + + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + * @type {number} + */ + this.pressure = 0; + + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + * @type {number} + */ + this.rotationAngle = 0; + + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.twist = 0; + + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.tangentialPressure = 0; + } + + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @member {number} + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + + + /** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local + * coords off + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative + * to the DisplayObject + */ + InteractionData.prototype.getLocalPosition = function getLocalPosition(displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); + }; + + /** + * Copies properties from normalized event data. + * + * @param {Touch|MouseEvent|PointerEvent} event The normalized event data + * @private + */ + + + InteractionData.prototype._copyEvent = function _copyEvent(event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if (event.isPrimary) { + this.isPrimary = true; + } + this.button = event.button; + this.buttons = event.buttons; + this.width = event.width; + this.height = event.height; + this.tiltX = event.tiltX; + this.tiltY = event.tiltY; + this.pointerType = event.pointerType; + this.pressure = event.pressure; + this.rotationAngle = event.rotationAngle; + this.twist = event.twist || 0; + this.tangentialPressure = event.tangentialPressure || 0; + }; + + /** + * Resets the data for pooling. + * + * @private + */ + + + InteractionData.prototype._reset = function _reset() { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + + _createClass(InteractionData, [{ + key: 'pointerId', + get: function get() { + return this.identifier; + } + }]); + + return InteractionData; + }(); + + exports.default = InteractionData; + + }, { "../core": 65 }], 156: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Event class that mimics native DOM events. + * + * @class + * @memberof PIXI.interaction + */ + var InteractionEvent = function () { + /** + * + */ + function InteractionEvent() { + _classCallCheck(this, InteractionEvent); + + /** + * Whether this event will continue propagating in the tree + * + * @member {boolean} + */ + this.stopped = false; + + /** + * The object which caused this event to be dispatched. + * For listener callback see {@link PIXI.interaction.InteractionEvent.currentTarget}. + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * The object whose event listener’s callback is currently being invoked. + * + * @member {PIXI.DisplayObject} + */ + this.currentTarget = null; + + /** + * Type of the event + * + * @member {string} + */ + this.type = null; + + /** + * InteractionData related to this event + * + * @member {PIXI.interaction.InteractionData} + */ + this.data = null; + } + + /** + * Prevents event from reaching any objects other than the current object. + * + */ + + + InteractionEvent.prototype.stopPropagation = function stopPropagation() { + this.stopped = true; + }; + + /** + * Resets the event. + * + * @private + */ + + + InteractionEvent.prototype._reset = function _reset() { + this.stopped = false; + this.currentTarget = null; + this.target = null; + }; + + return InteractionEvent; + }(); + + exports.default = InteractionEvent; + + }, {}], 157: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _InteractionData = require('./InteractionData'); + + var _InteractionData2 = _interopRequireDefault(_InteractionData); + + var _InteractionEvent = require('./InteractionEvent'); + + var _InteractionEvent2 = _interopRequireDefault(_InteractionEvent); + + var _InteractionTrackingData = require('./InteractionTrackingData'); + + var _InteractionTrackingData2 = _interopRequireDefault(_InteractionTrackingData); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _interactiveTarget = require('./interactiveTarget'); + + var _interactiveTarget2 = _interopRequireDefault(_interactiveTarget); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + // Mix interactiveTarget into core.DisplayObject.prototype, after deprecation has been handled + core.utils.mixins.delayMixin(core.DisplayObject.prototype, _interactiveTarget2.default); + + var MOUSE_POINTER_ID = 'MOUSE'; + + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null + } + }; + + /** + * The interaction manager deals with mouse, touch and pointer events. Any DisplayObject can be interactive + * if its interactive parameter is set to true + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.interaction + * + * @class + * @extends EventEmitter + * @memberof PIXI.interaction + */ + + var InteractionManager = function (_EventEmitter) { + _inherits(InteractionManager, _EventEmitter); + + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + * @param {object} [options] - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked. + */ + function InteractionManager(renderer, options) { + _classCallCheck(this, InteractionManager); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + options = options || {}; + + /** + * The renderer this interaction manager works for. + * + * @member {PIXI.SystemRenderer} + */ + _this.renderer = renderer; + + /** + * Should default browser actions automatically be prevented. + * Does not apply to pointer events for backwards compatibility + * preventDefault on pointer events stops mouse events from firing + * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. + * + * @member {boolean} + * @default true + */ + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + + /** + * Frequency in milliseconds that the mousemove, moveover & mouseout interaction events will be checked. + * + * @member {number} + * @default 10 + */ + _this.interactionFrequency = options.interactionFrequency || 10; + + /** + * The mouse data + * + * @member {PIXI.interaction.InteractionData} + */ + _this.mouse = new _InteractionData2.default(); + _this.mouse.identifier = MOUSE_POINTER_ID; + + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + + /** + * Actively tracked InteractionData + * + * @private + * @member {Object.} + */ + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + + /** + * Pool of unused InteractionData + * + * @private + * @member {PIXI.interation.InteractionData[]} + */ + _this.interactionDataPool = []; + + /** + * An event data object to handle all the event tracking/dispatching + * + * @member {object} + */ + _this.eventData = new _InteractionEvent2.default(); + + /** + * The DOM element to bind to. + * + * @private + * @member {HTMLElement} + */ + _this.interactionDOMElement = null; + + /** + * This property determines if mousemove and touchmove events are fired only when the cursor + * is over the object. + * Setting to true will make things work more in line with how the DOM verison works. + * Setting to false can make things easier for things like dragging + * It is currently set to false as this is how PixiJS used to work. This will be set to true in + * future versions of pixi. + * + * @member {boolean} + * @default false + */ + _this.moveWhenInside = false; + + /** + * Have events been attached to the dom element? + * + * @private + * @member {boolean} + */ + _this.eventsAdded = false; + + /** + * Is the mouse hovering over the renderer? + * + * @private + * @member {boolean} + */ + _this.mouseOverRenderer = false; + + /** + * Does the device support touch events + * https://www.w3.org/TR/touch-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsTouchEvents = 'ontouchstart' in window; + + /** + * Does the device support pointer events + * https://www.w3.org/Submission/pointer-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsPointerEvents = !!window.PointerEvent; + + // this will make it so that you don't have to call bind all the time + + /** + * @private + * @member {Function} + */ + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOver = _this.onPointerOver.bind(_this); + + /** + * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor + * values, objects are handled as dictionaries of CSS values for interactionDOMElement, + * and functions are called instead of changing the CSS. + * Default CSS cursor values are provided for 'default' and 'pointer' modes. + * @member {Object.)>} + */ + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer' + }; + + /** + * The mode of the cursor that is being used. + * The value of this is a key from the cursorStyles dictionary. + * + * @member {string} + */ + _this.currentCursorMode = null; + + /** + * Internal cached let. + * + * @private + * @member {string} + */ + _this.cursor = null; + + /** + * Internal cached let. + * + * @private + * @member {PIXI.Point} + */ + _this._tempPoint = new core.Point(); + + /** + * The current resolution / device pixel ratio. + * + * @member {number} + * @default 1 + */ + _this.resolution = 1; + + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * + * @event PIXI.interaction.InteractionManager#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * + * @event PIXI.interaction.InteractionManager#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * + * @event PIXI.interaction.InteractionManager#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * + * @event PIXI.interaction.InteractionManager#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * + * @event PIXI.interaction.InteractionManager#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * + * @event PIXI.interaction.InteractionManager#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}. + * + * @event PIXI.interaction.InteractionManager#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}. + * + * @event PIXI.interaction.InteractionManager#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * + * @event PIXI.interaction.InteractionManager#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * + * @event PIXI.interaction.InteractionManager#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * + * @event PIXI.interaction.InteractionManager#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event + * + * @event PIXI.interaction.InteractionManager#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * + * @event PIXI.interaction.InteractionManager#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}. + * + * @event PIXI.interaction.InteractionManager#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object + * + * @event PIXI.interaction.InteractionManager#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * + * @event PIXI.interaction.InteractionManager#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * + * @event PIXI.interaction.InteractionManager#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch + * + * @event PIXI.interaction.InteractionManager#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * + * @event PIXI.interaction.InteractionManager#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}. + * + * @event PIXI.interaction.InteractionManager#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * + * @event PIXI.interaction.InteractionManager#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + return _this; + } + + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * + * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. + * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @return {PIXI.DisplayObject} The hit display object, if any. + */ + + + InteractionManager.prototype.hitTest = function hitTest(globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.renderer._lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + + return hitTestEvent.target; + }; + + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate + * another DOM element to receive those events. + * + * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. + * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). + * @private + */ + + + InteractionManager.prototype.setTargetElement = function setTargetElement(element) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.removeEvents(); + + this.interactionDOMElement = element; + + this.resolution = resolution; + + this.addEvents(); + }; + + /** + * Registers all the DOM events + * + * @private + */ + + + InteractionManager.prototype.addEvents = function addEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.INTERACTION); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; + this.interactionDOMElement.style['-ms-touch-action'] = 'none'; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = 'none'; + } + + /** + * These events are added first, so that if pointer events are normalised, they are fired + * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + window.document.addEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); + window.addEventListener('pointercancel', this.onPointerCancel, true); + window.addEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.addEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); + window.addEventListener('mouseup', this.onPointerUp, true); + } + + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); + } + + this.eventsAdded = true; + }; + + /** + * Removes all the DOM events that were previously registered + * + * @private + */ + + + InteractionManager.prototype.removeEvents = function removeEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.remove(this.update, this); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = ''; + this.interactionDOMElement.style['-ms-touch-action'] = ''; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = ''; + } + + if (this.supportsPointerEvents) { + window.document.removeEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); + window.removeEventListener('pointercancel', this.onPointerCancel, true); + window.removeEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.removeEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); + window.removeEventListener('mouseup', this.onPointerUp, true); + } + + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); + } + + this.interactionDOMElement = null; + + this.eventsAdded = false; + }; + + /** + * Updates the state of interactive objects. + * Invoked by a throttled ticker update from {@link PIXI.ticker.shared}. + * + * @param {number} deltaTime - time delta since last tick + */ + + + InteractionManager.prototype.update = function update(deltaTime) { + this._deltaTime += deltaTime; + + if (this._deltaTime < this.interactionFrequency) { + return; + } + + this._deltaTime = 0; + + if (!this.interactionDOMElement) { + return; + } + + // if the user move the mouse this check has already been done using the mouse move! + if (this.didMove) { + this.didMove = false; + + return; + } + + this.cursor = null; + + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, true); + } + } + } + + this.setCursorMode(this.cursor); + + // TODO + }; + + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * + * @param {string} mode - cursor mode, a key from the cursorStyles dictionary + */ + + + InteractionManager.prototype.setCursorMode = function setCursorMode(mode) { + mode = mode || 'default'; + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + + // only do things if there is a cursor style for it + if (style) { + switch (typeof style === 'undefined' ? 'undefined' : _typeof(style)) { + case 'string': + // string styles are handled as cursor CSS + this.interactionDOMElement.style.cursor = style; + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + Object.assign(this.interactionDOMElement.style, style); + break; + } + } else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + + /** + * Dispatches an event on the display object that was interacted with + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {object} eventData - the event data object + * @private + */ + + + InteractionManager.prototype.dispatchEvent = function dispatchEvent(displayObject, eventString, eventData) { + if (!eventData.stopped) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + + displayObject.emit(eventString, eventData); + + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * + * @param {PIXI.Point} point - the point that the result will be stored in + * @param {number} x - the x coord of the position to map + * @param {number} y - the y coord of the position to map + */ + + + InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint(point, x, y) { + var rect = void 0; + + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { x: 0, y: 0, width: 0, height: 0 }; + } else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + + var resolutionMultiplier = navigator.isCocoonJS ? this.resolution : 1.0 / this.resolution; + + point.x = (x - rect.left) * (this.interactionDOMElement.width / rect.width) * resolutionMultiplier; + point.y = (y - rect.top) * (this.interactionDOMElement.height / rect.height) * resolutionMultiplier; + }; + + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @param {boolean} [interactive] - Whether the displayObject is interactive + * @return {boolean} returns true if the displayObject hit the point + */ + + + InteractionManager.prototype.processInteractive = function processInteractive(interactionEvent, displayObject, func, hitTest, interactive) { + if (!displayObject || !displayObject.visible) { + return false; + } + + var point = interactionEvent.data.global; + + // Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimisation once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimisation is that an object is not hit test directly if a child has already been hit. + + interactive = displayObject.interactive || interactive; + + var hit = false; + var interactiveParent = interactive; + + // if the displayobject has a hitArea, then it does not need to hitTest children. + if (displayObject.hitArea) { + interactiveParent = false; + } + // it has a mask! Then lets hit test that before continuing + else if (hitTest && displayObject._mask) { + if (!displayObject._mask.containsPoint(point)) { + hitTest = false; + } + } + + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent); + + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } + } + + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + if (displayObject.hitArea) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hit = true; + } + } else if (displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + + return hit; + }; + + /** + * Is called when the pointer button is pressed down on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down + */ + + + InteractionManager.prototype.onPointerDown = function onPointerDown(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + /** + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + + if (this.autoPreventDefault && events[0].isNormalized) { + originalEvent.preventDefault(); + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerDown, true); + + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + + /** + * Processes the result of the pointer down check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerDown = function processPointerDown(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } else { + displayObject.trackedPointers[id].leftDown = true; + } + + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released + * @param {boolean} cancelled - true if the pointer is cancelled + * @param {Function} func - Function passed to {@link processInteractive} + */ + + + InteractionManager.prototype.onPointerComplete = function onPointerComplete(originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + + var eventLen = events.length; + + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, func, cancelled || !eventAppend); + + this.emit(cancelled ? 'pointercancel' : 'pointerup' + eventAppend, interactionEvent); + + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightup' + eventAppend : 'mouseup' + eventAppend, interactionEvent); + } else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : 'touchend' + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId, interactionData); + } + } + }; + + /** + * Is called when the pointer button is cancelled + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerCancel = function onPointerCancel(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, true, this.processPointerCancel); + }; + + /** + * Processes the result of the pointer cancel check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + */ + + + InteractionManager.prototype.processPointerCancel = function processPointerCancel(interactionEvent, displayObject) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerUp = function onPointerUp(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, false, this.processPointerUp); + }; + + /** + * Processes the result of the pointer up check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerUp = function processPointerUp(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var trackingData = displayObject.trackedPointers[id]; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + + var flags = _InteractionTrackingData2.default.FLAGS; + + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + + var isDown = trackingData !== undefined && trackingData.flags & test; + + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + } + } else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } else { + trackingData.leftDown = false; + } + } + } + + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent); + + if (trackingData) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; + + /** + * Is called when the pointer moves across the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer moving + */ + + + InteractionManager.prototype.onPointerMove = function onPointerMove(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + if (events[0].pointerType === 'mouse') { + this.didMove = true; + + this.cursor = null; + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + var interactive = event.pointerType === 'touch' ? this.moveWhenInside : true; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerMove, interactive); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent); + } + + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + + // TODO BUG for parents interactive object (border order issue) + } + }; + + /** + * Processes the result of the pointer move check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerMove = function processPointerMove(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent); + if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent); + } + }; + + /** + * Is called when the pointer is moved out of the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + + + InteractionManager.prototype.onPointerOut = function onPointerOut(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, false); + + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + + /** + * Processes the result of the pointer over/out check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerOverOut = function processPointerOverOut(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + var trackingData = displayObject.trackedPointers[id]; + + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + + if (trackingData === undefined) return; + + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.dispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + + /** + * Is called when the pointer is moved into the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view + */ + + + InteractionManager.prototype.onPointerOver = function onPointerOver(originalEvent) { + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + + /** + * Get InteractionData for a given pointerId. Store that data as well + * + * @private + * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData + * @return {PIXI.interaction.InteractionData} - Interaction data for the given pointer identifier + */ + + + InteractionManager.prototype.getInteractionDataForPointerId = function getInteractionDataForPointerId(event) { + var pointerId = event.pointerId; + + var interactionData = void 0; + + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } else { + interactionData = this.interactionDataPool.pop() || new _InteractionData2.default(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData._copyEvent(event); + + return interactionData; + }; + + /** + * Return unused InteractionData to the pool, for a given pointerId + * + * @private + * @param {number} pointerId - Identifier from a pointer event + */ + + + InteractionManager.prototype.releaseInteractionDataForPointerId = function releaseInteractionDataForPointerId(pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData._reset(); + this.interactionDataPool.push(interactionData); + } + }; + + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The event to be configured + * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param {PIXI.interaction.InteractionData} interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @return {PIXI.interaction.InteractionEvent} the interaction event that was passed in + */ + + + InteractionManager.prototype.configureInteractionEventForDOMEvent = function configureInteractionEventForDOMEvent(interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + + // This is the way InteractionManager processed touch events before the refactoring, so I've kept + // it here. But it doesn't make that much sense to me, since mapPositionToPoint already factors + // in this.resolution, so this just divides by this.resolution twice for touch events... + if (navigator.isCocoonJS && pointerEvent.pointerType === 'touch') { + interactionData.global.x = interactionData.global.x / this.resolution; + interactionData.global.y = interactionData.global.y / this.resolution; + } + + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + + interactionData.originalEvent = pointerEvent; + interactionEvent._reset(); + + return interactionEvent; + }; + + /** + * Ensures that the original event object contains all data that a regular pointer event would have + * + * @private + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + */ + + + InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData(event) { + var normalizedEvents = []; + + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + + if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0; + if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0; + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1; + if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1; + if (typeof touch.tiltX === 'undefined') touch.tiltX = 0; + if (typeof touch.tiltY === 'undefined') touch.tiltY = 0; + if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch'; + if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0; + if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5; + touch.twist = 0; + touch.tangentialPressure = 0; + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX; + if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY; + + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) { + if (typeof event.isPrimary === 'undefined') event.isPrimary = true; + if (typeof event.width === 'undefined') event.width = 1; + if (typeof event.height === 'undefined') event.height = 1; + if (typeof event.tiltX === 'undefined') event.tiltX = 0; + if (typeof event.tiltY === 'undefined') event.tiltY = 0; + if (typeof event.pointerType === 'undefined') event.pointerType = 'mouse'; + if (typeof event.pointerId === 'undefined') event.pointerId = MOUSE_POINTER_ID; + if (typeof event.pressure === 'undefined') event.pressure = 0.5; + event.twist = 0; + event.tangentialPressure = 0; + + // mark the mouse event as normalized, just so that we know we did it + event.isNormalized = true; + + normalizedEvents.push(event); + } else { + normalizedEvents.push(event); + } + + return normalizedEvents; + }; + + /** + * Destroys the interaction manager + * + */ + + + InteractionManager.prototype.destroy = function destroy() { + this.removeEvents(); + + this.removeAllListeners(); + + this.renderer = null; + + this.mouse = null; + + this.eventData = null; + + this.interactionDOMElement = null; + + this.onPointerDown = null; + this.processPointerDown = null; + + this.onPointerUp = null; + this.processPointerUp = null; + + this.onPointerCancel = null; + this.processPointerCancel = null; + + this.onPointerMove = null; + this.processPointerMove = null; + + this.onPointerOut = null; + this.processPointerOverOut = null; + + this.onPointerOver = null; + + this._tempPoint = null; + }; + + return InteractionManager; + }(_eventemitter2.default); + + exports.default = InteractionManager; + + + core.WebGLRenderer.registerPlugin('interaction', InteractionManager); + core.CanvasRenderer.registerPlugin('interaction', InteractionManager); + + }, { "../core": 65, "./InteractionData": 155, "./InteractionEvent": 156, "./InteractionTrackingData": 158, "./interactiveTarget": 160, "eventemitter3": 20 }], 158: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * DisplayObjects with the {@link PIXI.interaction.interactiveTarget} mixin use this class to track interactions + * + * @class + * @private + * @memberof PIXI.interaction + */ + var InteractionTrackingData = function () { + /** + * @param {number} pointerId - Unique pointer id of the event + */ + function InteractionTrackingData(pointerId) { + _classCallCheck(this, InteractionTrackingData); + + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + + + InteractionTrackingData.prototype._doSet = function _doSet(flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } else { + this._flags = this._flags & ~flag; + } + }; + + /** + * Unique pointer id of the event + * + * @readonly + * @member {number} + */ + + + _createClass(InteractionTrackingData, [{ + key: "pointerId", + get: function get() { + return this._pointerId; + } + + /** + * State of the tracking data, expressed as bit flags + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "flags", + get: function get() { + return this._flags; + } + + /** + * Set the flags for the tracking data + * + * @param {number} flags - Flags to set + */ + , + set: function set(flags) { + this._flags = flags; + } + + /** + * Is the tracked event inactive (not over or down)? + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "none", + get: function get() { + return this._flags === this.constructor.FLAGS.NONE; + } + + /** + * Is the tracked event over the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "over", + get: function get() { + return (this._flags & this.constructor.FLAGS.OVER) !== 0; + } + + /** + * Set the over flag + * + * @param {boolean} yn - Is the event over? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.OVER, yn); + } + + /** + * Did the right mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "rightDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.RIGHT_DOWN) !== 0; + } + + /** + * Set the right down flag + * + * @param {boolean} yn - Is the right mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.RIGHT_DOWN, yn); + } + + /** + * Did the left mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "leftDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.LEFT_DOWN) !== 0; + } + + /** + * Set the left down flag + * + * @param {boolean} yn - Is the left mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.LEFT_DOWN, yn); + } + }]); + + return InteractionTrackingData; + }(); + + exports.default = InteractionTrackingData; + + + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2 + }); + + }, {}], 159: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _InteractionData = require('./InteractionData'); + + Object.defineProperty(exports, 'InteractionData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionData).default; + } + }); + + var _InteractionManager = require('./InteractionManager'); + + Object.defineProperty(exports, 'InteractionManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionManager).default; + } + }); + + var _interactiveTarget = require('./interactiveTarget'); + + Object.defineProperty(exports, 'interactiveTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_interactiveTarget).default; + } + }); + + var _InteractionTrackingData = require('./InteractionTrackingData'); + + Object.defineProperty(exports, 'InteractionTrackingData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionTrackingData).default; + } + }); + + var _InteractionEvent = require('./InteractionEvent'); + + Object.defineProperty(exports, 'InteractionEvent', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionEvent).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./InteractionData": 155, "./InteractionEvent": 156, "./InteractionManager": 157, "./InteractionTrackingData": 158, "./interactiveTarget": 160 }], 160: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + /** + * Default property values of interactive objects + * Used by {@link PIXI.interaction.InteractionManager} to automatically give all DisplayObjects these properties + * + * @private + * @name interactiveTarget + * @memberof PIXI.interaction + * @example + * function MyObject() {} + * + * Object.assign( + * core.DisplayObject.prototype, + * PIXI.interaction.interactiveTarget + * ); + */ + exports.default = { + + /** + * Enable interaction events for the DisplayObject. Touch, pointer and mouse + * events will not be emitted unless `interactive` is set to `true`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.on('tap', (event) => { + * //handle event + * }); + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + interactive: false, + + /** + * Determines if the children to the displayObject can be clicked/touched + * Setting this to false allows PixiJS to bypass a recursive `hitTest` function + * + * @member {boolean} + * @memberof PIXI.Container# + */ + interactiveChildren: true, + + /** + * Interaction shape. Children will be hit first, then this shape will be checked. + * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); + * @member {PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.RoundedRectangle} + * @memberof PIXI.DisplayObject# + */ + hitArea: null, + + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + + /** + * Internal set of all active pointers, by identifier + * + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) this._trackedPointers = {}; + + return this._trackedPointers; + }, + + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * + * @private + * @type {Map} + */ + _trackedPointers: undefined + }; + + }, {}], 161: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.parse = parse; + + exports.default = function () { + return function bitmapFontParser(resource, next) { + // skip if no data or not xml data + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.XML) { + next(); + + return; + } + + // skip if not bitmap font data, using some silly duck-typing + if (resource.data.getElementsByTagName('page').length === 0 || resource.data.getElementsByTagName('info').length === 0 || resource.data.getElementsByTagName('info')[0].getAttribute('face') === null) { + next(); + + return; + } + + var xmlUrl = !resource.isDataUrl ? path.dirname(resource.url) : ''; + + if (resource.isDataUrl) { + if (xmlUrl === '.') { + xmlUrl = ''; + } + + if (this.baseUrl && xmlUrl) { + // if baseurl has a trailing slash then add one to xmlUrl so the replace works below + if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/') { + xmlUrl += '/'; + } + } + } + + // remove baseUrl from xmlUrl + xmlUrl = xmlUrl.replace(this.baseUrl, ''); + + // if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (xmlUrl && xmlUrl.charAt(xmlUrl.length - 1) !== '/') { + xmlUrl += '/'; + } + + var textureUrl = xmlUrl + resource.data.getElementsByTagName('page')[0].getAttribute('file'); + + if (_core.utils.TextureCache[textureUrl]) { + // reuse existing texture + parse(resource, _core.utils.TextureCache[textureUrl]); + next(); + } else { + var loadOptions = { + crossOrigin: resource.crossOrigin, + loadType: _resourceLoader.Resource.LOAD_TYPE.IMAGE, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + + // load the texture for the font + this.add(resource.name + '_image', textureUrl, loadOptions, function (res) { + parse(resource, res.texture); + next(); + }); + } + }; + }; + + var _path = require('path'); + + var path = _interopRequireWildcard(_path); + + var _core = require('../core'); + + var _resourceLoader = require('resource-loader'); + + var _extras = require('../extras'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + /** + * Register a BitmapText font from loader resource. + * + * @function parseBitmapFontData + * @memberof PIXI.loaders + * @param {PIXI.loaders.Resource} resource - Loader resource. + * @param {PIXI.Texture} texture - Reference to texture. + */ + function parse(resource, texture) { + resource.bitmapFont = _extras.BitmapText.registerFont(resource.data, texture); + } + + }, { "../core": 65, "../extras": 141, "path": 25, "resource-loader": 36 }], 162: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + exports.shared = exports.Resource = exports.textureParser = exports.getResourcePath = exports.spritesheetParser = exports.parseBitmapFontData = exports.bitmapFontParser = exports.Loader = undefined; + + var _bitmapFontParser = require('./bitmapFontParser'); + + Object.defineProperty(exports, 'bitmapFontParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_bitmapFontParser).default; + } + }); + Object.defineProperty(exports, 'parseBitmapFontData', { + enumerable: true, + get: function get() { + return _bitmapFontParser.parse; + } + }); + + var _spritesheetParser = require('./spritesheetParser'); + + Object.defineProperty(exports, 'spritesheetParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_spritesheetParser).default; + } + }); + Object.defineProperty(exports, 'getResourcePath', { + enumerable: true, + get: function get() { + return _spritesheetParser.getResourcePath; + } + }); + + var _textureParser = require('./textureParser'); + + Object.defineProperty(exports, 'textureParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_textureParser).default; + } + }); + + var _resourceLoader = require('resource-loader'); + + Object.defineProperty(exports, 'Resource', { + enumerable: true, + get: function get() { + return _resourceLoader.Resource; + } + }); + + var _Application = require('../core/Application'); + + var _Application2 = _interopRequireDefault(_Application); + + var _loader = require('./loader'); + + var _loader2 = _interopRequireDefault(_loader); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + /** + * This namespace contains APIs which extends the {@link https://github.com/englercj/resource-loader resource-loader} module + * for loading assets, data, and other resources dynamically. + * @example + * const loader = new PIXI.loaders.Loader(); + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.load((loader, resources) => { + * // resources.bunny + * // resources.spaceship + * }); + * @namespace PIXI.loaders + */ + exports.Loader = _loader2.default; + + + /** + * A premade instance of the loader that can be used to load resources. + * @name shared + * @memberof PIXI.loaders + * @type {PIXI.loaders.Loader} + */ + var shared = new _loader2.default(); + + shared.destroy = function () { + // protect destroying shared loader + }; + + exports.shared = shared; + + // Mixin the loader construction + + var AppPrototype = _Application2.default.prototype; + + AppPrototype._loader = null; + + /** + * Loader instance to help with asset loading. + * @name PIXI.Application#loader + * @type {PIXI.loaders.Loader} + */ + Object.defineProperty(AppPrototype, 'loader', { + get: function get() { + if (!this._loader) { + var sharedLoader = this._options.sharedLoader; + + this._loader = sharedLoader ? shared : new _loader2.default(); + } + + return this._loader; + } + }); + + // Override the destroy function + // making sure to destroy the current Loader + AppPrototype._parentDestroy = AppPrototype.destroy; + AppPrototype.destroy = function destroy(removeView) { + if (this._loader) { + this._loader.destroy(); + this._loader = null; + } + this._parentDestroy(removeView); + }; + + }, { "../core/Application": 43, "./bitmapFontParser": 161, "./loader": 163, "./spritesheetParser": 164, "./textureParser": 165, "resource-loader": 36 }], 163: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _resourceLoader = require('resource-loader'); + + var _resourceLoader2 = _interopRequireDefault(_resourceLoader); + + var _blob = require('resource-loader/lib/middlewares/parsing/blob'); + + var _eventemitter = require('eventemitter3'); + + var _eventemitter2 = _interopRequireDefault(_eventemitter); + + var _textureParser = require('./textureParser'); + + var _textureParser2 = _interopRequireDefault(_textureParser); + + var _spritesheetParser = require('./spritesheetParser'); + + var _spritesheetParser2 = _interopRequireDefault(_spritesheetParser); + + var _bitmapFontParser = require('./bitmapFontParser'); + + var _bitmapFontParser2 = _interopRequireDefault(_bitmapFontParser); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * + * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.loader; // PixiJS exposes a premade instance for you to use. + * //or + * const loader = new PIXI.loaders.Loader(); // you can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * + * @see https://github.com/englercj/resource-loader + * + * @class + * @extends module:resource-loader.ResourceLoader + * @memberof PIXI.loaders + */ + var Loader = function (_ResourceLoader) { + _inherits(Loader, _ResourceLoader); + + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + _classCallCheck(this, Loader); + + var _this = _possibleConstructorReturn(this, _ResourceLoader.call(this, baseUrl, concurrency)); + + _eventemitter2.default.call(_this); + + for (var i = 0; i < Loader._pixiMiddleware.length; ++i) { + _this.use(Loader._pixiMiddleware[i]()); + } + + // Compat layer, translate the new v2 signals into old v1 events. + _this.onStart.add(function (l) { + return _this.emit('start', l); + }); + _this.onProgress.add(function (l, r) { + return _this.emit('progress', l, r); + }); + _this.onError.add(function (e, l, r) { + return _this.emit('error', e, l, r); + }); + _this.onLoad.add(function (l, r) { + return _this.emit('load', l, r); + }); + _this.onComplete.add(function (l, r) { + return _this.emit('complete', l, r); + }); + return _this; + } + + /** + * Adds a default middleware to the PixiJS loader. + * + * @static + * @param {Function} fn - The middleware to add. + */ + + + Loader.addPixiMiddleware = function addPixiMiddleware(fn) { + Loader._pixiMiddleware.push(fn); + }; + + /** + * Destroy the loader, removes references. + */ + + + Loader.prototype.destroy = function destroy() { + this.removeAllListeners(); + this.reset(); + }; + + return Loader; + }(_resourceLoader2.default); + + // Copy EE3 prototype (mixin) + + + exports.default = Loader; + for (var k in _eventemitter2.default.prototype) { + Loader.prototype[k] = _eventemitter2.default.prototype[k]; + } + + Loader._pixiMiddleware = [ + // parse any blob into more usable objects (e.g. Image) + _blob.blobMiddlewareFactory, + // parse any Image objects into textures + _textureParser2.default, + // parse any spritesheet data into multiple textures + _spritesheetParser2.default, + // parse bitmap font data into multiple textures + _bitmapFontParser2.default]; + + // Add custom extentions + var Resource = _resourceLoader2.default.Resource; + + Resource.setExtensionXhrType('fnt', Resource.XHR_RESPONSE_TYPE.DOCUMENT); + + }, { "./bitmapFontParser": 161, "./spritesheetParser": 164, "./textureParser": 165, "eventemitter3": 20, "resource-loader": 36, "resource-loader/lib/middlewares/parsing/blob": 37 }], 164: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + exports.default = function () { + return function spritesheetParser(resource, next) { + var imageResourceName = resource.name + '_image'; + + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.JSON || !resource.data.frames || this.resources[imageResourceName]) { + next(); + + return; + } + + var loadOptions = { + crossOrigin: resource.crossOrigin, + loadType: _resourceLoader.Resource.LOAD_TYPE.IMAGE, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + + var resourcePath = getResourcePath(resource, this.baseUrl); + + // load the image for this sheet + this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + var spritesheet = new _core.Spritesheet(res.texture.baseTexture, resource.data, resource.url); + + spritesheet.parse(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; + }; + + exports.getResourcePath = getResourcePath; + + var _resourceLoader = require('resource-loader'); + + var _url = require('url'); + + var _url2 = _interopRequireDefault(_url); + + var _core = require('../core'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function getResourcePath(resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + + return _url2.default.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); + } + + }, { "../core": 65, "resource-loader": 36, "url": 38 }], 165: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + exports.default = function () { + return function textureParser(resource, next) { + // create a new texture if the data is an Image object + if (resource.data && resource.type === _resourceLoader.Resource.TYPE.IMAGE) { + resource.texture = _Texture2.default.fromLoader(resource.data, resource.url, resource.name); + } + next(); + }; + }; + + var _resourceLoader = require('resource-loader'); + + var _Texture = require('../core/textures/Texture'); + + var _Texture2 = _interopRequireDefault(_Texture); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "../core/textures/Texture": 115, "resource-loader": 36 }], 166: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _TextureTransform = require('../extras/TextureTransform'); + + var _TextureTransform2 = _interopRequireDefault(_TextureTransform); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var tempPoint = new core.Point(); + var tempPolygon = new core.Polygon(); + + /** + * Base mesh class + * @class + * @extends PIXI.Container + * @memberof PIXI.mesh + */ + + var Mesh = function (_core$Container) { + _inherits(Mesh, _core$Container); + + /** + * @param {PIXI.Texture} texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function Mesh(texture, vertices, uvs, indices, drawMode) { + _classCallCheck(this, Mesh); + + /** + * The texture of the Mesh + * + * @member {PIXI.Texture} + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._texture = texture; + + /** + * The Uvs of the Mesh + * + * @member {Float32Array} + */ + _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + /** + * An array of vertices + * + * @member {Float32Array} + */ + _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + // TODO auto generate this based on draw mode! + _this.indices = indices || new Uint16Array([0, 1, 3, 2]); + + /** + * Version of mesh uvs are dirty or not + * + * @member {number} + */ + _this.dirty = 0; + + /** + * Version of mesh indices + * + * @member {number} + */ + _this.indexDirty = 0; + + /** + * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove + * any blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * Triangles in canvas mode are automatically antialiased, use this value to force triangles + * to overlap a bit with each other. + * + * @member {number} + */ + _this.canvasPadding = 0; + + /** + * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts + * + * @member {number} + * @see PIXI.mesh.Mesh.DRAW_MODES + */ + _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH; + + /** + * The default shader that is used if a mesh doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + + /** + * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any + * tint effect. + * + * @member {number} + */ + _this.tintRgb = new Float32Array([1, 1, 1]); + + /** + * A map of renderer IDs to webgl render data + * + * @private + * @member {object} + */ + _this._glDatas = {}; + + /** + * transform that is applied to UV to get the texture coords + * its updated independently from texture uvTransform + * updates of uvs are tied to that thing + * + * @member {PIXI.extras.TextureTransform} + * @private + */ + _this._uvTransform = new _TextureTransform2.default(texture); + + /** + * whether or not upload uvTransform to shader + * if its false, then uvs should be pre-multiplied + * if you change it for generated mesh, please call 'refresh(true)' + * @member {boolean} + * @default false + */ + _this.uploadUvTransform = false; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * @member {string} + * @default 'mesh' + */ + _this.pluginName = 'mesh'; + return _this; + } + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer + */ + + + Mesh.prototype._renderWebGL = function _renderWebGL(renderer) { + this.refresh(); + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + + + Mesh.prototype._renderCanvas = function _renderCanvas(renderer) { + this.refresh(); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Mesh.prototype._onTextureUpdate = function _onTextureUpdate() { + this._uvTransform.texture = this._texture; + this.refresh(); + }; + + /** + * multiplies uvs only if uploadUvTransform is false + * call it after you change uvs manually + * make sure that texture is valid + */ + + + Mesh.prototype.multiplyUvs = function multiplyUvs() { + if (!this.uploadUvTransform) { + this._uvTransform.multiplyUvs(this.uvs); + } + }; + + /** + * Refreshes uvs for generated meshes (rope, plane) + * sometimes refreshes vertices too + * + * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case + */ + + + Mesh.prototype.refresh = function refresh(forceUpdate) { + if (this._uvTransform.update(forceUpdate)) { + this._refresh(); + } + }; + + /** + * re-calculates mesh coords + * @protected + */ + + + Mesh.prototype._refresh = function _refresh() { } + /* empty */ + + + /** + * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * + */ + ; + + Mesh.prototype._calculateBounds = function _calculateBounds() { + // TODO - we can cache local bounds and use them if they are dirty (like graphics) + this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length); + }; + + /** + * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Mesh.prototype.containsPoint = function containsPoint(point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + + this.worldTransform.applyInverse(point, tempPoint); + + var vertices = this.vertices; + var points = tempPolygon.points; + var indices = this.indices; + var len = this.indices.length; + var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1; + + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + + return false; + }; + + /** + * The texture that the mesh uses. + * + * @member {PIXI.Texture} + */ + + + _createClass(Mesh, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + + /** + * The tint applied to the mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return core.utils.rgb2hex(this.tintRgb); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tintRgb = core.utils.hex2rgb(value, this.tintRgb); + } + }]); + + return Mesh; + }(core.Container); + + /** + * Different drawing buffer modes supported + * + * @static + * @constant + * @type {object} + * @property {number} TRIANGLE_MESH + * @property {number} TRIANGLES + */ + + + exports.default = Mesh; + Mesh.DRAW_MODES = { + TRIANGLE_MESH: 0, + TRIANGLES: 1 + }; + + }, { "../core": 65, "../extras/TextureTransform": 136 }], 167: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _Plane2 = require('./Plane'); + + var _Plane3 = _interopRequireDefault(_Plane2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var DEFAULT_BORDER_SIZE = 10; + + /** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.fromImage('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+             *      A                          B
+             *    +---+----------------------+---+
+             *  C | 1 |          2           | 3 |
+             *    +---+----------------------+---+
+             *    |   |                      |   |
+             *    | 4 |          5           | 6 |
+             *    |   |                      |   |
+             *    +---+----------------------+---+
+             *  D | 7 |          8           | 9 |
+             *    +---+----------------------+---+
+            
+             *  When changing this objects width and/or height:
+             *     areas 1 3 7 and 9 will remain unscaled.
+             *     areas 2 and 8 will be stretched horizontally
+             *     areas 4 and 6 will be stretched vertically
+             *     area 5 will be stretched both horizontally and vertically
+             * 
+ * + * @class + * @extends PIXI.mesh.Plane + * @memberof PIXI.mesh + * + */ + + var NineSlicePlane = function (_Plane) { + _inherits(NineSlicePlane, _Plane); + + /** + * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. + * @param {int} [leftWidth=10] size of the left vertical bar (A) + * @param {int} [topHeight=10] size of the top horizontal bar (C) + * @param {int} [rightWidth=10] size of the right vertical bar (B) + * @param {int} [bottomHeight=10] size of the bottom horizontal bar (D) + */ + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + _classCallCheck(this, NineSlicePlane); + + var _this = _possibleConstructorReturn(this, _Plane.call(this, texture, 4, 4)); + + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._width = _this._origWidth; + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._height = _this._origHeight; + + /** + * The width of the left column (a) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE; + + /** + * The width of the right column (b) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE; + + /** + * The height of the top row (c) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE; + + /** + * The height of the bottom row (d) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this.bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE; + + _this.refresh(true); + return _this; + } + + /** + * Updates the horizontal vertices. + * + */ + + + NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices() { + var vertices = this.vertices; + + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - this._bottomHeight; + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + + /** + * Updates the vertical vertices. + * + */ + + + NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices() { + var vertices = this.vertices; + + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - this._rightWidth; + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with. + */ + + + NineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer) { + var context = renderer.context; + + context.globalAlpha = this.worldAlpha; + + var transform = this.worldTransform; + var res = renderer.resolution; + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + var base = this._texture.baseTexture; + var textureSource = base.source; + var w = base.width; + var h = base.height; + + this.drawSegment(context, textureSource, w, h, 0, 1, 10, 11); + this.drawSegment(context, textureSource, w, h, 2, 3, 12, 13); + this.drawSegment(context, textureSource, w, h, 4, 5, 14, 15); + this.drawSegment(context, textureSource, w, h, 8, 9, 18, 19); + this.drawSegment(context, textureSource, w, h, 10, 11, 20, 21); + this.drawSegment(context, textureSource, w, h, 12, 13, 22, 23); + this.drawSegment(context, textureSource, w, h, 16, 17, 26, 27); + this.drawSegment(context, textureSource, w, h, 18, 19, 28, 29); + this.drawSegment(context, textureSource, w, h, 20, 21, 30, 31); + }; + + /** + * Renders one segment of the plane. + * to mimic the exact drawing behavior of stretching the image like WebGL does, we need to make sure + * that the source area is at least 1 pixel in size, otherwise nothing gets drawn when a slice size of 0 is used. + * + * @private + * @param {CanvasRenderingContext2D} context - The context to draw with. + * @param {CanvasImageSource} textureSource - The source to draw. + * @param {number} w - width of the texture + * @param {number} h - height of the texture + * @param {number} x1 - x index 1 + * @param {number} y1 - y index 1 + * @param {number} x2 - x index 2 + * @param {number} y2 - y index 2 + */ + + + NineSlicePlane.prototype.drawSegment = function drawSegment(context, textureSource, w, h, x1, y1, x2, y2) { + // otherwise you get weird results when using slices of that are 0 wide or high. + var uvs = this.uvs; + var vertices = this.vertices; + + var sw = (uvs[x2] - uvs[x1]) * w; + var sh = (uvs[y2] - uvs[y1]) * h; + var dw = vertices[x2] - vertices[x1]; + var dh = vertices[y2] - vertices[y1]; + + // make sure the source is at least 1 pixel wide and high, otherwise nothing will be drawn. + if (sw < 1) { + sw = 1; + } + + if (sh < 1) { + sh = 1; + } + + // make sure destination is at least 1 pixel wide and high, otherwise you get + // lines when rendering close to original size. + if (dw < 1) { + dw = 1; + } + + if (dh < 1) { + dh = 1; + } + + context.drawImage(textureSource, uvs[x1] * w, uvs[y1] * h, sw, sh, vertices[x1], vertices[y1], dw, dh); + }; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + + /** + * Refreshes NineSlicePlane coords. All of them. + */ + NineSlicePlane.prototype._refresh = function _refresh() { + _Plane.prototype._refresh.call(this); + + var uvs = this.uvs; + var texture = this._texture; + + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - _uvw * this._rightWidth; + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - _uvh * this._bottomHeight; + + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + + this.dirty = true; + + this.multiplyUvs(); + }; + + _createClass(NineSlicePlane, [{ + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + this._refresh(); + } + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + this._refresh(); + } + + /** + * The width of the left column + * + * @member {number} + */ + + }, { + key: 'leftWidth', + get: function get() { + return this._leftWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._leftWidth = value; + this._refresh(); + } + + /** + * The width of the right column + * + * @member {number} + */ + + }, { + key: 'rightWidth', + get: function get() { + return this._rightWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rightWidth = value; + this._refresh(); + } + + /** + * The height of the top row + * + * @member {number} + */ + + }, { + key: 'topHeight', + get: function get() { + return this._topHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._topHeight = value; + this._refresh(); + } + + /** + * The height of the bottom row + * + * @member {number} + */ + + }, { + key: 'bottomHeight', + get: function get() { + return this._bottomHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._bottomHeight = value; + this._refresh(); + } + }]); + + return NineSlicePlane; + }(_Plane3.default); + + exports.default = NineSlicePlane; + + }, { "./Plane": 168 }], 168: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Mesh2 = require('./Mesh'); + + var _Mesh3 = _interopRequireDefault(_Mesh2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The Plane allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let Plane = new PIXI.Plane(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ + var Plane = function (_Mesh) { + _inherits(Plane, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the Plane. + * @param {number} verticesX - The number of vertices in the x-axis + * @param {number} verticesY - The number of vertices in the y-axis + */ + function Plane(texture, verticesX, verticesY) { + _classCallCheck(this, Plane); + + /** + * Tracker for if the Plane is ready to be drawn. Needed because Mesh ctor can + * call _onTextureUpdated which could call refresh too early. + * + * @member {boolean} + * @private + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this._ready = true; + + _this.verticesX = verticesX || 10; + _this.verticesY = verticesY || 10; + + _this.drawMode = _Mesh3.default.DRAW_MODES.TRIANGLES; + _this.refresh(); + return _this; + } + + /** + * Refreshes plane coordinates + * + */ + + + Plane.prototype._refresh = function _refresh() { + var texture = this._texture; + var total = this.verticesX * this.verticesY; + var verts = []; + var colors = []; + var uvs = []; + var indices = []; + + var segmentsX = this.verticesX - 1; + var segmentsY = this.verticesY - 1; + + var sizeX = texture.width / segmentsX; + var sizeY = texture.height / segmentsY; + + for (var i = 0; i < total; i++) { + var x = i % this.verticesX; + var y = i / this.verticesX | 0; + + verts.push(x * sizeX, y * sizeY); + + uvs.push(x / segmentsX, y / segmentsY); + } + + // cons + + var totalSub = segmentsX * segmentsY; + + for (var _i = 0; _i < totalSub; _i++) { + var xpos = _i % segmentsX; + var ypos = _i / segmentsX | 0; + + var value = ypos * this.verticesX + xpos; + var value2 = ypos * this.verticesX + xpos + 1; + var value3 = (ypos + 1) * this.verticesX + xpos; + var value4 = (ypos + 1) * this.verticesX + xpos + 1; + + indices.push(value, value2, value3); + indices.push(value2, value4, value3); + } + + // console.log(indices) + this.vertices = new Float32Array(verts); + this.uvs = new Float32Array(uvs); + this.colors = new Float32Array(colors); + this.indices = new Uint16Array(indices); + this.indexDirty = true; + + this.multiplyUvs(); + }; + + /** + * Clear texture UVs when new texture is set + * + * @private + */ + + + Plane.prototype._onTextureUpdate = function _onTextureUpdate() { + _Mesh3.default.prototype._onTextureUpdate.call(this); + + // wait for the Plane ctor to finish before calling refresh + if (this._ready) { + this.refresh(); + } + }; + + return Plane; + }(_Mesh3.default); + + exports.default = Plane; + + }, { "./Mesh": 166 }], 169: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Mesh2 = require('./Mesh'); + + var _Mesh3 = _interopRequireDefault(_Mesh2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The rope allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ + var Rope = function (_Mesh) { + _inherits(Rope, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the rope. + * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. + */ + function Rope(texture, points) { + _classCallCheck(this, Rope); + + /** + * An array of points that determine the rope + * + * @member {PIXI.Point[]} + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this.points = points; + + /** + * An array of vertices used to construct this rope. + * + * @member {Float32Array} + */ + _this.vertices = new Float32Array(points.length * 4); + + /** + * The WebGL Uvs of the rope. + * + * @member {Float32Array} + */ + _this.uvs = new Float32Array(points.length * 4); + + /** + * An array containing the color components + * + * @member {Float32Array} + */ + _this.colors = new Float32Array(points.length * 2); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + _this.indices = new Uint16Array(points.length * 2); + + /** + * refreshes vertices on every updateTransform + * @member {boolean} + * @default true + */ + _this.autoUpdate = true; + + _this.refresh(); + return _this; + } + + /** + * Refreshes + * + */ + + + Rope.prototype._refresh = function _refresh() { + var points = this.points; + + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1 || !this._texture._uvs) { + return; + } + + // if the number of points has changed we will need to recreate the arraybuffers + if (this.vertices.length / 4 !== points.length) { + this.vertices = new Float32Array(points.length * 4); + this.uvs = new Float32Array(points.length * 4); + this.colors = new Float32Array(points.length * 2); + this.indices = new Uint16Array(points.length * 2); + } + + var uvs = this.uvs; + + var indices = this.indices; + var colors = this.colors; + + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + + colors[0] = 1; + colors[1] = 1; + + indices[0] = 0; + indices[1] = 1; + + var total = points.length; + + for (var i = 1; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + var amount = i / (total - 1); + + uvs[index] = amount; + uvs[index + 1] = 0; + + uvs[index + 2] = amount; + uvs[index + 3] = 1; + + index = i * 2; + colors[index] = 1; + colors[index + 1] = 1; + + index = i * 2; + indices[index] = index; + indices[index + 1] = index + 1; + } + + // ensure that the changes are uploaded + this.dirty++; + this.indexDirty++; + + this.multiplyUvs(); + this.refreshVertices(); + }; + + /** + * refreshes vertices of Rope mesh + */ + + + Rope.prototype.refreshVertices = function refreshVertices() { + var points = this.points; + + if (points.length < 1) { + return; + } + + var lastPoint = points[0]; + var nextPoint = void 0; + var perpX = 0; + var perpY = 0; + + // this.count -= 0.2; + + var vertices = this.vertices; + var total = points.length; + + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } else { + nextPoint = point; + } + + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + + var ratio = (1 - i / (total - 1)) * 10; + + if (ratio > 1) { + ratio = 1; + } + + var perpLength = Math.sqrt(perpX * perpX + perpY * perpY); + var num = this._texture.height / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; + + perpX /= perpLength; + perpY /= perpLength; + + perpX *= num; + perpY *= num; + + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + + lastPoint = point; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + Rope.prototype.updateTransform = function updateTransform() { + if (this.autoUpdate) { + this.refreshVertices(); + } + this.containerUpdateTransform(); + }; + + return Rope; + }(_Mesh3.default); + + exports.default = Rope; + + }, { "./Mesh": 166 }], 170: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _Mesh = require('../Mesh'); + + var _Mesh2 = _interopRequireDefault(_Mesh); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * Renderer dedicated to meshes. + * + * @class + * @private + * @memberof PIXI + */ + var MeshSpriteRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for + */ + function MeshSpriteRenderer(renderer) { + _classCallCheck(this, MeshSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the Mesh + * + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var context = renderer.context; + + var transform = mesh.worldTransform; + var res = renderer.resolution; + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + renderer.setBlendMode(mesh.blendMode); + + if (mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH) { + this._renderTriangleMesh(mesh); + } else { + this._renderTriangles(mesh); + } + }; + + /** + * Draws the object in Triangle Mesh mode + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype._renderTriangleMesh = function _renderTriangleMesh(mesh) { + // draw triangles!! + var length = mesh.vertices.length / 2; + + for (var i = 0; i < length - 2; i++) { + // draw some triangles! + var index = i * 2; + + this._renderDrawTriangle(mesh, index, index + 2, index + 4); + } + }; + + /** + * Draws the object in triangle mode using canvas + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + */ + + + MeshSpriteRenderer.prototype._renderTriangles = function _renderTriangles(mesh) { + // draw triangles!! + var indices = mesh.indices; + var length = indices.length; + + for (var i = 0; i < length; i += 3) { + // draw some triangles! + var index0 = indices[i] * 2; + var index1 = indices[i + 1] * 2; + var index2 = indices[i + 2] * 2; + + this._renderDrawTriangle(mesh, index0, index1, index2); + } + }; + + /** + * Draws one of the triangles that from the Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + * @param {number} index0 - the index of the first vertex + * @param {number} index1 - the index of the second vertex + * @param {number} index2 - the index of the third vertex + */ + + + MeshSpriteRenderer.prototype._renderDrawTriangle = function _renderDrawTriangle(mesh, index0, index1, index2) { + var context = this.renderer.context; + var uvs = mesh.uvs; + var vertices = mesh.vertices; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var base = texture.baseTexture; + var textureSource = base.source; + var textureWidth = base.width; + var textureHeight = base.height; + + var u0 = void 0; + var u1 = void 0; + var u2 = void 0; + var v0 = void 0; + var v1 = void 0; + var v2 = void 0; + + if (mesh.uploadUvTransform) { + var ut = mesh._uvTransform.mapCoord; + + u0 = (uvs[index0] * ut.a + uvs[index0 + 1] * ut.c + ut.tx) * base.width; + u1 = (uvs[index1] * ut.a + uvs[index1 + 1] * ut.c + ut.tx) * base.width; + u2 = (uvs[index2] * ut.a + uvs[index2 + 1] * ut.c + ut.tx) * base.width; + v0 = (uvs[index0] * ut.b + uvs[index0 + 1] * ut.d + ut.ty) * base.height; + v1 = (uvs[index1] * ut.b + uvs[index1 + 1] * ut.d + ut.ty) * base.height; + v2 = (uvs[index2] * ut.b + uvs[index2 + 1] * ut.d + ut.ty) * base.height; + } else { + u0 = uvs[index0] * base.width; + u1 = uvs[index1] * base.width; + u2 = uvs[index2] * base.width; + v0 = uvs[index0 + 1] * base.height; + v1 = uvs[index1 + 1] * base.height; + v2 = uvs[index2 + 1] * base.height; + } + + var x0 = vertices[index0]; + var x1 = vertices[index1]; + var x2 = vertices[index2]; + var y0 = vertices[index0 + 1]; + var y1 = vertices[index1 + 1]; + var y2 = vertices[index2 + 1]; + + if (mesh.canvasPadding > 0) { + var paddingX = mesh.canvasPadding / mesh.worldTransform.a; + var paddingY = mesh.canvasPadding / mesh.worldTransform.d; + var centerX = (x0 + x1 + x2) / 3; + var centerY = (y0 + y1 + y2) / 3; + + var normX = x0 - centerX; + var normY = y0 - centerY; + + var dist = Math.sqrt(normX * normX + normY * normY); + + x0 = centerX + normX / dist * (dist + paddingX); + y0 = centerY + normY / dist * (dist + paddingY); + + // + + normX = x1 - centerX; + normY = y1 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x1 = centerX + normX / dist * (dist + paddingX); + y1 = centerY + normY / dist * (dist + paddingY); + + normX = x2 - centerX; + normY = y2 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x2 = centerX + normX / dist * (dist + paddingX); + y2 = centerY + normY / dist * (dist + paddingY); + } + + context.save(); + context.beginPath(); + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + + context.closePath(); + + context.clip(); + + // Compute matrix transform + var delta = u0 * v1 + v0 * u2 + u1 * v2 - v1 * u2 - v0 * u1 - u0 * v2; + var deltaA = x0 * v1 + v0 * x2 + x1 * v2 - v1 * x2 - v0 * x1 - x0 * v2; + var deltaB = u0 * x1 + x0 * u2 + u1 * x2 - x1 * u2 - x0 * u1 - u0 * x2; + var deltaC = u0 * v1 * x2 + v0 * x1 * u2 + x0 * u1 * v2 - x0 * v1 * u2 - v0 * u1 * x2 - u0 * x1 * v2; + var deltaD = y0 * v1 + v0 * y2 + y1 * v2 - v1 * y2 - v0 * y1 - y0 * v2; + var deltaE = u0 * y1 + y0 * u2 + u1 * y2 - y1 * u2 - y0 * u1 - u0 * y2; + var deltaF = u0 * v1 * y2 + v0 * y1 * u2 + y0 * u1 * v2 - y0 * v1 * u2 - v0 * u1 * y2 - u0 * y1 * v2; + + context.transform(deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); + + context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight); + + context.restore(); + this.renderer.invalidateBlendMode(); + }; + + /** + * Renders a flat Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - The Mesh to render + */ + + + MeshSpriteRenderer.prototype.renderMeshFlat = function renderMeshFlat(mesh) { + var context = this.renderer.context; + var vertices = mesh.vertices; + var length = vertices.length / 2; + + // this.count++; + + context.beginPath(); + + for (var i = 1; i < length - 2; ++i) { + // draw some triangles! + var index = i * 2; + + var x0 = vertices[index]; + var y0 = vertices[index + 1]; + + var x1 = vertices[index + 2]; + var y1 = vertices[index + 3]; + + var x2 = vertices[index + 4]; + var y2 = vertices[index + 5]; + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + + context.fillStyle = '#FF0000'; + context.fill(); + context.closePath(); + }; + + /** + * destroy the the renderer. + * + */ + + + MeshSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return MeshSpriteRenderer; + }(); + + exports.default = MeshSpriteRenderer; + + + core.CanvasRenderer.registerPlugin('mesh', MeshSpriteRenderer); + + }, { "../../core": 65, "../Mesh": 166 }], 171: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Mesh = require('./Mesh'); + + Object.defineProperty(exports, 'Mesh', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Mesh).default; + } + }); + + var _MeshRenderer = require('./webgl/MeshRenderer'); + + Object.defineProperty(exports, 'MeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_MeshRenderer).default; + } + }); + + var _CanvasMeshRenderer = require('./canvas/CanvasMeshRenderer'); + + Object.defineProperty(exports, 'CanvasMeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasMeshRenderer).default; + } + }); + + var _Plane = require('./Plane'); + + Object.defineProperty(exports, 'Plane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Plane).default; + } + }); + + var _NineSlicePlane = require('./NineSlicePlane'); + + Object.defineProperty(exports, 'NineSlicePlane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NineSlicePlane).default; + } + }); + + var _Rope = require('./Rope'); + + Object.defineProperty(exports, 'Rope', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rope).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./Mesh": 166, "./NineSlicePlane": 167, "./Plane": 168, "./Rope": 169, "./canvas/CanvasMeshRenderer": 170, "./webgl/MeshRenderer": 172 }], 172: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + var _Mesh = require('../Mesh'); + + var _Mesh2 = _interopRequireDefault(_Mesh); + + var _path = require('path'); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var matrixIdentity = core.Matrix.IDENTITY; + + /** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + + var MeshRenderer = function (_core$ObjectRenderer) { + _inherits(MeshRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function MeshRenderer(renderer) { + _classCallCheck(this, MeshRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + MeshRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTransform;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n', 'varying vec2 vTextureCoord;\r\nuniform vec4 uColor;\r\n\r\nuniform sampler2D uSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\r\n}\r\n'); + }; + + /** + * renders mesh + * + * @param {PIXI.mesh.Mesh} mesh mesh instance + */ + + + MeshRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var gl = renderer.gl; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var glData = mesh._glDatas[renderer.CONTEXT_UID]; + + if (!glData) { + renderer.bindVao(null); + + glData = { + shader: this.shader, + vertexBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.vertices, gl.STREAM_DRAW), + uvBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.uvs, gl.STREAM_DRAW), + indexBuffer: _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, mesh.indices, gl.STATIC_DRAW), + // build the vao object that will render.. + vao: null, + dirty: mesh.dirty, + indexDirty: mesh.indexDirty + }; + + // build the vao object that will render.. + glData.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(glData.indexBuffer).addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0).addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0); + + mesh._glDatas[renderer.CONTEXT_UID] = glData; + } + + renderer.bindVao(glData.vao); + + if (mesh.dirty !== glData.dirty) { + glData.dirty = mesh.dirty; + glData.uvBuffer.upload(mesh.uvs); + } + + if (mesh.indexDirty !== glData.indexDirty) { + glData.indexDirty = mesh.indexDirty; + glData.indexBuffer.upload(mesh.indices); + } + + glData.vertexBuffer.upload(mesh.vertices); + + renderer.bindShader(glData.shader); + + glData.shader.uniforms.uSampler = renderer.bindTexture(texture); + + renderer.state.setBlendMode(core.utils.correctBlendMode(mesh.blendMode, texture.baseTexture.premultipliedAlpha)); + + if (glData.shader.uniforms.uTransform) { + if (mesh.uploadUvTransform) { + glData.shader.uniforms.uTransform = mesh._uvTransform.mapCoord.toArray(true); + } else { + glData.shader.uniforms.uTransform = matrixIdentity.toArray(true); + } + } + glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); + + glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, glData.shader.uniforms.uColor, texture.baseTexture.premultipliedAlpha); + + var drawMode = mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; + + glData.vao.draw(drawMode, mesh.indices.length, 0); + }; + + return MeshRenderer; + }(core.ObjectRenderer); + + exports.default = MeshRenderer; + + + core.WebGLRenderer.registerPlugin('mesh', MeshRenderer); + + }, { "../../core": 65, "../Mesh": 166, "path": 25, "pixi-gl-core": 7 }], 173: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _utils = require('../core/utils'); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that advanced + * functionality will not work. ParticleContainer implements only the basic object transform (position, scale, rotation). + * Any other functionality like tinting, masking, etc will not work on sprites in this batch. + * + * It's extremely easy to use : + * + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = new PIXI.Sprite.fromImage("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.particles + */ + var ParticleContainer = function (_core$Container) { + _inherits(ParticleContainer, _core$Container); + + /** + * @param {number} [maxSize=15000] - The maximum number of particles that can be renderer by the container. + * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.scale=false] - When true, scale be uploaded and applied. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.alpha=false] - When true, alpha be uploaded and applied. + * @param {number} [batchSize=15000] - Number of particles per batch. + */ + function ParticleContainer() { + var maxSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1500; + var properties = arguments[1]; + var batchSize = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 16384; + + _classCallCheck(this, ParticleContainer); + + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + var maxBatchSize = 16384; + + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + + if (batchSize > maxSize) { + batchSize = maxSize; + } + + /** + * Set properties to be dynamic (true) / static (false) + * + * @member {boolean[]} + * @private + */ + _this._properties = [false, true, false, false, false]; + + /** + * @member {number} + * @private + */ + _this._maxSize = maxSize; + + /** + * @member {number} + * @private + */ + _this._batchSize = batchSize; + + /** + * @member {object} + * @private + */ + _this._glBuffers = {}; + + /** + * @member {number} + * @private + */ + _this._bufferToUpdate = 0; + + /** + * @member {boolean} + * + */ + _this.interactiveChildren = false; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` + * to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * Used for canvas renderering. If true then the elements will be positioned at the + * nearest pixel. This provides a nice speed boost. + * + * @member {boolean} + * @default true; + */ + _this.roundPixels = true; + + /** + * The texture used to render the children. + * + * @readonly + * @member {BaseTexture} + */ + _this.baseTexture = null; + + _this.setProperties(properties); + + /** + * The tint applied to the container. + * This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } + + /** + * Sets the private properties array to dynamic / static based on the passed properties object + * + * @param {object} properties - The properties to be uploaded + */ + + + ParticleContainer.prototype.setProperties = function setProperties(properties) { + if (properties) { + this._properties[0] = 'scale' in properties ? !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'alpha' in properties ? !!properties.alpha : this._properties[4]; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + ParticleContainer.prototype.updateTransform = function updateTransform() { + // TODO don't need to! + this.displayObjectUpdateTransform(); + // PIXI.Container.prototype.updateTransform.call( this ); + }; + + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + ** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * @member {number} + * @default 0xFFFFFF + */ + + + /** + * Renders the container using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer + */ + ParticleContainer.prototype.renderWebGL = function renderWebGL(renderer) { + var _this2 = this; + + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.hasLoaded) { + this.baseTexture.once('update', function () { + return _this2.onChildrenChange(0); + }); + } + } + + renderer.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); + }; + + /** + * Set the flag that static data should be updated to true + * + * @private + * @param {number} smallestChildIndex - The smallest child index + */ + + + ParticleContainer.prototype.onChildrenChange = function onChildrenChange(smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + + if (bufferIndex < this._bufferToUpdate) { + this._bufferToUpdate = bufferIndex; + } + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + + + ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var isRotated = true; + + var positionX = 0; + var positionY = 0; + + var finalWidth = 0; + var finalHeight = 0; + + renderer.setBlendMode(this.blendMode); + + context.globalAlpha = this.worldAlpha; + + this.displayObjectUpdateTransform(); + + for (var i = 0; i < this.children.length; ++i) { + var child = this.children[i]; + + if (!child.visible) { + continue; + } + + var frame = child._texture.frame; + + context.globalAlpha = this.worldAlpha * child.alpha; + + if (child.rotation % (Math.PI * 2) === 0) { + // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call + if (isRotated) { + context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx * renderer.resolution, transform.ty * renderer.resolution); + + isRotated = false; + } + + positionX = child.anchor.x * (-frame.width * child.scale.x) + child.position.x + 0.5; + positionY = child.anchor.y * (-frame.height * child.scale.y) + child.position.y + 0.5; + + finalWidth = frame.width * child.scale.x; + finalHeight = frame.height * child.scale.y; + } else { + if (!isRotated) { + isRotated = true; + } + + child.displayObjectUpdateTransform(); + + var childTransform = child.worldTransform; + + if (renderer.roundPixels) { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution | 0, childTransform.ty * renderer.resolution | 0); + } else { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution, childTransform.ty * renderer.resolution); + } + + positionX = child.anchor.x * -frame.width + 0.5; + positionY = child.anchor.y * -frame.height + 0.5; + + finalWidth = frame.width; + finalHeight = frame.height; + } + + var resolution = child._texture.baseTexture.resolution; + + context.drawImage(child._texture.baseTexture.source, frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution); + } + }; + + /** + * Destroys the container + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + ParticleContainer.prototype.destroy = function destroy(options) { + _core$Container.prototype.destroy.call(this, options); + + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + } + + this._properties = null; + this._buffers = null; + }; + + _createClass(ParticleContainer, [{ + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + (0, _utils.hex2rgb)(value, this.tintRgb); + } + }]); + + return ParticleContainer; + }(core.Container); + + exports.default = ParticleContainer; + + }, { "../core": 65, "../core/utils": 124 }], 174: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _ParticleContainer = require('./ParticleContainer'); + + Object.defineProperty(exports, 'ParticleContainer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleContainer).default; + } + }); + + var _ParticleRenderer = require('./webgl/ParticleRenderer'); + + Object.defineProperty(exports, 'ParticleRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleRenderer).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./ParticleContainer": 173, "./webgl/ParticleRenderer": 176 }], 175: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _pixiGlCore = require('pixi-gl-core'); + + var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + + var _createIndicesForQuads = require('../../core/utils/createIndicesForQuads'); + + var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ + + /** + * The particle buffer manages the static and dynamic buffers for a particle container. + * + * @class + * @private + * @memberof PIXI + */ + var ParticleBuffer = function () { + /** + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. + */ + function ParticleBuffer(gl, properties, dynamicPropertyFlags, size) { + _classCallCheck(this, ParticleBuffer); + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * Size of a single vertex. + * + * @member {number} + */ + this.vertSize = 2; + + /** + * Size of a single vertex in bytes. + * + * @member {number} + */ + this.vertByteSize = this.vertSize * 4; + + /** + * The number of particles the buffer can hold + * + * @member {number} + */ + this.size = size; + + /** + * A list of the properties that are dynamic. + * + * @member {object[]} + */ + this.dynamicProperties = []; + + /** + * A list of the properties that are static. + * + * @member {object[]} + */ + this.staticProperties = []; + + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attribute: property.attribute, + size: property.size, + uploadFunction: property.uploadFunction, + offset: property.offset + }; + + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } else { + this.staticProperties.push(property); + } + } + + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + + this.initBuffers(); + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + ParticleBuffer.prototype.initBuffers = function initBuffers() { + var gl = this.gl; + var dynamicOffset = 0; + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(this.size); + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + this.dynamicStride = 0; + + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; + } + + this.dynamicData = new Float32Array(this.size * this.dynamicStride * 4); + this.dynamicBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.dynamicData, gl.STREAM_DRAW); + + // static // + var staticOffset = 0; + + this.staticStride = 0; + + for (var _i = 0; _i < this.staticProperties.length; ++_i) { + var _property = this.staticProperties[_i]; + + _property.offset = staticOffset; + staticOffset += _property.size; + this.staticStride += _property.size; + } + + this.staticData = new Float32Array(this.size * this.staticStride * 4); + this.staticBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.staticData, gl.STATIC_DRAW); + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(this.indexBuffer); + + for (var _i2 = 0; _i2 < this.dynamicProperties.length; ++_i2) { + var _property2 = this.dynamicProperties[_i2]; + + this.vao.addAttribute(this.dynamicBuffer, _property2.attribute, gl.FLOAT, false, this.dynamicStride * 4, _property2.offset * 4); + } + + for (var _i3 = 0; _i3 < this.staticProperties.length; ++_i3) { + var _property3 = this.staticProperties[_i3]; + + this.vao.addAttribute(this.staticBuffer, _property3.attribute, gl.FLOAT, false, this.staticStride * 4, _property3.offset * 4); + } + }; + + /** + * Uploads the dynamic properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadDynamic = function uploadDynamic(children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + + property.uploadFunction(children, startIndex, amount, this.dynamicData, this.dynamicStride, property.offset); + } + + this.dynamicBuffer.upload(); + }; + + /** + * Uploads the static properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadStatic = function uploadStatic(children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + + property.uploadFunction(children, startIndex, amount, this.staticData, this.staticStride, property.offset); + } + + this.staticBuffer.upload(); + }; + + /** + * Destroys the ParticleBuffer. + * + */ + + + ParticleBuffer.prototype.destroy = function destroy() { + this.dynamicProperties = null; + this.dynamicData = null; + this.dynamicBuffer.destroy(); + + this.staticProperties = null; + this.staticData = null; + this.staticBuffer.destroy(); + }; + + return ParticleBuffer; + }(); + + exports.default = ParticleBuffer; + + }, { "../../core/utils/createIndicesForQuads": 122, "pixi-gl-core": 7 }], 176: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _ParticleShader = require('./ParticleShader'); + + var _ParticleShader2 = _interopRequireDefault(_ParticleShader); + + var _ParticleBuffer = require('./ParticleBuffer'); + + var _ParticleBuffer2 = _interopRequireDefault(_ParticleBuffer); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ + + /** + * + * @class + * @private + * @memberof PIXI + */ + var ParticleRenderer = function (_core$ObjectRenderer) { + _inherits(ParticleRenderer, _core$ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function ParticleRenderer(renderer) { + _classCallCheck(this, ParticleRenderer); + + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + + /** + * The default shader that is used if a sprite doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + + _this.indexBuffer = null; + + _this.properties = null; + + _this.tempMatrix = new core.Matrix(); + + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * When there is a WebGL context change + * + * @private + */ + + + ParticleRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + + // setup default shader + this.shader = new _ParticleShader2.default(gl); + + this.properties = [ + // verticesData + { + attribute: this.shader.attributes.aVertexPosition, + size: 2, + uploadFunction: this.uploadVertices, + offset: 0 + }, + // positionData + { + attribute: this.shader.attributes.aPositionCoord, + size: 2, + uploadFunction: this.uploadPosition, + offset: 0 + }, + // rotationData + { + attribute: this.shader.attributes.aRotation, + size: 1, + uploadFunction: this.uploadRotation, + offset: 0 + }, + // uvsData + { + attribute: this.shader.attributes.aTextureCoord, + size: 2, + uploadFunction: this.uploadUvs, + offset: 0 + }, + // alphaData + { + attribute: this.shader.attributes.aColor, + size: 1, + uploadFunction: this.uploadAlpha, + offset: 0 + }]; + }; + + /** + * Starts a new particle batch. + * + */ + + + ParticleRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + }; + + /** + * Renders the particle container object. + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + */ + + + ParticleRenderer.prototype.render = function render(container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + + if (totalChildren === 0) { + return; + } else if (totalChildren > maxSize) { + totalChildren = maxSize; + } + + var buffers = container._glBuffers[renderer.CONTEXT_UID]; + + if (!buffers) { + buffers = container._glBuffers[renderer.CONTEXT_UID] = this.generateBuffers(container); + } + + var baseTexture = children[0]._texture.baseTexture; + + // if the uvs have not updated then no point rendering just yet! + this.renderer.setBlendMode(core.utils.correctBlendMode(container.blendMode, baseTexture.premultipliedAlpha)); + + var gl = renderer.gl; + + var m = container.worldTransform.copy(this.tempMatrix); + + m.prepend(renderer._activeRenderTarget.projectionMatrix); + + this.shader.uniforms.projectionMatrix = m.toArray(true); + + this.shader.uniforms.uColor = core.utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.premultipliedAlpha); + + // make sure the texture is bound.. + this.shader.uniforms.uSampler = renderer.bindTexture(baseTexture); + + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = totalChildren - i; + + if (amount > batchSize) { + amount = batchSize; + } + + var buffer = buffers[j]; + + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + + // we only upload the static content when we have to! + if (container._bufferToUpdate === j) { + buffer.uploadStatic(children, i, amount); + container._bufferToUpdate = j + 1; + } + + // bind the buffer + renderer.bindVao(buffer.vao); + buffer.vao.draw(gl.TRIANGLES, amount * 6); + } + }; + + /** + * Creates one particle buffer for each child in the container we want to render and updates internal properties + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer[]} The buffers + */ + + + ParticleRenderer.prototype.generateBuffers = function generateBuffers(container) { + var gl = this.renderer.gl; + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + + for (var i = 0; i < size; i += batchSize) { + buffers.push(new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize)); + } + + return buffers; + }; + + /** + * Uploads the verticies. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their vertices uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadVertices = function uploadVertices(children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - sprite.anchor.x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - sprite.anchor.y * orig.height; + h0 = h1 + trim.height; + } else { + w0 = orig.width * (1 - sprite.anchor.x); + w1 = orig.width * -sprite.anchor.x; + + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + + array[offset + stride * 2] = w0 * sx; + array[offset + stride * 2 + 1] = h0 * sy; + + array[offset + stride * 3] = w1 * sx; + array[offset + stride * 3 + 1] = h0 * sy; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their positions uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadPosition = function uploadPosition(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + + array[offset + stride * 2] = spritePosition.x; + array[offset + stride * 2 + 1] = spritePosition.y; + + array[offset + stride * 3] = spritePosition.x; + array[offset + stride * 3 + 1] = spritePosition.y; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadRotation = function uploadRotation(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + stride * 2] = spriteRotation; + array[offset + stride * 3] = spriteRotation; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadUvs = function uploadUvs(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + + array[offset + stride * 2] = textureUvs.x2; + array[offset + stride * 2 + 1] = textureUvs.y2; + + array[offset + stride * 3] = textureUvs.x3; + array[offset + stride * 3 + 1] = textureUvs.y3; + + offset += stride * 4; + } else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + + array[offset + stride * 2] = 0; + array[offset + stride * 2 + 1] = 0; + + array[offset + stride * 3] = 0; + array[offset + stride * 3 + 1] = 0; + + offset += stride * 4; + } + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadAlpha = function uploadAlpha(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteAlpha = children[startIndex + i].alpha; + + array[offset] = spriteAlpha; + array[offset + stride] = spriteAlpha; + array[offset + stride * 2] = spriteAlpha; + array[offset + stride * 3] = spriteAlpha; + + offset += stride * 4; + } + }; + + /** + * Destroys the ParticleRenderer. + * + */ + + + ParticleRenderer.prototype.destroy = function destroy() { + if (this.renderer.gl) { + this.renderer.gl.deleteBuffer(this.indexBuffer); + } + + _core$ObjectRenderer.prototype.destroy.call(this); + + this.shader.destroy(); + + this.indices = null; + this.tempMatrix = null; + }; + + return ParticleRenderer; + }(core.ObjectRenderer); + + exports.default = ParticleRenderer; + + + core.WebGLRenderer.registerPlugin('particle', ParticleRenderer); + + }, { "../../core": 65, "./ParticleBuffer": 175, "./ParticleShader": 177 }], 177: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _Shader2 = require('../../core/Shader'); + + var _Shader3 = _interopRequireDefault(_Shader2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * @class + * @extends PIXI.Shader + * @memberof PIXI + */ + var ParticleShader = function (_Shader) { + _inherits(ParticleShader, _Shader); + + /** + * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. + */ + function ParticleShader(gl) { + _classCallCheck(this, ParticleShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute float aColor;', 'attribute vec2 aPositionCoord;', 'attribute vec2 aScale;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'varying vec2 vTextureCoord;', 'varying float vColor;', 'void main(void){', ' vec2 v = aVertexPosition;', ' v.x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' v.y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor;', '}'].join('\n'), + // hello + ['varying vec2 vTextureCoord;', 'varying float vColor;', 'uniform sampler2D uSampler;', 'uniform vec4 uColor;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor * uColor;', ' if (color.a == 0.0) discard;', ' gl_FragColor = color;', '}'].join('\n'))); + } + + return ParticleShader; + }(_Shader3.default); + + exports.default = ParticleShader; + + }, { "../../core/Shader": 44 }], 178: [function (require, module, exports) { + "use strict"; + + // References: + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + + if (x === 0 || isNaN(x)) { + return x; + } + + return x > 0 ? 1 : -1; + }; + } + + }, {}], 179: [function (require, module, exports) { + 'use strict'; + + var _objectAssign = require('object-assign'); + + var _objectAssign2 = _interopRequireDefault(_objectAssign); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + if (!Object.assign) { + Object.assign = _objectAssign2.default; + } // References: + // https://github.com/sindresorhus/object-assign + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + }, { "object-assign": 23 }], 180: [function (require, module, exports) { + 'use strict'; + + require('./Object.assign'); + + require('./requestAnimationFrame'); + + require('./Math.sign'); + + if (!window.ArrayBuffer) { + window.ArrayBuffer = Array; + } + + if (!window.Float32Array) { + window.Float32Array = Array; + } + + if (!window.Uint32Array) { + window.Uint32Array = Array; + } + + if (!window.Uint16Array) { + window.Uint16Array = Array; + } + + }, { "./Math.sign": 178, "./Object.assign": 179, "./requestAnimationFrame": 181 }], 181: [function (require, module, exports) { + (function (global) { + 'use strict'; + + // References: + // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + // https://gist.github.com/1579671 + // http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision + // https://gist.github.com/timhall/4078614 + // https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame + + // Expected to be used with Browserfiy + // Browserify automatically detects the use of `global` and passes the + // correct reference of `global`, `self`, and finally `window` + + var ONE_FRAME_TIME = 16; + + // Date.now + if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); + }; + } + + // performance.now + if (!(global.performance && global.performance.now)) { + (function () { + var startTime = Date.now(); + + if (!global.performance) { + global.performance = {}; + } + + global.performance.now = function () { + return Date.now() - startTime; + }; + })(); + } + + // requestAnimationFrame + var lastTime = Date.now(); + var vendors = ['ms', 'moz', 'webkit', 'o']; + + for (var x = 0; x < vendors.length && !global.requestAnimationFrame; ++x) { + var p = vendors[x]; + + global.requestAnimationFrame = global[p + 'RequestAnimationFrame']; + global.cancelAnimationFrame = global[p + 'CancelAnimationFrame'] || global[p + 'CancelRequestAnimationFrame']; + } + + if (!global.requestAnimationFrame) { + global.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + 'is not a function'); + } + + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + + if (delay < 0) { + delay = 0; + } + + lastTime = currentTime; + + return setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); + }; + } + + if (!global.cancelAnimationFrame) { + global.cancelAnimationFrame = function (id) { + return clearTimeout(id); + }; + } + + }).call(this, typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + + }, {}], 182: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../core'); + + var core = _interopRequireWildcard(_core); + + var _CountLimiter = require('./limiters/CountLimiter'); + + var _CountLimiter2 = _interopRequireDefault(_CountLimiter); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var SharedTicker = core.ticker.shared; + + /** + * Default number of uploads per frame using prepare plugin. + * + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ + core.settings.UPLOADS_PER_FRAME = 4; + + /** + * The prepare manager provides functionality to upload content to the GPU. BasePrepare handles + * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * + * @example + * // Create a sprite + * const sprite = new PIXI.Sprite.fromImage('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * + * @abstract + * @class + * @memberof PIXI.prepare + */ + + var BasePrepare = function () { + /** + * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + + _classCallCheck(this, BasePrepare); + + /** + * The limiter to be used to control how quickly items are prepared. + * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter} + */ + this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME); + + /** + * Reference to the renderer. + * @type {PIXI.SystemRenderer} + * @protected + */ + this.renderer = renderer; + + /** + * The only real difference between CanvasPrepare and WebGLPrepare is what they pass + * to upload hooks. That different parameter is stored here. + * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer} + * @protected + */ + this.uploadHookHelper = null; + + /** + * Collection of items to uploads at once. + * @type {Array<*>} + * @private + */ + this.queue = []; + + /** + * Collection of additional hooks for finding assets. + * @type {Array} + * @private + */ + this.addHooks = []; + + /** + * Collection of additional hooks for processing assets. + * @type {Array} + * @private + */ + this.uploadHooks = []; + + /** + * Callback to call after completed. + * @type {Array} + * @private + */ + this.completes = []; + + /** + * If prepare is ticking (running). + * @type {boolean} + * @private + */ + this.ticking = false; + + /** + * 'bound' call for prepareItems(). + * @type {Function} + * @private + */ + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + + /** + * Upload all the textures and graphics to the GPU. + * + * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - + * Either the container or display object to search for items to upload, the items to upload themselves, + * or the callback function, if items have been added using `prepare.add`. + * @param {Function} [done] - Optional callback when all queued uploads have completed + */ + + + BasePrepare.prototype.upload = function upload(item, done) { + if (typeof item === 'function') { + done = item; + item = null; + } + + // If a display object, search for items + // that we could upload + if (item) { + this.add(item); + } + + // Get the items for upload from the display + if (this.queue.length) { + if (done) { + this.completes.push(done); + } + + if (!this.ticking) { + this.ticking = true; + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + } else if (done) { + done(); + } + }; + + /** + * Handle tick update + * + * @private + */ + + + BasePrepare.prototype.tick = function tick() { + setTimeout(this.delayedTick, 0); + }; + + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * + * @private + */ + + + BasePrepare.prototype.prepareItems = function prepareItems() { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + + if (!uploaded) { + this.queue.shift(); + } + } + + // We're finished + if (!this.queue.length) { + this.ticking = false; + + var completes = this.completes.slice(0); + + this.completes.length = 0; + + for (var _i = 0, _len = completes.length; _i < _len; _i++) { + completes[_i](); + } + } else { + // if we are not finished, on the next rAF do this again + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + }; + + /** + * Adds hooks for finding items. + * + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + + return this; + }; + + /** + * Adds hooks for uploading items. + * + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + + return this; + }; + + /** + * Manually add an item to the uploading queue. + * + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @return {PIXI.CanvasPrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.add = function add(item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + + // Get childen recursively + if (item instanceof core.Container) { + for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) { + this.add(item.children[_i2]); + } + } + + return this; + }; + + /** + * Destroys the plugin, don't use after this. + * + */ + + + BasePrepare.prototype.destroy = function destroy() { + if (this.ticking) { + SharedTicker.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + + return BasePrepare; + }(); + + /** + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + + + exports.default = BasePrepare; + function findMultipleBaseTextures(item, queue) { + var result = false; + + // Objects with mutliple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof core.Texture) { + var baseTexture = item._textures[i].baseTexture; + + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + + return result; + } + + /** + * Built-in hook to find BaseTextures from Sprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findBaseTexture(item, queue) { + // Objects with textures, like Sprites/Text + if (item instanceof core.BaseTexture) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; + } + + /** + * Built-in hook to find textures from objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findTexture(item, queue) { + if (item._texture && item._texture instanceof core.Texture) { + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; + } + + /** + * Built-in hook to draw PIXI.Text to its texture. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function drawText(helper, item) { + if (item instanceof core.Text) { + // updating text will return early if it is not dirty + item.updateText(true); + + return true; + } + + return false; + } + + /** + * Built-in hook to calculate a text style for a PIXI.Text object. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function calculateTextStyle(helper, item) { + if (item instanceof core.TextStyle) { + var font = item.toFontString(); + + core.TextMetrics.measureFont(font); + + return true; + } + + return false; + } + + /** + * Built-in hook to find Text objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Text object was found. + */ + function findText(item, queue) { + if (item instanceof core.Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; + } + + /** + * Built-in hook to find TextStyle objects. + * + * @private + * @param {PIXI.TextStyle} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof core.TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; + } + + }, { "../core": 65, "./limiters/CountLimiter": 185 }], 183: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _BasePrepare2 = require('../BasePrepare'); + + var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var CANVAS_START_SIZE = 16; + + /** + * The prepare manager provides functionality to upload content to the GPU + * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing + * textures to an offline canvas. + * This draw call will force the texture to be moved onto the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ + + var CanvasPrepare = function (_BasePrepare) { + _inherits(CanvasPrepare, _BasePrepare); + + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasPrepare(renderer) { + _classCallCheck(this, CanvasPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this; + + /** + * An offline canvas to render textures to + * @type {HTMLCanvasElement} + * @private + */ + _this.canvas = document.createElement('canvas'); + _this.canvas.width = CANVAS_START_SIZE; + _this.canvas.height = CANVAS_START_SIZE; + + /** + * The context to the canvas + * @type {CanvasRenderingContext2D} + * @private + */ + _this.ctx = _this.canvas.getContext('2d'); + + // Add textures to upload + _this.registerUploadHook(uploadBaseTextures); + return _this; + } + + /** + * Destroys the plugin, don't use after this. + * + */ + + + CanvasPrepare.prototype.destroy = function destroy() { + _BasePrepare.prototype.destroy.call(this); + this.ctx = null; + this.canvas = null; + }; + + return CanvasPrepare; + }(_BasePrepare3.default); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {*} prepare - Instance of CanvasPrepare + * @param {*} item - Item to check + * @return {boolean} If item was uploaded. + */ + + + exports.default = CanvasPrepare; + function uploadBaseTextures(prepare, item) { + if (item instanceof core.BaseTexture) { + var image = item.source; + + // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. + // So if the width or height is equal to zero then use the canvas size + // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. + var imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width); + var imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height); + + // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU + // A smaller draw can be faster. + prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height); + + return true; + } + + return false; + } + + core.CanvasRenderer.registerPlugin('prepare', CanvasPrepare); + + }, { "../../core": 65, "../BasePrepare": 182 }], 184: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _WebGLPrepare = require('./webgl/WebGLPrepare'); + + Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLPrepare).default; + } + }); + + var _CanvasPrepare = require('./canvas/CanvasPrepare'); + + Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasPrepare).default; + } + }); + + var _BasePrepare = require('./BasePrepare'); + + Object.defineProperty(exports, 'BasePrepare', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BasePrepare).default; + } + }); + + var _CountLimiter = require('./limiters/CountLimiter'); + + Object.defineProperty(exports, 'CountLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CountLimiter).default; + } + }); + + var _TimeLimiter = require('./limiters/TimeLimiter'); + + Object.defineProperty(exports, 'TimeLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TimeLimiter).default; + } + }); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + }, { "./BasePrepare": 182, "./canvas/CanvasPrepare": 183, "./limiters/CountLimiter": 185, "./limiters/TimeLimiter": 186, "./webgl/WebGLPrepare": 187 }], 185: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * CountLimiter limits the number of items handled by a {@link PIXI.prepare.BasePrepare} to a specified + * number of items per frame. + * + * @class + * @memberof PIXI + */ + var CountLimiter = function () { + /** + * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + _classCallCheck(this, CountLimiter); + + /** + * The maximum number of items that can be prepared each frame. + * @private + */ + this.maxItemsPerFrame = maxItemsPerFrame; + /** + * The number of items that can be prepared in the current frame. + * @type {number} + * @private + */ + this.itemsLeft = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + CountLimiter.prototype.beginFrame = function beginFrame() { + this.itemsLeft = this.maxItemsPerFrame; + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + CountLimiter.prototype.allowedToUpload = function allowedToUpload() { + return this.itemsLeft-- > 0; + }; + + return CountLimiter; + }(); + + exports.default = CountLimiter; + + }, {}], 186: [function (require, module, exports) { + "use strict"; + + exports.__esModule = true; + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * + * @class + * @memberof PIXI + */ + var TimeLimiter = function () { + /** + * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. + */ + function TimeLimiter(maxMilliseconds) { + _classCallCheck(this, TimeLimiter); + + /** + * The maximum milliseconds that can be spent preparing items each frame. + * @private + */ + this.maxMilliseconds = maxMilliseconds; + /** + * The start time of the current frame. + * @type {number} + * @private + */ + this.frameStart = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + TimeLimiter.prototype.beginFrame = function beginFrame() { + this.frameStart = Date.now(); + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + TimeLimiter.prototype.allowedToUpload = function allowedToUpload() { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + + return TimeLimiter; + }(); + + exports.default = TimeLimiter; + + }, {}], 187: [function (require, module, exports) { + 'use strict'; + + exports.__esModule = true; + + var _core = require('../../core'); + + var core = _interopRequireWildcard(_core); + + var _BasePrepare2 = require('../BasePrepare'); + + var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ + var WebGLPrepare = function (_BasePrepare) { + _inherits(WebGLPrepare, _BasePrepare); + + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLPrepare(renderer) { + _classCallCheck(this, WebGLPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this.renderer; + + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + + return WebGLPrepare; + }(_BasePrepare3.default); + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + + + exports.default = WebGLPrepare; + function uploadBaseTextures(renderer, item) { + if (item instanceof core.BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.textureManager.updateTexture(item); + } + + return true; + } + + return false; + } + + /** + * Built-in hook to upload PIXI.Graphics to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadGraphics(renderer, item) { + if (item instanceof core.Graphics) { + // if the item is not dirty and already has webgl data, then it got prepared or rendered + // before now and we shouldn't waste time updating it again + if (item.dirty || item.clearDirty || !item._webGL[renderer.plugins.graphics.CONTEXT_UID]) { + renderer.plugins.graphics.updateGraphics(item); + } + + return true; + } + + return false; + } + + /** + * Built-in hook to find graphics. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Graphics object was found. + */ + function findGraphics(item, queue) { + if (item instanceof core.Graphics) { + queue.push(item); + + return true; + } + + return false; + } + + core.WebGLRenderer.registerPlugin('prepare', WebGLPrepare); + + }, { "../../core": 65, "../BasePrepare": 182 }], 188: [function (require, module, exports) { + (function (global) { + 'use strict'; + + exports.__esModule = true; + exports.loader = exports.prepare = exports.particles = exports.mesh = exports.loaders = exports.interaction = exports.filters = exports.extras = exports.extract = exports.accessibility = undefined; + + var _polyfill = require('./polyfill'); + + Object.keys(_polyfill).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _polyfill[key]; + } + }); + }); + + var _core = require('./core'); + + Object.keys(_core).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _core[key]; + } + }); + }); + + var _deprecation = require('./deprecation'); + + var _deprecation2 = _interopRequireDefault(_deprecation); + + var _accessibility = require('./accessibility'); + + var accessibility = _interopRequireWildcard(_accessibility); + + var _extract = require('./extract'); + + var extract = _interopRequireWildcard(_extract); + + var _extras = require('./extras'); + + var extras = _interopRequireWildcard(_extras); + + var _filters = require('./filters'); + + var filters = _interopRequireWildcard(_filters); + + var _interaction = require('./interaction'); + + var interaction = _interopRequireWildcard(_interaction); + + var _loaders = require('./loaders'); + + var loaders = _interopRequireWildcard(_loaders); + + var _mesh = require('./mesh'); + + var mesh = _interopRequireWildcard(_mesh); + + var _particles = require('./particles'); + + var particles = _interopRequireWildcard(_particles); + + var _prepare = require('./prepare'); + + var prepare = _interopRequireWildcard(_prepare); + + function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + + function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + + // export core + _core.utils.mixins.performMixins(); + + /** + * Alias for {@link PIXI.loaders.shared}. + * @name loader + * @memberof PIXI + * @type {PIXI.loader.Loader} + */ + + + // handle mixins now, after all code has been added, including deprecation + + + // export libs + // import polyfills. Done as an export to make sure polyfills are imported first + var loader = loaders.shared || null; + + exports.accessibility = accessibility; + exports.extract = extract; + exports.extras = extras; + exports.filters = filters; + exports.interaction = interaction; + exports.loaders = loaders; + exports.mesh = mesh; + exports.particles = particles; + exports.prepare = prepare; + exports.loader = loader; + + // Apply the deprecations + + if (typeof _deprecation2.default === 'function') { + (0, _deprecation2.default)(exports); + } + + // Always export PixiJS globally. + global.PIXI = exports; // eslint-disable-line + + }).call(this, typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + + }, { "./accessibility": 42, "./core": 65, "./deprecation": 130, "./extract": 132, "./extras": 141, "./filters": 152, "./interaction": 159, "./loaders": 162, "./mesh": 171, "./particles": 174, "./polyfill": 180, "./prepare": 184 }] + }, {}, [188])(188) +}); + + +//# sourceMappingURL=pixi.js.map diff --git a/www/js/main.js b/www/js/main.js new file mode 100644 index 0000000..6dcd07c --- /dev/null +++ b/www/js/main.js @@ -0,0 +1,9 @@ +//============================================================================= +// main.js +//============================================================================= + +PluginManager.setup($plugins); + +window.onload = function() { + SceneManager.run(Scene_Boot); +}; diff --git a/www/js/plugins.js b/www/js/plugins.js new file mode 100644 index 0000000..d3ede83 --- /dev/null +++ b/www/js/plugins.js @@ -0,0 +1,98 @@ +// Generated by RPG Maker. +// Do not edit this file directly. +var $plugins = + [ + { "name": "SA_CoreSpeedImprovement", "status": true, "description": "v18.1 SA Core Speed Improvement (Define at the top)", "parameters": { "Enable CWC-cache": "false", "Minimum CWC-cache holding count": "15", "Logging level": "4" } }, + { "name": "Community_Basic", "status": true, "description": "基本的なパラメーターを設定するプラグインです。", "parameters": { "cacheLimit": "100", "screenWidth": "816", "screenHeight": "624", "changeWindowWidthTo": "", "changeWindowHeightTo": "", "renderingMode": "webgl", "alwaysDash": "on" } }, + { "name": "SAN_Imp_ColorCache", "status": true, "description": "カラーキャッシュ 1.0.0\nパフォーマンス改善プラグインです。", "parameters": {} }, + { "name": "AudioStreaming", "status": true, "description": "音声読み込みを高速化し、oggファイルのみを使用します。", "parameters": { "mode": "10", "deleteM4a": "false" } }, + { "name": "fuku_OptSpriteTint", "status": false, "description": "スプライト色変換効率化", "parameters": {} }, + { "name": "MPP_Patch", "status": true, "description": "【2019/11/30】不具合修正プラグイン", "parameters": { "Patch1 enabled?": "true", "Patch2 enabled?": "true", "Patch3 enabled?": "true", "Patch4 enabled?": "true", "Patch5 enabled?": "true", "Patch6 enabled?": "true", "Patch7 enabled?": "true", "Patch8 enabled?": "true", "Patch9 enabled?": "true", "Patch10 enabled?": "true", "Patch11 enabled?": "true", "Patch12 enabled?": "true", "Patch13 enabled?": "true", "Patch14 enabled?": "true", "Patch15 enabled?": "true", "Patch16 enabled?": "false", "Patch17 enabled?": "true", "Patch18 enabled?": "false", "Patch19 enabled?": "true" } }, + { "name": "Parallaxtiratira", "status": true, "description": "ver1.00 ゲーム開始時にタイルセットロードの猶予を与えます。", "parameters": {} }, + { "name": "WaitFPS", "status": true, "description": "WaitFPS", "parameters": { "momentFPSThreshold": "57", "meanFPSFrames": "3", "meanFPSThreshold": "50", "maxWaitTime": "60" } }, + { "name": "FTKR_ItemSelfVariables", "status": true, "description": "v1.2.2 アイテムやスキルにセルフ変数を実装するプラグイン", "parameters": { "--セーブ設定--": "", "Enabled Save": "1", "--アイテム設定--": "", "Item Number": "0", "--武器設定--": "", "Weapon Number": "3", "--防具設定--": "", "Armor Number": "0", "--スキル設定--": "", "Skill Number": "0", "--アクター設定--": "", "Actor Number": "0", "--エネミー設定--": "", "Enemy Number": "0" } }, + { "name": "VersionSpecified", "status": true, "description": "【MMP ver.1.0】タイトル画面にバージョンを明記します。", "parameters": { "version": "Ver1.104", "fontSize": "20", "fontColor": "rgb(255, 255, 255)", "windowX": "20", "windowY": "560" } }, + { "name": "SimpleVoice", "status": true, "description": "簡易ボイスプラグイン", "parameters": { "フォルダ名": "voice", "オプション名称": "ボイス 音量", "オプション初期値": "100" } }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "YEP_CoreEngine", "status": true, "description": "v1.28 Needed for the majority of Yanfly Engine Scripts. Also\r\ncontains bug fixes found inherently in RPG Maker.", "parameters": { "---Screen---": "", "Screen Width": "816", "Screen Height": "624", "Scale Battlebacks": "true", "Scale Title": "true", "Scale Game Over": "true", "Open Console": "false", "Reposition Battlers": "true", "GameFont Load Timer": "0", "Update Real Scale": "false", "Collection Clear": "true", "---Gold---": "", "Gold Max": "99999999", "Gold Font Size": "20", "Gold Icon": "345", "Gold Overlap": "A lotta", "---Items---": "", "Default Max": "1", "Quantity Text Size": "20", "---Parameters---": "", "Max Level": "30", "Actor MaxHP": "99999", "Actor MaxMP": "9999", "Actor Parameter": "9999", "Enemy MaxHP": "999999", "Enemy MaxMP": "9999", "Enemy Parameter": "999", "---Battle---": "", "Animation Rate": "4", "Flash Target": "false", "Show Events Transition": "true", "Show Events Snapshot": "true", "---Map Optimization---": "", "Refresh Update HP": "true", "Refresh Update MP": "true", "Refresh Update TP": "false", "---Font---": "", "Chinese Font": "SimHei, Heiti TC, sans-serif", "Korean Font": "Dotum, AppleGothic, sans-serif", "Default Font": "GameFont, Verdana, Arial, Courier New", "Font Size": "24", "Text Align": "left", "---Windows---": "", "Digit Grouping": "true", "Line Height": "36", "Icon Width": "32", "Icon Height": "32", "Face Width": "144", "Face Height": "144", "Window Padding": "18", "Text Padding": "10", "Window Opacity": "192", "Gauge Outline": "true", "Gauge Height": "18", "Menu TP Bar": "true", "---Window Colors---": "", "Color: Normal": "0", "Color: System": "16", "Color: Crisis": "17", "Color: Death": "18", "Color: Gauge Back": "19", "Color: HP Gauge 1": "20", "Color: HP Gauge 2": "21", "Color: MP Gauge 1": "22", "Color: MP Gauge 2": "23", "Color: MP Cost": "23", "Color: Power Up": "24", "Color: Power Down": "25", "Color: TP Gauge 1": "28", "Color: TP Gauge 2": "29", "Color: TP Cost Color": "29" } }, + { "name": "YEP_MessageCore", "status": true, "description": "v1.19 Adds more features to the Message Window to customized\nthe way your messages appear and functions.", "parameters": { "---General---": "", "Default Rows": "4", "Default Width": "Graphics.boxWidth", "Face Indent": "Window_Base._faceWidth + 24", "Fast Forward Key": "pagedown", "Enable Fast Forward": "true", "Word Wrapping": "false", "Description Wrap": "false", "Word Wrap Space": "false", "Tight Wrap": "false", "---Font---": "", "Font Name": "GameFont", "Font Name CH": "SimHei, Heiti TC, sans-serif", "Font Name KR": "Dotum, AppleGothic, sans-serif", "Font Size": "24", "Font Size Change": "12", "Font Changed Max": "96", "Font Changed Min": "12", "Font Outline": "5", "Maintain Font": "false", "---Name Box---": "", "Name Box Buffer X": "12", "Name Box Buffer Y": "12", "Name Box Padding": "this.standardPadding() * 2", "Name Box Color": "0", "Name Box Clear": "false", "Name Box Added Text": "\\c[6]", "Name Box Auto Close": "false" } }, + { "name": "TextDecoration", "status": true, "description": "ウィンドウテキストの装飾方法を変更します。", "parameters": { "Mode": "0", "Red": "0", "Green": "0", "Blue": "0", "Alpha": "200" } }, + { "name": "Torigoya_TextRuby", "status": true, "description": "メッセージにルビ記法を追加します", "parameters": { "Main Text Scale": "0.95", "Sub Text Scale": "0.2" } }, + { "name": "UsableCarriageReturn", "status": true, "description": "改行コード使用可能プラグイン", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "Baronkasutamaizu", "status": true, "description": "男爵専用設定プラグイン", "parameters": {} }, + { "name": "BaronText", "status": true, "description": "男爵専用テキストデータ読み込みプラグイン", "parameters": { "array": "[\"Event000\",\"Event001\",\"Event002\",\"Event003\",\"Event101\",\"Event102\",\"Event103\",\"Event104\",\"Event105\",\"Event110\",\"Event111\",\"Event201\",\"Event202\",\"Event203\",\"Event204\",\"Event205\",\"Dungeon001\",\"Dungeon002\",\"Dungeon003\",\"Dungeon101\",\"Dungeon201\",\"Dungeon202\",\"Dungeon301\",\"Dungeon401\",\"Dungeon501\",\"Dungeon502\",\"Dungeon601\",\"Dungeon701\",\"Dungeon901\",\"Ending001\",\"Ending002\",\"Hscene001\",\"Hscene002\",\"Hscene003\",\"Hscene004\",\"Hscene005\",\"Hscene006\",\"Hscene007\",\"Hscene008\",\"Hscene009\",\"Hscene010\",\"Hscene011\",\"Hscene101\",\"Hscene102\",\"Hscene103\",\"Hscene201\",\"Hscene202\",\"Hscene203\",\"Hscene301\",\"Hscene303\",\"Hscene304\",\"Treasure\",\"Adventurer\",\"Help_Adventurer\"]" } }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "MOT_ScriptCommandExtension", "status": true, "description": "イベントのスクリプト拡張", "parameters": {} }, + { "name": "TkoolMV_PluginCommandBook", "status": true, "description": "プラグインコマンド集", "parameters": { "制御文字の拡張": "はい", "スクリプトに制御文字適用": "いいえ" } }, + { "name": "MessageCommon", "status": true, "description": "メッセージコモンプラグイン", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "CharacterGraphicExtend", "status": true, "description": "キャラクターグラフィック表示拡張プラグイン", "parameters": { "イベント消去無効": "false" } }, + { "name": "CharacterDirections", "status": true, "description": "キャラ演出用のスクリプトコマンド集", "parameters": {} }, + { "name": "PictureSpine", "status": true, "description": "Spineアニメーションプラグイン", "parameters": { "json file": "[\"stand/Stand_sol\",\"stand/Stand_sensei\",\"stand/Stand_eric\",\"stand/Stand_isk\",\"stand/Stand_mago\",\"unit/sol\",\"unit/sensei\",\"unit/dwarf\",\"unit/fighter\",\"unit/thief\",\"unit/ranger\",\"unit/wizard\",\"unit/sister\",\"unit/cleric\",\"unit/barbarian\",\"unit/griffinrider\",\"unit/lizard\",\"unit/lord\",\"unit/monk\",\"unit/ninja\",\"unit/mountR\",\"unit/priestess\",\"unit/ruby\",\"unit/sorcerer\",\"unit/samurai\",\"unit/boar\",\"unit/cyclop\",\"unit/gargoyle\",\"unit/ghoul\",\"unit/goblin\",\"unit/gobcanon\",\"unit/gobtank\",\"unit/GreaterDemon\",\"unit/GreenDragon\",\"unit/kobo\",\"unit/Ene_lizard\",\"unit/manticore\",\"unit/minotaur\",\"unit/monster2\",\"unit/monster3\",\"unit/mount\",\"unit/Mon_griffin\",\"unit/orge\",\"unit/ork\",\"unit/RedDragon\",\"unit/shark\",\"unit/ShadowElf\",\"unit/skull\",\"unit/Slime\",\"unit/undeadmage\",\"unit/wolf\",\"event/H_sol01\",\"event/eri001R\",\"event/eri002R\",\"event/eri003R\",\"event/isk001R\",\"event/isk002R\",\"event/isk003R\",\"event/eni001R\",\"event/eni003R\",\"event/eni004R\",\"event/sol001R\",\"event/sol002R\",\"event/sol003R\",\"event/sol004R\",\"event/sol005R\",\"event/sol006R\",\"event/sol007R\",\"event/sol008R\",\"event/sol009R\",\"event/sol010R\",\"event/sol011R\",\"event/Another001R\",\"event/Another002R\",\"event/Another003R\",\"event/Another004R\",\"event/Another005R\",\"event/Another006R\",\"event/Another007R\",\"event/Another008R\",\"event/Event_A\",\"event/Event_B\"]", "disable auto loading": "false" } }, + { "name": "PictureSpineExtension", "status": true, "description": "", "parameters": {} }, + { "name": "PictureSpineExtension_CharacterAction", "status": true, "description": "キャラクターアクションプラグイン(PictureSpine拡張プラグイン)", "parameters": {} }, + { "name": "DTextPicture", "status": true, "description": "動的文字列ピクチャ生成プラグイン", "parameters": { "itemIconSwitchId": "0", "lineSpacingVariableId": "0", "frameWindowSkin": "", "frameWindowPadding": "18", "padCharacter": "0" } }, + { "name": "PictureCallCommon", "status": true, "description": "ピクチャのボタン化プラグイン", "parameters": { "透明色を考慮": "true", "ピクチャ番号の変数番号": "0", "ポインタX座標の変数番号": "0", "ポインタY座標の変数番号": "0", "タッチ操作抑制": "false", "タッチ操作抑制スイッチ": "0", "戦闘中常にコモン実行": "false", "並列処理として実行": "false", "無効スイッチ": "40" } }, + { "name": "PictureVariableSetting", "status": true, "description": "ピクチャ関連のイベント機能拡張プラグイン", "parameters": { "初期値": "OFF", "ピクチャ表示最大数": "150" } }, + { "name": "EasingPicture", "status": true, "description": "ピクチャーの移動パターンを増やします。", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "AnimationExtend", "status": true, "description": "アニメーション表示機能を拡張", "parameters": { "VE_BattleMotionsで使用": "false" } }, + { "name": "AnimationFrameRate", "status": true, "description": "アニメフレームレート", "parameters": { "framerate:1": "!", "framerate:2": "&", "framerate:3": "$", "framerate:5": "#", "framerate:6": "%" } }, + { "name": "NRP_LightAnimation", "status": true, "description": "v2.01 アニメーション処理を軽量化します。", "parameters": { "flashDivide": "2" } }, + { "name": "CharacterPopupDamage", "status": true, "description": "キャラクターのダメージポッププラグイン", "parameters": { "効果音演奏": "ON", "X座標補正": "0", "Y座標補正": "50", "HP自動ポップアップ": "OFF", "MP自動ポップアップ": "OFF", "TP自動ポップアップ": "OFF", "増加自動ポップアップ": "OFF", "減少自動ポップアップ": "OFF", "MPダメージ音": "", "回転": "OFF", "X方向半径": "0", "Y方向半径": "40", "回転速度": "60", "拡大率": "100", "拡大率変化値": "0", "最前面表示": "ON" } }, + { "name": "RandomShake", "status": true, "description": "イベントコマンド「画面のシェイク」にランダムに揺らす機能を追加します。", "parameters": { "SwitchNumber": "9" } }, + { "name": "PictureWipe", "status": true, "description": "ピクチャの切り替えエフェクトです。", "parameters": {} }, + { "name": "PictureZIndex", "status": true, "description": "ピクチャのZ-Index(重なり順序)を設定します。", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "MPP_CallCommonByName", "status": true, "description": "【ver.2.1】コモンイベントを名前で呼び出します。", "parameters": { "Plugin Commands": "{\"CallCommon\":\"CallCommon\",\"CCT\":\"CCT\"}" } }, + { "name": "MPP_ChoiceEX", "status": true, "description": "【ver.3.11】選択肢の機能拡張", "parameters": { "maxPageRow": "8", "Disabled Index": "none", "=== Command ===": "", "Plugin Commands": 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"maxStars": "8", "leftClickStars": "4", "rightClickStars": "0", "blendMode": "1", "imageFile": "" } }, + { "name": "UnfollowTouchTracks", "status": true, "description": "タッチ後の目的地を表す軌跡を非表示にするプラグインです。", "parameters": { "----基本的な設定----": "", "スイッチ番号": "10" } }, + { "name": "BalloonPosition", "status": true, "description": "フキダシ位置調整プラグイン", "parameters": { "BalloonXNoImage": "0", "BalloonYNoImage": "-10" } }, + { "name": "IconBalloon", "status": true, "description": "バルーンにアイコンを表示", "parameters": { "emptyBaloonId": "11", "defaultMotion": "normal", "motions": 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"{\"x\":\"138\",\"y\":\"172\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"防御\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuMat": "{\"x\":\"0\",\"y\":\"208\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"魔攻\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuMdf": "{\"x\":\"138\",\"y\":\"208\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"魔防\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuAgi": "{\"x\":\"0\",\"y\":\"244\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"敏捷\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuLuc": "{\"x\":\"138\",\"y\":\"244\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"幸運\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuHit": "{\"x\":\"0\",\"y\":\"280\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"命中\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuEva": "{\"x\":\"138\",\"y\":\"280\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"回避\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuCri": "{\"x\":\"0\",\"y\":\"316\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"会心\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuCev": "{\"name\":\"会心回避率\"}", "menuMev": "{\"name\":\"魔法回避率\"}", "menuMrf": "{\"name\":\"魔法反射率\"}", "menuCnt": "{\"x\":\"138\",\"y\":\"316\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"20\",\"name\":\"反撃\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "menuHrg": "{\"name\":\"HP再生率\"}", "menuMrg": "{\"name\":\"MP再生率\"}", "menuTrg": "{\"name\":\"TP再生率\"}", "menuTgr": "{\"name\":\"狙われ率\"}", "menuGrd": "{\"name\":\"防御効果率\"}", "menuRec": "{\"name\":\"回復効果率\"}", "menuPha": "{\"name\":\"薬の知識\"}", "menuMcr": "{\"name\":\"MP消費率\"}", "menuTcr": "{\"name\":\"TPチャージ率\"}", "menuPdr": "{\"name\":\"物理ダメージ率\"}", "menuMdr": "{\"name\":\"魔法ダメージ率\"}", "menuFdr": "{\"name\":\"床ダメージ率\"}", "menuExr": "{\"name\":\"経験獲得率\"}", "horzLine1": "{\"x\":\"0\",\"y\":\"162\",\"width\":\"480\",\"height\":\"2\",\"fontSize\":\"28\",\"name\":\"\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "horzLine2": "{\"x\":\"0\",\"y\":\"370\",\"width\":\"0\",\"height\":\"2\",\"fontSize\":\"28\",\"name\":\"\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "horzLine3": "{\"x\":\"0\",\"y\":\"506\",\"width\":\"0\",\"height\":\"2\",\"fontSize\":\"28\",\"name\":\"\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "horzLine4": "{\"height\":\"2\"}", "horzLine5": "{\"height\":\"2\"}", "freeText1": "{\"x\":\"100\",\"y\":\"144\",\"width\":\"186\",\"height\":\"36\",\"fontSize\":\"28\",\"name\":\"\\\\C[16]\\\\}ElementRate\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "freeText2": "{\"x\":\"396\",\"y\":\"144\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"28\",\"name\":\"\\\\C[16]\\\\}Equips\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "freeText3": "{\"x\":\"70\",\"y\":\"352\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"28\",\"name\":\"\\\\C[16]\\\\}StateRate\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "freeText4": "{\"x\":\"344\",\"y\":\"352\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"28\",\"name\":\"\\\\C[16]\\\\}ElementRate\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "freeText5": "{\"x\":\"240\",\"y\":\"488\",\"width\":\"0\",\"height\":\"36\",\"fontSize\":\"28\",\"name\":\"\\\\C[16]\\\\}Profile\",\"cols\":\"1\",\"space\":\"8\",\"fixed\":\"0\"}", "freeText6": "{}", "freeText7": "{}", "freeText8": "{}", "freeText9": "{}", "freeText10": "{}", "expGaugeColor1": "30", "expGaugeColor2": "31", "expNextText": "あと %1exp", "expMaxText": "%1exp", "expFontSize": "20", "equipMax": "5", "elementIcons": "76 64 65 66 2 70 71", "textBackColor": "#000000", "textBackOpacity": "128", "horzLineColor": "#ffffff", "horzLineOpacity": "48", "forceChangeSoloMenu": "true", "soloItemStatus": "0 0 0 0 0" } }, + { "name": "TMEventItemEx", "status": true, "description": "アイテム選択の処理にヘルプウィンドウを追加し、\n個数表示の有無と表示行数をアイテムタイプごとに設定できます。", "parameters": { "helpWindowEnabledItem": "1", "helpWindowEnabledKey": "1", "helpWindowEnabledA": "1", "helpWindowEnabledB": "1", "showItemNumberItem": "0", "showItemNumberKey": "0", "showItemNumberA": "0", "showItemNumberB": "0", "numVisibleRowsItem": "4", "numVisibleRowsKey": "4", "numVisibleRowsA": "4", "numVisibleRowsB": "4", "fixPlacement": "top" } }, + { "name": "DisusedItem", "status": true, "description": "ver1.01 フヨウラ!", "parameters": {} }, + { "name": "NYA_SceneItemAddInfo", "status": true, "description": "アイテム画面に情報ウィンドウ追加(S_Itemscene_kz改変)", "parameters": {} }, + { "name": "NYA_EventItemShowPicture", "status": true, "description": "アイテム選択の処理に「ピクチャの表示」機能で画像を表示します", "parameters": { "TagName": "img", "EmptyImage": "", "PictureId": "5", "Origin": "1", "PositionX": "90", "PositionY": "90", "ScaleX": "100", "ScaleY": "100", "Opacity": "255", "BlendMode": "0" } }, + { "name": "MPI_PictureOnWindow", "status": true, "description": "指定のピクチャをウインドウより手前に表示します。", "parameters": { "ピクチャ番号": "5" } }, + { "name": "KZR_EquipSlotName", "status": true, "description": "装備スロットをアクター・職業ごとに設定することができます。\r\nまた、スロット名もアクター・職業ごとに設定することができます。", "parameters": {} }, + { "name": "TMItemCategoryEx", "status": true, "description": "アイテムカテゴリの追加、削除をおこないます。", "parameters": { "categoryList": "item keyItem" } }, + { "name": "MPP_RemovoEquipText", "status": true, "description": "【ver.1.1】装備画面で装備後のアイテムを選択する際、一番左上の空白に「はずす」などの文字を入れます。", "parameters": { "Text": "はずす", "Text X": "36", "Text Enabled": "true" } }, + { "name": "TMEquipStatusEx", "status": true, "description": "装備ステータスの項目を自由に編集します。", "parameters": { "paramList": "0 2" } }, + { "name": "MenuCommonEvent", "status": true, "description": "メニュー内コモンイベントプラグイン", "parameters": { "コモンイベント情報": "[\"{\\\"SceneName\\\":\\\"Scene_Menu\\\",\\\"CommonEventId\\\":\\\"25\\\"}\",\"{\\\"SceneName\\\":\\\"Scene_Equip\\\",\\\"CommonEventId\\\":\\\"23\\\"}\"]", "ピクチャ表示最大数": "100", "実行位置を記憶": "false", "タイマー有効化": "false", "コマンド接頭辞": "" } }, + { "name": "MenuSubCommand", "status": true, "description": "メニュー画面のサブコマンドプラグイン", "parameters": { "サブコマンド": "[\"{\\\"CommandId\\\":\\\"0\\\",\\\"Name\\\":\\\"かくにん\\\",\\\"ParentName\\\":\\\"冒険者の確認\\\",\\\"HiddenSwitchId\\\":\\\"0\\\",\\\"DisableSwitchId\\\":\\\"0\\\",\\\"Script\\\":\\\"$gameSwitches._data[44]=true;$gameTemp.reserveCommonEvent(24);SceneManager.pop();$gameTemp.resetLastSubCommand();\\\",\\\"ReturnMap\\\":\\\"false\\\",\\\"MapId\\\":\\\"0\\\",\\\"SelectMember\\\":\\\"false\\\"}\",\"{\\\"CommandId\\\":\\\"0\\\",\\\"Name\\\":\\\"てったい\\\",\\\"ParentName\\\":\\\"・撤退\\\",\\\"HiddenSwitchId\\\":\\\"107\\\",\\\"DisableSwitchId\\\":\\\"109\\\",\\\"Script\\\":\\\"$gameSwitches._data[108] = true;\\\",\\\"ReturnMap\\\":\\\"true\\\",\\\"MapId\\\":\\\"0\\\",\\\"SelectMember\\\":\\\"false\\\"}\"]", "コマンド追加位置": "0", "サブメニュー横幅": "0", "選択アクターID変数": "0", "ウィンドウスキン": "", "オプション消去": "false", "ゲーム終了消去": "false", "横並びサブメニュー": "false", "サブメニュー逐次消去": "true", "サブメニューX座標": "0", "サブメニューY座標": "0", "サブメニュー揃え": "", "メニューピクチャ別管理": "false" } }, + { "name": "LoadComSim", "status": true, "description": "ver1.00 メニューコマンドにロードを追加します。", "parameters": { "loadtext": "ロード" } }, + { "name": "UTSU_ItemNumberDisplay", "status": true, "description": "アイテムの個数表示を変更", "parameters": { "ItemNumberDisplay": "2", "BattleItemNumberDisplay": "2", "EquipItemNumberDisplay": "0", "ShopSellItemNumberDisplay": "1", "SelectItemNumberDisplay": "2", "Delimiter": ":" } }, + { "name": "ItemCallScript", "status": true, "description": "スクリプト呼び出しアイテムプラグイン", "parameters": { "commandPrefix": "" } }, + { "name": "TMOmitShopCommand", "status": true, "description": "購入または売却のみの場合にショップコマンドを省略します。", "parameters": {} }, + { "name": "CAO-ShopAddItem", "status": false, "description": "ショップの商品を動的に決定します。", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "MKR_MapScrollFix", "status": true, "description": "(v1.1.0) マップスクロール固定プラグイン", "parameters": { "Default_Scroll_Fix_Sw": "46", "Is_Display_Out": "true", "Is_Display_In": "true", "Scroll_Fix_Type": "1", "Enable_MapZoom": "false" } }, + { "name": "FloatingCharacter", "status": true, "description": "キャラクターの浮遊プラグイン", "parameters": { "通行可能地形タグ": "", "通行可能リージョン": "", "高度通行地形タグ": "", "高度通行リージョン": "", "高度閾値": "48", "フォロワー連動": "true" } }, + { "name": "YEP_RegionRestrictions", "status": true, "description": "v1.04 Use regions to block out Events and/or the player from\nbeing able to venture into those spots.", "parameters": { "Player Restrict": "1", "Event Restrict": "1 11", "All Restrict": "0", "Player Allow": "10 11", "Event Allow": "0", "All Allow": "0" } }, + { "name": "FTKR_AddRoutineMoveCommands", "status": true, "description": "v1.0.1 移動ルートの設定のスクリプトを使ってIF文などの処理を追加する", "parameters": {} }, + { "name": "YEP_StopMapMovement", "status": true, "description": "v1.01 A utility plugin to stop events from automatically\nmoving by themselves all across your map.", "parameters": { "Stop During Events": "true", "Stop During Message": "true" } }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "GALV_LayerGraphics", "status": true, "description": "Create graphic layers for parallax mapping, fog, etc. View the 'Help' document for plugin commands and info.", "parameters": { "Tile Size": "48" } }, + { "name": "DisableFastForward", "status": true, "description": "イベント高速化禁止プラグイン", "parameters": {} }, + { "name": "UTA_ChangeSavePath", "status": true, "description": "Local版においてセーブデータの保存場所を変更できるプラグインです。", "parameters": { "Base Reference": "exe", "Directory Path": "save/" } }, + { "name": "UTA_CommonSave", "status": true, "description": "共有のセーブデータを作成し、指定したスイッチ・変数の状態をセーブデータ間で共有します。", "parameters": { "Target Switches": "501-640", "Target Variables": "", "Is Auto": "true", "Auto on Gameover": "false", "Show Trace": "false" } }, + { "name": "DevToolsManage", "status": true, "description": "総合開発支援プラグイン", "parameters": { "開始時に起動": "true", "リロードキー": "F12", "最前面に表示キー": "none", "高速化切替キー": "", "強制戦闘勝利キー": "", "強制戦闘敗北キー": "", "強制戦闘中断キー": "", "スクリプト実行キー": "", "フリーズキー": "F10", "Ctrl同時押し": "false", "Alt同時押し": "false", "FPS表示": "OFF", "タイトルカット": "false", "高速開始": "false", "高速スピード": "2", "メッセージスキップ無効": "false", "モバイル偽装": "false", "メニューバー表示": "true", "クリックメニュー": "1", "JSON形式セーブ": "false", "起動時情報出力": "false", "最前面で起動": "false", "リロード機能を使う": "true", "右寄せ座標": "640", "挨拶非表示": "false", "誕生月": "0", "誕生日": "0" } }, + { "name": "MpiGetMapImage", "status": true, "description": "マップ全体を画像として出力します。", "parameters": { "GetImageTrigger1": "Input.isPressed('control') && Input.isTriggered('pageup')", "GetImageTrigger2": "Input.isPressed('control') && Input.isTriggered('pagedown')", "OutputFolder": "output", "TestModeOnly": "true" } }, + { "name": "MakeScreenCapture", "status": true, "description": "画面キャプチャ管理プラグイン", "parameters": { "PNGキャプチャキー": "F6", "JPEGキャプチャキー": "F7", "WEBPキャプチャキー": "none", "Ctrl同時押し": "false", "Alt同時押し": "false", "ファイル名": "image", "出力場所": "captures", "保存形式": "png", "連番桁数": "2", "タイムスタンプ": "true", "署名": "", "署名サイズ": "22", "署名画像": "", "実行間隔": "0", "効果音": "", "JPEG品質": "9" } }, + { "name": "MakeScreenMovie", "status": true, "description": "ゲーム動画作成プラグイン", "parameters": { "FunkKeyRecord": "F11", "RecordSwitchId": "0", "FileName": "movie_\\d", "Location": "records", "IncludeAudio": "true", "MimeType": "自動", "RefreshRate": "30" } }, + { "name": "GraphicalDesignMode", "status": true, "description": "GUI画面デザインプラグイン\nパラメータを変更したら「プロジェクトの保存」(Ctrl+S)", "parameters": { "デザインモード": "false", "自動保存": "false", "モバイル版作成": "false", "モバイル偽装": "false", "ウィンドウ透過": "true", "グリッドサイズ": "48", "パディング": "0", "フォントサイズ": "0", "行の高さ": "0", "背景透明度": "0", "アイコンサイズ調整": "false", "背景表示可否固定": "false", "右クリックで消去": "false", "メッセージウィンドウを無視": "false" } }, + { "name": "DynamicDatabase", "status": true, "description": "動的データベース構築プラグイン", "parameters": {} }, + { "name": "------------------------", "status": false, "description": "----------------------------------------------------------------------------------", "parameters": {} }, + { "name": "MOG_EventIndicators", "status": true, "description": "(v1.0) Apresenta indicadores animados acima do evento.", "parameters": { "Default Font Size": "16", "Default X - Axis": "0", "Default Y - Axis": "0" } } + ]; diff --git a/www/js/plugins/------------------------.js b/www/js/plugins/------------------------.js new file mode 100644 index 0000000..5de6316 --- /dev/null +++ b/www/js/plugins/------------------------.js @@ -0,0 +1,3 @@ +/*: + * @plugindesc ---------------------------------------------------------------------------------- + */ \ No newline at end of file diff --git a/www/js/plugins/AltMenuScreen.js b/www/js/plugins/AltMenuScreen.js new file mode 100644 index 0000000..618a2a3 --- /dev/null +++ b/www/js/plugins/AltMenuScreen.js @@ -0,0 +1,92 @@ +//============================================================================= +// AltMenuScreen.js +//============================================================================= + +/*: + * @plugindesc Alternative menu screen layout. + * @author Yoji Ojima + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc メニュー画面のレイアウトを変更します。 + * @author Yoji Ojima + * + * @help このプラグインには、プラグインコマンドはありません。 + */ + +(function () { + + var _Scene_Menu_create = Scene_Menu.prototype.create; + Scene_Menu.prototype.create = function () { + _Scene_Menu_create.call(this); + this._statusWindow.x = 0; + this._statusWindow.y = this._commandWindow.height; + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + }; + + Window_MenuCommand.prototype.windowWidth = function () { + return Graphics.boxWidth; + }; + + Window_MenuCommand.prototype.maxCols = function () { + return 4; + }; + + Window_MenuCommand.prototype.numVisibleRows = function () { + return 2; + }; + + Window_MenuStatus.prototype.windowWidth = function () { + return Graphics.boxWidth; + }; + + Window_MenuStatus.prototype.windowHeight = function () { + var h1 = this.fittingHeight(1); + var h2 = this.fittingHeight(2); + return Graphics.boxHeight - h1 - h2; + }; + + Window_MenuStatus.prototype.maxCols = function () { + return 4; + }; + + Window_MenuStatus.prototype.numVisibleRows = function () { + return 1; + }; + + Window_MenuStatus.prototype.drawItemImage = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRectForText(index); + var w = Math.min(rect.width, 144); + var h = Math.min(rect.height, 144); + var lineHeight = this.lineHeight(); + this.changePaintOpacity(actor.isBattleMember()); + this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h); + this.changePaintOpacity(true); + }; + + Window_MenuStatus.prototype.drawItemStatus = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRectForText(index); + var x = rect.x; + var y = rect.y; + var width = rect.width; + var bottom = y + rect.height; + var lineHeight = this.lineHeight(); + this.drawActorName(actor, x, y + lineHeight * 0, width); + this.drawActorLevel(actor, x, y + lineHeight * 1, width); + this.drawActorClass(actor, x, bottom - lineHeight * 4, width); + this.drawActorHp(actor, x, bottom - lineHeight * 3, width); + this.drawActorMp(actor, x, bottom - lineHeight * 2, width); + this.drawActorIcons(actor, x, bottom - lineHeight * 1, width); + }; + + var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize; + Window_MenuActor.prototype.initialize = function () { + _Window_MenuActor_initialize.call(this); + this.y = this.fittingHeight(2); + }; + +})(); diff --git a/www/js/plugins/AltSaveScreen.js b/www/js/plugins/AltSaveScreen.js new file mode 100644 index 0000000..399436f --- /dev/null +++ b/www/js/plugins/AltSaveScreen.js @@ -0,0 +1,134 @@ +//============================================================================= +// AltSaveScreen.js +//============================================================================= + +/*: + * @plugindesc Alternative save/load screen layout. + * @author Yoji Ojima + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc セーブ/ロード画面のレイアウトを変更します。 + * @author Yoji Ojima + * + * @help このプラグインには、プラグインコマンドはありません。 + */ + +(function () { + + var _Scene_File_create = Scene_File.prototype.create; + Scene_File.prototype.create = function () { + _Scene_File_create.call(this); + this._listWindow.height = this._listWindow.fittingHeight(8); + var x = 0; + var y = this._listWindow.y + this._listWindow.height; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._statusWindow = new Window_SavefileStatus(x, y, width, height); + this._statusWindow.setMode(this.mode()); + this._listWindow.statusWindow = this._statusWindow; + this._listWindow.callUpdateHelp(); + this.addWindow(this._statusWindow); + }; + + var _Scene_File_start = Scene_File.prototype.start; + Scene_File.prototype.start = function () { + _Scene_File_start.call(this); + this._listWindow.ensureCursorVisible(); + this._listWindow.callUpdateHelp(); + }; + + Window_SavefileList.prototype.windowWidth = function () { + return Graphics.boxWidth; + }; + + Window_SavefileList.prototype.maxCols = function () { + return 4; + }; + + Window_SavefileList.prototype.numVisibleRows = function () { + return 5; + }; + + Window_SavefileList.prototype.spacing = function () { + return 8; + }; + + Window_SavefileList.prototype.itemHeight = function () { + return this.lineHeight() * 2; + }; + + var _Window_SavefileList_callUpdateHelp = + Window_SavefileList.prototype.callUpdateHelp; + Window_SavefileList.prototype.callUpdateHelp = function () { + _Window_SavefileList_callUpdateHelp.call(this); + if (this.active && this.statusWindow) { + this.statusWindow.setId(this.index() + 1); + } + }; + + function Window_SavefileStatus() { + this.initialize.apply(this, arguments); + } + + Window_SavefileStatus.prototype = Object.create(Window_Base.prototype); + Window_SavefileStatus.prototype.constructor = Window_SavefileStatus; + + Window_SavefileStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._id = 1; + }; + + Window_SavefileStatus.prototype.setMode = function (mode) { + this._mode = mode; + }; + + Window_SavefileStatus.prototype.setId = function (id) { + this._id = id; + this.refresh(); + }; + + Window_SavefileStatus.prototype.refresh = function () { + this.contents.clear(); + var id = this._id; + var valid = DataManager.isThisGameFile(id); + var info = DataManager.loadSavefileInfo(id); + var rect = this.contents.rect; + this.resetTextColor(); + if (this._mode === 'load') { + this.changePaintOpacity(valid); + } + this.drawFileId(id, rect.x, rect.y); + if (info) { + this.changePaintOpacity(valid); + this.drawContents(info, rect, valid); + this.changePaintOpacity(true); + } + }; + + Window_SavefileStatus.prototype.drawFileId = function (id, x, y) { + this.drawText(TextManager.file + ' ' + id, x, y, 180); + }; + + Window_SavefileStatus.prototype.drawContents = function (info, rect, valid) { + var bottom = rect.y + rect.height; + var playtimeY = bottom - this.lineHeight(); + this.drawText(info.title, rect.x + 192, rect.y, rect.width - 192); + if (valid) { + this.drawPartyfaces(info, rect.x, bottom - 144); + } + this.drawText(info.playtime, rect.x, playtimeY, rect.width, 'right'); + }; + + Window_SavefileStatus.prototype.drawPartyfaces = function (info, x, y) { + if (info && info.faces) { + for (var i = 0; i < info.faces.length; i++) { + var data = info.faces[i]; + this.drawFace(data[0], data[1], x + i * 150, y); + } + } + }; + +})(); diff --git a/www/js/plugins/AnimationExtend.js b/www/js/plugins/AnimationExtend.js new file mode 100644 index 0000000..8136a12 --- /dev/null +++ b/www/js/plugins/AnimationExtend.js @@ -0,0 +1,515 @@ +//============================================================================= +// AnimationExtend.js +//============================================================================= +// Copyright (c) 2017 Thirop +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= +// Version +// 1.1.1 2017/07/30 拡大率を指定していないときの不具合修正 +// animation waitコマンドを実装 +// 1.1.0 2017/07/27 パラメータ記述方法の追加 +// 1.0.1 2017/07/20 パラメータの順序を入れ替え +// 1.0.0 2017/07/20 初版 + +var Imported = Imported || {}; +Imported.AnimationExtend = true; + +//============================================================================= +/*: + * @plugindesc アニメーション表示機能を拡張 + * @author シロップ + * + * @param VE_BattleMotionsで使用 + * @desc trueでVE_BattleMotions.jsプラグインのアクションシーケンス機能で利用 + * Default: false + * @default false + * + * + * @help + * 注)アニメーション系のプラグインと競合が発生する可能性があります。 + * 注)V1.1でパラメータの表記方法が変わりましたが、 + * それ以前の方法でも指定可能です。 + * + * 【プラグインコマンド】 + * プラグインコマンドの書き方は、以下が基本の形です。 + * animation ターゲット アニメーションID 各種パラメータ + * + * 各種パラメータは2つの表記方法があります。 + * (1つのコマンドで2つの方法を混ぜて使わないようにして下さい。) + * + * □パラメータの値を順番に記述 + * animation ターゲット アニメーションID 拡大率 角度 x y 反転 遅延 音量 + * アニメーションID以降は省略可能です + * + * □パラメータ名:値のセットで記述 + * animation ターゲット アニメーションID 拡大率:100 角度:0 x:10 y:20 反転:ON 遅延:30 音量:40 + * この表記方法では、下のように好きな順番で記述もできます。 + * animation ターゲット アニメーションID 反転:ON 音量:40 拡大率:100 + * + * □パラメータの値に変数を使用 + * ターゲット内に使うパラメータも含めて変数にも対応しています。 + * 変数を使う場合は、パラメータに\V[変数ID]のように記述して下さい。 + * + * 【パラメータの解説】 + * パラメータ名(代替可能なパラメータ名) : パラメータの説明 + * + * アニメーションID(id) : アニメーションのID + * 拡大率(scale) : アニメーションを表示する大きさ(%)。デフォルトは100 + * 角度(angle) : アニメーションの表示角度(時計回り) + * x : アニメーションをx軸にずらして表示するピクセル数 + * y : アニメーションをy軸にずらして表示するピクセル数 + * 反転(mirror) : trueまたはonで左右反転表示、falseまたはoffで反転無し。 + *       mirrorだけのように値の省略も可能 + * 遅延(delay) : アニメーションを表示するまでの遅延フレーム + * 音量(volume) : 効果音の大きさ(%)。デフォルトは100 + * + * + * 【ターゲットの指定】 + * □プレイヤー => player + * 「player」の代わりに「プレイヤー」も可 + * □実行中のイベント => this + * □マップ上のイベント => event:イベントID + * 「event」の代わりに「イベント」も可 + * □戦闘中の敵 => enemy:敵インデックス + * 「enemy」の代わりに「敵」も可 + * □戦闘中のパーティーメンバー => party:パーティーメンバーのインデックス + * 「party」の代わりに「パーティー」も可 + * □戦闘中のアクターにアニメーション表示 => animation actor:アクターID + * 「actor」の代わりに「アクター」も可 + * + * + * 【コマンド例】 + * 例1) + * animation イベント:1 2 拡大率:50 角度:90 x:20 y:30 反転:on 遅延:0 音量:40 + * イベントID1のイベントに + * アニメーションID2のアニメーションを + * 拡大率50%で + * 90度回転して + * x軸に20pixel、y軸に30pixelずらして + * 左右反転して + * 表示遅延0で + * 効果音を40%の大きさで再生 + * + * 例2) + * animation event:1 2 50 90 20 30 true 0 40 + * パラメータの表記方法を変えただけで内容は例1と同じ + * + * 例3) + * animation プレーヤー 1 拡大率:200 反転 角度:30 + * プレーヤーにアニメーションID1のアニメーションを + * 拡大率200で反転して角度30で表示。 + * + * 例4) + * animation this 1 scale:50 x:\V[2] y:\V[3] + *   このイベントに、アニメーションID1のアニメーションを + *   拡大率50%でx座標に変数2の値、yっ座標に変数3の値ずらして表示。 + * + * + * 【アニメーション完了まで待機】 + * 上記アニメーションプラグインコマンドの直後に、 + * animation wait + * のプラグインコマンドを実行することで、 + * アニメーションが完了するまで待機。 + * + * + * 【アニメーションの1コマあたりのフレーム数の設定】 + * アニメーション名に[Fフレーム数]を戦闘につけて設定 + * 通常のフレーム数は4で1秒あたり15コマの再生(15FPS) + * 例) [F2]炎/単体1 + * 1コマあたり2フレームの持続時間で1秒に30コマ(30FPS) + * + * + * 【VE_BattleMotions.jsプラグインでの利用】 + * パラメータ「VE_BattleMotions.jsプラグインでの利用」をtrueに設定 + * 利用時はVE_BasicModuleとVE_BattleMotionsの導入必須。 + * + * 通常のアニメーションコマンドに加えてパラメータを付け足して指定します + * (通常のコマンドの書式はVE_BattleMotionsプラグインのヘルプを参照。) + * animation: ターゲット, アニメーションID, 拡大率, 角度, x軸のずれ, y軸のずれ, 反転表示フラグ, 遅延フレーム, 効果音の音量 + * + */ +//============================================================================= + +var parameters = PluginManager.parameters('Plugin'); +var VE_BattleMotions = parameters['VE_BattleMotionsで使用'] === 'true'; + + +(function () { + var supplement = function (default_value, opt_arg, opt_callback) { + if (opt_arg === undefined) { + return default_value; + } + if (opt_callback === undefined) { + return opt_arg; + } + return opt_callback(default_value, opt_arg); + }; + + var supplementNum = function (default_value, opt_arg, opt_callback) { + return Number(supplement(default_value, opt_arg, opt_callback)); + }; + + + + var convertEscapeCharacters = function (text) { + var idx = 0; + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + var actor = n >= 1 ? $gameActors.actor(parseInt(arguments[1])) : null; + return actor ? actor.name() : ''; + }); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + var actor = n >= 1 ? $gameParty.members()[parseInt(arguments[1]) - 1] : null; + return actor ? actor.name() : ''; + }); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; + }; + + + + //============================================================================= + // Game_Interpareter + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + var waitMode = null; + + if (command.toLowerCase() === 'animation') { + var idx = 0; + var targetType = args[idx++].toLowerCase(); + var target; + + if (targetType === 'wait') { + this.setWaitMode('animation'); + return; + } else if (targetType === '0' || targetType === 'this') { + target = this.character(); + } else if (['player', 'プレイヤー'].contains(targetType)) { + target = $gamePlayer; + } else { + var targetArgs = targetType.split(':'); + targetType = targetArgs[0]; + var targetId = targetArgs[1] ? targetArgs[1] : args[idx++]; + targetId = Number(convertEscapeCharacters(targetId)); + + if (['event', 'イベント'].contains(targetType)) { + target = $gameMap.event(targetId); + } else if (['party', 'パーティー'].contains(targetType)) { + target = $gameParty.members()[targetId - 1]; + } else if (['enemy', '敵'].contains(targetType)) { + target = $gameTroop.members()[targetId - 1]; + } else if (['actor', 'アクター'].contains(targetType)) { + target = $gameActors.actor(targetId); + } + } + + if (!target) return; + + + var animationId = 0; + var scale = 1; + var rotation = 0; + var offsetX = 0; + var offsetY = 0; + var argMirror = false; + var mirror = false; + var delay = 0; + var seVolume = 100; + + var defaultParams = ['animationid', 'scale', 'angle', 'x', 'y', 'mirror', 'delay', 'sevolume']; + + for (; idx < args.length; idx += 1) { + var arg = args[idx]; + var params = arg.split(':'); + + var defParam = defaultParams.shift(); + + var pName; + var pValue; + if (params.length === 2) { + pName = params[0].toLowerCase(); + pValue = params[1]; + } else { + if (['mirror', '反転'].contains(params[0])) { + pName = 'mirror'; + pValue = 'true'; + } else { + pName = defParam; + pValue = params[0]; + } + } + + pValue = convertEscapeCharacters(pValue); + + if (['animationid', 'animation', 'id', 'アニメーションID', 'アニメーション'].contains(pName)) { + animationId = Number(pValue); + } else if (['scale', '大きさ', '拡大率'].contains(pName)) { + scale = Number(pValue) / 100; + } else if (['angle', 'rotation', '回転', '角度'].contains(pName)) { + rotation = Number(pValue); + if (pName !== 'rotation') rotation = rotation / 180 * Math.PI; + } else if (['x', 'offsetx'].contains(pName)) { + offsetX = Number(pValue); + } else if (['y', 'offsety'].contains(pName)) { + offsetY = Number(pValue); + } else if (['mirror', '反転'].contains(pName)) { + mirror = !(['false', 'off', 0, '0', false].contains(pValue.toLowerCase())); + } else if (['delay', '遅延'].contains(pName)) { + delay = Number(pValue); + } else if (['sevolume', 'se', 'volume', '音量']) { + seVolume = Number(pValue); + } + } + + if (!animationId) return; + if (target.requestAnimation) { + target.requestAnimation(animationId, mirror, delay, scale, rotation, offsetX, offsetY, seVolume); + this._character = target; + } else if (target.startAnimation) { + target.startAnimation(animationId, mirror, delay, scale, rotation, offsetX, offsetY, seVolume); + this._character = target; + } + } + }; + + + + + + + //============================================================================= + // Game_CharacterBase + //============================================================================= + Game_CharacterBase.prototype.requestAnimation = function (animationId, mirror, delay, scale, rotation, offsetX, offsetY, seVolume) { + var data = { animationId: animationId, mirror: mirror, delay: delay, scale: scale, rotation: rotation, offsetX: offsetX, offsetY: offsetY, seVolume: seVolume }; + if (!this._animations) this._animations = []; + + this._animations.unshift(0, 0, data); + }; + Game_CharacterBase.prototype.nextAnimation = function () { + return this._animations ? this._animations.pop() : null; + }; + Game_CharacterBase.prototype.isAnimationPlaying = function () { + return this._animations && (this._animations.length || this._animationPlaying); + }; + + + + //============================================================================= + // Game_Battler + //============================================================================= + Game_Battler.prototype.startAnimation = function (animationId, mirror, delay, scale, rotation, offsetX, offsetY, seVolume) { + var data = { animationId: animationId, mirror: mirror, delay: delay, scale: scale, rotation: rotation, offsetX: offsetX, offsetY: offsetY, seVolume: seVolume }; + this._animations.push(data); + }; + + + + //============================================================================= + // Sprite_Base + //============================================================================= + Sprite_Base.prototype.startAnimation = function (animation, mirror, delay, scale, rotation, offsetX, offsetY, seVolume) { + var sprite = new Sprite_Animation(); + sprite.setup(this._effectTarget, animation, mirror, delay); + sprite.setupExtend(mirror, scale, rotation, offsetX, offsetY, seVolume); + this.parent.addChild(sprite); + this._animationSprites.push(sprite); + }; + + + //============================================================================= + // Sprite_Battler + //============================================================================= + Sprite_Battler.prototype.setupAnimation = function () { + while (this._battler.isAnimationRequested()) { + var data = this._battler.shiftAnimation(); + + var animation = $dataAnimations[data.animationId]; + var mirror = data.mirror; + var delay = animation.position === 3 ? 0 : data.delay; + var scale = data.scale; + var rotation = data.rotation; + var offsetX = data.offsetX; + var offsetY = data.offsetY; + var seVolume = data.seVolume; + this.startAnimation(animation, mirror, delay, scale, rotation, offsetX, offsetY, seVolume); + for (var i = 0; i < this._animationSprites.length; i++) { + var sprite = this._animationSprites[i]; + sprite.visible = this._battler.isSpriteVisible(); + } + } + }; + + + + + //============================================================================= + // Sprite_Character + //============================================================================= + Sprite_Character.prototype.setupAnimation = function () { + var data = this._character.nextAnimation(); + for (; data; data = this._character.nextAnimation()) { + var animation = $dataAnimations[data.animationId]; + var mirror = data.mirror; + var delay = animation.position === 3 ? 0 : data.delay; + var scale = data.scale; + var rotation = data.rotation; + var offsetX = data.offsetX; + var offsetY = data.offsetY; + var seVolume = data.seVolume; + this.startAnimation(animation, mirror, delay, scale, rotation, offsetX, offsetY, seVolume); + } + }; + + + + + //============================================================================= + // Sprite_Animation + //============================================================================= + var _Sprite_Animation_initMembers = Sprite_Animation.prototype.initMembers; + Sprite_Animation.prototype.initMembers = function () { + _Sprite_Animation_initMembers.call(this); + + this._scale = 1; + this._offsetX = 0; + this._offsetY = 0; + this._rotation = 0; + this._rate = 4; + }; + + + Sprite_Animation.prototype.setupRate = function () { + var name = this._animation.name; + + var match = name.match(/\[F([0-9]+)\]/); + this._rate = (match ? Number(match[1]) : 4); + }; + + + + var _Sprite_Animation_updatePosition_ = Sprite_Animation.prototype.updatePosition; + Sprite_Animation.prototype.updatePosition = function () { + _Sprite_Animation_updatePosition_.call(this); + + this.x += this._offsetX; + this.y += this._offsetY; + }; + + + + + Sprite_Animation.prototype.setupExtend = function (mirror, scale, rotation, offsetX, offsetY, seVolume) { + this._scale = supplementNum(1, scale); + this._offsetX = supplementNum(0, offsetX); + this._offsetY = supplementNum(0, offsetY); + this._rotation = supplementNum(0, rotation); + this._seVolume = supplementNum(100, seVolume); + + if (mirror) { + this._rotation *= -1; + this._offsetX *= -1; + } + + this.rotation = this._rotation; + this.scale.x = this._scale; + this.scale.y = this._scale; + }; + + + + /* seVolumeの調整 + ===================================*/ + var _Sprite_Animation_processTimingData = Sprite_Animation.prototype.processTimingData; + Sprite_Animation.prototype.processTimingData = function (timing) { + var volume; + if (timing.se) { + volume = timing.se.volume; + timing.se.volume *= this._seVolume / 100; + } + _Sprite_Animation_processTimingData.call(this, timing); + + if (volume) { + timing.se.volume = volume; + } + }; + + + //============================================================================= + // Window_BattleLog + //============================================================================= + Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId, mirror, delay, scale, rotaion, offsetX, offsetY, seVolume) { + if (animationId < 0) { + this.showAttackAnimation(subject, targets); + } else { + this.showNormalAnimation(targets, animationId, mirror, delay, scale, rotaion, offsetX, offsetY, seVolume, subject); + } + }; + + Window_BattleLog.prototype.showNormalAnimation = function (targets, animationId, mirror, delay, scale, rotaion, offsetX, offsetY, seVolume, subject) { + var animation = $dataAnimations[animationId]; + if (animation) { + delay = this.animationBaseDelay() + (delay || 0); + var nextDelay = this.animationNextDelay(); + targets.forEach(function (target) { + target.startAnimation(animationId, mirror, delay, scale, rotaion, offsetX, offsetY, seVolume, subject); + delay += nextDelay; + }); + } + }; + + + + + + //============================================================================= + // VE_BattleMotionsでの利用 + //============================================================================= + if (VE_BattleMotions && VictorEngine) { + Window_BattleLog.prototype.processMotionAnimation = function (motion, index, user, action, targets, target) { + var list = motion.split(','); + var type = list[1] ? list[1].toLowerCase().trim() : ''; + var subjects = this.getMotionSubjects(list[0], user, targets, target, index); + for (var i = 0; i < subjects.length; i++) { + var subject = subjects[i]; + if (subject.isSpriteVisible()) { + var stack = subject === user ? index : VictorEngine.battlerIndex(subject); + if (type === 'action') { + var animationId = action.item().animationId; + } else if (type === 'weapon') { + var animationId = -1; + } else { + var match = type.match(/\d+/gi); + var animationId = match ? Number(match[0]) : 0; + } + + //以下変更 + if (animationId) { + var item = action ? action.item() : { meta: {} }; + var scale = Number(list[2]) || Number(item.meta.scale) || 1; + var rotation = (Number(list[3]) || Number(item.meta.rotation) || 0) / 180 * Math.PI; + var offsetX = Number(list[4]) || Number(item.meta.offsetX) || 0; + var offsetY = Number(list[5]) || Number(item.meta.offsetY) || 0; + var mirror = list[6] && list[6].contains('true'); + var delay = supplementNum(0, list[7] || item.meta.delay); + var seVolume = supplementNum(100, list[7] || item.meta.seVolume); + + this.showAnimation(user, [subject], animationId, mirror, delay, scale, rotation, offsetX, offsetY, seVolume); + } + } + } + this.insert(index, 'waitForTime', 1); + }; + } + +})(); \ No newline at end of file diff --git a/www/js/plugins/AnimationFrameRate.js b/www/js/plugins/AnimationFrameRate.js new file mode 100644 index 0000000..42b7516 --- /dev/null +++ b/www/js/plugins/AnimationFrameRate.js @@ -0,0 +1,109 @@ +//============================================================================= +// AnimationFrameRate.js +// by Tsukimi +// Last Updated: 2018.02.11 +//============================================================================= + +/*:en + * @plugindesc AnimationFrameRate + * @author Tsukimi + * + * @param framerate:1 + * @desc animation plays 60 animation frame per sec with name start with this symbol + * @default ! + * + * @param framerate:2 + * @desc animation plays 30 animation frame per sec with name start with this symbol + * @default & + * + * @param framerate:3 + * @desc animation plays 20 animation frame per sec with name start with this symbol + * @default $ + * + * @param framerate:5 + * @desc animation plays 12 animation frame per sec with name start with this symbol + * @default # + * + * @param framerate:6 + * @desc animation plays 10 animation frame per sec with name start with this symbol + * @default % + * + * @help + * RPG Maker MV plays animation as + * 4 frame(time)/ 1 animation frame. + * With this plugin, you can adjust the frame rate of each animation. + * + * ----------------- + * + */ +/*:ja + * @plugindesc アニメフレームレート + * @author ツキミ + * + * @param framerate:1 + * @desc 一秒あたり60フレーム再生したいアニメーションの接頭語 + * @default ! + * + * @param framerate:2 + * @desc 一秒あたり30フレーム再生したいアニメーションの接頭語 + * @default & + * + * @param framerate:3 + * @desc 一秒あたり20フレーム再生したいアニメーションの接頭語 + * @default $ + * + * @param framerate:5 + * @desc 一秒あたり12フレーム再生したいアニメーションの接頭語 + * @default # + * + * @param framerate:6 + * @desc 一秒あたり10フレーム再生したいアニメーションの接頭語 + * @default % + * + * + * @help + * ツクールMVではデフォルトで、 + * 1アニメーションフレームに 4フレーム(時間)かかりますが、 + * このプラグインを使えば、アニメーション毎のフレームレートが設定できます。 + * + * (デフォ:一秒あたり15フレーム再生される) + * + * ----------------- + * + */ + +(function () { + 'use strict'; + + var pluginName = 'AnimationFrameRate'; + var getParam = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return ""; + }; + + var FR1 = getParam("framerate:1").substr(0, 1); + var FR2 = getParam("framerate:2").substr(0, 1); + var FR3 = getParam("framerate:3").substr(0, 1); + var FR5 = getParam("framerate:5").substr(0, 1); + var FR6 = getParam("framerate:6").substr(0, 1); + + var _Sprite_Animation_setupRate = Sprite_Animation.prototype.setupRate; + Sprite_Animation.prototype.setupRate = function () { + if (!this._animation) { + _Sprite_Animation_setupRate.apply(this, arguments); + return; + } + var initial = this._animation.name.substr(0, 1); + if (initial === FR1) this._rate = 1; + else if (initial === FR2) this._rate = 2; + else if (initial === FR3) this._rate = 3; + else if (initial === FR5) this._rate = 5; + else if (initial === FR6) this._rate = 6; + else _Sprite_Animation_setupRate.apply(this, arguments); + }; + +})(); diff --git a/www/js/plugins/AudioStreaming.js b/www/js/plugins/AudioStreaming.js new file mode 100644 index 0000000..c2a51b1 --- /dev/null +++ b/www/js/plugins/AudioStreaming.js @@ -0,0 +1,636 @@ +//============================================================================= +// AudioStreaming.js +// MIT License (C) 2019 くらむぼん +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// 2019/06/02 ループタグの指定範囲が全長を超えた場合のループ処理を修正 +// 2019/06/02 デコード結果がない場合にエラーになるのを修正 +// 2019/06/15 Windows7のFirefoxでストリーミングが無効なバグの場合、フォールバック +// 2019/06/16 暗号化音声ファイル対応 +// 2019/06/22 Safariでサンプルレート8000~22050に対応 +// 2019/06/27 Safariで一部音声が二重に流れることがある不具合を修正 +// 2019/06/29 Cordovaで動作するように修正 +//============================================================================= + +/*: + * @plugindesc Load audio faster and use only ogg files. + * @author krmbn0576 + * + * @param mode + * @type select + * @option Enable + * @value 10 + * @option Enable, and measure performance + * @value 11 + * @option Disable + * @value 00 + * @option Disable, and measure performance + * @value 01 + * @desc Sets whether audio streaming is enabled, and whether measure performance. + * @default 10 + * + * @param deleteM4a + * @type boolean + * @text Delete all m4a files + * @desc Delete all m4a files the next time you playtest. Backup your files before execute. + * @default false + * + * @help + * Load audio faster by audio streaming whether on browsers or on standalones. + * Use only ogg files to play the audio such as BGM and SE. + * You need no longer to prepare m4a files. + * + * Usage: + * Locate stbvorbis_stream.js, stbvorbis_stream_asm.js, and this plugin in plugins directory. + * Turn ON Only this plugin, but DO NOT register the others to plugin manager. + * + * + * License: + * MIT License + * + * Library: + * ogg decoder - stbvorbis.js (C) Hajime Hoshi, krmbn0576 + * https://github.com/hajimehoshi/stbvorbis.js + */ + +/*:ja + * @plugindesc 音声読み込みを高速化し、oggファイルのみを使用します。 + * @author くらむぼん + * + * @param mode + * @type select + * @option 有効 + * @value 10 + * @option 有効(読み込み速度を計測する) + * @value 11 + * @option 無効 + * @value 00 + * @option 無効(読み込み速度を計測する) + * @value 01 + * @text モード + * @desc このプラグインを有効にするかどうか、読み込み速度を計測するかどうかを設定します。 + * @default 10 + * + * @param deleteM4a + * @type boolean + * @text m4aファイルを消去 + * @desc 次にテストプレイを開始した時、すべてのm4aファイルを削除します。念の為バックアップを取った上でご活用ください。 + * @default false + * + * @help + * 音声ストリーミングにより、音声読み込みを高速化します。 + * BGMや効果音などの音声ファイルにoggファイルのみを使用します。 + * 本プラグインを入れている場合、m4aファイルを用意しなくても音声を再生できます。 + * + * 使い方: + * pluginsフォルダに本プラグインとstbvorbis_stream.jsとstbvorbis_stream_asm.jsを配置してください。 + * 3つのうち本プラグイン「だけ」をプラグイン管理でONに設定してください。 + * 他の2つはOFFでも構いませんし、プラグイン管理に登録しなくても構いません。 + * + * + * ライセンス: + * このプラグインを利用する時は、作者名をプラグインから削除しないでください。 + * それ以外の制限はありません。お好きなようにどうぞ。 + * + * 使用ライブラリ: + * oggデコーダー - stbvorbis.js (C) Hajime Hoshi, くらむぼん + * https://github.com/hajimehoshi/stbvorbis.js + */ + +if (function () { + 'use strict'; + const parameters = PluginManager.parameters('AudioStreaming'); + const enabled = parameters['mode'][0] === '1'; + const measured = parameters['mode'][1] === '1'; + const deleteM4a = parameters['deleteM4a'] === 'true'; + + const isTest = + location.search + .slice(1) + .split('&') + .contains('test') || + (typeof window.nw !== 'undefined' && + nw.App.argv.length > 0 && + nw.App.argv[0].split('&').contains('test')); + + if (deleteM4a && isTest && Utils.isNwjs()) { + const exec = require('child_process').exec; + let messages, success, failure; + if (navigator.language.contains('ja')) { + messages = [ + 'すべてのm4aファイルを削除しますか?', + '本当に削除しますか?念のため、先にプロジェクトフォルダのバックアップをとっておくことをおすすめします。', + 'こうかいしませんね?' + ]; + success = 'すべてのm4aファイルを削除しました。'; + failure = 'm4aファイルの削除中にエラーが発生しました。 '; + } else { + messages = [ + 'Delete all m4a files?', + 'Are you sure?', + 'This cannot be undone. Are you really, REALLY sure?' + ]; + success = 'All m4a files have been deleted.'; + failure = 'Error occured while deleting m4a files.'; + } + if (messages.every(message => confirm(message))) { + const command = + process.platform === 'win32' + ? 'del /s *.m4a' + : 'find . -name "*.m4a" -delete'; + exec(command, error => alert(error ? failure : success)); + } + } + + if (measured) { + const div = document.createElement('div'); + div.style.backgroundColor = 'AliceBlue'; + div.style.position = 'fixed'; + div.style.left = 0; + div.style.bottom = 0; + document.body.appendChild(div); + + const updateInfo = info => { + const decodeEndTime = Date.now(); + const content = ` + name: ${info.url.split('/').pop()}
+ mode: ${enabled ? 'streaming' : 'legacy'}
+ load time: ${info.loadEndTime - info.loadStartTime}ms
+ decode time: ${decodeEndTime - info.loadEndTime}ms
`; + + if (div.innerHTML !== content) div.innerHTML = content; + div.style.zIndex = 11; + }; + + const _SceneManager_updateManagers = SceneManager.updateManagers; + SceneManager.updateManagers = function () { + const _WebAudio__load = WebAudio.prototype._load; + WebAudio.prototype._load = function (url) { + _WebAudio__load.apply(this, arguments); + this._info = { url, loadStartTime: Date.now() }; + this.addLoadListener(() => updateInfo(this._info)); + }; + + const _WebAudio__readLoopComments = + WebAudio.prototype._readLoopComments; + WebAudio.prototype._readLoopComments = function () { + this._info.loadEndTime = this._info.loadEndTime || Date.now(); + _WebAudio__readLoopComments.apply(this, arguments); + }; + + SceneManager.updateManagers = _SceneManager_updateManagers; + SceneManager.updateManagers.apply(this, arguments); + }; + } + + return enabled; +}()) { + + PluginManager.loadScript('stbvorbis_stream.js'); + + AudioManager.audioFileExt = function () { + return '.ogg'; + }; + + fetch('').catch(_ => window.cordova = window.cordova || true); + + if (window.ResourceHandler) { + ResourceHandler.fetchWithRetry = async function ( + method, + url, + _retryCount = 0 + ) { + let retry; + try { + const response = await (!window.cordova ? + fetch(url, { credentials: 'same-origin' }) : + new Promise((resolve, reject) => { + const xhr = new XMLHttpRequest(); + xhr.responseType = 'blob'; + xhr.onload = () => resolve(new Response(xhr.response, { status: xhr.status })); + xhr.onerror = reject; + xhr.open('GET', url); + xhr.send(); + }) + ); + if (response.ok) { + switch (method) { + case 'stream': + if (response.body) { + return response.body.getReader(); + } + const value = new Uint8Array(await response.arrayBuffer()); + return { + _done: false, + read() { + if (!this._done) { + this._done = true; + return Promise.resolve({ done: false, value }); + } else { + return Promise.resolve({ done: true }); + } + } + }; + case 'arrayBuffer': + case 'blob': + case 'formData': + case 'json': + case 'text': + return await response[method](); + default: + return Promise.reject(new Error('method not allowed')); + } + } else if (response.status < 500) { + // client error + retry = false; + } else { + // server error + retry = true; + } + } catch (error) { + if (Utils.isNwjs() || window.cordova) { + // local file error + retry = false; + } else { + // network error + retry = true; + } + } + if (!retry) { + const error = new Error('Failed to load: ' + url); + SceneManager.catchException(error); + throw error; + } else if (_retryCount < this._defaultRetryInterval.length) { + await new Promise(resolve => + setTimeout(resolve, this._defaultRetryInterval[_retryCount]) + ); + return this.fetchWithRetry(method, url, _retryCount + 1); + } else { + if (this._reloaders.length === 0) { + Graphics.printLoadingError(url); + SceneManager.stop(); + } + return new Promise(resolve => + this._reloaders.push(() => + resolve(this.fetchWithRetry(method, url, 0)) + ) + ); + } + }; + } + + WebAudio.prototype.clear = function () { + this.stop(); + this._chunks = []; + this._gainNode = null; + this._pannerNode = null; + this._totalTime = 0; + this._sampleRate = 0; + this._loopStart = 0; + this._loopLength = 0; + this._startTime = 0; + this._volume = 1; + this._pitch = 1; + this._pan = 0; + this._loadedTime = 0; + this._offset = 0; + this._loadListeners = []; + this._stopListeners = []; + this._hasError = false; + this._autoPlay = false; + this._isReady = false; + this._isPlaying = false; + this._loop = false; + }; + + WebAudio.prototype._load = async function (url) { + if (WebAudio._context) { + if (Decrypter.hasEncryptedAudio) { + url = Decrypter.extToEncryptExt(url); + } + const reader = await ResourceHandler.fetchWithRetry('stream', url); + this._loading(reader); + } + }; + + WebAudio.prototype._loading = async function (reader) { + try { + const decode = stbvorbis.decodeStream(result => this._onDecode(result)); + while (true) { + const { done, value } = await reader.read(); + if (done) { + decode({ eof: true }); + return; + } + let array = value; + if (Decrypter.hasEncryptedAudio) { + array = Decrypter.decryptUint8Array(array); + } + this._readLoopComments(array); + decode({ data: array, eof: false }); + } + } catch (error) { + console.error(error); + const autoPlay = this._autoPlay; + const loop = this._loop; + const pos = this.seek(); + this.initialize(this._url); + if (autoPlay) { + this.play(loop, pos); + } + } + }; + + WebAudio.prototype._onDecode = function (result) { + if (result.error) { + console.error(result.error); + return; + } + if (result.eof) { + this._totalTime = this._loadedTime; + if (this._loopLength === 0) { + this._loopStart = 0; + this._loopLength = this._totalTime; + if (this._loop) { + this._createSourceNodes(); + } + } else if (this._totalTime < this._loopStart + this._loopLength) { + this._loopLength = this._totalTime - this._loopStart; + if (this._loop) { + this._createSourceNodes(); + } + } + if (this._totalTime <= this.seek()) { + this.stop(); + } + return; + } + if (result.data[0].length === 0) { + return; + } + let buffer; + try { + buffer = WebAudio._context.createBuffer( + result.data.length, + result.data[0].length, + result.sampleRate + ); + } catch (error) { + if (8000 <= result.sampleRate && result.sampleRate < 22050) { + result.sampleRate *= 3; + for (let i = 0; i < result.data.length; i++) { + const old = result.data[i]; + result.data[i] = new Float32Array(result.data[i].length * 3); + for (let j = 0; j < old.length; j++) { + result.data[i][j * 3] = old[j]; + result.data[i][j * 3 + 1] = old[j]; + result.data[i][j * 3 + 2] = old[j]; + } + } + buffer = WebAudio._context.createBuffer( + result.data.length, + result.data[0].length, + result.sampleRate + ); + } else { + throw error; + } + } + for (let i = 0; i < result.data.length; i++) { + if (buffer.copyToChannel) { + buffer.copyToChannel(result.data[i], i); + } else { + buffer.getChannelData(i).set(result.data[i]); + } + } + const chunk = { buffer, sourceNode: null, when: this._loadedTime }; + this._chunks.push(chunk); + this._loadedTime += buffer.duration; + this._createSourceNode(chunk); + if (!this._isReady && this._loadedTime >= this._offset) { + this._isReady = true; + this._onLoad(); + } + }; + + Object.defineProperty(WebAudio.prototype, 'pitch', { + get: function () { + return this._pitch; + }, + set: function (value) { + if (this._pitch !== value) { + this._pitch = value; + if (this.isPlaying()) { + this.play(this._loop, 0); + } + } + }, + configurable: true + }); + + WebAudio.prototype.isReady = function () { + return this._isReady; + }; + + WebAudio.prototype.isPlaying = function () { + return this._isPlaying; + }; + + WebAudio.prototype.play = function (loop, offset) { + this._autoPlay = true; + this._loop = loop; + this._offset = offset || 0; + if (this._loop && this._loopLength > 0) { + while (this._offset >= this._loopStart + this._loopLength) { + this._offset -= this._loopLength; + } + } + if (this.isReady()) { + this._startPlaying(); + } + }; + + WebAudio.prototype.stop = function () { + const wasPlaying = this.isPlaying(); + this._isPlaying = false; + this._autoPlay = false; + this._removeNodes(); + if (this._stopListeners && wasPlaying) { + this._stopListeners.forEach(listener => listener()); + this._stopListeners.length = 0; + } + }; + + WebAudio.prototype.seek = function () { + if (WebAudio._context && this.isPlaying()) { + let pos = + (WebAudio._context.currentTime - this._startTime) * this._pitch; + if (this._loop && this._loopLength > 0) { + while (pos >= this._loopStart + this._loopLength) { + pos -= this._loopLength; + } + } + return pos; + } else { + return 0; + } + }; + + WebAudio.prototype._startPlaying = function () { + this._isPlaying = true; + this._startTime = + WebAudio._context.currentTime - this._offset / this._pitch; + this._removeNodes(); + this._createNodes(); + this._connectNodes(); + this._createSourceNodes(); + }; + + WebAudio.prototype._calcSourceNodeParams = function (chunk) { + const currentTime = WebAudio._context.currentTime; + const chunkEnd = chunk.when + chunk.buffer.duration; + const pos = this.seek(); + let when, offset, duration; + if (this._loop && this._loopLength) { + const loopEnd = this._loopStart + this._loopLength; + if (pos <= chunk.when) { + when = currentTime + (chunk.when - pos) / this._pitch; + } else if (pos <= (window.AudioContext ? chunkEnd : chunkEnd - 0.0001)) { + when = currentTime; + offset = pos - chunk.when; + } else if (this._loopStart <= pos) { + when = + currentTime + + (chunk.when - pos + this._loopLength) / this._pitch; + } else { + return; + } + if (this._loopStart <= pos && chunk.when < this._loopStart) { + if (!offset) { + when += (this._loopStart - chunk.when) / this._pitch; + offset = this._loopStart - chunk.when; + } + if (chunk.buffer.duration <= offset) { + return; + } + } + if (loopEnd < chunkEnd) { + if (!offset) { + offset = 0; + } + duration = loopEnd - chunk.when - offset; + if (duration <= 0) { + return; + } + } + } else { + if (pos <= chunk.when) { + when = currentTime + (chunk.when - pos) / this._pitch; + } else if (pos <= (window.AudioContext ? chunkEnd : chunkEnd - 0.0001)) { + when = currentTime; + offset = pos - chunk.when; + } else { + return; + } + } + return { when, offset, duration }; + }; + + WebAudio.prototype._createSourceNode = function (chunk) { + if (!this.isPlaying() || !chunk) { + return; + } + if (chunk.sourceNode) { + chunk.sourceNode.onended = null; + chunk.sourceNode.stop(); + chunk.sourceNode = null; + } + const params = this._calcSourceNodeParams(chunk); + if (!params) { + if (!this._reservedSeName) { + this._chunks[this._chunks.indexOf(chunk)] = null; + } + return; + } + const { when, offset, duration } = params; + const context = WebAudio._context; + const sourceNode = context.createBufferSource(); + sourceNode.onended = _ => { + this._createSourceNode(chunk); + if (this._totalTime && this._totalTime <= this.seek()) { + this.stop(); + } + }; + sourceNode.buffer = chunk.buffer; + sourceNode.playbackRate.setValueAtTime(this._pitch, context.currentTime); + sourceNode.connect(this._gainNode); + sourceNode.start(when, offset, duration); + chunk.sourceNode = sourceNode; + }; + + WebAudio.prototype._createSourceNodes = function () { + this._chunks.forEach(chunk => this._createSourceNode(chunk)); + }; + + WebAudio.prototype._createNodes = function () { + const context = WebAudio._context; + this._gainNode = context.createGain(); + this._gainNode.gain.setValueAtTime(this._volume, context.currentTime); + this._pannerNode = context.createPanner(); + this._pannerNode.panningModel = 'equalpower'; + this._updatePanner(); + }; + + WebAudio.prototype._connectNodes = function () { + this._gainNode.connect(this._pannerNode); + this._pannerNode.connect(WebAudio._masterGainNode); + }; + + WebAudio.prototype._removeNodes = function () { + if (this._chunks) { + this._chunks + .filter(chunk => chunk && chunk.sourceNode) + .forEach(chunk => { + chunk.sourceNode.onended = null; + chunk.sourceNode.stop(); + chunk.sourceNode = null; + }); + } + this._gainNode = null; + this._pannerNode = null; + }; + + WebAudio.prototype._onLoad = function () { + if (this._autoPlay) { + this.play(this._loop, this._offset); + } + this._loadListeners.forEach(listener => listener()); + this._loadListeners.length = 0; + }; + + WebAudio.prototype._readLoopComments = function (array) { + if (this._sampleRate === 0) { + this._readOgg(array); + if (this._loopLength > 0 && this._sampleRate > 0) { + this._loopStart /= this._sampleRate; + this._loopLength /= this._sampleRate; + } + } + }; + + Decrypter.decryptUint8Array = function (uint8Array) { + const ref = this.SIGNATURE + this.VER + this.REMAIN; + for (let i = 0; i < this._headerlength; i++) { + if (uint8Array[i] !== parseInt('0x' + ref.substr(i * 2, 2), 16)) { + return uint8Array; + } + } + uint8Array = new Uint8Array(uint8Array.buffer, this._headerlength); + this.readEncryptionkey(); + for (var i = 0; i < this._headerlength; i++) { + uint8Array[i] = uint8Array[i] ^ parseInt(this._encryptionKey[i], 16); + } + return uint8Array; + }; + +} diff --git a/www/js/plugins/BalloonPosition.js b/www/js/plugins/BalloonPosition.js new file mode 100644 index 0000000..fcb8cb9 --- /dev/null +++ b/www/js/plugins/BalloonPosition.js @@ -0,0 +1,179 @@ +/*============================================================================= + BalloonPosition.js +---------------------------------------------------------------------------- + (C)2021 Triacontane + This software is released under the MIT License. + http://opensource.org/licenses/mit-license.php +---------------------------------------------------------------------------- + Version + 1.0.1 2021/01/28 英語ヘルプを記述 + 1.0.0 2021/01/27 初版 +---------------------------------------------------------------------------- + [Blog] : https://triacontane.blogspot.jp/ + [Twitter]: https://twitter.com/triacontane/ + [GitHub] : https://github.com/triacontane/ +=============================================================================*/ + +/*: + * @plugindesc BalloonPositionPlugin + * @author triacontane + * + * @param BalloonXNoImage + * @desc Uniformly adjusts the x of balloon for events where no image is specified. + * @default 0 + * @type number + * @min -2000 + * @max 2000 + * + * @param BalloonYNoImage + * @desc Uniformly adjusts the y of balloon for events where no image is specified. + * @default 0 + * @min -2000 + * @max 2000 + * + * @help BalloonPosition.js + * + * Adjusts the display coordinates of balloon + * + * + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc フキダシ位置調整プラグイン + * @author トリアコンタン + * + * @param BalloonXNoImage + * @text 画像なしX座標 + * @desc 画像が指定されていないイベントのフキダシX座標を一律で調整します。 + * @default 0 + * @type number + * @min -2000 + * @max 2000 + * + * @param BalloonYNoImage + * @text 画像なしY座標 + * @desc 画像が指定されていないイベントのフキダシY座標を一律で調整します。 + * @default 0 + * @min -2000 + * @max 2000 + * + * @help BalloonPosition.js + * + * フキダシの表示座標を調整します。 + * イベントのメモ欄に以下の通り入力してください。 + * # フキダシのX座標を右に[5]ずらします。 + * # フキダシのY座標を上に[5]ずらします。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + /** + * Get database meta information. + * @param object Database item + * @param name Meta name + * @returns {String} meta value + */ + var getMetaValue = function (object, name) { + return object.meta.hasOwnProperty(name) ? convertEscapeCharacters(object.meta[name]) : null; + }; + + /** + * Convert escape characters.(require any window object) + * @param text Target text + * @returns {String} Converted text + */ + var convertEscapeCharacters = function (text) { + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text.toString()) : text; + }; + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + var createPluginParameter = function (pluginName) { + var paramReplacer = function (key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + var parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + + var param = createPluginParameter('BalloonPosition'); + + /** + * Game_CharacterBase + * フキダシの座標を取得可能にします。 + */ + Game_CharacterBase.prototype.isNoImage = function () { + return !this._tileId && !this._characterName; + }; + + Game_CharacterBase.prototype.findBalloonX = function () { + return 0; + }; + + Game_CharacterBase.prototype.findBalloonY = function () { + return 0; + }; + + /** + * Game_Event + * フキダシの座標をメモ欄から取得します。 + */ + Game_Event.prototype.findBalloonX = function () { + const x = parseInt(getMetaValue(this.event(), 'BalloonX')); + if (x) { + return x; + } else if (this.isNoImage()) { + return param.BalloonXNoImage; + } else { + return 0; + } + }; + + Game_Event.prototype.findBalloonY = function () { + const y = parseInt(getMetaValue(this.event(), 'BalloonY')); + if (y) { + return y; + } else if (this.isNoImage()) { + return param.BalloonYNoImage; + } else { + return 0; + } + }; + + /** + * Sprite_Character + * フキダシの表示位置を調整します。 + */ + var _Sprite_Character_updateBalloon = Sprite_Character.prototype.updateBalloon; + Sprite_Character.prototype.updateBalloon = function () { + _Sprite_Character_updateBalloon.apply(this, arguments); + if (this._character && this.isBalloonPlaying()) { + this._balloonSprite.x += this._character.findBalloonX(); + this._balloonSprite.y += this._character.findBalloonY(); + } + }; +})(); diff --git a/www/js/plugins/BaronText.js b/www/js/plugins/BaronText.js new file mode 100644 index 0000000..81554fc --- /dev/null +++ b/www/js/plugins/BaronText.js @@ -0,0 +1,63 @@ +// 男爵用.js +// ---------------------------------------------------- +// Copyright (c) 2016 Baronsengia +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------- +/*: + * + * @plugindesc 男爵専用テキストデータ読み込みプラグイン + * @author 男爵 + * + * @param array + * @desc 読み込むファイル名 + * @type String[] + * @default [] + * @parent dataType + * + * @help 読み込むファイル名を配列すること。 + * + * + */ + + + + +// jsonファイルをここで指定 + +(function () { + 'use strict'; + + var parameters = PluginManager.parameters('BaronText'); + var param = JSON.parse(JSON.stringify(parameters, function (key, value) { + try { + return JSON.parse(value); + } catch (e) { + try { + return eval(value); + } catch (e) { + return value; + } + } + })); + + var Max = param.array.length; + if (Max >= 1) { + for (var k = 0; k < Max; k++) { + var Text = param.array[k]; + var _Text = "text/"; + _Text += Text + _Text += ".json" + + var Filename = "$data"; + Filename += Text; + + DataManager._databaseFiles.push( + { name: Filename, src: _Text } + ); + console.log(_Text + ":OK"); + }; + } + +})(); + diff --git a/www/js/plugins/Baronkasutamaizu.js b/www/js/plugins/Baronkasutamaizu.js new file mode 100644 index 0000000..8cbf103 --- /dev/null +++ b/www/js/plugins/Baronkasutamaizu.js @@ -0,0 +1,264 @@ +// 男爵用.js +// ---------------------------------------------------- +// Copyright (c) 2016 Baronsengia +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------- +/*: + * + * @plugindesc 男爵専用設定プラグイン + * @author 男爵 + * + * + * @help + * + * + */ + +(function () { + Dice = function (a, b) { + var Value = 0; + if (a >= 1 && b >= 1) { + var raD; + for (var i = 1; i <= a; i++) { + raD = Math.floor(Math.random() * b) + 1; + Value += raD; + }; + } + return Value; + }; + + + DBless = function () { + if (!$gameVariables._data[378]) { + $gameVariables._data[378] = 0; + // 脱皮回数; + } + if (!$gameVariables._data[379]) { + $gameVariables._data[379] = 0; + //ドラゴンカインド回数; + } + var Value = parseInt(($gameActors.actor(1).level + $gameVariables._data[378] + $gameVariables._data[379]), 10); + Value = Math.ceil(Value * 1.2); + return Value; + }; + + AdvPrice = function (a) { + var Id = parseInt(a, 10); + var Value = parseInt($dataWeapons[($gameVariables._data[Id])].price, 10); + return Value; + }; + + BaronEqData = function () { + var aId = $gameParty.members()[0].actorId(); + var equips = $gameActors.actor(aId)._equips; + for (i = 0; i <= 3; i++) { + var wId = equips[i]._itemId; + if (wId && wId >= 1) { + $gameVariables._data[(i + 1)] = wId; + } else { + $gameVariables._data[(i + 1)] = 0; + } + }; + + }; + + BaronEquip = function () { + for (a = 1; a <= 4; a++) { + var Pic = (a + 10); + if ($gameVariables._data[a] == 0) { + $gameScreen.erasePicture(Pic); + } + if ($gameVariables._data[a] >= 1 && $gameVariables._data[(a + 10)] != $gameVariables._data[a]) { + $gameVariables._data[(a + 10)] = $gameVariables._data[a]; + var aId = $gameParty.members()[0].actorId(); + var equips = $gameActors.actor(aId)._equips; + var wId = $gameVariables._data[a]; + var FileName = $dataWeapons[wId].meta.SpineName; + var SkinName = $dataWeapons[wId].meta.SpineSkin; + var XX = [380, 440, 380, 440]; + var YY = [280, 320, 360, 400] + $gameScreen.showPicture(Pic, "", 0, XX[a - 1], YY[a - 1], 45, 45, 255, 0); + $gameScreen.spine(Pic).setSkeleton(FileName) + .setSkin(SkinName) + .setAnimation(0, 'Idle'); + if ($dataWeapons[wId].meta.Mosaic) { + var str = $dataWeapons[wId].meta.Mosaic; + $gameScreen.spine(Pic).setMosaic(str, 6); + } + } + }; + }; + + BaronHeal = function (Target) { + Target = parseInt(Target, 10); + var k = 0; + var i = 0; + var Heal = 0; + + if ($gameVariables._data[Target].length >= 1) { + for (k = 0; k < $gameVariables._data[Target].length; k++) { + var State = $dataStates[($gameVariables._data[Target][k])].traits; + if (State.length >= 1) { + for (i = 0; i < State.length; i++) { + if (State[i].code == 22 && State[i].dataId == 7) { + Heal += State[i].value; + // console.log ("ステート:",k," 再生:",State[i].value); + } + }; + } + }; + } + if (Heal != 0) { + Heal *= 100; + $gameVariables._data[295] = Heal; + } + }; + + BaronAddState = function (Target, Id) { + if (Target === 'P') { + var Num = 281; + } + if (Target === 'E') { + var Num = 283; + } + Id = parseInt(Id, 10); + var Turn = $dataStates[Id].maxTurns; + var Array = $gameVariables._data[Num].indexOf(Id); + + if (Array >= 0) { + $gameVariables._data[(Num + 1)][Array] = Turn; + } else { + $gameVariables._data[Num].push(Id); + $gameVariables._data[(Num + 1)].push(Turn); + + if ($gameVariables._data[Num].length >= 6) { + $gameVariables._data[Num].shift(); + $gameVariables._data[(Num + 1)].shift(); + } + } + }; + + BaronDeleteState = function (Target, Id) { + if (Target === 'P') { + var Num = 281; + } + if (Target === 'E') { + var Num = 283; + } + Id = parseInt(Id, 10); + + var StateId = $gameVariables._data[(Num)].indexOf(Id); + if (StateId >= 0) { + $gameVariables._data[(Num)].splice(StateId, 1); + $gameVariables._data[(Num + 1)].splice(StateId, 1); + } + }; + + BaronUnitSpine = function (weaponId, Pic) { + var FileName = $dataWeapons[weaponId].meta.SpineName; + var SkinName = $dataWeapons[weaponId].meta.SpineSkin; + + if (!FileName) { FileName = 'fighter' }; + if (!SkinName) { SkinName = 'skin1' }; + + $gameScreen.spine(Pic).setSkeleton(FileName) + .setSkin(SkinName) + .setAnimation(0, 'Idle'); + if ($dataWeapons[weaponId].meta.Mosaic) { + var str = String($dataWeapons[weaponId].meta.Mosaic); + $gameScreen.spine(Pic).setMosaic(str, 6); + } + }; + + +})(); + +// ===== +Window_MenuCommand.prototype.makeCommandList = function () { + this.addMainCommands(); + this.addFormationCommand(); + this.addOriginalCommands(); + this.addOptionsCommand(); + this.addSaveCommand(); + this.addGameEndCommand(); +}; + +Window_Base.prototype.escapeIconItem = function (n, database, d) { + if (d == 1) { + var Sid = (database[n].iconIndex)//+384; + var HelpA = database[n].meta.SkillHelp1 || ''; + var HelpB = database[n].meta.SkillHelp2 || ''; + return '\x1bI[' + Sid + ']' + database[n].name + " : " + HelpA + HelpB; + } else { + return '\x1bI[' + database[n].iconIndex + ']' + database[n].name + } +}; + + +Window_MenuCommand.prototype.addMainCommands = function () { + var enabled = this.areMainCommandsEnabled(); + if (this.needsCommand('item')) { + this.addCommand(TextManager.item, 'item', enabled); + } + if (this.needsCommand('skill')) { + this.addCommand(TextManager.skill, 'skill', enabled); + } + if (this.needsCommand('equip')) { + var _enabled = this.isEquipEnabled(); + this.addCommand(TextManager.equip, 'equip', _enabled); + } + if (this.needsCommand('status')) { + this.addCommand(TextManager.status, 'status', enabled); + } +}; + + +Window_MenuCommand.prototype.isEquipEnabled = function () { + return !$gameSwitches._data[115]; +}; +// ===== + +Window_EquipItem.prototype.maxCols = function () { + return 1; +}; + +Window_SkillList.prototype.maxCols = function () { + return 1; +}; + +//============================================================================= +// Window_SkillStatus +//============================================================================= + +Window_SkillStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + // var w = this.width - this.padding * 2; + // var h = this.height - this.padding * 2; + // if (!eval(Yanfly.Param.MenuTpGauge)) { + // var y = h / 2 - this.lineHeight() * 1.5; + // } else { + // var y = 0; + // } + // var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth; + // var width = w - xpad - this.textPadding(); + // this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h); + // this.drawActorSimpleStatus(this._actor, xpad, y, width); + } +}; + + +Scene_Equip.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createStatusWindow(); + this.createCommandWindow(); + this.createSlotWindow(); + this.createItemWindow(); + this.refreshActor(); + // p ("装備ウィンドウ"); + // $gameSwitches._data[114] = true; +}; + + diff --git a/www/js/plugins/CAO-ShopAddItem.js b/www/js/plugins/CAO-ShopAddItem.js new file mode 100644 index 0000000..bd2d7e6 --- /dev/null +++ b/www/js/plugins/CAO-ShopAddItem.js @@ -0,0 +1,86 @@ +//============================================================================= +// CAO-ShopAddItem.js +//============================================================================= + +/*: + * @plugindesc ショップの商品を動的に決定します。 + * @author CACAO + * + * @help + * プラグインコマンドを使用して、商品の準備・開店を行います。 + * + * [Shop prepare] + * 商品の準備モードにします。 + * イベントコマンド「ショップの処理」で追加します。 + * + * [Shop open] + * ショップを起動します。 + * + * [Shop open buyonly] + * 購入のみでショップを起動します。 + * + * [Shop cancel] + * 準備を中止します。 + * 以降、イベントコマンド「ショップの処理」が通常通り処理されます。 + * + */ +(function () { + + var _cao_addgoods_Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (cmd, args) { + _cao_addgoods_Game_Interpreter_pluginCommand.call(this, cmd, args); + if (cmd !== 'Shop') return; + if (args[0] === 'open') { + $gameTemp.openShop(args[1] === 'buyonly'); + } else if (args[0] === 'prepare') { + $gameTemp.prepareShopGoods(); + } else if (args[0] === 'cancel') { + $gameTemp.cancelShopAddMode(); + } + }; + + var _cao_Game_Temp_initialize = Game_Temp.prototype.initialize; + Game_Temp.prototype.initialize = function () { + _cao_Game_Temp_initialize.call(this); + this._isShopAddMode = false; + this._shopGoods = []; + }; + Game_Temp.prototype.isShopAddMode = function () { + return this._isShopAddMode; + }; + Game_Temp.prototype.prepareShopGoods = function () { + this._shopGoods = []; + this._isShopAddMode = true; + } + Game_Temp.prototype.cancelShopAddMode = function () { + this._shopGoods = []; + this._isShopAddMode = false; + } + Game_Temp.prototype.addShopItem = function (item) { + this._shopGoods.push(item); + } + Game_Temp.prototype.openShop = function (buyOnly) { + if (!$gameParty.inBattle()) { + this._isShopAddMode = false; + SceneManager.push(Scene_Shop); + SceneManager.prepareNextScene(this._shopGoods, buyOnly); + } + }; + + // Shop Processing + var _cao_Game_Interpreter_command302 = Game_Interpreter.prototype.command302; + Game_Interpreter.prototype.command302 = function () { + if ($gameTemp.isShopAddMode()) { + $gameTemp.addShopItem(this._params); + while (this.nextEventCode() === 605) { + this._index++; + $gameTemp.addShopItem(this.currentCommand().parameters); + } + } else { + return _cao_Game_Interpreter_command302.call(this); + } + return true; + }; + +})(); diff --git a/www/js/plugins/CharacterDirections.js b/www/js/plugins/CharacterDirections.js new file mode 100644 index 0000000..0c55845 --- /dev/null +++ b/www/js/plugins/CharacterDirections.js @@ -0,0 +1,234 @@ +//============================================================================= +// CharacterDirections.js +//============================================================================= +// Copyright (c) 2017 Thirop +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= +// Version +// 1.0.0 2017/12/15 初版 + +var Imported = Imported || {}; +Imported.CharacterDirections = true; + +//============================================================================= +/*: + * @plugindesc キャラ演出用のスクリプトコマンド集 + * @author Thirop + */ +//============================================================================= + +(function () { + + //============================================================================= + // Game_CharacterBase + //============================================================================= + var _Game_CharacterBase_update = Game_CharacterBase.prototype.update; + Game_CharacterBase.prototype.update = function () { + _Game_CharacterBase_update.call(this); + + this.updateSuccessiveParameters(); + }; + + Game_CharacterBase.prototype.updateSuccessiveParameters = function () { + //updateOpacity + if (this._opacityDur) { + this._opacityDur -= 1; + this._opacity += this._opacitySpd; + if (this._opacityDur <= 0) { + delete this._opacityDur; + delete this._opacitySpd; + } + } + + //updateScale + if (this._scaleDur) { + this._scaleDur -= 1; + this._scaleX += this._scaleXSpd; + this._scaleY += this._scaleYSpd; + if (this._scaleDur <= 0) { + delete this._scaleDur; + delete this._scaleXSpd; + delete this._scaleYSpd; + } + } + + //updateAngle + if (this._angleDur) { + this._angleDur -= 1; + this._angle += this._angleSpd; + if (this._angleDur <= 0) { + delete this._angleDur; + delete this._angleSpd; + delete this._anchorCenter; + } + } + }; + + + + + /* startOpacity + ===================================*/ + Game_CharacterBase.prototype.startOpacity = function (duration, opacity) { + opacity = Number(opacity) || 0; + if (duration === undefined) duration = 10; + duration = Number(duration); + + if (duration <= 0) { + this._opacity = opacity; + delete this._opacityDur; + delete this._opacitySpd; + } else { + this._opacitySpd = (opacity - this._opacity) / duration; + this._opacityDur = duration; + } + }; + + + + /* startScale + ===================================*/ + Game_CharacterBase.prototype.startScale = function (duration, x, y) { + if (this._scaleX === undefined || this._scaleY === undefined) return; + + if (x === undefined) x = this._scaleX; + if (y === undefined) y = this._scaleY; + if (duration === undefined) duration = 10; + + if (duration <= 0) { + this._scaleX = x; + this._scaleY = y; + delete this._scaleXSpd; + delete this._scaleYSpd; + delete this._scaleDur; + } else { + this._scaleXSpd = (x - this._scaleX) / duration; + this._scaleYSpd = (y - this._scaleY) / duration; + this._scaleDur = duration; + } + }; + + + /* startAngle + ===================================*/ + // noRelative:trueで絶対値を指定(デフォルトはfalseで相対値の指定 + // this.startAngle(10,20)は10フレームでangleを+20 + // this.startAngle(10,20,true)は10フレームでangleが20°まで変化 + // + // noAnchorCenter:trueで回転の軸を中心に修正しない。(デフォルトはfalseで回転軸を中心に修正 + // this.startAngle(10,20,false,true)は + // 10フレームで+20°、回転軸を修正せずに足元を中心に回転 + Game_CharacterBase.prototype.startAngle = function (duration, angle, noRelative, noAnchorCenter) { + if (this._angle === undefined) return; + + noRelative = noRelative || false; + angle = Number(angle) || 360; + if (duration === undefined) duration = 10; + duration = Number(duration); + + this._anchorCenter = (noAnchorCenter === true) ? false : true; + + if (duration === 0) { + this._angle = noRelative ? angle : (this._angel + angle); + delete this._angleSpd; + delete this._angleDur; + delete this._anchorCenter; + } else { + duration = duration || 10; + if (noRelative) { + this._angleSpd = (angle - this._angle) / duration; + } else { + this._angleSpd = angle / duration; + } + this._angleDur = duration; + } + + this._anchorDiffY = -this.height * 0.5; + }; + + + + + /* walkTo + ===================================*/ + // x,y座標まで移動する。 + // isRelative:trueにすると相対座標となる + // this.walkTo(1,2)は座標(1,2)まで移動 + // this.walkto(1,2,true)は右に1歩、上に2歩歩く + // ステップアニメがONになるので移動後は自分でOFFにすること + // キャラの当たり判定は実行直後に目的地に設定されるので注意 + // イベント内の演出でのみ使うのがベター + Game_CharacterBase.prototype.walkTo = function (x, y, isRelative) { + if (isRelative) { + x += this._x; + y += this._y; + } + this._stepAnime = true; + this.turnTowardCharacter({ x: x, y: y }); + this._x = x; + this._y = y; + }; + + + /* jumpEx + ===================================*/ + Game_CharacterBase.prototype.jumpEx = function (xPlus, yPlus, baseHeight, rotateNum) { + if (baseHeight === undefined || baseHeight === null || baseHeight === false) { + baseHeight = 10; + } + + if (Math.abs(xPlus) > Math.abs(yPlus)) { + if (xPlus !== 0) { + this.setDirection(xPlus < 0 ? 4 : 6); + } + } else { + if (yPlus !== 0) { + this.setDirection(yPlus < 0 ? 8 : 2); + } + } + this._x += xPlus; + this._y += yPlus; + var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus)); + this._jumpPeak = baseHeight + distance - this._moveSpeed; + this._jumpCount = this._jumpPeak * 2; + this.resetStopCount(); + this.straighten(); + + if (rotateNum) { + var dAngle = 360 * Number(rotateNum) * (this._direction === 6 ? 1 : -1); + this.startAngle(this._jumpCount, dAngle); + } + }; + + + + + + //============================================================================= + // Sprite_CharacterBase + //============================================================================= + var _Sprite_Character_updateOther = Sprite_Character.prototype.updateOther; + Sprite_Character.prototype.updateOther = function () { + _Sprite_Character_updateOther.call(this); + if (this._character._anchorCenter) { + if (this._originalAnchorY === undefined) { + this._originalAnchorY = this.anchor.y; + } + this.anchor.y = 0.5; + } else { + if (this._originalAnchorY !== undefined) { + this.anchor.y = this._originalAnchorY; + delete this._originalAnchorY; + } + } + }; + + var _Sprite_Character_updatePosition = Sprite_Character.prototype.updatePosition; + Sprite_Character.prototype.updatePosition = function () { + _Sprite_Character_updatePosition.call(this); + this.y -= (1 - this.anchor.y) * this.height; + }; + + +})(); diff --git a/www/js/plugins/CharacterGraphicExtend.js b/www/js/plugins/CharacterGraphicExtend.js new file mode 100644 index 0000000..a8f1689 --- /dev/null +++ b/www/js/plugins/CharacterGraphicExtend.js @@ -0,0 +1,891 @@ +//============================================================================= +// CharacterGraphicExtend.js +// ---------------------------------------------------------------------------- +// (C) 2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.11.0 2020/11/22 ApngPicture.jsと組み合わせてキャラクターとして表示したピクチャ、敵キャラ画像がアニメーションする機能を追加 +// 1.10.4 2020/03/22 MOG_ChronoEngine.jsとの間で発生するエラーを解消(全面的な競合対策ではありません) +// MOG_CharPoses.jsとの競合を解消 +// 1.10.3 2020/01/25 フレーム更新時に無駄な処理が実行されることでパフォーマンスが低下していた問題を修正 +// 1.10.2 2018/11/19 UltraMode7との競合を解消(by けんせい様) +// TMNamePop.jsとの併用時、ネームポップがイベント画像の傾き、反転に影響されないよう修正 +// 1.10.1 2018/10/05 敵キャラやピクチャを表示する際、エディタで元画像にインデックス1以外を指定していると画像が表示されない問題を修正 +// 1.10.0 2018/09/25 イベント画像をトリミングして表示できる機能を追加 +// 1.9.2 2018/07/11 EventEffects.jsとの競合を解消 +// 1.9.1 2018/06/05 メモ欄タグで変数指定+並列処理で変数操作にて発生するいくつかの問題を修正(by 奏ねこま様) +// 1.9.0 2018/02/20 不透明度をメモ欄で設定できる機能を追加 +// 1.8.0 2017/08/27 マップで使用しているタイルセット以外のタイルセットを使ったイベントを作成できる機能を追加 +// 1.7.0 2017/08/24 画像を別のものに変更するスクリプトを追加 +// 1.6.1 2017/08/06 ヘルプを修正 +// 1.6.0 2017/08/05 アクターのバトラー画像をマップ上に表示する機能を追加 +// 1.5.3 2017/06/22 プラグインを適用していないデータをロードしたときにプレイヤーが表示されない問題を修正 +// 1.5.2 2017/06/11 プライオリティの設定を0にすると設定が有効にならない問題を修正 +// 1.5.1 2017/06/11 GALV_CamControl.jsとの競合を解消 +// 1.5.0 2017/03/28 色調変更機能を追加 +// 1.4.2 2017/02/03 メモ欄に制御文字\v[n]を使った場合に、一度マップ移動しないと反映されない問題を修正しました。 +// 1.4.1 2016/11/27 T_dashMotion.jsとの競合を解決 +// 1.4.0 2016/11/21 複数のページに対して別々の画像を割り当てる機能を追加しました。 +// 1.3.0 2016/07/16 以下の機能を追加しました。 +// 遠景をイベントグラフィックとして利用可能 +// イベント画像の原点を変更する機能、イベント画像の画面表示位置を絶対値指定する機能 +// 1.2.1 2016/05/08 HalfMove.jsとの競合を解消 +// 1.2.0 2016/03/19 戦闘発生時にイベントを消去しない設定を追加しました。 +// 1.1.2 2016/03/04 本体バージョン1.1.0に合わせてキャラクターの乗算とスクリーンに対応しました。 +// 1.1.1 2016/01/21 競合対策(YEP_MessageCore.js) +// 1.1.0 2016/01/11 キャラクターに回転角を設定する機能を追加 +// 移動ルートの指定のスクリプトから、回転角、拡大率、位置調整ができる機能を追加 +// 1.0.0 2016/01/08 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc キャラクターグラフィック表示拡張プラグイン + * @author トリアコンタン + * + * @param イベント消去無効 + * @desc エンカウント発生時にイベントを一瞬消去するエフェクトを無効にします。 + * @default false + * @type boolean + * + * @help イベントのグラフィック表示方法を拡張して多彩な表現を可能にします。 + * イベントのメモ欄に所定の書式で記入してください。 + * 項目はカンマで区切ってください。引数には文章の表示と同じ制御文字が使用できます。 + * また、ページ数に「A」と入力すると全てのページが対象になります。 + * + * + * 指定したページが有効になった場合のグラフィックをピクチャ画像から取得します。 + * 拡張子は不要です。歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * 〇追加機能 + * 複数のページに対して別々の画像を割り当てたい場合は + * ページごとにタグを作成してください。 + * 以下の例だと1ページ目ではaaa.pngが、2ページ目ではbbb.pngが使用されます。 + * 他のタグも同様です。 + * 例: + * + * + * 指定したページが有効になった場合のグラフィックを敵キャラ画像から取得します。 + * 拡張子は不要です。歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックをアイコン画像から取得します。 + * 歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックをフェイス画像から取得します。 + * 拡張子は不要です。歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックをバトラー画像から取得します。 + * 拡張子は不要です。歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックを遠景画像から取得します。 + * 拡張子は不要です。歩行アニメ待機アニメは無効化されます。 + * + * 例: or + * + * 要注意! これらのメモ欄でファイルを指定した場合、デプロイメント時に + * 未使用ファイルとして除外される可能性があります。 + * その場合、削除されたファイルを入れ直す等の対応が必要です。 + * + * + * 指定したページが有効になった場合のグラフィックをタイルマップ画像から取得します。 + * 横幅と高さを指定して本棚やベッドが一つのイベントで表現できます。 + * イベントの画像選択から一番左上のタイルを選択してください。 + * + * 例: or + * + * + * 指定したページが有効になった場合のタイルセットを指定します。 + * マップで使用しているタイルセット以外のタイルセット画像が使えます。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィック表示位置を + * 指定したピクセル分ずらして表示します。 + * + * 例: or + * + * + * 指定したページが有効になった場合の表示優先度を設定します。 + * 1~9までの値を設定できます。 + * + * 例: or + * + * ※それぞれのプライオリティの値 + * 0 : 下層タイル + * 1 : 通常キャラの下 + * 3 : 通常キャラと同じ + * 4 : 上層タイル + * 5 : 通常キャラの上 + * 6 : 飛行船の影 + * 7 : フキダシ + * 8 : アニメーション + * 9 : マップタッチの行き先(白く光るヤツ) + * + * + * 指定したページが有効になった場合のグラフィックの合成方法を設定します。 + * 0:通常 1:加算 2:乗算 3:スクリーン + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックの拡大率を設定します。 + * 負の値を設定すると画像が反転します。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックの回転角を設定します。 + * 回転の中心は、キャラクターの足下になります。0~360の範囲内で設定してください。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックの原点(0...100)を設定します。 + * デフォルトではX原点が50、Y原点が100(画像の足下が原点になる)です。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィック表示位置を + * 絶対座標(ピクチャのようにマップのスクロールとは無関係に表示する)にします。 + * ただし、イベントそのものの位置は変わりません。 + * + * 例: or + * + * + * 指定したページが有効になった場合の色調(-255~255)を設定します。 + * + * 例: or + * + * + * 指定したページが有効になった場合のグラフィックの不透明度を設定します。 + * 0:透明 - 255:不透明 + * + * 例: or + * + * + * 画像を指定した矩形でトリミングして表示します。 + * + * 例: or + * + * 〇スクリプト(高度な設定。移動ルートの指定からスクリプトで実行) + * + * ・拡大率の設定 + * this.setScale((X座標),(Y座標)); + * 例:this.setScale(100, 100); + * + * ・回転角の設定 + * this.setAngle((回転角)); + * 例:this.setAngle(180); + * + * ・ピクセル単位位置の設定 + * this.shiftPosition((X座標),(Y座標)); + * 例:this.shiftPosition(24, 24); + * + * ・色調の設定 + * this.setTone((R値),(G値)(B値)); + * 例:this.setTone(255, -255, -255); + * + * ・画像の変更 + * this.changeImage((新しいファイル名), (インデックス)); + * 例:this.changeImage('Package1', 3); + * + * ※1 画像種別(ピクチャ⇒遠景など)を変更することはできません。 + * ※2 インデックスの指定を省略した場合、変更前の値が維持されます。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * EventEffects.jsと併用する場合は、本プラグインを下に配置してください。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +(function () { + 'use strict'; + var pluginName = 'CharacterGraphicExtend'; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE'; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getArgArrayString = function (args, upperFlg) { + var values = getArgString(args, upperFlg).split(','); + for (var i = 0; i < values.length; i++) values[i] = values[i].trim(); + return values; + }; + + var getArgString = function (args, upperFlg) { + args = convertEscapeCharacters(args); + return upperFlg ? args.toUpperCase() : args; + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg), 10) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1], 10)); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1], 10)); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1], 10) >= 1 ? $gameActors.actor(parseInt(arguments[1], 10)) : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1], 10) >= 1 ? $gameParty.members()[parseInt(arguments[1], 10) - 1] : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; + }; + + //============================================================================= + // パラメータの取得とバリデーション + //============================================================================= + var paramEventHideInvalid = getParamBoolean(['EventHideInvalid', 'イベント消去無効']); + + //============================================================================= + // Game_CharacterBase + // 拡張するプロパティを定義します。 + //============================================================================= + var _DataManager_extractMetadata = DataManager.extractMetadata; + DataManager.extractMetadata = function (data) { + _DataManager_extractMetadata.apply(this, arguments); + this.extractMetadataArray(data); + }; + + DataManager.extractMetadataArray = function (data) { + var re = /<([^<>:]+)(:?)([^>]*)>/g; + data.metaArray = {}; + var match = true; + while (match) { + match = re.exec(data.note); + if (match) { + var metaName = match[1]; + data.metaArray[metaName] = data.metaArray[metaName] || []; + data.metaArray[metaName].push(match[2] === ':' ? match[3] : true); + } + } + }; + + //============================================================================= + // Game_System + // ロード時にプレイヤーの初期化が必要な場合は初期化します。 + //============================================================================= + var _Game_System_onAfterLoad = Game_System.prototype.onAfterLoad; + Game_System.prototype.onAfterLoad = function () { + _Game_System_onAfterLoad.apply(this, arguments); + if (!$gamePlayer.hasOwnProperty('_customResource')) { + $gamePlayer.clearCgInfo(); + } + }; + + //============================================================================= + // Game_CharacterBase + // 拡張するプロパティを定義します。 + //============================================================================= + var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; + Game_CharacterBase.prototype.initMembers = function () { + _Game_CharacterBase_initMembers.apply(this, arguments); + this.clearCgInfo(); + }; + + Game_CharacterBase.prototype.clearCgInfo = function () { + this._customResource = null; + this._graphicColumns = 1; + this._graphicRows = 1; + this._additionalX = 0; + this._additionalY = 0; + this._customPriority = -1; + this._scaleX = 100; + this._scaleY = 100; + this._tileBlockWidth = 1; + this._tileBlockHeight = 1; + this._angle = 0; + this._originX = null; + this._originY = null; + this._absoluteX = null; + this._absoluteY = null; + this._customTilesetId = 0; + this.setBlendMode(0); + }; + + Game_CharacterBase.prototype.customResource = function () { + return this._customResource; + }; + + Game_CharacterBase.prototype.customTilesetId = function () { + return this._customTilesetId; + }; + + Game_CharacterBase.prototype.graphicColumns = function () { + return this._graphicColumns; + }; + + Game_CharacterBase.prototype.graphicRows = function () { + return this._graphicRows; + }; + + Game_CharacterBase.prototype.scaleX = function () { + return this._scaleX; + }; + + Game_CharacterBase.prototype.scaleY = function () { + return this._scaleY; + }; + + Game_CharacterBase.prototype.setScale = function (x, y) { + this._scaleX = x; + this._scaleY = y; + }; + + Game_CharacterBase.prototype.originX = function () { + return this._originX; + }; + + Game_CharacterBase.prototype.originY = function () { + return this._originY; + }; + + Game_CharacterBase.prototype.setOrigin = function (x, y) { + this._originX = x / 100; + this._originY = y / 100; + }; + + Game_CharacterBase.prototype.absoluteX = function () { + return this._absoluteX; + }; + + Game_CharacterBase.prototype.absoluteY = function () { + return this._absoluteY; + }; + + Game_CharacterBase.prototype.setAbsolute = function (x, y) { + this._absoluteX = x; + this._absoluteY = y; + }; + + Game_CharacterBase.prototype.tone = function () { + return this._tone; + }; + + Game_CharacterBase.prototype.setTone = function (r, g, b) { + this._tone = [r, g, b]; + }; + + Game_CharacterBase.prototype.angle = function () { + return this._angle; + }; + + Game_CharacterBase.prototype.setAngle = function (angle) { + this._angle = angle; + }; + + Game_CharacterBase.prototype.shiftPosition = function (x, y) { + this._additionalX = x; + this._additionalY = y; + }; + + Game_CharacterBase.prototype.tileBlockWidth = function () { + return this._tileBlockWidth; + }; + + Game_CharacterBase.prototype.tileBlockHeight = function () { + return this._tileBlockHeight; + }; + + Game_CharacterBase.prototype.getTrimRect = function () { + return this._trimRect || null; + }; + + var _Game_CharacterBase_pos = Game_CharacterBase.prototype.pos; + Game_CharacterBase.prototype.pos = function (x, y) { + if (this.tileBlockWidth() >= 2) { + return (this._x - this.tileBlockWidth() / 2 <= x && this._x + this.tileBlockWidth() / 2 >= x) && this._y === y; + } else { + return _Game_CharacterBase_pos.apply(this, arguments); + } + }; + + var _Game_CharacterBase_screenX = Game_CharacterBase.prototype.screenX; + Game_CharacterBase.prototype.screenX = function () { + return this._absoluteX > 0 ? this.absoluteX() : _Game_CharacterBase_screenX.apply(this, arguments) + this._additionalX; + }; + + var _Game_CharacterBase_screenY = Game_CharacterBase.prototype.screenY; + Game_CharacterBase.prototype.screenY = function () { + return this._absoluteY > 0 ? this.absoluteY() : _Game_CharacterBase_screenY.apply(this, arguments) + this._additionalY; + }; + + var _Game_CharacterBase_screenZ = Game_CharacterBase.prototype.screenZ; + Game_CharacterBase.prototype.screenZ = function () { + return this._customPriority >= 0 ? this._customPriority : _Game_CharacterBase_screenZ.apply(this, arguments); + }; + + Game_CharacterBase.prototype.changeImage = function (fileName, fileIndex) { + if (arguments.length < 2) { + fileIndex = this._characterIndex; + } + Game_CharacterBase.prototype.setImage.call(this, fileName, fileIndex); + }; + + //============================================================================= + // Game_Event + // 拡張するプロパティを定義します。 + //============================================================================= + Game_Event.blendModeParams = { + '1': 1, '加算': 1, + '2': 2, '乗算': 2, + '3': 3, 'スクリーン': 3 + }; + + Game_Event.prototype.getMetaCg = function (names) { + if (!this.event().metaArray) { + return null; + } + if (!Array.isArray(names)) names = [names]; + var metaParams = this.getMetaParameter(names); + if (!metaParams) return null; + var result = null; + metaParams.some(function (metaParam) { + var params = getArgArrayString(metaParam); + if (this.isValidCgeParam(params)) { + result = params; + if (metaParam.match(/\\v/gi)) { + this._graphicDynamic = true; + } + } + return result; + }.bind(this)); + return result; + }; + + Game_Event.prototype.getMetaParameter = function (names) { + var metaParams = null; + names.some(function (name) { + if (!metaParams || metaParams[0] === '') { + metaParams = this.event().metaArray['CG' + name]; + } + return metaParams; + }.bind(this)); + return metaParams; + }; + + Game_Event.prototype.isValidCgeParam = function (params) { + var pageIndex = getArgNumber(params[0]); + return params.length > 1 && (pageIndex === this._pageIndex + 1 || params[0].toUpperCase() === 'A'); + }; + + var _Game_Event_refresh = Game_Event.prototype.refresh; + Game_Event.prototype.refresh = function () { + // added by nekoma start + var moveRoute = this._moveRoute; + var moveRouteIndex = this._moveRouteIndex; + var moveRouteForcing = this._moveRouteForcing; + var starting = this._starting; + // added by nekoma end + if (this._graphicDynamic) { + this._pageIndex = -1; + } + _Game_Event_refresh.apply(this, arguments); + // added by nekoma start + if (this._graphicDynamic) { + this._moveRoute = moveRoute; + this._moveRouteIndex = moveRouteIndex; + this._moveRouteForcing = moveRouteForcing; + this._starting = starting; + } + // added by nekoma end + }; + + var _Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings; + Game_Event.prototype.setupPageSettings = function () { + this.clearCgInfo(); + _Game_Event_setupPageSettings.apply(this, arguments); + var cgParams = this.getMetaCg(['シフト', 'Shift']); + if (cgParams) { + this.shiftPosition(getArgNumber(cgParams[1]), getArgNumber(cgParams[2])); + } + cgParams = this.getMetaCg(['プライオリティ', 'Priority']); + if (cgParams) { + this._customPriority = getArgNumber(cgParams[1], 0, 10); + } + cgParams = this.getMetaCg(['合成方法', 'BlendType']); + if (cgParams) { + var blendMode = Game_Event.blendModeParams[cgParams[1]] || 0; + this.setBlendMode(blendMode); + } + cgParams = this.getMetaCg(['拡大率', 'Scale']); + if (cgParams) { + this._scaleX = getArgNumber(cgParams[1]); + this._scaleY = getArgNumber(cgParams[2]); + } + cgParams = this.getMetaCg(['回転角', 'Angle']); + if (cgParams) { + this.setAngle(getArgNumber(cgParams[1], 0, 360)); + } + cgParams = this.getMetaCg(['原点', 'Origin']); + if (cgParams) { + this.setOrigin(getArgNumber(cgParams[1]), getArgNumber(cgParams[2])); + } + cgParams = this.getMetaCg(['絶対座標', 'Absolute']); + if (cgParams) { + this.setAbsolute(getArgNumber(cgParams[1]), getArgNumber(cgParams[2])); + } + cgParams = this.getMetaCg(['色調', 'Tone']); + if (cgParams) { + this.setTone(getArgNumber(cgParams[1]), getArgNumber(cgParams[2]), getArgNumber(cgParams[3])); + } + cgParams = this.getMetaCg(['不透明度', 'Opacity']); + if (cgParams) { + this.setOpacity(getArgNumber(cgParams[1])); + } + cgParams = this.getMetaCg(['トリミング', 'Trimming']); + if (cgParams) { + this._trimRect = new Rectangle(getArgNumber(cgParams[1]), getArgNumber(cgParams[2]), getArgNumber(cgParams[3]), getArgNumber(cgParams[4])); + } + }; + + var _Game_Event_setTileImage = Game_Event.prototype.setTileImage; + Game_Event.prototype.setTileImage = function (tileId) { + _Game_Event_setTileImage.apply(this, arguments); + var cgParams = this.getMetaCg(['タイル', 'Tile']); + if (cgParams) { + this._tileBlockWidth = getArgNumber(cgParams[1]); + this._tileBlockHeight = getArgNumber(cgParams[2]); + } + cgParams = this.getMetaCg(['タイルセット', 'Tileset']); + if (cgParams) { + this._customTilesetId = getArgNumber(cgParams[1]); + } + }; + + var _Game_Event_setImage = Game_Event.prototype.setImage; + Game_Event.prototype.setImage = function (characterName, characterIndex) { + var cgParams = this.getMetaCg(['ピクチャ', 'Picture']); + if (cgParams) { + this._customResource = 'Picture'; + this._graphicColumns = 1; + this._graphicRows = 1; + arguments[0] = cgParams[1]; + arguments[1] = 0; + } + cgParams = this.getMetaCg(['敵キャラ', 'Enemy']); + if (cgParams) { + this._customResource = $gameSystem.isSideView() ? 'SvEnemy' : 'Enemy'; + this._graphicColumns = 1; + this._graphicRows = 1; + arguments[0] = cgParams[1]; + arguments[1] = 0; + } + cgParams = this.getMetaCg(['アイコン', 'Icon']); + if (cgParams) { + this._customResource = 'System'; + this._graphicColumns = 16; + this._graphicRows = 20; + arguments[0] = 'IconSet'; + arguments[1] = getArgNumber(cgParams[1], 0, this._graphicColumns * this._graphicRows - 1); + } + cgParams = this.getMetaCg(['フェイス', 'Face']); + if (cgParams) { + this._customResource = 'Face'; + this._graphicColumns = 4; + this._graphicRows = 2; + arguments[0] = cgParams[1]; + arguments[1] = getArgNumber(cgParams[2], 0, this._graphicColumns * this._graphicRows - 1); + } + cgParams = this.getMetaCg(['遠景', 'Parallax']); + if (cgParams) { + this._customResource = 'Parallax'; + this._graphicColumns = 1; + this._graphicRows = 1; + arguments[0] = cgParams[1]; + arguments[1] = 0; + } + cgParams = this.getMetaCg(['アクター', 'Actor']); + if (cgParams) { + this._customResource = 'SvActor'; + this._graphicColumns = 9; + this._graphicRows = 6; + arguments[0] = cgParams[1]; + arguments[1] = getArgNumber(cgParams[2], 0, this._graphicColumns * this._graphicRows - 1); + } + _Game_Event_setImage.apply(this, arguments); + }; + + //============================================================================= + // Spriteset_Map + // イベントを消去するエフェクトを無効にします。 + //============================================================================= + var _Spriteset_Map_hideCharacters = Spriteset_Map.prototype.hideCharacters; + Spriteset_Map.prototype.hideCharacters = function () { + if (!paramEventHideInvalid) _Spriteset_Map_hideCharacters.apply(this, arguments); + }; + + //============================================================================= + // Sprite_Character + // 拡張したプロパティに基づいてエフェクトを反映させます。 + //============================================================================= + var _Sprite_Character_initMembers = Sprite_Character.prototype.initMembers; + Sprite_Character.prototype.initMembers = function () { + _Sprite_Character_initMembers.apply(this, arguments); + this._customTilesetId = 0; + }; + + var _Sprite_Character_tilesetBitmap = Sprite_Character.prototype.tilesetBitmap; + Sprite_Character.prototype.tilesetBitmap = function (tileId) { + var customTilesetId = this._character.customTilesetId(); + this._customTilesetId = customTilesetId; + if (customTilesetId) { + var tileset = $dataTilesets[customTilesetId]; + var setNumber = 5 + Math.floor(tileId / 256); + return ImageManager.loadTileset(tileset.tilesetNames[setNumber]); + } else { + return _Sprite_Character_tilesetBitmap.apply(this, arguments); + } + }; + + var _Sprite_Character_updateBitmap = Sprite_Character.prototype.updateBitmap; + Sprite_Character.prototype.updateBitmap = function () { + if (this.isImageChanged()) this._customResource = this._character.customResource(); + _Sprite_Character_updateBitmap.apply(this, arguments); + this.updateExtend(); + }; + + // Resolve conflict for MOG_CharPoses.js + var _Sprite_Character_setBitmapCache = Sprite_Character.prototype.setBitmapCache; + Sprite_Character.prototype.setBitmapCache = function () { + if (this._customResource) { + return; + } + _Sprite_Character_setBitmapCache.apply(this, arguments); + }; + + var _Sprite_Character_update = Sprite_Character.prototype.update; + Sprite_Character.prototype.update = function () { + _Sprite_Character_update.apply(this, arguments); + // for T_dashMotion.js + if (this.updateDashMotion) { + this.resolveConflictForDashMotion(); + } + + // for UltraMode7.jp PRTN added ---- + if ($gameMap.useUltraMode7) { + this.resolveConflictForUltraMode7(); + } + }; + + // PRTN added --------- + Sprite_Character.prototype.resolveConflictForUltraMode7 = function () { + if (this._character.scaleY() !== 100) { + this.scale.x = this._character.scaleX() / 100 * this.scale.x; + this.scale.y = this._character.scaleY() / 100 * this.scale.y; + } + if (this._character.angle() !== 0) { + var angle = this._character.angle() * Math.PI / 180; + if (this.rotation !== angle) this.rotation = angle; + } + }; + // -------------------- + + Sprite_Character.prototype.resolveConflictForDashMotion = function () { + if (this._character.scaleY() !== 100) { + this.scale.y = this._character.scaleY() / 100 * this.scale.y; + } + if (this._character.angle() !== 0) { + var angle = this._character.angle() * Math.PI / 180; + if (this.rotation !== angle) this.rotation = angle; + } + }; + + Sprite_Character.prototype.updateExtend = function () { + var scaleX = this._character.scaleX() / 100; + var scaleY = this._character.scaleY() / 100; + this.scale.x = scaleX; + this.scale.y = scaleY; + // for TMNamePop.js + if (this._namePop && this._namePopSprite) { + this._namePopSprite.scale.x = scaleX; + this._namePopSprite.scale.y = scaleY; + } + var originX = this._character.originX(); + if (originX != null) this.anchor.x = originX; + var originY = this._character.originY(); + if (originY != null) this.anchor.y = originY; + var angle = this._character.angle() * Math.PI / 180; + if (this.rotation !== angle) this.rotation = angle; + var tone = this._character.tone(); + if (tone) this.setColorTone(tone); + }; + + // Resolve conflict by EventEffects.js + var _Sprite_Character_updateAngle = Sprite_Character.prototype.updateAngle; + Sprite_Character.prototype.updateAngle = function () { + if (this._character.originY() != null) { + return; + } + _Sprite_Character_updateAngle.apply(this, arguments); + }; + + var _Sprite_Character_setFrame = Sprite_Character.prototype.setFrame; + Sprite_Character.prototype.setFrame = function (sx, sy, pw, ph) { + var rect = this._character.getTrimRect(); + if (rect) { + _Sprite_Character_setFrame.call(this, sx + rect.x, sy + rect.y, rect.width, rect.height); + } else { + _Sprite_Character_setFrame.call(this, sx, sy, + pw * this._character.tileBlockWidth(), ph * this._character.tileBlockHeight()); + } + }; + + var _Sprite_Character_isImageChanged = Sprite_Character.prototype.isImageChanged; + Sprite_Character.prototype.isImageChanged = function () { + return _Sprite_Character_isImageChanged.apply(this, arguments) || this.isCustomImageChanged(); + }; + + Sprite_Character.prototype.isCustomImageChanged = function () { + return this._customResource !== this._character.customResource() || + this._customTilesetId !== this._character.customTilesetId(); + }; + + var _Sprite_Character_setCharacterBitmap = Sprite_Character.prototype.setCharacterBitmap; + Sprite_Character.prototype.setCharacterBitmap = function () { + if (this._customResource) { + this.bitmap = ImageManager['load' + this._customResource](this._characterName); + } else { + _Sprite_Character_setCharacterBitmap.apply(this, arguments); + } + }; + + var _Sprite_Character_characterBlockX = Sprite_Character.prototype.characterBlockX; + Sprite_Character.prototype.characterBlockX = function () { + if (this._customResource) { + return this._characterIndex % this._character.graphicColumns(); + } else { + return _Sprite_Character_characterBlockX.apply(this, arguments); + } + }; + + var _Sprite_Character_characterBlockY = Sprite_Character.prototype.characterBlockY; + Sprite_Character.prototype.characterBlockY = function () { + if (this._customResource) { + return Math.floor(this._characterIndex / this._character.graphicColumns()); + } else { + return _Sprite_Character_characterBlockY.apply(this, arguments); + } + }; + + var _Sprite_Character_patternWidth = Sprite_Character.prototype.patternWidth; + Sprite_Character.prototype.patternWidth = function () { + if (this._customResource) { + return this.bitmap.width / this._character.graphicColumns(); + } else { + return _Sprite_Character_patternWidth.apply(this, arguments); + } + }; + + var _Sprite_Character_patternHeight = Sprite_Character.prototype.patternHeight; + Sprite_Character.prototype.patternHeight = function () { + if (this._customResource) { + return this.bitmap.height / this._character.graphicRows(); + } else { + return _Sprite_Character_patternHeight.apply(this, arguments); + } + }; + + var _Sprite_Character_characterPatternX = Sprite_Character.prototype.characterPatternX; + Sprite_Character.prototype.characterPatternX = function () { + if (this._customResource) { + return 0; + } else { + return _Sprite_Character_characterPatternX.apply(this, arguments); + } + }; + + var _Sprite_Character_characterPatternY = Sprite_Character.prototype.characterPatternY; + Sprite_Character.prototype.characterPatternY = function () { + if (this._customResource) { + return 0; + } else { + return _Sprite_Character_characterPatternY.apply(this, arguments); + } + }; + + // for ApngPicture.js + var _Sprite_Character_setCharacterBitmap2 = Sprite_Character.prototype.setCharacterBitmap; + Sprite_Character.prototype.setCharacterBitmap = function () { + _Sprite_Character_setCharacterBitmap2.apply(this, arguments); + if (this.addApngChild) { + this.addApngChild(this._characterName); + } + }; + + Sprite_Character.prototype.loadApngSprite = function (name) { + switch (this._customResource) { + case 'Picture': + return SceneManager.tryLoadApngPicture(name); + case 'SvEnemy': + return SceneManager.tryLoadApngSideEnemy(name); + case 'Enemy': + return SceneManager.tryLoadApngEnemy(name); + default: + return null; + } + }; + + var _Scene_Base_terminate = Scene_Base.prototype.terminate; + Scene_Base.prototype.terminate = function () { + _Scene_Base_terminate.apply(this, arguments); + if (this._spriteset && this._spriteset.destroyApngCharacter) { + this._spriteset.destroyApngCharacter(); + } + }; + + Spriteset_Map.prototype.destroyApngCharacter = function () { + this._characterSprites.forEach(function (sprite) { + if (sprite.destroyApngIfNeed) { + sprite.destroyApngIfNeed(); + } + }) + }; +})(); diff --git a/www/js/plugins/CharacterPopupDamage.js b/www/js/plugins/CharacterPopupDamage.js new file mode 100644 index 0000000..11098e3 --- /dev/null +++ b/www/js/plugins/CharacterPopupDamage.js @@ -0,0 +1,691 @@ +//============================================================================= +// CharacterPopupDamage.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.5.1 2017/11/10 コピペミスによる誤記を修正 +// 1.5.0 2017/04/23 ポップアップ時にキャラクターをフラッシュさせる機能を追加 +// 1.4.0 2017/03/03 ピクチャより前面にポップアップできる設定を追加 +// 回転がない場合でも拡大率を自由に変更できるよう修正 +// 1.3.0 2017/01/23 スリップダメージのポップアップに対応 +// 対応するフォロワーのポップアップを表示する機能を追加 +// 1.2.0 2016/12/31 ポップアップの色調設定機能を追加 +// ポップアップの表示方法を詳細指定できる機能を追加 +// 1.1.1 2016/09/15 最新の修正で自動ポップアップの設定が手動に影響していた問題を修正 +// 1.1.0 2016/09/14 MPダメージ用に専用効果音を指定できる機能を追加 +// HP、MP、TP、増加、減少の条件で個別に出力可否を設定できる機能を追加 +// 1.0.3 2016/09/10 VE_BasicModule.jsとの競合を解消 +// 1.0.2 2016/04/17 ポップアップ無効化のプラグインコマンドが機能していなかった問題を修正 +// 1.0.1 2016/04/10 HPの増減との連動で増やすと減らすが逆に解釈されていたのを修正 +// 1.0.0 2016/04/09 初版 +// ---------------------------------------------------------------------------- +// [Blog] : http://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc キャラクターのダメージポッププラグイン + * @author トリアコンタン + * + * @param 効果音演奏 + * @desc 状況に応じたシステム効果音を自動演奏します。(ON/OFF) + * @default ON + * + * @param X座標補正 + * @desc ポップアップ位置のX座標を補正します。 + * @default 0 + * + * @param Y座標補正 + * @desc ポップアップ位置のY座標を補正します。 + * @default 0 + * + * @param HP自動ポップアップ + * @desc HPの増減を自動ポップアップの対象にします。(ON/OFF) + * @default ON + * + * @param MP自動ポップアップ + * @desc MPの増減を自動ポップアップの対象にします。(ON/OFF) + * @default ON + * + * @param TP自動ポップアップ + * @desc TPの増減を自動ポップアップの対象にします。(ON/OFF) + * @default ON + * + * @param 増加自動ポップアップ + * @desc パラメータの増加を自動ポップアップの対象にします。(ON/OFF) + * @default ON + * + * @param 減少自動ポップアップ + * @desc パラメータの減少を自動ポップアップの対象にします。(ON/OFF) + * @default ON + * + * @param MPダメージ音 + * @desc MPダメージ時の効果音ファイル名を別途指定(audio/se)します。何も指定しないとHPと同じになります。 + * @default + * + * @param 回転 + * @desc 数字の回転運動を有効にします。 + * @default ON + * + * @param X方向半径 + * @desc 数字を回転させる場合のX方向の半径です。 + * @default 40 + * + * @param Y方向半径 + * @desc 数字を回転させる場合のY方向の半径です。 + * @default 40 + * + * @param 回転速度 + * @desc 数字を回転させる場合の速度です。 + * @default 60 + * + * @param 拡大率 + * @desc 初期状態の拡大率です。 + * @default 100 + * + * @param 拡大率変化値 + * @desc 1フレームごとの拡大率の変化値です。 + * @default -10 + * + * @param 最前面表示 + * @desc ポップアップをピクチャより前面に表示します。 + * @default OFF + * + * @help マップ画面でイベントやプレイヤーに数字をポップアップさせる機能を提供します。 + * マップ上でのダメージや回復の演出に利用できます。演出は戦闘時のものと同一です。 + * 指定する値をマイナスにすると回復扱いとなり色が変わります。 + * また、クリティカルにすると数字の色が一瞬、赤くなります。 + * + * また「HPの増減」等のイベント実行時に自動で変化量をポップアップする機能や、 + * ダメージ床を通過した際に自動でポップアップする機能も用意されています。 + * パラメータにより、HPのみや増加のみといった条件指定もできます。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * ・CPD_DAMAGE or ポップアップダメージ [キャラクターID] [ダメージ値] [反転] + * キャラクターを指定してダメージをポップアップします。 + * キャラクターの指定は以下の通りです。 + * -1 : プレイヤー + * 0 : 実行中のイベント + * 1.. : 指定したIDのイベント + * + * 反転を有効にすると、ポップアップの回転方向が逆になります。 + * (パラメータの「回転」を有効にしている場合) + * + * CPD_DAMAGE 5 -300 ON + * ポップアップダメージ 0 \v[1] OFF + * + * ・CPD_CRITICAL or ポップアップクリティカル + * キャラクターを指定してダメージをクリティカル扱いでポップアップします。 + * + * CPD_CRITICAL -1 100 ON + * ポップアップクリティカル 3 \v[1] OFF + * + * ・CPD_MP_DAMAGE or ポップアップMPダメージ + * キャラクターを指定してMPダメージをポップアップします。 + * + * CPD_MP_DAMAGE 5 -300 ON + * ポップアップMPダメージ 0 \v[1] OFF + * + * ・CPD_MP_CRITICAL or ポップアップMPクリティカル + * キャラクターを指定してMPダメージをクリティカル扱いでポップアップします。 + * + * CPD_MP_CRITICAL -1 100 ON + * ポップアップMPクリティカル 3 \v[1] OFF + * + * ・CPD_MISS or ポップアップミス + * キャラクターを指定してmissをポップアップします。 + * + * CPD_MISS -1 ON + * ポップアップミス 3 OFF + * + * ・CPD_INVALID or ポップアップ無効化 + * 自動ポップアップを無効にします。 + * 有効になっているとイベントコマンド「HPの増減」「MPの増減」「TPの増減」 + * およびダメージ床によるダメージが自動でポップアップします。 + * 初期状態では有効です。 + * + * ・CPD_VALID or ポップアップ有効化 + * 自動ポップアップを再度有効にします。 + * + * ・CPD_SETTING_TONE or ポップアップ設定_色調 [赤] [緑] [青] [グレー] + * ポップアップ画像の色調を変更できます。色調の設定値を順番に指定してください。 + * + * CPD_SETTING_TONE 255 0 0 255 + * ポップアップ設定_色調 -255 -255 -255 0 + * + * ・CPD_SETTING_FLASH or ポップアップ設定_フラッシュ [赤] [緑] [青] [強さ] + * ポップアップ時にキャラクターをフラッシュします。 + * フラッシュするのはダメージを受けた場合のみです。 + * + * CPD_SETTING_FLASH 255 0 0 255 + * ポップアップ設定_フラッシュ 255 0 0 255 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + var pluginName = 'CharacterPopupDamage'; + var settings = { + /* MPダメージ専用効果音(ファイル名はパラメータで指定) */ + mpDamageSe: { + volume: 90, + pitch: 100, + pan: 0 + } + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON'; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamString = function (paramNames) { + var value = getParamOther(paramNames); + return value === null ? '' : value; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharactersAndEval(arg, true), 10) || 0).clamp(min, max); + }; + + var getArgBoolean = function (arg) { + return (arg || '').toUpperCase() === 'ON'; + }; + + var convertEscapeCharactersAndEval = function (text, evalFlg) { + if (text === null || text === undefined) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + if (window) { + var result = window.convertEscapeCharacters(text); + return evalFlg ? eval(result) : result; + } else { + return text; + } + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var paramPlaySe = getParamBoolean(['PlaySe', '効果音演奏']); + var paramOffsetX = getParamNumber(['OffsetX', 'X座標補正']); + var paramOffsetY = getParamNumber(['OffsetY', 'Y座標補正']); + var paramTpAutoPop = getParamBoolean(['TPAutoPop', 'TP自動ポップアップ']); + var paramMpAutoPop = getParamBoolean(['MPAutoPop', 'MP自動ポップアップ']); + var paramHpAutoPop = getParamBoolean(['HPAutoPop', 'HP自動ポップアップ']); + var paramIncreaseAutoPop = getParamBoolean(['IncreaseAutoPop', '増加自動ポップアップ']); + var paramDecreaseAutoPop = getParamBoolean(['DecreaseAutoPop', '減少自動ポップアップ']); + var paramMpDamageSe = getParamString(['MPDamageSe', 'MPダメージ音']); + var paramRotation = getParamBoolean(['Rotation', '回転']); + var paramRadiusX = getParamNumber(['RadiusX', 'X方向半径']); + var paramRadiusY = getParamNumber(['RadiusY', 'Y方向半径']); + var paramRotateSpeed = getParamNumber(['RotateSpeed', '回転速度']); + var paramScale = getParamNumber(['Scale', '拡大率']); + var paramScaleDelta = getParamNumber(['ScaleDelta', '拡大率変化値']); + var paramOnTop = getParamBoolean(['OnTop', '最前面表示']); + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + this.pluginCommandCharacterPopupDamage(command, args); + }; + + Game_Interpreter.prototype.pluginCommandCharacterPopupDamage = function (command, args) { + var popupArgs = []; + switch (getCommandName(command)) { + case 'CPD_DAMAGE': + case 'ポップアップダメージ': + popupArgs = [getArgNumber(args[1]), false, getArgBoolean(args[2])]; + this.callCharacterPopup(args, 'popupDamage', popupArgs); + break; + case 'CPD_CRITICAL': + case 'ポップアップクリティカル': + popupArgs = [getArgNumber(args[1]), true, getArgBoolean(args[2])]; + this.callCharacterPopup(args, 'popupDamage', popupArgs); + break; + case 'CPD_MP_DAMAGE': + case 'ポップアップMPダメージ': + popupArgs = [getArgNumber(args[1]), false, getArgBoolean(args[2])]; + this.callCharacterPopup(args, 'popupMpDamage', popupArgs); + break; + case 'CPD_MP_CRITICAL': + case 'ポップアップMPクリティカル': + popupArgs = [getArgNumber(args[1]), true, getArgBoolean(args[2])]; + this.callCharacterPopup(args, 'popupMpDamage', popupArgs); + break; + case 'CPD_MISS': + case 'ポップアップミス': + popupArgs = [getArgBoolean(args[1])]; + this.callCharacterPopup(args, 'popupMiss', popupArgs); + break; + case 'CPD_VALID': + case 'ポップアップ有効化': + $gameSystem.setSuppressAutoPopup(false); + break; + case 'CPD_INVALID': + case 'ポップアップ無効化': + $gameSystem.setSuppressAutoPopup(true); + break; + case 'CPD_SETTING_TONE': + case 'ポップアップ設定_色調': + var red = getArgNumber(args[0]); + var green = getArgNumber(args[1]); + var blue = getArgNumber(args[2]); + var gray = getArgNumber(args[3]); + $gameSystem.setPopupDamageTone([red, green, blue, gray]); + break; + case 'CPD_SETTING_FLASH': + case 'ポップアップ設定_フラッシュ': + var flashRed = getArgNumber(args[0], 0); + var flashGreen = getArgNumber(args[1], 0); + var flashBlue = getArgNumber(args[2], 0); + var alpha = getArgNumber(args[3], 0) || 255; + $gameSystem.setPopupDamageFlash([flashRed, flashGreen, flashBlue, alpha]); + break; + } + }; + + var _Game_Interpreter_command311 = Game_Interpreter.prototype.command311; + Game_Interpreter.prototype.command311 = function () { + var value = -this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.popupDamage(value); + }.bind(this)); + return _Game_Interpreter_command311.apply(this, arguments); + }; + + var _Game_Interpreter_command312 = Game_Interpreter.prototype.command312; + Game_Interpreter.prototype.command312 = function () { + var value = -this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.popupMpDamage(value); + }.bind(this)); + return _Game_Interpreter_command312.apply(this, arguments); + }; + + var _Game_Interpreter_command326 = Game_Interpreter.prototype.command326; + Game_Interpreter.prototype.command326 = function () { + var value = -this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.popupTpDamage(value); + }.bind(this)); + return _Game_Interpreter_command326.apply(this, arguments); + }; + + Game_Interpreter.prototype.callCharacterPopup = function (args, methodName, extend) { + var character = this.character(getArgNumber(args[0], -1)); + if (character) character[methodName].apply(character, extend); + }; + + //============================================================================= + // Game_Actor + // ダメージ床によるポップアップを処理します。 + //============================================================================= + var _Game_Actor_executeFloorDamage = Game_Actor.prototype.executeFloorDamage; + Game_Actor.prototype.executeFloorDamage = function () { + this.popupMapDamage(_Game_Actor_executeFloorDamage); + }; + + var _Game_Actor_turnEndOnMap = Game_Actor.prototype.turnEndOnMap; + Game_Actor.prototype.turnEndOnMap = function () { + this.popupMapDamage(_Game_Actor_turnEndOnMap); + }; + + Game_Actor.prototype.popupMapDamage = function (callBackFunc) { + var prevHp = this.hp; + var prevMp = this.mp; + var prevTp = this.tp; + callBackFunc.apply(this); + var character = this.getCharacterObject(); + if (!character) return; + var hpDamage = prevHp - this.hp; + if (hpDamage !== 0 && $gameSystem.isNeedAutoHpPopup(hpDamage)) character.popupDamage(hpDamage, false); + var mpDamage = prevMp - this.mp; + if (mpDamage !== 0 && $gameSystem.isNeedAutoMpPopup(mpDamage)) character.popupMpDamage(mpDamage, false); + var tpDamage = prevTp - this.tp; + if (tpDamage !== 0 && $gameSystem.isNeedAutoTpPopup(tpDamage)) character.popupDamage(tpDamage, false); + }; + + Game_Actor.prototype.popupDamage = function (value) { + var character = this.getCharacterObject(); + if (!character) return; + if (value !== 0 && $gameSystem.isNeedAutoHpPopup(value)) { + character.popupDamage(value, false); + } + }; + + Game_Actor.prototype.popupMpDamage = function (value) { + var character = this.getCharacterObject(); + if (!character) return; + if (value !== 0 && $gameSystem.isNeedAutoMpPopup(value)) { + character.popupMpDamage(value, false); + } + }; + + Game_Actor.prototype.popupTpDamage = function (value) { + var character = this.getCharacterObject(); + if (!character) return; + if (value !== 0 && $gameSystem.isNeedAutoTpPopup(value)) { + character.popupDamage(value, false); + } + }; + + Game_Actor.prototype.getCharacterObject = function () { + var index = $gameParty.battleMembers().indexOf(this); + var result; + switch (index) { + case -1: + result = null; + break; + case 0: + result = $gamePlayer; + break; + default: + var followers = $gamePlayer.followers(); + result = followers.isVisible() ? followers.follower(index - 1) : null; + } + return result; + }; + + //============================================================================= + // Game_System + // オートポップアップの有効フラグを追加定義します。 + //============================================================================= + var _Game_System_initialize = Game_System.prototype.initialize; + Game_System.prototype.initialize = function () { + _Game_System_initialize.apply(this, arguments); + this._suppressAutoPopup = false; + this._popupDamageTone = null; + this._popupDamageFlash = null; + }; + + Game_System.prototype.setSuppressAutoPopup = function (value) { + this._suppressAutoPopup = !!value; + }; + + Game_System.prototype.isSuppressAutoPopup = function () { + return this._suppressAutoPopup; + }; + + Game_System.prototype.isNeedAutoHpPopup = function (value) { + return paramHpAutoPop && this.isNeedAutoPopup(value); + }; + + Game_System.prototype.isNeedAutoMpPopup = function (value) { + return paramMpAutoPop && this.isNeedAutoPopup(value); + }; + + Game_System.prototype.isNeedAutoTpPopup = function (value) { + return paramTpAutoPop && this.isNeedAutoPopup(value); + }; + + Game_System.prototype.isNeedAutoPopup = function (value) { + return !$gameSystem.isSuppressAutoPopup() && + ((paramIncreaseAutoPop && value < 0) || (paramDecreaseAutoPop && value > 0)); + }; + + Game_System.prototype.getPopupDamageTone = function () { + return this._popupDamageTone; + }; + + Game_System.prototype.setPopupDamageTone = function (value) { + this._popupDamageTone = value; + }; + + Game_System.prototype.getPopupDamageFlash = function () { + return this._popupDamageFlash; + }; + + Game_System.prototype.setPopupDamageFlash = function (value) { + this._popupDamageFlash = value; + }; + + //============================================================================= + // Game_CharacterBase + // ダメージ情報を保持します。 + //============================================================================= + Game_CharacterBase.prototype.popupDamage = function (value, critical, mirror) { + this.startDamagePopup(value, critical, false, mirror); + }; + + Game_CharacterBase.prototype.popupMpDamage = function (value, critical, mirror) { + this.startDamagePopup(value, critical, true, mirror); + }; + + Game_CharacterBase.prototype.popupMiss = function (mirror) { + this.startDamagePopup(null, false, mirror); + }; + + Game_CharacterBase.prototype.isDamagePopupRequested = function () { + return this._damagePopup; + }; + + Game_CharacterBase.prototype.clearDamagePopup = function () { + if (!this._damageInfo || this._damageInfo.length === 0) { + this._damagePopup = false; + } + }; + + Game_CharacterBase.prototype.startDamagePopup = function (value, critical, mpFlg, mirror) { + this._damagePopup = true; + if (!this._damageInfo) this._damageInfo = []; + var damageInfo = { value: value, critical: critical, mpFlg: mpFlg, mirror: mirror }; + if (paramPlaySe) this.playPopupSe(damageInfo); + this._damageInfo.push(damageInfo); + }; + + Game_CharacterBase.prototype.playPopupSe = function (damageInfo) { + if (damageInfo.value === null) { + SoundManager.playMiss(); + } else if (damageInfo.value < 0) { + SoundManager.playRecovery(); + } else if (damageInfo.mpFlg && paramMpDamageSe) { + settings.mpDamageSe.name = paramMpDamageSe; + AudioManager.playStaticSe(settings.mpDamageSe); + } else if (this === $gamePlayer) { + SoundManager.playActorDamage(); + } else { + SoundManager.playEnemyDamage(); + } + }; + + Game_CharacterBase.prototype.shiftDamageInfo = function () { + return this._damageInfo ? this._damageInfo.shift() : null; + }; + + //============================================================================= + // Sprite_Character + // ダメージをポップアップします。 + //============================================================================= + var _Sprite_Character_update = Sprite_Character.prototype.update; + Sprite_Character.prototype.update = function () { + _Sprite_Character_update.apply(this, arguments); + this.updateDamagePopup(); + }; + + Sprite_Character.prototype.updateDamagePopup = function () { + this.setupDamagePopup(); + if (this._damages && this._damages.length > 0) { + for (var i = 0; i < this._damages.length; i++) { + this._damages[i].update(); + } + if (!this._damages[0].isPlaying()) { + this.getPopupParent().removeChild(this._damages[0]); + this._damages.shift(); + } + } + if (this._popupFlash) { + this.updateDamagePopupFlash(); + } + }; + + Sprite_Character.prototype.updateDamagePopupFlash = function () { + this.setBlendColor(this._popupFlash); + this._popupFlash[3] -= this._popupFlashSpeed; + if (this._popupFlash[3] <= 0) { + this._popupFlash = null; + this._popupFlashSpeed = 0; + } + }; + + Sprite_Character.prototype.setupDamagePopup = function () { + if (!this._character.isDamagePopupRequested()) return; + var sprite = new Sprite_CharacterDamage(); + sprite.x = this.x + this.damageOffsetX(); + sprite.y = this.y + this.damageOffsetY(); + if (!sprite.z) sprite.z = 9; + sprite.setupCharacter(this._character); + if (!this._damages) this._damages = []; + this._damages.push(sprite); + this.getPopupParent().addChild(sprite); + this._character.clearDamagePopup(); + if (!sprite.isMiss() && !sprite.isRecover()) { + this.setupDamagePopupFlash(); + } + }; + + Sprite_Character.prototype.setupDamagePopupFlash = function () { + var flashColor = $gameSystem.getPopupDamageFlash(); + if (!flashColor) return; + this._popupFlash = flashColor.clone(); + this._popupFlashSpeed = Math.floor(this._popupFlash[3] / 30); + this.updateDamagePopupFlash(); + }; + + Sprite_Character.prototype.damageOffsetX = function () { + return paramOffsetX; + }; + + Sprite_Character.prototype.damageOffsetY = function () { + return paramOffsetY; + }; + + Sprite_Character.prototype.getPopupParent = function () { + return paramOnTop ? this.parent.parent.parent : this.parent; + }; + + //============================================================================= + // Sprite_CharacterDamage + // ダメージ情報を受け取ってセットアップします。 + //============================================================================= + function Sprite_CharacterDamage() { + this.initialize.apply(this, arguments); + } + + Sprite_CharacterDamage.prototype = Object.create(Sprite_Damage.prototype); + Sprite_CharacterDamage.prototype.constructor = Sprite_CharacterDamage; + + Sprite_CharacterDamage.prototype.setupCharacter = function (character) { + var damageInfo = character.shiftDamageInfo(); + this._toneColor = $gameSystem.getPopupDamageTone(); + this._mirror = damageInfo.mirror; + this._damageInfo = damageInfo; + this._digit = 0; + if (this.isMiss()) { + this.createMissForCharacter(); + } else { + this.createDigits(damageInfo.mpFlg ? 2 : 0, damageInfo.value); + } + if (damageInfo.critical) { + this.setupCriticalEffect(); + } + }; + + Sprite_CharacterDamage.prototype.isMiss = function () { + return this._damageInfo.value === null || this._damageInfo.value === 0; + }; + + Sprite_CharacterDamage.prototype.isRecover = function () { + return this._damageInfo.value < 0; + }; + + Sprite_CharacterDamage.prototype.createMissForCharacter = function () { + var w = this.digitWidth(); + var h = this.digitHeight(); + var sprite = this.createChildSprite(); + sprite.setFrame(0, 4 * h, 4 * w, h); + sprite.dy = 0; + sprite.x = w / 2; + sprite.digit++; + this._digit++; + }; + + Sprite_CharacterDamage.prototype.createChildSprite = function () { + var sprite = Sprite_Damage.prototype.createChildSprite.apply(this, arguments); + sprite.frame = 0; + sprite.digit = this._digit++; + if (this._toneColor) sprite.setColorTone(this._toneColor); + return sprite; + }; + + Sprite_CharacterDamage.prototype.updateChild = function (sprite) { + if (paramRotation) { + this.updateChildRotation(sprite); + sprite.setBlendColor(this._flashColor); + } else { + Sprite_Damage.prototype.updateChild.apply(this, arguments); + sprite.x = 0; + } + if (paramScale) { + this.updateChildScale(sprite); + } + sprite.frame++; + }; + + Sprite_CharacterDamage.prototype.updateChildRotation = function (sprite) { + var frame = sprite.frame; + var speed = frame / 3600 * paramRotateSpeed; + sprite.rx = paramRadiusX * (Math.cos(speed) - 1); + sprite.ry = -paramRadiusY * Math.sin(speed); + if (this._mirror) { + sprite.rx *= -1; + } + sprite.x = Math.round(sprite.rx); + sprite.y = Math.round(sprite.ry); + }; + + Sprite_CharacterDamage.prototype.updateChildScale = function (sprite) { + var frame = sprite.frame; + var scale = (paramScale + frame * paramScaleDelta / 10) / 100; + sprite.scale.x = scale; + sprite.scale.y = scale; + sprite.x += (sprite.digit - (this._digit - 1) / 2) * (this.digitWidth() * scale); + }; +})(); + diff --git a/www/js/plugins/Community_Basic.js b/www/js/plugins/Community_Basic.js new file mode 100644 index 0000000..910d702 --- /dev/null +++ b/www/js/plugins/Community_Basic.js @@ -0,0 +1,137 @@ +/*: + * @plugindesc Plugin used to set basic parameters. + * @author RM CoreScript team + * + * @help This plugin does not provide plugin commands. + * +* @param cacheLimit + * @desc For setting the upper limit of image memory cache. (MPix) + * @default 10 + * + * @param screenWidth +* @desc For setting the screen width. + * @default 816 + * + * @param screenHeight + * @desc For setting the screen height. + * @default 624 + * + * @param changeWindowWidthTo + * @desc If set, change window width to this value + * + * @param changeWindowHeightTo + * @desc If set, change window height to this value + * + * @param renderingMode + * @desc Rendering mode (canvas/webgl/auto) + * @default auto + * + * @param alwaysDash + * @desc To set initial value as to whether the player always dashes. (on/off) + * @default off + */ + +/*:ja + * @plugindesc 基本的なパラメーターを設定するプラグインです。 + * @author RM CoreScript team + * + * @help このプラグインにはプラグインコマンドはありません。 + * + * @param cacheLimit + * @desc 画像のメモリへのキャッシュの上限値 (MPix) + * @default 10 + * + * @param screenWidth + * @desc 画面サイズの幅 + * @default 816 + * + * @param screenHeight + * @desc 画面サイズの高さ + * @default 624 + * + * @param changeWindowWidthTo + * @desc 値が設定された場合、ウインドウの幅を指定した値に変更 + * + * @param changeWindowHeightTo + * @desc 値が設定された場合、ウインドウの高さを指定した値に変更 + * + * @param renderingMode + * @desc レンダリングモード (canvas/webgl/auto) + * @default auto + * + * @param alwaysDash + * @desc プレイヤーが常時ダッシュするかどうかの初期値 (on/off) + * @default off + */ + +(function () { + function toNumber(str, def) { + return isNaN(str) ? def : +(str || def); + } + + var parameters = PluginManager.parameters('Community_Basic'); + var cacheLimit = toNumber(parameters['cacheLimit'], 10); + var screenWidth = toNumber(parameters['screenWidth'], 816); + var screenHeight = toNumber(parameters['screenHeight'], 624); + var renderingMode = parameters['renderingMode'].toLowerCase(); + var alwaysDash = parameters['alwaysDash'].toLowerCase() === 'on'; + var windowWidthTo = toNumber(parameters['changeWindowWidthTo'], 0); + var windowHeightTo = toNumber(parameters['changeWindowHeightTo'], 0); + + var windowWidth; + var windowHeight; + + if (windowWidthTo) { + windowWidth = windowWidthTo; + } else if (screenWidth !== SceneManager._screenWidth) { + windowWidth = screenWidth; + } + + if (windowHeightTo) { + windowHeight = windowHeightTo; + } else if (screenHeight !== SceneManager._screenHeight) { + windowHeight = screenHeight; + } + + + ImageCache.limit = cacheLimit * 1000 * 1000; + SceneManager._screenWidth = screenWidth; + SceneManager._screenHeight = screenHeight; + SceneManager._boxWidth = screenWidth; + SceneManager._boxHeight = screenHeight; + + SceneManager.preferableRendererType = function () { + if (Utils.isOptionValid('canvas')) { + return 'canvas'; + } else if (Utils.isOptionValid('webgl')) { + return 'webgl'; + } else if (renderingMode === 'canvas') { + return 'canvas'; + } else if (renderingMode === 'webgl') { + return 'webgl'; + } else { + return 'auto'; + } + }; + + var _ConfigManager_applyData = ConfigManager.applyData; + ConfigManager.applyData = function (config) { + _ConfigManager_applyData.apply(this, arguments); + if (config['alwaysDash'] === undefined) { + this.alwaysDash = alwaysDash; + } + }; + + + var _SceneManager_initNwjs = SceneManager.initNwjs; + SceneManager.initNwjs = function () { + _SceneManager_initNwjs.apply(this, arguments); + + if (Utils.isNwjs() && windowWidth && windowHeight) { + var dw = windowWidth - window.innerWidth; + var dh = windowHeight - window.innerHeight; + window.moveBy(-dw / 2, -dh / 2); + window.resizeBy(dw, dh); + } + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/DTextPicture.js b/www/js/plugins/DTextPicture.js new file mode 100644 index 0000000..1adba52 --- /dev/null +++ b/www/js/plugins/DTextPicture.js @@ -0,0 +1,940 @@ +//============================================================================= +// DTextPicture.js +// ---------------------------------------------------------------------------- +// (C) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.19.0 2020/04/09 フレームウィンドウに余白を指定できる機能を追加 +// 1.18.0 2020/04/05 制御文字\v[n, m]で埋められる文字をパラメータから指定できる機能を追加 +// 1.17.0 2020/02/07 背景ウィンドウのスキンを変更できる機能を追加し、ウィンドウビルダーに対応 +// 1.16.0 2020/02/01 複数行表示した場合の行間を指定できる機能を追加 +// 1.15.1 2019/12/29 YEP_PluginCmdSwVar.jsと併用したとき、変数のリアルタイム変換が効かなくなる競合を修正 +// 1.15.0 2019/10/21 カーソルのアクティブ状態を変更できるコマンドを追加 +// アイテム表示の制御文字でアイコン表示可否を変更できる設定を追加 +// 1.14.0 2019/01/13 背景ウィンドウにカーソル表示できる機能を追加 +// 1.13.0 2018/11/25 背景色のグラデーションを設定できる機能を追加 +// 1.12.0 2018/11/08 背景ウィンドウの透明度と文字列ピクチャの透明度を連動させるよう仕様変更 +// 1.11.1 2018/10/20 プラグイン等でGame_Variables.prototype.setValueを呼んだとき、変数の添え字に文字列型の数値を渡した場合も変数のリアルタイム表示が効くよう修正 +// 1.11.0 2018/10/13 公式プラグイン「TextDecoration.js」の設定を動的文字列に適用できる機能を追加 +// 1.10.1 2018/05/30 アウトラインカラー取得で0およびその他の文字列を指定したときに正しく色が設定されない問題を修正(by奏ねこまさん) +// 1.10.0 2017/02/12 アウトラインカラーをウィンドウカラー番号から指定できる機能を追加 +// 1.9.0 2017/08/20 ウィンドウつきピクチャが重なったときにウィンドウがピクチャの下に表示される問題を修正 +// 1.8.6 2017/06/28 フォント変更機能のヘルプが抜けていたので追加 +// 1.8.5 2017/06/12 変数がマイナス値のときのゼロ埋め表示が正しく表示されない問題を修正 +// 1.8.4 2017/05/10 プラグインを未適用のデータを読み込んだとき、最初の一回のみ動的文字列ピクチャが作成されない問題を修正 +// 1.8.3 2017/04/19 自動翻訳プラグインに一部対応 +// 1.8.2 2017/04/05 ピクチャの消去時にエラーが発生していた問題を修正 +// 1.8.1 2017/03/30 拡大率と原点に対応していなかった問題を修正 +// 1.8.0 2017/03/30 背景にウィンドウを表示できる機能を追加 +// 1.7.1 2017/03/20 1.7.0で末尾がイタリック体の場合に、傾き部分が見切れてしまう問題を修正 +// 1.7.0 2017/03/20 動的文字列を太字とイタリックにできる機能を追加 +// 複数行表示かつ制御文字でアイコンを指定した場合に高さが余分に計算されてしまう問題の修正 +// 1.6.2 2016/12/13 動的ピクチャに対して、ピクチャの表示とピクチャの色調変更を同フレームで行うと画像が消える問題の修正 +// 1.6.1 2016/11/03 一通りの競合対策 +// 1.6.0 2016/11/03 インストールされているフォントをピクチャのフォントとして利用できる機能を追加 +// 1.5.1 2016/10/27 1.5.0でアウトラインカラーを指定するとエラーになっていた現象を修正 +// 1.5.0 2016/10/23 制御文字で表示した変数の内容をリアルタイム更新できる機能を追加 +// 1.4.2 2016/07/02 スクリプトからダイレクトで実行した場合も制御文字が反映されるよう修正(ただし余分にエスケープする必要あり) +// 1.4.1 2016/06/29 制御文字「\{」で文字サイズを大きくした際、元のサイズに戻さないと正しいサイズで表示されない問題を修正 +// 1.4.0 2016/06/28 D_TEXT実行後に画像を指定してピクチャを表示した場合は画像を優先表示するよう仕様変更 +// 1.3.1 2016/06/07 描画文字が半角英数字のみかつフォントを未指定の場合に文字が描画されない不具合を修正 +// 1.3.0 2016/06/03 制御文字\oc[c] \ow[n]に対応 +// 1.2.2 2016/03/28 データベース情報を簡単に出力する制御文字を追加 +// 1.2.1 2016/01/29 コマンド「D_TEXT_SETTING」の実装が「D_TEST_SETTING」になっていたので修正(笑) +// 1.2.0 2016/01/27 複数行表示に対応 +// 文字列の揃えと背景色を設定する機能を追加 +// 変数をゼロ埋めして表示する機能を追加 +// 1.1.3 2015/12/10 戦闘画面でもピクチャを使用できるよう修正 +// 描画後にデバッグ画面等を開いて変数を修正した場合、再描画で変更が反映されてしまう問題を修正 +// 1.1.2 2015/11/07 描画文字列に半角スペースが含まれていた場合も問題なく実行できるよう修正 +// 1.1.0 2015/11/07 制御文字\C[n] \I[n] \{ \} に対応(\$と表示スピード制御系以外全部) +// 1.0.1 2015/11/07 RPGツクールMV(日本語版)に合わせてコメントの表記を変更 +// 1.0.0 2015/11/06 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc 動的文字列ピクチャ生成プラグイン + * @author トリアコンタン + * + * @param itemIconSwitchId + * @text アイテムアイコンスイッチID + * @desc 指定した番号のスイッチがONのとき\ITEM[n]でアイコンが表示されます。指定しない場合、常に表示されます。 + * @default 0 + * @type switch + * + * @param lineSpacingVariableId + * @text 行間補正変数ID + * @desc 複数行表示の際の行間に、指定した変数の値の分だけ補正が掛かります。大きすぎる値を設定すると見切れる場合があります。 + * @default 0 + * @type variable + * + * @param frameWindowSkin + * @text フレームウィンドウスキン + * @desc フレームウィンドウのスキンファイル名です。ウィンドウビルダーを使っている場合は、指定する必要があります。 + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param frameWindowPadding + * @text フレームウィンドウ余白 + * @desc フレームウィンドウの余白です。 + * @default 18 + * @type number + * + * @param padCharacter + * @text 埋め文字 + * @desc 数値描画時、指定桁数に満たないときに埋められる文字です。半角で1文字だけ指定してください。 + * @default 0 + * + * @help 指定した文字列でピクチャを動的に生成するコマンドを提供します。 + * 文字列には各種制御文字(\v[n]等)も使用可能で、制御文字で表示した変数の値が + * 変更されたときにリアルタイムでピクチャの内容を更新できます。 + * + * 以下の手順で表示します。 + * 1 : プラグインコマンド[D_TEXT]で描画したい文字列と引数を指定(下記の例参照) + * 2 : プラグインコマンド[D_TEXT_SETTING]で背景色や揃えを指定(任意) + * 3 : イベントコマンド「ピクチャの表示」で「画像」を未選択に指定。 + * ※ 1の時点ではピクチャは表示されないので必ずセットで呼び出してください。 + * ※ ピクチャ表示前にD_TEXTを複数回実行すると、複数行表示できます。 + * + * ※ ver1.4.0より、[D_TEXT]実行後に「ピクチャの表示」で「画像」を指定した場合は + * 動的文字列ピクチャ生成を保留として通常通り「画像」ピクチャが表示される + * ように挙動が変更になりました。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (引数の間は半角スペースで区切る) + * + * D_TEXT [描画文字列] [文字サイズ] : 動的文字列ピクチャ生成の準備 + * 例:D_TEXT テスト文字列 32 + * + * 表示後は通常のピクチャと同様に移動や回転、消去ができます。 + * また、変数やアクターの表示など制御文字にも対応しています。 + * + * D_TEXT_SETTING ALIGN [揃え] : 揃え(左揃え、中央揃え、右揃え)の設定 + * 0:左揃え 1:中央揃え 2:右揃え + * + * 例:D_TEXT_SETTING ALIGN 0 + * D_TEXT_SETTING ALIGN CENTER + * + * ※ 揃えの設定は複数行を指定したときに最も横幅の大きい行に合わせられます。 + *   よって単一行しか描画しないときは、この設定は機能しません。 + * + * D_TEXT_SETTING BG_COLOR [背景色] : 背景色の設定(CSSの色指定と同様の書式) + * + * 例:D_TEXT_SETTING BG_COLOR black + * D_TEXT_SETTING BG_COLOR #336699 + * D_TEXT_SETTING BG_COLOR rgba(255,255,255,0.5) + * + * 背景色のグラデーションをピクセル数で指定できます。 + * D_TEXT_SETTING BG_GRADATION_RIGHT [ピクセル数] + * D_TEXT_SETTING BG_GRADATION_LEFT [ピクセル数] + * + * 例:D_TEXT_SETTING BG_GRADATION_RIGHT 50 + *   D_TEXT_SETTING BG_GRADATION_LEFT 50 + * + * D_TEXT_SETTING REAL_TIME ON : 制御文字で表示した変数のリアルタイム表示 + * + * 例:D_TEXT_SETTING REAL_TIME ON + * + * リアルタイム表示を有効にしておくと、ピクチャの表示後に変数の値が変化したとき + * 自動でピクチャの内容も更新されます。 + * + * D_TEXT_SETTING WINDOW ON : 背景にウィンドウを表示する + * 例:D_TEXT_SETTING WINDOW ON + * + * D_TEXT_SETTING FONT [フォント名] : 描画で使用するフォントを指定した名称に変更 + * 例:D_TEXT_SETTING FONT MS P明朝 + * + * これらの設定はD_TEXTと同様、ピクチャを表示する前に行ってください。 + * + * 対応制御文字一覧(イベントコマンド「文章の表示」と同一です) + * \V[n] + * \N[n] + * \P[n] + * \G + * \C[n] + * \I[n] + * \{ + * \} + * + * 専用制御文字 + * \V[n,m](m桁分のパラメータで指定した文字で埋めた変数の値) + * \item[n] n 番のアイテム情報(アイコン+名称) + * \weapon[n] n 番の武器情報(アイコン+名称) + * \armor[n] n 番の防具情報(アイコン+名称) + * \skill[n] n 番のスキル情報(アイコン+名称) + * \state[n] n 番のステート情報(アイコン+名称) + * \oc[c] アウトラインカラーを「c」に設定(※1) + * \ow[n] アウトライン幅を「n」に設定(例:\ow[5]) + * \f[b] フォントの太字化 + * \f[i] フォントのイタリック化 + * \f[n] フォントの太字とイタリックを通常に戻す + * + * ※1 アウトラインカラーの指定方法 + * \oc[red] 色名で指定 + * \oc[rgb(0,255,0)] カラーコードで指定 + * \oc[2] 文字色番号\c[n]と同様のもので指定 + * + * 背景にウィンドウを表示しているときにカーソルを表示します。 + * このコマンドは動的文字列ピクチャを表示後に実行してください。 + * D_TEXT_WINDOW_CURSOR 1 ON # ピクチャ[1]にウィンドウカーソルを表示 + * D_TEXT_WINDOW_CURSOR 2 OFF # ピクチャ[2]にウィンドウカーソルを消去 + * + * カーソルのアクティブ状態を変更するコマンドは以下の通りです。 + * D_TEXT_WINDOW_CURSOR_ACTIVE 2 ON # ピクチャ[1]のカーソルをアクティブ + * D_TEXT_WINDOW_CURSOR_ACTIVE 1 OFF # ピクチャ[1]のカーソルをストップ + * + * カーソル矩形の座標を指定する場合は以下の通りです。 + * D_TEXT_WINDOW_CURSOR 1 ON 0 0 100 100 # ピクチャ[1]に[0,0,100,100]のサイズの + * # ウィンドウカーソルを表示 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +(function () { + 'use strict'; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg.toString())) || 0).clamp(min, max); + }; + + var getArgString = function (arg, upperFlg) { + arg = convertEscapeCharacters(arg); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var getArgBoolean = function (arg) { + return (arg || '').toUpperCase() === 'ON'; + }; + + var connectArgs = function (args, startIndex, endIndex) { + if (arguments.length < 2) startIndex = 0; + if (arguments.length < 3) endIndex = args.length; + var text = ''; + for (var i = startIndex; i < endIndex; i++) { + text += args[i]; + if (i < endIndex - 1) text += ' '; + } + return text; + }; + + var convertEscapeCharacters = function (text) { + if (text === undefined || text === null) text = ''; + var window = SceneManager.getHiddenWindow(); + return window ? window.convertEscapeCharacters(text) : text; + }; + + var getUsingVariables = function (text) { + var usingVariables = []; + + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+),\s*(\d+)]/gi, function () { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)]/gi, function () { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)]/gi, function () { + var number = parseInt(arguments[1], 10); + usingVariables.push(number); + return $gameVariables.value(number); + }.bind(this)); + return usingVariables; + }; + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + var createPluginParameter = function (pluginName) { + var paramReplacer = function (key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + var parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + var textDecParam = createPluginParameter('TextDecoration'); + var param = createPluginParameter('DTextPicture'); + + //============================================================================= + // Game_Interpreter + // プラグインコマンド[D_TEXT]を追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + this.pluginCommandDTextPicture(command, args); + }; + + // Resolve conflict for YEP_PluginCmdSwVar.js + var _Game_Interpreter_processPluginCommandSwitchVariables = Game_Interpreter.prototype.processPluginCommandSwitchVariables; + Game_Interpreter.prototype.processPluginCommandSwitchVariables = function () { + if (this._params[0].toUpperCase().indexOf('D_TEXT') >= 0) { + return; + } + _Game_Interpreter_processPluginCommandSwitchVariables.apply(this, arguments); + }; + + Game_Interpreter.textAlignMapper = { + LEFT: 0, CENTER: 1, RIGHT: 2, 左: 0, 中央: 1, 右: 2 + }; + + Game_Interpreter.prototype.pluginCommandDTextPicture = function (command, args) { + switch (getCommandName(command)) { + case 'D_TEXT': + if (isNaN(args[args.length - 1]) || args.length === 1) args.push($gameScreen.dTextSize || 28); + var fontSize = getArgNumber(args.pop()); + $gameScreen.setDTextPicture(connectArgs(args), fontSize); + break; + case 'D_TEXT_SETTING': + switch (getCommandName(args[0])) { + case 'ALIGN': + $gameScreen.dTextAlign = isNaN(args[1]) ? + Game_Interpreter.textAlignMapper[getArgString(args[1], true)] : getArgNumber(args[1], 0, 2); + break; + case 'BG_COLOR': + $gameScreen.dTextBackColor = getArgString(connectArgs(args, 1)); + break; + case 'BG_GRADATION_LEFT': + $gameScreen.dTextGradationLeft = getArgNumber(args[1], 0); + break; + case 'BG_GRADATION_RIGHT': + $gameScreen.dTextGradationRight = getArgNumber(args[1], 0); + break; + case 'FONT': + args.shift(); + $gameScreen.setDtextFont(getArgString(connectArgs(args))); + break; + case 'REAL_TIME': + $gameScreen.dTextRealTime = getArgBoolean(args[1]); + break; + case 'WINDOW': + $gameScreen.dWindowFrame = getArgBoolean(args[1]); + break; + } + break; + case 'D_TEXT_WINDOW_CURSOR': + var windowRect = null; + if (getArgBoolean(args[1])) { + windowRect = { + x: getArgNumber(args[3] || '', 0), + y: getArgNumber(args[4] || '', 0), + width: getArgNumber(args[5] || '', 0), + height: getArgNumber(args[6] || '', 0) + }; + } + $gameScreen.setDTextWindowCursor(getArgNumber(args[0], 0), windowRect); + break; + case 'D_TEXT_WINDOW_CURSOR_ACTIVE': + $gameScreen.setDTextWindowCursorActive(getArgNumber(args[0], 0), getArgBoolean(args[1])); + break; + } + }; + + //============================================================================= + // Game_Variables + // 値を変更した変数の履歴を取得します。 + //============================================================================= + var _Game_Variables_setValue = Game_Variables.prototype.setValue; + Game_Variables.prototype.setValue = function (variableId, value) { + variableId = parseInt(variableId); + if (this.value(variableId) !== value) { + this._changedVariables = this.getChangedVariables(); + if (!this._changedVariables.contains(variableId)) { + this._changedVariables.push(variableId); + } + } + _Game_Variables_setValue.apply(this, arguments); + }; + + Game_Variables.prototype.getChangedVariables = function () { + return this._changedVariables || []; + }; + + Game_Variables.prototype.clearChangedVariables = function () { + return this._changedVariables = []; + }; + + //============================================================================= + // Game_Screen + // 動的ピクチャ用のプロパティを追加定義します。 + //============================================================================= + var _Game_Screen_clear = Game_Screen.prototype.clear; + Game_Screen.prototype.clear = function () { + _Game_Screen_clear.call(this); + this.clearDTextPicture(); + }; + + Game_Screen.prototype.clearDTextPicture = function () { + this.dTextValue = null; + this.dTextOriginal = null; + this.dTextRealTime = null; + this.dTextSize = 0; + this.dTextAlign = 0; + this.dTextBackColor = null; + this.dTextFont = null; + this.dUsingVariables = null; + this.dWindowFrame = null; + this.dTextGradationRight = 0; + this.dTextGradationLeft = 0; + }; + + Game_Screen.prototype.setDTextPicture = function (value, size) { + if (typeof TranslationManager !== 'undefined') { + TranslationManager.translateIfNeed(value, function (translatedText) { + value = translatedText; + }); + } + this.dUsingVariables = (this.dUsingVariables || []).concat(getUsingVariables(value)); + this.dTextValue = (this.dTextValue || '') + getArgString(value, false) + '\n'; + this.dTextOriginal = (this.dTextOriginal || '') + value + '\n'; + this.dTextSize = size; + }; + + Game_Screen.prototype.setDTextWindowCursor = function (pictureId, rect) { + var picture = this.picture(pictureId); + if (picture) { + picture.setWindowCursor(rect); + picture.setWindowCursorActive(true); + } + }; + + Game_Screen.prototype.setDTextWindowCursorActive = function (pictureId, value) { + var picture = this.picture(pictureId); + if (picture) { + picture.setWindowCursorActive(value); + } + }; + + Game_Screen.prototype.getDTextPictureInfo = function () { + return { + value: this.dTextValue, + size: this.dTextSize || 0, + align: this.dTextAlign || 0, + color: this.dTextBackColor, + font: this.dTextFont, + usingVariables: this.dUsingVariables, + realTime: this.dTextRealTime, + originalValue: this.dTextOriginal, + windowFrame: this.dWindowFrame, + gradationLeft: this.dTextGradationLeft, + gradationRight: this.dTextGradationRight, + }; + }; + + Game_Screen.prototype.isSettingDText = function () { + return !!this.dTextValue; + }; + + Game_Screen.prototype.setDtextFont = function (name) { + this.dTextFont = name; + }; + + var _Game_Screen_updatePictures = Game_Screen.prototype.updatePictures; + Game_Screen.prototype.updatePictures = function () { + _Game_Screen_updatePictures.apply(this, arguments); + $gameVariables.clearChangedVariables(); + }; + + //============================================================================= + // Game_Picture + // 動的ピクチャ用のプロパティを追加定義し、表示処理を動的ピクチャ対応に変更します。 + //============================================================================= + var _Game_Picture_initBasic = Game_Picture.prototype.initBasic; + Game_Picture.prototype.initBasic = function () { + _Game_Picture_initBasic.call(this); + this.dTextValue = null; + this.dTextInfo = null; + }; + + var _Game_Picture_show = Game_Picture.prototype.show; + Game_Picture.prototype.show = function (name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + if ($gameScreen.isSettingDText() && !name) { + arguments[0] = Date.now().toString(); + this.dTextInfo = $gameScreen.getDTextPictureInfo(); + $gameScreen.clearDTextPicture(); + } else { + this.dTextInfo = null; + } + _Game_Picture_show.apply(this, arguments); + }; + + var _Game_Picture_update = Game_Picture.prototype.update; + Game_Picture.prototype.update = function () { + _Game_Picture_update.apply(this, arguments); + if (this.dTextInfo && this.dTextInfo.realTime) { + this.updateDTextVariable(); + } + }; + + Game_Picture.prototype.updateDTextVariable = function () { + $gameVariables.getChangedVariables().forEach(function (variableId) { + if (this.dTextInfo.usingVariables.contains(variableId)) { + this._name = Date.now().toString(); + this.dTextInfo.value = getArgString(this.dTextInfo.originalValue, false); + } + }, this); + }; + + Game_Picture.prototype.setWindowCursor = function (rect) { + this._windowCursor = rect; + }; + + Game_Picture.prototype.getWindowCursor = function () { + return this._windowCursor; + }; + + Game_Picture.prototype.setWindowCursorActive = function (value) { + this._windowCursorActive = value; + }; + + Game_Picture.prototype.getWindowCursorActive = function () { + return this._windowCursorActive; + }; + + //============================================================================= + // SceneManager + // 文字描画用の隠しウィンドウを取得します。 + //============================================================================= + SceneManager.getHiddenWindow = function () { + if (!this._hiddenWindow) { + this._hiddenWindow = new Window_Hidden(1, 1, 1, 1); + } + return this._hiddenWindow; + }; + + SceneManager.getSpriteset = function () { + return this._scene._spriteset; + }; + + //============================================================================= + // Window_Base + // 文字列変換処理に追加制御文字を設定します。 + //============================================================================= + var _Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; + Window_Base.prototype.convertEscapeCharacters = function (text) { + text = _Window_Base_convertEscapeCharacters.call(this, text); + text = text.replace(/\x1bV\[(\d+),\s*(\d+)]/gi, function () { + return this.getVariablePadCharacter($gameVariables.value(parseInt(arguments[1], 10)), arguments[2]); + }.bind(this)); + text = text.replace(/\x1bITEM\[(\d+)]/gi, function () { + var item = $dataItems[getArgNumber(arguments[1], 1, $dataItems.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bWEAPON\[(\d+)]/gi, function () { + var item = $dataWeapons[getArgNumber(arguments[1], 1, $dataWeapons.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bARMOR\[(\d+)]/gi, function () { + var item = $dataArmors[getArgNumber(arguments[1], 1, $dataArmors.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bSKILL\[(\d+)]/gi, function () { + var item = $dataSkills[getArgNumber(arguments[1], 1, $dataSkills.length)]; + return this.getItemInfoText(item); + }.bind(this)); + text = text.replace(/\x1bSTATE\[(\d+)]/gi, function () { + var item = $dataStates[getArgNumber(arguments[1], 1, $dataStates.length)]; + return this.getItemInfoText(item); + }.bind(this)); + return text; + }; + + Window_Base.prototype.getItemInfoText = function (item) { + if (!item) { + return ''; + } + return (this.isValidDTextIconSwitch() ? '\x1bi[' + item.iconIndex + ']' : '') + item.name; + }; + + Window_Base.prototype.isValidDTextIconSwitch = function () { + return !param.itemIconSwitchId || $gameSwitches.value(param.itemIconSwitchId); + }; + + Window_Base.prototype.getVariablePadCharacter = function (value, digit) { + var numText = String(Math.abs(value)); + var pad = String(param.padCharacter) || '0'; + while (numText.length < digit) { + numText = pad + numText; + } + return (value < 0 ? '-' : '') + numText; + }; + + //============================================================================= + // Sprite_Picture + // 画像の動的生成を追加定義します。 + //============================================================================= + var _Sprite_Picture_update = Sprite_Picture.prototype.update; + Sprite_Picture.prototype.update = function () { + _Sprite_Picture_update.apply(this, arguments); + if (this._frameWindow) { + this.updateFrameWindow(); + } + }; + + Sprite_Picture.prototype.updateFrameWindow = function () { + var padding = this._frameWindow.standardPadding(); + this._frameWindow.x = this.x - (this.anchor.x * this.width * this.scale.x) - padding; + this._frameWindow.y = this.y - (this.anchor.y * this.height * this.scale.y) - padding; + this._frameWindow.opacity = this.opacity; + if (!this.visible) { + this.removeFrameWindow(); + return; + } + if (!this._addFrameWindow) { + this.addFrameWindow(); + } + if (Graphics.frameCount % 2 === 0) { + this.adjustScaleFrameWindow(); + } + this.updateFrameWindowCursor(); + }; + + Sprite_Picture.prototype.updateFrameWindowCursor = function () { + var picture = this.picture(); + if (!picture) { + return; + } + var rect = picture.getWindowCursor(); + if (rect) { + var width = rect.width || this._frameWindow.contentsWidth(); + var height = rect.width || this._frameWindow.contentsHeight(); + this._frameWindow.setCursorRect(0, 0, width, height); + this._frameWindow.active = picture.getWindowCursorActive(); + } else { + this._frameWindow.setCursorRect(0, 0, 0, 0); + } + }; + + Sprite_Picture.prototype.adjustScaleFrameWindow = function () { + var padding = this._frameWindow.standardPadding(); + var newFrameWidth = Math.floor(this.width * this.scale.x + padding * 2); + var newFrameHeight = Math.floor(this.height * this.scale.x + padding * 2); + if (this._frameWindow.width !== newFrameWidth || this._frameWindow.height !== newFrameHeight) { + this._frameWindow.move(this._frameWindow.x, this._frameWindow.y, newFrameWidth, newFrameHeight); + } + }; + + Sprite_Picture.prototype.addFrameWindow = function () { + var parent = this.parent; + if (parent) { + var index = parent.getChildIndex(this); + parent.addChildAt(this._frameWindow, index); + this._addFrameWindow = true; + } + }; + + Sprite_Picture.prototype.removeFrameWindow = function () { + var parent = this.parent; + if (parent) { + parent.removeChild(this._frameWindow); + this._frameWindow = null; + this._addFrameWindow = false; + } + }; + + var _Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap; + Sprite_Picture.prototype.loadBitmap = function () { + this.dTextInfo = this.picture().dTextInfo; + if (this.dTextInfo) { + this.makeDynamicBitmap(); + } else { + _Sprite_Picture_loadBitmap.apply(this, arguments); + } + }; + + Sprite_Picture.prototype.makeDynamicBitmap = function () { + this.textWidths = []; + this.hiddenWindow = SceneManager.getHiddenWindow(); + this.hiddenWindow.resetFontSettings(this.dTextInfo); + var bitmapVirtual = new Bitmap_Virtual(); + this._processText(bitmapVirtual); + this.hiddenWindow.resetFontSettings(this.dTextInfo); + this.bitmap = new Bitmap(bitmapVirtual.width, bitmapVirtual.height); + this.applyTextDecoration(); + this.bitmap.fontFace = this.hiddenWindow.contents.fontFace; + if (this.dTextInfo.color) { + this.bitmap.fillAll(this.dTextInfo.color); + var h = this.bitmap.height; + var w = this.bitmap.width; + var gradationLeft = this.dTextInfo.gradationLeft; + if (gradationLeft > 0) { + this.bitmap.clearRect(0, 0, gradationLeft, h); + this.bitmap.gradientFillRect(0, 0, gradationLeft, h, 'rgba(0, 0, 0, 0)', this.dTextInfo.color, false); + } + var gradationRight = this.dTextInfo.gradationRight; + if (gradationRight > 0) { + this.bitmap.clearRect(w - gradationRight, 0, gradationRight, h); + this.bitmap.gradientFillRect(w - gradationRight, 0, gradationRight, h, this.dTextInfo.color, 'rgba(0, 0, 0, 0)', false); + } + } + this._processText(this.bitmap); + this._colorTone = [0, 0, 0, 0]; + if (this._frameWindow) { + this.removeFrameWindow(); + } + if (this.dTextInfo.windowFrame) { + var scaleX = this.picture().scaleX() / 100; + var scaleY = this.picture().scaleY() / 100; + this.makeFrameWindow(bitmapVirtual.width * scaleX, bitmapVirtual.height * scaleY); + } + this.hiddenWindow = null; + }; + + Sprite_Picture.prototype.applyTextDecoration = function () { + if (textDecParam.Mode >= 0) { + this.bitmap.outlineColor = + 'rgba(%1,%2,%3,%4)'.format(textDecParam.Red, textDecParam.Green, textDecParam.Blue, textDecParam.Alpha / 255); + this.bitmap.decorationMode = textDecParam.Mode; + } + }; + + Sprite_Picture.prototype.makeFrameWindow = function (width, height) { + var padding = this.hiddenWindow.standardPadding(); + this._frameWindow = new Window_BackFrame(0, 0, width + padding * 2, height + padding * 2); + if (param.frameWindowSkin) { + this._frameWindow.windowskin = ImageManager.loadSystem(param.frameWindowSkin); + } + }; + + Sprite_Picture.prototype._processText = function (bitmap) { + var textState = { index: 0, x: 0, y: 0, text: this.dTextInfo.value, left: 0, line: -1, height: 0 }; + this._processNewLine(textState, bitmap); + textState.height = this.hiddenWindow.calcTextHeight(textState, false); + textState.index = 0; + while (textState.text[textState.index]) { + this._processCharacter(textState, bitmap); + } + }; + + Sprite_Picture.prototype._processCharacter = function (textState, bitmap) { + if (textState.text[textState.index] === '\x1b') { + var code = this.hiddenWindow.obtainEscapeCode(textState); + switch (code) { + case 'C': + bitmap.textColor = this.hiddenWindow.textColor(this.hiddenWindow.obtainEscapeParam(textState)); + break; + case 'I': + this._processDrawIcon(this.hiddenWindow.obtainEscapeParam(textState), textState, bitmap); + break; + case '{': + this.hiddenWindow.makeFontBigger(); + break; + case '}': + this.hiddenWindow.makeFontSmaller(); + break; + case 'F': + switch (this.hiddenWindow.obtainEscapeParamString(textState).toUpperCase()) { + case 'I': + bitmap.fontItalic = true; + break; + case 'B': + bitmap.fontBoldFotDtext = true; + break; + case '/': + case 'N': + bitmap.fontItalic = false; + bitmap.fontBoldFotDtext = false; + break; + } + break; + case 'OC': + var colorCode = this.hiddenWindow.obtainEscapeParamString(textState); + var colorIndex = Number(colorCode); + if (!isNaN(colorIndex)) { + bitmap.outlineColor = this.hiddenWindow.textColor(colorIndex); + } else { + bitmap.outlineColor = colorCode; + } + break; + case 'OW': + bitmap.outlineWidth = this.hiddenWindow.obtainEscapeParam(textState); + break; + } + } else if (textState.text[textState.index] === '\n') { + this._processNewLine(textState, bitmap); + } else { + var c = textState.text[textState.index++]; + var w = this.hiddenWindow.textWidth(c); + + bitmap.fontSize = this.hiddenWindow.contents.fontSize; + bitmap.drawText(c, textState.x, textState.y, w * 2, textState.height, 'left'); + textState.x += w; + } + }; + + Sprite_Picture.prototype._processNewLine = function (textState, bitmap) { + if (bitmap instanceof Bitmap_Virtual) + this.textWidths[textState.line] = textState.x; + this.hiddenWindow.processNewLine(textState); + textState.line++; + if (bitmap instanceof Bitmap) + textState.x = (bitmap.width - this.textWidths[textState.line]) / 2 * this.dTextInfo.align; + }; + + Sprite_Picture.prototype._processDrawIcon = function (iconIndex, textState, bitmap) { + var iconBitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + bitmap.blt(iconBitmap, sx, sy, pw, ph, textState.x + 2, textState.y + (textState.height - ph) / 2); + textState.x += Window_Base._iconWidth + 4; + }; + + //============================================================================= + // Bitmap_Virtual + // サイズを計算するための仮想ビットマップクラス + //============================================================================= + function Bitmap_Virtual() { + this.initialize.apply(this, arguments); + } + + Bitmap_Virtual.prototype.initialize = function () { + this.window = SceneManager.getHiddenWindow(); + this.width = 0; + this.height = 0; + }; + + Bitmap_Virtual.prototype.drawText = function (text, x, y) { + var baseWidth = this.window.textWidth(text); + var fontSize = this.window.contents.fontSize; + if (this.fontItalic) { + baseWidth += Math.floor(fontSize / 6); + } + if (this.fontBoldFotDtext) { + baseWidth += 2; + } + this.width = Math.max(x + baseWidth, this.width); + this.height = Math.max(y + fontSize + 8, this.height); + }; + + Bitmap_Virtual.prototype.blt = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + this.width = Math.max(dx + (dw || sw), this.width); + this.height = Math.max(dy + (dh || sh), this.height); + }; + + //============================================================================= + // Window_BackFrame + // バックフレームウィンドウ + //============================================================================= + function Window_BackFrame() { + this.initialize.apply(this, arguments); + } + + Window_BackFrame.prototype.backOpacity = null; + + Window_BackFrame.prototype = Object.create(Window_Base.prototype); + Window_BackFrame.prototype.constructor = Window_BackFrame; + + Window_BackFrame.prototype.standardPadding = function () { + return param.frameWindowPadding; + }; + + + //============================================================================= + // Window_Hidden + // 文字描画用の隠しウィンドウ + //============================================================================= + function Window_Hidden() { + this.initialize.apply(this, arguments); + } + + Window_Hidden.prototype.backOpacity = null; + + Window_Hidden.prototype = Object.create(Window_Base.prototype); + Window_Hidden.prototype.constructor = Window_Hidden; + + Window_Hidden.prototype._createAllParts = function () { + this._windowBackSprite = {}; + this._windowSpriteContainer = {}; + this._windowContentsSprite = new Sprite(); + this.addChild(this._windowContentsSprite); + }; + + Window_Hidden.prototype._refreshAllParts = function () { }; + + Window_Hidden.prototype._refreshBack = function () { }; + + Window_Hidden.prototype._refreshFrame = function () { }; + + Window_Hidden.prototype._refreshCursor = function () { }; + + Window_Hidden.prototype._refreshArrows = function () { }; + + Window_Hidden.prototype._refreshPauseSign = function () { }; + + Window_Hidden.prototype.updateTransform = function () { }; + + Window_Hidden.prototype.resetFontSettings = function (dTextInfo) { + if (dTextInfo) { + var customFont = dTextInfo.font ? dTextInfo.font + ',' : ''; + this.contents.fontFace = customFont + this.standardFontFace(); + this.contents.fontSize = dTextInfo.size || this.standardFontSize(); + } else { + Window_Base.prototype.resetFontSettings.apply(this, arguments); + } + }; + + Window_Hidden.prototype.obtainEscapeParamString = function (textState) { + var arr = /^\[.+?]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[0].substring(1, arr[0].length - 1); + } else { + return ''; + } + }; + + var _Window_Hidden_calcTextHeight = Window_Hidden.prototype.calcTextHeight; + Window_Hidden.prototype.calcTextHeight = function (textState, all) { + var result = _Window_Hidden_calcTextHeight.apply(this, arguments); + if (param.lineSpacingVariableId) { + result += $gameVariables.value(param.lineSpacingVariableId); + } + return result; + }; + + //============================================================================= + // Bitmap + // 太字対応 + //============================================================================= + var _Bitmap__makeFontNameText = Bitmap.prototype._makeFontNameText; + Bitmap.prototype._makeFontNameText = function () { + return (this.fontBoldFotDtext ? 'bold ' : '') + _Bitmap__makeFontNameText.apply(this, arguments); + }; +})(); diff --git a/www/js/plugins/DevToolsManage.js b/www/js/plugins/DevToolsManage.js new file mode 100644 index 0000000..2649fc8 --- /dev/null +++ b/www/js/plugins/DevToolsManage.js @@ -0,0 +1,1844 @@ +//============================================================================= +// DevToolsManage.js +// ---------------------------------------------------------------------------- +// (C)2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.10.1 2019/05/26 高速化有効時にメッセージ強制スキップのみを無効化する設定を追加しました。 +// 2.9.1 2019/05/19 DynamicDatabase.jsと併用したとき、データベースリロード機能を使うと動的データベースの内容が初期化される競合を解消 +// 2.9.0 2019/04/01 テストプレー時のみ、特定の日付もしくは設定した誕生日になるとタイトル画面に専用メッセージが流れる機能を追加 +// 2.8.1 2019/02/10 プラグイン等で画面サイズを変え、かつメニューバーを有効にしているとウィンドウサイズがおかしくなる問題を修正 +// 2.8.0 2019/01/06 MakeScreenMovie.jsを有効にしていると録画用のツールバーが表示される機能を追加 +// 2.7.0 2018/12/09 マップリロード機能で再読込したときに一時消去されたイベントが再表示されないよう仕様変更 +// 2.6.0 2018/10/08 戦闘強制敗北、戦闘強制中断の機能を追加 +// 2.5.1 2018/03/25 BGMが演奏されていないときに高速モードを切り替えるとエラーになる問題を修正 +// 2.5.0 2018/03/17 最前面に表示しているとき、画面がフォーカスを失うと画面自動で右寄せになる機能を追加 +// 最新のNW.jsで使用できなくなる一部機能を削除 +// 2.4.5 2018/03/06 各種ファンクションキーにCtrlおよびAltの同時押し要否の設定を追加しました。 +// 2.4.4 2018/03/03 ブレークポイントから再開したときにキー入力が押しっぱなし扱いになってしまう場合があるMVの仕様を考慮。 +// 2.4.3 2018/02/18 2.4.1の機能に加えて他のエディタから起動したとき全般で戦闘テストができるようにしました。 +// 2.4.2 2018/02/18 ヘルプの記述を追加 +// 2.4.1 2018/02/18 ブラウザ起動時に戦闘テストができる機能を追加しました。オプションのbtestは利用者が付与してください。 +// 2.4.0 2018/02/15 ブラウザ起動時もテストプレーと判断した場合は一部の機能が使えるようにしました。 +// 2.3.4 2017/12/02 リファクタリング +// 2.3.2 2017/11/23 Fix missing menu bar height at SceneManager.setWindowSizeForMenuBar +// 2.3.1 2017/11/11 画面キャプチャ管理プラグインとの連携による修正 +// 2.3.0 2017/09/25 競合対策でマップとデータのリロード機能を無効にする設定を追加 +// 最新のNW.jsかつメニューバーを表示しない場合にエラーになる問題を修正 +// 2.2.2 2017/09/25 ヘルプに注意事項を追記 +// 2.2.1 2017/09/01 スクリプトエラー発生時に警告を出力する機能を追加 +// 2.2.0 2017/08/09 パラメータ型指定機能に対応。一部パラメータは再設定が必要です。 +// 起動時に自動で最前面に表示するパラメータを追加。 +// NW.jsを最新化したときに発生するエラーに対処(ただし一部機能は使用できません) +// 2.1.1 2017/03/10 コミュニティ版でロード時にエンジン名称を出力するよう修正。 +// 2.1.0 2016/12/25 スローモーション機能を追加しました。一時的にゲーム速度を最低1/60倍速まで低下できます。 +// 2.0.0 2016/12/16 ES2015向けにリファクタリングしました。 +// JSON形式でのセーブ&ロードに対応しました。 +// ゲーム画面にフォーカスを戻した際に、マップとデータベースの再読込を自動で行うようにしました。 +// 「最前面に表示」機能をゲーム中に切り替えられるようにしました。 +// 一部、余分な機能を無効化しました。 +// 1.5.1 2016/08/14 コアスクリプトのバージョンを出力するようにしました。 +// 1.5.0 2016/06/25 スクリプトの常駐実行機能を追加 +// 1.4.2 2016/06/14 SceneManager.initializeでエラーが発生した際にエラー内容を確認できない問題を修正 +// 1.4.1 2016/06/14 YEP_CoreEngine.jsと併用したときにウィンドウ高さ補正が効かなくなる問題を修正 +// 1.4.0 2016/06/03 メニューバーからデバッグ用のコマンドを実行できる機能を追加 +// ゲーム画面の更新を停止し、一時的にフリーズする機能を追加 +// セーブデータのエンコード・デコード機能を追加 +// 1.3.0 2016/05/04 スクリプトのその場実行機能を追加 +// モバイル偽装機能を追加 +// コードのリファクタリング +// 1.2.2 2016/03/19 ゲームのスピード高速化を8倍速まで対応 +// 1.2.1 2016/02/27 タイトルカットしたときにイベントテスト、戦闘テストが正しく開始されない不具合を修正 +// 1.2.0 2016/02/24 ゲームのスピードを高速(2倍速)化する機能を追加 +// 戦闘を勝利扱いで即終了する機能を追加 +// 1.1.0 2016/01/11 ゲーム開始時にFPS表示(FPS表示/MS表示に対応)を有効にする機能を追加 +// タイトル画面を飛ばして最新のセーブファイルをロードする機能を追加 +// 1.0.2 2016/01/02 繰り返しリセットすると警告が出る問題の解消 +// ゲームウィンドウを端に寄せる機能(笑)を追加 +// 1.0.1 2015/12/19 F12キーでリセットする機能を追加(F5と同様の動作) +// 1.0.0 2015/12/12 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc Developer tools management plugin + * @author triacontane + * + * @param StartupDevTool + * @desc It will start the developer tools at the start of the game. + * @default true + * @type boolean + * + * @param FuncKeyReload + * @desc 画面のリロードを行うキーです(F1~F12)。デフォルトF5キーと同様の役割を持ちます。 + * @default F12 + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyOnTop + * @desc ゲーム画面を最前面に表示するキーです。(F1~F12)。 + * @default + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyRapidGame + * @desc ゲームを高速化するキーです。(F1~F12)。 + * @default F10 + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyForceVictory + * @desc 戦闘を勝利扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyForceDefeat + * @desc 戦闘を敗北扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyForceAbort + * @desc 戦闘を中断扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyScript + * @desc スクリプト実行用のウィンドウをポップアップするキーです。(F1~F12)。 + * @default F6 + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyFreeze + * @desc 画面の更新を一時停止するキーです。(F1~F12)。 + * @default + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param SimultaneousCtrl + * @desc 各機能を利用する際にCtrlキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param SimultaneousAlt + * @desc 各機能を利用する際にAltキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param ShowFPS + * @desc 初期状態で画面左上にFPSもしくはMSを表示します(FPS/MS/OFF)。 + * @default OFF + * @type select + * @option FPS + * @option MS + * @option OFF + * + * @param CutTitle + * @desc タイトル画面をとばして最新のセーブファイルをロードします。 + * 起動時にCTRLを押し続けるとカットが無効になります。 + * @default false + * @type boolean + * + * @param RapidStart + * @desc 高速化された状態でゲームを開始します。(ON/OFF) + * @default false + * @type boolean + * + * @param RapidSpeed + * @desc 高速化を実行した際のスピード倍率です。 + * @default 2 + * @type number + * @min -60 + * @max 16 + * + * @param InvalidMessageSkip + * @desc 高速化された状態でのメッセージ強制スキップを無効にします。 + * @default false + * @type boolean + * + * @param FakeMobile + * @desc モバイル実行を偽装します。(ON/OFF) + * モバイル版で異なるUIを使用する場合の表示確認ができます。 + * @default false + * @type boolean + * + * @param MenuBarVisible + * @desc メニューバーを表示し各種デバッグコマンドを実行できます。(ON/OFF) + * @default true + * @type boolean + * + * @param ClickMenu + * @desc クリックメニューから各種デバッグコマンドを実行できます。(-1:無効 0:左 1:ホイール 2:右) + * @default 1 + * @type select + * @option 無効 + * @value -1 + * @option 左 + * @value 0 + * @option ホイール + * @value 1 + * @option 右 + * @value 2 + * + * @param JsonSave + * @desc JSON形式でセーブ&ロードできます。テキストエディタ等でセーブファイルを自由に編集できるようになります。 + * @default false + * @type boolean + * + * @param OutputStartupInfo + * @desc 起動時に様々な情報をログ出力します。 + * @default true + * @type boolean + * + * @param StartupOnTop + * @desc 起動時にゲーム画面が最前面に固定されます。 + * @default false + * @type boolean + * + * @param UseReloadData + * @desc オンフォーカスでマップとデータを再読込します。競合等で動作に問題がある場合は無効にしてください。 + * @default true + * @type boolean + * + * @param ShiftRightOnBlur + * @desc ゲーム画面が最前面に表示されているときにフォーカスを失うと、指定した座標分画面を右寄せします。 + * @default 640 + * @type number + * + * @param GreetingHide + * @desc タイトル画面の挨拶メッセージを非表示にします。 + * @default false + * @type boolean + * + * @param BirthdayMonth + * @desc 誕生日を入力しておくと当日にタイトル画面にメッセージが表示されます。 + * @default 0 + * @type number + * @min 0 + * @max 12 + * + * @param BirthdayDate + * @desc 誕生日を入力しておくと当日にタイトル画面にメッセージが表示されます。 + * @default 0 + * @type number + * @min 0 + * @max 31 + * + * @help デベロッパツールの挙動を調整する制作支援プラグインです。 + * このプラグインはローカル環境でのテストプレー時のみ有効となります。 + * また、UserAgentやコアスクリプトのバージョン等役立つ情報をログに出力します。 + * 快適な開発支援のために以下の機能を提供します。 + * + * 1. ゲーム開始時にデベロッパツールが自動で立ち上がります。(通常はF8で起動) + * OFFにしていた場合でもエラーが発生すると自動で立ち上がります。 + * + * 2. ゲーム画面を常に最前面に表示してくれます。画面を見ながら作業をする場合に + * 便利です。ゲーム中にメニューバーから切り替えできます。 + * + * 3. マップやイベントを修正して再保存すると、ゲーム画面にフォーカスを戻した + * 瞬間にマップとデータベースを自動でリロードしてくれます。 + * + * 4. タイトル画面を飛ばして最新のセーブファイルをロードできます。 + * + * 5. マップ上でのゲームのスピードを高速化(16倍速まで)できます。 + * (マップ上で高速、フェードアウト、メッセージ表示の高速スキップ) + * 逆に低速化(1/60倍速まで)することもできます。速度倍率に負の値を設定して + * ください。ゲームスピードが変化した場合は、BGMのピッチが変化します。 + * + * 6. 強制的に敵を全滅させて勝利することができます。報酬も取得できます。 + * 強制敗北、強制中断も可能です。 + * + * 7. 任意のスクリプトを毎フレーム実行させることができます。 + * スクリプトの戻り値が変化したときのみ結果をコンソールに出力します。 + * + * 8. ゲーム画面の更新を一時的に止めて画面をフリーズさせることができます。 + * + * 9. セーブデータを保存する際にエンコーディングせずjson形式のまま + * セーブ・ロードできます。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 画面キャプチャ管理プラグインと連携すると画面キャプチャ用の + * メニューバーが表示されます。 + * https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/MakeScreenCapture.js + * + * ・高度な設定 + * ブラウザ起動時でも当プラグインのデバッグ機能を有効にしたい場合は、 + * 起動URLのオプションに「test」もしくは「best」を付与してください。 + * ただしNW.js由来のいくつかの機能は無効になります。 + * + * 通常、ブラウザなど外部からゲーム起動の場合、戦闘テストは実行できませんが、 + * 当プラグインを有効にしていると戦闘テストが可能です。 + * + * 外部エディタから起動する場合、以下の起動パラメータが指定可能です。 + * この指定はプラグインパラメータより優先されます。 + * devToolOff : デベロッパツールが起動しなくなります。 + * onTop : 最前面に画面を表示します。 + * + * This plugin is released under the MIT License. + */ + +/*:ja + * @plugindesc 総合開発支援プラグイン + * @author トリアコンタン + * + * @param 開始時に起動 + * @desc ゲーム開始時に同時にデベロッパツールを起動します。 + * @default true + * @type boolean + * + * @param リロードキー + * @desc 画面のリロードを行うキーです(F1~F12)。デフォルトF5キーと同様の役割を持ちます。 + * 以前のツクールとの後方互換性を持たせるための機能です。 + * @default F12 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param 最前面に表示キー + * @desc ゲーム画面を最前面表示を切り替えるキーです。(F1~F12)。 + * @default F11 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param 高速化切替キー + * @desc ゲームの高速化を切り替えるキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param 強制戦闘勝利キー + * @desc 戦闘を勝利扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param 強制戦闘敗北キー + * @desc 戦闘を敗北扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param 強制戦闘中断キー + * @desc 戦闘を中断扱いで強制終了するキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param スクリプト実行キー + * @desc スクリプト常駐実行用のキーです。(F1~F12)。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param フリーズキー + * @desc 画面の更新を一時停止するキーです。(F1~F12)。 + * @default F10 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param Ctrl同時押し + * @desc 各機能を利用する際にCtrlキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param Alt同時押し + * @desc 各機能を利用する際にAltキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param FPS表示 + * @desc 初期状態で画面左上にFPSを表示します。(FPS/MS/OFF) + * @default OFF + * @type select + * @option FPS + * @option MS + * @option OFF + * + * @param タイトルカット + * @desc タイトル画面をとばして最新のセーブファイルをロードします。 + * 起動時にCTRLを押し続けるとカットが無効になります。 + * @default false + * @type boolean + * + * @param 高速開始 + * @desc 高速化された状態でゲームを開始します。(ON/OFF) + * @default false + * @type boolean + * + * @param 高速スピード + * @desc 高速化を実行した際のスピード倍率です。(-60...16) + * 負の値を設定するとスローモーションになります。 + * @default 2 + * @type number + * @min -60 + * @max 16 + * + * @param メッセージスキップ無効 + * @desc 高速化された状態でのメッセージ強制スキップを無効にします。 + * @default false + * @type boolean + * + * @param モバイル偽装 + * @desc モバイル実行を偽装します。(ON/OFF) + * モバイル版で異なるUIを使用する場合の表示確認ができます。 + * @default false + * @type boolean + * + * @param メニューバー表示 + * @desc メニューバーを表示し各種デバッグコマンドを実行できます。(ON/OFF) + * @default true + * @type boolean + * + * @param クリックメニュー + * @desc クリックメニューから各種デバッグコマンドを実行できます。(-1:無効 0:左 1:ホイール 2:右) + * @default 1 + * @type select + * @option 無効 + * @value -1 + * @option 左 + * @value 0 + * @option ホイール + * @value 1 + * @option 右 + * @value 2 + * + * @param JSON形式セーブ + * @desc JSON形式でセーブ&ロードできます。テキストエディタ等でセーブファイルを自由に編集できるようになります。 + * @default false + * @type boolean + * + * @param 起動時情報出力 + * @desc 起動時に様々な情報をログ出力します。 + * @default true + * @type boolean + * + * @param 最前面で起動 + * @desc 起動時にゲーム画面が最前面に固定されます。 + * @default false + * @type boolean + * + * @param リロード機能を使う + * @desc オンフォーカスでマップとデータを再読込します。競合等で動作に問題がある場合は無効にしてください。 + * @default true + * @type boolean + * + * @param 右寄せ座標 + * @desc ゲーム画面が最前面に表示されているときにフォーカスを失うと、指定した座標分画面を右寄せします。 + * @default 640 + * @type number + * + * @param 挨拶非表示 + * @desc タイトル画面の挨拶メッセージを非表示にします。 + * @default false + * @type boolean + * + * @param 誕生月 + * @desc 誕生日を入力しておくと当日にタイトル画面にメッセージが表示されます。 + * @default 0 + * @type number + * @min 0 + * @max 12 + * + * @param 誕生日 + * @desc 誕生日を入力しておくと当日にタイトル画面にメッセージが表示されます。 + * @default 0 + * @type number + * @min 0 + * @max 31 + * + * @help デベロッパツールの挙動を調整する制作支援プラグインです。 + * このプラグインはローカル環境でのテストプレー時のみ有効となります。 + * また、UserAgentやコアスクリプトのバージョン等役立つ情報をログに出力します。 + * 快適な開発支援のために以下の機能を提供します。 + * + * 1. ゲーム開始時にデベロッパツールが自動で立ち上がります。(通常はF8で起動) + * OFFにしていた場合でもエラーが発生すると自動で立ち上がります。 + * + * 2. ゲーム画面を常に最前面に表示してくれます。画面を見ながら作業をする場合に + * 便利です。ゲーム中にメニューバーから切り替えできます。 + * + * 3. マップやイベントを修正して再保存すると、ゲーム画面にフォーカスを戻した + * 瞬間にマップとデータベースを自動でリロードしてくれます。 + * + * 4. タイトル画面を飛ばして最新のセーブファイルをロードできます。 + * + * 5. マップ上でのゲームのスピードを高速化(16倍速まで)できます。 + * (マップ上で高速、フェードアウト、メッセージ表示の高速スキップ) + * 逆に低速化(1/60倍速まで)することもできます。速度倍率に負の値を設定して + * ください。ゲームスピードが変化した場合は、BGMのピッチが変化します。 + * + * 6. 強制的に敵を全滅させて勝利することができます。報酬も取得できます。 + * 強制敗北、強制中断も可能です。 + * + * 7. 任意のスクリプトを毎フレーム実行させることができます。 + * スクリプトの戻り値が変化したときのみ結果をコンソールに出力します。 + * + * 8. ゲーム画面の更新を一時的に止めて画面をフリーズさせることができます。 + * + * 9. セーブデータを保存する際にエンコーディングせずjson形式のまま + * セーブ・ロードできます。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 画面キャプチャ管理プラグインと連携すると画面キャプチャ用の + * メニューバーが表示されます。 + * https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/MakeScreenCapture.js + * + * ・高度な設定 + * ブラウザ起動時でも当プラグインのデバッグ機能を有効にしたい場合は、 + * 起動URLのオプションに「test」もしくは「best」を付与してください。 + * ただしNW.js由来のいくつかの機能は無効になります。 + * + * 通常、ブラウザなど外部からゲーム起動の場合、戦闘テストは実行できませんが、 + * 当プラグインを有効にしていると戦闘テストが可能です。 + * + * 外部エディタから起動する場合、以下の起動パラメータが指定可能です。 + * この指定はプラグインパラメータより優先されます。 + * devToolOff : デベロッパツールが起動しなくなります。 + * onTop : 最前面に画面を表示します。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +var p = null; + +/** + * Controller_NwJs + * NW.jsのウィンドウを操作します。 + * @constructor + */ +function Controller_NwJs() { + this.initialize.apply(this, arguments); +} + +(function () { + 'use strict'; + const pluginName = 'DevToolsManage'; + + //============================================================================= + // p + // ログ出力をより短い関数名で実現します。(RGSS互換) + //============================================================================= + p = function () { + console.log.apply(console, arguments); + SceneManager.getNwJs().showDevTools(); + }; + + //============================================================================= + // ローカル関数 + // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします + //============================================================================= + const getParamString = function (paramNames, upperFlg) { + const value = getParamOther(paramNames); + return value === null ? '' : upperFlg ? value.toUpperCase() : value; + }; + + const getParamNumber = function (paramNames, min, max) { + const value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + const getParamBoolean = function (paramNames) { + const value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE'; + }; + + const getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (let i = 0; i < paramNames.length; i++) { + const name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + const paramStartupDevTool = getParamBoolean(['StartupDevTool', '開始時に起動']); + const paramFuncKeyReload = getParamString(['FuncKeyReload', 'リロードキー']); + const paramFuncKeyOnTop = getParamString(['FuncKeyOnTop', '最前面に表示キー']); + const paramFuncKeyRapidGame = getParamString(['FuncKeyRapidGame', '高速化切替キー']); + const paramFuncKeyVictory = getParamString(['FuncKeyForceVictory', '強制戦闘勝利キー']); + const paramFuncKeyDefeat = getParamString(['FuncKeyForceDefeat', '強制戦闘敗北キー']); + const paramFuncKeyAbort = getParamString(['FuncKeyForceAbort', '強制戦闘中断キー']); + const paramFuncKeyScript = getParamString(['FuncKeyScript', 'スクリプト実行キー']); + const paramFuncKeyFreeze = getParamString(['FuncKeyFreeze', 'フリーズキー']); + const paramShowFPS = getParamString(['ShowFPS', 'FPS表示'], true); + const paramCutTitle = getParamBoolean(['CutTitle', 'タイトルカット']); + const paramRapidStart = getParamBoolean(['RapidStart', '高速開始']); + const paramRapidSpeed = getParamNumber(['RapidSpeed', '高速スピード'], -60, 16); + const paramFakeMobile = getParamBoolean(['FakeMobile', 'モバイル偽装']); + const paramMenuBarVisible = getParamBoolean(['MenuBarVisible', 'メニューバー表示']); + const paramClickMenu = getParamNumber(['ClickMenu', 'クリックメニュー'], -1); + const paramJsonSave = getParamBoolean(['JsonSave', 'JSON形式セーブ']); + const paramOutputStartupInfo = getParamBoolean(['OutputStartupInfo', '起動時情報出力']); + const paramStartupOnTop = getParamBoolean(['StartupOnTop', '最前面で起動']); + const paramUseReloadData = getParamBoolean(['UseReloadData', 'リロード機能を使う']); + const paramSimultaneousCtrl = getParamBoolean(['SimultaneousCtrl', 'Ctrl同時押し']); + const paramSimultaneousAlt = getParamBoolean(['SimultaneousAlt', 'Alt同時押し']); + const paramShiftRightOnBlur = getParamNumber(['ShiftRightOnBlur', '右寄せ座標'], -1000, 1000); + const paramGreetingHide = getParamBoolean(['GreetingHide', '挨拶非表示']); + const paramBirthdayMonth = getParamNumber(['BirthdayMonth', '誕生月'], 0, 12); + const paramBirthdayDate = getParamNumber(['BirthdayDate', '誕生日'], 0, 31); + const paramInvalidMessageSkip = getParamBoolean(['InvalidMessageSkip', 'メッセージスキップ無効']); + + //============================================================================= + // Graphics + // FPSの表示を設定します。 + //============================================================================= + Graphics.setFPSMeter = function (type) { + switch (type) { + case 'FPS': + this.hideFps(); + this._switchFPSMeter(); + break; + case 'MS': + this.hideFps(); + this._switchFPSMeter(); + this._switchFPSMeter(); + break; + } + }; + + const _Graphics__createAllElements = Graphics._createAllElements; + Graphics._createAllElements = function () { + _Graphics__createAllElements.apply(this, arguments); + if (paramOutputStartupInfo) { + this.outputStartUpLog(); + } + }; + + Graphics.outputStartUpLog = function () { + console.log('********************************'); + console.log('*** User Agent ***'); + console.log('********************************'); + console.log(navigator.userAgent); + console.log('********************************'); + console.log('*** Core Version ***'); + console.log('********************************'); + console.log('RPG Maker Name : ' + Utils.RPGMAKER_NAME); + console.log('RPG Maker Version : ' + Utils.RPGMAKER_VERSION); + console.log('RPG Maker Engine : ' + (Utils.RPGMAKER_ENGINE || 'Official Version')); + console.log('********************************'); + console.log('*** Audio ***'); + console.log('********************************'); + console.log('Can Play OGG : ' + WebAudio.canPlayOgg()); + console.log('Can Play M4A : ' + WebAudio.canPlayM4a()); + + if (Utils.isNwjs()) { + console.log('********************************'); + console.log('*** Environment ***'); + console.log('********************************'); + console.log('Platform : ' + process.platform); + console.log(process.env); + console.log('*********************************'); + console.log('*** document head ***'); + console.log('*********************************'); + console.log(document.head); + console.log('*********************************'); + console.log('*** document body ***'); + console.log('*********************************'); + console.log(document.body); + } + }; + + // テストプレー時以外は以降の機能を無効 + if (!Utils.isOptionValid('test') && !DataManager.isBattleTest()) { + console.log(pluginName + ' is valid only test play!'); + return; + } + + //============================================================================= + // Utils + // モバイルモードを偽装します。 + //============================================================================= + const _Utils_isMobileDevice = Utils.isMobileDevice; + Utils.isMobileDevice = function () { + return _Utils_isMobileDevice.apply(this, arguments) || paramFakeMobile; + }; + + Utils.isNwjsNormal = function () { + return this.isNwjs() && navigator.userAgent.match(/Chrome\/4/); + }; + + //============================================================================= + // Input + // promptを再定義します。 + //============================================================================= + const _Input_wrapNwjsAlert = Input._wrapNwjsAlert; + Input._wrapNwjsAlert = function () { + _Input_wrapNwjsAlert.apply(this, arguments); + const _window_prompt = window.prompt; + window.prompt = function (value, defaultValue) { + return SceneManager.getNwJs().prompt(value, defaultValue, _window_prompt); + }; + }; + + Input.functionReverseMapper = { + F1: 112, + F2: 113, + F3: 114, + F4: 115, + F5: 116, + F6: 117, + F7: 118, + F8: 119, + F9: 120, + F10: 121, + F11: 122, + F12: 123 + }; + + var _Input__shouldPreventDefault = Input._shouldPreventDefault; + Input._shouldPreventDefault = function (keyCode) { + return _Input__shouldPreventDefault.apply(this, arguments) || keyCode === 9; // Tab + }; + + //============================================================================= + // SceneManager + // 状況に応じてデベロッパツールを自動制御します。 + //============================================================================= + SceneManager.originalTitle = null; + SceneManager._rapidGame = false; + SceneManager._lastScriptString = null; + SceneManager._lastScriptResult = null; + + const _SceneManager_initialize = SceneManager.initialize; + SceneManager.initialize = function () { + _SceneManager_initialize.apply(this, arguments); + this.initDevCommand(); + Graphics.setFPSMeter(paramShowFPS); + if (!Utils.isNwjs()) { + return; + } + this._freeze = false; + this._nwJsGui = new Controller_NwJs(); + if (this.isAlwaysOnTop()) { + this._nwJsGui.toggleAlwaysOnTop(); + } + }; + + SceneManager.initDevCommand = function () { + this.devCommands = [ + { code: 102, use: true, name: '最前面に表示', key: paramFuncKeyOnTop, type: 'checkbox' }, + { code: 103, use: true, name: 'リロード', key: paramFuncKeyReload, type: 'normal' }, + { code: 104, use: true, name: '高速モード切替', key: paramFuncKeyRapidGame, type: 'checkbox' }, + { code: 105, use: true, name: '戦闘強制勝利', key: paramFuncKeyVictory, type: 'normal' }, + { code: 106, use: true, name: '常駐スクリプト実行', key: paramFuncKeyScript, type: 'normal' }, + { code: 107, use: true, name: '画面フリーズ', key: paramFuncKeyFreeze, type: 'checkbox' }, + { code: 108, use: !!SceneManager.takeCapture, name: '画面キャプチャ', key: true, type: 'normal' }, + { code: 109, use: true, name: '戦闘強制敗北', key: paramFuncKeyDefeat, type: 'normal' }, + { code: 110, use: true, name: '戦闘強制中断', key: paramFuncKeyAbort, type: 'normal' }, + { code: 111, use: !!SceneManager.onKeyDownForScreenMovie, name: '画面録画', key: true, type: 'normal' }, + ]; + }; + + SceneManager.getNwJs = function () { + return this._nwJsGui; + }; + + SceneManager.isAlwaysOnTop = function () { + return paramStartupOnTop || Utils.isOptionValid('onTop'); + }; + + SceneManager.toggleFreeze = function () { + Input.clear(); + this._freeze = !this._freeze; + this.updateDocumentTitle(); + return this._freeze; + }; + + const _SceneManager_catchException = SceneManager.catchException; + SceneManager.catchException = function (e) { + if (this._nwJsGui) this._nwJsGui.showDevTools(false); + _SceneManager_catchException.apply(this, arguments); + }; + + const _SceneManager_onError = SceneManager.onError; + SceneManager.onError = function (e) { + if (this._nwJsGui) this._nwJsGui.showDevTools(false); + _SceneManager_onError.apply(this, arguments); + }; + + const _SceneManager_onKeyDown = SceneManager.onKeyDown; + SceneManager.onKeyDown = function (event) { + _SceneManager_onKeyDown.apply(this, arguments); + if (paramSimultaneousCtrl === event.ctrlKey && paramSimultaneousAlt === event.altKey) { + this.onKeyDownForDevToolManage(event); + } + }; + + SceneManager.onKeyDownForDevToolManage = function (event) { + let commandCode = null; + this.devCommands.some(function (commandInfo) { + if (Input.functionReverseMapper[commandInfo.key] === event.keyCode) { + commandCode = commandInfo.code; + return true; + } + return false; + }); + if (commandCode && this._nwJsGui) this.executeDevCommand(commandCode, event); + }; + + SceneManager.executeDevCommand = function (code, event) { + const command = this['executeDevCommand' + code]; + return command ? command.call(SceneManager, event) : null; + }; + + SceneManager.executeDevCommand102 = function () { + return this._nwJsGui.toggleAlwaysOnTop(); + }; + + SceneManager.executeDevCommand103 = function () { + location.reload(); + }; + + SceneManager.executeDevCommand104 = function () { + return this.toggleRapid(); + }; + + SceneManager.executeDevCommand105 = function () { + BattleManager.forceVictory(); + }; + + SceneManager.executeDevCommand106 = function () { + this.showScriptDialog(); + }; + + SceneManager.executeDevCommand107 = function () { + return this.toggleFreeze(); + }; + + SceneManager.executeDevCommand108 = function () { + return this.takeCapture(); + }; + + SceneManager.executeDevCommand109 = function () { + BattleManager.forceDefect(); + }; + + SceneManager.executeDevCommand110 = function () { + BattleManager.forceAbort(); + }; + + SceneManager.executeDevCommand111 = function () { + this._screenRecorder.toggle(); + }; + + SceneManager.isRapid = function () { + return SceneManager._rapidGame && paramRapidSpeed > 1; + }; + + SceneManager.isSlow = function () { + return SceneManager._rapidGame && paramRapidSpeed < -1; + }; + + SceneManager.toggleRapid = function () { + this._rapidGame = !this._rapidGame; + const bgm = AudioManager.saveBgm(); + if (bgm.name) { + AudioManager.playBgm(bgm, bgm.pos); + AudioManager._bgmBuffer.play(true, bgm.pos); + } + this.updateDocumentTitle(); + return this.isRapid(); + }; + + SceneManager.updateDocumentTitle = function () { + if (!this.originalTitle) { + this.originalTitle = document.title; + } + document.title = this.originalTitle + this.addDocumentTitleRapidOrSlow() + + this.addDocumentTitleAlwaysOnTop() + + this.addDocumentTitleFreeze(); + }; + + SceneManager.addDocumentTitleRapidOrSlow = function () { + if (this.isRapid()) { + return ' [!!!Rapid!!!] * ' + paramRapidSpeed; + } else if (this.isSlow()) { + return ' [!!!Slow!!!] / ' + -paramRapidSpeed; + } else { + return ''; + } + }; + + SceneManager.addDocumentTitleAlwaysOnTop = function () { + return this._nwJsGui.isOnTop() ? ' [!!!Always On Top!!!]' : ''; + }; + + SceneManager.addDocumentTitleFreeze = function () { + return this._freeze ? ' [!!!Freeze!!!]' : ''; + }; + + SceneManager.isCurrentScene = function (sceneClass) { + return this._scene && this._scene.constructor === sceneClass; + }; + + SceneManager.showScriptDialog = function () { + const promptValue = '常駐実行したいスクリプトを入力してください。'; + const scriptString = window.prompt(promptValue, this._nwJsGui.readClipboard()); + if (scriptString !== null && scriptString !== '') { + this._nwJsGui.showDevTools(); + this._nwJsGui.writeClipboard(scriptString); + this.executeScript(scriptString); + this._lastScriptString = scriptString; + } + }; + + SceneManager.executeScript = function (scriptString) { + let result = null; + try { + result = eval(scriptString); + if (!this._lastScriptString) { + SoundManager.playOk(); + console.log('Execute Script : ' + scriptString); + console.log('Execute Result : '); + } + } catch (e) { + if (!this._lastScriptString) { + SoundManager.playBuzzer(); + console.log('Error Script : ' + scriptString); + console.error(e.stack); + } + result = e.toString(); + } + if (!this._lastScriptString || result !== this._lastScriptResult) { + console.log(result); + } + this._lastScriptResult = result; + }; + + const _SceneManager_initNwjs = SceneManager.initNwjs; + SceneManager.initNwjs = function () { + _SceneManager_initNwjs.apply(this, arguments); + if (Utils.isNwjs()) { + this.addMenuBar(); + } + }; + + SceneManager.addMenuBar = function () { + if (!paramMenuBarVisible) { + this._needAdjustScreen = false; + return; + } + const gui = require('nw.gui'); + const gameWindow = gui.Window.get(); + if (!gameWindow.menu || gameWindow.menu.type !== 'menubar') { + this._needAdjustScreen = true; + } + gameWindow.menu = new gui.Menu({ type: 'menubar' }); + }; + + const _SceneManager_run = SceneManager.run; + SceneManager.run = function (sceneClass) { + _SceneManager_run.apply(this, arguments); + this.setWindowSizeForMenuBar(); + }; + + SceneManager.setWindowSizeForMenuBar = function () { + if (!this._needAdjustScreen) { + return; + } + const gui = require('nw.gui'); + const gameWindow = gui.Window.get(); + setTimeout(function () { // Fix missing menu bar height + var style_height = parseInt(Graphics._canvas.style.height, 10); + var height_diff = SceneManager._screenHeight - style_height; + if (height_diff !== 0) { + gameWindow.moveBy(0, -height_diff); + gameWindow.resizeBy(0, height_diff); + } + }, 100); + }; + + SceneManager.getMenuBarHeight = function () { + return Utils.isNwjsNormal() ? 20 : 25; + }; + + const _SceneManager_requestUpdate = SceneManager.requestUpdate; + SceneManager._updateRateCount = 0; + SceneManager.requestUpdate = function () { + if (this.isSlow()) { + this._updateRateCount++; + if (this._updateRateCount >= -paramRapidSpeed) { + this.updateInputData(); + _SceneManager_requestUpdate.apply(this, arguments); + this._updateRateCount = 0; + } else if (!this._stopped) { + requestAnimationFrame(this.requestUpdate.bind(this)); + } + } else { + this._updateRateCount = 0; + _SceneManager_requestUpdate.apply(this, arguments); + } + }; + + const _SceneManager_updateMain = SceneManager.updateMain; + SceneManager.updateMain = function () { + if (this.isSlow()) { + this.changeScene(); + this.updateScene(); + this.renderScene(); + this.requestUpdate(); + } else { + const newTime = this._getTimeInMsWithoutMobileSafari(); + // for break point + if (newTime - this._currentTime > 1000) { + Input.clear(); + } + _SceneManager_updateMain.apply(this, arguments); + } + }; + + const _SceneManager_updateScene = SceneManager.updateScene; + SceneManager.updateScene = function () { + this.updateScript(); + if (this.isUsingReload()) { + this.updateDataReload(); + } + if (this._freeze || this.isReloading()) { + return; + } + _SceneManager_updateScene.apply(this, arguments); + }; + + SceneManager.isUsingReload = function () { + return paramUseReloadData && !DataManager.isBattleTest() && !DataManager.isEventTest() && Utils.isNwjs(); + }; + + SceneManager.updateScript = function () { + if (this._lastScriptString) { + this.executeScript(this._lastScriptString); + } + }; + + SceneManager.updateDataReload = function () { + if (this.isOnFocusGameWindow() && !this._reloadGenerator) { + this._reloadGenerator = this.reloadGenerator(); + } + if (this._reloadGenerator && DataManager.isDatabaseLoaded()) { + if (!this._reloadGenerator.next().value) { + this._reloadGenerator = null; + // Resolve conflict for DynamicDatabase.js + if (typeof DynamicDatabaseManager !== 'undefined') { + DynamicDatabaseManager.makeDynamicDatabase(); + } + } + } + }; + + SceneManager.reloadGenerator = function* () { + this._preVersionId = DataManager.reloadSystemData(); + yield true; + if (this._preVersionId !== $dataSystem.versionId) { + this.reloadMapData(); + DataManager.loadDatabase(); + console.log('Database Reload'); + yield true; + } + return false; + }; + + SceneManager.isOnFocusGameWindow = function () { + if (this.getNwJs().isOnFocus()) { + this.getNwJs().setOnFocus(false); + return true; + } + return false; + }; + + SceneManager.reloadMapData = function () { + if (this._scene instanceof Scene_Map && $gamePlayer.canMove()) { + $gamePlayer.reserveTransfer( + $gameMap.mapId(), $gamePlayer.x, $gamePlayer.y, $gamePlayer.direction(), 2); + $gamePlayer.requestMapReload(); + console.log('Map Reload'); + } + }; + + SceneManager.isReloading = function () { + return !!this._reloadGenerator; + }; + + //============================================================================= + // BattleManager + // 強制勝利を追加定義します。 + //============================================================================= + BattleManager.forceVictory = function () { + if (this.canExecuteBattleEndProcess()) { + $gameTroop.members().forEach(function (enemy) { + enemy.addNewState(enemy.deathStateId()); + }); + this.processVictory(); + } + }; + + BattleManager.forceDefect = function () { + if (this.canExecuteBattleEndProcess()) { + $gameParty.members().forEach(function (actor) { + actor.addNewState(actor.deathStateId()); + }); + this.processDefeat(); + } + }; + + BattleManager.forceAbort = function () { + if (this.canExecuteBattleEndProcess()) { + $gameParty.performEscape(); + SoundManager.playEscape(); + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } + }; + + BattleManager.canExecuteBattleEndProcess = function () { + return SceneManager.isCurrentScene(Scene_Battle) && this._phase !== 'battleEnd'; + }; + + //============================================================================= + // AudioManager + // 高速化実行時にBGMのピッチを強制的に最大にします。 + //============================================================================= + const _AudioManager_playBgm = AudioManager.playBgm; + AudioManager.playBgm = function (bgm, pos) { + const originalPitch = bgm.pitch; + if (SceneManager.isRapid()) { + arguments[0].pitch = 150; + } + if (SceneManager.isSlow()) { + arguments[0].pitch = 50; + } + _AudioManager_playBgm.apply(this, arguments); + this._currentBgm.pitch = originalPitch; + }; + + //============================================================================= + // DataManager + // セーブデータのエンコード・デコードを実施します。 + //============================================================================= + DataManager.decodeSaveGame = function (savefileId) { + if (this.isThisGameFile(savefileId)) { + const json = StorageManager.load(savefileId); + StorageManager.saveToLocalFileJson(savefileId, json); + } + }; + + DataManager.encodeSaveGame = function (savefileId) { + const json = StorageManager.loadFromLocalFileJson(savefileId); + if (json) { + StorageManager.save(savefileId, json); + } + }; + + const _DataManager_saveGameWithoutRescue = DataManager.saveGameWithoutRescue; + DataManager.saveGameWithoutRescue = function (savefileId) { + const result = _DataManager_saveGameWithoutRescue.apply(this, arguments); + if (paramJsonSave) this.decodeSaveGame(savefileId); + return result; + }; + + const _DataManager_loadGameWithoutRescue = DataManager.loadGameWithoutRescue; + DataManager.loadGameWithoutRescue = function (savefileId) { + this.encodeSaveGame(savefileId); + return _DataManager_loadGameWithoutRescue.apply(this, arguments); + }; + + const _DataManager_loadDatabase = DataManager.loadDatabase; + DataManager.loadDatabase = function () { + if (this.isNeedSuppressBtest()) { + this._suppressBattleTest = true; + } + _DataManager_loadDatabase.apply(this, arguments); + this._suppressBattleTest = false; + }; + + const _DataManager_isBattleTest = DataManager.isBattleTest; + DataManager.isBattleTest = function () { + return this._suppressBattleTest ? false : _DataManager_isBattleTest.apply(this, arguments); + }; + + DataManager.isNeedSuppressBtest = function () { + if (!this.isBattleTest()) { + return false; + } + if (Utils.isNwjs()) { + return this._databaseFiles.some(function (databaseFile) { + return !StorageManager.isExistTestData(databaseFile.src); + }); + } else { + return true; + } + }; + + DataManager.reloadSystemData = function () { + for (let i = 0; i < this._databaseFiles.length; i++) { + const name = this._databaseFiles[i].name; + if (name === '$dataSystem') { + var preVersionId = $dataSystem.versionId; + this.loadDataFile(name, this._databaseFiles[i].src); + return preVersionId; + } + } + return null; + }; + + //============================================================================= + // StorageManager + // jsonセーブファイルの読み込みと書き込みを行います。 + //============================================================================= + StorageManager.saveToLocalFileJson = function (savefileId, json) { + const fs = require('fs'); + const dirPath = this.localFileDirectoryPath(); + const filePath = dirPath + 'file%1.json'.format(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, json); + }; + + StorageManager.loadFromLocalFileJson = function (savefileId) { + const fs = require('fs'); + const filePath = this.localFileDirectoryPath() + 'file%1.json'.format(savefileId); + if (fs.existsSync(filePath)) { + return fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return null; + }; + + StorageManager.isExistTestData = function (fileName) { + const fs = require('fs'); + const path = require('path'); + const filePath = path.join(path.dirname(process.mainModule.filename), 'data/Test_' + fileName); + return fs.existsSync(filePath); + }; + + //============================================================================= + // Scene_Base + // マップの高速化を提供します。 + //============================================================================= + const _Scene_Base_fadeSpeed = Scene_Base.prototype.fadeSpeed; + Scene_Base.prototype.fadeSpeed = function () { + return SceneManager.isRapid() ? 1 : _Scene_Base_fadeSpeed.apply(this, arguments); + }; + + const _Scene_Base_startFadeIn = Scene_Base.prototype.startFadeIn; + Scene_Base.prototype.startFadeIn = function (duration, white) { + if (SceneManager.isRapid()) arguments[0] = 1; + _Scene_Base_startFadeIn.apply(this, arguments); + }; + + const _Scene_Base_startFadeOut = Scene_Base.prototype.startFadeOut; + Scene_Base.prototype.startFadeOut = function (duration, white) { + if (SceneManager.isRapid()) arguments[0] = 1; + _Scene_Base_startFadeOut.apply(this, arguments); + }; + + //============================================================================= + // Scene_Boot + // タイトル画面をとばしてマップ画面に遷移します。 + //============================================================================= + const _Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function () { + _Scene_Boot_start.apply(this, arguments); + if (paramRapidStart) SceneManager.toggleRapid(); + this.cutSceneTitle(); + }; + + Scene_Boot.prototype.cutSceneTitle = function () { + if (paramCutTitle && !DataManager.isBattleTest() && !DataManager.isEventTest() && !Input.isPressed('control')) { + if (!this.goToLatestContinue()) { + this.goToNewGame(); + } + } + }; + + Scene_Boot.prototype.goToNewGame = function () { + DataManager.setupNewGame(); + SceneManager.goto(Scene_Map); + }; + + Scene_Boot.prototype.goToLatestContinue = function () { + if (DataManager.isAnySavefileExists()) { + if (DataManager.loadGame(DataManager.latestSavefileId())) { + this.reloadMapIfUpdated(); + SceneManager.goto(Scene_Map); + $gameSystem.onAfterLoad(); + return true; + } else { + return false; + } + } else { + return false; + } + }; + Scene_Boot.prototype.reloadMapIfUpdated = Scene_Load.prototype.reloadMapIfUpdated; + + //============================================================================= + // Scene_Map + // 高速モードを実装します。 + //============================================================================= + const _Scene_Map_isFastForward = Scene_Map.prototype.isFastForward; + Scene_Map.prototype.isFastForward = function () { + return _Scene_Map_isFastForward.apply(this, arguments) || SceneManager.isRapid(); + }; + + const _Scene_Map_updateMainMultiply = Scene_Map.prototype.updateMainMultiply; + Scene_Map.prototype.updateMainMultiply = function () { + _Scene_Map_updateMainMultiply.apply(this, arguments); + if (this.isFastForward() && SceneManager.isRapid()) { + for (let i = 2; i <= paramRapidSpeed; i++) { + this.updateMain(); + } + } + }; + + var _Scene_Title_createForeground = Scene_Title.prototype.createForeground; + Scene_Title.prototype.createForeground = function () { + _Scene_Title_createForeground.apply(this, arguments); + if (!paramGreetingHide) { + this.createGreetingSprite(); + } + }; + + var greetingMessage = { + '1_1': 'あけましておめでとうございます! 今年も制作がんばってください!', + '2_14': '今日はバレンタインデーです! 素敵な贈り物はもらえましたか???', + '4_1': '今日はエイプリルフールです!', + '8_31': '夏休みも今日で終わりですね…… お仕事してる人には関係ないですが。', + '12_24': '今日はクリスマスイブです! こんな日まで制作するなんてえらいですね!!', + '12_31': '今日は大晦日です。 来年も制作がんばりましょう!', + }; + + Scene_Title.prototype.createGreetingSprite = function () { + var message = this.getGreetingMessage(); + if (message) { + var fontSize = 48; + var bitmap = new Bitmap(1000, fontSize); + bitmap.fontSize = fontSize; + bitmap.fontFace = '"ヒラギノ明朝 ProN W3","Hiragino Mincho ProN","MS P明朝","MS PMincho"'; + this._greetingSprite = new Sprite(bitmap); + this._greetingSprite.bitmap.drawText(message, 0, 0, 1000, bitmap.height, 'left'); + this._greetingSprite.x = Graphics.width + 200; + this._greetingSprite.y = Graphics.height / 2; + this.addChild(this._greetingSprite); + } + }; + + Scene_Title.prototype.getGreetingMessage = function () { + var time = new Date(); + var month = time.getMonth() + 1; + var date = time.getDate(); + var hour = time.getHours(); + if (month === paramBirthdayMonth && date === paramBirthdayDate) { + return 'お誕生日おめでとうございます!!!'; + } + if (hour > 21 && Math.randomInt(100) < 2) { + return '遅くまで制作お疲れさまです……!' + } + var key = `${month}_${date}`; + return greetingMessage[key]; + }; + + var _Scene_Title_update = Scene_Title.prototype.update; + Scene_Title.prototype.update = function () { + _Scene_Title_update.apply(this, arguments); + if (this._greetingSprite) { + this._greetingSprite.x -= 2; + this._greetingSprite.y = Graphics.height / 2 + Math.sin(Graphics.frameCount / 30) * 30; + if (this._greetingSprite.x + this._greetingSprite.bitmap.width < 0) { + this._greetingSprite.x = this._greetingSprite.bitmap.width; + } + } + }; + + //============================================================================= + // Window_Base + // ウィンドウの高速開閉を提供します。 + //============================================================================= + const _Window_Base_updateOpen = Window_Base.prototype.updateOpen; + Window_Base.prototype.updateOpen = function () { + if (SceneManager.isRapid() && this._opening) this.openness = 255; + _Window_Base_updateOpen.apply(this, arguments); + }; + + const _Window_Base_updateClose = Window_Base.prototype.updateClose; + Window_Base.prototype.updateClose = function () { + if (SceneManager.isRapid() && this._closing) this.openness = 0; + _Window_Base_updateClose.apply(this, arguments); + }; + + //============================================================================= + // Window_Message + // メッセージの高速化を提供します。 + //============================================================================= + if (!paramInvalidMessageSkip) { + const _Window_Message_isTriggered = Window_Message.prototype.isTriggered; + Window_Message.prototype.isTriggered = function () { + return _Window_Message_isTriggered.apply(this, arguments) || SceneManager.isRapid(); + }; + + const _Window_Message_startPause = Window_Message.prototype.startPause; + Window_Message.prototype.startPause = function () { + _Window_Message_startPause.apply(this, arguments); + if (SceneManager.isRapid()) this.startWait(1); + }; + } + + var _Game_Interpreter_command355 = Game_Interpreter.prototype.command355; + Game_Interpreter.prototype.command355 = function () { + try { + return _Game_Interpreter_command355.apply(this, arguments); + } catch (e) { + console.warn(`Script Error!! Event ID:${this._eventId}`); + throw e; + } + }; + + var _Game_Interpreter_command111 = Game_Interpreter.prototype.command111; + Game_Interpreter.prototype.command111 = function () { + if (this._params[0] === 12) { + try { + return _Game_Interpreter_command111.apply(this, arguments); + } catch (e) { + if (this._params[0] === 12) { + console.warn(`Script Error!! Event ID:${this._eventId}`); + } + throw e; + } + } else { + return _Game_Interpreter_command111.apply(this, arguments); + } + }; + + var _Game_Character_processMoveCommand = Game_Character.prototype.processMoveCommand; + Game_Character.prototype.processMoveCommand = function (command) { + try { + _Game_Character_processMoveCommand.apply(this, arguments); + } catch (e) { + if (command.code === Game_Character.ROUTE_SCRIPT) { + console.warn(`Script Error!! ${this.getInformation()}`); + } + throw e; + } + }; + + Game_Character.prototype.getInformation = function () { + return `X:${this._x} Y:${this._y}`; + }; + + Game_Event.prototype.getInformation = function () { + return `ID:${this._eventId} Name:${this.event().name}` + Game_Character.prototype.getInformation.call(this); + }; + + Game_Player.prototype.getInformation = function () { + return 'Player' + Game_Character.prototype.getInformation.call(this); + }; + + Game_Player.prototype.isNeedMapReload = function () { + return this._needsMapReload; + }; + + const _Game_Map_eraseEvent = Game_Map.prototype.eraseEvent; + Game_Map.prototype.eraseEvent = function (eventId) { + _Game_Map_eraseEvent.apply(this, arguments); + this._eraseEvents.push(eventId); + }; + + const _Game_Map_setupEvents = Game_Map.prototype.setupEvents; + Game_Map.prototype.setupEvents = function () { + _Game_Map_setupEvents.apply(this, arguments); + if (this._eraseEvents && $gamePlayer.isNeedMapReload()) { + this.restoreEventErase(); + } else { + this._eraseEvents = []; + } + }; + + Game_Map.prototype.restoreEventErase = function () { + this._eraseEvents.forEach(eventId => { + this._events[eventId].erase(); + }); + }; + + //============================================================================= + // Controller_NwJs + // Nw.jsのAPI呼び出しを管理します。 + //============================================================================= + Controller_NwJs.prototype.constructor = Controller_NwJs; + Controller_NwJs.prototype.initialize = function () { + this._nwGui = require('nw.gui'); + this._onFocus = false; + this._menuBar = this.getWindow().menu; + this._menuClick = null; + this._onTop = false; + this.setOnFocus(false); + this.initSetting(); + }; + + Controller_NwJs.prototype.initSetting = function () { + this.addEventListener(); + if (paramMenuBarVisible) { + this.makeMenu(this._menuBar); + this.setMenuBar(this._menuBar); + } + this.initClickMenu(); + if (this.isStartUpDevTool()) { + this.showDevTools(); + } + setTimeout(function () { + this.addOnFocusListener(); + SceneManager.updateDocumentTitle(); + }.bind(this), 1000); + }; + + Controller_NwJs.prototype.isStartUpDevTool = function () { + return paramStartupDevTool && !Utils.isOptionValid('devToolOff'); + }; + + Controller_NwJs.prototype.initClickMenu = function () { + this._menuClick = new this._nwGui.Menu(); + this._clickMenuItems = {}; + this.makeMenu(this._menuClick); + }; + + Controller_NwJs.prototype.setMenuBar = function (menu) { + this.getWindow().menu = menu; + }; + + Controller_NwJs.prototype.makeMenu = function (menuObject) { + this.getSortedDevCommands().forEach(function (commandInfo) { + if (commandInfo.use) this.makeMenuItem(commandInfo, menuObject); + }, this); + }; + + Controller_NwJs.prototype.makeMenuItem = function (commandInfo, menuObject) { + const ctrl = paramSimultaneousCtrl ? 'Ctrl+' : ''; + const alt = paramSimultaneousAlt ? 'Alt+' : ''; + const key = commandInfo.key && commandInfo.key[0] === 'F' ? commandInfo.key : ''; + const menuItem = new this._nwGui.MenuItem({ + label: commandInfo.name + (key ? `(${ctrl}${alt}${key})` : ''), + type: commandInfo.type, + }); + if (menuObject === this._menuClick) { + this._clickMenuItems[commandInfo.name] = menuItem; + } + menuItem.click = function () { + const result = SceneManager.executeDevCommand(commandInfo.code); + if (commandInfo.type === 'checkbox') this._clickMenuItems[commandInfo.name].checked = result; + }.bind(this); + menuObject.append(menuItem); + }; + + Controller_NwJs.prototype.getSortedDevCommands = function () { + return SceneManager.devCommands.filter(command => command.key && command.key !== 'none').sort(function (a, b) { + if (a.key && b.key) { + return Input.functionReverseMapper[a.key] - Input.functionReverseMapper[b.key]; + } else if (a.key || b.key) { + return a.key ? -1 : 1; + } else { + return a.code - b.code; + } + }); + }; + + Controller_NwJs.prototype.setOnFocus = function (value) { + this._onFocus = value; + }; + + Controller_NwJs.prototype.isOnFocus = function () { + return this._onFocus; + }; + + Controller_NwJs.prototype.addEventListener = function () { + document.addEventListener('mousedown', function (event) { + if (event.button === paramClickMenu) { + this._menuClick.popup(event.pageX, event.pageY); + } + }.bind(this)); + }; + + Controller_NwJs.prototype.addOnFocusListener = function () { + const currentWin = this.getWindow(); + currentWin.removeAllListeners(); + currentWin.on('focus', this.onFocus.bind(this)); + currentWin.on('blur', this.onBlur.bind(this)); + }; + + Controller_NwJs.prototype.onFocus = function () { + if (this._disableScreenShift) { + return; + } + this._onFocus = true; + setTimeout(function () { + if (this._moveOnBlur) { + this.getWindow().moveBy(-paramShiftRightOnBlur, 0); + this._moveOnBlur = false; + } + }.bind(this), 100); + }; + + Controller_NwJs.prototype.onBlur = function () { + if (this._disableScreenShift) { + return; + } + setTimeout(function () { + if (!this._moveOnBlur && this._onTop) { + this.getWindow().moveBy(paramShiftRightOnBlur, 0); + this._moveOnBlur = true; + } + }.bind(this), 100); + }; + + Controller_NwJs.prototype.getWindow = function () { + return this._nwGui.Window.get(); + }; + + Controller_NwJs.prototype.getClipboard = function () { + return this._nwGui.Clipboard.get(); + }; + + Controller_NwJs.prototype.toggleAlwaysOnTop = function () { + this._onTop = !this._onTop; + this.getWindow().setAlwaysOnTop(this._onTop); + SceneManager.updateDocumentTitle(); + return this._onTop; + }; + + Controller_NwJs.prototype.isOnTop = function () { + return this._onTop; + }; + + Controller_NwJs.prototype.prompt = function (value, defaultValue, aliasPrompt) { + const win = this.getWindow(); + const result = aliasPrompt.call(window, value, defaultValue); + win.focus(); + Input.clear(); + return result; + }; + + Controller_NwJs.prototype.showDevTools = function () { + this._disableScreenShift = true; + this.getWindow().showDevTools(); + setTimeout(function () { + this.focus(); + }.bind(this), 1000); + }; + + Controller_NwJs.prototype.focus = function () { + this._disableScreenShift = true; + this.getWindow().focus(); + setTimeout(function () { + this._disableScreenShift = false; + }.bind(this), 500); + }; + + Controller_NwJs.prototype.readClipboard = function (mode) { + if (!mode) mode = 'text'; + return this.getClipboard().get(mode); + }; + + Controller_NwJs.prototype.writeClipboard = function (copyValue, mode) { + if (!mode) mode = 'text'; + if (mode === 'text') copyValue = copyValue.toString(); + this.getClipboard().set(copyValue, mode); + }; +})(); diff --git a/www/js/plugins/DisableFastForward.js b/www/js/plugins/DisableFastForward.js new file mode 100644 index 0000000..b13f8b4 --- /dev/null +++ b/www/js/plugins/DisableFastForward.js @@ -0,0 +1,82 @@ +//============================================================================= +// DisableFastForward.js +// ---------------------------------------------------------------------------- +// (C)2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.1 2020/01/05 不要な記述を削除 +// 1.0.0 2016/02/22 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc イベント高速化禁止プラグイン + * @author トリアコンタン + * + * @help 決定ボタンやマウスをクリックし続けた場合のイベントの + * 高速スキップを無効化できます。 + * プラグインコマンドから禁止/許可の設定ができます。 + * 設定値はセーブデータに保存されます。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * イベント高速化禁止 or DISABLE_FAST_FORWARD + * イベントの高速スキップを禁止します。 + * + * イベント高速化許可 or ENABLE_FAST_FORWARD + * イベントの高速スキップを許可します。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + this.pluginCommandDisableFastForward(command, args); + }; + + Game_Interpreter.prototype.pluginCommandDisableFastForward = function (command, args) { + switch (getCommandName(command)) { + case 'イベント高速化禁止': + case 'DISABLE_FAST_FORWARD': + $gameSystem.disableFastForward = true; + break; + case 'イベント高速化許可': + case 'ENABLE_FAST_FORWARD': + $gameSystem.disableFastForward = false; + break; + } + }; + + var _Game_System_initialize = Game_System.prototype.initialize; + Game_System.prototype.initialize = function () { + _Game_System_initialize.apply(this, arguments); + this.disableFastForward = false; + }; + + var _Scene_Map_isFastForward = Scene_Map.prototype.isFastForward; + Scene_Map.prototype.isFastForward = function () { + return !$gameSystem.disableFastForward && _Scene_Map_isFastForward.apply(this, arguments); + }; +})(); diff --git a/www/js/plugins/DisusedItem.js b/www/js/plugins/DisusedItem.js new file mode 100644 index 0000000..3f90da2 --- /dev/null +++ b/www/js/plugins/DisusedItem.js @@ -0,0 +1,49 @@ +//============================================================================= +// DisusedItem.js +//============================================================================= + +/*:ja + * @plugindesc ver1.01 フヨウラ! + * @author まっつUP + * + * @help + * + * RPGで笑顔を・・・ + * + * このヘルプとパラメータの説明をよくお読みになってからお使いください。 + * + * アイテムのノートタグ + * + * このノートタグを記述することで + * アイテム選択の時、そのアイテムの項目が有効になりません。 + * + * このプラグインを利用する場合は + * readmeなどに「まっつUP」の名を入れてください。 + * また、素材のみの販売はダメです。 + * 上記以外の規約等はございません。 + * もちろんツクールMVで使用する前提です。 + * 何か不具合ありましたら気軽にどうぞ。 + * + * ver1.01 該当のウインドウの項目がないときに発生するエラーを修正 + * + * 免責事項: + * このプラグインを利用したことによるいかなる損害も制作者は一切の責任を負いません。 + * + */ + +(function () { + + //var parameters = PluginManager.parameters('DisusedItem'); + + var _Window_EventItem_isEnabled = Window_EventItem.prototype.isEnabled; + Window_EventItem.prototype.isEnabled = function (item) { + var Charge = parseInt($dataItems[item.id].meta.ItemCharge, 10); + if (Charge) { + if (item && Charge > $gameVariables._data[301]) return false; + return _Window_EventItem_isEnabled.call(this, item); + } else { + return false; + } + }; + +})(); diff --git a/www/js/plugins/DynamicDatabase.js b/www/js/plugins/DynamicDatabase.js new file mode 100644 index 0000000..a2226b5 --- /dev/null +++ b/www/js/plugins/DynamicDatabase.js @@ -0,0 +1,377 @@ +//============================================================================= +// DynamicDatabase.js +// ---------------------------------------------------------------------------- +// (C)2015-2018 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.3.2 2019/08/25 1.3.1の修正方法に誤りがあったため再度修正 +// 1.3.1 2019/06/02 後方互換性を考慮しデータベースの元の値を参照する際「元の値」という変数名を使えるようになりました。 +// 1.3.0 2019/02/10 計算式中に不等号を使えるようエスケープ処理を追加 +// 1.2.9 2018/08/04 1.2.8の修正により、レベルアップメッセージなどでアクター名が正常に取得できなくなっていた問題を修正 +// 1.2.8 2018/04/29 アクターの名前、二つ名、プロフィールについて一部の制御文字が正常に動作していなかった問題を修正 +// 1.2.7 2017/10/07 リファクタリング +// 1.2.6 2017/06/09 全設定一覧のスプレッドシートへのリンクを説明に追加 +// 1.2.5 2017/06/02 1.2.4の修正により動作しなくなっていた問題を修正 +// 1.2.4 2017/05/27 競合の可能性のある記述(Objectクラスへのプロパティ追加)をリファクタリング +// 1.2.3 2017/02/16 1.2.2で数値を0に設定すると動的設定が効かなくなる問題を修正 +// 1.2.2 2017/02/16 データベースに項目を追加するプラグインで発生する可能性のある競合対策 +// 1.2.1 2017/02/12 汎用的な競合対策 +// 1.2.0 2017/02/10 アクターと職業のデータベースについて「特徴」のみ動的データベースに対応 +// 1.1.1 2017/01/19 設定値に入れた小数点以下の値が切り捨てられていた問題を修正 +// 1.1.0 2016/08/15 コード整形、ドロップアイテムにドロップアイテムIDの定義が抜けていたのを修正 +// 1.0.2 2016/05/16 特徴と効果にデータIDの定義を追加 +// 1.0.1 2016/01/03 iterateとisEmptyが重複定義されないよう対応 +// 1.0.0 2015/12/28 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc 動的データベース構築プラグイン + * @author トリアコンタン + * + * @help データベースの各項目を動的な値に変更するプラグインです。 + * 変数やJavaScriptの関数を使ってより高度なデータベースを構築できます。 + * + * 注意! データベースファイルを保存、更新するプラグインと併用しないでください。 + * + * 文字列項目:各項目に直接入力した制御文字が利用できます。 + * 数値項目:メモ欄に入力した制御文字+JavaScript計算式が利用できます。 + * 選択項目:メモ欄に入力した制御文字+JavaScript計算式が利用できます。 + *      ※一番上の選択肢が 0 になります。 + * + * 数値、選択項目の場合、メモ欄に以下の通り指定してください。 + *   + * + * 設定例1(アイテムの価格に10番の変数の2倍の値を設定したい場合) + *   + * + * 設定例2(武器の攻撃力に、元の値と10番の変数の値との乗算値を設定したい場合) + *   + * + * 計算式中で不等号を使いたい場合、以下のように記述してください。 + * < → < + * > → > + * + * 対象データベースは以下の全項目になります。 + *  アクター(特徴のみ) + *  職業(特徴のみ) + *  スキル + *  アイテム + *  武器 + *  防具 + *  敵キャラ + *  ステート + * + * 設定可能な項目の詳細は以下のリンクを参照ください。 + * https://docs.google.com/spreadsheets/d/1BnTyJr3Z1WoW4FMKtvKaICl4SQ5ehL5RxTDSV81oVQc/edit#gid=894678948 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + Number.prototype.times = function (handler) { + var i = 0; + while (i < this) handler.call(this, i++); + }; + + //============================================================================= + // Scene_Boot + // ダイナミックデータベースの構築開始 + //============================================================================= + var _Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function () { + _Scene_Boot_start.call(this); + DynamicDatabaseManager.makeDynamicDatabase(); + }; + + //============================================================================= + // Game_Actor + // アクター名、二つ名、プロフィールについて変更されるまではDBから再取得するよう修正 + //============================================================================= + var _Game_Actor_setup = Game_Actor.prototype.setup; + Game_Actor.prototype.setup = function (actorId) { + _Game_Actor_setup.apply(this, arguments); + this.__nickname = null; + this.__profile = null; + this.__name = null; + }; + + Object.defineProperty(Game_Actor.prototype, '_profile', { + get: function () { + return this.__profile !== null ? this.__profile : this.actor().profile; + }, + set: function (name) { + this.__profile = name; + }, + }); + + Object.defineProperty(Game_Actor.prototype, '_nickname', { + get: function () { + return this.__nickname !== null ? this.__nickname : this.actor().nickname; + }, + set: function (name) { + this.__nickname = name; + }, + }); + + Object.defineProperty(Game_Actor.prototype, '_name', { + get: function () { + return this.__name !== null ? this.__name : this.actor().name; + }, + set: function (name) { + this.__name = name; + }, + }); +})(); + +/** + * DynamicDatabaseManager + * ダイナミックデータベースの構築処理を定義します。 + * @constructor + */ +function DynamicDatabaseManager() { + throw new Error('This is a static class'); +} + +DynamicDatabaseManager._columnMapper = null; +DynamicDatabaseManager._targetData = null; + +DynamicDatabaseManager._columnMapperCoomon = { + animationId: 'アニメーション', + hitType: '命中タイプ', + iconIndex: 'アイコン', + occasion: '使用可能時', + repeats: '連続回数', + scope: '範囲', + speed: '速度補正', + successRate: '成功率', + tpCost: '消費TP', + tpGain: '得TP', + mpCost: '消費MP', + damage_elementId: '属性', + damage_type: 'タイプ', + damage_variance: '分散度', + price: '価格', + params_0: '最大HP', + params_1: '最大MP', + params_2: '攻撃力', + params_3: '防御力', + params_4: '魔法力', + params_5: '魔法防御', + params_6: '敏捷性', + params_7: '運' +}; + +DynamicDatabaseManager._columnMapperSkills = { + stypeId: 'スキルタイプ', + requiredWtypeId1: '武器タイプ1', + requiredWtypeId2: '武器タイプ2' +}; + +DynamicDatabaseManager._columnMapperItems = { + itypeId: 'アイテムタイプ', + consumable: '消耗' +}; + +DynamicDatabaseManager._columnMapperWeapons = { + wtypeId: '武器タイプ' +}; + +DynamicDatabaseManager._columnMapperArmors = { + atypeId: '防具タイプ', + etypeId: '装備タイプ' +}; + +DynamicDatabaseManager._columnMapperEnemies = { + battlerHue: '色相', + exp: '経験値', + gold: '所持金' +}; + +DynamicDatabaseManager._columnMapperStates = { + autoRemovalTiming: '自動解除のタイミング', + chanceByDamage: 'ダメージで解除_ダメージ', + maxTurns: '継続ターン数_最大', + minTurns: '継続ターン数_最小', + motion: '[SV] モーション', + overlay: '[SV] 重ね合わせ', + priority: '優先度', + removeAtBattleEnd: '戦闘終了時に解除', + removeByDamage: 'ダメージで解除', + removeByRestriction: '行動制約で解除', + removeByWalking: '歩数で解除', + restriction: '行動制約', + stepsToRemove: '歩数で解除_歩数' +}; + +DynamicDatabaseManager._targetDynamicDatabase = { + $dataActors: DynamicDatabaseManager._columnMapperCoomon, + $dataClasses: DynamicDatabaseManager._columnMapperCoomon, + $dataSkills: DynamicDatabaseManager._columnMapperSkills, + $dataItems: DynamicDatabaseManager._columnMapperItems, + $dataWeapons: DynamicDatabaseManager._columnMapperWeapons, + $dataArmors: DynamicDatabaseManager._columnMapperArmors, + $dataEnemies: DynamicDatabaseManager._columnMapperEnemies, + $dataStates: DynamicDatabaseManager._columnMapperStates +}; + +DynamicDatabaseManager._isEmpty = function (that) { + return Object.keys(that).length <= 0; +}; + +DynamicDatabaseManager._iterate = function (that, handler) { + Object.keys(that).forEach(function (key, index) { + handler.call(that, key, that[key], index); + }); +}; + +DynamicDatabaseManager.makeDynamicDatabase = function () { + this._setColumnMapperDynamic(); + this._iterate(this._targetDynamicDatabase, function (dataKey, columnMap) { + this._makeDynamicData(window[dataKey], columnMap); + }.bind(this)); +}; + +DynamicDatabaseManager._setColumnMapperDynamic = function () { + this._getMaxLength('effects').times(function (i) { + this._columnMapperCoomon['effects_%1_code'.format(i)] = '使用効果%1_タイプ'.format(i + 1); + this._columnMapperCoomon['effects_%1_dataId'.format(i)] = '使用効果%1_データID'.format(i + 1); + this._columnMapperCoomon['effects_%1_value1'.format(i)] = '使用効果%1_内容1'.format(i + 1); + this._columnMapperCoomon['effects_%1_value2'.format(i)] = '使用効果%1_内容2'.format(i + 1); + }.bind(this)); + this._getMaxLength('traits').times(function (i) { + this._columnMapperCoomon['traits_%1_code'.format(i)] = '特徴%1_タイプ'.format(i + 1); + this._columnMapperCoomon['traits_%1_dataId'.format(i)] = '特徴%1_データID'.format(i + 1); + this._columnMapperCoomon['traits_%1_value'.format(i)] = '特徴%1_内容'.format(i + 1); + }.bind(this)); + this._getMaxLength('actions').times(function (i) { + this._columnMapperEnemies['actions_%1_conditionParam1'.format(i)] = '行動%1_条件1'.format(i + 1); + this._columnMapperEnemies['actions_%1_conditionParam2'.format(i)] = '行動%1_条件2'.format(i + 1); + this._columnMapperEnemies['actions_%1_conditionType'.format(i)] = '行動%1_条件タイプ'.format(i + 1); + this._columnMapperEnemies['actions_%1_rating'.format(i)] = '行動%1_R'.format(i + 1); + this._columnMapperEnemies['actions_%1_skillId'.format(i)] = '行動%1_スキル'.format(i + 1); + }.bind(this)); + Number(3).times(function (i) { + this._columnMapperEnemies['dropItems_%1_denominator'.format(i)] = 'ドロップアイテム%1_ドロップアイテム'.format(i + 1); + this._columnMapperEnemies['dropItems_%1_dataId'.format(i)] = 'ドロップアイテム%1_ドロップアイテムID'.format(i + 1); + this._columnMapperEnemies['dropItems_%1_kind'.format(i)] = 'ドロップアイテム%1_出現率'.format(i + 1); + }.bind(this)); +}; + +DynamicDatabaseManager._getMaxLength = function (keyName) { + var length = 0; + this._iterate(this._targetDynamicDatabase, function (dataKey) { + var dataArray = window[dataKey]; + dataArray.forEach(function (data) { + if (data && data.hasOwnProperty(keyName)) { + length = Math.max(data[keyName].length, length); + } + }); + }); + return length; +}; + +DynamicDatabaseManager._makeDynamicData = function (dataArray, columnMap) { + this._columnMapper = columnMap; + dataArray.forEach(function (data) { + if (data) { + this._targetData = data; + this._iterate(data, function (key, value) { + this._makeProperty(data, key, key, value); + }.bind(this)); + } + }.bind(this)); +}; + +DynamicDatabaseManager._makeProperty = function (parent, keyPath, key, child) { + if (key === 'meta') { + return; + } + switch (typeof child) { + case 'string': + if (child.match(/\\/g)) { + this._makePropertyString(parent, key, child); + } + break; + case 'boolean': + case 'number': + if (this._isEmpty(parent.meta)) { + return; + } + var propName = this._columnMapper[keyPath] || this._columnMapperCoomon[keyPath]; + var metaTag = 'DD' + propName; + if (propName != null && parent.meta[metaTag] != null) { + this._makePropertyFormula(parent, key, child, metaTag); + } + parent[propName] = child; + break; + case 'object': + if (!child || this._isEmpty(parent.meta)) { + return; + } + child.meta = parent.meta; + this._iterate(child, function (valuesKey, valuesItem) { + this._makeProperty(child, keyPath + '_' + valuesKey, valuesKey, valuesItem); + }.bind(this)); + break; + } +}; + +DynamicDatabaseManager._makePropertyFormula = function (parent, key, child, metaTag) { + var data = this._targetData; + Object.defineProperty(parent, key, { + get: function () { + var prev = child, 元の値 = child; + var result = eval(DynamicDatabaseManager._convertEscapeCharacters(this.meta[metaTag])); + return typeof child === 'number' ? result : !!result; + } + }); +}; + +DynamicDatabaseManager._makePropertyString = function (parent, key, child) { + Object.defineProperty(parent, key, { + get: function () { + return DynamicDatabaseManager._convertEscapeCharacters(child); + } + }); +}; + +DynamicDatabaseManager._convertEscapeCharacters = function (text) { + text = text.replace(/>?/gi, '>'); + text = text.replace(/<?/gi, '<'); + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables ? $gameVariables.value(parseInt(arguments[1], 10)) : 0; + }); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables ? $gameVariables.value(parseInt(arguments[1], 10)) : 0; + }); + text = text.replace(/\x1bS\[(\d+)\]/gi, function () { + return $gameSwitches ? ($gameSwitches.value(parseInt(arguments[1], 10)) ? '1' : '0') : '0'; + }); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + var n = parseInt(arguments[1]); + var actor = (n >= 1 && $gameActors ? $gameActors.actor(n) : null); + return actor ? actor.name() : ''; + }); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + var n = parseInt(arguments[1]); + var actor = (n >= 1 && $gameParty ? $gameParty.members()[n - 1] : null); + return actor ? actor.name() : ''; + }); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; +}; diff --git a/www/js/plugins/EasingPicture.js b/www/js/plugins/EasingPicture.js new file mode 100644 index 0000000..07174eb --- /dev/null +++ b/www/js/plugins/EasingPicture.js @@ -0,0 +1,292 @@ +//============================================================================= +// EasingPicture.js +// PUBLIC DOMAIN +//============================================================================= + +/*: + * @plugindesc ピクチャーの移動パターンを増やします。 + * @author くらむぼん + * + * @help + * 「ピクチャの移動」の際の、位置・拡大率・不透明度の + * 変化の仕方のパターンを変更できます。 + * + * 使い方: + * ◆プラグインコマンド:easing 動き方 + * ◆ピクチャの移動:(普通に設定する) + * →指定した「動き方」でピクチャが移動します。 + * + * + * 以下にいくつかおすすめの「動き方」を載せておきます。 + * + * linear + *  同じ速度でツーっと移動します。プラグイン無しの時の動きと同じ。 + * easeInQuad + *  じわ~っと動き出して、だんだん加速していきます。 + * easeOutQuad + *  出だしはシュッと素早く、最後の方はゆったり減速します。 + * easeInOutQuad + *  前半はだんだん加速していき、後半はゆったり減速します。 + * easeOutBack + *  ひゅっと移動した後、少し行き過ぎてから目的の値にバックしてきます。 + * easeOutElastic + *  びよよ~んと目的の値を前後してから最終的に目的の値で止まります。 + * easeOutBounce + *  目的の値でぼよ~んと何回か跳ね返ってから目的の値で止まります。 + * + * その他の「動き方」が知りたい方は以下のサイトを参照してください。 + * http://easings.net/ja + * このサイトには本プラグインで使用できるすべての「動き方」の + * 名前と図が載っています。(図の見方:横軸が時間、縦軸が変化量) + * + * + * 応用編: + * ◆プラグインコマンド:easing 動き方 x + * と指定することで、「横方向への位置の動き方」のみ個別に変更できます。 + * 同様に「y」で縦方向、「sx」で幅、「sy」で高さ、 + * 「op」で透明度の動き方を個別に指定できます。 + * + * ライセンス: + * このプラグインの利用法に制限はありません。お好きなようにどうぞ。 + */ + +(function (jQueryEasing) { + 'use strict'; + var _Game_Picture_move = Game_Picture.prototype.move; + Game_Picture.prototype.move = function () { + _Game_Picture_move.apply(this, arguments); + this._time = 0; + this._easingX = { f: $gameTemp._easingX, b: this._x, c: this._targetX - this._x }; + this._easingY = { f: $gameTemp._easingY, b: this._y, c: this._targetY - this._y }; + this._easingSx = { f: $gameTemp._easingSx, b: this._scaleX, c: this._targetScaleX - this._scaleX }; + this._easingSy = { f: $gameTemp._easingSy, b: this._scaleY, c: this._targetScaleY - this._scaleY }; + this._easingOp = { f: $gameTemp._easingOp, b: this._opacity, c: this._targetOpacity - this._opacity }; + }; + + Game_Picture.prototype.updateMove = function () { + if (this._time < this._duration) { + this._time++; + this._x = this.updateEasing(this._easingX); + this._y = this.updateEasing(this._easingY); + this._scaleX = this.updateEasing(this._easingSx); + this._scaleY = this.updateEasing(this._easingSy); + this._opacity = this.updateEasing(this._easingOp); + } + }; + + Game_Picture.prototype.updateEasing = function (easing) { + if (jQueryEasing[easing.f]) { + return jQueryEasing[easing.f](this._time, easing.b, easing.c, this._duration); + } else { + return jQueryEasing.linear(this._time, easing.b, easing.c, this._duration); + } + }; + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + if (command.toLowerCase() === 'easing') { + if (!args[1]) { + $gameTemp._easingX = args[0]; + $gameTemp._easingY = args[0]; + $gameTemp._easingSx = args[0]; + $gameTemp._easingSy = args[0]; + $gameTemp._easingOp = args[0]; + return; + } + switch (args[1].toLowerCase()) { + case 'x': + $gameTemp._easingX = args[0]; + break; + case 'y': + $gameTemp._easingY = args[0]; + break; + case 'sx': + $gameTemp._easingSx = args[0]; + break; + case 'sy': + $gameTemp._easingSy = args[0]; + break; + case 'op': + $gameTemp._easingOp = args[0]; + break; + default: + break; + } + } + }; +})( + + /* ============================================================ + * jQuery Easing v1.3 - http://gsgd.co.uk/sandbox/jquery/easing/ + * + * Open source under the BSD License. + * + * Copyright © 2008 George McGinley Smith + * All rights reserved. + * https://raw.github.com/danro/jquery-easing/master/LICENSE + * ======================================================== */ + + { + // t: current time, b: begInnIng value, c: change In value, d: duration + linear: function (t, b, c, d) { + return c * (t / d) + b; + }, + easeInQuad: function (t, b, c, d) { + return c * (t /= d) * t + b; + }, + easeOutQuad: function (t, b, c, d) { + return -c * (t /= d) * (t - 2) + b; + }, + easeInOutQuad: function (t, b, c, d) { + if ((t /= d / 2) < 1) return c / 2 * t * t + b; + return -c / 2 * ((--t) * (t - 2) - 1) + b; + }, + easeInCubic: function (t, b, c, d) { + return c * (t /= d) * t * t + b; + }, + easeOutCubic: function (t, b, c, d) { + return c * ((t = t / d - 1) * t * t + 1) + b; + }, + easeInOutCubic: function (t, b, c, d) { + if ((t /= d / 2) < 1) return c / 2 * t * t * t + b; + return c / 2 * ((t -= 2) * t * t + 2) + b; + }, + easeInQuart: function (t, b, c, d) { + return c * (t /= d) * t * t * t + b; + }, + easeOutQuart: function (t, b, c, d) { + return -c * ((t = t / d - 1) * t * t * t - 1) + b; + }, + easeInOutQuart: function (t, b, c, d) { + if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b; + return -c / 2 * ((t -= 2) * t * t * t - 2) + b; + }, + easeInQuint: function (t, b, c, d) { + return c * (t /= d) * t * t * t * t + b; + }, + easeOutQuint: function (t, b, c, d) { + return c * ((t = t / d - 1) * t * t * t * t + 1) + b; + }, + easeInOutQuint: function (t, b, c, d) { + if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b; + return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; + }, + easeInSine: function (t, b, c, d) { + return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; + }, + easeOutSine: function (t, b, c, d) { + return c * Math.sin(t / d * (Math.PI / 2)) + b; + }, + easeInOutSine: function (t, b, c, d) { + return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; + }, + easeInExpo: function (t, b, c, d) { + return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b; + }, + easeOutExpo: function (t, b, c, d) { + return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b; + }, + easeInOutExpo: function (t, b, c, d) { + if (t == 0) return b; + if (t == d) return b + c; + if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b; + return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; + }, + easeInCirc: function (t, b, c, d) { + return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; + }, + easeOutCirc: function (t, b, c, d) { + return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; + }, + easeInOutCirc: function (t, b, c, d) { + if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; + return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; + }, + easeInElastic: function (t, b, c, d) { + var s = 1.70158; var p = 0; var a = c; + if (c == 0 || t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; + if (a < Math.abs(c)) { a = c; var s = p / 4; } + else var s = p / (2 * Math.PI) * Math.asin(c / a); + return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + }, + easeOutElastic: function (t, b, c, d) { + var s = 1.70158; var p = 0; var a = c; + if (c == 0 || t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; + if (a < Math.abs(c)) { a = c; var s = p / 4; } + else var s = p / (2 * Math.PI) * Math.asin(c / a); + return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; + }, + easeInOutElastic: function (t, b, c, d) { + var s = 1.70158; var p = 0; var a = c; + if (c == 0 || t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (.3 * 1.5); + if (a < Math.abs(c)) { a = c; var s = p / 4; } + else var s = p / (2 * Math.PI) * Math.asin(c / a); + if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; + }, + easeInBack: function (t, b, c, d, s) { + if (s == undefined) s = 1.70158; + return c * (t /= d) * t * ((s + 1) * t - s) + b; + }, + easeOutBack: function (t, b, c, d, s) { + if (s == undefined) s = 1.70158; + return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; + }, + easeInOutBack: function (t, b, c, d, s) { + if (s == undefined) s = 1.70158; + if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b; + return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b; + }, + easeInBounce: function (t, b, c, d) { + return c - this.easeOutBounce(d - t, 0, c, d) + b; + }, + easeOutBounce: function (t, b, c, d) { + if ((t /= d) < (1 / 2.75)) { + return c * (7.5625 * t * t) + b; + } else if (t < (2 / 2.75)) { + return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b; + } else if (t < (2.5 / 2.75)) { + return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b; + } else { + return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b; + } + }, + easeInOutBounce: function (t, b, c, d) { + if (t < d / 2) return this.easeInBounce(t * 2, 0, c, d) * .5 + b; + return this.easeOutBounce(t * 2 - d, 0, c, d) * .5 + c * .5 + b; + } + }); + +/* + * + * TERMS OF USE - EASING EQUATIONS + * + * Open source under the BSD License. + * + * Copyright © 2001 Robert Penner + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without modification, + * are permitted provided that the following conditions are met: + * + * Redistributions of source code must retain the above copyright notice, this list of + * conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, this list + * of conditions and the following disclaimer in the documentation and/or other materials + * provided with the distribution. + * + * Neither the name of the author nor the names of contributors may be used to endorse + * or promote products derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE + * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE + * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED + * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + * OF THE POSSIBILITY OF SUCH DAMAGE. + * + */ \ No newline at end of file diff --git a/www/js/plugins/EnemyBook.js b/www/js/plugins/EnemyBook.js new file mode 100644 index 0000000..1216a78 --- /dev/null +++ b/www/js/plugins/EnemyBook.js @@ -0,0 +1,347 @@ +//============================================================================= +// EnemyBook.js +//============================================================================= + +/*: + * @plugindesc Displays detailed statuses of enemies. + * @author Yoji Ojima + * + * @param Unknown Data + * @desc The index name for an unknown enemy. + * @default ?????? + * + * @help + * + * Plugin Command: + * EnemyBook open # Open the enemy book screen + * EnemyBook add 3 # Add enemy #3 to the enemy book + * EnemyBook remove 4 # Remove enemy #4 from the enemy book + * EnemyBook complete # Complete the enemy book + * EnemyBook clear # Clear the enemy book + * + * Enemy Note: + * # Description text in the enemy book, line 1 + * # Description text in the enemy book, line 2 + * # This enemy does not appear in the enemy book + */ + +/*:ja + * @plugindesc モンスター図鑑です。敵キャラの詳細なステータスを表示します。 + * @author Yoji Ojima + * + * @param Unknown Data + * @desc 未確認の敵キャラの索引名です。 + * @default ?????? + * + * @help + * + * プラグインコマンド: + * EnemyBook open # 図鑑画面を開く + * EnemyBook add 3 # 敵キャラ3番を図鑑に追加 + * EnemyBook remove 4 # 敵キャラ4番を図鑑から削除 + * EnemyBook complete # 図鑑を完成させる + * EnemyBook clear # 図鑑をクリアする + * + * 敵キャラのメモ: + * # 説明1行目 + * # 説明2行目 + * # 図鑑に載せない場合 + */ + +(function () { + + var parameters = PluginManager.parameters('EnemyBook'); + var unknownData = String(parameters['Unknown Data'] || '??????'); + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'EnemyBook') { + switch (args[0]) { + case 'open': + SceneManager.push(Scene_EnemyBook); + break; + case 'add': + $gameSystem.addToEnemyBook(Number(args[1])); + break; + case 'remove': + $gameSystem.removeFromEnemyBook(Number(args[1])); + break; + case 'complete': + $gameSystem.completeEnemyBook(); + break; + case 'clear': + $gameSystem.clearEnemyBook(); + break; + } + } + }; + + Game_System.prototype.addToEnemyBook = function (enemyId) { + if (!this._enemyBookFlags) { + this.clearEnemyBook(); + } + this._enemyBookFlags[enemyId] = true; + }; + + Game_System.prototype.removeFromEnemyBook = function (enemyId) { + if (this._enemyBookFlags) { + this._enemyBookFlags[enemyId] = false; + } + }; + + Game_System.prototype.completeEnemyBook = function () { + this.clearEnemyBook(); + for (var i = 1; i < $dataEnemies.length; i++) { + this._enemyBookFlags[i] = true; + } + }; + + Game_System.prototype.clearEnemyBook = function () { + this._enemyBookFlags = []; + }; + + Game_System.prototype.isInEnemyBook = function (enemy) { + if (this._enemyBookFlags && enemy) { + return !!this._enemyBookFlags[enemy.id]; + } else { + return false; + } + }; + + var _Game_Troop_setup = Game_Troop.prototype.setup; + Game_Troop.prototype.setup = function (troopId) { + _Game_Troop_setup.call(this, troopId); + this.members().forEach(function (enemy) { + if (enemy.isAppeared()) { + $gameSystem.addToEnemyBook(enemy.enemyId()); + } + }, this); + }; + + var _Game_Enemy_appear = Game_Enemy.prototype.appear; + Game_Enemy.prototype.appear = function () { + _Game_Enemy_appear.call(this); + $gameSystem.addToEnemyBook(this._enemyId); + }; + + var _Game_Enemy_transform = Game_Enemy.prototype.transform; + Game_Enemy.prototype.transform = function (enemyId) { + _Game_Enemy_transform.call(this, enemyId); + $gameSystem.addToEnemyBook(enemyId); + }; + + function Scene_EnemyBook() { + this.initialize.apply(this, arguments); + } + + Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype); + Scene_EnemyBook.prototype.constructor = Scene_EnemyBook; + + Scene_EnemyBook.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); + }; + + Scene_EnemyBook.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._indexWindow = new Window_EnemyBookIndex(0, 0); + this._indexWindow.setHandler('cancel', this.popScene.bind(this)); + var wy = this._indexWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._statusWindow = new Window_EnemyBookStatus(0, wy, ww, wh); + this.addWindow(this._indexWindow); + this.addWindow(this._statusWindow); + this._indexWindow.setStatusWindow(this._statusWindow); + }; + + function Window_EnemyBookIndex() { + this.initialize.apply(this, arguments); + } + + Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype); + Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex; + + Window_EnemyBookIndex.lastTopRow = 0; + Window_EnemyBookIndex.lastIndex = 0; + + Window_EnemyBookIndex.prototype.initialize = function (x, y) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(6); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_EnemyBookIndex.lastTopRow); + this.select(Window_EnemyBookIndex.lastIndex); + this.activate(); + }; + + Window_EnemyBookIndex.prototype.maxCols = function () { + return 3; + }; + + Window_EnemyBookIndex.prototype.maxItems = function () { + return this._list ? this._list.length : 0; + }; + + Window_EnemyBookIndex.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.updateStatus(); + }; + + Window_EnemyBookIndex.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.updateStatus(); + }; + + Window_EnemyBookIndex.prototype.updateStatus = function () { + if (this._statusWindow) { + var enemy = this._list[this.index()]; + this._statusWindow.setEnemy(enemy); + } + }; + + Window_EnemyBookIndex.prototype.refresh = function () { + this._list = []; + for (var i = 1; i < $dataEnemies.length; i++) { + var enemy = $dataEnemies[i]; + if (enemy.name && enemy.meta.book !== 'no') { + this._list.push(enemy); + } + } + this.createContents(); + this.drawAllItems(); + }; + + Window_EnemyBookIndex.prototype.drawItem = function (index) { + var enemy = this._list[index]; + var rect = this.itemRectForText(index); + var name; + if ($gameSystem.isInEnemyBook(enemy)) { + name = enemy.name; + } else { + name = unknownData; + } + this.drawText(name, rect.x, rect.y, rect.width); + }; + + Window_EnemyBookIndex.prototype.processCancel = function () { + Window_Selectable.prototype.processCancel.call(this); + Window_EnemyBookIndex.lastTopRow = this.topRow(); + Window_EnemyBookIndex.lastIndex = this.index(); + }; + + function Window_EnemyBookStatus() { + this.initialize.apply(this, arguments); + } + + Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype); + Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus; + + Window_EnemyBookStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._enemy = null; + this._enemySprite = new Sprite(); + this._enemySprite.anchor.x = 0.5; + this._enemySprite.anchor.y = 0.5; + this._enemySprite.x = width / 2 - 20; + this._enemySprite.y = height / 2; + this.addChildToBack(this._enemySprite); + this.refresh(); + }; + + Window_EnemyBookStatus.prototype.setEnemy = function (enemy) { + if (this._enemy !== enemy) { + this._enemy = enemy; + this.refresh(); + } + }; + + Window_EnemyBookStatus.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this._enemySprite.bitmap) { + var bitmapHeight = this._enemySprite.bitmap.height; + var contentsHeight = this.contents.height; + var scale = 1; + if (bitmapHeight > contentsHeight) { + scale = contentsHeight / bitmapHeight; + } + this._enemySprite.scale.x = scale; + this._enemySprite.scale.y = scale; + } + }; + + Window_EnemyBookStatus.prototype.refresh = function () { + var enemy = this._enemy; + var x = 0; + var y = 0; + var lineHeight = this.lineHeight(); + + this.contents.clear(); + + if (!enemy || !$gameSystem.isInEnemyBook(enemy)) { + this._enemySprite.bitmap = null; + return; + } + + var name = enemy.battlerName; + var hue = enemy.battlerHue; + var bitmap; + if ($gameSystem.isSideView()) { + bitmap = ImageManager.loadSvEnemy(name, hue); + } else { + bitmap = ImageManager.loadEnemy(name, hue); + } + this._enemySprite.bitmap = bitmap; + + this.resetTextColor(); + this.drawText(enemy.name, x, y); + + x = this.textPadding(); + y = lineHeight + this.textPadding(); + + for (var i = 0; i < 8; i++) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), x, y, 160); + this.resetTextColor(); + this.drawText(enemy.params[i], x + 160, y, 60, 'right'); + y += lineHeight; + } + + var rewardsWidth = 280; + x = this.contents.width - rewardsWidth; + y = lineHeight + this.textPadding(); + + this.resetTextColor(); + this.drawText(enemy.exp, x, y); + x += this.textWidth(enemy.exp) + 6; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.expA, x, y); + x += this.textWidth(TextManager.expA + ' '); + + this.resetTextColor(); + this.drawText(enemy.gold, x, y); + x += this.textWidth(enemy.gold) + 6; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.currencyUnit, x, y); + + x = this.contents.width - rewardsWidth; + y += lineHeight; + + for (var j = 0; j < enemy.dropItems.length; j++) { + var di = enemy.dropItems[j]; + if (di.kind > 0) { + var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId); + this.drawItemName(item, x, y, rewardsWidth); + y += lineHeight; + } + } + + var descWidth = 480; + x = this.contents.width - descWidth; + y = this.textPadding() + lineHeight * 7; + this.drawTextEx(enemy.meta.desc1, x, y + lineHeight * 0, descWidth); + this.drawTextEx(enemy.meta.desc2, x, y + lineHeight * 1, descWidth); + }; + +})(); diff --git a/www/js/plugins/Exhydra_CharacterExtras.js b/www/js/plugins/Exhydra_CharacterExtras.js new file mode 100644 index 0000000..78fcaa4 --- /dev/null +++ b/www/js/plugins/Exhydra_CharacterExtras.js @@ -0,0 +1,812 @@ +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// █▐▐ Character Extras +// ╞══════════════════════════════════════════════════════════════════════════════════╡ +/*: + * @plugindesc Options to apply various properties to characters and events. + * @author Exhydra + * + * @help + * ▄ Plugin ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄ ▄ + * + * ┌─ Version : 1.0 + * ├─ Release : 24rd July 2016 + * ├─ Updated : 24rd July 2016 + * └─ License : Free for Commercial and Non-Commercial Usage + * + * ▄ Event Note Tags ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄ ▄ + * + * Place the following tag(s) into the 'note' box of an event. + * + * + * │ + * │ Rotate the event to the desired degree value. + * │ + * ├─degree + * ├ Value(s) ► 0 to 360 + * └ Note ► The default value is 0. + * + * + * │ + * │ Set the tone of the event. + * │ + * ├─red + * ├ Value(s) ► -255 to 255 + * │ + * ├─green + * ├ Value(s) ► -255 to 255 + * │ + * ├─blue + * ├ Value(s) ► -255 to 255 + * │ + * ├─gray + * └ Value(s) ► 0 to 255 + * + * + * │ + * │ Set the color of the event. + * │ + * ├─red + * ├ Value(s) ► 0 to 255 + * │ + * ├─green + * ├ Value(s) ► 0 to 255 + * │ + * ├─blue + * ├ Value(s) ► 0 to 255 + * │ + * ├─alpha + * └ Value(s) ► 0 to 255 + * + * + * │ + * │ Set the opacity of the event. + * │ + * ├─opacity + * └ Value(s) ► 0 to 255 + * + * + * │ + * │ Set the blend mode of the event. + * │ + * ├─mode + * └ Value(s) ► 0, 1, 2, 3 + * + * + * │ + * │ Set the direction, x, and y value of the event. + * │ + * ├─direction + * ├ Value(s) ► 2, 4, 6, 8 + * │ + * ├─xValue + * ├ Value(s) ► Integer + * │ + * ├─yValue + * └ Value(s) ► Integer + * + * + * │ + * │ Instruct an event to follow the lead event. + * │ + * ├─leaderEventId + * └ Value(s) ► Integer + * + * ▄ Plugin Commands ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄ ▄ + * + * ▪ exaCE.setDashLean boolean degree + * │ + * │ Enable or disable the dash lean visual effect. Once enabled, the + * │ player and follower sprites will be rotated to simulate running. + * │ + * ├─boolean + * ├ Value(s) ► true, false + * │ + * ├─degree + * ├ Value(s) ► 0 to 360 + * └ Note ► Entering a degree is optional. The default value is 4. + * + * ▪ exaCE.setRotation target degree + * │ + * │ Rotate the target to the desired degree value. + * │ + * ├─target + * ├ Value(s) ► -1 (player), 0 and above (event), ceP (party), ceF:id (follower) + * │ + * ├─degree + * ├ Value(s) ► 0 to 360 + * └ Note ► The default value is 0. + * + * ▪ exaCE.eventFollower command leaderEventId followerEventId + * │ + * │ Set or remove event follower data. + * │ + * ├─command + * ├ Value(s) ► set, remove + * │ + * ├─leaderEventId + * ├ Value(s) ► Integer + * ├ Note ► The lead event you wish follower events to chase. + * │ + * ├─followerEventId + * ├ Value(s) ► Integer + * └ Note ► The follower event you wish to chase a leader event. + * + * ▪ exaCE.toTone target red green blue gray duration wait + * │ + * │ Set or gradually change the tone of the target. + * │ + * ├─target + * ├ Value(s) ► -1 (player), 0 and above (event), ceP (party), ceF:id (follower) + * │ + * ├─red + * ├ Value(s) ► -255 to 255 + * │ + * ├─green + * ├ Value(s) ► -255 to 255 + * │ + * ├─blue + * ├ Value(s) ► -255 to 255 + * │ + * ├─gray + * ├ Value(s) ► 0 to 255 + * │ + * ├─duration + * ├ Value(s) ► Integer + * │ + * ├─wait + * ├ Value(s) ► true, false + * ├ Note ► Once set, the interpreter will wait for the process to + * └ complete. + * + * ▪ exaCE.toColor target red green blue alpha duration wait + * │ + * │ Set or gradually change the color of the target. + * │ + * ├─target + * ├ Value(s) ► -1 (player), 0 and above (event), ceP (party), ceF:id (follower) + * │ + * ├─red + * ├ Value(s) ► 0 to 255 + * │ + * ├─green + * ├ Value(s) ► 0 to 255 + * │ + * ├─blue + * ├ Value(s) ► 0 to 255 + * │ + * ├─alpha + * ├ Value(s) ► 0 to 255 + * │ + * ├─duration + * ├ Value(s) ► Integer + * │ + * ├─wait + * ├ Value(s) ► true, false + * ├ Note ► Once set, the interpreter will wait for the process to + * └ complete. + * + * ▪ exaCE.toOpacity target opacity duration wait + * │ + * │ Set or gradually change the opacity of the target. + * │ + * ├─target + * ├ Value(s) ► -1 (player), 0 and above (event), ceP (party), ceF:id (follower) + * │ + * ├─opacity + * ├ Value(s) ► 0 to 255 + * │ + * ├─duration + * ├ Value(s) ► Integer + * │ + * ├─wait + * ├ Value(s) ► true, false + * ├ Note ► Once set, the interpreter will wait for the process to + * └ complete. + * + * ▪ exaCE.toMoveSpeed target moveSpeed duration wait + * │ + * │ Set or gradually change the move speed of the target. + * │ + * ├─target + * ├ Value(s) ► -1 (player), 0 and above (event), ceP (party), ceF:id (follower) + * │ + * ├─moveSpeed + * ├ Value(s) ► Integer + * │ + * ├─duration + * ├ Value(s) ► Integer + * │ + * ├─wait + * ├ Value(s) ► true, false + * ├ Note ► Once set, the interpreter will wait for the process to + * └ complete. + * + * ▄ Examples ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄ ▄ + * + * exaCE.toTone ceP 255 0 0 0 120 true + * └─Change the tone of the entire party in 120 frames and wait for completion. + * + * exaCE.toColor 5 0 125 55 125 0 + * └─Change the color of the event with an ID of 5 in 0 frames and do not + * wait for completion. + * + * exaCE.toOpacity ceF:1 185 360 + * └─Change the opacity of the 2nd follower in 360 frames and do not wait + * for completion. + * + * exaCE.toMoveSpeed -1 6 65 true + * └─Change the move speed of the player in 65 frames and wait for completion. + * + */ +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Plugin +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +var Imported = Imported || {}; +Imported.EXA_CharacterSpriteExtras = true; + +var EXA = EXA || {}; +EXA.CE = EXA.CE || {}; + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Game_Interpreter +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] pluginCommand +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + +Game_Interpreter.prototype.pluginCommand = function (command, args) { + + EXA.CE.Game_Interpreter_pluginCommand.call(this, command, args); + + if (command === 'exaCE.setDashLean') { + var leanLeft = (args[1] ? 360 - Number(args[1]) : 356) * Math.PI / 180; + var leanRight = (args[1] ? Number(args[1]) : 4) * Math.PI / 180; + var toggle = (args[0] == 'true'); + + var tmpParty = $gamePlayer._followers._data.clone(); + tmpParty.push($gamePlayer); + + tmpParty.forEach(function (tmpTarget) { + tmpTarget._ceDashLean = toggle; + tmpTarget._ceDashLeanLeft = leanLeft; + tmpTarget._ceDashLeanRight = leanRight; + }); + } + + if (command === 'exaCE.setRotation') { + var target = this.character(args[0]); + var degree = Number(args[1]); + + if (Array.isArray(target)) { + target.forEach(function (tmpTarget) { + tmpTarget.setRotation(degree); + }); + } else { + target.setRotation(degree); + } + } + + if (command === 'exaCE.eventFollower') { + var leaderId = args[1]; + var followerId = args[2]; + + if (args[0] === 'set') { + $gameMap.event(leaderId).setEventFollower(followerId); + } else if (args[0] === 'remove') { + $gameMap.event(leaderId).removeEventFollower(followerId); + } + } + + if (command === 'exaCE.toTone') { + var target = this.character(args[0]); + + var red = Number(args[1]); + var green = Number(args[2]); + var blue = Number(args[3]); + var gray = Number(args[4]); + var duration = Number(args[5]); + + var toggle = (args[6] == 'true'); + + if (Array.isArray(target)) { + target.forEach(function (tmpTarget) { + tmpTarget.toTone([red, green, blue, gray], duration); + }); + } else { + target.toTone([red, green, blue, gray], duration); + } + + if (toggle) { + this._waitCount = duration; + } + } + + if (command === 'exaCE.toColor') { + var target = this.character(args[0]); + + var red = Number(args[1]); + var green = Number(args[2]); + var blue = Number(args[3]); + var alpha = Number(args[4]); + var duration = Number(args[5]); + + var toggle = (args[6] == 'true'); + + if (Array.isArray(target)) { + target.forEach(function (tmpTarget) { + tmpTarget.toColor([red, green, blue, alpha], duration); + }); + } else { + target.toColor([red, green, blue, alpha], duration); + } + + if (toggle) { + this._waitCount = duration; + } + } + + if (command === 'exaCE.toOpacity') { + var target = this.character(args[0]); + var opacity = Number(args[1]); + var duration = Number(args[2]); + + var toggle = (args[3] == 'true'); + + if (Array.isArray(target)) { + target.forEach(function (tmpTarget) { + tmpTarget.toOpacity(opacity, duration); + }); + } else { + target.toOpacity(opacity, duration); + } + + if (toggle) { + this._waitCount = duration; + } + } + + if (command === 'exaCE.toMoveSpeed') { + var target = this.character(args[0]); + var moveSpeed = Number(args[1]); + var duration = Number(args[2]); + + var toggle = (args[3] == 'true'); + + if (Array.isArray(target)) { + target.forEach(function (tmpTarget) { + tmpTarget.toMoveSpeed(moveSpeed, duration); + }); + } else { + target.toMoveSpeed(moveSpeed, duration); + } + + if (toggle) { + this._waitCount = duration; + } + } + +}; // Game_Interpreter ‹‹ pluginCommand + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] character +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Interpreter_character = Game_Interpreter.prototype.character; + +Game_Interpreter.prototype.character = function (param) { + + if (isNaN(param)) { + if (param.match(/ceP/i)) { + var tmpParty = new Array; + tmpParty = $gamePlayer._followers._data.clone(); + tmpParty.push($gamePlayer); + + return tmpParty; + } else if (param.match(/ceF:(\d+)/i)) { + var tmpFollowerId = param.match(/ceF:(\d+)/i)[1]; + var tmpFollower = $gamePlayer._followers.follower(tmpFollowerId); + + return tmpFollower; + } + } + + return EXA.CE.Game_Interpreter_character.call(this, param); + +}; // Game_Interpreter ‹‹ character + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Sprite_Character +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateOther +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Sprite_Character_updateOther = Sprite_Character.prototype.updateOther; + +Sprite_Character.prototype.updateOther = function (arguments) { + + EXA.CE.Sprite_Character_updateOther.call(this, arguments); + + this.setColorTone(this._character._ceColorTone); + this.setBlendColor(this._character._ceBlendColor); + + this.rotation = this._character._ceRotation; + + if (this._character._ceDashLean) { + if ($gamePlayer._dashing && Input.dir8 > 0) { + switch (this._character._direction) { + case 4: + this.rotation += this._character._ceDashLeanLeft; + break; + case 6: + this.rotation += this._character._ceDashLeanRight; + break; + } + } + } + +}; // Sprite_Character ‹‹ updateOther + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Game_Map +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] setupEvents +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Map_setupEvents = Game_Map.prototype.setupEvents; + +Game_Map.prototype.setupEvents = function () { + + EXA.CE.Game_Map_setupEvents.call(this); + + for (var i = 0; i < $dataMap.events.length; i++) { + var dataEvent = $dataMap.events[i]; + var tmpEvent = this._events[i]; + + if (dataEvent) { + if (!dataEvent.meta) continue; + if (dataEvent.meta.ceRotation) { + tmpEvent._ceRotation = Number(dataEvent.meta.ceRotation); + } + if (dataEvent.meta.ceTone) { + var tone = dataEvent.meta.ceTone.split(',').map(Number); + tmpEvent._ceColorTone = tone; + } + if (dataEvent.meta.ceColor) { + var color = dataEvent.meta.ceColor.split(',').map(Number); + tmpEvent._ceBlendColor = color; + } + if (dataEvent.meta.ceOpacity) { + tmpEvent._opacity = Number(dataEvent.meta.ceOpacity); + } + if (dataEvent.meta.ceBlendMode) { + tmpEvent._blendMode = Number(dataEvent.meta.ceBlendMode); + } + if (dataEvent.meta.ceMapDxY) { + var mapDxY = dataEvent.meta.ceMapDxY.split(',').map(Number); + if (mapDxY[0]) tmpEvent._direction = mapDxY[0]; + if (mapDxY[1] && mapDxY[2]) tmpEvent.setPosition(mapDxY[1], mapDxY[2]); + } + if (dataEvent.meta.ceFollow) { + var eventId = Number(dataEvent.meta.ceFollow); + this._events[eventId].setEventFollower(tmpEvent._eventId); + } + } + } + +}; // Game_Map ‹‹ setupEvents + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Game_CharacterBase +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] initMembers +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; + +Game_CharacterBase.prototype.initMembers = function (arguments) { + + EXA.CE.Game_CharacterBase_initMembers.call(this, arguments); + + this._ceColorTone = [0, 0, 0, 0]; + this._ceToneTarget = null; + this._ceToneDuration = 0; + this._ceBlendColor = [0, 0, 0, 0]; + this._ceColorTarget = null; + this._ceColorDuration = 0; + this._ceOpacityTarget = null; + this._ceOpacityDuration = 0; + this._ceSpeedTarget = null; + this._ceSpeedDuration = 0; + this._ceRotation = 0; + this._ceDashLean = false; + this._ceDashLeanLeft = 0; + this._ceDashLeanRight = 0; + +}; // Game_CharacterBase ‹‹ initMembers + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] update +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_CharacterBase_update = Game_CharacterBase.prototype.update; + +Game_CharacterBase.prototype.update = function () { + + EXA.CE.Game_CharacterBase_update.call(this); + + this.updateTone(); + this.updateColor(); + this.updateOpacity(); + this.updateMoveSpeed(); + +}; // Game_CharacterBase ‹‹ update + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] setRotation +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.setRotation = function (rotation) { + + this._ceRotation = rotation * Math.PI / 180; + +}; // Game_CharacterBase ‹‹ setRotation + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] toTone +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.toTone = function (tone, duration) { + + this._ceToneTarget = tone.clone(); + this._ceToneDuration = duration; + if (this._ceToneDuration === 0) { + this._ceColorTone = this._ceToneTarget.clone(); + } + +}; // Game_CharacterBase ‹‹ toTone + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateTone +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.updateTone = function () { + + if (this._ceToneDuration > 0) { + var d = this._ceToneDuration; + for (var i = 0; i < 4; i++) { + this._ceColorTone[i] = (this._ceColorTone[i] * (d - 1) + this._ceToneTarget[i]) / d; + } + this._ceToneDuration--; + } + +}; // Game_CharacterBase ‹‹ updateTone + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] toColor +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.toColor = function (color, duration) { + + this._ceColorTarget = color.clone(); + this._ceColorDuration = duration; + if (this._ceColorDuration === 0) { + this._ceBlendColor = this._ceColorTarget.clone(); + } + +}; // Game_CharacterBase ‹‹ toColor + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateColor +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.updateColor = function () { + + if (this._ceColorDuration > 0) { + var d = this._ceColorDuration; + for (var i = 0; i < 4; i++) { + this._ceBlendColor[i] = (this._ceBlendColor[i] * (d - 1) + this._ceColorTarget[i]) / d; + } + this._ceColorDuration--; + } + +}; // Game_CharacterBase ‹‹ updateColor + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] toOpacity +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.toOpacity = function (opacity, duration) { + + this._ceOpacityTarget = opacity; + this._ceOpacityDuration = duration; + if (this._ceOpacityDuration === 0) { + this.setOpacity(this._ceOpacityTarget); + } + +}; // Game_CharacterBase ‹‹ toOpacity + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateOpacity +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.updateOpacity = function () { + + if (this._ceOpacityDuration > 0) { + var d = this._ceOpacityDuration; + this._opacity = (this._opacity * (d - 1) + this._ceOpacityTarget) / d; + this._ceOpacityDuration--; + } + +}; // Game_CharacterBase ‹‹ updateOpacity + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] toMoveSpeed +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.toMoveSpeed = function (moveSpeed, duration) { + + this._ceSpeedTarget = moveSpeed; + this._ceSpeedDuration = duration; + if (this._ceSpeedDuration === 0) { + this.setMoveSpeed(this._ceSpeedTarget); + } + +}; // Game_CharacterBase ‹‹ toMoveSpeed + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateMoveSpeed +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_CharacterBase.prototype.updateMoveSpeed = function () { + + if (this._ceSpeedDuration > 0) { + var d = this._ceSpeedDuration; + this._moveSpeed = (this._moveSpeed * (d - 1) + this._ceSpeedTarget) / d; + this._ceSpeedDuration--; + } + +}; // Game_CharacterBase ‹‹ updateMoveSpeed + +// ╒══════════════════════════════════════════════════════════════════════════════════╕ +// ■ [Object] Game_Event +// ╘══════════════════════════════════════════════════════════════════════════════════╛ + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] initMembers +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Event_initMembers = Game_Event.prototype.initMembers; + +Game_Event.prototype.initMembers = function () { + + EXA.CE.Game_Event_initMembers.call(this); + + this._ceFollowers = []; + +}; // Game_Event ‹‹ initMembers + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] moveStraight +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Event_moveStraight = Game_Event.prototype.moveStraight; + +Game_Event.prototype.moveStraight = function (d) { + + if (this._ceFollowers.length > 0) { + if (this.canPass(this.x, this.y, d)) { + this.updateEventFollowerMove(); + } + } + + EXA.CE.Game_Event_moveStraight.call(this, d); + +}; // Game_Event ‹‹ moveStraight + +// ALIAS ─────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] moveDiagonally +// └──────────────────────────────────────────────────────────────────────────────────┘ + +EXA.CE.Game_Event_moveDiagonally = Game_Event.prototype.moveDiagonally; + +Game_Event.prototype.moveDiagonally = function (horz, vert) { + + if (this._ceFollowers.length > 0) { + if (this.canPassDiagonally(this.x, this.y, horz, vert)) { + this.updateEventFollowerMove(); + } + } + + EXA.CE.Game_Event_moveDiagonally.call(this, horz, vert); + +}; // Game_Event ‹‹ moveDiagonally + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateEventFollowerMove +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_Event.prototype.updateEventFollowerMove = function () { + + for (var i = this._ceFollowers.length - 1; i >= 0; i--) { + var precedingEvent = (i > 0 ? $gameMap.event(this._ceFollowers[i - 1]) : this); + $gameMap.event(this._ceFollowers[i]).chaseEvent(precedingEvent); + this.updateEventFollowerOther($gameMap.event(this._ceFollowers[i])); + } + +}; // Game_Event ‹‹ updateEventFollowerMove + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] setEventFollower +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_Event.prototype.setEventFollower = function (followerId) { + + this._ceFollowers.push(followerId); + $gameMap.event(followerId).setThrough(true); + +}; // Game_Event ‹‹ setEventFollower + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] removeEventFollower +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_Event.prototype.removeEventFollower = function (followerId) { + + var followerIndex = this._ceFollowers.indexOf(followerId); + + if (followerIndex != -1) { + this._ceFollowers.splice(followerIndex, 1); + } + + $gameMap.event(followerId).setThrough(false); + +}; // Game_Event ‹‹ removeEventFollower + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] updateEventFollowerOther +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_Event.prototype.updateEventFollowerOther = function (follower) { + + follower.setMoveSpeed(this.realMoveSpeed()); + follower.setOpacity(this.opacity()); + follower.setBlendMode(this.blendMode()); + follower.setWalkAnime(this.hasWalkAnime()); + follower.setStepAnime(this.hasStepAnime()); + follower.setDirectionFix(this.isDirectionFixed()); + follower.setTransparent(this.isTransparent()); + follower.setPriorityType(this._priorityType); + +}; // Game_Event ‹‹ updateEventFollowerOther + +// NEW ───────────────────────────────────────────────────────────────────────────────┐ +// □ [Function] chaseEvent +// └──────────────────────────────────────────────────────────────────────────────────┘ + +Game_Event.prototype.chaseEvent = function (event) { + + var sx = this.deltaXFrom(event.x); + var sy = this.deltaYFrom(event.y); + if (sx !== 0 && sy !== 0) { + this.moveDiagonally(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2); + } else if (sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + +}; // Game_Event ‹‹ chaseEvent + +// ▌▌██████████████████████████████████████ EOF █████████████████████████████████████▐▐ \ No newline at end of file diff --git a/www/js/plugins/FTKR_AddRoutineMoveCommands.js b/www/js/plugins/FTKR_AddRoutineMoveCommands.js new file mode 100644 index 0000000..de45b60 --- /dev/null +++ b/www/js/plugins/FTKR_AddRoutineMoveCommands.js @@ -0,0 +1,207 @@ +//============================================================================= +// 移動ルートの設定のスクリプトを使ってIF文などの処理を追加する +// FTKR_AddRoutineMoveCommands.js +// プラグインNo : 88 +// 作成者   : フトコロ +// 作成日   : 2018/08/15 +// 最終更新日 : +// バージョン : v1.0.1 +//============================================================================= + +var Imported = Imported || {}; +Imported.FTKR_RMC = true; + +var FTKR = FTKR || {}; +FTKR.RMC = FTKR.RMC || {}; + +//============================================================================= +/*: + * @plugindesc v1.0.1 移動ルートの設定のスクリプトを使ってIF文などの処理を追加する + * @author フトコロ + * + * @help + *----------------------------------------------------------------------------- + * 概要 + *----------------------------------------------------------------------------- + * 移動ルートの設定で、スクリプトを使って以下の処理ができます。 + * + * ・IF文 :指定した条件を満たしている間だけ、設定した処理を実行します。 + * ・LOOP文 :指定した回数だけ、設定した処理を繰り返し実行します。 + * + * + *----------------------------------------------------------------------------- + * 設定方法 + *----------------------------------------------------------------------------- + * 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して + * ください。 + * + * 2. 以下のプラグインと組み合わせる場合は、プラグインの登録順番を以下のように + * してください。 + * + * FTKR_AddRoutineMoveCommands.js + * FTKR_ConvertEscapeCharactersInScript.js + * + * + *----------------------------------------------------------------------------- + * IF文 + *----------------------------------------------------------------------------- + * START_IF : 条件式1 + * 条件1を満たした時の処理 + * ELSE_IF : 条件式2 + * 条件2を満たした時の処理 + * ELSE + * 条件1と条件2を満たさない時の処理 + * END_IF + * + * スクリプトで上記のコマンドおよび条件式を入力することで + * 条件を満たした場合にのみそれぞれの間の処理部を実行します。 + * 処理部には、何個でもコマンドを設定できます。 + * JavaScript の if文 と同じです。 + * ELSE_IFおよびその処理部や、ELSEおよびその処理部は必須ではありません。 + * なお、このIF文内の処理に、別のIF文を入れることはできません。 + * + * 例) + * ◆移動ルートの設定:このイベント (ウェイト) + * :        :◇プレイヤーの方を向く + * :        :◇スクリプト:START_IF : this.distanceEvent(-1) > 2 + * :        :◇一歩前進 + * :        :◇スクリプト:END_IF + * :        :◇ランダムに方向転換 + * + * この例では、このイベントが + * 1. 「プレイヤーの方を向く」を実行 + * 2. 条件式(this.distanceEvent(-1) > 2)を判定 + * 3. 上記条件満たした場合にのみ「一歩前進」の処理を実行 + * 4. 条件に関係なく「ランダムに方向転換」を実行 + * となります。 + * + * + *----------------------------------------------------------------------------- + * LOOP文 + *----------------------------------------------------------------------------- + * START_LOOP : 回数 + * 指定した回数だけ繰り返し実行する処理 + * END_LOOP + * + * 指定した回数だけ、コマンドの間に設定した処理を繰り返し実行します。 + * 回数はスクリプト方式で記述できます。 + * 回数が 0 の場合は実行しません。 + * 処理部には、何個でもコマンドを設定できます。 + * + * 例) + * ◆移動ルートの設定:このイベント (ウェイト) + * :        :◇プレイヤーの方を向く + * :        :◇スクリプト:START_LOOP : 5 + * :        :◇一歩前進 + * :        :◇スクリプト:END_LOOP + * :        :◇180度回転 + * + * この例では、このイベントが + * 1. 「プレイヤーの方を向く」を実行 + * 2. TART_LOOP ~ END_LOOP 間の処理(「一歩前進」)を 5回 実行 + * 3. その後「180度回転」を実行 + * となります。 + * + *----------------------------------------------------------------------------- + * スクリプト(移動ルート) + *----------------------------------------------------------------------------- + * このプラグインを導入することで、以下のスクリプトが移動ルートで使えます。 + * + * this.distanceEvent(n) + * このイベントと、指定したイベントまたはプレイヤーとの距離を取得します。 + * プレイヤーの場合は n = -1、イベントの場合は n = イベントID を指定します。 + * + * + *----------------------------------------------------------------------------- + * 本プラグインのライセンスについて(License) + *----------------------------------------------------------------------------- + * 本プラグインはMITライセンスのもとで公開しています。 + * This plugin is released under the MIT License. + * + * Copyright (c) 2018 Futokoro + * http://opensource.org/licenses/mit-license.php + * + * + * プラグイン公開元 + * https://github.com/futokoro/RPGMaker/blob/master/README.md + * + * + *----------------------------------------------------------------------------- + * 変更来歴 + *----------------------------------------------------------------------------- + * + * v1.0.1 - 2018/08/15 : ELSE_IFの処理が正しく行えない不具合を修正 + * v1.0.0 - 2018/08/15 : 初版作成 + * + *----------------------------------------------------------------------------- +*/ +//============================================================================= + +(function () { + + var _Game_Character_processMoveCommand = Game_Character.prototype.processMoveCommand; + Game_Character.prototype.processMoveCommand = function (command) { + var params = command.parameters; + if (command.code === Game_Character.ROUTE_SCRIPT) { + var args = /([^:\s]+)[ ]*:[ ]*(.*)/.exec(params[0]); + if (args) { + switch (args[1].toUpperCase()) { + case 'START_IF': + this._isIfProcess = true; + this._passIfProcess = !eval(args[2]); + return; + case 'ELSE_IF': + if (this._isIfProcess && this._passIfProcess) { + this._passIfProcess = !eval(args[2]); + } else if (this._isIfProcess && !this._passIfProcess) { + this._passIfProcess = !this._passIfProcess + } + return; + case 'START_LOOP': + this._isLoopProcess = true; + this._loopCount = Math.floor(eval(args[2])); + this._loopPoint = this._moveRouteIndex; + if (!this._loopCount) this._passLoopProcess = true; + return; + } + } else { + switch (params[0].toUpperCase()) { + case 'ELSE': + if (this._isIfProcess) { + this._passIfProcess = !this._passIfProcess; + } + return; + case 'END_IF': + this._passIfProcess = false; + this._isIfProcess = false; + return; + case 'END_LOOP': + if (this._isLoopProcess && this._loopCount > 1) { + this._moveRouteIndex = this._loopPoint; + this._loopCount--; + } else { + this._loopCount = 0; + this._loopPoint = 0; + this._isLoopProcess = false; + this._passLoopProcess = false; + } + return; + } + } + } + if (this._passIfProcess || this._passLoopProcess) return; + _Game_Character_processMoveCommand.call(this, command); + }; + + Game_Character.prototype.distanceEvent = function (eventId) { + var chara = null; + if (eventId === -1) { + chara = $gamePlayer; + } else if (eventId > 0) { + chara = $gameMap.event(eventId); + } + if (chara) return $gameMap.distance(this.x, this.y, chara.x, chara.y); + return 0; + }; + +}());//EOF diff --git a/www/js/plugins/FTKR_CSS_ShopStatus.js b/www/js/plugins/FTKR_CSS_ShopStatus.js new file mode 100644 index 0000000..5c275e2 --- /dev/null +++ b/www/js/plugins/FTKR_CSS_ShopStatus.js @@ -0,0 +1,1041 @@ +//============================================================================= +// ショップ画面のステータスレイアウトを変更するプラグイン +// FTKR_CSS_ShopStatus.js +// プラグインNo : 52 +// 作成者 : フトコロ +// 作成日 : 2017/07/23 +// 最終更新日 : 2019/05/12 +// バージョン : v2.3.0 +//============================================================================= + +var Imported = Imported || {}; +Imported.FTKR_CSS_SpS = true; + +var FTKR = FTKR || {}; +FTKR.CSS = FTKR.CSS || {}; +FTKR.CSS.SpS = FTKR.CSS.SpS || {}; + +//============================================================================= +/*: + * @plugindesc v2.3.0 ショップ画面のステータスレイアウトを変更する + * @author フトコロ + * + * @param --共通レイアウト設定-- + * @desc + * + * @param commonStatusList + * @desc 表示するステータスとその位置を設定します。 + * @type struct[] + * @default ["{\"text\":\"text(%1)\",\"value\":\"\\\\c[16]持っている数\",\"x\":\"0\",\"y\":\"0\",\"width\":\"162\"}","{\"text\":\"inumber\",\"value\":\"\",\"x\":\"162\",\"y\":\"0\",\"width\":\"162\"}"] + * + * @param Common Status Space In Text + * @desc Text内で複数表示する場合の間隔を指定します。 + * @default 5 + * + * @param --武器のレイアウト設定-- + * @desc + * + * @param weaponStatusList + * @desc 表示するステータスとその位置を設定します。 + * @type struct[] + * @default ["{\"text\":\"name\",\"value\":\"\",\"x\":\"0\",\"y\":\"0\",\"width\":\"162\"}","{\"text\":\"eparam(%1)\",\"value\":\"2\",\"x\":\"162\",\"y\":\"0\",\"width\":\"162\"}","{\"text\":\"equip(%1)\",\"value\":\"shop\",\"x\":\"0\",\"y\":\"36\",\"width\":\"324\"}"] + * + * @param Weapon Status Space In Text + * @desc Text内で複数表示する場合の間隔を指定します。 + * @default 5 + * + * @param --防具のレイアウト設定-- + * @desc + * + * @param armorStatusList + * @desc 表示するステータスとその位置を設定します。 + * @type struct[] + * @default ["{\"text\":\"name\",\"value\":\"\",\"x\":\"0\",\"y\":\"0\",\"width\":\"162\"}","{\"text\":\"eparam(%1)\",\"value\":\"3\",\"x\":\"162\",\"y\":\"0\",\"width\":\"162\"}","{\"text\":\"equip(%1)\",\"value\":\"shop\",\"x\":\"0\",\"y\":\"36\",\"width\":\"324\"}"] + * + * @param Armor Status Space In Text + * @desc Text内で複数表示する場合の間隔を指定します。 + * @default 5 + * + * @param --武器防具以外のレイアウト設定-- + * @desc + * + * @param itemStatusList + * @desc 表示するステータスとその位置を設定します。 + * @type struct[] + * @default [] + * + * @param Item Status Space In Text + * @desc Text内で複数表示する場合の間隔を指定します。 + * @default 5 + * + * @param --共通ウィンドウ設定-- + * @desc + * + * @param Common Number Visible Rows + * @desc ステータスウィンドウの縦の行数 + * @default 1 + * + * @param Common Font Size + * @desc フォントサイズ + * @default 28 + * + * @param Common Window Padding + * @desc ウィンドウの周囲の余白 + * @default 18 + * + * @param Common Window Line Height + * @desc ウィンドウ内の1行の高さ + * @default 36 + * + * @param Common Window Opacity + * @desc ウィンドウ内の背景の透明度 + * @default 192 + * + * @param Common Hide Window Frame + * @desc ウィンドウ枠を非表示にするか + * 1 - 非表示にする、0 - 表示する + * @default 0 + * + * @param --アイテム別のウィンドウ設定-- + * @desc + * + * @param Item Number Visible Rows + * @desc ステータスウィンドウの縦の行数 + * @default 8 + * + * @param Item Page Size + * @desc 表示するアクターの数 + * @default 4 + * + * @param Item Actor Status Rows + * @desc アクター毎の縦の行数 + * @default 2 + * + * @param Item Height Space + * @desc アクター毎の間隔 + * @default 5 + * + * @param Item Font Size + * @desc フォントサイズ + * @default 28 + * + * @param Item Window Padding + * @desc ウィンドウの周囲の余白 + * @default 18 + * + * @param Item Window Line Height + * @desc ウィンドウ内の1行の高さ + * @default 36 + * + * @param Item Window Opacity + * @desc ウィンドウ内の背景の透明度 + * @default 192 + * + * @param Item Hide Window Frame + * @desc ウィンドウ枠を非表示にするか + * 1 - 非表示にする、0 - 表示する + * @default 0 + * + * @help + *----------------------------------------------------------------------------- + * 概要 + *----------------------------------------------------------------------------- + * 本プラグインを実装することで、ショップ画面で表示するアクターの + * ステータス表示のレイアウトを変更できます。 + * + * このプラグインには、FTKR_CustomSimpleActorStatus.js (v3.0.0以降)が必要です。 + * + * プラグインの使い方は、下のオンラインマニュアルページを見てください。 + * https://github.com/futokoro/RPGMaker/blob/master/FTKR_CSS_ShopStatus.ja.md + * + * + *----------------------------------------------------------------------------- + * 設定方法 + *----------------------------------------------------------------------------- + * 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して + * ください。 + * + * 2. 以下のプラグインと組み合わせる場合は、プラグイン管理の順番に注意してください。 + * + * FTKR_CustomSimpleActorStatus.js (ステータス表示を変更) + * ↑このプラグインよりも上に登録↑ + * FTKR_CSS_ShopStatus.js + * + * + *----------------------------------------------------------------------------- + * ショップ画面のステータス表示の設定 + *----------------------------------------------------------------------------- + * プラグインパラメータの設定により、ショップ画面で表示する + * ステータスの表示レイアウトを変更することができます。 + * + * ステータスの表示内容は、武器、防具、アイテムカテゴリー毎に設定します。 + * + * なお、共通レイアウトはどのカテゴリーでも共通して表示するステータスです。 + * + * + * 各パラメータの意味と、設定方法は、 + * FTKR_CustomSimpleActorStatus.jsのヘルプを参照してください。 + * + * なお、歩行キャラ、SV戦闘キャラ、カスタムパラメータ、カスタムゲージの + * 設定は、FTKR_CustomSimpleActorStatus.jsの設定に従います。 + * + * + *----------------------------------------------------------------------------- + * CSS表示コードの追加 + *----------------------------------------------------------------------------- + * 本プラグインにより以下の表示コードを使用できます。 + * + * 1. カーソルで選択中の装備をしたときのパラメータ差分 + * :ediff(x) + * : 指定した x の値に従い、下記のパラメータの差分を表示します。 + * : 0 - 最大HP、1 - 最大MP、2 - 攻撃力、3 - 防御力、4 - 魔法攻撃、 + * : 5 - 魔法防御、6 - 敏捷性、7 - 運 + * + * + * 2. カーソルで選択中の装備をしたときのAOPパラメータ差分 + * :ediffaop(x) + * : 指定した x の値に従い、AOPパラメータの差分を表示します。 + * : AOPパラメータとは、FTKR_AddOriginalParameters.js により作成した + * : オリジナルパラメータのことです。 + * : x は オリジナルパラメータIDを指定してください。 + * + * + * 3. カーソルで選択中のアイテムの画像表示 + * :itemimage(x) + * : アイテムのメモ欄で設定した画像id x を表示します。 + * : 設定方法は、FTKR_CustomSimpleActorStatus.jsのカスタム画像コードを + * : 参照してください。 + * + *----------------------------------------------------------------------------- + * ステータスウィンドウの設定 + *----------------------------------------------------------------------------- + * 以下のプラグインパラメータで設定できます。 + * + * + * :スキル画面のウィンドウ変更機能を使うか指定します。 + * :0 - 無効, 1 - 有効 + * + * + * :ステータスウィンドウの縦の行数を変更します。 + * :共通ウィンドウのデフォルトは1行です。 + * :アイテム別ウィンドウのデフォルトは8行です。 + * + * + * :ウィンドウ内のフォントサイズを変更します。 + * :デフォルトは 28 です。(単位はpixel) + * + * + * :ウィンドウの周囲の余白を変更します。 + * :デフォルトは 18 です。(単位はpixel) + * + * + * :ウィンドウ内の1行の高さを変更します。 + * :デフォルトは 36 です。(単位はpixel) + * + * + * :ウィンドウ内の背景の透明度を変更します。 + * :デフォルトは 192 です。 + * :0 - 透明、255 - 不透明 + * + * + * :ウィンドウ枠を非表示にするか指定します。 + * :1 - 非表示にする、0 - 表示する + * :デフォルトは表示します。 + * + * + * <ウィンドウの高さ> + * ウィンドウの高さは、以下の計算式で算出します。 + * [ウィンドウ高さ] = [縦の行数] × [1行の高さ] + [余白のサイズ] × 2 + * + * + * <フォントサイズと行の高さ> + * 基本的に、下の大小関係になるように設定しましょう。 + * フォントサイズ < 1行の高さ + * + * + * <ウィンドウを消す方法> + * 以下の設定にすると、ウィンドウ枠とウィンドウの背景が消えて + * アクターのステータスだけを表示します。 + * + * : 0 + * : 1 + * + * + *----------------------------------------------------------------------------- + * 本プラグインのライセンスについて(License) + *----------------------------------------------------------------------------- + * 本プラグインはMITライセンスのもとで公開しています。 + * This plugin is released under the MIT License. + * + * Copyright (c) 2017,2018 Futokoro + * http://opensource.org/licenses/mit-license.php + * + * + *----------------------------------------------------------------------------- + * 変更来歴 + *----------------------------------------------------------------------------- + * + * v2.3.0 - 2019/05/12 : FTKR_CustomSimpleActorStatus の v3.5.3 に対応 + * 1. プラグインパラメータの初期値を変更。 + * + * v2.2.2 - 2018/12/27 : 不具合修正 + * 1. 武器防具のアイテム用パラメータのコードが正しく反映されない不具合を修正。 + * + * v2.2.1 - 2018/12/13 : プラグインパラメータstatusListの初期値変更 + * + * v2.2.0 - 2018/10/10 : 仕様変更 + * 1. ediff(x)およびediffaop(x)のコードをFTKR_CustomSimpleActorStatusに移動。 + * + * v2.1.2 - 2018/09/29 : 機能追加 + * 1. プラグインパラメータのリストで選択できる項目を追加。 + * + * v2.1.1 - 2018/09/19 : 不具合修正 + * 1. 武器防具以外のパラメータ表示コードの一部が正しく反映されない不具合を修正。 + * + * v2.1.0 - 2018/08/30 : 機能追加 + * 1. プラグインパラメータで表示するステータスをリストで選択できる機能を追加。 + * + * v2.0.0 - 2018/08/19 : FTKR_CustomSimpleActorStatus v3.0.0 対応版に変更 + * + * v1.2.2 - 2017/12/02 : 不具合修正 + * 1. GraphicalDesignMode.jsがないとエラーで立ち上がらない不具合を修正。 + * + * v1.2.1 - 2017/11/14 : 不具合修正 + * 1. GraphicalDesignMode.jsのレイアウト変更が一部反映されない不具合を修正。 + * + * v1.2.0 - 2017/11/08 : 機能追加 + * 1. GraphicalDesignMode.jsとFTKR_CSS_GDM.jsにより、デザインモード中に + * ゲーム内でレイアウトを変更する機能を追加。 + * + * v1.1.1 - 2017/11/01 : 不具合修正 + * 1. 装備のパラメータが正しく表示できない場合がある不具合を修正。 + * + * v1.1.0 - 2017/08/22 : 機能追加 + * 1. カーソル選択中のアイテムの画像を表示するコードを追加。 + * + * v1.0.0 - 2017/07/23 : 初版作成 + * + *----------------------------------------------------------------------------- +*/ +//============================================================================= +/*~struct~status: + * @param text + * @desc 表示するステータスを選択 + * リストにない場合は、直接テキストで記述 + * @default + * @type select + * @option 名前 + * @value name + * @option 二つ名 + * @value nickname + * @option 職業 + * @value class + * @option レベル + * @value level + * @option HP + * @value hp + * @option MP + * @value mp + * @option TP + * @value tp + * @option 顔画像 + * @value face + * @option 顔画像(サイズ指定) + * @value face(%1) + * @option 歩行キャラ画像 + * @value chara + * @option SV戦闘キャラ画像 + * @value sv + * @option ステート(横) + * @value state + * @option ステート(縦) + * @value state2(%1) + * @option プロフィール + * @value profile + * @option 通常能力値 + * @value param(%1) + * @option 通常能力値(素) + * @value pbase(%1) + * @option 通常能力値(増加分) + * @value pdiff(%1) + * @option 追加能力値 + * @value xparam(%1) + * @option 特殊能力値 + * @value sparam(%1) + * @option 装備 + * @value equip(%1) + * @option 装備通常能力値 + * @value eparam(%1) + * @option 装備追加能力値 + * @value exparam(%1) + * @option 装備特殊能力値 + * @value esparam(%1) + * @option 装備通常能力値差分 + * @value ediff(%1) + * @option 装備追加能力値差分 + * @value exdiff(%1) + * @option 装備特殊能力値差分 + * @value esdiff(%1) + * @option 装備不可表示 + * @value notequip(%1) + * @option カスタムパラメータ + * @value custom(%1) + * @option カスタムゲージ + * @value gauge(%1) + * @option アクター別カスタムゲージ + * @value agauge(%1) + * @option クラス別カスタムゲージ + * @value cgauge(%1) + * @option カスタム画像 + * @value image + * @option カスタム画像(登録ID) + * @value image(%1) + * @option メッセージ + * @value message + * @option テキスト + * @value text(%1) + * @option JS計算式(数値表示) + * @value eval(%1) + * @option JS計算式(文字列表示) + * @value streval(%1) + * @option 横線 + * @value line + * @option AOP能力値 + * @value aop(%1) + * @option AOP能力値(素) + * @value aopbase(%1) + * @option AOP能力値(増加分) + * @value aopdiff(%1) + * @option AOP装備パラメータ + * @value eaop(%1) + * @option AOP装備パラメータ差分 + * @value ediffaop(%1) + * @option アイテム名 + * @value iname + * @option アイテムアイコン + * @value iicon + * @option アイテム説明 + * @value idesc + * @option アイテムタイプ + * @value itype + * @option アイテム装備タイプ + * @value ietype + * @option アイテム範囲 + * @value iscope + * @option アイテム属性 + * @value ielement + * @option アイテム設定詳細 + * @value iparam(%1) + * @option アイテムカスタム画像 + * @value iimage(%1) + * @option アイテム所持数 + * @value inumber + * @option マップ名 + * @value mapname + * + * @param value + * @desc code(%1)の形式で設定するステータスの%1の内容を入力 + * @default + * + * @param x + * @desc 表示するX座標 + * @default 0 + * + * @param y + * @desc 表示するY座標 + * @default 0 + * + * @param width + * @desc 表示する幅 + * @default 0 + * + */ + +function Window_ShopItemStatus() { + this.initialize.apply(this, arguments); +} + +function Window_ShopWeaponStatus() { + this.initialize.apply(this, arguments); +} + +function Window_ShopArmorStatus() { + this.initialize.apply(this, arguments); +} + +if (Imported.FTKR_CSS) (function () { + + var paramParse = function (obj) { + return JSON.parse(JSON.stringify(obj, paramReplace)); + }; + + var paramReplace = function (key, value) { + try { + return JSON.parse(value || null); + } catch (e) { + return value; + } + }; + + //============================================================================= + // プラグイン パラメータ + //============================================================================= + var parameters = PluginManager.parameters('FTKR_CSS_ShopStatus'); + + //簡易ステータスオブジェクト + FTKR.CSS.SpS.comStatus = { + statusList: paramParse(parameters['commonStatusList']), + spaceIn: Number(parameters['Common Status Space In Text'] || 0), + target: null, + }; + + FTKR.CSS.SpS.itemStatus = { + statusList: paramParse(parameters['itemStatusList']), + spaceIn: Number(parameters['Item Status Space In Text'] || 0), + target: null, + }; + + FTKR.CSS.SpS.weaponStatus = { + statusList: paramParse(parameters['weaponStatusList']), + spaceIn: Number(parameters['Weapon Status Space In Text'] || 0), + target: null, + }; + + FTKR.CSS.SpS.armorStatus = { + statusList: paramParse(parameters['armorStatusList']), + spaceIn: Number(parameters['Armor Status Space In Text'] || 0), + target: null, + }; + + FTKR.CSS.SpS.comWindow = { + numVisibleRows: Number(parameters['Common Number Visible Rows'] || 0), + fontSize: Number(parameters['Common Font Size'] || 0), + padding: Number(parameters['Common Window Padding'] || 0), + lineHeight: Number(parameters['Common Window Line Height'] || 0), + opacity: Number(parameters['Common Window Opacity'] || 0), + hideFrame: Number(parameters['Common Hide Window Frame'] || 0), + }; + + FTKR.CSS.SpS.itemWindow = { + enabled: true, + numVisibleRows: Number(parameters['Item Number Visible Rows'] || 0), + maxCols: Number(parameters['Item Page Size'] || 0), + actorRows: Number(parameters['Item Actor Status Rows'] || 0), + fontSize: Number(parameters['Item Font Size'] || 0), + padding: Number(parameters['Item Window Padding'] || 0), + lineHeight: Number(parameters['Item Window Line Height'] || 0), + opacity: Number(parameters['Item Window Opacity'] || 0), + hideFrame: Number(parameters['Item Hide Window Frame'] || 0), + hspace: Number(parameters['Item Height Space'] || 0), + }; + + //============================================================================= + // CSS表示コードを追加 + //============================================================================= + + var _SpS_Window_Base_drawCssActorStatusBase_A1 = Window_Base.prototype.drawCssActorStatusBase_A1; + Window_Base.prototype.drawCssActorStatusBase_A1 = function (index, actor, x, y, width, match, lss, css) { + switch (match[1].toUpperCase()) { + case 'ITEMIMAGE': + return this.drawCssItemImage(actor, x, y, width, match[2], lss); + } + return _SpS_Window_Base_drawCssActorStatusBase_A1.call(this, index, actor, x, y, width, match, lss, css); + }; + + Window_Base.prototype.drawCssItemImage = function (actor, dx, dy, width, id, lss) { + var item = FTKR.gameData.item || lss.item; + if (!item || !item.cssbgi) return 1; + id = id || 0; + var bgi = item.cssbgi[id]; + if (!bgi) return 1; + var bitmap = ImageManager.loadPicture(bgi.name); + if (!bitmap) return 1; + var sw = bgi.width || bitmap.width; + var sh = bgi.height || bitmap.height; + var sx = bgi.offsetX || 0; + var sy = bgi.offsetY || 0; + + var dh = sh * bgi.scale / 100; + var dw = sw * bgi.scale / 100; + var offsetX = FTKR.CSS.cssStatus.image.posiX * (width - dw) / 2; + dx = Math.floor(dx + offsetX); + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + return Math.ceil(dh / this.lineHeight()) || 1; + }; + + //============================================================================= + // Window_ShopStatus + //============================================================================= + + var _SpS_Window_ShopStatus_initialize = Window_ShopStatus.prototype.initialize; + Window_ShopStatus.prototype.initialize = function (x, y, width, height) { + height = this.fittingHeight(this.numVisibleRows()); + _SpS_Window_ShopStatus_initialize.call(this, x, y, width, height); + }; + + Window_ShopStatus.prototype.standardCssStatus = function () { + return FTKR.CSS.SpS.comStatus; + }; + + Window_ShopStatus.prototype.standardCssLayout = function () { + return FTKR.CSS.SpS.comWindow; + }; + + Window_ShopStatus.prototype.evalCssStrFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor, null, this._item); + return FTKR.evalStrFormula(formula); + }; + + Window_ShopStatus.prototype.evalCssCustomFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor, null, this._item); + return FTKR.evalFormula(formula); + }; + + Window_ShopStatus.prototype.checkShowEquipParam = function (actor, target) { + var item = this._item; + return !!target && item && actor.canEquip(item); + }; + + //書き換え + Window_ShopStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._item) { + var lss = this._lssStatus; + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + lss.item = this._item; + this.drawCssActorStatus(0, null, 0, 0, w, h, lss); + } + }; + + //書き換え + //ウィンドウの行数 + Window_ShopStatus.prototype.numVisibleRows = function () { + return FTKR.CSS.SpS.comWindow.numVisibleRows; + }; + + //============================================================================= + // Window_ShopBuy + //============================================================================= + + Window_ShopBuy.prototype.showItemstatusWindows = function (item) { + if (DataManager.isWeapon(item)) { + this._itemStatusWindow.hide(); + this._weaponStatusWindow.show(); + this._armorStatusWindow.hide(); + } else if (DataManager.isArmor(item)) { + this._itemStatusWindow.hide(); + this._weaponStatusWindow.hide(); + this._armorStatusWindow.show(); + } else { + this._itemStatusWindow.show(); + this._weaponStatusWindow.hide(); + this._armorStatusWindow.hide(); + } + }; + + Window_ShopBuy.prototype.select = function (index) { + Window_Selectable.prototype.select.call(this, index); + if (this.index() >= 0 && this._itemStatusWindow) this.showItemstatusWindows(this.item()) + }; + + Window_ShopBuy.prototype.setItemStatusWindow = function (statusWindow) { + this._itemStatusWindow = statusWindow; + this.callUpdateHelp(); + }; + + Window_ShopBuy.prototype.setWeaponStatusWindow = function (statusWindow) { + this._weaponStatusWindow = statusWindow; + this.callUpdateHelp(); + }; + + Window_ShopBuy.prototype.setArmorStatusWindow = function (statusWindow) { + this._armorStatusWindow = statusWindow; + this.callUpdateHelp(); + }; + + var _SpS_Window_ShopBuy_updateHelp = Window_ShopBuy.prototype.updateHelp; + Window_ShopBuy.prototype.updateHelp = function () { + _SpS_Window_ShopBuy_updateHelp.call(this); + if (this._itemStatusWindow) { + this._itemStatusWindow.setItem(this.item()); + } + if (this._weaponStatusWindow) { + this._weaponStatusWindow.setItem(this.item()); + } + if (this._armorStatusWindow) { + this._armorStatusWindow.setItem(this.item()); + } + }; + + //============================================================================= + // Window_ShopItemStatus + // アイテムステータスウィンドウ + //============================================================================= + + Window_ShopItemStatus.prototype = Object.create(Window_Base.prototype); + Window_ShopItemStatus.prototype.constructor = Window_ShopItemStatus; + + Window_ShopItemStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._actor = null; + this._tempActor = null; + this._pageIndex = 0; + this.refresh(); + }; + + Window_ShopItemStatus.prototype.initCssLayout = function () { + Window_Base.prototype.initCssLayout.call(this); + var lss = this.standardCssLayout(); + if (lss) { + this._css_maxCols = lss.maxCols; + this._css_cursorHeight = lss.actorRows; + this._css_hSpace = lss.hspace; + } + }; + + Window_ShopItemStatus.prototype.standardCssLayout = function () { + return FTKR.CSS.SpS.itemWindow; + }; + + Window_ShopItemStatus.prototype.standardCssStatus = function () { + return FTKR.CSS.SpS.itemStatus; + }; + + Window_ShopItemStatus.prototype.actorRows = function () { + return this._css_cursorHeight ? + this._css_cursorHeight : FTKR.CSS.SpS.itemWindow.actorRows; + }; + + Window_ShopItemStatus.prototype.pageSize = function () { + return this._css_maxCols ? this._css_maxCols : + FTKR.CSS.SpS.itemWindow.maxCols; + }; + + Window_ShopItemStatus.prototype.heightSpace = function () { + return this._css_hSpace ? this._css_hSpace : + FTKR.CSS.SpS.itemWindow.hspace; + }; + + Window_ShopItemStatus.prototype.setTempActor = function (actor) { + var tempActor = JsonEx.makeDeepCopy(actor); + tempActor.forceChangeEquip(this._item.etypeId - 1, this._item); + this._tempActor = tempActor; + }; + + Window_ShopItemStatus.prototype.evalCssStrFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor, this._tempActor, this._item); + return FTKR.evalStrFormula(formula); + }; + + Window_ShopItemStatus.prototype.evalCssCustomFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor, this._tempActor, this._item); + return FTKR.evalFormula(formula); + }; + + Window_ShopItemStatus.prototype.checkShowEquipParam = function (actor, target) { + var item = this._item; + return !!target && item && actor.canEquip(item); + }; + + Window_ShopItemStatus.prototype.drawItem = function (index, w, h) { + var lss = this._lssStatus; + var actor = $gameParty.members()[index]; + this.setTempActor(actor); + var lineHeight = this.lineHeight() + this.heightSpace(); + var y = lineHeight * this.actorRows() * (index % this.pageSize()); + lss.target = this._tempActor; + lss.item = this._item; + this.drawCssActorStatus(index, actor, 0, y, w, h, lss); + }; + + Window_ShopItemStatus.prototype.topIndex = function () { + return this._pageIndex * this.pageSize(); + }; + + Window_ShopItemStatus.prototype.drawAllItems = function (w, h) { + var topIndex = this.topIndex(); + for (var i = 0; i < this.pageSize(); i++) { + var index = topIndex + i; + if (index < $gameParty.members().length) { + this.drawItem(index, w, h); + } else { + this.clearCssSprite(index % this.pageSize()); + } + } + }; + + Window_ShopItemStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._item) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + if (!this.isEquipItem()) { + var lss = this._lssStatus; + lss.item = this._item; + var actor = $gameParty.members()[0]; + this.drawCssActorStatus(0, actor, 0, 0, w, h, lss); + } + } + }; + + Window_ShopItemStatus.prototype.setItem = function (item) { + this._item = item; + this.refresh(); + }; + + Window_ShopItemStatus.prototype.isEquipItem = function () { + return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item); + }; + + Window_ShopItemStatus.prototype.maxPages = function () { + return Math.floor(($gameParty.size() + this.pageSize() - 1) / this.pageSize()); + }; + + Window_ShopItemStatus.prototype.update = function () { + Window_Base.prototype.update.call(this); + this.updatePage(); + }; + + Window_ShopItemStatus.prototype.updatePage = function () { + if (this.isPageChangeEnabled() && this.isPageChangeRequested()) { + this.changePage(); + } + }; + + Window_ShopItemStatus.prototype.isPageChangeEnabled = function () { + return this.visible && this.maxPages() >= 2; + }; + + Window_ShopItemStatus.prototype.isPageChangeRequested = function () { + if (Input.isTriggered('shift')) { + return true; + } + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + return true; + } + return false; + }; + + Window_ShopItemStatus.prototype.isTouchedInsideFrame = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; + }; + + Window_ShopItemStatus.prototype.changePage = function () { + this._pageIndex = (this._pageIndex + 1) % this.maxPages(); + this.refresh(); + SoundManager.playCursor(); + }; + + //書き換え + //ウィンドウの行数 + Window_ShopItemStatus.prototype.numVisibleRows = function () { + return FTKR.CSS.SpS.itemWindow.numVisibleRows; + }; + + //============================================================================= + // Window_ShopWeaponStatus + // 武器ステータスウィンドウ + //============================================================================= + + Window_ShopWeaponStatus.prototype = Object.create(Window_ShopItemStatus.prototype); + Window_ShopWeaponStatus.prototype.constructor = Window_ShopWeaponStatus; + + Window_ShopWeaponStatus.prototype.standardCssStatus = function () { + return FTKR.CSS.SpS.weaponStatus; + }; + + Window_ShopWeaponStatus.prototype.initialize = function (x, y, width, height) { + Window_ShopItemStatus.prototype.initialize.apply(this, arguments); + if (typeof $dataContainerProperties !== 'undefined') { + if (this.pageSize) this._customCssMaxCols = this.pageSize(); + if (this.actorRows) this._customCssCursorHeight = this.actorRows(); + if (this.heightSpace) this._customCssHSpace = this.heightSpace(); + } + }; + + Window_ShopWeaponStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._item) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + if (this.isEquipItem()) { + this.drawAllItems(w, h); + } + } + }; + + //============================================================================= + // Window_ShopArmorStatus + // 防具ステータスウィンドウ + //============================================================================= + + Window_ShopArmorStatus.prototype = Object.create(Window_ShopWeaponStatus.prototype); + Window_ShopArmorStatus.prototype.constructor = Window_ShopArmorStatus; + + Window_ShopArmorStatus.prototype.standardCssStatus = function () { + return FTKR.CSS.SpS.armorStatus; + }; + + //============================================================================= + // Scene_Shop + //============================================================================= + var _SpS_Scene_Shop_prepare = Scene_Shop.prototype.prepare; + Scene_Shop.prototype.prepare = function (goods, purchaseOnly) { + _SpS_Scene_Shop_prepare.call(this, goods, purchaseOnly); + this._goods.forEach(function (goods) { + var item = null; + switch (goods[0]) { + case 0: + item = $dataItems[goods[1]]; + break; + case 1: + item = $dataWeapons[goods[1]]; + break; + case 2: + item = $dataArmors[goods[1]]; + break; + } + if (item) { + item.cssbgi.forEach(function (bgi) { + ImageManager.loadPicture(bgi.name); + }); + } + }, this); + }; + + //書き換え + Scene_Shop.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createGoldWindow(); + this.createCommandWindow(); + this.createDummyWindow(); + this.createNumberWindow(); + this.createStatusWindow(); + this.createItemStatusWindow(); + this.createWeaponStatusWindow(); + this.createArmorStatusWindow(); + this.createBuyWindow(); + this.createCategoryWindow(); + this.createSellWindow(); + }; + + Scene_Shop.prototype.createItemStatusWindow = function () { + var wx = this._numberWindow.width; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = Graphics.boxHeight - wy; + this._itemStatusWindow = new Window_ShopItemStatus(wx, wy, ww, wh); + this._itemStatusWindow.hide(); + this.addWindow(this._itemStatusWindow); + }; + + Scene_Shop.prototype.createWeaponStatusWindow = function () { + var wx = this._numberWindow.width; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = Graphics.boxHeight - wy; + this._weaponStatusWindow = new Window_ShopWeaponStatus(wx, wy, ww, wh); + this._weaponStatusWindow.hide(); + this.addWindow(this._weaponStatusWindow); + }; + + Scene_Shop.prototype.createArmorStatusWindow = function () { + var wx = this._numberWindow.width; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = Graphics.boxHeight - wy; + this._armorStatusWindow = new Window_ShopArmorStatus(wx, wy, ww, wh); + this._armorStatusWindow.hide(); + this.addWindow(this._armorStatusWindow); + }; + + var _SpS_Scene_Shop_createBuyWindow = Scene_Shop.prototype.createBuyWindow; + Scene_Shop.prototype.createBuyWindow = function () { + _SpS_Scene_Shop_createBuyWindow.call(this); + this._buyWindow.setItemStatusWindow(this._itemStatusWindow); + this._buyWindow.setWeaponStatusWindow(this._weaponStatusWindow); + this._buyWindow.setArmorStatusWindow(this._armorStatusWindow); + }; + + Scene_Shop.prototype.showItemstatusWindows = function (item) { + if (DataManager.isWeapon(item)) { + this._weaponStatusWindow.show(); + } else if (DataManager.isArmor(item)) { + this._armorStatusWindow.show(); + } else { + this._itemStatusWindow.show(); + } + }; + + Scene_Shop.prototype.hideItemstatusWindows = function () { + this._itemStatusWindow.hide(); + this._weaponStatusWindow.hide(); + this._armorStatusWindow.hide(); + }; + + Scene_Shop.prototype.setItemstatusWindows = function (item) { + this._itemStatusWindow.setItem(item); + this._weaponStatusWindow.setItem(item); + this._armorStatusWindow.setItem(item); + }; + + Scene_Shop.prototype.clearItemstatusWindows = function () { + this._itemStatusWindow.setItem(null); + this._weaponStatusWindow.setItem(null); + this._armorStatusWindow.setItem(null); + }; + + Scene_Shop.prototype.refreshItemstatusWindows = function () { + this._itemStatusWindow.refresh(); + this._weaponStatusWindow.refresh(); + this._armorStatusWindow.refresh(); + }; + + var _SpS_Scene_Shop_activateBuyWindow = Scene_Shop.prototype.activateBuyWindow; + Scene_Shop.prototype.activateBuyWindow = function () { + _SpS_Scene_Shop_activateBuyWindow.call(this); + this.showItemstatusWindows(this._buyWindow.item()); + }; + + var _SpS_Scene_Shop_activateSellWindow = Scene_Shop.prototype.activateSellWindow; + Scene_Shop.prototype.activateSellWindow = function () { + _SpS_Scene_Shop_activateSellWindow.call(this); + this.hideItemstatusWindows(); + }; + + var _SpS_Scene_Shop_onBuyCancel = Scene_Shop.prototype.onBuyCancel; + Scene_Shop.prototype.onBuyCancel = function () { + _SpS_Scene_Shop_onBuyCancel.call(this); + this.hideItemstatusWindows(); + this.clearItemstatusWindows(); + }; + + var _SpS_Scene_Shop_onSellOk = Scene_Shop.prototype.onSellOk; + Scene_Shop.prototype.onSellOk = function () { + _SpS_Scene_Shop_onSellOk.call(this); + this.setItemstatusWindows(this._item); + this.showItemstatusWindows(this._item); + }; + + var _SpS_Scene_Shop_onSellCancel = Scene_Shop.prototype.onSellCancel; + Scene_Shop.prototype.onSellCancel = function () { + _SpS_Scene_Shop_onSellCancel.call(this); + this.clearItemstatusWindows(); + }; + + var _SpS_Scene_Shop_onNumberOk = Scene_Shop.prototype.onNumberOk; + Scene_Shop.prototype.onNumberOk = function () { + _SpS_Scene_Shop_onNumberOk.call(this); + this.refreshItemstatusWindows(); + }; + +}());//FTKR_CustomSimpleActorStatus.jsが必要 \ No newline at end of file diff --git a/www/js/plugins/FTKR_CustomSimpleActorStatus.js b/www/js/plugins/FTKR_CustomSimpleActorStatus.js new file mode 100644 index 0000000..e38dcbc --- /dev/null +++ b/www/js/plugins/FTKR_CustomSimpleActorStatus.js @@ -0,0 +1,4151 @@ +//============================================================================= +// アクターのステータス表示を変更するプラグイン +// FTKR_CustomSimpleActorStatus.js +// プラグインNo : 9 +// 作成者 : フトコロ +// 作成日 : 2017/03/09 +// 最終更新日 : 2019/05/12 +// バージョン : v3.5.3 +//============================================================================= +// GraphicalDesignMode.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +var Imported = Imported || {}; +Imported.FTKR_CSS = true; + +var FTKR = FTKR || {}; +FTKR.CSS = FTKR.CSS || {}; + +//============================================================================= +/*: + * @plugindesc v3.5.3 アクターのステータス表示を変更するプラグイン + * @author フトコロ + * + * @noteParam CSS_画像 + * @noteRequire 1 + * @noteDir img/pictures/ + * @noteType file + * @noteData actors + * + * @noteParam CSS_画像 + * @noteRequire 1 + * @noteDir img/pictures/ + * @noteType file + * @noteData items + * + * @noteParam CSS_画像 + * @noteRequire 1 + * @noteDir img/pictures/ + * @noteType file + * @noteData weapons + * + * @noteParam CSS_画像 + * @noteRequire 1 + * @noteDir img/pictures/ + * @noteType file + * @noteData armors + * + * @param face + * @text --顔画像の設定-- + * @default + * + * @param Face Image Width + * @desc アクターの顔画像幅を設定します + * デフォルトは144 + * @default 144 + * @parent face + * + * @param Face Image Height + * @desc アクターの顔画像高さを設定します + * デフォルトは144 + * @default 144 + * @parent face + * + * @param Face Position X + * @desc 顔画像を描画エリア内のどこに表示するか。 + * 0 - 左寄せ, 1 - 中央, 2 - 右寄せ + * @default 1 + * @parent face + * + * @param chara + * @text --歩行キャラの設定-- + * @default + * + * @param Chara Image Width + * @desc アクターの歩行キャラの画像幅を設定します + * デフォルトは48 + * @default 48 + * @parent chara + * + * @param Chara Image Height + * @desc アクターの歩行キャラの画像高さを設定します + * デフォルトは48 + * @default 48 + * @parent chara + * + * @param Chara Position X + * @desc アクターの歩行キャラを描画エリア内のどこに表示するか。 + * 0 - 左寄せ, 1 - 中央, 2 - 右寄せ + * @default 1 + * @parent chara + * + * @param Chara Direction + * @desc アクターの歩行キャラの向きを設定します。 + * 0 - 正面固定, 1 - マップ上の先頭プレイヤーの向き + * @default 0 + * @parent chara + * + * @param sv + * @text --SVキャラの設定-- + * @default + * + * @param Sv Image Width + * @desc アクターのSVキャラの画像幅を設定します + * デフォルトは64 + * @default 64 + * @parent sv + * + * @param Sv Image Height + * @desc アクターのSvキャラの画像高さを設定します + * デフォルトは64 + * @default 64 + * @parent sv + * + * @param Sv Position X + * @desc アクターのSvキャラを描画エリア内のどこに表示するか。 + * 0 - 左寄せ, 1 - 中央, 2 - 右寄せ + * @default 1 + * @parent sv + * + * @param Enabled Sv Motion + * @desc Svキャラのモーションを有効にするか設定します + * 0 - 無効にする, 1 - 常に有効にする, 2 - 戦闘時以外有効 + * @default 1 + * @parent sv + * + * @param Sv Image Motion + * @desc Svキャラの標準モーションを設定します + * @default wait + * @parent sv + * + * @param Enabled State Motion + * @desc ステートモーションを有効にするか設定します + * 1 - 有効にする, 0 - 無効にする + * @default 1 + * @parent sv + * + * @param state + * @text --ステートの設定-- + * @default + * + * @param Enable CSS States + * @desc ステートアイコンの表示を専用の描画処理に変えるか。 + * 1 - 有効にする, 0 - 無効にする + * @default 1 + * @parent state + * + * @param Animation Wait + * @desc ステートアイコンの切り替え時間を指定します + * デフォルトは40 + * @default 40 + * @parent state + * + * @param Enable Overlap + * @desc ステートアイコンの重なり表示を有効にする + * 1 - 有効にする, 0 - 無効にする + * @default 0 + * @parent state + * + * @param Overlap Rate + * @desc アイコンの重なりを許容する比率を設定します。 + * @default 0.5 + * @parent state + * + * @param State Icon Padding + * @desc アイコン表示に必要な余白を指定します。 + * @default 4 + * @type number + * @min 0 + * @parent state + * + * @param Enable Auto Scale + * @desc 行の高さまたは表示幅に合わせてアイコンサイズを調整するか + * 1 - 有効にする, 0 - 無効にする + * @default 0 + * @parent state + * + * @param pdiff + * @text --通常能力値(差分)の設定-- + * @default + * + * @param Enabled Escapecharacters By PDIFF + * @desc 差分表示に制御文字使えるようにする + * @type boolean + * @on 有効 + * @off 無効 + * @default true + * @parent pdiff + * + * @param Format PDIFF Plus + * @desc 増加の場合の表示を設定します。 + * %1 - 増加値 + * @default \c[24]+ %1 + * @parent pdiff + * + * @param Format PDIFF Minus + * @desc 減少の場合の表示を設定します。 + * %1 - 減少値 + * @default \c[25]- %1 + * @parent pdiff + * + * @param xparam + * @text --能力値の設定-- + * @default + * + * @param Disp Decimals Param + * @desc 能力値が率で表されるパラメータの表示方法を選択します。 + * @type select + * @option 少数で表示 + * @value 0 + * @option パーセント(%)で表示 + * @value 1 + * @default 0 + * @parent xparam + * + * @param equip + * @text --装備パラメータの設定-- + * @default + * + * @param Equip Right Arrow + * @desc 装備を変える時に表示する右矢印記号を指定します。 + * @default \c[16]→ + * @parent equip + * + * @param ediff + * @text --装備パラメータ(差分)の設定-- + * @default + * + * @param Enabled Escapecharacters By EDIFF + * @desc 差分表示に制御文字使えるようにする + * @type boolean + * @on 有効 + * @off 無効 + * @default true + * @parent ediff + * + * @param Format EDIFF Plus + * @desc 増加の場合の表示を設定します。 + * %1 - 増加値 + * @default \c[24]+ %1 + * @parent ediff + * + * @param Format EDIFF Minus + * @desc 減少の場合の表示を設定します。 + * %1 - 減少値 + * @default \c[25]- %1 + * @parent ediff + * + * @param aopdiff + * @text --AOP能力値(差分)の設定-- + * @default + * + * @param Enabled Escapecharacters By AOPDIFF + * @desc 差分表示に制御文字使えるようにする + * @type boolean + * @on 有効 + * @off 無効 + * @default true + * @parent aopdiff + * + * @param Format AOPDIFF Plus + * @desc 増加の場合の表示を設定します。 + * %1 - 増加値 + * @default \c[24]+ %1 + * @parent aopdiff + * + * @param Format AOPDIFF Minus + * @desc 減少の場合の表示を設定します。 + * %1 - 減少値 + * @default \c[25]- %1 + * @parent aopdiff + * + * @param ediffaop + * @text --AOP装備パラメータ(差分)の設定-- + * @default + * + * @param Enabled Escapecharacters By EDIFFAOP + * @desc 差分表示に制御文字使えるようにする + * @type boolean + * @on 有効 + * @off 無効 + * @default true + * @parent ediffaop + * + * @param Format EDIFFAOP Plus + * @desc 増加の場合の表示を設定します。 + * %1 - 増加値 + * @default \c[24]+ %1 + * @parent ediffaop + * + * @param Format EDIFFAOP Minus + * @desc 減少の場合の表示を設定します。 + * %1 - 減少値 + * @default \c[25]- %1 + * @parent ediffaop + * + * @param image + * @text --カスタム画像の設定-- + * @default + * + * @param Image Position X + * @desc カスタム画像を描画エリア内のどこに表示するか。 + * 0 - 左寄せ, 1 - 中央, 2 - 右寄せ + * @default 1 + * @parent image + * + * @param message + * @text --メッセージの設定-- + * @default + * + * @param Display LevelUp Message + * @desc レベルアップ時のメッセージを設定します。 + * %1 - アクター名, %2 - 現在レベル, %3 - 上昇したレベル + * @default \C[17]%3 Level Up! + * @parent message + * + * @param customParam + * @text --カスタムパラメータの設定-- + * + * @param --Custom Param 0-- + * @default + * @parent customParam + * + * @param Custom 0 Display Name + * @desc Custom(0)の表示名を設定します + * @default \c[16]現在の経験値 + * @parent customParam + * + * @param Custom 0 References + * @desc Custom(0)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 0 Unit + * @desc Custom(0)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 1-- + * @default + * @parent customParam + * + * @param Custom 1 Display Name + * @desc Custom(1)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 1 References + * @desc Custom(1)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default a.currentExp() + * @parent customParam + * + * @param Custom 1 Unit + * @desc Custom(1)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 2-- + * @default + * @parent customParam + * + * @param Custom 2 Display Name + * @desc Custom(2)の表示名を設定します + * @default \c[16]次のレベルまで + * @parent customParam + * + * @param Custom 2 References + * @desc Custom(2)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 2 Unit + * @desc Custom(2)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 3-- + * @default + * @parent customParam + * + * @param Custom 3 Display Name + * @desc Custom(3)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 3 References + * @desc Custom(3)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default a.nextRequiredExp() + * @parent customParam + * + * @param Custom 3 Unit + * @desc Custom(3)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 4-- + * @default + * @parent customParam + * + * @param Custom 4 Display Name + * @desc Custom(4)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 4 References + * @desc Custom(4)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 4 Unit + * @desc Custom(4)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 5-- + * @default + * @parent customParam + * + * @param Custom 5 Display Name + * @desc Custom(5)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 5 References + * @desc Custom(5)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 5 Unit + * @desc Custom(5)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 6-- + * @default + * @parent customParam + * + * @param Custom 6 Display Name + * @desc Custom(6)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 6 References + * @desc Custom(6)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 6 Unit + * @desc Custom(6)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 7-- + * @default + * @parent customParam + * + * @param Custom 7 Display Name + * @desc Custom(7)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 7 References + * @desc Custom(7)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 7 Unit + * @desc Custom(7)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 8-- + * @default + * @parent customParam + * + * @param Custom 8 Display Name + * @desc Custom(8)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 8 References + * @desc Custom(8)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 8 Unit + * @desc Custom(8)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 9-- + * @default + * @parent customParam + * + * @param Custom 9 Display Name + * @desc Custom(9)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 9 References + * @desc Custom(9)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 9 Unit + * @desc Custom(9)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 10-- + * @default + * @parent customParam + * + * @param Custom 10 Display Name + * @desc Custom(10)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 10 References + * @desc Custom(10)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 10 Unit + * @desc Custom(10)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 11-- + * @default + * @parent customParam + * + * @param Custom 11 Display Name + * @desc Custom(11)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 11 References + * @desc Custom(11)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 11 Unit + * @desc Custom(11)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 12-- + * @default + * @parent customParam + * + * @param Custom 12 Display Name + * @desc Custom(12)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 12 References + * @desc Custom(12)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 12 Unit + * @desc Custom(12)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 13-- + * @default + * @parent customParam + * + * @param Custom 13 Display Name + * @desc Custom(13)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 13 References + * @desc Custom(13)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 13 Unit + * @desc Custom(13)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 14-- + * @default + * @parent customParam + * + * @param Custom 14 Display Name + * @desc Custom(14)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 14 References + * @desc Custom(14)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 14 Unit + * @desc Custom(14)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 15-- + * @default + * @parent customParam + * + * @param Custom 15 Display Name + * @desc Custom(15)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 15 References + * @desc Custom(15)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 15 Unit + * @desc Custom(15)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 16-- + * @default + * @parent customParam + * + * @param Custom 16 Display Name + * @desc Custom(16)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 16 References + * @desc Custom(16)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 16 Unit + * @desc Custom(16)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 17-- + * @default + * @parent customParam + * + * @param Custom 17 Display Name + * @desc Custom(17)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 17 References + * @desc Custom(17)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 17Unit + * @desc Custom(17)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 18-- + * @default + * @parent customParam + * + * @param Custom 18 Display Name + * @desc Custom(18)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 18 References + * @desc Custom(18)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 18 Unit + * @desc Custom(18)の単位を設定します。 + * @default + * @parent customParam + * + * @param --Custom Param 19-- + * @default + * @parent customParam + * + * @param Custom 19 Display Name + * @desc Custom(19)の表示名を設定します + * @default + * @parent customParam + * + * @param Custom 19 References + * @desc Custom(19)の値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customParam + * + * @param Custom 19 Unit + * @desc Custom(19)の単位を設定します。 + * @default + * @parent customParam + * + * @param customGauge + * @text --カスタムゲージの設定-- + * + * @param Gauge Param Digit + * @desc 現在値と最大値の表示幅を指定した桁数に設定する + * @default 4 + * @parent customGauge + * + * @param --Gauge Param 0-- + * @default + * @parent customGauge + * + * @param Gauge 0 Display Name + * @desc Gauge(0)の表示名を設定します + * @default \C[16]EXP + * @parent customGauge + * + * @param Gauge 0 References + * @desc Gauge(0)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 0 Current + * @desc Gauge(0)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default a.isMaxLevel() ? '--------' : a.currentExp() + * @parent customGauge + * + * @param Gauge 0 Max + * @desc Gauge(0)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default a.isMaxLevel() ? '--------' : a.nextLevelExp() + * @parent customGauge + * + * @param Gauge 0 Color1 + * @desc Gauge(0)のゲージの色1を設定します。 + * @default 17 + * @parent customGauge + * + * @param Gauge 0 Color2 + * @desc Gauge(0)のゲージの色2を設定します。 + * @default 6 + * @parent customGauge + * + * @param --Gauge Param 1-- + * @default + * @parent customGauge + * + * @param Gauge 1 Display Name + * @desc Gauge(1)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 1 References + * @desc Gauge(1)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 1 Current + * @desc Gauge(1)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 1 Max + * @desc Gauge(1)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 1 Color1 + * @desc Gauge(1)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 1 Color2 + * @desc Gauge(1)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 2-- + * @default + * @parent customGauge + * + * @param Gauge 2 Display Name + * @desc Gauge(2)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 2 References + * @desc Gauge(2)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 2 Current + * @desc Gauge(2)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 2 Max + * @desc Gauge(2)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 2 Color1 + * @desc Gauge(2)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 2 Color2 + * @desc Gauge(2)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 3-- + * @default + * @parent customGauge + * + * @param Gauge 3 Display Name + * @desc Gauge(3)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 3 References + * @desc Gauge(3)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 3 Current + * @desc Gauge(3)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 3 Max + * @desc Gauge(3)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 3 Color1 + * @desc Gauge(3)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 3 Color2 + * @desc Gauge(3)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 4-- + * @default + * @parent customGauge + * + * @param Gauge 4 Display Name + * @desc Gauge(4)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 4 References + * @desc Gauge(4)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 4 Current + * @desc Gauge(4)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 4 Max + * @desc Gauge(4)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 4 Color1 + * @desc Gauge(4)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 4 Color2 + * @desc Gauge(4)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 5-- + * @default + * @parent customGauge + * + * @param Gauge 5 Display Name + * @desc Gauge(5)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 5 References + * @desc Gauge(5)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 5 Current + * @desc Gauge(5)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 5 Max + * @desc Gauge(5)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 5 Color1 + * @desc Gauge(5)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 5 Color2 + * @desc Gauge(5)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 6-- + * @default + * @parent customGauge + * + * @param Gauge 6 Display Name + * @desc Gauge(6)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 6 References + * @desc Gauge(6)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 6 Current + * @desc Gauge(6)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 6 Max + * @desc Gauge(6)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 6 Color1 + * @desc Gauge(6)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 6 Color2 + * @desc Gauge(6)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 7-- + * @default + * @parent customGauge + * + * @param Gauge 7 Display Name + * @desc Gauge(7)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 7 References + * @desc Gauge(7)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 7 Current + * @desc Gauge(7)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 7 Max + * @desc Gauge(7)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 7 Color1 + * @desc Gauge(7)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 7 Color2 + * @desc Gauge(7)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 8-- + * @default + * @parent customGauge + * + * @param Gauge 8 Display Name + * @desc Gauge(8)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 8 References + * @desc Gauge(8)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 8 Current + * @desc Gauge(8)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 8 Max + * @desc Gauge(8)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 8 Color1 + * @desc Gauge(8)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 8 Color2 + * @desc Gauge(8)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param --Gauge Param 9-- + * @default + * @parent customGauge + * + * @param Gauge 9 Display Name + * @desc Gauge(9)の表示名を設定します + * @default + * @parent customGauge + * + * @param Gauge 9 References + * @desc Gauge(9)で表示する値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 9 Current + * @desc Gauge(9)の現在値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 9 Max + * @desc Gauge(9)の最大値の参照先を設定します。 + * アクターを a として、ステータスの参照先を記述すること。 + * @default + * @parent customGauge + * + * @param Gauge 9 Color1 + * @desc Gauge(9)のゲージの色1を設定します。 + * @default + * @parent customGauge + * + * @param Gauge 9 Color2 + * @desc Gauge(9)のゲージの色2を設定します。 + * @default + * @parent customGauge + * + * @param paramName + * @text --表示名の設定-- + * + * @param XPARAM Name + * @desc 追加能力値の表示名を設定します。 + * @type struct + * @default {"hit":"命中率","eva":"回避率","cri":"会心率","cev":"会心回避率","mev":"魔法回避率","mrf":"魔法反射率","cnt":"反撃率","hrg":"HP再生率","mrg":"MP再生率","trg":"TP再生率"} + * @parent paramName + * + * @param SPARAM Name + * @desc 特殊能力値の表示名を設定します。 + * @type struct + * @default {"tgr":"狙われ率","grd":"防御効果率","rec":"回復効果率","pha":"薬の知識","mcr":"MP消費率","tcr":"TPチャージ率","pdr":"物理ダメージ率","mdr":"魔法ダメージ率","fdr":"床ダメージ率","exr":"経験獲得率"} + * @parent paramName + * + * @help + *----------------------------------------------------------------------------- + * 概要 + *----------------------------------------------------------------------------- + * このプラグインは、アクターのステータス表示のレイアウトをより詳細に設定できる + * 処理を実装します。 + * + * このプラグインの拡張プラグイン(FTKR_CSS_***.js)と組み合わせることで + * メニュー画面や、バトル画面などさまざまなステータス画面を設定できるように + * なります。 + * + * このプラグインの v3.0.0 から採用するステータスごとの表示位置指定方式については、 + * 拡張プラグインの v2.0.0 以降を使用してください。 + * ※従来の方式についても、v1の拡張プラグインで使用可能 + * + * + * プラグインの使い方は、下のオンラインマニュアルページを見てください。 + * https://github.com/futokoro/RPGMaker/blob/master/FTKR_CustomSimpleActorStatus.ja.md + * + * + *----------------------------------------------------------------------------- + * 設定方法 + *----------------------------------------------------------------------------- + * 1.「プラグインマネージャー(プラグイン管理)」に、このプラグインを追加して + * ください。 + * + * 2. 拡張プラグイン(FTKR_CSS_***.js)と組み合わせる場合は、このプラグインが + * 上になるように配置してください。 + * + * 3. GraphicalDesignMode.jsと組み合わせる場合は、 + * このプラグインが下になるように配置してください。 + * + * 4. このプラグインを使う上で、設定が必須なプラグインパラメータはありません。 + * + * + *----------------------------------------------------------------------------- + * プラグインのライセンスについて(License) + *----------------------------------------------------------------------------- + * このプラグインはMITライセンスのもとで公開しています。 + * This plugin is released under the MIT License. + * + * Copyright (c) 2017,2018 Futokoro + * http://opensource.org/licenses/mit-license.php + * + * + * プラグイン公開元 + * https://github.com/futokoro/RPGMaker/blob/master/README.md + * + * + *----------------------------------------------------------------------------- + * 変更来歴 + *----------------------------------------------------------------------------- + * + * v3.5.3 - 2019/05/12 : 機能追加 + * 1. アイテムの所持数を表示するコード(numItem)を追加。 + * 2. 装備品の表示コード(equip(%1))に、ショップ画面用の専用処理を追加。 + * + * v3.5.2 - 2019/04/14 : 機能追加 + * 1. 特殊能力値(xparam)と追加能力値(sparam)を表示するコード他を追加。 + * + * v3.5.1 - 2019/03/05 : 不具合修正、機能追加 + * 1. 拡張プラグインのパラメータ"statusList"の"value"の値を正しく読み取れない + * 不具合を修正。 + * 2. 選択中の装備品を装備できない時に特定も文字を表示させるコード notequip を + * 追加。※装備画面とショップ画面で使用可能 + * + * v3.5.0 - 2018/12/29 : 機能追加 + * 1. セーブしたウィンドウ設定を変更するプラグインコマンドを追加。 + * + * v3.4.7 - 2018/12/27 : 不具合修正 + * 1. FTKR_CSS_ShopStatus v2.2.2 の不具合修正対応。 + * 2. FTKR_OriginalSceneWindow でアイテムデータ画像が表示できない不具合対応。 + * + * v3.4.6 - 2018/12/15 : 不具合修正(軽量化) + * 1. カスタムパラメータとカスタムゲージの表示処理を見直し。 + * 2. プラグインコマンドの判定処理を見直し。 + * + * v3.4.5 - 2018/12/13 : 不具合修正(軽量化) + * 1. code(x)の形のパラメータの判定時に必ずeval()で評価していた処理を見直し。 + * + * v3.4.4 - 2018/12/02 : 不具合修正 + * 1. カスタム画像で、存在しない画像IDを指定した場合にエラーになる不具合を修正。 + * + * v3.4.3 - 2018/11/03 : 仕様変更 + * 1. ediff(x)、aopdiff(x)、ediffaop(x)の表示内容の設定を、pdiff(x)から独立。 + * + * v3.4.2 - 2018/10/28 : 不具合修正 + * 1. オリジナルパラメータおよびオリジナルゲージの数値が、一部のシーンで正常に + * 表示できない不具合を修正。 + * + * v3.4.1 - 2018/10/11 : 機能追加、仕様変更 + * 1. パラメータの差分表示に制御文字を無効にする機能を追加。 + * 2. パラメータの差分表示で 0 の場合に表示しないように変更。 + * + * v3.4.0 - 2018/10/10 : 機能追加 + * 1. ediff(x)およびediffaop(x)のコードをFTKR_CSS_ShopStatusから移動。 + * + * v3.3.4 - 2018/09/28 : 機能追加 + * 1. ステータスコードに、AOPパラメータ表示用のコードを追加。 + * + * v3.3.3 - 2018/09/28 : 機能追加 + * 1. ステータスコードに、パラメータ表示用のコードを追加。 + * + * v3.3.2 - 2018/09/19 : 機能追加 + * 1. ステータスコードに、アイテム用のコードを追加。 + * + * v3.3.1 - 2018/09/19 : 不具合修正 + * 1. 戦闘不能時に、ステートアイコンを表示しない不具合を修正。 + * + * v3.3.0 - 2018/09/15 : 機能追加 + * 1. ステータスコードに、アイテム用のコードを追加。 + * 2. ステータスアイコン同士間の余白サイズを設定する機能を追加。 + * 3. ステータスアイコンを高さ幅が不足しても最低1つは表示させるように変更。 + * 4. プラグインパラメータ Enable Auto Scale を有効にした場合に、表示幅が小さい + * 場合でもサイズ調整するように変更。 + * + * v3.2.0 - 2018/09/11 : FTKR_GDM_WindowEditor.js 用の記述を修正。 + * + * v3.1.1 - 2018/09/09 : GraphicalDesignMode.js 用の記述を削除 + * + * v3.1.0 - 2018/08/30 : 機能追加 + * 1. 拡張プラグインのプラグインパラメータで表示するステータスをリストで + * 選択できる機能を追加。 + * + * v3.0.2 - 2018/08/25 : 不具合修正 + * 1. 拡張プラグインで、余白と背景透明度を 0 に設定した場合に、設定が無効になる + * 不具合を修正。 + * + * v3.0.1 - 2018/08/20 : 不具合修正 + * 1. 拡張プラグインでステータスウィンドウの設定を有効にした場合にエラーになる + * 不具合を修正。 + * + * v3.0.0 - 2018/08/19 : 仕様変更 + * 1. ステータスの表示とパラメータの入力に、ステータスごとの表示位置指定方式を採用。 + * 2. FTKR_GDM_WindowEditor対応版に修正。 + * 3. ヘルプの記述を削減。 + * 4. 顔画像のサイズを調整する機能を追加。 + * 5. GraphicalDesignMode.jsとの連携機能を、FTKR_GDM_Editorに移行。 + * + * v2.7.2 - 2018/08/18 : 不具合修正 + * 1. 拡張プラグイン使用時にステートアイコンが表示されない不具合を修正。 + * + * v2.7.1 - 2018/08/17 : 不具合修正 + * 1. バトルシーンでステータスウィンドウが非表示でも、ステートアイコンが + * 表示される不具合を修正。 + * + * v2.7.0 - 2018/03/17 : 機能追加 + * 1. カスタム画像をゲーム中に変更するプラグインコマンドを追加。 + * + * v2.6.3 - 2018/03/12 : 処理変更 + * 1. 顔画像やカスタム画像の表示透過度の判定部を関数として独立。 + * 2. コード処理部にアクターが設定されていない場合の例外処理を追加。 + * + * v2.6.2 - 2018/03/11 : 不具合修正 + * 1. 角括弧で設定したコードが正しく表示されない不具合を修正。 + * 2. デザインモード中にstateコードを変更した際に、ステートアイコンの表示が + * 一部更新されない不具合を修正。 + * + * v2.6.1 - 2018/01/07 : 処理変更 + * 1. 顔画像、歩行キャラ、SVキャラのX座標方向の寄せ表示部分を関数として独立。 + * + * v2.6.0 - 2017/11/18 : 機能追加 + * 1. FTKR_CSS_***Status系の拡張プラグインをGraphicalDesignMode.jsに + * 対応する処理を追加。 + * + * v2.5.1 - 2017/11/08 : 不具合修正 + * 1. FTKR_OriginalSceneWindow.jsで生成したウィンドウが有る場合に + * シーン開始時にエラーになる不具合を修正。 + * + * v2.5.0 - 2017/11/08 : 機能追加 + * 1. 横線を表示するコード「line」を追加。 + * 2. GraphicalDesignMode.jsとFTKR_CSS_GDM.jsにより、デザインモード中に + * ゲーム内でレイアウトを変更する機能を追加。 + * + * v2.4.3 - 2017/11/02 : 不具合修正 + * 1. 装備画面でフリーズする不具合を修正。 + * + * v2.4.2 - 2017/11/01 : 不具合修正 + * 1. カスタムパラメータとカスタムゲージで、名前が表示されない不具合を修正。 + * 2. 装備のパラメータが表示されない不具合を修正。 + * + * v2.4.1 - 2017/10/19 : 不具合修正 + * 1. カスタムパラメータとカスタムゲージで、アイコンを表示したときに + * 表示位置がずれる場合がある不具合を修正。 + * + * v2.4.0 - 2017/10/16 : 仕様変更 + * 1. カスタムゲージで、現在値および最大値に文字列を表示できるように変更。 + * + * v2.3.0 - 2017/07/23 : 機能追加 + * 1. 表示コードの判定部の記述を見直し。 + * 2. 括弧で数値を指定する表示コードに対して、数値ではなくスクリプトで + * 指定できるように修正。 + * 3. FTKR_AddOriginalParametersで作成したオリジナルパラメータの + * 装備パラメータを表示するコード「eaop(x)」を追加。 + * + * v2.2.0 - 2017/06/19 : 機能変更、機能追加 + * 1. テキストコードに、JS計算式の評価処理を追加。 + * 2. JS計算式の評価コードで、文字列のまま表示する機能を追加。 + * + * v2.1.0 - 2017/06/19 : 機能変更、機能追加 + * 1. カスタム画像の設定仕様を変更。 + * 2. カスタム画像を複数設定できる機能を追加。 + * + * v2.0.0 - 2017/06/18 : メニュー画面の変更機能を分離 + * + * v1.8.0 - 2017/06/17 : 機能追加 + * 1. カスタムパラメータに単位を表示する機能を追加。 + * + * v1.7.6 - 2017/06/10 : 不具合修正 + * 1. YEP_BuffsStatesCore.jsと組み合わせた時にステートカウントの表示が + * 正しく更新されない不具合を修正。 + * + * v1.7.5 - 2017/06/10 : 不具合修正 + * 1. テキストコードに制御文字を入力すると、正しく表示できない不具合を修正。 + * + * v1.7.4 - 2017/06/09 : YEP_BuffsStatesCore.jsに対応 + * + * v1.7.3 - 2017/06/08 : 機能追加 + * 1. ステートアイコンの表示処理をMVデフォルトに戻す機能を追加。 + * + * v1.7.2 - 2017/06/07 : 不具合修正、機能追加 + * 1. 波括弧による描画エリアの拡張が正しく機能しない不具合を修正。 + * 2. eval()によるJS計算結果を表示するコードを追加。 + * + * v1.7.1 - 2017/06/05 : 不具合修正、機能追加 + * 1. 歩行キャラが正しく表示されない不具合を修正。 + * 2. 歩行キャラの向きを、マップ上のプレイヤーに合わせる機能を追加。 + * 3. SVキャラのモーションを無効にする機能を追加。 + * 4. カスタム画像を表示する位置を調整する機能を追加。 + * + * v1.7.0 - 2017/06/02 : 機能追加、不具合修正 + * 1. アクター毎に個別に設定できるカスタムゲージを追加。 + * 2. クラス毎に個別に設定できるカスタムゲージを追加。 + * 3. プラグインパラメータを無効にした場合 + * スキル画面のステータス欄が表示しない不具合を修正。 + * + * v1.6.0 - 2017/06/01 : 機能見直し、機能追加 + * 1. カスタムゲージの表示内容の調整機能を見直し。 + * 2. カスタムゲージのゲージバーを非表示にする機能を追加。 + * 3. カスタムゲージに現在値と最大値の替わりに指定した値を設定する機能を追加。 + * + * v1.5.3 - 2017/05/13 : 機能追加 + * 1. 装備画面で使用可能な、パラメータ表示コードを追加。 + * + * v1.5.2 - 2017/05/12 : 不具合修正、機能追加、不要なパラメータを削除 + * 1. アクターを横に並べたときに描画エリアを拡張すると、隣のアクターの + * 表示エリアにも拡張される不具合を修正。 + * 2. 画像の表示位置の調整機能を追加。 + * + * v1.5.1 - 2017/05/11 : 不具合修正、機能追加 + * 1. ステータスウィンドウに表示できる人数よりもパーティーが少ない場合に + * エラーになる不具合を修正。 + * 2. 表示したSVキャラの位置を固定するように変更。 + * + * v1.5.0 - 2017/05/10 : 機能追加 + * 1. FTKR_FacialImageDifference.jsに対応。 + * + * v1.4.4 - 2017/05/08 : 不具合修正 + * 1. メニュー画面のアクターのスプライトが正しく更新されない不具合を修正。 + * + * v1.4.3 - 2017/05/06 : 不具合修正、機能追加 + * 1. アクターを横に並べた時に、顔画像が正しく表示されない不具合を修正。 + * 2. 縦のカーソル間隔を設定する機能を追加。 + * + * v1.4.2 - 2017/05/04 : 機能追加 + * 1. カスタムパラメータとカスタムゲージに、セルフ変数を適用。 + * + * v1.4.1 - 2017/04/25 : 不具合修正 + * 1. 「逃げる」でバトルを終了した場合、ステータス上のSVキャラの + * 表示位置がずれる不具合を修正。 + * + * v1.4.0 - 2017/04/21 : 仕様変更、機能追加 + * 1. 詳細ステータス画面の表示変更機能を拡張プラグインとして分離。 + * 2. スキル画面の表示変更機能を拡張プラグインとして分離。 + * 3. 顔画像の表示仕様を変更。 + * 4. カスタム画像をタグの仕様を変更し、ディプロイメントでカスタム画像を + * 保存するように変更。 + * 5. メニュー画面の簡易ステータスウィンドウの設定変更機能を追加。 + * + * v1.3.1 - 2017/04/21 : 機能追加 + * 1. FTKR_ExSvMotion.jsに対応。 + * + * v1.3.0 - 2017/04/19 : 機能変更 + * 1. ステートアイコンの表示仕様を変更。 + * + * v1.2.5 - 2017/04/15 : 機能追加 + * 1. ステートアイコンの表示位置を微調整 + * 2. 行の高さに合わせてステートアイコンサイズを自動調整する機能を追加。 + * + * v1.2.4 - 2017/04/12 : 顔画像の縦横のサイズを合わせるように修正 + * + * v1.2.3 - 2017/04/11 : ヘルプ修正 + * + * v1.2.2 - 2017/04/11 : 機能追加 + * 1. 指定した画像を表示する機能を追加。 + * 2. 複数列を跨いで表示させる機能を追加。 + * 3. ステートを縦に並べて表示させる機能を追加。 + * + * v1.2.1 - 2017/04/01 : 機能削除、機能追加 + * 1. ステータスのparam(x)に対してMV標準の制御文字を使用できる機能を削除。 + * 2. カスタムパラメータを20個まで設定できるように変更。 + * 3. 詳細ステータス画面の表示エリア間のラインの線色、太さ、透明度を + * 変更する機能を追加。 + * 4. 簡易ステータス画面の表示内容を変更する機能をON/OFFする + * プラグインパラメータを追加。 + * + * v1.2.0 - 2017/03/20 : 仕様変更 + * 1. ステートアイコンを並べて表示した時に表示エリア内に収まらない場合、 + * アイコンを重ねて表示するように変更。 + * 2. ステータスのprofile、param(x)、custom(x)、gauge(x)、text(x)の表示に、 + * MV標準の制御文字を使用できるように変更。 + * + * v1.1.1 - 2017/03/18 : 機能追加 + * 1. 詳細ステータスの表示内容を変更する機能をON/OFFする + * プラグインパラメータを追加。 + * 2. FTKR_SEP_ShowSkillStatus.jsと組み合わせている場合、プロフィール文に + * 制御文字を使用できるように変更。 + * 3. ヘルプ内容を修正。 + * + * v1.1.0 - 2017/03/17 : 仕様変更、機能追加、不具合修正 + * 1. Text間のスペースを設定するプラグインパラメータの仕様を変更。 + * 2. 装備と好きな文字列を表示させるパラメータを追加。 + * 3. 詳細ステータスの表示内容を変更する機能を追加。 + * 4. カスタムパラメータとカスタムゲージを10個まで設定できるように変更。 + * 5. ニックネームが表示されない不具合を修正。 + * + * v1.0.3 - 2017/03/16 : 機能追加 + * 1. 表示名や値の参照先を自由に設定できるカスタムゲージの表示機能を追加。 + * + * v1.0.2 - 2017/03/16 : 機能追加 + * 1. で、1行に複数のステータスを表示する機能を追加。 + * + * v1.0.1 - 2017/03/10 : 機能追加 + * 1. 攻撃力や防御力等のパラメータを表示できる機能を追加。 + * 2. 表示名や値の参照先を自由に設定できるカスタムパラメータの + * 表示機能を追加。 + * + * v1.0.0 - 2017/03/09 : 初版作成 + * + *----------------------------------------------------------------------------- + */ +//============================================================================= +/*~struct~status: + * @param text + * @desc 表示するステータスを選択 + * リストにない場合は、直接テキストで記述 + * @default + * @type select + * @option 名前 + * @value name + * @option 二つ名 + * @value nickname + * @option 職業 + * @value class + * @option レベル + * @value level + * @option HP + * @value hp + * @option MP + * @value mp + * @option TP + * @value tp + * @option 顔画像 + * @value face + * @option 顔画像(サイズ指定) + * @value face(%1) + * @option 歩行キャラ画像 + * @value chara + * @option SV戦闘キャラ画像 + * @value sv + * @option ステート(横) + * @value state + * @option ステート(縦) + * @value state2(%1) + * @option プロフィール + * @value profile + * @option 通常能力値 + * @value param(%1) + * @option 通常能力値(素) + * @value pbase(%1) + * @option 通常能力値(増加分) + * @value pdiff(%1) + * @option 追加能力値 + * @value xparam(%1) + * @option 特殊能力値 + * @value sparam(%1) + * @option 装備 + * @value equip(%1) + * @option 装備通常能力値 + * @value eparam(%1) + * @option 装備追加能力値 + * @value exparam(%1) + * @option 装備特殊能力値 + * @value esparam(%1) + * @option 装備通常能力値差分 + * @value ediff(%1) + * @option 装備追加能力値差分 + * @value exdiff(%1) + * @option 装備特殊能力値差分 + * @value esdiff(%1) + * @option 装備不可表示 + * @value notequip(%1) + * @option カスタムパラメータ + * @value custom(%1) + * @option カスタムゲージ + * @value gauge(%1) + * @option アクター別カスタムゲージ + * @value agauge(%1) + * @option クラス別カスタムゲージ + * @value cgauge(%1) + * @option カスタム画像 + * @value image + * @option カスタム画像(登録ID) + * @value image(%1) + * @option メッセージ + * @value message + * @option テキスト + * @value text(%1) + * @option JS計算式(数値表示) + * @value eval(%1) + * @option JS計算式(文字列表示) + * @value streval(%1) + * @option 横線 + * @value line + * @option AOP能力値 + * @value aop(%1) + * @option AOP能力値(素) + * @value aopbase(%1) + * @option AOP能力値(増加分) + * @value aopdiff(%1) + * @option AOP装備パラメータ + * @value eaop(%1) + * @option AOP装備パラメータ差分 + * @value ediffaop(%1) + * @option アイテム名 + * @value iname + * @option アイテムアイコン + * @value iicon + * @option アイテム説明 + * @value idesc + * @option アイテムタイプ + * @value itype + * @option アイテム装備タイプ + * @value ietype + * @option アイテム範囲 + * @value iscope + * @option アイテム属性 + * @value ielement + * @option アイテム設定詳細 + * @value iparam(%1) + * @option アイテムカスタム画像 + * @value iimage(%1) + * @option アイテム所持数 + * @value inumber + * @option マップ名 + * @value mapname + * + * @param value + * @desc code(%1)の形式で設定するステータスの%1の内容を入力 + * @default + * + * @param x + * @desc 表示するX座標 + * @default 0 + * + * @param y + * @desc 表示するY座標 + * @default 0 + * + * @param width + * @desc 表示する幅 + * @default 0 + * + */ +/*~struct~xparam: + * + * @param hit + * @desc 命中率の表示名 + * @default 命中率 + * + * @param eva + * @desc 回避率の表示名 + * @default 回避率 + * + * @param cri + * @desc 会心率の表示名 + * @default 会心率 + * + * @param cev + * @desc 会心回避率の表示名 + * @default 会心回避率 + * + * @param mev + * @desc 魔法回避率の表示名 + * @default 魔法回避率 + * + * @param mrf + * @desc 魔法反射率の表示名 + * @default 魔法反射率 + * + * @param cnt + * @desc 反撃率の表示名 + * @default 反撃率 + * + * @param hrg + * @desc HP再生率の表示名 + * @default HP再生率 + * + * @param mrg + * @desc MP再生率の表示名 + * @default MP再生率 + * + * @param trg + * @desc TP再生率の表示名 + * @default TP再生率 + * + */ +/*~struct~sparam: + * + * @param tgr + * @desc 狙われ率の表示名 + * @default 狙われ率 + * + * @param grd + * @desc 防御効果率の表示名 + * @default 防御効果率 + * + * @param rec + * @desc 回復効果率の表示名 + * @default 回復効果率 + * + * @param pha + * @desc 薬の知識の表示名 + * @default 薬の知識 + * + * @param mcr + * @desc MP消費率の表示名 + * @default MP消費率 + * + * @param tcr + * @desc TPチャージ率の表示名 + * @default TPチャージ率 + * + * @param pdr + * @desc 物理ダメージ率の表示名 + * @default 物理ダメージ率 + * + * @param mdr + * @desc 魔法ダメージ率の表示名 + * @default 魔法ダメージ率 + * + * @param fdr + * @desc 床ダメージ率の表示名 + * @default 床ダメージ率 + * + * @param exr + * @desc 経験獲得率の表示名 + * @default 経験獲得率 + * + */ + +(function () { + + var paramParse = function (obj) { + return JSON.parse(JSON.stringify(obj, paramReplace)); + }; + + var paramReplace = function (key, value) { + try { + return JSON.parse(value || null); + } catch (e) { + return value; + } + }; + + //============================================================================= + // プラグイン パラメータ + //============================================================================= + var parameters = PluginManager.parameters('FTKR_CustomSimpleActorStatus'); + + //オリジナルステータス設定オブジェクト + FTKR.CSS.cssStatus = { + face: { + width: Number(parameters['Face Image Width'] || 0), + height: Number(parameters['Face Image Height'] || 0), + posiX: Number(parameters['Face Position X'] || 0), + }, + chara: { + width: Number(parameters['Chara Image Width'] || 0), + height: Number(parameters['Chara Image Height'] || 0), + posiX: Number(parameters['Chara Position X'] || 0), + direction: Number(parameters['Chara Direction'] || 0), + }, + svChara: { + width: Number(parameters['Sv Image Width'] || 0), + height: Number(parameters['Sv Image Height'] || 0), + enable: Number(parameters['Enabled Sv Motion'] || 0), + motion: String(parameters['Sv Image Motion'] || ''), + state: Number(parameters['Enabled State Motion'] || 0), + posiX: Number(parameters['Sv Position X'] || 0), + }, + state: { + enable: Number(parameters['Enable CSS States'] || 0), + wait: Number(parameters['Animation Wait'] || 0), + overlap: Number(parameters['Enable Overlap'] || 0), + autoScale: Number(parameters['Enable Auto Scale'] || 0), + rate: Number(parameters['Overlap Rate'] || 0), + iconPadding: Number(parameters['State Icon Padding'] || 0), + }, + param: { + decimals: paramParse(parameters['Disp Decimals Param']), + }, + pdiff: { + plus: paramParse(parameters['Format PDIFF Plus']), + minus: paramParse(parameters['Format PDIFF Minus']), + enabledEc: paramParse(parameters['Enabled Escapecharacters By PDIFF']), + }, + equip: { + arrow: String(parameters['Equip Right Arrow'] || ''), + }, + ediff: { + plus: paramParse(parameters['Format EDIFF Plus']), + minus: paramParse(parameters['Format EDIFF Minus']), + enabledEc: paramParse(parameters['Enabled Escapecharacters By EDIFF']), + }, + aopdiff: { + plus: paramParse(parameters['Format AOPDIFF Plus']), + minus: paramParse(parameters['Format AOPDIFF Minus']), + enabledEc: paramParse(parameters['Enabled Escapecharacters By AOPDIFF']), + }, + ediffaop: { + plus: paramParse(parameters['Format EDIFFAOP Plus']), + minus: paramParse(parameters['Format EDIFFAOP Minus']), + enabledEc: paramParse(parameters['Enabled Escapecharacters By EDIFFAOP']), + }, + gauge: { + digit: Number(parameters['Gauge Param Digit'] || 0), + }, + image: { + posiX: Number(parameters['Image Position X'] || 0), + }, + message: { + levelUp: String(parameters['Display LevelUp Message'] || ''), + }, + customs: [ + { + name: String(parameters['Custom 0 Display Name'] || ''), + unit: String(parameters['Custom 0 Unit'] || ''), + formula: String(parameters['Custom 0 References'] || ''), + }, + { + name: String(parameters['Custom 1 Display Name'] || ''), + unit: String(parameters['Custom 1 Unit'] || ''), + formula: String(parameters['Custom 1 References'] || ''), + }, + { + name: String(parameters['Custom 2 Display Name'] || ''), + unit: String(parameters['Custom 2 Unit'] || ''), + formula: String(parameters['Custom 2 References'] || ''), + }, + { + name: String(parameters['Custom 3 Display Name'] || ''), + unit: String(parameters['Custom 3 Unit'] || ''), + formula: String(parameters['Custom 3 References'] || ''), + }, + { + name: String(parameters['Custom 4 Display Name'] || ''), + unit: String(parameters['Custom 4 Unit'] || ''), + formula: String(parameters['Custom 4 References'] || ''), + }, + { + name: String(parameters['Custom 5 Display Name'] || ''), + unit: String(parameters['Custom 5 Unit'] || ''), + formula: String(parameters['Custom 5 References'] || ''), + }, + { + name: String(parameters['Custom 6 Display Name'] || ''), + unit: String(parameters['Custom 6 Unit'] || ''), + formula: String(parameters['Custom 6 References'] || ''), + }, + { + name: String(parameters['Custom 7 Display Name'] || ''), + unit: String(parameters['Custom 7 Unit'] || ''), + formula: String(parameters['Custom 7 References'] || ''), + }, + { + name: String(parameters['Custom 8 Display Name'] || ''), + unit: String(parameters['Custom 8 Unit'] || ''), + formula: String(parameters['Custom 8 References'] || ''), + }, + { + name: String(parameters['Custom 9 Display Name'] || ''), + unit: String(parameters['Custom 9 Unit'] || ''), + formula: String(parameters['Custom 9 References'] || ''), + }, + { + name: String(parameters['Custom 10 Display Name'] || ''), + unit: String(parameters['Custom 10 Unit'] || ''), + formula: String(parameters['Custom 10 References'] || ''), + }, + { + name: String(parameters['Custom 11 Display Name'] || ''), + unit: String(parameters['Custom 11 Unit'] || ''), + formula: String(parameters['Custom 11 References'] || ''), + }, + { + name: String(parameters['Custom 12 Display Name'] || ''), + unit: String(parameters['Custom 12 Unit'] || ''), + formula: String(parameters['Custom 12 References'] || ''), + }, + { + name: String(parameters['Custom 13 Display Name'] || ''), + unit: String(parameters['Custom 13 Unit'] || ''), + formula: String(parameters['Custom 13 References'] || ''), + }, + { + name: String(parameters['Custom 14 Display Name'] || ''), + unit: String(parameters['Custom 14 Unit'] || ''), + formula: String(parameters['Custom 14 References'] || ''), + }, + { + name: String(parameters['Custom 15 Display Name'] || ''), + unit: String(parameters['Custom 15 Unit'] || ''), + formula: String(parameters['Custom 15 References'] || ''), + }, + { + name: String(parameters['Custom 16 Display Name'] || ''), + unit: String(parameters['Custom 16 Unit'] || ''), + formula: String(parameters['Custom 16 References'] || ''), + }, + { + name: String(parameters['Custom 17 Display Name'] || ''), + unit: String(parameters['Custom 17 Unit'] || ''), + formula: String(parameters['Custom 17 References'] || ''), + }, + { + name: String(parameters['Custom 18 Display Name'] || ''), + unit: String(parameters['Custom 18 Unit'] || ''), + formula: String(parameters['Custom 18 References'] || ''), + }, + { + name: String(parameters['Custom 19 Display Name'] || ''), + unit: String(parameters['Custom 19 Unit'] || ''), + formula: String(parameters['Custom 19 References'] || ''), + }, + ], + gauges: [ + { + name: String(parameters['Gauge 0 Display Name'] || ''), + ref: String(parameters['Gauge 0 References'] || ''), + current: String(parameters['Gauge 0 Current'] || ''), + max: String(parameters['Gauge 0 Max'] || ''), + color1: Number(parameters['Gauge 0 Color1'] || 0), + color2: Number(parameters['Gauge 0 Color2'] || 0), + }, + { + name: String(parameters['Gauge 1 Display Name'] || ''), + ref: String(parameters['Gauge 1 References'] || ''), + current: String(parameters['Gauge 1 Current'] || ''), + max: String(parameters['Gauge 1 Max'] || ''), + color1: Number(parameters['Gauge 1 Color1'] || 0), + color2: Number(parameters['Gauge 1 Color2'] || 0), + }, + { + name: String(parameters['Gauge 2 Display Name'] || ''), + ref: String(parameters['Gauge 2 References'] || ''), + current: String(parameters['Gauge 2 Current'] || ''), + max: String(parameters['Gauge 2 Max'] || ''), + color1: Number(parameters['Gauge 2 Color1'] || 0), + color2: Number(parameters['Gauge 2 Color2'] || 0), + }, + { + name: String(parameters['Gauge 3 Display Name'] || ''), + ref: String(parameters['Gauge 3 References'] || ''), + current: String(parameters['Gauge 3 Current'] || ''), + max: String(parameters['Gauge 3 Max'] || ''), + color1: Number(parameters['Gauge 3 Color1'] || 0), + color2: Number(parameters['Gauge 3 Color2'] || 0), + }, + { + name: String(parameters['Gauge 4 Display Name'] || ''), + ref: String(parameters['Gauge 4 References'] || ''), + current: String(parameters['Gauge 4 Current'] || ''), + max: String(parameters['Gauge 4 Max'] || ''), + color1: Number(parameters['Gauge 4 Color1'] || 0), + color2: Number(parameters['Gauge 4 Color2'] || 0), + }, + { + name: String(parameters['Gauge 5 Display Name'] || ''), + ref: String(parameters['Gauge 5 References'] || ''), + current: String(parameters['Gauge 5 Current'] || ''), + max: String(parameters['Gauge 5 Max'] || ''), + color1: Number(parameters['Gauge 5 Color1'] || 0), + color2: Number(parameters['Gauge 5 Color2'] || 0), + }, + { + name: String(parameters['Gauge 6 Display Name'] || ''), + ref: String(parameters['Gauge 6 References'] || ''), + current: String(parameters['Gauge 6 Current'] || ''), + max: String(parameters['Gauge 6 Max'] || ''), + color1: Number(parameters['Gauge 6 Color1'] || 0), + color2: Number(parameters['Gauge 6 Color2'] || 0), + }, + { + name: String(parameters['Gauge 7 Display Name'] || ''), + ref: String(parameters['Gauge 7 References'] || ''), + current: String(parameters['Gauge 7 Current'] || ''), + max: String(parameters['Gauge 7 Max'] || ''), + color1: Number(parameters['Gauge 7 Color1'] || 0), + color2: Number(parameters['Gauge 7 Color2'] || 0), + }, + { + name: String(parameters['Gauge 8 Display Name'] || ''), + ref: String(parameters['Gauge 8 References'] || ''), + current: String(parameters['Gauge 8 Current'] || ''), + max: String(parameters['Gauge 8 Max'] || ''), + color1: Number(parameters['Gauge 8 Color1'] || 0), + color2: Number(parameters['Gauge 8 Color2'] || 0), + }, + { + name: String(parameters['Gauge 9 Display Name'] || ''), + ref: String(parameters['Gauge 9 References'] || ''), + current: String(parameters['Gauge 9 Current'] || ''), + max: String(parameters['Gauge 9 Max'] || ''), + color1: Number(parameters['Gauge 9 Color1'] || 0), + color2: Number(parameters['Gauge 9 Color2'] || 0), + }, + ], + }; + + var xparamName = paramParse(parameters['XPARAM Name']); + if (xparamName) { + FTKR.CSS.cssStatus.xparam = Object.entries(xparamName).map(function (obj) { return obj[1]; }); + } else { + console.error('プラグインパラメータ XPARAM Name が設定されていません。'); + return; + } + var sparamName = paramParse(parameters['SPARAM Name']); + if (sparamName) { + FTKR.CSS.cssStatus.sparam = Object.entries(sparamName).map(function (obj) { return obj[1]; }); + } else { + console.error('プラグインパラメータ SPARAM Name が設定されていません。'); + return; + } + + //SV戦闘キャラ用の影画像の高さ + Window_Base.SV_SHADOW_HEIGHT = 48; + + //============================================================================= + // 自作関数(グローバル) + //============================================================================= + + FTKR.gameData = FTKR.gameData || { + user: null, + target: null, + item: null, + number: 0, + }; + + if (!FTKR.setGameData) { + FTKR.setGameData = function (user, target, item, number) { + FTKR.gameData = { + user: user || null, + target: target || null, + item: item || null, + number: number || 0 + }; + }; + } + + if (!FTKR.evalFormula) { + FTKR.evalFormula = function (formula) { + var datas = FTKR.gameData; + try { + var s = $gameSwitches._data; + var v = $gameVariables._data; + var a = datas.user; + var b = datas.target; + var item = datas.item; + var number = datas.number; + if (b) var result = b.result(); + var value = eval(formula); + if (isNaN(value)) value = 0; + return value; + } catch (e) { + console.error(e); + return 0; + } + }; + } + + if (!FTKR.evalStrFormula) { + FTKR.evalStrFormula = function (formula) { + var datas = FTKR.gameData; + try { + var s = $gameSwitches._data; + var v = $gameVariables._data; + var a = datas.user; + var b = datas.target; + var item = datas.item; + var number = datas.number; + if (b) var result = b.result(); + var value = eval(formula); + return value; + } catch (e) { + return formula; + } + }; + } + + //============================================================================= + // 自作処理 + //============================================================================= + + // textの形式のメタデータを読み取って{id,text}を返す + var readEntrapmentCodeToTextEx = function (obj, codeTitles) { + var regs = convertEntrapmentRegArrayEx(codeTitles); + var notedata = obj.note.split(/[\r\n]+/); + var setMode = 'none'; + var results = []; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (matchRegs(line, regs, 'start')) { + var data = { + id: RegExp.$1, + text: '' + }; + setMode = 'read'; + } else if (matchRegs(line, regs, 'end')) { + setMode = 'none'; + results.push(data); + } else if (setMode === 'read') { + data.text += line + ';'; + } + } + return results; + }; + + var convertEntrapmentRegArrayEx = function (codeTitles) { + return codeTitles.map(function (codeTitle) { + return { + start: new RegExp('<' + codeTitle + ':[ ]*(.+)>', 'i'), + end: new RegExp('<\/' + codeTitle + '>', 'i') + }; + }); + }; + + var matchRegs = function (data, regs, prop) { + return regs.some(function (reg) { + return prop ? data.match(reg[prop]) : data.match(reg); + }); + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + return window ? window.convertEscapeCharacters(text) : text; + }; + + var setArgStr = function (arg) { + return convertEscapeCharacters(arg); + }; + + var setArgNum = function (arg) { + try { + return Number(eval(setArgStr(arg))); + } catch (e) { + return 0; + } + }; + + // 配列の要素の合計 + Math.sam = function (arr) { + return arr.reduce(function (prev, current, i, arr) { + return prev + current; + }); + }; + + Math._getDec = function (value) { + var list = (value + '').split('.'); + return list[1] !== undefined && list[1].length > 0 ? list[1].length : 0; + }; + + // 少数で表現された割合をパーセント表示の整数に変換する (例:0.5 を 50 に変換) + Math.percent = function (dec) { + var decnum = Math._getDec(dec); + var int = +(dec + '').replace('.', ''); + var diffdec = 2 - decnum; + return diffdec ? int * Math.pow(10, diffdec) : int; + } + + Number.prototype._getDec = function () { + var list = (this + '').split('.'); + return list[1] !== undefined && list[1].length > 0 ? list[1].length : 0; + }; + + // 少数で表現された数値をパーセント表示の数値に変換する (例:0.5 を 50 に変換) + Number.prototype.percent = function (dec) { + dec = dec || 0; + var decnum = this._getDec(); + var int = +(this + '').replace('.', ''); + var diffdec = 2 + dec - decnum; + return Math.floor(int * Math.pow(10, diffdec)) / Math.pow(10, dec); + } + + //配列の要素を、すべて数値に変換する。 + Array.prototype.num = function () { + return this.map(function (elm) { + return Number(elm); + }); + } + + //============================================================================= + // バトル終了後に、逃走フラグを削除 + //============================================================================= + + var _Scene_Map_start = Scene_Map.prototype.start; + Scene_Map.prototype.start = function () { + _Scene_Map_start.call(this); + BattleManager._escaped = false; + }; + + //============================================================================= + // DataManager + //============================================================================= + + var _DatabaseLoaded = false; + var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; + DataManager.isDatabaseLoaded = function () { + if (!_DataManager_isDatabaseLoaded.call(this)) return false; + if (!_DatabaseLoaded) { + this.cssActorImageNotetags($dataActors); + this.cssActorImageNotetags($dataItems); + this.cssActorImageNotetags($dataWeapons); + this.cssActorImageNotetags($dataArmors); + this.cssCustomParamNotetags($dataActors); + this.cssCustomParamNotetags($dataClasses); + _DatabaseLoaded = true; + } + return true; + }; + + DataManager.cssActorImageNotetags = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + obj.cssbgi = []; + var datas = readEntrapmentCodeToTextEx(obj, ['CSS_画像', 'CSS_IMAGE']); + if (datas.length) this.readCssBgiMetaDatas(obj, datas); + } + }; + + DataManager.setCssBgiBase = function (obj, index, name) { + obj.cssbgi[index] = { + name: name, + offsetX: 0, + offsetY: 0, + width: 0, + height: 0, + scale: 100, + }; + }; + + DataManager.readCssBgiMetaDatas = function (obj, metaDatas) { + for (var t = 0; t < metaDatas.length; t++) { + this.setCssBgiBase(obj, t, metaDatas[t].id); + var datas = metaDatas[t].text.split(';'); + for (var i = 0; i < datas.length; i++) { + var data = datas[i]; + var match = /(.+):[ ]*(.+)/.exec(data); + if (!match) continue; + switch (match[1].toUpperCase()) { + case 'BGI OFFSET X': + obj.cssbgi[t].offsetX = Number(match[2]); + break; + case 'BGI OFFSET Y': + obj.cssbgi[t].offsetY = Number(match[2]); + break; + case 'BGI WIDTH': + obj.cssbgi[t].width = Number(match[2]); + break; + case 'BGI HEIGHT': + obj.cssbgi[t].height = Number(match[2]); + break; + case 'BGI SCALE': + obj.cssbgi[t].scale = Number(match[2]); + break; + } + } + } + }; + + DataManager.cssCustomParamNotetags = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + obj.cssGauges = []; + var datas = readEntrapmentCodeToTextEx(obj, ['CSS_カスタム', 'CSS_CUSTOM']); + this.readCssCustomParamMetaDatas(obj, datas); + } + }; + + DataManager.readCssCustomParamMetaDatas = function (obj, metaDatas) { + for (var t = 0; t < metaDatas.length; t++) { + var dataId = Number(metaDatas[t].id); + obj.cssGauges[dataId] = {}; + + var datas = metaDatas[t].text.split(';'); + for (var i = 0; i < datas.length; i++) { + var data = datas[i]; + var match = /(.+):[ ]*(.+)/.exec(data); + if (!match) continue; + switch (match[1].toUpperCase()) { + case 'NAME': + case '表示名': + obj.cssGauges[dataId].name = match[2]; + break; + case 'REFERENCES': + case '参照先': + obj.cssGauges[dataId].ref = match[2]; + break; + case 'CURRENT': + case '現在値': + obj.cssGauges[dataId].current = match[2]; + break; + case 'MAX': + case '最大値': + obj.cssGauges[dataId].max = match[2]; + break; + case 'COLOR': + case '色': + var colors = match[2].replace(/\s/g, '').split(','); + obj.cssGauges[dataId].color1 = Number(colors[0]); + obj.cssGauges[dataId].color2 = colors[1] ? Number(colors[1]) : Number(colors[0]); + break; + } + } + } + }; + + //============================================================================= + // プラグインコマンド + //============================================================================= + + var _CSS_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + switch (command.toUpperCase()) { + case 'CSS_カスタム画像変更': + case 'CSS_CHANGE_CUSTOM_IMAGE': + this.cssChangeCustomImage(args); + break; + case 'CSS_ウィンドウ設定変更': + case 'CSS_CHANGE_WINDOW_SETTING': + this.cssChangeWindowSetting(args); + break; + default: + _CSS_Game_Interpreter_pluginCommand.call(this, command, args); + break; + } + }; + + Game_Interpreter.prototype.cssChangeCustomImage = function (args) { + switch (setArgStr(args[0]).toUpperCase()) { + case 'アクター': + case 'ACTOR': + var actor = $gameActors.actor(setArgNum(args[1])); + break; + case 'パーティー': + case 'PARTY': + var actor = $gameParty.members()[setArgNum(args[1])]; + break; + default: + return; + } + if (!actor) return; + actor.setupCssbgi( + setArgNum(args[2]), + setArgStr(args[3]), + setArgNum(args[4]), + setArgNum(args[5]), + setArgNum(args[6]), + setArgNum(args[7]), + setArgNum(args[8]) + ); + }; + + Game_Interpreter.prototype.cssChangeWindowSetting = function (args) { + switch (setArgStr(args[0].toUpperCase())) { + case 'バトル': + case 'BATTLE': + this.cssChangeWindowSettingParam($gameSystem._cssBattleWindow, args); + return; + default: + return; + } + }; + + Game_Interpreter.prototype.cssChangeWindowSettingParam = function (param, args) { + if (!param) return; + switch (setArgStr(args[1].toUpperCase())) { + case 'ENABLED': + case 'カスタム機能': + param.enabled = Boolean(setArgStr(args[2])); + break; + case 'NUMVISIBLEROUS': + case '表示行数': + param.numVisibleRows = setArgNum(args[2]); + break; + case 'FONTSIZE': + case 'フォントサイズ': + param.fontSize = setArgNum(args[2]); + break; + case 'PADDING': + case '余白': + param.padding = setArgNum(args[2]); + break; + case 'LINEHEIGHT': + case '行高さ': + param.lineHeight = setArgNum(args[2]); + break; + case 'OPACITY': + case '背景透明度': + param.opacity = setArgNum(args[2]); + break; + case 'HIDEFRAME': + case '枠非表示': + param.hideFrame = Boolean(setArgStr(args[2])); + break; + case 'MAXCOLS': + case '表示列数': + param.maxCols = setArgNum(args[2]); + break; + case 'CURSORHEIGHT': + case 'カーソル行数': + param.cursorHeight = setArgNum(args[2]); + break; + case 'HSPACE': + case '表示行間隔': + param.hspace = setArgNum(args[2]); + break; + default: + break; + } + }; + + //============================================================================= + // Game_Actor + //============================================================================= + + var _Game_Actor_levelUp = Game_Actor.prototype.levelUp; + Game_Actor.prototype.levelUp = function () { + _Game_Actor_levelUp.call(this); + if (!this._levelUpCount) this._levelUpCount = 0; + this._levelUpCount += 1; + }; + + var _Game_Actor_setup = Game_Actor.prototype.setup; + Game_Actor.prototype.setup = function (actorId) { + _Game_Actor_setup.call(this, actorId); + ImageManager.loadFace(this.faceName()); + this.actor().cssbgi.forEach(function (bgi) { + if (bgi) ImageManager.loadPicture(bgi.name); + }); + this._cssbgi = this.actor().cssbgi.filter(function (bgi) { + return bgi && bgi.name; + }); + ImageManager.loadSvActor(this.battlerName()); + }; + + Game_Actor.prototype.cssbgi = function (imageId) { + return this._cssbgi[imageId]; + }; + + Game_Actor.prototype.setupCssbgi = function (imageId, name, x, y, width, height, scale) { + var bgi = this._cssbgi[imageId]; + bgi = { + name: name || bgi.name, + offsetX: x >= 0 ? x : bgi.offsetX, + offsetY: y >= 0 ? y : bgi.offsetY, + width: width >= 0 ? width : bgi.width, + height: height >= 0 ? height : bgi.height, + scale: scale >= 0 ? scale : bgi.scale, + }; + this._cssbgi[imageId] = bgi; + }; + + //ステートモーションを取得する + Game_Actor.prototype.getStateMotion = function () { + if (Imported.FTKR_ESM) { + return this.getEsmMotion(); + } else { + switch (this.stateMotionIndex()) { + case 1: return 'abnormal'; + case 2: return 'sleep'; + case 3: return 'dead'; + } + return ''; + } + }; + + //============================================================================= + // Window_Base + //============================================================================= + + var _Window_Base_initialize = Window_Base.prototype.initialize; + Window_Base.prototype.initialize = function (x, y, width, height) { + _Window_Base_initialize.call(this, x, y, width, height); + this.sprite = []; + this._stateIconSprite = []; + this._faceSprite = []; + }; + + Window_Base.prototype.clearCssSprite = function (index) { + if (this.sprite && this.sprite[index]) { + this.sprite[index].setBattler(); + } + if (this._stateIconSprite && this._stateIconSprite[index]) { + this._stateIconSprite[index].forEach(function (sprite) { + sprite.setup(null); + }); + } + }; + + Window_Base.prototype.clearItem = function (index) { + this.clearCssSprite(index); + }; + + var _CSS_Window_Selectable_clearItem = Window_Selectable.prototype.clearItem; + Window_Selectable.prototype.clearItem = function (index) { + _CSS_Window_Selectable_clearItem.call(this, index); + Window_Base.prototype.clearItem.call(this, index); + }; + + Window_Base.prototype.showActorNum = function () { + return this.maxPageItems ? this.maxPageItems() : 1; + }; + + Window_Base.prototype.convertCssNumber = function (actor, value) { + if (!value) return 0; + if (!isNaN(value)) { + return Number(value); + } + return Number(this.evalCssCustomFormula(actor, value)); + }; + + Window_Base.prototype.evalCssCustomFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor); + return FTKR.evalFormula(formula); + }; + + Window_Base.prototype.evalCssStrFormula = function (actor, formula) { + if (!formula) return ''; + FTKR.setGameData(actor); + return FTKR.evalStrFormula(formula); + }; + + Window_Base.prototype.isEnabledChangePaintOpacity = function (actor) { + return actor && actor.isBattleMember(); + }; + + //制御文字を考慮して入力したテキスト長を求める + Window_Base.prototype.convertTextWidth = function (text) { + var textObj = { text: text, width: 0 }; + textObj.text = this.convertEscapeCharacters(textObj.text); + this.convertEscapeCharactersTextWidth(textObj); + textObj.width += this.textWidth(textObj.text); + return textObj.width; + }; + + Window_Base.prototype.convertEscapeCharactersTextWidth = function (obj) { + var reg = /i\[(\d+)\]/i; + while (reg.test(obj.text)) { + obj.text = (conv.toUpperCase()).replace(reg, ''); + obj.width += Window_Base._iconWidth + 4; + } + reg = /c\[(\d+)\]/i; + while (reg.test(obj.text)) { + obj.text = (obj.text.toUpperCase()).replace(reg, ''); + } + reg = /lw\[(\d+),?([^\]]+)\]/i; + var result; + while (result = reg.exec(obj.text)) { + obj.width += Number(result[1]); + obj.text = (obj.text.toUpperCase()).replace(reg, ''); + } + return obj; + }; + + /*------------------------------------------------------------- + アクターの簡易ステータスを表示する関数 + drawCssActorStatus(index, actor, x, y, width, height, lss) + index :アクターの表示番号 + actor :アクターオブジェクト + x :x座標 + y :y座標 + width :表示エリアの幅 + height:表示エリアの高さ + lss :簡易ステータスオブジェクト + -------------------------------------------------------------*/ + Window_Base.prototype.drawCssActorStatus = function (index, actor, x, y, width, height, lss) { + if (lss && lss.statusList) { + lss.statusList.forEach(function (status) { + this.drawCssActorStatusText(index, actor, x, y, width, height, status, lss); + }, this); + } else { + this.drawCssActorStatus_v2(index, actor, x, y, width, height, lss); + } + }; + + Window_Base.prototype.drawCssActorStatus_v2 = function (index, actor, x, y, width, height, lss) { + if (!lss) lss = {}; + var w = width; + var h = height; + var wrs = lss.widthRate.split(',').num(); + var spc = lss.space.split(',').num(); + this._dispWidth = width - spc[0] - spc[3]; + var aws = []; + var axs = []; + var status = [lss.text1.split(','), lss.text2.split(','), lss.text3.split(',')]; + for (var i = 0; i < 3; i++) { + aws[i] = (w - Math.sam(spc)) * wrs[i] / Math.sam(wrs); + axs[i] = i > 0 ? axs[i - 1] + aws[i - 1] + spc[i] : x + spc[0]; + this.drawCssActorStatusText(index, actor, axs[i], y, aws[i], height, status[i], lss); + this._dispWidth -= aws[i] + spc[i + 1]; + } + }; + + /*------------------------------------------------------------- + 描画エリアを表示する関数 + drawCssActorStatusText(index, actor, x, y, width, statusnames, lss) + index :アクターの表示番号 + actor :アクターオブジェクト + x :描画エリアのx座標 + y :描画エリアのy座標 + width :描画エリアの幅 + statusnames :描画エリアの表示コードの配列 + lss :簡易ステータスオブジェクト + -------------------------------------------------------------*/ + Window_Base.prototype.drawCssActorStatusText = function (index, actor, x, y, width, height, status, lss) { + if (lss && lss.statusList) { + var dx = this.parseIntCssStatus(status.x, x, y, width, height); + var dy = this.parseIntCssStatus(status.y, x, y, width, height); + var dw = this.parseIntCssStatus(status.width, x, y, width, height); + dw = dw < 0 ? width - x - dx : Math.min(dw, width); + var text = status.text; + if (/([^\(]+)\(\%1\)/i.test(status.text)) { + text = text.format(status.value); + } + this.drawCssActorStatusBases(index, actor, x + dx, y + dy, dw, text, lss); + } else { + this.drawCssActorStatusText_v2(index, actor, x, y, width, height, status, lss); + } + }; + + Window_Base.prototype.parseIntCssStatus = function (value, x, y, width, height) { + if (!isNaN(value)) { + return parseInt(value); + } else { + var line = this.lineHeight(); + return eval(value); + } + }; + + Window_Base.prototype.drawCssActorStatusText_v2 = function (index, actor, x, y, width, height, statusnames, lss) { + var dy = this.lineHeight(); + var line = 0; + statusnames.forEach(function (status) { + line += this.drawCssActorStatusBases(index, actor, x, y + dy * line, width, status, lss); + }, this); + }; + + Window_Base.prototype.drawCssActorStatusBases = function (index, actor, x, y, width, status, lss) { + if (lss && lss.statusList) { + var match = status.match(/^\[(.+)\]$/); + var statuses = !match ? [status] : match[1].split('/'); + var len = statuses.length; + var sIn = Number(lss.spaceIn); + if (len > 1) width = (width - sIn * (len - 1)) / len; + statuses.forEach(function (element, i) { + var dx = (width + sIn) * i; + this.drawCssActorStatusBase(index, actor, x + dx, y, width, element, lss); + }, this); + } else { + return this.drawCssActorStatusBases_v2(index, actor, x, y, width, status, lss); + } + }; + + Window_Base.prototype.drawCssActorStatusBases_v2 = function (index, actor, x, y, width, status, lss) { + var matchA = status.match(/^\{(.+)\}$/); + if (matchA) { + status = matchA[1]; + width = this._dispWidth; + } + var matchB = status.match(/^\[(.+)\]$/); + var statuses = !matchB ? [status] : matchB[1].split('/'); + var line = 0; + var len = statuses.length; + var sIn = Number(lss.spaceIn); + if (len > 1) width = (width - sIn * (len - 1)) / len; + statuses.forEach(function (element, i) { + var dx = (width + sIn) * i; + line = Math.max(this.drawCssActorStatusBase(index, actor, x + dx, y, width, element, lss), line); + }, this); + return line; + }; + + /*------------------------------------------------------------- + 表示コードを判定する関数 + drawCssActorStatusBase(index, actor, x, y, width, status, lss) + index :アクターの表示番号 + actor :アクターオブジェクト + x :描画エリアのx座標 + y :描画エリアのy座標 + width :描画エリアの幅 + status  :描画する表示コード + lss :簡易ステータスオブジェクト + -------------------------------------------------------------*/ + Window_Base.prototype.drawCssActorStatusBase = function (index, actor, x, y, width, status, lss) { + var css = FTKR.CSS.cssStatus; + var match = status.match(/([^\(]+)\((.+)\)/); + if (match) { + return this.drawCssActorStatusBase_A(index, actor, x, y, width, match, lss, css); + } else { + return this.drawCssActorStatusBase_B(index, actor, x, y, width, status, lss, css); + } + }; + + // 括弧で表示する内容を指定する表示コード + Window_Base.prototype.drawCssActorStatusBase_A = function (index, actor, x, y, width, match, lss, css) { + switch (match[1].toUpperCase()) { + case 'IPARAM': + return this.drawCssItemParam(actor, x, y, width, match[2], lss); + case 'STREVAL': + return this.drawCssEval(actor, x, y, width, match[2], false); + case 'EVAL': + return this.drawCssEval(actor, x, y, width, match[2], true); + case 'TEXT': + return this.drawCssText(actor, x, y, width, match[2]); + case 'NOTEQUIP': + return this.drawCssCannotEquip(actor, x, y, width, match[2], lss); + case 'EQUIP': + return this.drawCssActorEquip(actor, x, y, width, match[2], lss); + default: + // if (!actor) return 1; + FTKR.setGameData(actor, lss.target, lss.item); + match[2] = this.convertCssNumber(actor, match[2]); + return this.drawCssActorStatusBase_A1(index, actor, x, y, width, match, lss, css); + } + }; + + // 括弧で表示する内容を指定する表示コード(括弧内をevalで計算させる場合) + Window_Base.prototype.drawCssActorStatusBase_A1 = function (index, actor, x, y, width, match, lss, css) { + switch (match[1].toUpperCase()) { + case 'EDIFFAOP': + return this.drawCssActorEquipAopDiff(actor, x, y, width, match[2], lss); + case 'EXDIFF': + return this.drawCssActorEquipXPDiff(actor, x, y, width, match[2], lss); + case 'ESDIFF': + return this.drawCssActorEquipSPDiff(actor, x, y, width, match[2], lss); + case 'EDIFF': + return this.drawCssActorEquipDiff(actor, x, y, width, match[2], lss); + case 'AOPDIFF': + return this.drawCssActorAopParamDiff(actor, x, y, width, match[2], lss); + case 'AOPBASE': + return this.drawCssActorAopParamBase(actor, x, y, width, match[2], lss); + case 'PDIFF': + return this.drawCssActorParamDiff(actor, x, y, width, match[2], lss); + case 'PBASE': + return this.drawCssActorParamBase(actor, x, y, width, match[2], lss); + case 'IIMAGE': + return this.drawCssItemImage(actor, x, y, width, match[2], lss); + case 'EXPARAM': + return this.drawCssActorEquipXParam(actor, x, y, width, match[2], lss); + case 'ESPARAM': + return this.drawCssActorEquipSParam(actor, x, y, width, match[2], lss); + case 'EPARAM': + return this.drawCssActorEquipParam(actor, x, y, width, match[2], lss); + case 'EAOP': + return this.drawCssActorEquipAopParam(actor, x, y, width, match[2], lss); + case 'AOP': + return this.drawCssActorAopParam(actor, x, y, width, match[2], lss); + case 'AGAUGE': + return this.drawCssActorCustomGauge(actor, x, y, width, match[2]); + case 'CGAUGE': + return this.drawCssClassCustomGauge(actor, x, y, width, match[2]); + case 'XPARAM': + return this.drawCssActorXParam(actor, x, y, width, match[2]); + case 'SPARAM': + return this.drawCssActorSParam(actor, x, y, width, match[2]); + case 'PARAM': + return this.drawCssActorParam(actor, x, y, width, match[2]); + case 'CUSTOM': + return this.drawCssActorCustom(actor, x, y, width, css.customs[match[2]]); + case 'GAUGE': + return this.drawCssActorGauge(actor, x, y, width, css.gauges[match[2]]); + case 'STATE2': + return this.drawCssActorIcons(index, actor, x, y, width, match[2]); + case 'FACE': + return this.drawCssActorFace(actor, x, y, width, lss, match[2]); + case 'IMAGE': + return this.drawCssActorImage(actor, x, y, width, match[2]); + default: + return 1; + } + }; + + // 括弧を使わない表示コード + Window_Base.prototype.drawCssActorStatusBase_B = function (index, actor, x, y, width, status, lss, css) { + switch (status.toUpperCase()) { + case 'IICON': + return this.drawCssItemIcon(actor, x, y, width, lss); + case 'INAME': + return this.drawCssItemName(actor, x, y, width, lss); + case 'IDESC': + return this.drawCssItemDesc(actor, x, y, width, lss); + case 'ITYPE': + return this.drawCssItemType(actor, x, y, width, lss); + case 'IETYPE': + return this.drawCssItemEType(actor, x, y, width, lss); + case 'ISCOPE': + return this.drawCssItemScope(actor, x, y, width, lss); + case 'IELEMENT': + return this.drawCssItemElement(actor, x, y, width, lss); + case 'INUMBER': + return this.drawCssItemNumber(actor, x, y, width, lss); + case 'MAPNAME': + return this.drawCssMapName(actor, x, y, width, lss); + case 'FACE': + return this.drawCssActorFace(actor, x, y, width, lss); + case 'ECHARA': + return this.drawCssEnemyChara(actor, x, y, width); + case 'CHARA': + return this.drawCssActorChara(actor, x, y, width, css.chara); + case 'SV': + return this.drawCssActorSvChara(index, actor, x, y, width, css.svChara); + case 'NICKNAME': + return this.drawCssActorNickname(actor, x, y, width); + case 'NAME': + return this.drawCssActorName(actor, x, y, width); + case 'LEVEL': + return this.drawCssActorLevel(actor, x, y, width); + case 'HP': + return this.drawCssActorHp(actor, x, y, width); + case 'MP': + return this.drawCssActorMp(actor, x, y, width); + case 'TP': + return this.drawCssActorTp(actor, x, y, width); + case 'CLASS': + return this.drawCssActorClass(actor, x, y, width); + case 'STATE': + return this.drawCssActorIcons(index, actor, x, y, width); + case 'PROFILE': + return this.drawCssProfile(actor, x, y, width); + case 'IMAGE': + return this.drawCssActorImage(actor, x, y, width, 0); + case 'MESSAGE': + return this.drawCssActorMessage(actor, x, y, width); + case 'LINE': + return this.drawCssLine(x, y, width); + default: + return 1; + } + }; + + //------------------------------------------------------------------------ + //アイテム名の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemIcon = function (actor, x, y, width, lss) { + var index = lss.item ? lss.item.iconIndex : 0; + this.drawIcon(index, x, y); + return 1; + }; + + //------------------------------------------------------------------------ + //アイテムアイコンの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemName = function (actor, x, y, width, lss) { + var name = lss.item ? lss.item.name : ''; + this.drawText(name, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アイテムの説明の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemDesc = function (actor, x, y, width, lss) { + var name = lss.item ? lss.item.description : ''; + this.drawTextEx(name, x, y); + return 2; + }; + + //------------------------------------------------------------------------ + //アイテムの設定の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemParam = function (actor, x, y, width, param, lss) { + var item = lss.item; + if (!item) return 1; + this.drawText(item[param], x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アイテムのタイプ(スキルタイプ、武器タイプ、防具タイプ) + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemType = function (actor, x, y, width, lss) { + this.drawText(DataManager.itemTypeName(lss.item), x, y, width); + return 1; + }; + + Window_Base.ITEM_TYPES = [ + '', + '一般アイテム', + '大事なもの', + '隠しアイテムA', + '隠しアイテムB', + ]; + + DataManager.itemTypeName = function (item) { + if (this.isSkill(item)) { + return $dataSystem.skillTypes[item.stypeId]; + } else if (this.isItem(item)) { + return Window_Base.ITEM_TYPES[item.itypeId]; + } else if (this.isWeapon(item)) { + return $dataSystem.weaponTypes[item.wtypeId]; + } else if (this.isArmor(item)) { + return $dataSystem.armorTypes[item.atypeId]; + } else { + return ''; + } + }; + + //------------------------------------------------------------------------ + //アイテムの装備タイプ + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemEType = function (actor, x, y, width, lss) { + var name = lss.item ? $dataSystem.equipTypes[lss.item.etypeId] : ''; + this.drawText(name, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アイテムの範囲 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemScope = function (actor, x, y, width, lss) { + var name = lss.item ? Window_Base.ITEM_SCOPE[lss.item.scope] : ''; + this.drawText(name, x, y, width); + return 1; + }; + + Window_Base.ITEM_SCOPE = [ + '', + '敵単体', + '敵全体', + '敵1体ランダム', + '敵2体ランダム', + '敵3体ランダム', + '敵4体ランダム', + '味方単体', + '味方全体', + '味方単体(戦闘不能)', + '味方全体(戦闘不能)', + '使用者' + ]; + + //------------------------------------------------------------------------ + //アイテムの属性 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemElement = function (actor, x, y, width, lss) { + var name = lss.item && lss.item.damage ? $dataSystem.elements[lss.item.damage.elementId] : ''; + this.drawText(name, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アイテムのカスタム画像の表示 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemImage = function (actor, dx, dy, width, id, lss) { + var item = lss.item; + if (!item || !item.cssbgi) return 1; + id = id || 0; + var bgi = item.cssbgi[id]; + if (!bgi) return 1; + var bitmap = ImageManager.loadPicture(bgi.name); + if (!bitmap) return 1; + var sw = bgi.width || bitmap.width; + var sh = bgi.height || bitmap.height; + var sx = bgi.offsetX || 0; + var sy = bgi.offsetY || 0; + + var dh = sh * bgi.scale / 100; + var dw = sw * bgi.scale / 100; + var offsetX = FTKR.CSS.cssStatus.image.posiX * (width - dw) / 2; + dx = Math.floor(dx + offsetX); + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + return Math.ceil(dh / this.lineHeight()) || 1; + }; + + //------------------------------------------------------------------------ + //アイテムの所持数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssItemNumber = function (actor, x, y, width, lss) { + if (lss.item) { + var numItems = $gameParty.numItems(lss.item); + this.drawText(numItems, x, y, width, 'right'); + } + return 1; + }; + + //------------------------------------------------------------------------ + //マップ名の表示 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssMapName = function (actor, x, y, width, lss) { + this.drawText($gameMap.displayName(), x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターの顔画像の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorFace = function (actor, x, y, width, lss, scale) { + var dy = this.lineHeight(); + scale = scale || Math.ceil(Window_Base._faceHeight / dy); + this.changePaintOpacity(this.isEnabledChangePaintOpacity(actor)); + this.drawCssFace(actor, x, y, width, dy * scale); + this.changePaintOpacity(true); + return scale; + }; + + Window_Base.prototype.drawCssFace = function (actor, dx, dy, width, height) { + var fw = FTKR.CSS.cssStatus.face.width || Window_Base._faceWidth; + var fh = FTKR.CSS.cssStatus.face.height || Window_Base._faceHeight; + var scaleh = height / fh; + var scaleW = width / fw; + if (scaleh < scaleW) { + var dh = height; + var dw = fw * scaleh; + } else { + var dh = fh * scaleW; + var dw = width; + } + var offsetX = this.cssFacePositionX(actor) * (width - dw) / 2; + dx = Math.floor(dx + offsetX); + var bitmap = ImageManager.loadFace(actor.faceName()); + var sw = fw; + var sh = fh; + var sx = actor.faceIndex() % 4 * sw; + var sy = Math.floor(actor.faceIndex() / 4) * sh; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + }; + + Window_Base.prototype.cssFacePositionX = function (actor) { + return FTKR.CSS.cssStatus.face.posiX; + }; + + //------------------------------------------------------------------------ + //エネミーの戦闘画像の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssEnemyChara = function (actor, dx, dy, width) { + if (!actor) return 1; + var bitmap = ImageManager.loadPicture(actor.battlerName()); + if (!bitmap) return 1; + var sw = bitmap.width; + var sh = bitmap.height; + var sx = 0; + var sy = 0; + var dh = sh; + var dw = sw; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + return Math.ceil(dh / this.lineHeight()) || 1; + }; + + //------------------------------------------------------------------------ + //アクターの歩行キャラの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorChara = function (actor, x, y, width, chara) { + var dy = this.lineHeight(); + var line = Math.ceil(chara.height / dy); + this.changePaintOpacity(this.isEnabledChangePaintOpacity(actor)); + this.drawCssChara(actor, x, y, width, dy * line, chara); + this.changePaintOpacity(true); + return line; + }; + + Window_Base.prototype.drawCssChara = function (actor, dx, dy, width, height, chara) { + var faceName = actor.characterName(); + var index = actor.characterIndex(); + var dh = chara.height; + var dw = dh || width || chara.width; + var offsetX = this.cssCharaPositionX(actor, chara) * (width - dw) / 2; + var offsetY = (height - dh) / 2; + dx = Math.floor(dx + offsetX); + dy = Math.floor(dy + offsetY); + var bitmap = ImageManager.loadCharacter(faceName); + var direction = chara.direction ? $gamePlayer._direction / 2 - 1 : 0; + var sw = chara.width; + var sh = chara.height; + var sx = (index % 4 * 3 + 1) * sw; + var sy = (Math.floor(index / 4) * 4 + direction) * sh; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + }; + + Window_Base.prototype.cssCharaPositionX = function (actor, chara) { + return chara.posiX; + }; + + //------------------------------------------------------------------------ + //アクターのSV戦闘キャラの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorSvChara = function (index, actor, x, y, width, svChara) { + var dy = this.lineHeight(); + var line = Math.ceil(svChara.height / dy); + this.changePaintOpacity(this.isEnabledChangePaintOpacity(actor)); + this.drawCssSvChara(index, actor, x, y, width, dy * line, svChara); + this.changePaintOpacity(true); + return line; + }; + + Window_Base.prototype.drawCssSvChara = function (index, actor, dx, dy, width, height, svChara) { + if (this.enableCssSvCharaMotion(svChara)) { + this.drawCssSvSprite(index, actor, dx, dy, width, height, svChara); + } else { + this.drawCssSvImage(index, actor, dx, dy, width, height, svChara); + } + }; + + Window_Base.prototype.enableCssSvCharaMotion = function (svChara) { + return $gameSystem.isSideView() && + (svChara.enable === 1 || svChara.enable === 2 && !$gameParty.inBattle()); + }; + + Window_Base.prototype.drawCssSvSprite = function (index, actor, dx, dy, width, height, svChara) { + index = index % this.showActorNum(); + var sprite = this.sprite[index]; + if (!sprite) { + sprite = new Sprite_Actor(actor); + this.addChild(sprite); + this.sprite[index] = sprite; + } else { + sprite.setBattler(actor); + } + var offsetX = this.cssSvPositionX(actor, svChara) * (width - svChara.width) / 2; + var sx = Math.floor(dx + offsetX + this.padding + svChara.width / 2); + var sy = Math.floor(dy + height + this.padding); + sprite.setHome(sx, sy); + sprite.startMove(0, 0, 0); + sprite.stopMove(); + if (!Imported.FTKR_ESM) { + var stateMotion = actor.getStateMotion(); + var motion = svChara.state && stateMotion ? stateMotion : svChara.motion; + sprite.startMotion(motion); + } + }; + + + Window_Base.prototype.drawCssSvImage = function (index, actor, dx, dy, width, height, svChara) { + var dh = svChara.height; + var dw = dh || width || svChara.width; + var offsetX = this.cssSvPositionX(actor, svChara) * (width - dw) / 2; + var offsetY = (height - dh) / 2; + dx = Math.floor(dx + offsetX); + dy = Math.floor(dy + offsetY); + var bitmap = ImageManager.loadSvActor(actor.battlerName()); + var sw = svChara.width; + var sh = svChara.height; + this.contents.blt(bitmap, 0, 0, sw, sh, dx, dy, dw, dh); + }; + + Window_Base.prototype.cssSvPositionX = function (actor, svChara) { + return svChara.posiX; + }; + + //------------------------------------------------------------------------ + //アクターの名前の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorName = function (actor, x, y, width) { + if (!actor) return 1; + this.changeTextColor(this.hpColor(actor)); + this.drawText(actor.name(), x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターのクラス名の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorClass = function (actor, x, y, width) { + this.resetTextColor(); + this.drawText(actor.currentClass().name, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターの二つ名の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorNickname = function (actor, x, y, width) { + this.resetTextColor(); + this.drawText(actor.nickname(), x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターのレベルの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorLevel = function (actor, x, y, width) { + var value = actor.level; + var tw = this.textWidth(String(value)); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.levelA, x, y, width - tw - 4); + this.resetTextColor(); + this.drawText(value, x + width - tw, y, tw, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターのステートアイコンの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorIcons = function (index, actor, x, y, width, line) { + if (FTKR.CSS.cssStatus.state.enable) { + return this.drawCssIconsSprite(index, actor, x, y, width, line); + } else { + this.drawActorIcons(actor, x, y, width); + return 1; + } + }; + + Window_Base.prototype.drawCssIconsSprite = function (index, actor, x, y, width, line) { + var css = FTKR.CSS.cssStatus.state; + var iw = Window_Base._iconWidth; + var iconPadding = css.iconPadding; + index = index % this.showActorNum(); + var iconSprites = this._stateIconSprite[index]; + if (!iconSprites) { + iconSprites = []; + } + if (css.autoScale) { + var scale = this.iconScale(width); + iw = iw * scale; + } + var maxlen = line ? this.lineHeight() * line : width; + var offset = css.overlap ? this.getOverlapValue(actor, iw, maxlen, css) : iw; + var showNum = Math.max(Math.floor((maxlen - iconPadding) / offset), 1); + if (showNum < iconSprites.length) { + iconSprites.forEach(function (sprite, i) { + if (i < showNum) return; + this.removeChild(sprite); + }, this); + iconSprites = iconSprites.slice(0, showNum); + } + for (var i = 0; i < showNum; i++) { + var sprite = iconSprites[i]; + if (!sprite) { + sprite = new Sprite_CssStateIcon(i, showNum); + this.addChild(sprite); + sprite.setup(actor, showNum); + iconSprites[i] = sprite; + } else { + sprite.setup(actor, showNum); + } + sprite.move(x + this.padding, y + this.padding); + sprite.offsetMove(offset * i, line); + if (css.autoScale) sprite.setScale(scale); + } + this._stateIconSprite[index] = iconSprites; + return line ? line : 1; + }; + + Window_Base.prototype.getOverlapValue = function (actor, iw, maxlen, css) { + var iconlen = actor.allIcons().length; + var iconPadding = FTKR.CSS.cssStatus.state.iconPadding; + var diff = Math.max((maxlen - iw - iconPadding) / (iconlen - 1), iw * css.rate); + return diff && diff < iw ? diff : iw; + }; + + Window_Base.prototype.iconOverlapOffset = function (iw, number, width, vartical) { + var iconPadding = FTKR.CSS.cssStatus.state.iconPadding; + var len = vartical ? (number - 1) * this.lineHeight() + iconPadding : width - iw - iconPadding; + var diff = number > 1 ? len / (number - 1) : 0; + return diff < iw ? diff : iw; + }; + + Window_Base.prototype.iconScale = function (width) { + var iconPadding = FTKR.CSS.cssStatus.state.iconPadding; + var iw = Window_Base._iconWidth; + var len = Math.min(this.lineHeight(), width); + return Math.min(Math.max(len - iconPadding, 0) / iw); + }; + + //アイコンの表示スケールを指定できる表示関数 + Window_Base.prototype.drawCssIcon = function (iconIndex, x, y, scale, auto) { + var iconPadding = FTKR.CSS.cssStatus.state.iconPadding; + scale = scale || 1; + var bitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + if (auto) scale = Math.min(Math.max(this.lineHeight() - iconPadding, 0) / pw, 1); + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x, y, pw * scale, ph * scale); + }; + + //------------------------------------------------------------------------ + //アクターのHPの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorHp = function (actor, x, y, width) { + this.drawActorHp(actor, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターのMPの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorMp = function (actor, x, y, width) { + this.drawActorMp(actor, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //アクターのTPの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorTp = function (actor, x, y, width) { + this.drawActorTp(actor, x, y, width); + return 1; + }; + + //------------------------------------------------------------------------ + //パラメータの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorParam = function (actor, x, y, width, paramId) { + if (paramId < 0 && paramId > 7) return 0; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y, width); + this.resetTextColor(); + this.drawText(actor.param(paramId), x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //素のパラメータの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorParamBase = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 7) return 0; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y, width); + this.resetTextColor(); + this.drawText(actor.paramBase(paramId), x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //パラメータ差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorParamDiff = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 7) return 1; + var param = actor.param(paramId); + var base = actor.paramBase(paramId); + var diff = param - base; + this.drawParamDiffValue(diff, x, y, width, FTKR.CSS.cssStatus.pdiff); + return 1; + }; + + Window_Base.prototype.drawParamDiffValue = function (value, x, y, width, formatParams) { + this.changeTextColor(this.paramchangeTextColor(value)); + var text = ''; + if (value > 0) { + text = formatParams.plus.format(value); + } else if (value < 0) { + text = formatParams.minus.format(-value); + } + if (formatParams.enabledEc) { + this.drawTextEx(text, x, y); + } else { + this.drawText(text, x, y, width, 'right'); + } + this.resetTextColor(); + }; + + //------------------------------------------------------------------------ + //追加能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorXParam = function (actor, x, y, width, paramId) { + if (paramId < 0 && paramId > 9) return 0; + this.changeTextColor(this.systemColor()); + this.drawText(FTKR.CSS.cssStatus.xparam[paramId], x, y, width); + this.resetTextColor(); + var text = actor.xparam(paramId); + if (FTKR.CSS.cssStatus.param.decimals) { + text = text.percent() + '%'; + } + this.drawText(text, x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //特殊能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorSParam = function (actor, x, y, width, paramId) { + if (paramId < 0 && paramId > 9) return 0; + this.changeTextColor(this.systemColor()); + this.drawText(FTKR.CSS.cssStatus.sparam[paramId], x, y, width); + this.resetTextColor(); + var text = actor.sparam(paramId); + if (FTKR.CSS.cssStatus.param.decimals) { + text = text.percent() + '%'; + } + this.drawText(text, x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //指定したアイテムを装備した時のパラメータの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipParam = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 7) return 0; + this.drawTextEx(FTKR.CSS.cssStatus.equip.arrow, x, y); + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (this.checkShowEquipParam(actor, target)) { + var newValue = target.param(paramId); + var diffvalue = newValue - actor.param(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(newValue, x, y, width, 'right'); + } + return 1; + }; + + Window_Base.prototype.checkShowEquipParam = function (actor, target) { + return !!actor && !!target; + }; + + //------------------------------------------------------------------------ + //指定したアイテムを装備した時の追加能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipXParam = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 9) return 0; + this.drawTextEx(FTKR.CSS.cssStatus.equip.arrow, x, y); + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (this.checkShowEquipParam(actor, target)) { + var newValue = target.xparam(paramId); + var diffvalue = newValue - actor.xparam(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + if (FTKR.CSS.cssStatus.param.decimals) { + newValue = newValue.percent() + '%'; + } + this.drawText(newValue, x, y, width, 'right'); + } + return 1; + }; + + //------------------------------------------------------------------------ + //指定したアイテムを装備した時の特殊能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipSParam = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 9) return 0; + this.drawTextEx(FTKR.CSS.cssStatus.equip.arrow, x, y); + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (this.checkShowEquipParam(actor, target)) { + var newValue = target.sparam(paramId); + var diffvalue = newValue - actor.sparam(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + if (FTKR.CSS.cssStatus.param.decimals) { + newValue = newValue.percent() + '%'; + } + this.drawText(newValue, x, y, width, 'right'); + } + return 1; + }; + + //------------------------------------------------------------------------ + //装備パラメータ差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipDiff = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 7) return 1; + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (target) { + var newValue = target.param(paramId); + var diffvalue = newValue - actor.param(paramId); + this.drawParamDiffValue(diffvalue, x, y, width, FTKR.CSS.cssStatus.ediff); + } + return 1; + }; + + //------------------------------------------------------------------------ + //追加能力値の装備パラメータ差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipXPDiff = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 9) return 1; + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (target) { + var newValue = target.xparam(paramId); + var diffvalue = newValue - actor.xparam(paramId); + if (FTKR.CSS.cssStatus.param.decimals) { + diffvalue = diffvalue.percent() + '%'; + } + this.drawParamDiffValue(diffvalue, x, y, width, FTKR.CSS.cssStatus.ediff); + } + return 1; + }; + + //------------------------------------------------------------------------ + //特殊能力値の装備パラメータ差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipSPDiff = function (actor, x, y, width, paramId, lss) { + if (paramId < 0 && paramId > 9) return 1; + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (target) { + var newValue = target.sparam(paramId); + var diffvalue = newValue - actor.sparam(paramId); + if (FTKR.CSS.cssStatus.param.decimals) { + diffvalue = diffvalue.percent() + '%'; + } + this.drawParamDiffValue(diffvalue, x, y, width, FTKR.CSS.cssStatus.ediff); + } + return 1; + }; + + //------------------------------------------------------------------------ + //AOP能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorAopParam = function (actor, x, y, width, paramId, lss) { + if (!Imported.FTKR_AOP) return 1; + if (paramId < 0 && FTKR.AOP.useParamNum > 9) return 1; + this.changeTextColor(this.systemColor()); + this.drawText(FTKR.AOP.params[paramId].text, x, y, width); + this.resetTextColor(); + this.drawText(actor.aopParam(paramId), x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //素のAOP能力値の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorAopParamBase = function (actor, x, y, width, paramId, lss) { + if (!Imported.FTKR_AOP) return 1; + if (paramId < 0 && FTKR.AOP.useParamNum > 9) return 1; + this.changeTextColor(this.systemColor()); + this.drawText(FTKR.AOP.params[paramId].text, x, y, width); + this.resetTextColor(); + this.drawText(actor.aopParamBase(paramId), x, y, width, 'right'); + return 1; + }; + + //------------------------------------------------------------------------ + //AOP能力値差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorAopParamDiff = function (actor, x, y, width, paramId, lss) { + if (!Imported.FTKR_AOP) return 1; + if (paramId < 0 && FTKR.AOP.useParamNum > 9) return 1; + var param = actor.aopParam(paramId); + var base = actor.aopParamBase(paramId); + var diff = param - base; + this.drawParamDiffValue(diff, x, y, width, FTKR.CSS.cssStatus.aopdiff); + return 1; + }; + + //------------------------------------------------------------------------ + //指定したアイテムを装備した時のAOPパラメータの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipAopParam = function (actor, x, y, width, paramId, lss) { + if (!Imported.FTKR_AOP) return 1; + if (paramId < 0 && FTKR.AOP.useParamNum > 9) return 1; + this.drawTextEx(FTKR.CSS.cssStatus.equip.arrow, x, y); + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (this.checkShowEquipParam(actor, target)) { + var newValue = target.aopParam(paramId); + var diffvalue = newValue - actor.aopParam(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(newValue, x, y, width, 'right'); + } + return 1; + }; + + //------------------------------------------------------------------------ + //AOP装備パラメータ差分の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquipAopDiff = function (actor, x, y, width, paramId, lss) { + if (!Imported.FTKR_AOP) return 1; + if (paramId < 0 && FTKR.AOP.useParamNum > 7) return 1; + var target = lss.target; + var item = FTKR.gameData.item; + if (item && !actor.canEquip(item)) return 1; + if (target) { + var newValue = target.aopParam(paramId); + var diffvalue = newValue - actor.aopParam(paramId); + this.drawParamDiffValue(diffvalue, x, y, width, FTKR.CSS.cssStatus.ediffaop); + } + return 1; + }; + + + //------------------------------------------------------------------------ + //カスタムパラメータの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorCustom = function (actor, x, y, width, custom) { + if (!custom) return 1; + var name = custom.name || ''; + var formula = custom.formula || ''; + var unit = custom.unit || ''; + var tux = this.convertTextWidth(unit); + var value = this.evalCssCustomFormula(actor, formula); + this.changeTextColor(this.systemColor()); + var tx = this.convertTextWidth(name); + this.drawTextEx(name, x, y); + this.resetTextColor(); + this.drawText(value, x + tx, y, width - tx - tux, 'right'); + if (unit) this.drawTextEx(unit, x + width - tux, y); + return 1; + }; + + //------------------------------------------------------------------------ + //カスタムゲージの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorGauge = function (actor, x, y, width, gauge) { + if (!gauge) return 1; + var current = this.evalCssStrFormula(actor, gauge.current); + var max = this.evalCssStrFormula(actor, gauge.max); + if (gauge.color1 >= 0 && gauge.color2 >= 0) { + var rate = isNaN(max) ? 1 : current / max; + var color1 = this.textColor(gauge.color1); + var color2 = this.textColor(gauge.color2); + this.drawGauge(x, y, width, rate, color1, color2); + } + this.changeTextColor(this.systemColor()); + var tx = this.convertTextWidth(gauge.name); + this.drawTextEx(gauge.name, x, y); + if (gauge.ref) { + var ref = this.evalCssStrFormula(actor, gauge.ref); + this.resetTextColor(); + this.drawText(ref, x + tx, y, width - tx, 'right'); + } else { + if (tx) this.drawCssCurrentAndMax(tx, current, max, x, y, width, + this.normalColor(), this.normalColor()); + } + return 1; + }; + + Window_Base.prototype.drawCssCurrentAndMax = function (labelWidth, current, max, x, y, + width, color1, color2) { + var gauge = FTKR.CSS.cssStatus.gauge; + var valueWidth = this.textWidth('0') * gauge.digit; + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + var x2 = x1 - slashWidth; + var x3 = x2 - valueWidth; + if (x3 >= x + labelWidth) { + this.changeTextColor(color1); + this.drawText(current, x3, y, valueWidth, 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(max, x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(current, x1, y, valueWidth, 'right'); + } + }; + + //------------------------------------------------------------------------ + //装備の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorEquip = function (actor, x, y, width, equipId, lss) { + if ((equipId + '').toUpperCase() === 'SHOP') { + equipId = lss.item.etypeId - 1; + } else { + FTKR.setGameData(actor, lss.target, lss.item); + equipId = this.convertCssNumber(actor, equipId); + } + var equip = actor.equips()[equipId]; + if (equip) { + this.drawCssIcon(equip.iconIndex, x, y, 1, true); + var iw = Window_Base._iconWidth + 4; + this.resetTextColor(); + this.drawText(equip.name, x + iw, y, width - iw); + } + return 1; + }; + + //------------------------------------------------------------------------ + //装備可否の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssCannotEquip = function (actor, x, y, width, text, lss) { + var item = FTKR.gameData.item || lss.item; + if (!item) return 1; + if (!actor.canEquip(item)) { + text = text == 'null' ? '装備不可' : text; + this.drawTextEx(text, x, y); + } + return 1; + }; + + //------------------------------------------------------------------------ + //プロフィールの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssProfile = function (actor, x, y, width) { + this._setItem = actor.actor(); + var texts = actor.profile().split('\n'); + var dy = this.lineHeight(); + texts.forEach(function (text, i) { + this.drawTextEx(text, x, y + dy * i); + }, this); + return texts.length; + }; + + //------------------------------------------------------------------------ + //テキストの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssText = function (actor, x, y, width, text) { + if (!text) return 1; + var text = this.evalCssStrFormula(actor, text); + this.changeTextColor(this.systemColor()); + this.drawTextEx(text, x, y); + this.resetTextColor(); + return 1; + }; + + //------------------------------------------------------------------------ + //JS評価式の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssEval = function (actor, x, y, width, text, isNumber) { + if (!text) return 1; + if (isNumber) { + var value = this.evalCssCustomFormula(actor, text); + var align = 'right'; + } else { + var value = this.evalCssStrFormula(actor, text); + var align = 'left'; + } + this.resetTextColor(); + this.drawText(value, x, y, width, align); + return 1; + }; + + //------------------------------------------------------------------------ + //カスタム画像の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorImage = function (actor, x, y, width, id) { + if (!actor) return 1; + this.changePaintOpacity(this.isEnabledChangePaintOpacity(actor)); + var line = this.drawCssImage(actor, x, y, width, id); + this.changePaintOpacity(true); + return line; + }; + + Window_Base.prototype.drawCssImage = function (actor, dx, dy, width, id) { + var bgi = actor.cssbgi(id) ? actor.cssbgi(id) : actor.actor().cssbgi[id]; + if (!bgi) return 1; + var bitmap = ImageManager.loadPicture(bgi.name); + if (!bitmap) return 1; + var sw = bgi.width || bitmap.width; + var sh = bgi.height || bitmap.height; + var sx = bgi.offsetX || 0; + var sy = bgi.offsetY || 0; + var dh = sh * bgi.scale / 100; + var dw = sw * bgi.scale / 100; + var offsetX = FTKR.CSS.cssStatus.image.posiX * (width - dw) / 2; + dx = Math.floor(dx + offsetX); + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, dw, dh); + return Math.ceil(dh / this.lineHeight()) || 1; + }; + + //------------------------------------------------------------------------ + //アクターに設定したカスタムゲージの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorCustomGauge = function (actor, x, y, width, paramId) { + var gauge = actor.actor().cssGauges[paramId]; + if (!gauge) return 1; + return this.drawCssActorGauge(actor, x, y, width, gauge); + }; + + //------------------------------------------------------------------------ + //クラスに設定したカスタムゲージの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssClassCustomGauge = function (actor, x, y, width, paramId) { + var gauge = actor.currentClass().cssGauges[paramId]; + if (!gauge) return 1; + return this.drawCssActorGauge(actor, x, y, width, gauge); + }; + + //------------------------------------------------------------------------ + //アクターの状態の変化に対するメッセージの表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssActorMessage = function (actor, x, y, width) { + if (!actor._levelUpCount) return 1; + var text = FTKR.CSS.cssStatus.message.levelUp.format(actor.name(), actor.level, actor._levelUpCount); + this.drawTextEx(text, x, y); + actor._levelUpMessage = true; + return 1; + }; + + var _Scene_Base_start = Scene_Base.prototype.start; + Scene_Base.prototype.start = function () { + _Scene_Base_start.call(this); + if ($gameParty) { + $gameParty.members().forEach(function (actor) { + if (actor && actor._levelUpMessage) { + actor._levelUpCount = 0; + actor._levelUpMessage = false; + } + }); + } + }; + + //------------------------------------------------------------------------ + //横線の表示関数 + //------------------------------------------------------------------------ + Window_Base.prototype.drawCssLine = function (x, y, width, thick, color) { + var thick = thick > 0 ? thick : 2; + var color = color > 0 ? color : 0; + var lineY = y + this.lineHeight() / 2 - thick / 2; + this.contents.paintOpacity = 48; + this.contents.fillRect(x, lineY, width, thick, this.textColor(color)); + this.contents.paintOpacity = 255; + return 1; + }; + + //------------------------------------------------------------------------ + // ウィンドウレイアウトの初期値設定用の修正 + //------------------------------------------------------------------------ + + var _CSS_Window_Base_initialize = Window_Base.prototype.initialize; + Window_Base.prototype.initialize = function (x, y, width, height) { + this.initCssLayout(); + _CSS_Window_Base_initialize.call(this, x, y, width, height); + }; + + Window_Base.prototype.initCssLayout = function () { + var lss = this.standardCssLayout(); + if (lss && lss.enabled) { + this._customFontSize = lss.fontSize; + this._customPadding = lss.padding; + this._customLineHeight = lss.lineHeight; + this._customBackOpacity = lss.opacity; + this._customHideFrame = lss.hideFrame; + } + this._lssStatus = this.standardCssStatus(); + }; + + Window_Base.prototype.standardCssLayout = function () { + return {}; + } + + Window_Base.prototype.standardCssStatus = function () { + return {}; + }; + + Window_Selectable.prototype.initCssLayout = function () { + Window_Base.prototype.initCssLayout.call(this); + var lss = this.standardCssLayout(); + if (lss && lss.enabled) { + this._customMaxCols = lss.maxCols; + this._customCursorHeight = lss.cursorHeight; + this._customHorSpacing = lss.hspace; + } + }; + + //============================================================================= + // customデータの参照 + //============================================================================= + + var _CSS_Window_Base_standardFontSize = Window_Base.prototype.standardFontSize; + Window_Base.prototype.standardFontSize = function () { + return this._customFontSize ? this._customFontSize : _CSS_Window_Base_standardFontSize.call(this); + }; + + var _CSS_Window_Base_standardPadding = Window_Base.prototype.standardPadding; + Window_Base.prototype.standardPadding = function () { + return this._customPadding >= 0 ? this._customPadding : _CSS_Window_Base_standardPadding.call(this); + }; + + var _CSS_Window_Base_lineHeight = Window_Base.prototype.lineHeight; + Window_Base.prototype.lineHeight = function () { + return this._customLineHeight ? this._customLineHeight : _CSS_Window_Base_lineHeight.call(this); + }; + + var _CSS_Window_Base_standardBackOpacity = Window_Base.prototype.standardBackOpacity; + Window_Base.prototype.standardBackOpacity = function () { + return this._customBackOpacity >= 0 ? this._customBackOpacity : _CSS_Window_Base_standardBackOpacity.call(this); + }; + + //------------------------------------------------------------------------ + // _customHideFrame + //------------------------------------------------------------------------ + //ウィンドウ枠の表示 + Window_Base.prototype._refreshFrame = function () { + Window.prototype._refreshFrame.call(this); + if (this._customHideFrame) { + this._windowFrameSprite.alpha = 0;//フレームだけ消す + } else { + this._windowFrameSprite.alpha = 1; + } + }; + + //------------------------------------------------------------------------ + // _customSpacing + //------------------------------------------------------------------------ + Window_Base.prototype.spacing = function () { + return 0; + }; + + var _CSS_Window_Selectable_spacing = Window_Selectable.prototype.spacing; + Window_Selectable.prototype.spacing = function () { + return this._customSpacing !== undefined ? this._customSpacing : _CSS_Window_Selectable_spacing.call(this); + }; + + Window_Selectable.prototype.customSpacing = function () { + return this._customSpacing !== undefined ? this._customSpacing : this.spacing(); + }; + + //------------------------------------------------------------------------ + // _customMaxCols + //------------------------------------------------------------------------ + + var _CSS_Window_Selectable_maxCols = Window_Selectable.prototype.maxCols; + Window_Selectable.prototype.maxCols = function () { + return this._customMaxCols ? this._customMaxCols : _CSS_Window_Selectable_maxCols.call(this); + }; + + Window_Selectable.prototype.customMaxCols = function () { + return this._customMaxCols ? this._customMaxCols : this.maxCols(); + }; + + //------------------------------------------------------------------------ + // _customCursorHeight + //------------------------------------------------------------------------ + + Window_Selectable.prototype.cursorHeight = function () { + return this._customCursorHeight; + }; + + //------------------------------------------------------------------------ + // _customHorSpacing + //------------------------------------------------------------------------ + + Window_Selectable.prototype.itemHeightSpace = function () { + return this._customHorSpacing; + }; + + //============================================================================= + // customデータの反映 + //============================================================================= + + //書き換え + Window_Selectable.prototype.maxRows = function () { + return Math.max(Math.ceil(this.maxItems() / this.customMaxCols()), 1); + }; + + //書き換え + Window_Selectable.prototype.row = function () { + return Math.floor(this.index() / this.customMaxCols()); + }; + + //書き換え + Window_Selectable.prototype.maxPageItems = function () { + return this.maxPageRows() * this.customMaxCols(); + }; + + //書き換え + Window_Selectable.prototype.topIndex = function () { + return this.topRow() * this.customMaxCols(); + }; + + //書き換え + Window_Selectable.prototype.cursorDown = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.customMaxCols(); + if (index < maxItems - maxCols || (wrap && maxCols === 1)) { + this.select((index + maxCols) % maxItems); + } + }; + + //書き換え + Window_Selectable.prototype.cursorUp = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.customMaxCols(); + if (index >= maxCols || (wrap && maxCols === 1)) { + this.select((index - maxCols + maxItems) % maxItems); + } + }; + + //書き換え + Window_Selectable.prototype.cursorRight = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.customMaxCols(); + if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) { + this.select((index + 1) % maxItems); + } + }; + + //書き換え + Window_Selectable.prototype.cursorLeft = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.customMaxCols(); + if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) { + this.select((index - 1 + maxItems) % maxItems); + } + }; + + //書き換え + Window_Command.prototype.numVisibleRows = function () { + return Math.ceil(this.maxItems() / this.customMaxCols()); + }; + + //書き換え + Window_Selectable.prototype.itemWidth = function () { + return Math.floor((this.width - this.padding * 2 + + this.customSpacing()) / this.customMaxCols() - this.customSpacing()); + }; + + var _Window_Selectable_itemHeight = Window_Selectable.prototype.itemHeight; + Window_Selectable.prototype.itemHeight = function () { + return this.cursorHeight() ? + this.lineHeight() * this.cursorHeight() : + _Window_Selectable_itemHeight.call(this); + }; + + Window_Selectable.prototype.unitHeight = function () { + return this.itemHeight() + this.itemHeightSpace(); + }; + + Window_Selectable.prototype.unitWidth = function () { + return this.itemWidth() + this.customSpacing(); + }; + + var _CSS_Window_Selectable_maxPageRows = Window_Selectable.prototype.maxPageRows; + Window_Selectable.prototype.maxPageRows = function () { + if (this.itemHeightSpace() !== undefined) { + var pageHeight = this.height - this.padding * 2; + return Math.floor(pageHeight / this.unitHeight()); + } else { + return _CSS_Window_Selectable_maxPageRows.call(this); + } + }; + + var _CSS_Window_Selectable_topRow = Window_Selectable.prototype.topRow; + Window_Selectable.prototype.topRow = function () { + return this.itemHeightSpace() !== undefined ? Math.floor(this._scrollY / this.unitHeight()) : + _CSS_Window_Selectable_topRow.call(this); + }; + + var _CSS_Window_Selectable_setTopRow = Window_Selectable.prototype.setTopRow; + Window_Selectable.prototype.setTopRow = function (row) { + if (this.itemHeightSpace() !== undefined) { + var scrollY = row.clamp(0, this.maxTopRow()) * this.unitHeight(); + if (this._scrollY !== scrollY) { + this._scrollY = scrollY; + this.refresh(); + this.updateCursor(); + } + } else { + return _CSS_Window_Selectable_setTopRow.call(this, row); + } + }; + + var _CSS_Window_Selectable_itemRect = Window_Selectable.prototype.itemRect; + Window_Selectable.prototype.itemRect = function (index) { + if (this.itemHeightSpace() !== undefined) { + var rect = new Rectangle(); + var maxCols = this.customMaxCols(); + rect.width = this.itemWidth(); + rect.height = this.itemHeight(); + rect.x = index % maxCols * this.unitWidth() - this._scrollX; + rect.y = Math.floor(index / maxCols) * this.unitHeight() - this._scrollY; + return rect; + } else { + return _CSS_Window_Selectable_itemRect.call(this, index); + } + }; + + //============================================================================= + // Sprite_Battlerの修正 + // Sprite_Actorの修正 + //============================================================================= + + FTKR.CSS.Sprite_Battler_initMembers = Sprite_Battler.prototype.initMembers; + Sprite_Battler.prototype.initMembers = function () { + FTKR.CSS.Sprite_Battler_initMembers.call(this); + this._canMove = true; + }; + + //------------------------------------------------------------------------ + // SV戦闘キャラの位置を変更できないようにする + //------------------------------------------------------------------------ + Sprite_Actor.prototype.stopMove = function () { + this._canMove = false; + }; + + Sprite_Actor.prototype.canMove = function () { + return this._canMove; + }; + + FTKR.CSS.Sprite_Actor_updateTargetPosition = Sprite_Actor.prototype.updateTargetPosition; + Sprite_Actor.prototype.updateTargetPosition = function () { + if (!this.canMove()) return; + FTKR.CSS.Sprite_Actor_updateTargetPosition.call(this); + }; + +}());//END + +//============================================================================= +// Sprite_CssStateIcon +// ステートアイコン用のスプライト +//============================================================================= + +function Sprite_CssStateIcon() { + this.initialize.apply(this, arguments); +} + +Sprite_CssStateIcon.prototype = Object.create(Sprite_StateIcon.prototype); +Sprite_CssStateIcon.prototype.constructor = Sprite_CssStateIcon; + +Sprite_CssStateIcon.prototype.initialize = function (index, showNum) { + Sprite_StateIcon.prototype.initialize.call(this); + this._index = index; + this._showNum = showNum; +}; + +Sprite_CssStateIcon._iconWidth = 32; +Sprite_CssStateIcon._iconHeight = 32; + +Sprite_CssStateIcon.prototype.initMembers = function () { + this._battler = null; + this._iconIndex = 0; + this._animationCount = this.animationWait(); + this._animationIndex = 0; + this.anchor.x = 0; + this.anchor.y = 0; + if (Imported.YEP_BuffsStatesCore) { + if (!this._turnCounterSprite) { + this._turnCounterSprite = new Sprite(); + this.addChild(this._turnCounterSprite); + } + var w = Window_Base._iconWidth; + var h = Window_Base._iconHeight; + this._turnCounterSprite.bitmap = new Bitmap(w, h); + this._turnCounterSprite.anchor.x = 0; + this._turnCounterSprite.anchor.y = 0; + } +}; + +Sprite_CssStateIcon.prototype.setup = function (battler, showNum) { + this.initMembers(); + this._battler = battler; + this._showNum = showNum; + this.setFrame(); +}; + +Sprite_CssStateIcon.prototype.updateIcon = function () { + var icons = []; + // if (this._battler && this._battler.isAlive()) { + if (this._battler) { + icons = this._battler.allIcons(); + } + if (icons.length > 0) { + this._animationIndex++; + if (this._animationIndex >= Math.ceil(icons.length / this._showNum)) { + this._animationIndex = 0; + } + this._iconIndex = icons[this._animationIndex * this._showNum + this._index]; + } else { + this._animationIndex = 0; + this._iconIndex = 0; + } +}; + +Sprite_CssStateIcon.prototype.animationWait = function () { + return FTKR.CSS.cssStatus.state.wait; +}; + +Sprite_CssStateIcon.prototype.setScale = function (scale) { + this.scale._x = scale; + this.scale._y = scale; +}; + +Sprite_CssStateIcon.prototype.offsetMove = function (offset, vartical) { + !vartical ? this.x += offset : this.y += offset; +}; + +Sprite_CssStateIcon.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateOpacity(); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updateIcon(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_CssStateIcon.prototype.updateOpacity = function () { + if (this.opacity != this.parent.openness) { + this.opacity = this.parent.openness; + } +}; + +//============================================================================= +// YEP_BuffsStatesCoreの修正 +//============================================================================= +if (Imported.YEP_BuffsStatesCore) { + + Sprite_CssStateIcon.prototype.updateTurnAndCounter = function () { + this._turnCounterSprite.bitmap.clear(); + if (!this._battler) return; + var group = this._battler.statesAndBuffs(); + if (group.length <= 0) return; + var state = group[this._animationIndex * this._showNum + this._index]; + if (!state) return; + if (typeof state === 'number') { + if (Yanfly.Param.BSCEnemyBTurn) { + this.drawBuffTurns(state); + if (Yanfly.Param.BSCShowBuffRate) { + this.drawBuffRate(state) + } + } + } else { + if (Yanfly.Param.BSCEnemyTurn) this.drawStateTurns(state); + if (Yanfly.Param.BSCEnemyCounter) this.drawStateCounter(state); + } + }; + +}//YEP_BuffsStatesCore.js END + +//EOF \ No newline at end of file diff --git a/www/js/plugins/FTKR_ExEscapeCharacters.js b/www/js/plugins/FTKR_ExEscapeCharacters.js new file mode 100644 index 0000000..db35a15 --- /dev/null +++ b/www/js/plugins/FTKR_ExEscapeCharacters.js @@ -0,0 +1,267 @@ +//=======↓本プラグインを改変した場合でも、この欄は消さないでください↓=============== +// 制御文字を拡張するプラグイン +// FTKR_ExEscapeCharacters.js +// 作成者 : フトコロ +// プラグインNo : 11 +// 作成日 : 2017/03/27 +// 最終更新日 : 2017/03/28 +// バージョン : v1.0.2 +//=======↑本プラグインを改変した場合でも、この欄は消さないでください↑=============== + +var Imported = Imported || {}; +Imported.FTKR_EEC = true; + +var FTKR = FTKR || {}; +FTKR.EEC = FTKR.EEC || {}; + +/*: + * @plugindesc v1.0.2 制御文字を拡張するプラグイン + * @author フトコロ + * + * @param -- 画像の表示 -- + * @desc + * + * @param Advance Load Files + * @desc ゲーム起動時に読み込む画像ファイル名を指定 + * 複数ある場合は、カンマ(,)で区切ること + * @default + * + * @param Enabled Adjust Height + * @desc 画像高さに合わせて、行の高さを自動調整する + * 0 - 無効にする, 1 - 有効にする + * @default 0 + * + * @param Image Width + * @desc 制御文字\IMG[]で表示する画像の幅 + * @default + * + * @param Image Height + * @desc 制御文字\IMG[]で表示する画像の高さ + * @default + * + * @help + *----------------------------------------------------------------------------- + * 概要 + *----------------------------------------------------------------------------- + * 文章の表示等に使用できる制御文字に、以下の制御文字を追加します。 + * + * 1. 画像の表示 + * \IMG[画像ファイル名(, 画像番号, 画像幅, 画像高さ, 画像拡大率, 表示位置)] + * + * 2. 行の高さの変更 + * \LH[行の高さ] + * + *----------------------------------------------------------------------------- + * 設定方法 + *----------------------------------------------------------------------------- + * 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して + * ください。 + * + * + *----------------------------------------------------------------------------- + * 「画像の表示」機能 + *----------------------------------------------------------------------------- + * 以下の制御文字で画像を表示できます。 + * + * \IMG[画像ファイル名(, 画像番号, 画像幅, 画像高さ, 画像拡大率, 表示位置)] + * + * 画像ファイル名 + * :表示させたい画像のファイル名を指定します。 + * :画像ファイルは、/img/systemフォルダに保存してください。(*1) + * + * 画像番号 + * :画像ファイル内の何番目の画像を表示するか指定します。 + * :アイコン画像のように、左上の画像を 0番、右上の画像を 15番、 + * :左上から一段下の画像を 16番として数えます。 + * :入力しない場合は、0番目の画像を表示します。 + * + * 画像幅 + * :画像の幅を指定します。 + * :0を指定、または入力しない場合は、プラグインパラメータの値を + * :使用します。 + * + * 画像高さ + * :画像の高さを指定します。 + * :0を指定、または入力しない場合は、プラグインパラメータの値を + * :使用します。 + * :プラグインパラメータを有効にした場合、 + * :画像の高さに合わせて以降の行の高さを自動で調整します。 + * + * 画像拡大率 + * :100を基準として、画像の拡大率を指定します。 + * :入力しない場合は、元のサイズのまま表示します。 + * + * 表示位置 + * :行の高さよりも、画像高さが小さい場合に、画像を表示する位置を設定できます。 + * : 中央(middle) - 中央揃えで表示 + * : 下揃え(bottom) - 下揃えで表示 + * :入力しない場合は、上揃えで表示します。 + * + * 入力例) + * \IMG[file] + * 画像ファイル file.png の 0番目の画像を表示する。 + * 画像の幅と高さは、プラグインパラメータの値を使用する。 + * + * \IMG[file, 1, 48, 48, 80, 中央] + * 48*48 の画像の画像ファイル file.png の 1番目の画像を80%に + * 縮小して表示する。 + * このとき、1行が48よりも大きい場合に中央揃えで表示する。 + * + * (*1):画像ファイルは、プラグインパラメータに + * ファイル名を入力することで、ゲーム起動時に事前に読み込むことが + * できます。 + * 事前に読み込んでいない画像の場合、ゲーム起動後の最初の画像表示の際に + * 正しく表示できない場合があります。 + * + * + *----------------------------------------------------------------------------- + * 「行の高さの変更」機能 + *----------------------------------------------------------------------------- + * 以下の制御文字で行の高さの変更できます。 + * + * \LH[行の高さ] + * + * 行の高さ + * :この制御文字以降の1行の高さを、pixel単位で指定します。 + * :MV標準の行の高さは 36 です。 + * :0 を指定すると、標準の高さに変更します。 + * + * 入力例) + * \LH[48] + * + * + *----------------------------------------------------------------------------- + * 本プラグインのライセンスについて(License) + *----------------------------------------------------------------------------- + * 本プラグインはMITライセンスのもとで公開しています。 + * This plugin is released under the MIT License. + * + * Copyright (c) 2017 Futokoro + * http://opensource.org/licenses/mit-license.php + * + * + *----------------------------------------------------------------------------- + * 変更来歴 + *----------------------------------------------------------------------------- + * + * v1.0.2 - 2017/03/28 : 不具合修正 + * + * v1.0.1 - 2017/03/27 : 機能追加 + * 1. 制御文字「行の高さの変更」を追加 + * 2. 制御文字「画像の表示」に、行の高さと表示位置の調整機能を追加 + * + * v1.0.0 - 2017/03/27 : 初版作成 + * + *----------------------------------------------------------------------------- +*/ +//============================================================================= + + + +//============================================================================= +// プラグイン パラメータ +//============================================================================= +FTKR.EEC.parameters = PluginManager.parameters('FTKR_ExEscapeCharacters'); + +FTKR.EEC.files = String(FTKR.EEC.parameters['Advance Load Files'] || ''); +FTKR.EEC.width = Number(FTKR.EEC.parameters['Image Width'] || 0); +FTKR.EEC.height = Number(FTKR.EEC.parameters['Image Height'] || 0); +FTKR.EEC.enabledAdjustHeight = Number(FTKR.EEC.parameters['Enabled Adjust Height'] || 0); + +//画像ファイル内で画像を横に並べられる数 +Window_Base.EEC_IMG_LENGTH = 16; + +//============================================================================= +// DataManager +//============================================================================= + +//画像ファイルの事前ロード +FTKR.EEC.DataManager_loadDatabase = DataManager.loadDatabase; +DataManager.loadDatabase = function (name, src) { + FTKR.EEC.DataManager_loadDatabase.call(this, name, src); + if (!FTKR.EEC.files) return; + images = FTKR.EEC.files.split(','); + if (!images.length) return; + images.forEach(function (image) { + ImageManager.loadSystem(image); + }); +}; + +//============================================================================= +// Window_Base +//============================================================================= + +//画像表示関数 /img/system/に保存したname.pngを表示する。 +Window_Base.prototype.drawEecImage = function (name, index, x, y, width, height, scale) { + if (name) { + var bitmap = ImageManager.loadSystem(name); + var pw = width; + var ph = height; + scale = scale || 1; + var len = Window_Base.EEC_IMG_LENGTH; + var sx = index % len * pw; + var sy = Math.floor(index / len) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x, y, pw * scale, ph * scale); + } +}; + +//============================================================================= +// 制御文字の表示処理の修正 +//============================================================================= + +FTKR.EEC.Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter; +Window_Base.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'IMG': + this.processDrawEecImg(this.obtainEscapeEecParam(textState), textState); + break; + case 'LH': + textState.height = this.obtainEscapeParam(textState) || this.lineHeight(); + break; + default: + FTKR.EEC.Window_Base_processEscapeCharacter.call(this, code, textState); + break; + } +}; + +Window_Base.prototype.obtainEscapeEecParam = function (textState) { + var arr = /^\[([^\]]+)\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + var eec = arr[1].split(','); + eec = eec.map(function (elm, i) { + return isNaN(parseInt(elm)) ? elm : parseInt(elm); + }); + return eec; + } else { + return ''; + } +}; + +Window_Base.prototype.processDrawEecImg = function (ececs, textState) { + var index = ececs[1] || 0; + var width = ececs[2] || FTKR.EEC.width; + var height = ececs[3] || FTKR.EEC.height; + var scale = ececs[4] / 100 || 1; + var imgHeight = 0; + var offset = 0; + if (FTKR.EEC.enabledAdjustHeight) { + imgHeight = Math.floor(height * scale) + 4; + var offset = 0; + switch (ececs[5]) { + case 'middle': + case '中央': + offset = (textState.height - imgHeight) / 2; + if (offset < 0) offset = 0; + break; + case 'bottom': + case '下揃え': + offset *= 2; + break; + } + } + this.drawEecImage(ececs[0], index, textState.x + 2, textState.y + 2 + offset, width, height, scale); + textState.x += Math.floor(width * scale) + 4; + textState.height = Math.max(imgHeight, textState.height); +}; + diff --git a/www/js/plugins/FTKR_ItemSelfVariables.js b/www/js/plugins/FTKR_ItemSelfVariables.js new file mode 100644 index 0000000..99e0954 --- /dev/null +++ b/www/js/plugins/FTKR_ItemSelfVariables.js @@ -0,0 +1,866 @@ +//============================================================================= +// アイテムやスキルにセルフ変数を実装するプラグイン +// FTKR_ItemSelfVariables.js +// プラグインNo : 10 +// 作成者 : フトコロ +// 作成日 : 2017/03/26 +// 最終更新日 : 2018/01/08 +// バージョン : v1.2.2 +//============================================================================= + +var Imported = Imported || {}; +Imported.FTKR_ISV = true; + +var FTKR = FTKR || {}; +FTKR.ISV = FTKR.ISV || {}; + +//============================================================================= +/*: + * @plugindesc v1.2.2 アイテムやスキルにセルフ変数を実装するプラグイン + * @author フトコロ + * + * @param --セーブ設定-- + * @desc + * + * @param Enabled Save + * @desc セーブ時にセルフ変数を保存するか + * 0 - 保存しない, 1 - 保存する + * @default 0 + * + * @param --アイテム設定-- + * @desc + * + * @param Item Number + * @desc アイテムで使用するセルフ変数の数を設定する + * @default 0 + * + * @param --武器設定-- + * @desc + * + * @param Weapon Number + * @desc 武器で使用するセルフ変数の数を設定する + * @default 0 + * + * @param --防具設定-- + * @desc + * + * @param Armor Number + * @desc 防具で使用するセルフ変数の数を設定する + * @default 0 + * + * @param --スキル設定-- + * @desc + * + * @param Skill Number + * @desc スキルで使用するセルフ変数の数を設定する + * @default 0 + * + * @param --アクター設定-- + * @desc + * + * @param Actor Number + * @desc アクターで使用するセルフ変数の数を設定する + * @default 0 + * + * @param --エネミー設定-- + * @desc + * + * @param Enemy Number + * @desc エネミーで使用するセルフ変数の数を設定する + * @default 0 + * + * @help + *----------------------------------------------------------------------------- + * 概要 + *----------------------------------------------------------------------------- + * 本プラグインを実装することで、以下の対象にセーブ時に記録し値の操作が + * 可能な、セルフ変数を実装することができます。 + * + * 1. アイテム + * 2. 武器 + * 3. 防具 + * 4. スキル + * 5. アクター + * 6. エネミー + * + * セルフ変数は、制御文字で表示させることができます。 + * + * + * プラグインの使い方は、以下のHPを参照してください。 + * https://github.com/futokoro/RPGMaker/blob/master/FTKR_ItemSelfVariables.ja.md + * + * + *----------------------------------------------------------------------------- + * 設定方法 + *----------------------------------------------------------------------------- + * 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して + * ください。 + * 本プラグインは、ダメージ計算式の処理部を書き換えています。 + * そのため、プラグイン管理の出来るだけ上の位置に追加してください。 + * + * + *----------------------------------------------------------------------------- + * セルフ変数の設定 + *----------------------------------------------------------------------------- + * 以下の、プラグインパラメータで設定を変更します。 + * + * <*** Number> + * :使用するセルフ変数の数を個別に設定します。 + * + * + * :セーブ時にセルフ変数を保存するか指定します。 + * :保存しない場合、ゲーム起動毎にリセットします。 + * :この設定は、アイテム、武器、防具、スキル、アクター、エネミー共通です。 + * + * + * 以下の、タグをアイテム(武器・防具含む)やスキル、アクターのメモ欄に + * 追記すると初期値を設定できます。 + * + * + * + * :セルフ変数ID x の初期値を y に設定します。 + * + * + *----------------------------------------------------------------------------- + * スクリプトコマンド + *----------------------------------------------------------------------------- + * セルフ変数に対して、以下のスクリプトコマンドを使用できます。 + * なお、item(x)の部分は、武器は'weapon(x)'、防具は'armor(x)'、 + * スキルは'skill(x)'、アクターは'actor(x)'、エネミーは'enemy(x)'に + * 変えてください。 + * + * 1.セルフ変数の値の取得 + * $gameSelfVariables.item(x).value(y) + * :アイテムID x のセルフ変数 y の値を取得します。 + * + * 2.セルフ変数の値の変更 + * $gameSelfVariables.item(x).setValue(y, value (, 'code') ) + * :アイテムID x のセルフ変数 y に value を代入します。 + * :code部に以下の文字を入力することで、代入以外の計算が可能です。 + * : 加算(+) - セルフ変数 y の値に value を加算します。 + * : 減算(-) - セルフ変数 y の値から value を減算します。 + * : 積算(*) - セルフ変数 y の値に value を積算します。 + * : 除算(/) - セルフ変数 y の値から value を除算します。 + * : 剰余(%) - セルフ変数 y の値から value を除算した余りを代入します。 + * : + * :入力例) + * : $gameSelfVariables.item(10).setValue(1, 10) + * : アイテムID 10 のセルフ変数 1 に 10 を代入する + * : + * : $gameSelfVariables.weapon(12).setValue(2, 6, '加算') + * : $gameSelfVariables.weapon(12).setValue(2, 6, '+') + * : 武器ID 12 のセルフ変数 2 に 6 を加算する + * : + * + * 3.セルフ変数の削除 + * $gameSelfVariables.item(x).clear() + * :アイテムID x のセルフ変数をすべて削除します。 + * :0 が代入されるわけではありません。 + * + * 4.セルフ変数の初期化 + * $gameSelfVariables.item(x).allReset(value) + * :アイテムID x のすべてのセルフ変数に value を代入します。 + * :このときの'すべて'とは、<*** Number>で設定した数を指します。 + * + * + *----------------------------------------------------------------------------- + * プラグインコマンド + *----------------------------------------------------------------------------- + * 本プラグインでは、以下のコマンドを使用できます。 + * なお、大文字小文字は区別しないため、どちらを使用しても構いません。 + * + * 1. セルフ変数の変更 + * 指定したアイテムIDのセルフ変数を変更します。 + * + * ISV_セルフ変数変更 アイテムタイプ アイテムID セルフ変数ID 演算方法 値 + * ISV_SET_SELF_VARIABLES ITEMTYPE itemId selfVariableId CALCTYPE value + * + * アイテムタイプには、アイテム(item)、武器(weapon)、防具(armor)、 + * スキル(skill)、アクター(actor)、エネミー(enemy)を代入してください。 + * 演算方法には、代入(=)、加算(+)、減算(-)、積算(*)、除算(/)、剰余(%)を + * 代入してください。 + * アイテムID、セルフ変数ID、代入する値には、ゲーム内変数を指定できます。 + * ゲーム内変数を使用する場合は、数値の変わりに v[n] を入力してください。 + * + * 入力例) + * ISV_セルフ変数変更 アイテム 10 1 代入 v[5] + * ISV_SET_SELF_VARIABLES item 10 1 = v[5] + * :アイテムID10 のセルフ変数ID1 に ゲーム内変数ID5 の値を代入する + * + * + * 2. セルフ変数の取得 + * 指定したアイテムIDのセルフ変数を、ゲーム内変数に代入します。 + * + * ISV_セルフ変数取得 ゲーム内変数ID アイテムタイプ アイテムID セルフ変数ID + * ISV_GET_SELF_VARIABLES variableId ITEMTYPE itemId selfVariableId + * + * アイテムタイプには、アイテム(item)、武器(weapon)、防具(armor)、 + * スキル(skill)、アクター(actor)、エネミー(enemy)を代入してください。 + * ゲーム内変数ID、アイテムID、セルフ変数IDには、ゲーム内変数を指定できます。 + * ゲーム内変数を使用する場合は、数値の変わりに v[n] を入力してください。 + * + * 入力例) + * ISV_セルフ変数取得 5 武器 10 1 + * ISV_GET_SELF_VARIABLES 5 weapon 10 1 + * :武器ID10 のセルフ変数ID1 の値を ゲーム内変数ID5 に代入する + * + * + *----------------------------------------------------------------------------- + * セルフ変数のダメージ計算式への適用 + *----------------------------------------------------------------------------- + * セルフ変数は、アイテムおよびスキルのダメージ計算式に使用できます。 + * 計算式に以下のコードを入力することで、セルフ変数ID x の値を参照します。 + * + * av[x] - 使用者のセルフ変数ID x の値を参照します。 + * bv[x] - 対象者のセルフ変数ID x の値を参照します。 + * iv[x] - 使用するアイテムまたはスキルのセルフ変数ID x の値を参照します。 + * + * 入力例) + * a.atk * (4 + iv[1]) - b.def * 2 + * + * + * <'iv[x]'などセルフ変数を入力すると、必ずダメージを与えられなくなる場合> + * 他のプラグインと競合しており、コードが使用できません。 + * この場合は、コードの替わりに、以下のスクリプトを記述してください。 + * + * iv[x] ⇒ item._seflVariables._data[x] + * av[x] ⇒ (a.isActor() ? a.actor()._seflVariables._data[x] : a.enemy()._seflVariables._data[x]) + * bv[x] ⇒ (b.isActor() ? b.actor()._seflVariables._data[x] : b.enemy()._seflVariables._data[x]) + * + * なお、av[x]のスクリプトについて、そのスキルやアイテムをアクターしか + * 使用しない場合は、以下の様に記述を省くことも可能です。 + * + * av[x] ⇒ a.actor()._seflVariables._data[x] + * + * また、対象が味方のみであれば + * bv[x] ⇒ b.actor()._seflVariables._data[x] + * 対象が敵のみであれば + * bv[x] ⇒ b.enemy()._seflVariables._data[x] + * のように記述できます。 + * + * + *----------------------------------------------------------------------------- + * 制御文字 + *----------------------------------------------------------------------------- + * 本プラグインでは、以下の制御文字を使用できます。 + * なお、大文字小文字は区別しないため、どちらを使用しても構いません。 + * + * \ITV[x,y] : アイテムID x のセルフ変数ID y の値を参照する。 + * \WEV[x,y] : 武器ID x のセルフ変数ID y の値を参照する。 + * \ARV[x,y] : 防具ID x のセルフ変数ID y の値を参照する。 + * \SKV[x,y] : スキルID x のセルフ変数ID y の値を参照する。 + * \ACV[x,y] : アクターID x のセルフ変数ID y の値を参照する。 + * \ENV[x,y] : エネミーID x のセルフ変数ID y の値を参照する。 + * + * 注意) x と y の数字はどちらも必要です + * + * 説明文やプロフィールで、上記制御文字を使う場合に + * []内の "x,"部分を省略することが可能です。 + * 省略した場合は、例えばアイテムならそのアイテムのセルフ変数を参照します。 + * + * + *----------------------------------------------------------------------------- + * 本プラグインのライセンスについて(License) + *----------------------------------------------------------------------------- + * 本プラグインはMITライセンスのもとで公開しています。 + * This plugin is released under the MIT License. + * + * Copyright (c) 2017 Futokoro + * http://opensource.org/licenses/mit-license.php + * + * + *----------------------------------------------------------------------------- + * 変更来歴 + *----------------------------------------------------------------------------- + * + * v1.2.2 - 2018/01/08 : ヘルプ追記 + * + * v1.2.1 - 2017/10/20 : 機能追加 + * 1. アイテムの説明欄に制御文字を使用する場合に、アイテムIDを + * 省略できる機能を追加。 + * + * v1.2.0 - 2017/10/19 : 制御文字に対応 + * + * v1.1.3 - 2017/05/03 : 計算式の機能追加 + * + * v1.1.2 - 2017/04/29 : ダメージ計算式の処理を見直し + * + * v1.1.1 - 2017/04/26 : 不具合修正 + * 1. ダメージ計算式に例外処理を追加。 + * + * v1.1.0 - 2017/04/18 : 仕様変更、機能追加 + * 1. 使用するセルフ変数の数を、アイテムやスキル毎に設定できるように変更。 + * 2. アクターとエネミーにセルフ変数を追加。 + * + * v1.0.1 - 2017/04/14 : 機能追加 + * 1. セルフ変数の初期値を設定する機能追加。 + * 2. セルフ変数に文字列を代入できる機能を追加。 + * 3. ライセンス変更。 + * + * v1.0.0 - 2017/03/26 : 初版作成 + * + *----------------------------------------------------------------------------- +*/ +//============================================================================= + +function Game_IsvItems() { + this.initialize.apply(this, arguments); +} + +function Game_IsvSelfVariables() { + this.initialize.apply(this, arguments); +} + +(function () { + + //============================================================================= + // プラグイン パラメータ + //============================================================================= + var parameters = PluginManager.parameters('FTKR_ItemSelfVariables'); + + FTKR.ISV.enabledSave = Number(parameters['Enabled Save'] || 0); + FTKR.ISV.number = { + item: Number(parameters['Item Number'] || 0), + weapon: Number(parameters['Weapon Number'] || 0), + armor: Number(parameters['Armor Number'] || 0), + skill: Number(parameters['Skill Number'] || 0), + actor: Number(parameters['Actor Number'] || 0), + enemy: Number(parameters['Enemy Number'] || 0), + }; + + //============================================================================= + // 自作関数(グローバル) + //============================================================================= + + FTKR.gameData = FTKR.gameData || { + user: null, + target: null, + item: null, + number: 0, + }; + + if (!FTKR.setGameData) { + FTKR.setGameData = function (user, target, item, number) { + FTKR.gameData = { + user: user || null, + target: target || null, + item: item || null, + number: number || 0 + }; + }; + } + + FTKR.evalFormula = function (formula) { + var datas = FTKR.gameData; + try { + var s = $gameSwitches._data; + var v = $gameVariables._data; + var a = datas.user; + var b = datas.target; + var item = datas.item; + var number = datas.number; + if (a) { + var aData = a.isActor() ? a.actor() : a.enemy(); + if (aData._selfVariables) var av = aData._selfVariables._data; + } + if (b) { + var result = b.result(); + var bData = b.isActor() ? b.actor() : b.enemy(); + if (bData._selfVariables) var bv = bData._selfVariables._data; + } + if (item && item._selfVariables) var iv = item._selfVariables._data; + var value = eval(formula); + if (isNaN(value)) value = 0; + return value; + } catch (e) { + console.error(e); + return 0; + } + }; + + FTKR.evalCalcFormula = function (formula) { + var datas = FTKR.gameData; + try { + var s = $gameSwitches._data; + var v = $gameVariables._data; + var a = datas.user; + var b = datas.target; + var item = datas.item; + var number = datas.number; + if (a) { + var aData = a.isActor() ? a.actor() : a.enemy(); + if (aData._selfVariables) var av = aData._selfVariables._data; + } + if (b) { + var result = b.result(); + var bData = b.isActor() ? b.actor() : b.enemy(); + if (bData._selfVariables) var bv = bData._selfVariables._data; + } + if (item && item._selfVariables) var iv = item._selfVariables._data; + eval(formula); + } catch (e) { + console.error(e); + } + }; + + //============================================================================= + // Array + //============================================================================= + + Array.prototype.setIsv = function () { + return this.map(function (item) { + return item ? item._selfVariables : null; + }); + }; + + //============================================================================= + // Game_Interpreter + //============================================================================= + + var _ISV_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _ISV_Game_Interpreter_pluginCommand.call(this, command, args); + if (!command.match(/ISV_(.+)/i)) return; + command = (RegExp.$1 + '').toUpperCase(); + switch (command) { + case 'セルフ変数変更': + case 'set_Self_Variables': + this.setSeflVariables(command, args); + break; + case 'セルフ変数取得': + case 'get_Self_Variables': + this.getSeflVariables(command, args); + break; + } + }; + + Game_Interpreter.prototype.setSeflVariables = function (command, args) { + var itemId = this.setNum(args[1]); + var selfId = this.setNum(args[2]); + var value = this.setNum(args[4]); + if (!itemId || !selfId) return this.showLog(command, args, [0, 1, 1, 0, 1]); + switch (true) { + case /アイテム/.test(args[0]): + case /item/i.test(args[0]): + $gameSelfVariables.item(itemId).setValue(selfId, value, args[3]); + break; + case /武器/.test(args[0]): + case /weapon/i.test(args[0]): + $gameSelfVariables.weapon(itemId).setValue(selfId, value, args[3]); + break; + case /防具/.test(args[0]): + case /armor/i.test(args[0]): + $gameSelfVariables.armor(itemId).setValue(selfId, value, args[3]); + break; + case /スキル/.test(args[0]): + case /skill/i.test(args[0]): + $gameSelfVariables.skill(itemId).setValue(selfId, value, args[3]); + break; + case /アクター/.test(args[0]): + case /actor/i.test(args[0]): + $gameSelfVariables.actor(itemId).setValue(selfId, value, args[3]); + break; + case /エネミー/.test(args[0]): + case /enemy/i.test(args[0]): + $gameSelfVariables.enemy(itemId).setValue(selfId, value, args[3]); + break; + default: + this.showLog(command, args, [1, 0, 0, 0, 0]); + break; + } + }; + + Game_Interpreter.prototype.getSeflVariables = function (command, args) { + var varId = this.setNum(args[0]); + var itemId = this.setNum(args[2]); + var selfId = this.setValue(args[3]); + if (!varId || !itemId || !selfId) return this.showLog(command, args, [1, 0, 1, 1]); + var value = null; + switch (true) { + case /アイテム/.test(args[1]): + case /item/i.test(args[1]): + value = $gameSelfVariables.item(itemId).value(selfId); + break; + case /武器/.test(args[1]): + case /weapon/i.test(args[1]): + value = $gameSelfVariables.weapon(itemId).value(selfId); + break; + case /防具/.test(args[1]): + case /armor/i.test(args[1]): + value = $gameSelfVariables.armor(itemId).value(selfId); + break; + case /スキル/.test(args[1]): + case /skill/i.test(args[1]): + value = $gameSelfVariables.skill(itemId).value(selfId); + break; + case /アクター/.test(args[1]): + case /actor/i.test(args[1]): + value = $gameSelfVariables.actor(itemId).value(selfId); + break; + case /エネミー/.test(args[1]): + case /enemy/i.test(args[1]): + value = $gameSelfVariables.enemy(itemId).value(selfId); + break; + default: + this.showLog(command, args, [0, 1, 0, 0]); + break; + } + $gameVariables.setValue(varId, value); + }; + + Game_Interpreter.prototype.setNum = function (data) { + var data1 = /v\[(\d+)\]/i; + var data2 = /(\d+)/i; + if (data.match(data1)) { + return $gameVariables.value(Number(RegExp.$1)); + } else if (data.match(data2)) { + return Number(RegExp.$1); + } else { + return 0; + } + }; + + Game_Interpreter.prototype.setValue = function (data) { + var data1 = /v\[(\d+)\]/i; + var data2 = /(.+)/i; + if (data.match(data1)) { + return $gameVariables.value(Number(RegExp.$1)); + } else if (data.match(data2)) { + var value = RegExp.$1; + return isNaN(parseInt(value)) ? value : parseInt(value); + } else { + return 0; + } + }; + + Game_Interpreter.prototype.showLog = function (command, args, errors) { + console.log('プラグイン名:', 'FTKR_ItemSelfVariables.js'); + console.log('コマンド名 :', command); + console.log('エラー内容 :', '不正な値を入力しています'); + for (var i = 0; i < errors.length; i++) { + if (errors[i]) console.log('エラーINDEX:', i, '引数:', args[i]); + } + }; + + //============================================================================= + // DataManager + //============================================================================= + + var _ISV_DatabaseLoaded = false; + var _ISV_DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; + DataManager.isDatabaseLoaded = function () { + if (!_ISV_DataManager_isDatabaseLoaded.call(this)) return false; + if (!_ISV_DatabaseLoaded) { + var isv = FTKR.ISV.number; + if (isv.item) this.setSelfVariables($dataItems, isv.item); + if (isv.weapon) this.setSelfVariables($dataWeapons, isv.weapon); + if (isv.armor) this.setSelfVariables($dataArmors, isv.armor); + if (isv.skill) this.setSelfVariables($dataSkills, isv.skill); + if (isv.actor) this.setSelfVariables($dataActors, isv.actor); + if (isv.enemy) this.setSelfVariables($dataEnemies, isv.enemy); + _ISV_DatabaseLoaded = true; + } + return true; + }; + + DataManager.setSelfVariables = function (group, number) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + + obj._selfVariables = new Game_IsvSelfVariables(number); + obj._selfVariables.allReset(0); + + var notedata = obj.note.split(/[\r\n]+/); + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(//i) || + line.match(//i)) { + var id = Number(RegExp.$1); + var value = RegExp.$2; + obj._selfVariables.setValue(id, value); + } + } + } + }; + + var _ISV_DataManager_createGameObjects = DataManager.createGameObjects; + DataManager.createGameObjects = function () { + _ISV_DataManager_createGameObjects.call(this); + $gameSelfVariables = new Game_IsvItems(); + }; + + var _ISV_DataManager_makeSaveContents = DataManager.makeSaveContents; + DataManager.makeSaveContents = function () { + var contents = _ISV_DataManager_makeSaveContents.call(this); + if (FTKR.ISV.enabledSave) { + var isv = FTKR.ISV.number; + if (isv.item) { + contents.iepItemSelf = $dataItems.setIsv(); + } + if (isv.weapon) { + contents.iepWeaponSelf = $dataWeapons.setIsv(); + } + if (isv.armor) { + contents.iepArmorSelf = $dataArmors.setIsv(); + } + if (isv.skill) { + contents.iepSkillSelf = $dataSkills.setIsv(); + } + if (isv.actor) { + contents.iepActorSelf = $dataActors.setIsv(); + } + if (isv.enemy) { + contents.iepEnemySelf = $dataEnemies.setIsv(); + } + } + return contents; + }; + + var _ISV_DataManager_extractSaveContents = DataManager.extractSaveContents; + DataManager.extractSaveContents = function (contents) { + _ISV_DataManager_extractSaveContents.call(this, contents); + if (FTKR.ISV.enabledSave) { + var isv = FTKR.ISV.number; + if (isv.item) { + $dataItems.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepItemSelf[i]; + }); + } + if (isv.weapon) { + $dataWeapons.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepWeaponSelf[i]; + }); + } + if (isv.armor) { + $dataArmors.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepArmorSelf[i]; + }); + } + if (isv.skill) { + $dataSkills.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepSkillSelf[i]; + }); + } + if (isv.actor) { + $dataActors.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepActorSelf[i]; + }); + } + if (isv.enemy) { + $dataEnemies.forEach(function (item, i) { + if (item) item._selfVariables = contents.iepEnemySelf[i]; + }); + } + } + }; + + //============================================================================= + // Game_Action + //============================================================================= + + //書き換え + Game_Action.prototype.evalDamageFormula = function (target) { + var item = this.item(); + FTKR.setGameData(this.subject(), target, item); + var value = FTKR.evalFormula(item.damage.formula); + if (value) { + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + value = Math.max(value, 0) * sign; + } + return value; + }; + + //============================================================================= + // Game_IsvItems + //============================================================================= + + Game_IsvItems.prototype.initialize = function () { + this._data = [[], [], [], [], [], []]; + }; + + Game_IsvItems.prototype.item = function (itemId) { + if ($dataItems[itemId]) { + if (!this._data[0][itemId]) { + this._data[0][itemId] = $dataItems[itemId]; + } + return this._data[0][itemId]._selfVariables; + } + return null; + }; + + Game_IsvItems.prototype.weapon = function (itemId) { + if ($dataWeapons[itemId]) { + if (!this._data[1][itemId]) { + this._data[1][itemId] = $dataWeapons[itemId]; + } + return this._data[1][itemId]._selfVariables; + } + return null; + }; + + Game_IsvItems.prototype.armor = function (itemId) { + if ($dataArmors[itemId]) { + if (!this._data[2][itemId]) { + this._data[2][itemId] = $dataArmors[itemId]; + } + return this._data[2][itemId]._selfVariables; + } + return null; + }; + + Game_IsvItems.prototype.skill = function (itemId) { + if ($dataSkills[itemId]) { + if (!this._data[3][itemId]) { + this._data[3][itemId] = $dataSkills[itemId]; + } + return this._data[3][itemId]._selfVariables; + } + return null; + }; + + Game_IsvItems.prototype.actor = function (itemId) { + if ($dataActors[itemId]) { + if (!this._data[4][itemId]) { + this._data[4][itemId] = $dataActors[itemId]; + } + return this._data[4][itemId]._selfVariables; + } + return null; + }; + + Game_IsvItems.prototype.enemy = function (itemId) { + if ($dataEnemies[itemId]) { + if (!this._data[5][itemId]) { + this._data[5][itemId] = $dataEnemies[itemId]; + } + return this._data[5][itemId]._selfVariables; + } + return null; + }; + + //============================================================================= + // Game_IsvSelfVariables + //============================================================================= + + Game_IsvSelfVariables.prototype.initialize = function (number) { + this.clear(); + this._number = number || 1; + }; + + Game_IsvSelfVariables.prototype.clear = function () { + this._data = []; + }; + + Game_IsvSelfVariables.prototype.allReset = function (value) { + for (var i = 0; i < this._number + 1; i++) { + this._data[i] = value; + } + }; + + Game_IsvSelfVariables.prototype.value = function (variableId) { + return this._data[variableId] || 0; + }; + + Game_IsvSelfVariables.prototype.setValue = function (variableId, value, code) { + if (variableId > 0 && variableId < this._number + 1) { + if (!isNaN(parseInt(value))) { + value = parseInt(value); + } + this._data[variableId] = this.calcValue(this._data[variableId], value, code); + this.onChange(); + } + }; + + Game_IsvSelfVariables.prototype.calcValue = function (value1, value2, code) { + switch (code) { + case '加算': + case '+': + return value1 + value2; + case '減算': + case '-': + return value1 - value2; + case '積算': + case '×': + case '*': + return value1 * value2; + case '除算': + case '/': + case '/': + return value1 / value2; + case '剰余': + case '%': + case '%': + return value1 % value2; + case '代入': + case '=': + case '=': + default: + return value2; + } + }; + + Game_IsvSelfVariables.prototype.onChange = function () { + if ($gameMap) $gameMap.requestRefresh(); + }; + + //============================================================================= + // Window_Base + //============================================================================= + + //制御文字の表示処理の修正 + var _ISV_Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; + Window_Base.prototype.convertEscapeCharacters = function (text) { + text = _ISV_Window_Base_convertEscapeCharacters.call(this, text); + if (this._setItem) { + text = text.replace(/\x1bITV\[(\d+)\]/gi, function () { + return $gameSelfVariables.item(parseInt(this._setItem.id)).value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bWEV\[(\d+)\]/gi, function () { + return $gameSelfVariables.weapon(parseInt(this._setItem.id)).value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bARV\[(\d+)\]/gi, function () { + return $gameSelfVariables.armor(parseInt(this._setItem.id)).value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bSKV\[(\d+)\]/gi, function () { + return $gameSelfVariables.skill(parseInt(this._setItem.id)).value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bACV\[(\d+)\]/gi, function () { + return $gameSelfVariables.actor(parseInt(this._setItem.id)).value(parseInt(arguments[1])); + }.bind(this)); + } + text = text.replace(/\x1bITV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.item(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + text = text.replace(/\x1bWEV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.weapon(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + text = text.replace(/\x1bARV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.armor(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + text = text.replace(/\x1bSKV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.skill(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + text = text.replace(/\x1bACV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.actor(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + text = text.replace(/\x1bENV\[(\d+),(\d+)\]/gi, function () { + return $gameSelfVariables.enemy(parseInt(arguments[1])).value(parseInt(arguments[2])); + }.bind(this)); + return text; + }; + + var _ISV_Window_Help_setItem = Window_Help.prototype.setItem; + Window_Help.prototype.setItem = function (item) { + this._setItem = item; + _ISV_Window_Help_setItem.call(this, item); + }; + + var _ISV_Window_Status_drawProfile = Window_Status.prototype.drawProfile; + Window_Status.prototype.drawProfile = function (x, y) { + this._setItem = this._actor.actor(); + _ISV_Window_Status_drawProfile.call(this, x, y); + }; + + +}());//EOF diff --git a/www/js/plugins/FloatingCharacter.js b/www/js/plugins/FloatingCharacter.js new file mode 100644 index 0000000..cbdd366 --- /dev/null +++ b/www/js/plugins/FloatingCharacter.js @@ -0,0 +1,575 @@ +//============================================================================= +// FloatingCharacter.js +// ---------------------------------------------------------------------------- +// (C) 2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.5.1 2020/03/24 競合等の理由でメモ欄が取得できない場合に発生するエラーを回避 +// 1.5.0 2020/03/13 浮遊速度を変更できる機能を追加 +// 1.4.1 2019/06/18 メモ欄の設定を適切に読み込めるように修正(ツミオ) +// 1.4.0 2018/10/08 浮遊イベントの影を非表示にできる機能を追加 +// 1.3.0 2018/01/24 イベントを初期状態で浮遊させる機能を追加 +// 1.2.0 2018/01/07 プレイヤーの浮遊とフォロワーと連動させるかどうかを選択できる機能を追加 +// 1.1.2 2016/07/31 パラメータ名の変換ミス修正(敷居値→閾値) +// 隊列歩行時のフォロワーの高度がデフォルト値で固定になっていた問題の修正 +// 1.1.1 2016/04/06 本プラグインを適用していないセーブデータをロードしたときも、正しく動作するよう修正 +// 1.1.0 2016/04/03 一定以上の高度の場合のみ通行可能になる地形タグとリージョンを指定できる機能を追加 +// 着地可能な場合のみ着地する機能を追加、指定されたキャラクターが浮遊中かどうかの判定を追加 +// 1.0.2 2016/03/31 隊列歩行でない場合のフォロワーや画像が指定されていないイベントでも影が表示される不具合を修正 +// 1.0.1 2016/03/31 浮遊中に強制的に待機アニメが設定される仕様を撤廃 +// 1.0.0 2016/03/29 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc Floating character plugin + * @author triacontane + * + * @param TerrainTags + * @desc 浮遊時に通行可能になる地形タグです。カンマ区切りで指定 + * 例:1,2,3 + * @default + * + * @param RegionId + * @desc 浮遊時に通行可能になるリージョンです。カンマ区切りで指定 + * 例:1,2,3 + * @default + * + * @param HighestTerrainTags + * @desc 一定高度以上を浮遊時に通行可能になる地形タグです。 + * 例:1,2,3 + * @default + * + * @param HighestRegionId + * @desc 一定高度以上を浮遊時に通行可能になるリージョンです。 + * 例:1,2,3 + * @default + * + * @param HighestThreshold + * @desc 一定高度以上の条件となる敷居値です。 + * @default 48 + * + * @param FloatFollower + * @desc 浮遊時に自動的にフォロワーも浮遊します。 + * @default true + * @type boolean + * + * @help キャラクターを浮遊させます。 + * 浮遊中は以下の効果があります。 + * + * 指定した地形タグ(複数)を通行可能にします。 + * 指定したリージョン(複数)を通行可能にします。 + * タイルの梯子属性、茂み属性、ダメージ床属性を無効にします。 + * + * Script + * 「移動ルートの指定」の「スクリプト」から以下を実行します。 + * + * this.float([ウェイトフラグ], [高度(省略時はタイルサイズの半分)]); + * キャラクターを[高度]のピクセル分、浮遊させます。 + * [ウェイトフラグ]に[true]を設定すると、浮遊完了まで次の命令に移行しません。 + * 例:this.float(true, 48); + * + * this.landing([ウェイトフラグ]); + * キャラクターを着地させます。 + * [ウェイトフラグ]に[true]を設定すると、着地完了まで次の命令に移行しません。 + * 例:this.landing(true); + * + * this.landingIfOk([ウェイトフラグ]); + * 着地可能な地形の場合、キャラクターを着地させます。 + * 着地可能かどうかは、飛行船が着地可能かどうかの条件と同一です。 + * [ウェイトフラグ]に[true]を設定すると、着地完了まで次の命令に移行しません。 + * 例:this.landingIfOk(true); + * + * this.setFloatSpeed([スピード]); + * 浮遊する速度を設定します。通常は[1]で大きな数字を指定すると速くなります。 + * + * Script + * 「条件分岐」の「スクリプト」から以下を実行します。 + * + * this.isFloating([キャラクターID]); + * 指定したキャラクターが浮遊中の場合に、分岐を実行します。 + * キャラクターIDは以下の通り指定してください。 + * + * -1 : プレイヤー + * 0 : 実行中のイベント + * 1... : 指定したIDのイベント + * + * このプラグインにはプラグインコマンドはありません。 + * + * イベントのメモ欄に以下の通り記述すると、イベントが初期状態で浮遊します。 + * # 高さ[24]で浮遊します。 + * # 同上 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc キャラクターの浮遊プラグイン + * @author トリアコンタン + * + * @param 通行可能地形タグ + * @desc 浮遊時に通行可能になる地形タグです。カンマ区切りで指定 + * 例:1,2,3 + * @default + * + * @param 通行可能リージョン + * @desc 浮遊時に通行可能になるリージョンです。カンマ区切りで指定 + * 例:1,2,3 + * @default + * + * @param 高度通行地形タグ + * @desc 一定高度以上を浮遊時に通行可能になる地形タグです。 + * 例:1,2,3 + * @default + * + * @param 高度通行リージョン + * @desc 一定高度以上を浮遊時に通行可能になるリージョンです。 + * 例:1,2,3 + * @default + * + * @param 高度閾値 + * @desc 一定高度以上の条件となる閾値です。 + * @default 48 + * @type number + * + * @param フォロワー連動 + * @desc 浮遊時に自動的にフォロワーも浮遊します。 + * @default true + * @type boolean + * + * @help キャラクターを浮遊させます。 + * 浮遊中は以下の効果があります。 + * + * 指定した地形タグ(複数)を通行可能にします。 + * 指定したリージョン(複数)を通行可能にします。 + * タイルの梯子属性、茂み属性、ダメージ床属性を無効にします。 + * + * スクリプト + * 「移動ルートの指定」の「スクリプト」から以下を実行します。 + * + * this.float([ウェイトフラグ], [高度(省略時はタイルサイズの半分)]); + * キャラクターを[高度]のピクセル分、浮遊させます。 + * [ウェイトフラグ]に[true]を設定すると、浮遊完了まで次の命令に移行しません。 + * 例:this.float(true, 48); + * + * this.landing([ウェイトフラグ]); + * キャラクターを着地させます。 + * [ウェイトフラグ]に[true]を設定すると、着地完了まで次の命令に移行しません。 + * 例:this.landing(true); + * + * this.landingIfOk([ウェイトフラグ]); + * 着地可能な地形の場合、キャラクターを着地させます。 + * 着地可能かどうかは、飛行船が着地可能かどうかの条件と同一です。 + * [ウェイトフラグ]に[true]を設定すると、着地完了まで次の命令に移行しません。 + * 例:this.landingIfOk(true); + * + * this.setFloatSpeed([スピード]); + * 浮遊する速度を設定します。通常は[1]で大きな数字を指定すると速くなります。 + * + * スクリプト + * 「条件分岐」の「スクリプト」から以下を実行します。 + * + * this.isFloating([キャラクターID]); + * 指定したキャラクターが浮遊中の場合に、分岐を実行します。 + * キャラクターIDは以下の通り指定してください。 + * + * -1 : プレイヤー + * 0 : 実行中のイベント + * 1... : 指定したIDのイベント + * + * このプラグインにはプラグインコマンドはありません。 + * + * イベントのメモ欄に以下の通り記述すると、イベントが初期状態で浮遊します。 + * # 高さ[24]で浮遊します。 + * # 同上 + * + * イベントのメモ欄に以下の通り記述すると、浮遊時に影が表示されなくなります。 + * + * + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + var pluginName = 'FloatingCharacter'; + var metaTagPrefix = 'FC'; + + var getParamString = function (paramNames) { + var value = getParamOther(paramNames); + return value == null ? '' : value; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE'; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getParamArrayString = function (paramNames) { + var values = getParamString(paramNames).split(','); + for (var i = 0; i < values.length; i++) values[i] = values[i].trim(); + return values; + }; + + var getParamArrayNumber = function (paramNames, min, max) { + var values = getParamArrayString(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + for (var i = 0; i < values.length; i++) { + if (!isNaN(parseInt(values[i], 10))) { + values[i] = (parseInt(values[i], 10) || 0).clamp(min, max); + } else { + values.splice(i--, 1); + } + } + return values; + }; + + var getMetaValue = function (object, name) { + var metaTagName = metaTagPrefix + name; + if (!object.meta) { + return undefined; + } + return object.meta.hasOwnProperty(metaTagName) ? convertEscapeCharacters(object.meta[metaTagName]) : undefined; + }; + + var getMetaValues = function (object, names) { + for (var i = 0, n = names.length; i < n; i++) { + var value = getMetaValue(object, names[i]); + if (value !== undefined) return value; + } + return undefined; + }; + + var hasMetaValue = function (object, name) { + var metaTagName = metaTagPrefix + name; + if (!object.meta) { + return false; + } + return object.meta.hasOwnProperty(metaTagName); + }; + + var hasMetaValues = function (object, names) { + return names.some(function (name) { + return hasMetaValue(object, name); + }); + }; + + var convertEscapeCharacters = function (text) { + if (String(text) !== text) text = ''; + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1]) >= 1 ? $gameActors.actor(parseInt(arguments[1])) : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1]) >= 1 ? $gameParty.members()[parseInt(arguments[1]) - 1] : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var paramTerrainTags = getParamArrayNumber(['通行可能地形タグ', 'TerrainTags']); + var paramRegionId = getParamArrayNumber(['通行可能リージョン', 'RegionId']); + var paramHighestTerrainTags = getParamArrayNumber(['高度通行地形タグ', 'HighestTerrainTags']); + var paramHighestRegionId = getParamArrayNumber(['高度通行リージョン', 'HighestRegionId']); + var paramHighestThreshold = getParamNumber(['高度閾値', 'HighestThreshold']); + var paramFloatFollower = getParamBoolean(['フォロワー連動', 'FloatFollower']); + + //============================================================================= + // Game_Interpreter + // キャラクターの浮遊判定を追加定義します。 + //============================================================================= + Game_Interpreter.prototype.isFloating = function (characterId) { + var character = this.character(characterId); + if (character !== null) { + return character.isFloating(); + } else { + return false; + } + }; + + //============================================================================= + // Game_CharacterBase + // キャラクターの浮遊関連情報を追加定義します。 + //============================================================================= + var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; + Game_CharacterBase.prototype.initMembers = function () { + _Game_CharacterBase_initMembers.apply(this, arguments); + this.initFloatingInfo(); + }; + Game_CharacterBase.prototype.isLowest = Game_Vehicle.prototype.isLowest; + Game_CharacterBase.prototype.isHighest = Game_Vehicle.prototype.isHighest; + Game_CharacterBase.prototype.shadowOpacity = Game_Vehicle.prototype.shadowOpacity; + + Game_CharacterBase.prototype.initFloatingInfo = function () { + this._altitude = 0; + this._altitudeAnimeCount = 0; + this._maxAltitude = 0; + this._needFloat = false; + this._floatSpped = 1; + }; + + var _Game_CharacterBase_isMapPassable = Game_CharacterBase.prototype.isMapPassable; + Game_CharacterBase.prototype.isMapPassable = function (x, y, d) { + if (this.isNeedFloat()) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (paramRegionId.some(function (id) { + return id === $gameMap.regionId(x2, y2); + }.bind(this))) return true; + if (paramTerrainTags.some(function (id) { + return id === $gameMap.terrainTag(x2, y2); + }.bind(this))) return true; + if (this._altitude >= paramHighestThreshold) { + if (paramHighestRegionId.some(function (id) { + return id === $gameMap.regionId(x2, y2); + }.bind(this))) return true; + if (paramHighestTerrainTags.some(function (id) { + return id === $gameMap.terrainTag(x2, y2); + }.bind(this))) return true; + } + } + return _Game_CharacterBase_isMapPassable.apply(this, arguments); + }; + + var _Game_CharacterBase_screenY = Game_CharacterBase.prototype.screenY; + Game_CharacterBase.prototype.screenY = function () { + return _Game_CharacterBase_screenY.apply(this, arguments) + + (this.isFloating() ? Math.floor(Math.sin(this._altitudeAnimeCount / 16) * 3) - this._altitude : 0); + }; + + var _Game_CharacterBase_screenZ = Game_CharacterBase.prototype.screenZ; + Game_CharacterBase.prototype.screenZ = function () { + return _Game_CharacterBase_screenZ.apply(this, arguments) + + (this._altitude >= $gameMap.tileHeight() ? 1 : 0); + }; + + Game_CharacterBase.prototype.screenShadowY = function () { + return _Game_CharacterBase_screenY.apply(this, arguments) - this.screenY(); + }; + + var _Game_CharacterBase_isOnLadder = Game_CharacterBase.prototype.isOnLadder; + Game_CharacterBase.prototype.isOnLadder = function () { + return this.isFloating() ? false : _Game_CharacterBase_isOnLadder.apply(this, arguments); + }; + + var _Game_CharacterBase_isOnBush = Game_CharacterBase.prototype.isOnBush; + Game_CharacterBase.prototype.isOnBush = function () { + return this.isFloating() ? false : _Game_CharacterBase_isOnBush.apply(this, arguments); + }; + + Game_CharacterBase.prototype.maxAltitude = function () { + return this._maxAltitude; + }; + + Game_CharacterBase.prototype.isFloating = function () { + return this._altitude > 0; + }; + + Game_CharacterBase.prototype.isShadowVisible = function () { + return this.isFloating() && (this._characterName || this._tileId) && this.isNeedShadow(); + }; + + Game_CharacterBase.prototype.isNeedFloat = function () { + return this._needFloat; + }; + + Game_CharacterBase.prototype.float = function (waitFlg, max) { + if (!this.hasOwnProperty('_altitude') || isNaN(this._altitude)) { + this.initFloatingInfo(); + } + if (!max) max = $gameMap.tileHeight() / 2; + this._needFloat = true; + this._maxAltitude = max; + if (waitFlg) { + this._waitCount = this.getFloatingWaitCount(this.maxAltitude() - this._altitude); + } + }; + + Game_CharacterBase.prototype.landing = function (waitFlg) { + this._needFloat = false; + if (waitFlg) { + this._waitCount = this.getFloatingWaitCount(this.maxAltitude()); + } + }; + + Game_CharacterBase.prototype.getFloatingWaitCount = function (altitudeDiff) { + return Math.floor(Math.max(altitudeDiff, 0) / this.getFloatSpeed()); + }; + + Game_CharacterBase.prototype.landingIfOk = function (waitFlg) { + if ($gameMap.isAirshipLandOk(this.x, this.y)) this.landing(waitFlg); + }; + + var _Game_CharacterBase_update = Game_CharacterBase.prototype.update; + Game_CharacterBase.prototype.update = function () { + _Game_CharacterBase_update.apply(this, arguments); + this.updateFloating(); + }; + + Game_CharacterBase.prototype.isNeedShadow = function () { + return true; + }; + + Game_CharacterBase.prototype.getFloatSpeed = function () { + return this._floatSpped || 1; + }; + + Game_CharacterBase.prototype.setFloatSpeed = function (value) { + return this._floatSpped = value; + }; + + Game_CharacterBase.prototype.updateFloating = function () { + this._floatingPrev = this.isFloating(); + if (this.isNeedFloat()) { + if (this.isHighest()) { + this._altitudeAnimeCount++; + } + this._altitude = Math.min(this._altitude + this.getFloatSpeed(), this.maxAltitude()); + } else { + if (this.isHighest()) { + this._altitudeAnimeCount = 0; + } + this._altitude = Math.max(this._altitude - this.getFloatSpeed(), 0); + } + if (this._floatingPrev !== this.isFloating()) { + this.refreshBushDepth(); + } + }; + + Game_Player.prototype.float = function (waitFlg, max) { + Game_CharacterBase.prototype.float.apply(this, arguments); + if (!paramFloatFollower) { + return; + } + this.followers().forEach(function (follower) { + follower.float(waitFlg, max); + follower._altitude = -follower._memberIndex * 4; + }.bind(this)); + }; + + var _Game_Player_isOnDamageFloor = Game_Player.prototype.isOnDamageFloor; + Game_Player.prototype.isOnDamageFloor = function () { + return this.isFloating() ? false : _Game_Player_isOnDamageFloor.apply(this, arguments); + }; + + Game_Player.prototype.landing = function () { + Game_CharacterBase.prototype.landing.apply(this, arguments); + if (!paramFloatFollower) { + return; + } + this.followers().forEach(function (follower) { + follower.landing(); + }.bind(this)); + }; + + Game_Player.prototype.setFloatSpeed = function (value) { + Game_CharacterBase.prototype.setFloatSpeed.apply(this, arguments); + if (!paramFloatFollower) { + return; + } + this.followers().forEach(function (follower) { + follower.setFloatSpeed(value); + }.bind(this)); + }; + + Game_Vehicle.prototype.updateFloating = function () { }; + Game_Vehicle.prototype.isFloating = function () { + return false; + }; + + var _Game_Event_initialize = Game_Event.prototype.initialize; + Game_Event.prototype.initialize = function (mapId, eventId) { + _Game_Event_initialize.apply(this, arguments); + var altitude = getMetaValues(this.event(), ['高度', 'Altitude']); + this._noShadow = hasMetaValues(this.event(), ['影なし', 'NoShadow']); + if (altitude !== undefined) { + this.setInitAltitude(parseInt(altitude || 24)); + } + }; + + Game_Event.prototype.setInitAltitude = function (altitude) { + this.float(false, altitude); + this._altitude = this._maxAltitude; + this.refreshBushDepth(); + }; + + Game_Event.prototype.isNeedShadow = function () { + return !this._noShadow; + }; + + //============================================================================= + // Sprite_Character + // キャラクターの浮遊関連情報を追加定義します。 + //============================================================================= + var _Sprite_Character_initMembers = Sprite_Character.prototype.initMembers; + Sprite_Character.prototype.initMembers = function () { + _Sprite_Character_initMembers.apply(this, arguments); + this._shadowSprite = null; + }; + + var _Sprite_Character_update = Sprite_Character.prototype.update; + Sprite_Character.prototype.update = function () { + _Sprite_Character_update.apply(this, arguments); + this.updateFloating(); + }; + + Sprite_Character.prototype.updateFloating = function () { + if (this._character.isShadowVisible()) { + if (!this._shadowSprite) this.createShadow(); + this._shadowSprite.y = this._character.screenShadowY(); + this._shadowSprite.opacity = this._character.shadowOpacity(); + } else if (this._shadowSprite) { + this.disposeShadow(); + } + }; + + Sprite_Character.prototype.createShadow = function () { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow1'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 1; + this.addChild(this._shadowSprite); + }; + + Sprite_Character.prototype.disposeShadow = function () { + this.removeChild(this._shadowSprite); + this._shadowSprite = null; + }; +})(); + diff --git a/www/js/plugins/GALV_LayerGraphics.js b/www/js/plugins/GALV_LayerGraphics.js new file mode 100644 index 0000000..e276171 --- /dev/null +++ b/www/js/plugins/GALV_LayerGraphics.js @@ -0,0 +1,716 @@ +//----------------------------------------------------------------------------- +// Galv's Layer Graphics +//----------------------------------------------------------------------------- +// For: RPGMAKER MV +// GALV_LayerGraphics.js +//----------------------------------------------------------------------------- +// 2016-06-15 - Version 1.9 - fixed compatibility issue in yanfly battle core +// 2016-05-02 - Version 1.8 - fixed a bug with battle layer crash +// 2016-04-27 - Version 1.7 - minor code changes +// 2016-04-16 - Version 1.6 - added static image command +// - added battle layers +// 2016-01-23 - Version 1.5 - implemented code for potential memory issue +// 2015-11-29 - Version 1.4 - added setting for tile size +// 2015-11-19 - Version 1.3 - fixed minor poor code +// 2015-11-11 - Version 1.2 - added Galv plugin command efficiency code +// 2015-11-06 - Version 1.1 - added ability to create layers via map notes +// 2015-10-30 - Version 1.0 - release +//----------------------------------------------------------------------------- +// Terms can be found at: +// galvs-scripts.com +//----------------------------------------------------------------------------- + +var Imported = Imported || {}; +Imported.Galv_LayerGraphics = true; + +var Galv = Galv || {}; // Galv's main object +Galv.pCmd = Galv.pCmd || {}; // Plugin Command manager +Galv.LG = Galv.LG || {}; // Galv's stuff + +//----------------------------------------------------------------------------- +/*: + * @plugindesc Create graphic layers for parallax mapping, fog, etc. View the 'Help' document for plugin commands and info. + * + * @author Galv - galvs-scripts.com + * + * @param Tile Size + * @desc The width/height of your tiles if you changed it with another plugin. + * @default 48 + * + * @help + * Galv's Layer Graphics + * ---------------------------------------------------------------------------- + * Before you start, you will need to create a layers folder in your project. + * /img/layers/ + * This is where all your layer images will be taken from. + * + * Each map can have many graphic layers, but be aware that the more you have, + * the more chance the game could lag (especially on slow computers or mobile + * devices). + * + * When a layer is made, it is stored, so you can set layers for maps before + * a player enters them. The layers are created when the map is created, so + * for layer commands created on the same map, 'REFRESH LAYERS' plugin command + * can be used to force the layers to create during play. + * + * Below are commands to be used in the "Plugin Command" event command. + * NOTE: This is different to the "Script" event command. + * ---------------------------------------------------------------------------- + * Plugin Commands (Quick) + * ---------------------------------------------------------------------------- + * + * LAYER MAPID ID GRAPHIC XSPEED YSPEED OPACITY Z XSHIFT YSHIFT BLEND + * + * LAYER_S MAPID ID GRAPHIC X Y OPACITY Z BLEND + * + * LAYER REMOVE MAPID ID + * + * LAYER REFRESH + * + * ---------------------------------------------------------------------------- + * Plugin Commands (Detailed) + * ---------------------------------------------------------------------------- + * To create or change a layer graphic, the following plugin command is used: + * + * LAYER MAPID ID GRAPHIC XSPEED YSPEED OPACITY Z XSHIFT YSHIFT BLEND + * + * Each property is separated by a space and you will exchange the property + * names above with values. + * + * EXPLANATION OF PROPERTIES: + * LAYER - do not change this, it is the keyword for the plugin. + * MAPID - the id of the map you are creating the layer for + * ID - the id of the layer itself. If you want to change or remove + * - an existing layer, you refer to it by it's id. + * GRAPHIC - The filename of the image found in /img/layers/ + * XSPEED - The speed of the horizontal movement. Negatives to go left + * YSPEED - The speed of the vertical movement. Negatives to go up + * OPACITY - Transparency of the image (0 - 255) + * Z - What priority the image has. 0 = ground, 5 = above all chars + * XSHIFT - Horizonal movement shift that differs from player movement + * YSHIFT - Vertical movement shift that differs from player movement + * - Make XSHIFT and YSHIFT = 0 to move with map + * BLEND - Blend mode (0 = normal, 1 = add, 2 = multiply, 3 = screen) + * - *NOTE RPG Maker MV version 1.1 mutliply isn't supported + * + * Example: + * LAYER 12 1 clouds 1 0 155 5 0 0 0 + * This will create/change layer 1 on map 12. It will make it use "clouds.png" + * as the image that will scroll right, be partially transparent and above all + * + * Using Variables + * You can use a variable for any property (except 'GRAPHIC') in the plugin + * if you put a "v" before the property. The number after will be variable id. + * + * Example: + * LAYER 12 1 clouds 1 0 v1 5 0 0 0 + * This is the same example as above, but will use the value of variable 1 + * for the opacity of the layer. This only changes the setting when called, + * changing the variable again without calling this plugin command again will + * not change the layer. + * + * ---------------------------------------------------------------------------- + * + * Alternatively, a static sprite layer can be created. These layers will not + * tile/loop and are stuck to the map, better used for parallax mapping: + * + * LAYER_S MAPID ID GRAPHIC X Y OPACITY Z BLEND + * + * Each property is separated by a space and you will exchange the property + * names above with values. + * + * EXPLANATION OF PROPERTIES: + * LAYER - do not change this, it is the keyword for the plugin. + * MAPID - the id of the map you are creating the layer for + * ID - the id of the layer itself. If you want to change or remove + * GRAPHIC - The filename of the image found in /img/layers/ + * X - Where the left of the layer is positioned on the map. + * - 0 is the far left of the map + * Y - Where the top of the layer is positioned on the map. + * - 0 is the very top of the map + * OPACITY - Transparency of the image (0 - 255) + * Z - What priority the image has. 0 = ground, 5 = above all chars + * BLEND - Blend mode (0 = normal, 1 = add, 2 = multiply, 3 = screen) + * - *NOTE RPG Maker MV version 1.1 mutliply isn't supported + * + * Example: + * LAYER_S 6 2 town 0 0 255 0 0 + * This will create/change layer 2 on map 6. It will make it use "town.png" + * as the image that will stick with the map. The X and Y are 0's which will + * be common for most parallax mapping. Z is 0 to appear under the player. + * + * ---------------------------------------------------------------------------- + * + * LAYER REMOVE MAPID ID - Remove a layer from a map + * + * Example: + * LAYER REMOVE 12 1 - Removes layer 1 from map 12 + * + * ---------------------------------------------------------------------------- + * + * LAYER REFRESH - For creating new layers on the same map as the + * - plugin command. Do this command if creating + * - NEW layers on the map. It is not required for + * - changing existing layers + * + * ---------------------------------------------------------------------------- + * + * ---------------------------------------------------------------------------- + * MAP NOTES + * ---------------------------------------------------------------------------- + * In addition to using the plugin calls, you can setup layers on each map in + * the NOTE section of the map settings. Do this in the same way as the plugin + * call except do not add the map ID. + * + * LAYER ID GRAPHIC XSPEED YSPEED OPACITY Z XSHIFT YSHIFT BLEND + * + * LAYER_S ID GRAPHIC X Y OPACITY Z BLEND + * + * These layers can be changed as normal with plugin commands. + * ---------------------------------------------------------------------------- + * + * ---------------------------------------------------------------------------- + * SCRIPT STUFF + * ---------------------------------------------------------------------------- + * For advanced users only. Layer properties can be accessed via script: + * $gameMap.layerSettings[mapId][layerId].property + * "property" being the above properites in lowercase. + * ---------------------------------------------------------------------------- + * + * ---------------------------------------------------------------------------- + * SCRIPT CALL - BATTLE LAYERS + * ---------------------------------------------------------------------------- + * + * Galv.LG.bLayer(id,'graphic',xspeed,yspeed,opacity,z,blend); + * + * Battle layers are controlled with this script call. They don't use the + * Plugin Command but the values are the same as the plugin commands above + * (without the map ID). Once set, battle layers last for every combat after + * until they are changed again. + * + * BATTLE Z LEVEL - works slightly different. Cannot use decimals. + * 0 - behind all + * 1 - between battleback 1 and 2 + * 2 - over battlebacks but under characters + * 3 - over all characters + * + * To remove a layer simply use the same call with only the id. + * For example: + * + * Galv.LG.bLayer(id); + * + * ---------------------------------------------------------------------------- + */ + +//----------------------------------------------------------------------------- +// CODE STUFFS +//----------------------------------------------------------------------------- + +(function () { + + // LAYER GRAPHIC FOLDER + //----------------------------------------------------------------------------- + ImageManager.loadLayerGraphic = function (filename, hue) { + return this.loadBitmap('img/layers/', filename, hue, true); + }; + + + // GALV'S PLUGIN MANAGEMENT. INCLUDED IN ALL GALV PLUGINS THAT HAVE PLUGIN COMMAND CALLS, BUT ONLY RUN ONCE. + if (!Galv.aliased) { + var Galv_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + if (Galv.pCmd[command]) { + Galv.pCmd[command](args); + return; + }; + Galv_Game_Interpreter_pluginCommand.call(this, command, args); + }; + Galv.aliased = true; // Don't keep aliasing for other Galv scripts. + }; + + // Direct to Plugin Object + Galv.pCmd.LAYER = function (arguments) { + Galv.LG.createLayer(arguments); + }; + + Galv.pCmd.LAYER_S = function (arguments) { + Galv.LG.createLayerS(arguments); + }; + // END GALV'S PLUGIN MANAGEMENT + + + + Galv.LG.tileSize = Number(PluginManager.parameters('Galv_LayerGraphics')["Tile Size"]); + + + // CREATE TILING LAYER + //----------------------------------------------------------------------------- + Galv.LG.createLayer = function (config) { + switch (config[0]) { + case 'REFRESH': + // Recreate layer graphics + SceneManager._scene._spriteset.createLayerGraphics(); + return; + case 'REMOVE': + // Remove specified layer object + var mapid = Galv.LG.num(config[1]); + var id = Galv.LG.num(config[2]); + if (id) { + $gameMap.layerSettings[mapid][id] = {}; + } else { + $gameMap.layerSettings[mapid] = {}; + }; + return; + }; + + // get variables + var mapid = Galv.LG.num(config[0]); + var id = Galv.LG.num(config[1]); + $gameMap.layerSettings[mapid] = $gameMap.layerSettings[mapid] || {}; + $gameMap.layerSettings[mapid][id] = $gameMap.layerSettings[mapid][id] || {}; + + var x_exist = $gameMap.layerSettings[mapid][id].currentx || 0; + var y_exist = $gameMap.layerSettings[mapid][id].currenty || 0; + + // create object + $gameMap.layerSettings[mapid][id] = { + graphic: config[2], // filename of the graphic in /img/layers/ + xspeed: Galv.LG.num(config[3]), // speed the layer will scroll horizontally + yspeed: Galv.LG.num(config[4]), // speed the layer will scroll vertically + opacity: Galv.LG.num(config[5]), // the opacity of the layer + z: Galv.LG.num(config[6]), // what level the layer is displayed at (ground is 0) + xshift: Galv.LG.num(config[7]), // Moves the layer at a different x amount than the map (0 to not move) + yshift: Galv.LG.num(config[8]), // Moves the layer at a different y amount than the map (0 to not move) + blend: Galv.LG.num(config[9]), // Blend mode (0 = normal, 1 = add, 2 = multiply, 3 = screen) + currentx: x_exist, // origin x saved. Reset this on map change + currenty: y_exist, // origin y saved. Reset this on map change + }; + }; + + + // CREATE STATIC LAYER + //----------------------------------------------------------------------------- + Galv.LG.createLayerS = function (config) { + // get variables + + var mapid = Galv.LG.num(config[0]); + var id = Galv.LG.num(config[1]); + $gameMap.layerSettings[mapid] = $gameMap.layerSettings[mapid] || {}; + $gameMap.layerSettings[mapid][id] = $gameMap.layerSettings[mapid][id] || {}; + + // create object + $gameMap.layerSettings[mapid][id] = { + static: true, // determines static layer + graphic: config[2], // filename of the graphic in /img/layers/ + x: Galv.LG.num(config[3]), // speed the layer will scroll horizontally + y: Galv.LG.num(config[4]), // speed the layer will scroll vertically + opacity: Galv.LG.num(config[5]), // the opacity of the layer + z: Galv.LG.num(config[6]), // what level the layer is displayed at (ground is 0) + blend: Galv.LG.num(config[7]), // Blend mode (0 = normal, 1 = add, 2 = multiply, 3 = screen) + }; + + }; + + + // BATTLE LAYERS + //----------------------------------------------------------------------------- + + Galv.LG.bLayer = function (id, graphic, xspeed, yspeed, opacity, z, blend) { + if (!graphic) { + if ($gameSystem._bLayers[id]) delete ($gameSystem._bLayers[id]); + return; + }; + + // create object + $gameSystem._bLayers[id] = { + graphic: graphic || '', // filename of the graphic in /img/layers/ + xspeed: xspeed || 0, // speed the layer will scroll horizontally + yspeed: yspeed || 0, // speed the layer will scroll vertically + opacity: opacity || 0, // the opacity of the layer + z: z || 0, // what level the layer is displayed at (ground is 0) + blend: blend || 0, // Blend mode (0 = normal, 1 = add, 2 = multiply, 3 = screen) + xshift: 0, + yshift: 0, + currentx: 0, + currenty: 0 + }; + }; + + + // OTHER + //----------------------------------------------------------------------------- + + Galv.LG.num = function (txt) { + if (txt[0] === "v") { + var varId = Number(txt.replace("v", "")); + return $gameVariables.value(varId); + } else { + return Number(txt); + }; + }; + + Galv.LG.isEmpty = function (obj) { + return Object.keys(obj).length === 0; + }; + + + + // GAME SYSTEM - BATTLE LAYERS + //----------------------------------------------------------------------------- + + Galv.LG.Game_System_initialize = Game_System.prototype.initialize; + Game_System.prototype.initialize = function () { + Galv.LG.Game_System_initialize.call(this); + this._bLayers = {}; // Store battle layers here. + }; + + + // SPRITESET BATTLE + //----------------------------------------------------------------------------- + + Galv.LG.Spriteset_Battle_createlowerlayer = Spriteset_Battle.prototype.createLowerLayer; + Spriteset_Battle.prototype.createLowerLayer = function () { + Galv.LG.Spriteset_Battle_createlowerlayer.call(this); + for (var i = 0; i < this._battleField.children.length; i++) { + this._battleField.children[i].z = 2; + }; + + this.layerGraphics = this.layerGraphics || {}; + this._back1Sprite.z = 0; + this._back2Sprite.z = 1; + this.createLayerGraphics(); + }; + + Spriteset_Battle.prototype.createLayerGraphics = function () { + // Create Active Layers On Map + var blayers = $gameSystem._bLayers; // get object only for the map + + for (var propertyId in blayers) { + + // if layers sprite doesn't exist, make it. + if (!this.layerGraphics.hasOwnProperty(propertyId)) { + // Create Layer Sprite + if (blayers[propertyId]) { + this.layerGraphics[propertyId] = new Sprite_LayerGraphic(propertyId, true); + this.layerGraphics[propertyId].move(0, 0, Graphics.width, Graphics.height); + }; + }; + + // If settings are empty for the layer + if (Galv.LG.isEmpty(blayers[propertyId]) || blayers[propertyId]["graphic"] == "") { + var ind = this._battleField.children.indexOf(this.layerGraphics[propertyId]); + this._battleField.removeChildAt(ind); + } else { + var z = Math.max(blayers[propertyId].z, 0); // min 0 + var test = null; + var skip = 0; + + switch (blayers[propertyId].z) { + case 0: + break; + case 1: // above first battleback + test = "TilingSprite"; + break; + case 2: // above second battleback + test = "TilingSprite"; + skip = 1; + break; + default: + z = this._battleField.children.length; + }; + + + if (test) { + for (i = 0; i < this._battleField.children.length; i++) { + if (this._battleField.children[i].constructor.name == test) { + z = i + 1; + if (skip > 0) { + skip -= 1; + } else { + break; + }; + }; + }; + }; + + // Get in bounds + z = Math.min(z, this._battleField.children.length); + + this._battleField.addChildAt(this.layerGraphics[propertyId], z); + }; + }; + }; + + + + // SPRITESET MAP + //----------------------------------------------------------------------------- + + Galv.LG.Spriteset_Map_createlowerlayer = Spriteset_Map.prototype.createLowerLayer; + Spriteset_Map.prototype.createLowerLayer = function () { + Galv.LG.Spriteset_Map_createlowerlayer.call(this); + this.layerGraphics = this.layerGraphics || {}; + this.createLayerGraphics(); + }; + + Spriteset_Map.prototype.createLayerGraphics = function () { + // Create Active Layers On Map + + var mapGraphics = $gameMap.layerConfig(); // get object only for the map + + for (var id in mapGraphics) { + + // if layers sprite doesn't exist, make it. + if (!this.layerGraphics[id] || !this.layerGraphics[id].id) { + // Create Layer Sprite + if (mapGraphics[id]) { + if (mapGraphics[id].static) { // If layer created using LAYER_S + this.layerGraphics[id] = new Sprite_LayerGraphicS(id); + } else { + this.layerGraphics[id] = new Sprite_LayerGraphic(id); + this.layerGraphics[id].move(0, 0, Graphics.width, Graphics.height); + }; + }; + }; + + // If settings are empty for the layer + if (Galv.LG.isEmpty(mapGraphics[id]) || mapGraphics[id]["graphic"] == "") { + var ind = this._tilemap.children.indexOf(this.layerGraphics[id]); + this._tilemap.removeChildAt(ind); + } else { + this._tilemap.addChild(this.layerGraphics[id]); + }; + }; + }; + + + // GAME MAP - SETUP LAYER SETTINGS + //----------------------------------------------------------------------------- + Galv.LG.Game_Map_initialize = Game_Map.prototype.initialize; + Game_Map.prototype.initialize = function () { + Galv.LG.Game_Map_initialize.call(this); + this.layerSettings = {}; // Store ALL layers here. + }; + + Galv.LG.Game_Map_setup = Game_Map.prototype.setup; + Game_Map.prototype.setup = function (mapId) { + Galv.LG.Game_Map_setup.call(this, mapId); + this.layerSettings[mapId] = this.layerSettings[mapId] || {} + + // Setup map notetag layers + this.createNoteLayers(mapId); + + for (var obj in this.layerConfig()) { + obj.currentx = 0; + obj.currenty = 0; + }; + }; + + Game_Map.prototype.createNoteLayers = function (mapId) { + // CREATE MAP CONFIG HERE + var txtArray = $dataMap.note.match(/[^\r\n]+/g); + if (!txtArray) return; + if (this.layerSettings == null) this.layerSettings = {}; + for (i = 0; i < txtArray.length; i++) { + if (txtArray[i].indexOf("LAYER ") >= 0) { + var config = (mapId + txtArray[i].replace('LAYER', '')).split(" "); + // If layer doesn't already exist, create it: + + if (!this.layerSettings[mapId][Number(config[1])]) { + Galv.LG.createLayer(config); + }; + }; + if (txtArray[i].indexOf("LAYER_S ") >= 0) { + var config = (mapId + txtArray[i].replace('LAYER_S', '')).split(" "); + // If layer doesn't already exist, create it: + + if (!this.layerSettings[mapId][Number(config[1])]) { + Galv.LG.createLayerS(config); + }; + }; + }; + }; + + Game_Map.prototype.layerConfig = function () { + // Get object list from layerSettings + if (this.layerSettings[this.mapId()]) { + return this.layerSettings[this.mapId()]; + } else { + this.layerSettings[this.mapId()] = {} + return this.layerSettings[this.mapId()]; + }; + }; + + + // CREATE LAYER TILING SPRITE + //----------------------------------------------------------------------------- + function Sprite_LayerGraphic() { + this.initialize.apply(this, arguments); + } + + Sprite_LayerGraphic.prototype = Object.create(TilingSprite.prototype); + Sprite_LayerGraphic.prototype.constructor = Sprite_LayerGraphic; + + Sprite_LayerGraphic.prototype.initialize = function (id, battle) { + this.id = id; + if (battle) { + this.lValue = this.lBValue; + this.displayX = this.displayXBattle; + this.displayY = this.displayYBattle; + }; + TilingSprite.prototype.initialize.call(this); + this.currentGraphic = ""; + this.createBitmap(); + this.update(); + }; + + // TEMP CANVAS FIX FOR WHEN REFRESHING LAYERS ON MAP + Sprite_LayerGraphic.prototype.generateTilingTexture = function (arg) { + PIXI.TilingSprite.prototype.generateTilingTexture.call(this, arg); + // Purge from Pixi's Cache + if (this.tilingTexture && this.tilingTexture.canvasBuffer) + PIXI.Texture.removeTextureFromCache(this.tilingTexture.canvasBuffer.canvas._pixiId); + }; + // - END - TEMP CANVAS FIX FOR WHEN REFRESHING LAYERS ON MAP + + Sprite_LayerGraphic.prototype.createBitmap = function () { + if (Galv.LG.isEmpty(this.lValue())) { + this.bitmap = ImageManager.loadLayerGraphic(""); + } else { + this.bitmap = ImageManager.loadLayerGraphic(this.lValue().graphic); + }; + this.z = this.lValue().z; + }; + + + Sprite_LayerGraphic.prototype.lValue = function () { + return $gameMap.layerConfig()[this.id]; + }; + + Sprite_LayerGraphic.prototype.lBValue = function () { + return $gameSystem._bLayers[this.id]; + }; + + + // Update + Sprite_LayerGraphic.prototype.update = function () { + TilingSprite.prototype.update.call(this); + + if (this.currentGraphic !== this.lValue().graphic) { + this.createBitmap(); + this.currentGraphic = this.lValue().graphic; + }; + + this.updatePosition(); + }; + + // Update Position + Sprite_LayerGraphic.prototype.updatePosition = function () { + this.z = this.lValue().z || 0; + this.opacity = this.lValue().opacity || 0; + this.blendMode = this.lValue().blend || 0; + + this.origin.x = 0 + this.displayX() * Galv.LG.tileSize + this.lValue().currentx + this.xOffset(); + this.origin.y = 0 + this.displayY() * Galv.LG.tileSize + this.lValue().currenty + this.yOffset(); + this.lValue().currentx += this.lValue().xspeed; + this.lValue().currenty += this.lValue().yspeed; + }; + + Sprite_LayerGraphic.prototype.xOffset = function () { + return this.displayX() * this.lValue().xshift; + }; + + Sprite_LayerGraphic.prototype.yOffset = function () { + return this.displayY() * this.lValue().yshift; + }; + + + Sprite_LayerGraphic.prototype.displayX = function () { + return $gameMap.displayX(); + }; + Sprite_LayerGraphic.prototype.displayY = function () { + return $gameMap.displayY(); + }; + + Sprite_LayerGraphic.prototype.displayXBattle = function () { + return 0; + }; + Sprite_LayerGraphic.prototype.displayYBattle = function () { + return 0; + }; + + + + // CREATE LAYER NORMAL SPRITE + //----------------------------------------------------------------------------- + function Sprite_LayerGraphicS(id) { + this.id = id; + this.initialize.apply(this, arguments); + } + + + Sprite_LayerGraphicS.prototype = Object.create(Sprite.prototype); + Sprite_LayerGraphicS.prototype.constructor = Sprite_LayerGraphicS; + + + Sprite_LayerGraphicS.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.currentGraphic = ""; + this.createBitmap(); + this.update(); + }; + + + Sprite_LayerGraphicS.prototype.createBitmap = function () { + if (Galv.LG.isEmpty($gameMap.layerConfig()[this.id])) { + this.bitmap = ImageManager.loadLayerGraphic(""); + } else { + this.bitmap = ImageManager.loadLayerGraphic(this.lValue().graphic); + }; + this.z = this.lValue().z; + }; + + + Sprite_LayerGraphicS.prototype.lValue = function () { + return $gameMap.layerConfig()[this.id]; + }; + + + // Update + Sprite_LayerGraphicS.prototype.update = function () { + Sprite.prototype.update.call(this); + + if (this.currentGraphic !== this.lValue().graphic) { + this.createBitmap(); + this.currentGraphic = this.lValue().graphic; + }; + + this.updatePosition(); + }; + + // Update Position + Sprite_LayerGraphicS.prototype.updatePosition = function () { + this.z = this.lValue().z || 0; + this.opacity = this.lValue().opacity || 0; + this.blendMode = this.lValue().blend || 0; + + this.x = this.lValue().x - $gameMap.displayX() * Galv.LG.tileSize; + this.y = this.lValue().y - $gameMap.displayY() * Galv.LG.tileSize; + }; + + + // YANFLY FIX + if (Imported.YEP_BattleEngineCore) { + Galv.LG.Spriteset_Battle_battleFieldDepthCompare = Spriteset_Battle.prototype.battleFieldDepthCompare; + Spriteset_Battle.prototype.battleFieldDepthCompare = function (a, b) { + if (a.tilePosition || b.tilePosition) { + if (a.z < b.z) return -1; + if (a.z > b.z) return 1; + return 0; + }; + return Galv.LG.Spriteset_Battle_battleFieldDepthCompare.call(this, a, b); + }; + }; + +})(); + diff --git a/www/js/plugins/GraphicalDesignMode.js b/www/js/plugins/GraphicalDesignMode.js new file mode 100644 index 0000000..80c5896 --- /dev/null +++ b/www/js/plugins/GraphicalDesignMode.js @@ -0,0 +1,1754 @@ +//============================================================================= +// GraphicalDesignMode.js +// ---------------------------------------------------------------------------- +// (C)2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.10.1 2018/11/06 BattleFormation.jsとの競合を解消 +// 2.10.0 2018/08/18 メッセージウィンドウおよびサブウィンドウを本プラグインから触れないようにする設定を追加 +// 2.9.1 2018/07/10 コアスクリプト1.6.1以降で装備スロットウィンドウを動かした状態で装備画面を起動するとエラーになる問題を修正 +// 2.9.0 2018/06/27 ウィンドウが閉じている最中にGDM_LOCK_MESSAGE_WINDOWが実行されたとき、閉じ終わるまで実行を待機するよう修正 +// 2.8.2 2018/05/20 YEP_BattleEngineCore.jsとの併用時、デザインモードで一部ウィンドウで透明状態の切り替えが機能しない競合を解消 +// 2.8.1 2018/01/30 最新のNW.jsで動作するよう修正 +// 2.8.0 2017/07/26 コンソールからの関数実行で直前に編集したウィンドウの位置を変更できる機能を追加 +// 2.7.0 2017/04/11 2.6.0の修正で追加ウィンドウの位置変更が正常に動作しない問題を修正 +// 選択肢ウィンドウについて位置変更を一時的に無効化するプラグインコマンドを追加 +// 2.6.0 2017/04/07 追加したピクチャやウィンドウについて任意のスイッチがONのときのみ表示できる機能を追加 +// 2.5.0 2017/03/11 ウィンドウを非表示にできる機能を追加 +// 2.4.0 2017/01/09 カスタムウィンドウに表示する内容に揃えを指定できる機能を追加しました。 +// 2.3.1 2016/11/30 RPGアツマールで画面がNowLoadingから進まなくなる場合がある問題を修正しました。 +// 2.3.0 2016/11/25 メッセージウィンドウの背景の表示可否を固定にできる機能を追加しました。 +// 2.2.1 2016/11/12 Macの場合、Ctrlキーの代わりにoptionキーを使用するようヘルプを追記 +// 2.2.0 2016/11/03 ウィンドウごとに使用するフォントを設定できる機能を追加 +// 2.1.0 2016/09/28 アイコンサイズをフォントサイズに合わせて自動で拡縮できる機能を追加 +// 操作対象のウィンドウにフォーカスしたときに枠の色を変えて明示する機能を追加 +// 数値項目のプロパティを設定する際にJavaScript計算式を適用できる機能を追加 +// 2.0.0 2016/08/22 本体v1.3.0によりウィンドウ透過の実装が変更されたので対応 +// 1.1.3 2016/08/05 本体v1.3.0にて表示される警告を抑制 +// 1.1.2 2016/07/20 一部のウィンドウでプロパティロード後にコンテンツが再作成されない問題を修正 +// 1.1.1 2016/07/17 余白とフォントサイズの変更が、画面切り替え後に元に戻ってしまう問題を修正 +// 1.1.0 2016/07/11 メッセージウィンドウのみ位置変更を一時的に無効化するプラグインコマンドを追加 +// 1.0.2 2016/04/02 liply_memoryleak_patch.jsとの競合を解消 +// 1.0.1 2016/03/28 一部のウィンドウのプロパティを変更しようとするとエラーが発生する現象の修正 +// 1.0.0 2016/03/13 初版 +// 0.9.0 2016/03/05 ベータ版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc GUI画面デザインプラグイン + * パラメータを変更したら「プロジェクトの保存」(Ctrl+S) + * @author トリアコンタン + * + * @param デザインモード + * @desc デザインモードでゲームを起動します。(ON/OFF) + * モード中はドラッグ&ドロップで位置を調整できます。 + * @default true + * @type boolean + * + * @param 自動保存 + * @desc 位置を変更したときに自動で変更を保存します。(ON/OFF) + * 通常は、Ctrl+Sで保存します。 + * @default false + * @type boolean + * + * @param モバイル版作成 + * @desc モバイル版のウィンドウ配置を別に作成します。(ON/OFF) + * モバイル版とPC版とでウィンドウ配置を変えたい場合のみONにしてください。 + * @default false + * @type boolean + * + * @param モバイル偽装 + * @desc モバイル実行を偽装します。(ON/OFF) + * モバイル版のウィンドウ作成やテスト時にONにしてください。 + * @default false + * @type boolean + * + * @param ウィンドウ透過 + * @desc ウィンドウが重なったときに透過表示します。(ON/OFF) + * 他のプラグインで同様機能を実現している場合はOFF。 + * @default false + * @type boolean + * + * @param グリッドサイズ + * @desc ウィンドウ調整中に指定サイズでグリッドを表示します。 + * 0を指定すると非表示になります。 + * @default 48 + * @type number + * + * @param パディング + * @desc ウィンドウ余白のデフォルト値です。入力した場合、適用されます。デフォルト:18 + * @default 0 + * @type number + * + * @param フォントサイズ + * @desc ウィンドウフォントサイズのデフォルト値です。入力した場合、適用されます。デフォルト:28 + * @default 0 + * @type number + * + * @param 行の高さ + * @desc ウィンドウの行高のデフォルト値です。入力した場合、適用されます。デフォルト:36 + * @default 0 + * @type number + * + * @param 背景透明度 + * @desc ウィンドウの背景透明度デフォルト値です。入力した場合、適用されます。デフォルト:192 + * @default 0 + * @type number + * + * @param アイコンサイズ調整 + * @desc フォントサイズが変更された場合にアイコンのサイズを自動で調整します。 + * @default false + * @type boolean + * + * @param 背景表示可否固定 + * @desc メッセージウィンドウ等でイベント命令ごとに指定する背景の表示設定を無視して、プラグインの設定値で固定します。 + * @default false + * @type boolean + * + * @param 右クリックで消去 + * @desc デザインモードで右クリックしたときにウィンドウ全体を非表示にします。(OFFの場合は枠のみ消去) + * @default false + * @type boolean + * + * @param メッセージウィンドウを無視 + * @desc メッセージ、選択肢、数値入力ウィンドウを本プラグインで触れないようにします。変更した位置はリセットされません。 + * @default false + * @type boolean + * + * @help メニュー画面や戦闘画面など各画面のウィンドウや画像の表示位置を + * ドラッグ&ドロップで微調整して画面の外観をグラフィカルに設計できます。 + * 横幅、高さ、余白、背景画像なども画面上で変更できます。 + * + * デフォルトの画面のほかプラグインによって追加された画面についても + * 位置のカスタマイズが可能です。 + * (ただし、相手の実装に依存するので動作保証はできません) + * + * 以下の手順で実行してください。 + * + * 1. パラメータ「デザインモード」を「ON」にする。 + * - デフォルトで「ON」になっています。 + * + * 2. テストプレー、戦闘テスト、イベントテストを開始する。 + * + * 3. マウスでオブジェクトを掴んで好きな場所に配置する。 + * - マウスによる通常のウィンドウ操作は無効になります。 + * - 他のウィンドウや画面端に自動でスナップします。(Shiftで無効化) + * - Ctrlを押していると、グリッドにスナップします。(Macの場合はoptionキー) + * - Ctrl+Zで直前の変更を元に戻します。 + * - Ctrl+Shift+Enterで現在のシーンの変更を全て初期化します。 + * - ウィンドウ内で右クリックすると、枠の透明/不透明を切り替えます。 + * パラメータを変更している場合は、ウィンドウ全体の表示/非表示を切り替えます。 + * 一度非表示にすると、画面全体をリセットしない限り再表示できません。 + * - ウィンドウ内で数字キー(※)を押下すると、各プロパティを変更できます。 + * - コンソールに「changePos(x, y);」(x:X座標、y:Y座標)と打ち込むと + * 直前に編集したウィンドウ位置を変更できます。 + * + * 4. Ctrl+Sでカスタマイズした位置を保存する。 + * + * 5. 通常のテストプレー時は「デザインモード」を「OFF」にする。 + * + * ※数字とプロパティの対応(テンキーでない方の数字キーです) + * + * 1. ウィンドウの横幅(※1) + * 2. ウィンドウの高さ(直接指定)(※1) + * 3. ウィンドウの余白(※2) + * 4. ウィンドウのフォントサイズ(※2) + * 5. ウィンドウの1行のあたりの高さ(※2) + * 6. ウィンドウの背景透明度(※2) + * 7. ウィンドウの行数(※2) + * 8. ウィンドウの背景画像ファイル名 + * 9. ウィンドウのフォント名(※3) + * + * ※1 JS計算式を適用できます。計算式は入力したその場で1回だけ評価されます。 + * ※2 JS計算式を適用できます。計算式は保存され、画面表示のたびに再評価されます。 + * 分からない場合、今まで通り数値を設定すれば問題ありません。 + * ※3 フォントをロードする必要があります。「フォントロードプラグイン」をお使いください。 + * 入手先:raw.githubusercontent.com/triacontane/RPGMakerMV/master/FontLoad.js + * ※4 Macの場合、Ctrlキーはoptionキーで代用してください。(commandキーでは反応しません) + * + * また、任意のピクチャやウィンドウを追加表示することができます。 + * 詳細はソースコードの「ユーザ書き換え領域」を参照してください。 + * 追加表示したものも、ドラッグ&ドロップで位置を調整できます。 + * + * ウィンドウに表示する内容は、以下の制御文字で揃えを変更することができます。 + * \\AL[left] # 左揃え(未記入の場合も左揃えになります) + * \\AL[0] # 同上 + * \\AL[center] # 中央揃え + * \\AL[1] # 同上 + * \\AL[right] # 右揃え + * \\AL[2] # 同上 + * + * セーブした内容は「data/ContainerProperties.json」に保存されます。 + * JSONエディタ等で編集することも可能です。 + * + * さらに、モバイル端末用に異なるウィンドウ配置を定義することもできます。 + * モバイル用の配置情報は「data/ContainerPropertiesMobile.json」に保存されます。 + * + * モバイル偽装のオプションを有効にすると、モバイル端末での実行をPC上で + * 再現できます。モバイル実行を再現すると音声や動画ファイルの使用形式が + * 変化したり、音声ファイルの再生が行われなくなったりする可能性があります。 + * + * 本プラグインで位置を変更したウィンドウは、以後位置を変更することができなくなります。 + * よって、ゲーム中に動的に位置が変更されるウィンドウに対して本プラグインで + * 位置を固定すると正常に表示されなくなる場合があります。 + * + * そういったケースを含め、表示がおかしくなった場合は + * 一旦、Ctrl+Shift+Enterを実行して画面中の全てのウィンドウを初期化することを勧めます。 + * + * 要注意! 追加したピクチャは、デプロイメント時に + * 未使用ファイルとして除外される可能性があります。 + * その場合、削除されたファイルを入れ直す等の対応が必要です。 + * + * 注意! + * 他のプラグインの使用状況によってウィンドウの位置やサイズが + * 正しく保存されない場合があります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * GDM解除_メッセージウィンドウ + * GDM_UNLOCK_MESSAGE_WINDOW + * メッセージウィンドウの位置変更を一時的に解除します。 + * プラグインで変更した座標が無効になり + * イベント「メッセージ表示」で指定したウィンドウ位置が有効になります。 + * + * GDM固定_メッセージウィンドウ + * GDM_LOCK_MESSAGE_WINDOW + * メッセージウィンドウの位置変更を再度、有効にします。 + * プラグインで変更した座標が有効になり + * イベント「メッセージ表示」で指定したウィンドウ位置は無視されます。 + * + * GDM解除_選択肢ウィンドウ + * GDM_UNLOCK_CHOICE_WINDOW + * 選択肢ウィンドウの位置変更を一時的に解除します。 + * プラグインで変更した座標が無効になり + * イベント「選択肢の表示」で指定したウィンドウ位置が有効になります。 + * + * GDM固定_選択肢ウィンドウ + * GDM_LOCK_CHOICE_WINDOW + * メッセージウィンドウの位置変更を再度、有効にします。 + * プラグインで変更した座標が有効になり + * イベント「選択肢の表示」で指定したウィンドウ位置は無視されます。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +var $dataContainerProperties = null; + +(function () { + 'use strict'; + //============================================================================= + // ユーザ書き換え領域 - 開始 - + // pictures : 各画面で表示するピクチャ情報 + // windows : 各画面で表示するウィンドウ情報 + // (ここで指定したファイル名は、デプロイメント時に + //  未使用ファイルとして除外される可能性があります) + // ※コピー&ペーストしやすくするために最後の項目にもカンマを付与しています。 + //============================================================================= + var settings = { + /* タイトル画面の追加情報 */ + Scene_Title: { + /* pictures:シーンに追加表示する画像です。無条件で表示されます。 */ + pictures: [ + /* file:「img/pictures/」以下のファイルを拡張子なしで指定します switchId: 表示条件となるスイッチIDです*/ + { file: '', switchId: 0 }, + ], + /* windows:シーンに追加表示するウィンドウです。*/ + windows: [ + /* lines:表示内容の配列です。 制御文字が利用できます。「\\i[n]」と「\」をひとつ多く指定してください。*/ + /* switchId:出現条件となるスイッチIDです */ + /* 位置を調整後に新しいウィンドウを追加する場合は、必ず「配列の末尾に追加」してください */ + { lines: [], switchId: 0 }, + ], + }, + /* メインメニュー画面の追加情報 */ + Scene_Menu: { + pictures: [ + { file: 'MenuBack2', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* 戦闘画面の追加情報 */ + Scene_Battle: { + pictures: [ + { file: '', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* アイテムメニュー画面の追加情報 */ + Scene_Item: { + pictures: [ + { file: 'ItemBack', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* スキルメニュー画面の追加情報 */ + Scene_Skill: { + pictures: [ + { file: 'SkillBack', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* 装備メニュー画面の追加情報 */ + Scene_Equip: { + pictures: [ + { file: 'EquipBack3', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* ステータスメニュー画面の追加情報 */ + Scene_Status: { + pictures: [ + { file: '', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* オプション画面の追加情報 */ + Scene_Options: { + pictures: [ + { file: 'SaveBack', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* セーブ画面の追加情報 */ + Scene_Save: { + pictures: [ + { file: 'SaveBack', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* ロード画面の追加情報 */ + Scene_Load: { + pictures: [ + { file: 'SaveBack', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* ショップ画面の追加情報 */ + Scene_Shop: { + pictures: [ + { file: 'shopBack', switchId: 0 }, + ], + windows: [ + { lines: ['所持金:'], switchId: 0 }, + ], + }, + /* 名前入力画面の追加情報 */ + Scene_Name: { + pictures: [ + { file: '', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + /* ゲームオーバー画面の追加情報 */ + Scene_Gameover: { + pictures: [ + { file: '', switchId: 0 }, + ], + windows: [ + { lines: [], switchId: 0 }, + ], + }, + }; + //============================================================================= + // ユーザ書き換え領域 - 終了 - + //============================================================================= + var pluginName = 'GraphicalDesignMode'; + var metaTagPrefix = 'GDM'; + + if (!Utils.RPGMAKER_VERSION || Utils.RPGMAKER_VERSION.match(/^1\.2./)) { + alert('!!!このプラグインは本体バージョン1.3系以降でないと使用できません。!!!'); + return; + } + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (value == null) return null; + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return value.toUpperCase() === 'ON' || value.toUpperCase() === 'TRUE'; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getArgString = function (arg, upperFlg) { + arg = convertEscapeCharacters(arg); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var getArgEval = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (eval(convertEscapeCharacters(arg)) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + return window ? window.convertEscapeCharacters(text) : text; + }; + + var checkTypeFunction = function (value) { + return checkType(value, 'Function'); + }; + + var checkType = function (value, typeName) { + return Object.prototype.toString.call(value).slice(8, -1) === typeName; + }; + + var getClassName = function (object) { + return object.constructor.toString().replace(/function\s+(.*)\s*\([\s\S]*/m, '$1'); + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var paramDesignMode = getParamBoolean(['DesignMode', 'デザインモード']); + var paramThroughWindow = getParamBoolean(['ThroughWindow', 'ウィンドウ透過']); + var paramAutoSave = getParamBoolean(['AutoSave', '自動保存']); + var paramGridSize = getParamNumber(['GridSize', 'グリッドサイズ'], 0) || 0; + var paramPadding = getParamNumber(['Padding', 'パディング']); + var paramFontSize = getParamNumber(['FontSize', 'フォントサイズ']); + var paramLineHeight = getParamNumber(['LineHeight', '行の高さ']); + var paramBackOpacity = getParamNumber(['LineHeight', '背景透明度']); + var paramMobileMake = getParamBoolean(['MobileMake', 'モバイル版作成']); + var paramFakeMobile = getParamBoolean(['FakeMobile', 'モバイル偽装']); + var paramIconSizeScale = getParamBoolean(['IconSizeScale', 'アイコンサイズ調整']); + var paramBackgroundFixed = getParamBoolean(['BackgroundFixed', '背景表示可否固定']); + var paramRightClickHide = getParamBoolean(['RightClickHide', '右クリックで消去']); + var paramIgnoreMesWindow = getParamBoolean(['IgnoreMesWindow', 'メッセージウィンドウを無視']); + + //============================================================================= + // Utils + // デザインモード判定を追加します。 + //============================================================================= + Utils.isDesignMode = function () { + return (this.isOptionValid('test') || this.isOptionValid('btest') || this.isOptionValid('etest')) && + this.isNwjs() && paramDesignMode; + }; + + //============================================================================= + // デザインモードの場合のみ実装する + //============================================================================= + if (Utils.isDesignMode()) { + + //============================================================================= + // グローバル関数 + //============================================================================= + window.changePos = function (x, y) { + SceneManager.setLastWindowPosition(x, y); + }; + + //============================================================================= + // Input + // コピーと上書き保存用のボタンを追加定義します。 + //============================================================================= + Input.keyMapper[67] = 'copy'; + Input.keyMapper[83] = 'save'; + for (var i = 49; i < 58; i++) { + Input.keyMapper[i] = 'num' + (i - 48); + } + + var _Input__wrapNwjsAlert = Input._wrapNwjsAlert; + Input._wrapNwjsAlert = function () { + _Input__wrapNwjsAlert.apply(this, arguments); + var _prompt = window.prompt; + window.prompt = function () { + var gui = require('nw.gui'); + var win = gui.Window.get(); + var result = _prompt.apply(this, arguments); + win.focus(); + Input.clear(); + return result; + }; + }; + + var _Input_isRepeated = Input.isRepeated; + Input.isRepeated = function (keyName) { + if (keyName === 'ok' && this.isPressed('control')) { + return false; + } + return _Input_isRepeated.apply(this, arguments); + }; + + //============================================================================= + // TouchInput + // ポインタ位置を常に記憶します。 + //============================================================================= + TouchInput._onMouseMove = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._onMove(x, y); + }; + + //============================================================================= + // SceneManager + // ウィンドウポジションをjson形式で保存する処理を追加定義します。 + //============================================================================= + SceneManager.controlNumber = 0; + + var _SceneManager_initialize = SceneManager.initialize; + SceneManager.initialize = function () { + _SceneManager_initialize.call(this); + this.lastWindowX = null; + this.lastWindowY = null; + this._lastWindow = null; + this._windowPositionChanged = false; + this.infoWindow = ''; + this.infoExtend = ''; + this._copyCount = 0; + this._infoHelp = 'デザインモードで起動しています。 '; + this._documentTitle = ''; + this._changeStack = []; + this.showDevToolsForGdm(); + }; + + SceneManager.setLastWindow = function (windowObject) { + this._lastWindow = windowObject; + }; + + SceneManager.setLastWindowPosition = function (x, y) { + if (!this._lastWindow) { + this.setInfoExtend('直前に触れたオブジェクトが存在しないため、この操作は無効です。', 0); + return; + } + this._lastWindow.position.x = x; + this._lastWindow.position.y = y; + this._windowPositionChanged = true; + }; + + SceneManager.isWindowPositionChanged = function (windowObject) { + if (this._windowPositionChanged && windowObject === this._lastWindow) { + this._windowPositionChanged = false; + return true; + } + return false; + }; + + SceneManager.showDevToolsForGdm = function () { + var nwWin = require('nw.gui').Window.get(); + if (nwWin.isDevToolsOpen) { + if (!nwWin.isDevToolsOpen()) { + var devTool = nwWin.showDevTools(); + devTool.moveTo(0, 0); + devTool.resizeTo(window.screenX + window.outerWidth, window.screenY + window.outerHeight); + nwWin.focus(); + } + } else { + nwWin.showDevTools(); + } + this.outputStartLog(); + }; + + SceneManager.outputStartLog = function () { + var logValue = [ + '☆☆☆ようこそ、デザインモードで起動しました。☆☆☆\n', + 'デザインモードでは、オブジェクトの配置やプロパティを自由に設定して実際のゲーム画面上から画面設計できます。\n', + '--------------------操 作 方 法----------------------------------------------------------------------\n', + 'ドラッグ&ドロップ : ウィンドウや画像を掴んで好きな場所に再配置します。\n', + 'Ctrl+マウス : ウィンドウや画像がグリッドにスナップします。(Macの場合はoptionキー)\n', + 'Shift+マウス : ウィンドウや画像がオブジェクトや画面端にスナップしなくなります。\n', + 'コンソールに「changePos(x, y);」(x:X座標、y:Y座標)と打ち込むと直前に編集したウィンドウ位置を変更できます。\n', + 'Ctrl+S : 全ての変更を保存します。\n', + 'Ctrl+C : 直前に操作した座標をクリップボードにコピーします。\n', + 'Ctrl+Z : 直前に行った操作を元に戻します。\n', + 'Ctrl+Shift+Enter : 表示している画面の配置を全てリセットしてロードし直します。\n', + '右クリック : ウィンドウの枠(もしくはウィンドウ全体)の表示/非表示を切り替えます。\n', + '数字キー : ウィンドウの範囲内で押下すると、以下のとおり対応するプロパティを変更できます。\n', + ' 1. ウィンドウの横幅(※1)\n', + ' 2. ウィンドウの高さ(直接指定)(※1)\n', + ' 3. ウィンドウの余白(※2)\n', + ' 4. ウィンドウのフォントサイズ(※2)\n', + ' 5. ウィンドウの1行のあたりの高さ(※2)\n', + ' 6. ウィンドウの背景透明度(※2)\n', + ' 7. ウィンドウの行数(※2)\n', + ' 8. ウィンドウの背景画像ファイル名\n', + ' 9. ウィンドウのフォント名(※3)\n', + '※1 JS計算式を適用できます。計算式は入力したその場で1回だけ評価されます。\n', + '※2 JS計算式を適用できます。計算式は保存され、画面表示のたびに再評価されます。\n', + '分からない場合、今まで通り数値を設定すれば問題ありません。\n', + '※3 あらかじめフォントをロードする必要があります。「フォントロードプラグイン」をお使いください。\n', + '入手先:raw.githubusercontent.com/triacontane/RPGMakerMV/master/FontLoad.js\n', + '※4 Macの場合、Ctrlキーはoptionキーで代用してください。(commandキーでは反応しません)\n', + '-----------------------------------------------------------------------------------------------------\n', + '以下の操作ログが表示されます。\n' + ]; + console.log.apply(console, logValue); + }; + + var _SceneManager_onSceneCreate = SceneManager.onSceneCreate; + SceneManager.onSceneCreate = function () { + _SceneManager_onSceneCreate.apply(this, arguments); + this._changeStack = []; + }; + + SceneManager.pushChangeStack = function (child) { + var index = child.parent.getChildIndex(child); + var info = { parent: child.parent, index: index }; + child.saveProperty(info); + this._changeStack.push(info); + }; + + SceneManager.popChangeStack = function () { + var info = this._changeStack.pop(); + if (info) { + var child = info.parent.children[info.index]; + if (child) { + child.loadProperty(info); + child.saveContainerInfo(); + return true; + } + } + return false; + }; + + var _SceneManager_update = SceneManager.updateMain; + SceneManager.updateMain = function () { + _SceneManager_update.apply(this, arguments); + this.updateDragInfo(); + }; + + SceneManager.updateDragInfo = function () { + if (Input.isPressed('control') && Input.isTriggered('copy')) { + SoundManager.playOk(); + if (this.lastWindowX == null || this.lastWindowY == null) return; + var clipboard = require('nw.gui').Clipboard.get(); + var copyValue = ''; + if (this._copyCount % 2 === 0) { + copyValue = this.lastWindowX.toString(); + this.setInfoExtend('X座標[' + copyValue + ']をクリップボードにコピーしました。', 0); + } else { + copyValue = this.lastWindowY.toString(); + this.setInfoExtend('Y座標[' + copyValue + ']をクリップボードにコピーしました。', 0); + } + clipboard.set(copyValue, 'text'); + this._copyCount++; + } + if (Input.isPressed('control') && Input.isTriggered('save')) { + SoundManager.playSave(); + DataManager.saveDataFileWp(); + this.setInfoExtend('すべての変更を保存しました。', 0); + } + if (Input.isPressed('control') && Input.isTriggered('ok')) { + if (this.popChangeStack()) { + SoundManager.playCancel(); + this.setInfoExtend('左記の番号の操作を元に戻しました。', -1); + if (paramAutoSave) DataManager.saveDataFileWp(); + } + } + if (Input.isPressed('control') && Input.isPressed('shift') && Input.isPressed('ok')) { + $dataContainerProperties[this.getSceneName()] = {}; + DataManager.saveDataFileWp(); + location.reload(); + } + var docTitle = this._infoHelp + this.infoWindow + this.infoExtend; + document.title = docTitle; + this._documentTitle = docTitle; + }; + + SceneManager.setInfoExtend = function (value, add) { + this.controlNumber += add; + this.infoExtend = ' ' + value; + console.log(add ? this.controlNumber + (add < 0 ? 1 : 0) + ' : ' + value : value); + if (paramAutoSave && add !== 0) { + console.log('自動保存により変更が保存されました。'); + } + }; + + //============================================================================= + // DataManager + // ウィンドウポジションをjson形式で保存する処理を追加定義します。 + //============================================================================= + DataManager.saveDataFileWp = function () { + StorageManager.saveToLocalDataFile(this._databaseFileCp.src, window[this._databaseFileCp.name]); + }; + + //============================================================================= + // StorageManager + // ウィンドウポジションをjson形式で保存する処理を追加定義します。 + //============================================================================= + StorageManager.saveToLocalDataFile = function (fileName, json) { + var data = JSON.stringify(json); + var fs = require('fs'); + var dirPath = this.localDataFileDirectoryPath(); + var filePath = dirPath + fileName; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, data); + }; + + StorageManager.localDataFileDirectoryPath = function () { + var path = require('path'); + var base = path.dirname(process.mainModule.filename); + return path.join(base, 'data/'); + }; + + //============================================================================= + // Scene_Base + // ウィンドウをドラッグ&ドロップします。 + //============================================================================= + var _Scene_Base_update = Scene_Base.prototype.update; + Scene_Base.prototype.update = function () { + _Scene_Base_update.apply(this, arguments); + if (this._windowLayer) this.updateDrag(); + }; + + Scene_Base.prototype.updateDrag = function () { + this._windowLayer.isFrameChanged = false; + + var result = this._windowLayer.children.clone().reverse().some(function (container) { + return checkTypeFunction(container.processDesign) && container.processDesign(); + }, this); + if (result) return; + this.children.clone().reverse().some(function (container) { + return checkTypeFunction(container.processDesign) && container.processDesign(); + }, this); + }; + + var _Scene_Base_createWindowLayer = Scene_Base.prototype.createWindowLayer; + Scene_Base.prototype.createWindowLayer = function () { + if (!(this instanceof Scene_Boot) && !(this instanceof Scene_Map)) this.createGridSprite(); + _Scene_Base_createWindowLayer.apply(this, arguments); + }; + + Scene_Base.prototype.createGridSprite = function () { + var size = paramGridSize; + if (size === 0) return; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + this._gridSprite = new Sprite(); + this._gridSprite.setFrame(0, 0, width, height); + var bitmap = new Bitmap(width, height); + for (var x = 0; x < width; x += size) { + bitmap.fillRect(x, 0, 1, height, 'rgba(255,255,255,1.0)'); + } + for (var y = 0; y < height; y += size) { + bitmap.fillRect(0, y, width, 1, 'rgba(255,255,255,1.0)'); + } + this._gridSprite.bitmap = bitmap; + this._gridSprite.moveDisable = true; + this.addChild(this._gridSprite); + }; + + //============================================================================= + // PIXI.Container およびそのサブクラス + // コンテナをドラッグ&ドロップします。 + //============================================================================= + var _PIXI_DisplayObjectContainer_initialize = PIXI.Container.prototype.initialize; + PIXI.Container.prototype.initialize = function (x, y, width, height) { + _PIXI_DisplayObjectContainer_initialize.apply(this, arguments); + this._holding = false; + this._dx = 0; + this._dy = 0; + this.moveDisable = false; + this._positionLock = false; + }; + + PIXI.Container.prototype.processDesign = function () { + var result = false; + if (!this.moveDisable) { + if (this.processPosition()) { + var info = 'X:[' + this.x + '] Y:[' + this.y + ']'; + SceneManager.lastWindowX = this.x; + SceneManager.lastWindowY = this.y; + SceneManager.infoWindow = info; + SceneManager.infoCopy = ''; + if (!this._holding) SceneManager.setInfoExtend('位置を変更しました。' + info, 1); + result = true; + } + if (this.processOpacity()) { + SceneManager.setInfoExtend('背景の表示/非表示を変更しました。', 1); + result = true; + } + if (this.processInput()) { + SceneManager.setInfoExtend(this._propLabel + 'の値を' + this._propValue + 'に変更しました。', 1); + result = true; + } + this.processFrameChange(); + } + return result; + }; + + if (paramIgnoreMesWindow) { + Window_Message.prototype.processDesign = function () { }; + Window_NumberInput.prototype.processDesign = function () { }; + Window_ChoiceList.prototype.processDesign = function () { }; + } + + PIXI.Container.prototype.processPosition = function () { + if (SceneManager.isWindowPositionChanged(this)) { + return true; + } + if (this.isTouchEvent(TouchInput.isTriggered) || (this._holding && TouchInput.isPressed())) { + if (!this._holding) this.hold(); + var x = TouchInput.x - this._dx; + var y = TouchInput.y - this._dy; + if (Input.isPressed('control')) { + var size = paramGridSize; + if (size !== 0) { + x += (x % size > size / 2 ? size - x % size : -(x % size)); + y += (y % size > size / 2 ? size - y % size : -(y % size)); + } + } else if (!Input.isPressed('shift') && !this.isAnchorChanged()) { + x = this.updateSnapX(x); + y = this.updateSnapY(y); + } + this.position.x = x; + this.position.y = y; + this._positionLock = true; + return true; + } else if (this._holding) { + this.release(); + return true; + } + return false; + }; + + PIXI.Container.prototype.processFrameChange = function () { }; + + Window_Base.prototype.processFrameChange = function () { + if (this._holding || !TouchInput.isMoved()) return; + if (this.isPreparedEvent() && !this.parent.isFrameChanged) { + this._windowFrameSprite.setBlendColor([255, 128, 0, 192]); + this.parent.isFrameChanged = true; + SceneManager.setLastWindow(this); + } else { + this._windowFrameSprite.setBlendColor([0, 0, 0, 0]); + } + }; + + PIXI.Container.prototype.processOpacity = function () { }; + + Window_Base.prototype.processOpacity = function () { + if (this.isTouchEvent(TouchInput.isCancelled)) { + SoundManager.playMiss(); + SceneManager.pushChangeStack(this); + if (paramRightClickHide) { + this.visible = !this.visible; + } else { + this.opacity = (this.opacity === 255 ? 0 : 255); + } + this.saveContainerInfo(); + return true; + } + return false; + }; + + PIXI.Container.prototype.processInput = function () { }; + + Window_Base.prototype.processInput = function () { + if (this.isPreparedEvent()) { + var params = [ + ['num1', '横幅', 'width', 1, 2000, null], + ['num2', '高さ', 'height', 1, 2000, null], + ['num3', 'パディング', '_customPadding', 1, 100, this.updatePadding.bind(this), true], + ['num4', 'フォントサイズ', '_customFontSize', 1, 100, this.resetFontSettings.bind(this), true], + ['num5', '行の高さ', '_customLineHeight', 1, 2000, this.setFittingHeight.bind(this), true], + ['num6', '背景の透明度', '_customBackOpacity', 0, 255, this.updateBackOpacity.bind(this), true], + ['num7', '行数', '_customLineNumber', 0, 999, this.setFittingHeight.bind(this), true], + ['num8', '背景画像のファイル名', '_customBackFileName', null, null, this.createBackSprite.bind(this), true], + ['num9', 'フォント名', '_customFontFace', null, null, this.resetFontSettings.bind(this), true] + ]; + return params.some(function (param) { + return this.processSetProperty.apply(this, param); + }.bind(this)); + } + return false; + }; + + Window_Base.prototype.setFittingHeight = function () { + if (this._customLineNumber) this.height = this.fittingHeight(this._customLineNumber); + }; + + Window_Base.prototype.processSetProperty = function (keyCode, propLabel, propName, min, max, + callBack, stringFlg) { + if (this[propName] === undefined) return null; + if (Input.isTriggered(keyCode)) { + var result = window.prompt(propLabel + 'を入力してください。', this[propName].toString()); + if (result || (stringFlg && result === '')) { + this._windowFrameSprite.setBlendColor([0, 0, 0, 0]); + SceneManager.pushChangeStack(this); + this[propName] = stringFlg ? getArgString(result) : getArgEval(result, min, max); + if (callBack) callBack(); + this.reDrawContents(); + SoundManager.playMagicEvasion(); + this.saveContainerInfo(); + this._propLabel = propLabel; + this._propValue = this[propName]; + return true; + } + } + return null; + }; + + Window_Base.prototype.reDrawContents = function () { + this.createContents(); + this.refresh(); + }; + + Window_Selectable.prototype.reDrawContents = function () { + Window_Base.prototype.reDrawContents.apply(this, arguments); + this.updateCursor(); + }; + + PIXI.Container.prototype.isAnchorChanged = function () { + return false; + }; + + Sprite.prototype.isAnchorChanged = function () { + return this.anchor.x !== 0 || this.anchor.y !== 0; + }; + + PIXI.Container.prototype.hold = function () { + this._holding = true; + this._dx = TouchInput.x - this.x; + this._dy = TouchInput.y - this.y; + SceneManager.pushChangeStack(this); + }; + + Window_Base.prototype.hold = function () { + PIXI.Container.prototype.hold.call(this); + this._windowBackSprite.setBlendColor([255, 255, 255, 192]); + this._windowContentsSprite.setBlendColor([255, 128, 0, 192]); + }; + + Sprite.prototype.hold = function () { + PIXI.Container.prototype.hold.call(this); + this.setBlendColor([255, 255, 255, 192]); + }; + + PIXI.Container.prototype.release = function () { + this._holding = false; + this.saveContainerInfo(); + }; + + Window_Base.prototype.release = function () { + PIXI.Container.prototype.release.call(this); + this._windowBackSprite.setBlendColor([0, 0, 0, 0]); + this._windowContentsSprite.setBlendColor([0, 0, 0, 0]); + }; + + Sprite.prototype.release = function () { + PIXI.Container.prototype.release.call(this); + this.setBlendColor([0, 0, 0, 0]); + }; + + PIXI.Container.prototype.updateSnapX = function (x) { + var minDistanceL = 16, minIndexL = -1, minDistanceR = 16, minIndexR = -1; + var children = this.parent.children, endX = x + this.width; + for (var i = 0, n = children.length; i < n; i++) { + var child = children[i]; + if (child !== this && this.isSameInstance(child) && child.isTouchable() && child.isOverlapY(this)) { + var distanceL = Math.abs(x - child.endX); + if (minDistanceL > distanceL) { + minDistanceL = distanceL; + minIndexL = i; + } + var distanceR = Math.abs(endX - child.x); + if (minDistanceR > distanceR) { + minDistanceR = distanceR; + minIndexR = i; + } + } + } + if (minDistanceL > Math.abs(x)) return 0; + if (minDistanceR > Math.abs(Graphics.boxWidth - endX)) return Graphics.boxWidth - this.width; + if (minDistanceR > minDistanceL) { + return minIndexL === -1 ? x : children[minIndexL].endX; + } else { + return minIndexR === -1 ? x : children[minIndexR].x - this.width; + } + }; + + PIXI.Container.prototype.updateSnapY = function (y) { + var minDistanceU = 16, minIndexU = -1, minDistanceD = 16, minIndexD = -1; + var children = this.parent.children, endY = y + this.height; + for (var i = 0, n = children.length; i < n; i++) { + var child = children[i]; + if (child !== this && this.isSameInstance(child) && child.isTouchable() && child.isOverlapX(this)) { + var distanceU = Math.abs(y - child.endY); + if (minDistanceU > distanceU) { + minDistanceU = distanceU; + minIndexU = i; + } + var distanceD = Math.abs(endY - child.y); + if (minDistanceD > distanceD) { + minDistanceD = distanceD; + minIndexD = i; + } + } + } + if (minDistanceU > Math.abs(y)) return 0; + if (minDistanceD > Math.abs(Graphics.boxHeight - endY)) return Graphics.boxHeight - this.height; + if (minDistanceD > minDistanceU) { + return minIndexU === -1 ? y : children[minIndexU].endY; + } else { + return minIndexD === -1 ? y : children[minIndexD].y - this.height; + } + }; + + PIXI.Container.prototype.isSameInstance = function () { + return false; + }; + + Window_Base.prototype.isSameInstance = function (objectContainer) { + return objectContainer instanceof Window_Base; + }; + + Sprite.prototype.isSameInstance = function (objectContainer) { + return objectContainer instanceof Sprite; + }; + + PIXI.Container.prototype.isTouchPosInRect = function () { + var tx = TouchInput.x; + var ty = TouchInput.y; + return (tx >= this.x && tx <= this.endX && + ty >= this.y && ty <= this.endY); + }; + + Sprite.prototype.isTouchPosInRect = function () { + if (this.isTransparent()) return false; + var dx = TouchInput.x - this.x; + var dy = TouchInput.y - this.y; + var sin = Math.sin(-this.rotation); + var cos = Math.cos(-this.rotation); + var rx = this.x + Math.floor(dx * cos + dy * -sin); + var ry = this.y + Math.floor(dx * sin + dy * cos); + return (rx >= this.minX() && rx <= this.maxX() && + ry >= this.minY() && ry <= this.maxY()); + }; + + Sprite.prototype.isTransparent = function () { + var dx = TouchInput.x - this.x; + var dy = TouchInput.y - this.y; + var sin = Math.sin(-this.rotation); + var cos = Math.cos(-this.rotation); + var bx = Math.floor(dx * cos + dy * -sin) / this.scale.x + this.anchor.x * this.width; + var by = Math.floor(dx * sin + dy * cos) / this.scale.y + this.anchor.y * this.height; + return this.bitmap.getAlphaPixel(bx, by) === 0; + }; + + Sprite.prototype.screenWidth = function () { + return (this.width || 0) * this.scale.x; + }; + + Sprite.prototype.screenHeight = function () { + return (this.height || 0) * this.scale.y; + }; + + Sprite.prototype.screenX = function () { + return (this.x || 0) - this.anchor.x * this.screenWidth(); + }; + + Sprite.prototype.screenY = function () { + return (this.y || 0) - this.anchor.y * this.screenHeight(); + }; + + Sprite.prototype.minX = function () { + return Math.min(this.screenX(), this.screenX() + this.screenWidth()); + }; + + Sprite.prototype.minY = function () { + return Math.min(this.screenY(), this.screenY() + this.screenHeight()); + }; + + Sprite.prototype.maxX = function () { + return Math.max(this.screenX(), this.screenX() + this.screenWidth()); + }; + + Sprite.prototype.maxY = function () { + return Math.max(this.screenY(), this.screenY() + this.screenHeight()); + }; + + PIXI.Container.prototype.isTouchable = function () { + return false; + }; + + Window_Base.prototype.isTouchable = function () { + return (this.opacity > 0 || this.contentsOpacity > 0) && this.visible && this.isOpen(); + }; + + Window_BattleLog.prototype.isTouchable = function () { + return Window.prototype.isTouchable.call(this) && this._lines.length > 0; + }; + + Sprite.prototype.isTouchable = function () { + return this.visible && this.bitmap != null && this.scale.x !== 0 && this.scale.y !== 0; + }; + + PIXI.Container.prototype.isTouchEvent = function (triggerFunc) { + return this.isTouchable() && triggerFunc.call(TouchInput) && this.isTouchPosInRect(); + }; + + PIXI.Container.prototype.isPreparedEvent = function () { + return this.isTouchable() && this.isTouchPosInRect(); + }; + + PIXI.Container.prototype.isRangeX = function (x) { + return this.x <= x && this.endX >= x; + }; + + PIXI.Container.prototype.isRangeY = function (y) { + return this.y <= y && this.endY >= y; + }; + + PIXI.Container.prototype.isOverlapX = function (win) { + return this.isRangeX(win.x) || this.isRangeX(win.endX) || win.isRangeX(this.x) || win.isRangeX(this.endX); + }; + + PIXI.Container.prototype.isOverlapY = function (win) { + return this.isRangeY(win.y) || this.isRangeY(win.endY) || win.isRangeY(this.y) || win.isRangeY(this.endY); + }; + + Object.defineProperty(PIXI.Container.prototype, 'endX', { + get: function () { + return this.x + this.width; + }, + set: function (value) { + this.x = value - this.width; + }, + + configurable: true + }); + + Object.defineProperty(PIXI.Container.prototype, 'endY', { + get: function () { + return this.y + this.height; + }, + set: function (value) { + this.y = value - this.height; + }, + + configurable: true + }); + + //============================================================================= + // Window_Selectable + // 通常のタッチ操作を無効化します。 + //============================================================================= + Window_Selectable.prototype.processTouch = function () { }; + Window_BattleActor.prototype.processTouch = function () { }; + Window_BattleEnemy.prototype.processTouch = function () { }; + } + + //============================================================================= + // ウィンドウを透過して重なり合ったときの表示を自然にします。 + //============================================================================= + if (paramThroughWindow && !WindowLayer.throughWindow) { + WindowLayer.throughWindow = true; + //============================================================================= + // WindowLayer + // ウィンドウのマスク処理を除去します。 + //============================================================================= + WindowLayer.prototype._maskWindow = function (window) { }; + + WindowLayer.prototype._canvasClearWindowRect = function (renderSession, window) { }; + } + + if (paramFakeMobile) { + Utils.isMobileDevice = function () { + return true; + }; + } + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + if (!command.match(new RegExp('^' + metaTagPrefix))) return; + this.pluginCommandGraphicalDesignMode(command.replace(metaTagPrefix, ''), args); + }; + + Game_Interpreter.prototype.pluginCommandGraphicalDesignMode = function (command) { + switch (getCommandName(command)) { + case '解除_メッセージウィンドウ': + case '_UNLOCK_MESSAGE_WINDOW': + SceneManager._scene._messageWindow.unlockPosition(); + break; + case '固定_メッセージウィンドウ': + case '_LOCK_MESSAGE_WINDOW': + var win = SceneManager._scene._messageWindow; + if (win.isClosing()) { + win.setCloseListener(win.lockPosition) + } else { + win.lockPosition(); + } + break; + case '解除_選択肢ウィンドウ': + case '_UNLOCK_CHOICE_WINDOW': + SceneManager._scene._messageWindow._choiceWindow.unlockPosition(); + break; + case '固定_選択肢ウィンドウ': + case '_LOCK_CHOICE_WINDOW': + var win = SceneManager._scene._messageWindow._choiceWindow; + if (win.isClosing()) { + win.setCloseListener(win.lockPosition) + } else { + win.lockPosition(); + } + break; + } + }; + + //============================================================================= + // DataManager + // ContainerProperties.jsonの読み込み処理を追記します。 + //============================================================================= + DataManager._databaseFileCp = { name: '$dataContainerProperties', src: 'ContainerProperties.json' }; + if (paramMobileMake && Utils.isMobileDevice()) { + DataManager._databaseFileCp.src = 'ContainerPropertiesMobile.json'; + } + + var _DataManager_loadDatabase = DataManager.loadDatabase; + DataManager.loadDatabase = function () { + _DataManager_loadDatabase.apply(this, arguments); + var errorMessage = this._databaseFileCp.src + 'が見付かりませんでした。'; + this.loadDataFileAllowError(this._databaseFileCp.name, this._databaseFileCp.src, errorMessage); + }; + + DataManager.loadDataFileAllowError = function (name, src, errorMessage) { + var xhr = new XMLHttpRequest(); + var url = 'data/' + src; + xhr.open('GET', url); + xhr.overrideMimeType('application/json'); + xhr.onload = function () { + if (xhr.status < 400) { + window[name] = JSON.parse(xhr.responseText); + DataManager.onLoad(window[name]); + } else { + DataManager.onDataFileNotFound(name, errorMessage); + } + }; + xhr.onerror = function () { + DataManager.onDataFileNotFound(name, errorMessage); + }; + window[name] = null; + xhr.send(); + }; + + DataManager.onDataFileNotFound = function (name, errorMessage) { + window[name] = {}; + console.warn(errorMessage); + }; + + var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; + DataManager.isDatabaseLoaded = function () { + return _DataManager_isDatabaseLoaded.apply(this, arguments) && window[this._databaseFileCp.name]; + }; + + //============================================================================= + // SceneManager + // 現在のシーン名を返します。 + //============================================================================= + SceneManager.getSceneName = function () { + return getClassName(this._scene); + }; + + var _SceneManager_updateScene = SceneManager.updateScene; + SceneManager.updateScene = function () { + _SceneManager_updateScene.apply(this, arguments); + if (this._scene) { + this._scene.updateCustomContainer(); + } + }; + + //============================================================================= + // Scene_Base + // ウィンドウ追加時に位置をロードします。 + //============================================================================= + var _Scene_Base_addWindow = Scene_Base.prototype.addWindow; + Scene_Base.prototype.addWindow = function (child) { + _Scene_Base_addWindow.apply(this, arguments); + child.loadContainerInfo(); + }; + + var _Scene_Base_addChild = Scene_Base.prototype.addChild; + Scene_Base.prototype.addChild = function (child) { + _Scene_Base_addChild.apply(this, arguments); + child.loadContainerInfo(); + }; + + var _Scene_Base_createWindowLayer2 = Scene_Base.prototype.createWindowLayer; + Scene_Base.prototype.createWindowLayer = function () { + this.createCustomPicture(); + _Scene_Base_createWindowLayer2.apply(this, arguments); + this.createCustomWindow(); + }; + + Scene_Base.prototype.createCustomPicture = function () { + var setting = settings[getClassName(this)]; + if (setting) { + var pictures = setting.pictures; + this._customPictures = []; + if (pictures) { + pictures.forEach(function (picture) { + if (!picture.file) return; + var sprite = new Sprite(); + sprite.bitmap = ImageManager.loadPicture(picture.file, 0); + this._customPictures.push(sprite); + this.addChild(sprite); + sprite.switchId = picture.switchId || 0; + }.bind(this)); + } + } + }; + + Scene_Base.prototype.createCustomWindow = function () { + var setting = settings[getClassName(this)]; + if (setting) { + var windows = setting.windows; + this._customWindows = []; + if (windows) { + windows.forEach(function (windowItem) { + if (!windowItem.lines || windowItem.lines.length < 1) return; + var win = new Window_Custom(windowItem.lines); + this._customWindows.push(win); + win.switchId = windowItem.switchId || 0; + }.bind(this)); + } + this.updateCustomWindowVisible(); + } + }; + + Scene_Base.prototype.updateCustomContainer = function () { + if (this._customPictures) { + this.updateCustomPicture(); + } + if (this._customWindows) { + this.updateCustomWindow(); + } + }; + + Scene_Base.prototype.updateCustomPicture = function () { + this._customPictures.forEach(function (picture) { + if (picture.switchId > 0) { + picture.visible = $gameSwitches.value(picture.switchId); + } + }); + }; + + Scene_Base.prototype.updateCustomWindow = function () { + this.updateCustomWindowVisible(); + if (!this._windowAdd) { + this._customWindows.forEach(function (windowItem) { + this.addWindow(windowItem); + }, this); + this._windowAdd = true; + } + }; + + Scene_Base.prototype.updateCustomWindowVisible = function () { + this._customWindows.forEach(function (windowItem) { + if (windowItem.switchId > 0) { + if ($gameSwitches.value(windowItem.switchId)) { + windowItem.show(); + } else { + windowItem.hide(); + } + } + }, this); + }; + + //============================================================================= + // PIXI.Container + // 表示位置のセーブとロードを行います。 + //============================================================================= + Object.defineProperty(PIXI.Container.prototype, 'x', { + get: function () { + return this.position.x; + }, + set: function (value) { + if (this._positionLock) return; + this.position.x = value; + } + }); + + Object.defineProperty(PIXI.Container.prototype, 'y', { + get: function () { + return this.position.y; + }, + set: function (value) { + if (this._positionLock) return; + this.position.y = value; + } + }); + + PIXI.Container.prototype.loadContainerInfo = function () { + var sceneName = SceneManager.getSceneName(); + var parentName = getClassName(this.parent); + var sceneInfo = $dataContainerProperties[sceneName]; + if (sceneInfo) { + var containerInfo = sceneInfo[parentName]; + var key = [this.parent.getChildIndex(this), getClassName(this)]; + if (containerInfo && containerInfo[key]) { + this.loadProperty(containerInfo[key]); + this._positionLock = true; + } + } + }; + + PIXI.Container.prototype.unlockPosition = function () { + this._positionLock = false; + this._customPositionX = this.position.x; + this._customPositionY = this.position.y; + }; + + PIXI.Container.prototype.lockPosition = function () { + this._positionLock = true; + if (this._customPositionX) { + this.position.x = this._customPositionX; + } + if (this._customPositionY) { + this.position.y = this._customPositionY; + } + }; + + PIXI.Container.prototype.loadProperty = function (containerInfo) { + this.position.x = containerInfo.x; + this.position.y = containerInfo.y; + }; + + Window_Base.prototype.loadProperty = function (containerInfo) { + PIXI.Container.prototype.loadProperty.apply(this, arguments); + this.width = containerInfo.width; + this.height = containerInfo.height; + this.opacity = containerInfo.opacity; + this.visible = this.visible && !containerInfo.hidden; + this._customFontSize = containerInfo._customFontSize; + this._customPadding = containerInfo._customPadding; + this._customLineHeight = containerInfo._customLineHeight; + this._customBackOpacity = containerInfo._customBackOpacity; + this._customBackFileName = containerInfo._customBackFileName; + this._customFontFace = containerInfo._customFontFace; + this.updatePadding(); + this.resetFontSettings(); + this.updateBackOpacity(); + this.createContents(); + this.refresh(); + this.createBackSprite(); + }; + + Window_Base.prototype.refresh = function () { }; + + Window_Selectable.prototype.loadProperty = function (containerInfo) { + Window_Base.prototype.loadProperty.apply(this, arguments); + this.updateCursor(); + }; + + PIXI.Container.prototype.saveContainerInfo = function () { + var sceneName = SceneManager.getSceneName(); + var parentName = getClassName(this.parent); + if (!$dataContainerProperties[sceneName]) $dataContainerProperties[sceneName] = {}; + var sceneInfo = $dataContainerProperties[sceneName]; + if (!sceneInfo[parentName]) sceneInfo[parentName] = {}; + var containerInfo = sceneInfo[parentName]; + var key = [this.parent.getChildIndex(this), getClassName(this)]; + if (!containerInfo[key]) containerInfo[key] = {}; + this.saveProperty(containerInfo[key]); + if (paramAutoSave) { + DataManager.saveDataFileWp(); + } + }; + + PIXI.Container.prototype.saveProperty = function (containerInfo) { + containerInfo.x = this.x; + containerInfo.y = this.y; + }; + + Window_Base.prototype.saveProperty = function (containerInfo) { + PIXI.Container.prototype.saveProperty.apply(this, arguments); + containerInfo.width = this.width; + containerInfo.height = this.height; + containerInfo.opacity = this.opacity; + containerInfo.hidden = !this.visible; + containerInfo._customFontSize = this._customFontSize; + containerInfo._customPadding = this._customPadding; + containerInfo._customLineHeight = this._customLineHeight; + containerInfo._customBackOpacity = this._customBackOpacity; + containerInfo._customBackFileName = this._customBackFileName; + containerInfo._customFontFace = this._customFontFace; + }; + + //============================================================================= + // Window_Base + // プロパティの値をカスタマイズします。 + //============================================================================= + var _Window_Base_initialize = Window_Base.prototype.initialize; + Window_Base.prototype.initialize = function (x, y, width, height) { + _Window_Base_initialize.apply(this, arguments); + this._customFontSize = this.standardFontSize(); + this._customPadding = this.standardPadding(); + this._customLineHeight = this.lineHeight(); + this._customLineNumber = 0; + this._customBackOpacity = this.standardBackOpacity(); + this._customBackSprite = null; + this._customBackFileName = ''; + this._customFontFace = ''; + }; + + Window_Base.prototype.createBackSprite = function () { + if (this._customBackFileName) { + if (!this._customBackSprite) { + this._customBackSprite = new Sprite(); + this.addChildToBack(this._customBackSprite); + } + this._customBackSprite.bitmap = ImageManager.loadPicture(this._customBackFileName, 0); + } else if (this._customBackSprite) { + this.removeChild(this._customBackSprite); + this._customBackSprite = null; + } + if (Utils.isDesignMode() && this._customBackSprite && this._customBackSprite.bitmap) { + var bitmap = this._customBackSprite.bitmap; + bitmap._image.onerror = function () { + this._customBackFileName = ''; + this._customBackSprite.bitmap._isLoading = false; + this._customBackSprite.bitmap = null; + this._customBackSprite = null; + SceneManager.popChangeStack(); + SceneManager.setInfoExtend('ファイルが見付からなかったので、左記の番号の変更を戻しました。', -1); + }.bind(this); + } + }; + + var _Window_Selectable_initialize = Window_Selectable.prototype.initialize; + Window_Selectable.prototype.initialize = function (x, y, width, height) { + _Window_Selectable_initialize.apply(this, arguments); + // Resolve conflict for BattleFormation.js + this._customLineNumber = this.maxRows ? this.maxRows() : 0; + }; + + var _Window_Base_standardFontFace = Window_Base.prototype.standardFontFace; + Window_Base.prototype.standardFontFace = function () { + return this._customFontFace ? this._customFontFace : _Window_Base_standardFontFace.apply(this, arguments); + }; + + var _Window_Base_standardFontSize = Window_Base.prototype.standardFontSize; + Window_Base.prototype.standardFontSize = function () { + return this._customFontSize ? eval(this._customFontSize) : + paramFontSize ? paramFontSize : _Window_Base_standardFontSize.apply(this, arguments); + }; + + var _Window_Base_standardPadding = Window_Base.prototype.standardPadding; + Window_Base.prototype.standardPadding = function () { + return this._customPadding ? eval(this._customPadding) : + paramPadding ? paramPadding : _Window_Base_standardPadding.apply(this, arguments); + }; + + var _Window_Base_lineHeight = Window_Base.prototype.lineHeight; + Window_Base.prototype.lineHeight = function () { + return this._customLineHeight ? eval(this._customLineHeight) : + paramLineHeight ? paramLineHeight : _Window_Base_lineHeight.apply(this, arguments); + }; + + var _Window_Base_standardBackOpacity = Window_Base.prototype.standardBackOpacity; + Window_Base.prototype.standardBackOpacity = function () { + return this._customBackOpacity ? eval(this._customBackOpacity) : + paramBackOpacity ? paramBackOpacity : _Window_Base_standardBackOpacity.apply(this, arguments); + }; + + Window_Base._iconSrcWidth = Window_Base._iconWidth; + Window_Base._iconSrcHeight = Window_Base._iconHeight; + + Window_Base.prototype.getIconScale = function () { + var defaultFontSize = _Window_Base_standardFontSize.apply(this, arguments); + var fontSize = this.contents.fontSize; + return paramIconSizeScale && defaultFontSize !== fontSize ? fontSize / defaultFontSize : null; + }; + + Window_Base.prototype.changeIconSize = function () { + var iconScale = this.getIconScale(); + if (iconScale) { + Window_Base._iconWidth *= iconScale; + Window_Base._iconHeight *= iconScale; + } + }; + + Window_Base.prototype.restoreIconSize = function () { + var iconScale = this.getIconScale(); + if (iconScale) { + Window_Base._iconWidth = Window_Base._iconSrcWidth; + Window_Base._iconHeight = Window_Base._iconSrcHeight; + } + }; + + var _Window_Base_drawActorIcons = Window_Base.prototype.drawActorIcons; + Window_Base.prototype.drawActorIcons = function (actor, x, y, width) { + this.changeIconSize(); + _Window_Base_drawActorIcons.apply(this, arguments); + this.restoreIconSize(); + }; + + var _Window_Base_drawItemName = Window_Base.prototype.drawItemName; + Window_Base.prototype.drawItemName = function (item, x, y, width) { + this.changeIconSize(); + _Window_Base_drawItemName.apply(this, arguments); + this.restoreIconSize(); + }; + + var _Window_Base_processDrawIcon = Window_Base.prototype.processDrawIcon; + Window_Base.prototype.processDrawIcon = function (iconIndex, textState) { + this.changeIconSize(); + _Window_Base_processDrawIcon.apply(this, arguments); + this.restoreIconSize(); + }; + + var _Window_Base_drawIcon = Window_Base.prototype.drawIcon; + Window_Base.prototype.drawIcon = function (iconIndex, x, y) { + var iconScale = this.getIconScale(); + if (iconScale) { + var bitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconSrcWidth; + var ph = Window_Base._iconSrcHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + var dw = Math.floor(pw * iconScale); + var dh = Math.floor(ph * iconScale); + var dx = x; + var dy = y + (this.lineHeight() - dh) / 2 - 2; + this.contents.blt(bitmap, sx, sy, pw, ph, dx, dy, dw, dh); + } else { + _Window_Base_drawIcon.apply(this, arguments); + } + }; + + var _Window_Base_setBackgroundType = Window_Base.prototype.setBackgroundType; + Window_Base.prototype.setBackgroundType = function (type) { + if (!paramBackgroundFixed) { + _Window_Base_setBackgroundType.apply(this, arguments); + } + }; + + var _Window_Base_updateClose = Window_Base.prototype.updateClose; + Window_Base.prototype.updateClose = function () { + var prevClose = this.isClosing(); + _Window_Base_updateClose.apply(this, arguments); + if (this._callBack && prevClose && !this.isClosing()) { + this._callBack(); + this._callBack = null; + } + }; + + Window_Base.prototype.setCloseListener = function (callBack) { + this._callBack = callBack; + }; + + // for RPG MV 1.6.1 + var _Window_EquipItem_refresh = Window_EquipItem.prototype.refresh; + Window_EquipItem.prototype.refresh = function () { + if (!this._actor) { + return; + } + _Window_EquipItem_refresh.apply(this, arguments); + }; + + /** + * Window_Custom + * 任意配置可能なウィンドウです。 + * @constructor + */ + function Window_Custom() { + this.initialize.apply(this, arguments); + } + + Window_Custom._textAligns = { + 'left': 0, + '0': 0, + 'center': 1, + '1': 1, + 'right': 2, + '2': 2 + }; + + Window_Custom.prototype = Object.create(Window_Selectable.prototype); + Window_Custom.prototype.constructor = Window_Custom; + + Window_Custom.prototype.initialize = function (lines) { + this._lines = lines || []; + Window_Selectable.prototype.initialize.call(this, 0, 0, 320, this.fittingHeight(this._lines.length)); + this.refresh(); + }; + + Window_Custom.prototype.refresh = function () { + this.createContents(); + Window_Selectable.prototype.refresh.apply(this, arguments); + }; + + Window_Custom.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var text = this._lines[index]; + this.resetTextColor(); + text = this.changeTextAlign(text); + if (this._textAlign > 0) { + rect.x = this.getTextAlignStartX(text); + } + this.drawTextEx(text, rect.x, rect.y); + }; + + Window_Custom.prototype.getTextAlignStartX = function (text) { + var width = this.drawTextEx(text, this.contentsWidth(), 0); + if (this._textAlign === 1) { + return this.contentsWidth() / 2 - width / 2; + } else { + return this.contentsWidth() - width; + } + }; + + Window_Custom.prototype.maxItems = function () { + return this._lines.length; + }; + + Window_Custom.prototype.changeTextAlign = function (text) { + this._textAlign = 0; + text = text.replace(/\\al\[(.*)]/gi, function () { + this._textAlign = Window_Custom._textAligns[arguments[1].toLowerCase()] || 0; + return ''; + }.bind(this)); + return text; + }; +})(); diff --git a/www/js/plugins/HideItemNumber.js b/www/js/plugins/HideItemNumber.js new file mode 100644 index 0000000..7f62af1 --- /dev/null +++ b/www/js/plugins/HideItemNumber.js @@ -0,0 +1,145 @@ +//=================================================================== +//HideItemNumber.js +//任意のアイテムの個数を非表示にするプラグイン +//=================================================================== +//Copyright (c) 2018 蔦森くいな +//Released under the MIT license. +//http://opensource.org/licenses/mit-license.php +//------------------------------------------------------------------- +//blog : http://paradre.com/ +//Twitter: https://twitter.com/Kuina_T +//=================================================================== +//<更新情報> +// ver1.0.1 2018/02/25 エラー落ち対策 +// ver1.0.0 2017/07/07 初版 +//=================================================================== + +/*: + * @plugindesc アイテムの個数を任意の条件で非表示にします。 + * @author 蔦森くいな + * + * @help データベースに登録した各アイテムの「メモ」欄に + * 「個数非表示」もしくは「HideItemNumber」と入力すると + * そのアイテムの個数が非表示になります。 + * + * また、つづけて以下のパラメータを入力すると条件設定ができます。 + * + * [スイッチ番号] + * 指定した番号のスイッチがONの時に個数を非表示にします。 + * + * [one] + * アイテムを1つしか持っていない時に個数を非表示にします。 + * + * 例) + * 個数非表示[1] + * と入力するとスイッチ1番がONの時に個数を非表示にします。 + * + * なお、プラグイン管理画面からパラメータ「Default_All」に + * 上記と同様にコマンドを入力する事で、全てのアイテムに一括で + * デフォルト設定を適用する事ができます。 + * + * デフォルト設定を適用していても各アイテムの個別設定が優先されます。 + * 各アイテムのメモ欄にコマンド以外の文字列が入力されていた場合、 + * そのアイテムの非表示設定は解除されます。 + * + * @param Default_All + * @desc 全てのアイテムの個数非表示設定のデフォルト値。「個数非表示」「個数非表示[スイッチ番号]」「個数非表示[one]」 + * + * @param ForceSetDefault + * @desc 「1」を入力すると各アイテムのメモ欄の内容に関わらずデフォルト設定を適用します。 + * @default 0 + * + * + * 利用規約: + * このプラグインは商用・非商用を問わず無料でご利用いただけます。 + * どのようなゲームに使っても、どのように加工していただいても構いません。 + * MIT Licenseにつき著作権表示とライセンスURLは残しておいて下さい。 + */ + +(function () { + 'use strict'; + + var pd_HIN_DefaultAll = PluginManager.parameters("HideItemNumber")["Default_All"]; + var pd_HIN_ForceDefault = PluginManager.parameters("HideItemNumber")["ForceSetDefault"]; + + var pd_HIN_Game_Temp_initialize = Game_Temp.prototype.initialize; + Game_Temp.prototype.initialize = function () { + + pd_HIN_Game_Temp_initialize.call(this); + this._pd_HIN_HideItemNum = false; + }; + + var pd_HIN_Window_ItemList_drawItem = Window_ItemList.prototype.drawItem; + Window_ItemList.prototype.drawItem = function (index) { + this.pd_HIN_checkHide(index); + + pd_HIN_Window_ItemList_drawItem.call(this, index); + + $gameTemp._pd_HIN_HideItemNum = false; + }; + + Window_ItemList.prototype.pd_HIN_checkHide = function (index) { + var item = this._data[index]; + if (!item) return; + var commandList = []; + + if (pd_HIN_ForceDefault === '1' && pd_HIN_DefaultAll) { + commandList = pd_HIN_DefaultAll.toLowerCase().split(']'); + } + else if (item.note !== '') { + commandList = item.note.toLowerCase().split(']'); + } + else if (pd_HIN_DefaultAll) { + commandList = pd_HIN_DefaultAll.toLowerCase().split(']'); + } + + var indexOf = -1; + var hideSwitchNum = ''; + + for (var i = 0; i < commandList.length; i++) { + var commandLength = 0; + indexOf = commandList[i].indexOf('hideitemnumber'); + if (indexOf !== -1) { + commandLength = 14; + } else { + indexOf = commandList[i].indexOf('個数非表示'); + if (indexOf !== -1) commandLength = 5; + } + + if (commandLength !== 0) { + if (commandList[i].contains('[')) { + hideSwitchNum = commandList[i].slice(indexOf + commandLength + 1); + } + break; + } + } + if (indexOf !== -1) { + if (hideSwitchNum === 'one') { + if ($gameParty.numItems(item) > 1) { + return; + } + } + else if (hideSwitchNum !== '' && !$gameSwitches.value(hideSwitchNum)) { + return; + } + $gameTemp._pd_HIN_HideItemNum = true; + } + } + + Window_ItemList.prototype.drawItemName = function (item, x, y, width) { + if ($gameTemp._pd_HIN_HideItemNum) { + Window_Base.prototype.drawItemName.call(this, item, x, y, width + this.numberWidth()); + } else { + Window_Base.prototype.drawItemName.call(this, item, x, y, width); + } + + }; + + var pd_HIN_Window_ItemList_drawItemNumber = Window_ItemList.prototype.drawItemNumber; + Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) { + if (!$gameTemp._pd_HIN_HideItemNum) { + pd_HIN_Window_ItemList_drawItemNumber.call(this, item, x, y, width); + } + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/HzChoiceEvent.js b/www/js/plugins/HzChoiceEvent.js new file mode 100644 index 0000000..6bca75a --- /dev/null +++ b/www/js/plugins/HzChoiceEvent.js @@ -0,0 +1,890 @@ +/*: + * @plugindesc タグをつけたイベントの一覧を表示し、選択したイベントを実行します。 + * @author hiz + * + * @param Window Position + * @desc イベント一覧の表示位置を設定します。(left:左端 right:右端) + * @default left + * + * @param Window Sort + * @desc イベント一覧の並び順を設定します。(id:イベントID dist:主人公からの距離 x:X座標 y:Y座標) + * @default id + * + * @param Show Range + * @desc 主人公から一定範囲のイベントのみを対象とする場合に、範囲の表示有無を設定します。(0:表示しない 1:表示する) + * + * @help + * タグをつけたイベントの一覧を表示し、選択したイベントを実行します。 + * イベントの選択方法は、イベント名の一覧から選択する方法と直接選択する方法の二種類から選択できます。 + * + * スクリプトコマンド + * hzChoiceEvent list [tag] [varNo] [resetScroll] [maxDist] + * # [tag](必須)で指定したタグのついたイベント名の一覧を表示し、 + * # 選択されたイベントを起動します。 + * # [varNo](必須)には、初期選択するイベントのIDおよび選択されたイベントのIDを + * # 保管する変数の番号を指定します。(イベント選択がキャンセルされた場合、-1がセットされます) + * # [resetScroll](任意)は、イベント起動前にスクロール位置を主人公の位置に戻すか否かを指定します。 + * # true:戻す false:戻さない(指定しなかった場合、true) + * # [maxDist](任意)は、主人公から一定範囲のイベントのみを対象とする場合に指定します。 + * # 指定した値分のタイルを半径とする円内のイベントのみをイベント一覧に表示します。 + * + * hzChoiceEvent cursor [tag] [varNo] [resetScroll] [maxDist] + * # [tag](必須)で指定したタグのついたイベントをカーソルで選択し、 + * # 選択されたイベントを起動します。 + * # パラメータは上記「hzChoiceEvent list」と同様です。 + * + * hzResetScroll # スクロール位置を主人公の位置に戻します。 + * # hzChoiceEventにて[resetScroll]をfalseに設定した際、 + * # 手動でスクロール位置を主人公の位置に戻すために使用します。 + * + * 例) + * hzChoiceEvent list land 1 # タグ「land」のイベント名一覧を表示し、 + * # 選択されたイベントを起動します。 + * # 選択されたイベントの番号は変数1に保管されます。 + * + * hzChoiceEvent cursor chest 1 false 5 # 半径5マス以内のタグ「chest」のイベントをカーソルで選択し、 + * # 選択されたイベントを起動します。 + * # ※ [resetScroll]にfalseを指定しているため起動後はスクロール位置は戻りません。 + * # 起動されたイベント側で「hzResetScroll」を呼び出す必要があります。 + * # 選択されたイベントの番号は変数1に保管されます。 + * + * hzResetScroll # スクロール位置を主人公の位置に戻します。 + * # 起動されたイベント側で呼び出します。 + * + * イベントメモ: + * # イベントに[tag]タグを付けます。 + * # イベントに[tag]タグを付けます。選択条件を満たす場合のみ、 + * # イベントが選択対象となります。 + * + *【選択条件([condition])の設定方法】 + * 選択条件には、スイッチとイベントのセルフスイッチを使用できます。 + * ・特定のスイッチONを条件とする場合、スイッチの番号[1-9999]を指定します。 + * ・特定のセルフスイッチONを条件とする場合、スイッチのID[A-D]を指定します。 + * ・スイッチ・セルフスイッチOFFを条件とする場合、先頭に!(ビックリマーク)をつけます。 + * 例) + *   # タグ「tag」を無条件で付与。 + *   # スイッチ31がONの場合、タグ「tag」を付与。 + *   # セルフスイッチBがONの場合、タグ「tag」を付与。 + *   # スイッチ25がOFFの場合、タグ「tag」を付与。 + *   # セルフスイッチDがOFFの場合、タグ「tag」を付与。 + * + * 【注意点】 + *  「hzChoiceEvent」を実行するイベントでは、「hzChoiceEvent」実行後はそのまま処理を終了させて下さい。 + *  別のコマンドを実行すると、選択したイベントの起動が正しく行われない場合があります。 + * 「hzChoiceEvent」の実行を繰り返し行いたい場合は、セルフスイッチと自動実行を使用して、 + * イベント終了後に再度「hzChoiceEvent」のイベントが実行されるように設定して下さい。 + * + * 【使用素材】 + * ・矢印デザイン様(http://yajidesign.com/)のカーソルアイコン素材を使用しています。 + * + * 【修正履歴】 + *  ・2017/02/05 ツクールMV v1.3.4に対応 + * + */ + + +function HzChoiceEvent() { } + +(function () { + function convertEscape(txt) { return Window_Base.prototype.convertEscapeCharacters(txt) }; + + + var TYPE_LIST = 'list'; + var TYPE_CURSOR = 'cursor'; + + var parameters = PluginManager.parameters('HzChoiceEvent'); + var windowPosition = String(parameters['Window Position'] || 'left'); + var windowSort = String(parameters['Window Sort'] || 'id'); + var showRange = parameters['Show Range'] != null ? parameters['Show Range'] : 1; + + //----------------------------------------------------------------------------- + // Game_Interpreter + // + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command.toUpperCase() === 'HZCHOICEEVENT') { + this.setWaitMode("hzChoiceEvent"); + var type = args[0]; + var tag = convertEscape(args[1]); + var resultVarNo = convertEscape(args[2]); + var resetScroll = args[3] == 'false' ? false : true; + var maxDist = !!args[4] ? Number(convertEscape(args[4])) : null; + this._hzChoceEvent = new HzChoiceEvent(tag, resultVarNo, resetScroll, maxDist, type); + } else if (command.toUpperCase() === 'HZRESETSCROLL') { + scrollToPlayer(); + } + }; + + // 待機状態の更新用関数に機能追加 + var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode; + Game_Interpreter.prototype.updateWaitMode = function () { + var waiting = null; + switch (this._waitMode) { + case 'hzChoiceEvent': + // 待機状態の更新 + // ※ waitingには必ずtrueかfalseをセットすること! + waiting = this._hzChoceEvent.update(); + if (!waiting) { + // 終了処理 + this._hzChoceEvent.terminate(); + this._hzChoceEvent = null; + } + break; + } + if (waiting !== null) { + if (!waiting) { + this._waitMode = ''; + } + return waiting; + } + return _Game_Interpreter_updateWaitMode.call(this); + }; + + function HzChoiceEvent() { + this.initialize.apply(this, arguments); + } + + //----------------------------------------------------------------------------- + // HzChoiceEvent + // + + // 初期化処理 + HzChoiceEvent.prototype.initialize = function (tag, resultVarNo, resetScroll, maxDist, type) { + this._resultVarNo = resultVarNo; + this._resetScroll = resetScroll; + this._maxDist = maxDist; + this._type = type; + + // 選択対象のイベントを取得 + this._choiceEvents = $gameMap.events().filter(function (event) { + // 特定の変数がON/OFFの場合のみ選択対象に含める + // 特定のセルフ変数がON/OFFの場合のみ選択対象に含める + // 一定の距離内のイベントのみ選択対象に含める + if (maxDist != null) { + if (Math.sqrt((event.x - $gamePlayer.x) * (event.x - $gamePlayer.x) + + (event.y - $gamePlayer.y) * (event.y - $gamePlayer.y)) > maxDist) { + return false; + }; + } + + var hzChoice = event.event().meta.hzChoice; + + if (hzChoice == null) { + return false; + } else if (hzChoice.indexOf(',') < 0) { + return tag == hzChoice.trim(); + } else { + var parms = hzChoice.split(','); + var condVariable = parms[1].trim(); + + var not = false; + var variable; + if (condVariable.startsWith('!')) { + not = true; + variable = condVariable.substr(1); + } else { + variable = condVariable; + } + + if (variable == 'A' || variable == 'B' || variable == 'C' || variable == 'D') { + // セルフスイッチ + var key = [$gameMap.mapId(), event.eventId(), variable]; + console.log($gameSelfSwitches.value(key)); + if ($gameSelfSwitches.value(key) != !not) return false; + } else { + // スイッチ + if ($gameSwitches.value(Number(variable)) != !not) return false; + } + return parms[0].trim() == tag; + } + return false; + }); + + this._cancelCount = -1; + this._forceCancel = false; + if (this._choiceEvents.length == 0) { + this._forceCancel = true; + return; + } + + // 変数の値が1以上の場合、IDが一致するイベントを初期選択 + var preEvent; + if (this._resultVarNo > 0) { + var eventId = $gameVariables.value(this._resultVarNo); + var event = $gameMap.event(eventId); + var index = this._choiceEvents.indexOf(event); + if (index >= 0) { + preEvent = this._choiceEvents[index]; + } + } + if (preEvent) { + this._selectedEvent = preEvent; + } else { + if (type === TYPE_LIST) { + if (windowSort === 'id') { + // ソートしない + } else if (windowSort === 'dist') { + // 主人公からの距離でソート + this._choiceEvents.sort(sortByDistancePlayer); + } else if (windowSort === 'x') { + // X座標でソート + this._choiceEvents.sort(function (e1, e2) { + if (e1.x < e2.x) return -1; + if (e1.x > e2.x) return 1; + return e1.y < e2.y ? -1 : 1; + }); + } else if (windowSort === 'y') { + // Y座標でソート + this._choiceEvents.sort(function (e1, e2) { + if (e1.y < e2.y) return -1; + if (e1.y > e2.y) return 1; + return e1.x < e2.x ? -1 : 1; + }); + } + this._selectedEvent = this._choiceEvents[0]; + } else if (type === TYPE_CURSOR) { + // 主人公からの距離でソート + this._choiceEvents.sort(sortByDistancePlayer); + // 主人公から最も近いイベントを選択 + this._selectedEvent = this._choiceEvents[0]; + } + } + + this.startScroll(this._selectedEvent, 10); + + if (type === TYPE_LIST) { + // 一覧選択の場合、イベント一覧ウインドウを作成 + var window = SceneManager._scene._hzChoiceEventWindow; + window.setEvents(this._choiceEvents); + for (var i = 0; i < this._choiceEvents.length; i++) { + if (this._choiceEvents[i].eventId() == this._selectedEvent.eventId()) { + window.setSelectedIndex(i); + break; + } + } + window.activate(); + window.show(); + + window.setHandler('ok', this.processWindowOk.bind(this)); + window.setHandler('cancel', this.processWindowCancel.bind(this)); + // カーソル移動時に表示を更新 + window.setHandler('select', this.processWindowSelect.bind(this)); + } + this._decided = false; + }; + + // 更新処理(終了時はfalseを返す) + HzChoiceEvent.prototype.update = function () { + var self = this; + + if (this._decided || this._forceCancel) { + return false; + } + + if (this._cancelCount >= 0) { + if (this._cancelCount == 0) { + // 結果変数に0をセット + $gameVariables.setValue(this._resultVarNo, 0); + // プレイヤーの位置までスクロール + scrollToPlayer(); + return false; + } + this._cancelCount--; + } + + // スクロール + this.updateScroll(); + + var ok = false; + var cancel = false; + var left = false; + var right = false; + var up = false; + var down = false; + + + if (this._type === TYPE_CURSOR) { + // カーソル選択の場合 + + // キーボード入力 + if (Input.isTriggered('ok')) ok = true; + if (Input.isTriggered('cancel')) cancel = true; + if (Input.isTriggered('left')) left = true; + if (Input.isTriggered('right')) right = true; + if (Input.isTriggered('up')) up = true; + if (Input.isTriggered('down')) down = true; + + // タッチ入力 + if (TouchInput.isCancelled()) cancel = true; + if (TouchInput.isTriggered()) { + var x = $gameMap.canvasToMapX(TouchInput.x); + var y = $gameMap.canvasToMapY(TouchInput.y); + var events = $gameMap.eventsXy(x, y); + var self = this; + var choiceEvents = events.filter(function (event) { + return self._choiceEvents.indexOf(event) >= 0; + }); + if (choiceEvents.length > 0) { + // イベントをタッチした場合、そのイベントを選択してOKボタン押下時処理実施 + this._selectedEvent = choiceEvents[0]; + ok = true; + } else { + // イベント以外をタッチした場合、タッチ位置に応じて上下左右に移動 + var xrate = (TouchInput.x - Graphics.width / 2) / Graphics.width; + var yrate = (TouchInput.y - Graphics.height / 2) / Graphics.height; + if (Math.abs(xrate) < Math.abs(yrate)) { + if (yrate < 0) up = true; + else down = true; + } else { + if (xrate < 0) left = true; + else right = true; + } + } + } + + // イベント選択 + if (ok) { + this.processOk(); + return false; + } + + // キャンセル + if (cancel) { + this.processCancel(); + return true; + } + + // カーソル選択 + + if (left) { + // カーソル左側の最も近いイベントを選択 + var sortedEvents = this._choiceEvents.filter(function (event) { + if (event === self._selectedEvent) return false; + var dx = event.x - self._selectedEvent.x; + var dy = event.y - self._selectedEvent.y; + return dx < 0 && Math.abs(dy / 3) < Math.abs(dx); + }).sort(createEventSort(this._selectedEvent, true)); + if (sortedEvents != null && sortedEvents.length > 0) { + this._selectedEvent = sortedEvents[0]; + // イベントの位置にスクロール + this.startScroll(this._selectedEvent, 10); + SoundManager.playCursor(); + } else { + // SoundManager.playBuzzer(); + } + + } else if (right) { + // カーソル右側の最も近いイベントを選択 + var sortedEvents = this._choiceEvents.filter(function (event) { + if (event === self._selectedEvent) return false; + var dx = event.x - self._selectedEvent.x; + var dy = event.y - self._selectedEvent.y; + return dx > 0 && Math.abs(dy / 3) < Math.abs(dx); + }).sort(createEventSort(this._selectedEvent, true)); + if (sortedEvents != null && sortedEvents.length > 0) { + this._selectedEvent = sortedEvents[0]; + // イベントの位置にスクロール + this.startScroll(this._selectedEvent, 10); + SoundManager.playCursor(); + } else { + // SoundManager.playBuzzer(); + } + } else if (up) { + // カーソル上側の最も近いイベントを選択 + var sortedEvents = this._choiceEvents.filter(function (event) { + if (event === self._selectedEvent) return false; + var dx = event.x - self._selectedEvent.x; + var dy = event.y - self._selectedEvent.y; + return dy < 0 && Math.abs(dx / 3) < Math.abs(dy); + }).sort(createEventSort(this._selectedEvent, false)); + if (sortedEvents != null && sortedEvents.length > 0) { + this._selectedEvent = sortedEvents[0]; + // イベントの位置にスクロール + this.startScroll(this._selectedEvent, 10); + SoundManager.playCursor(); + } else { + // SoundManager.playBuzzer(); + } + } else if (down) { + // カーソル下側の最も近いイベントを選択 + var sortedEvents = this._choiceEvents.filter(function (event) { + if (event === self._selectedEvent) return false; + var dx = event.x - self._selectedEvent.x; + var dy = event.y - self._selectedEvent.y; + return dy > 0 && Math.abs(dx / 3) < Math.abs(dy); + }).sort(createEventSort(this._selectedEvent, false)); + if (sortedEvents != null && sortedEvents.length > 0) { + this._selectedEvent = sortedEvents[0]; + // イベントの位置にスクロール + this.startScroll(this._selectedEvent, 10); + SoundManager.playCursor(); + } else { + // SoundManager.playBuzzer(); + } + } + } + + + + // UIのクリア + var bitmap = SceneManager._scene._spriteset._hzChoiceScreen.bitmap; + bitmap.clear(); + // フォント設定 + var ctx = SceneManager._scene._spriteset._hzChoiceScreen.bitmap.context; + ctx.textAlign = "center"; + ctx.textBaseLine = "middle"; + + // 範囲表示 + if (showRange == 1 && this._maxDist != null) { + ctx.fillStyle = "rgba(255,255,255,0.1)"; + ctx.strokeStyle = "rgba(255,255,255,1.0)"; + ctx.beginPath(); + ctx.arc($gamePlayer.screenX(), $gamePlayer.screenY(), (this._maxDist + 0.5) * $gameMap.tileWidth(), 0, 2 * Math.PI); + ctx.stroke(); + ctx.fill(); + } + + // イベント毎の描画 + this._choiceEvents.forEach(function (ev, idx) { + var event = ev.event(); + var x = ev.screenX(); + var y = ev.screenY() - 64; + + var w = 90; + var alpha = 0.5; + ctx.font = '12px "GameFont"'; + if (ev === self._selectedEvent) { + alpha = 0.8; + ctx.font = '16px "GameFont"'; + w = 120; + } + + // イベント名描画 + if (event.name) { + // 枠描画 + ctx.fillStyle = "rgba(255,255,255," + alpha + ")"; + ctx.strokeStyle = "rgba(255,255,255," + alpha + ")"; + + if (ev === self._selectedEvent) { + if ((event.name.length * 16) >= 120) { + w = (event.name.length * 16) + 24; + } + } else { + if ((event.name.length * 12) >= 90) { + w = (event.name.length * 12) + 24; + } + } + + roundedRectangle(ctx, x - w / 2, y - 16, w, 21, 6); + ctx.fill(); + + // イベント名描画 + ctx.fillStyle = "rgba(0,0,0,1.0)"; + if (event.name.indexOf('●') >= 0) { + ctx.fillStyle = "rgba(200,0,0,1.0)"; + } + ctx.fillText(event.name, x, y); + } + + // 矢印描画 + ctx.fillStyle = "rgba(255,255,255," + alpha + ")"; + drawTriangle(ctx, x, y + 12, 12, -8); + ctx.fill(); + + // カーソル描画 + if (ev === self._selectedEvent) { + ctx.save(); + ctx.fillStyle = "rgba(255,255,255,1.0)"; + ctx.translate(ev.screenX() - 12, ev.screenY() - 24); + drawCursor(ctx); + ctx.restore(); + } + }); + return true; + }; + + // 決定時の処理 + HzChoiceEvent.prototype.processOk = function () { + // イベント起動 + this._selectedEvent.start(); + // 結果変数にイベントIDをセット + $gameVariables.setValue(this._resultVarNo, this._selectedEvent.eventId()); + // プレイヤーの位置までスクロール + if (this._resetScroll) { + scrollToPlayer(); + } + this._decided = true; + }; + + // イベント一覧ウインドウでの決定時処理 + HzChoiceEvent.prototype.processWindowOk = function () { + var window = SceneManager._scene._hzChoiceEventWindow; + window.deactivate(); + window.hide(); + this.processOk(); + }; + + // キャンセル時の処理 + HzChoiceEvent.prototype.processCancel = function () { + this._cancelCount = 1; + SoundManager.playCancel(); + }; + + // イベント一覧ウインドウでのキャンセル時処理 + HzChoiceEvent.prototype.processWindowCancel = function () { + var window = SceneManager._scene._hzChoiceEventWindow; + window.deactivate(); + window.hide(); + this.processCancel(); + this._cancelCount = 0; + }; + + // イベント一覧ウインドウでの行選択時処理 + HzChoiceEvent.prototype.processWindowSelect = function () { + var window = SceneManager._scene._hzChoiceEventWindow; + this._selectedEvent = this._choiceEvents[window._index]; + this.startScroll(this._selectedEvent, 1); + }; + + // 終了処理 + HzChoiceEvent.prototype.terminate = function () { + var bitmap = SceneManager._scene._spriteset._hzChoiceScreen.bitmap; + bitmap.clear(); + }; + + // プレイヤーからの距離でソート + function sortByDistancePlayer(e1, e2) { + var dist1 = (e1.x - $gamePlayer.x) * (e1.x - $gamePlayer.x) + + (e1.y - $gamePlayer.y) * (e1.y - $gamePlayer.y); + var dist2 = (e2.x - $gamePlayer.x) * (e2.x - $gamePlayer.x) + + (e2.y - $gamePlayer.y) * (e2.y - $gamePlayer.y); + if (dist1 < dist2) return -1; + if (dist1 > dist2) return 1; + return 0; + } + + // 特定の対象からの距離でソート + function createEventSort(origin, horz) { + return function (e1, e2) { + var dist1, dist2; + if (horz) { + dist1 = Math.abs(e1.x - origin.x) * 0.5 + + Math.abs(e1.y - origin.y); + dist2 = Math.abs(e2.x - origin.x) * 0.5 + + Math.abs(e2.y - origin.y); + } else { + dist1 = Math.abs(e1.x - origin.x) + + Math.abs(e1.y - origin.y) * 0.5; + dist2 = Math.abs(e2.x - origin.x) + + Math.abs(e2.y - origin.y) * 0.5; + } + if (dist1 < dist2) return -1; + if (dist1 > dist2) return 1; + return 0; + }; + } + + // 特定のイベントまでスクロール開始 + HzChoiceEvent.prototype.startScroll = function (event, frame) { + this._scrollSpeedX = 0; + this._scrollSpeedY = 0; + this._scrollCount = 0; + + var dx = event.x - ($gameMap.displayX() + (Graphics.boxWidth / $gameMap.tileWidth()) / 2); + var dy = event.y - ($gameMap.displayY() + (Graphics.boxHeight / $gameMap.tileHeight()) / 2); + if (dx != 0) { + this._scrollCount = frame; + this._scrollSpeedX = dx / this._scrollCount; + } + if (dy != 0) { + this._scrollCount = frame; + this._scrollSpeedY = dy / this._scrollCount; + } + }; + + // スクロール更新 + HzChoiceEvent.prototype.updateScroll = function () { + this._scrollCount--; + if (this._scrollCount >= 0) { + if (this._scrollSpeedX > 0) { + $gameMap.scrollRight(Math.abs(this._scrollSpeedX)); + } else if (this._scrollSpeedX < 0) { + $gameMap.scrollLeft(Math.abs(this._scrollSpeedX)); + } + if (this._scrollSpeedY > 0) { + $gameMap.scrollDown(Math.abs(this._scrollSpeedY)); + } else if (this._scrollSpeedY < 0) { + $gameMap.scrollUp(Math.abs(this._scrollSpeedY)); + } + } + }; + + // プレイヤーの位置までスクロール + function scrollToPlayer() { + var dx = $gamePlayer.x - ($gameMap.displayX() + (Graphics.boxWidth / $gameMap.tileWidth()) / 2); + var dy = $gamePlayer.y - ($gameMap.displayY() + (Graphics.boxHeight / $gameMap.tileHeight()) / 2); + if (dx > 0) { + $gameMap.scrollRight(Math.abs(dx)); + } else if (dx < 0) { + $gameMap.scrollLeft(Math.abs(dx)); + } + if (dy > 0) { + $gameMap.scrollDown(Math.abs(dy)); + } else if (dy < 0) { + $gameMap.scrollUp(Math.abs(dy)); + } + }; + + //----------------------------------------------------------------------------- + // Window_EventList + // + // イベント選択用ウインドウ + + function Window_EventList() { + this.initialize.apply(this, arguments); + } + + Window_EventList.prototype = Object.create(Window_Selectable.prototype); + Window_EventList.prototype.constructor = Window_EventList; + + // 初期化処理 + Window_EventList.prototype.initialize = function (x, y, width, height) { + this._listevents = []; + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.deactivate(); + this.hide(); + }; + + // イベント一覧の設定 + Window_EventList.prototype.setEvents = function (events) { + this._listevents = events; + this.refresh(); + }; + + // 選択行の設定 + Window_EventList.prototype.setSelectedIndex = function (index) { + this._index = index; + this.refresh(); + }; + + // 項目数 + Window_EventList.prototype.maxItems = function () { + return this._listevents.length; + }; + + // 列数 + Window_EventList.prototype.maxCols = function () { + return 1; + }; + + // 項目の描画 + Window_EventList.prototype.drawItem = function (index) { + var event = this._listevents[index].event(); + var rect = this.itemRect(index); + this.resetTextColor(); + this.drawText(event.name, rect.x, rect.y, rect.width); + }; + + // 行選択 + Window_EventList.prototype.select = function (index) { + Window_Selectable.prototype.select.call(this, index); + this.callHandler('select'); + }; + + + //----------------------------------------------------------------------------- + // Spriteset_Map + // + + // マップのSpriteSetに選択UI表示用のSpriteを追加 + var _Spriteset_Map_createUpperLayer = Spriteset_Map.prototype.createUpperLayer; + Spriteset_Map.prototype.createUpperLayer = function () { + _Spriteset_Map_createUpperLayer.call(this); + this._hzChoiceScreen = new Sprite(); + this._hzChoiceScreen.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + this.addChild(this._hzChoiceScreen); + }; + + //----------------------------------------------------------------------------- + // Scene_Map + // + // The scene class of the map screen. + + // イベント選択ウインドウを追加 + var _Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows; + Scene_Map.prototype.createAllWindows = function () { + _Scene_Map_createAllWindows.call(this); + var w = 200; + var x = windowPosition == 'left' ? 0 : Graphics.boxWidth - w; + this._hzChoiceEventWindow = new Window_EventList(x, 0, w, Graphics.boxHeight); + this.addWindow(this._hzChoiceEventWindow); + }; + + //----------------------------------------------------------------------------- + // 描画用関数 + // + + // 三角形を描画 + function drawTriangle(ctx, x, y, triangleWidth, triangleHeight) { + ctx.beginPath(); + ctx.moveTo(x, y); + ctx.lineTo(x + triangleWidth / 2, y + triangleHeight); + ctx.lineTo(x - triangleWidth / 2, y + triangleHeight); + ctx.closePath(); + } + + // 角丸長方形を描画 + function roundedRectangle(ctx, left, top, width, height, borderRadius) { + ctx.beginPath(); + ctx.moveTo(left + borderRadius, top); + ctx.lineTo(left + width - borderRadius, top); + ctx.quadraticCurveTo(left + width, top, left + width, top + borderRadius); + ctx.lineTo(left + width, top + height - borderRadius); + ctx.quadraticCurveTo(left + width, top + height, left + width - borderRadius, top + height); + ctx.lineTo(left + borderRadius, top + height); + ctx.quadraticCurveTo(left, top + height, left, top + height - borderRadius); + ctx.lineTo(left, top + borderRadius); + ctx.quadraticCurveTo(left, top, left + borderRadius, top); + ctx.closePath(); + } + + // カーソルを描画 + // ※ 矢印デザイン様(http://yajidesign.com/)のカーソルアイコン素材を使用 + function drawCursor(ctx) { + // #g3 + ctx.save(); + ctx.transform(0.288098, 0.000000, 0.000000, 0.288098, -29.876393, -7.580578); + + // #path5 + ctx.beginPath(); + ctx.fillStyle = 'rgb(53, 53, 53)'; + ctx.moveTo(105.853000, 29.093000); + ctx.bezierCurveTo(105.816000, 27.569000, 105.486000, 26.186000, 104.906000, 25.001000); + ctx.bezierCurveTo(104.040000, 23.215000, 102.623000, 21.935000, 101.090000, 21.162000); + ctx.bezierCurveTo(99.551000, 20.382000, 97.897000, 20.060000, 96.326000, 20.058000); + ctx.lineTo(58.264000, 20.058000); + ctx.bezierCurveTo(59.280000, 19.246000, 60.204000, 18.407000, 61.022000, 17.536000); + ctx.bezierCurveTo(62.151000, 16.327000, 63.080000, 15.052000, 63.743000, 13.682000); + ctx.bezierCurveTo(64.405000, 12.317000, 64.793000, 10.844000, 64.793000, 9.328000); + ctx.bezierCurveTo(64.797000, 7.724000, 64.349000, 6.102000, 63.489000, 4.599000); + ctx.bezierCurveTo(62.544000, 2.928000, 61.230000, 1.713000, 59.798000, 0.987000); + ctx.bezierCurveTo(58.363000, 0.258000, 56.857000, 0.000000, 55.468000, 0.000000); + ctx.bezierCurveTo(54.058000, 0.002000, 52.748000, 0.258000, 51.614000, 0.603000); + ctx.bezierCurveTo(50.476000, 0.954000, 49.527000, 1.385000, 48.790000, 1.826000); + ctx.bezierCurveTo(47.695000, 2.482000, 37.691000, 8.474000, 27.753000, 14.295000); + ctx.bezierCurveTo(22.785000, 17.204000, 17.830000, 20.073000, 14.024000, 22.204000); + ctx.bezierCurveTo(12.124000, 23.269000, 10.505000, 24.151000, 9.341000, 24.752000); + ctx.bezierCurveTo(8.759000, 25.052000, 8.287000, 25.282000, 7.980000, 25.418000); + ctx.bezierCurveTo(7.920000, 25.445000, 7.872000, 25.465000, 7.828000, 25.483000); + ctx.bezierCurveTo(5.932000, 25.483000, 2.200000, 25.483000, 2.200000, 25.483000); + ctx.bezierCurveTo(1.621000, 25.483000, 1.054000, 25.717000, 0.645000, 26.128000); + ctx.bezierCurveTo(0.234000, 26.536000, 0.000000, 27.103000, 0.000000, 27.682000); + ctx.lineTo(0.000000, 71.446000); + ctx.bezierCurveTo(0.000000, 72.025000, 0.234000, 72.592000, 0.645000, 73.002000); + ctx.bezierCurveTo(1.054000, 73.411000, 1.621000, 73.646000, 2.200000, 73.646000); + ctx.lineTo(9.807000, 73.646000); + ctx.bezierCurveTo(9.828000, 73.639000, 10.231000, 73.730000, 10.767000, 73.965000); + ctx.bezierCurveTo(11.732000, 74.373000, 13.157000, 75.154000, 14.809000, 76.081000); + ctx.bezierCurveTo(17.297000, 77.475000, 20.334000, 79.202000, 23.611000, 80.603000); + ctx.bezierCurveTo(26.891000, 81.998000, 30.423000, 83.095000, 34.014000, 83.102000); + ctx.bezierCurveTo(34.014000, 83.102000, 53.148000, 83.102000, 54.760000, 83.102000); + ctx.bezierCurveTo(56.253000, 83.100000, 57.959000, 83.060000, 59.730000, 82.738000); + ctx.bezierCurveTo(61.054000, 82.495000, 62.421000, 82.090000, 63.737000, 81.396000); + ctx.bezierCurveTo(65.713000, 80.367000, 67.528000, 78.638000, 68.731000, 76.145000); + ctx.bezierCurveTo(69.729000, 74.091000, 70.338000, 71.552000, 70.526000, 68.419000); + ctx.bezierCurveTo(70.849000, 68.344000, 71.178000, 68.246000, 71.519000, 68.112000); + ctx.bezierCurveTo(72.739000, 67.631000, 74.069000, 66.707000, 75.065000, 65.209000); + ctx.bezierCurveTo(76.065000, 63.713000, 76.684000, 61.695000, 76.678000, 59.204000); + ctx.bezierCurveTo(76.680000, 57.493000, 76.344000, 55.996000, 75.770000, 54.751000); + ctx.bezierCurveTo(75.644000, 54.476000, 75.505000, 54.220000, 75.359000, 53.972000); + ctx.bezierCurveTo(75.918000, 53.861000, 76.453000, 53.663000, 76.994000, 53.383000); + ctx.bezierCurveTo(78.203000, 52.738000, 79.409000, 51.650000, 80.320000, 50.069000); + ctx.bezierCurveTo(81.228000, 48.492000, 81.812000, 46.437000, 81.810000, 43.957000); + ctx.bezierCurveTo(81.811000, 42.256000, 81.490000, 40.773000, 80.931000, 39.538000); + ctx.bezierCurveTo(80.861000, 39.383000, 80.784000, 39.240000, 80.707000, 39.095000); + ctx.lineTo(96.031000, 39.095000); + ctx.bezierCurveTo(97.131000, 39.094000, 98.265000, 38.948000, 99.383000, 38.607000); + ctx.bezierCurveTo(101.051000, 38.101000, 102.705000, 37.135000, 103.927000, 35.570000); + ctx.bezierCurveTo(105.156000, 34.009000, 105.865000, 31.901000, 105.857000, 29.444000); + ctx.bezierCurveTo(105.856000, 29.326000, 105.855000, 29.209000, 105.853000, 29.093000); + ctx.fill(); + + // #path7 + ctx.beginPath(); + ctx.fillStyle = 'rgb(255, 255, 255)'; + ctx.moveTo(100.971000, 32.016000); + ctx.bezierCurveTo(100.531000, 32.969000, 99.885000, 33.578000, 99.023000, 34.029000); + ctx.bezierCurveTo(98.167000, 34.472000, 97.085000, 34.698000, 96.032000, 34.696000); + ctx.lineTo(59.817000, 34.696000); + ctx.bezierCurveTo(58.602000, 34.696000, 57.618000, 35.680000, 57.618000, 36.895000); + ctx.bezierCurveTo(57.618000, 38.110000, 58.602000, 39.094000, 59.817000, 39.094000); + ctx.bezierCurveTo(59.817000, 39.094000, 66.435000, 39.094000, 74.036000, 39.094000); + ctx.bezierCurveTo(74.063000, 39.090000, 74.398000, 39.133000, 74.757000, 39.276000); + ctx.bezierCurveTo(75.315000, 39.492000, 75.967000, 39.895000, 76.470000, 40.574000); + ctx.bezierCurveTo(76.969000, 41.258000, 77.403000, 42.244000, 77.411000, 43.957000); + ctx.bezierCurveTo(77.403000, 46.365000, 76.698000, 47.776000, 75.976000, 48.630000); + ctx.bezierCurveTo(75.614000, 49.055000, 75.234000, 49.338000, 74.928000, 49.499000); + ctx.bezierCurveTo(74.778000, 49.578000, 74.647000, 49.628000, 74.560000, 49.653000); + ctx.lineTo(74.469000, 49.674000); + ctx.lineTo(74.462000, 49.675000); + ctx.bezierCurveTo(72.791000, 49.675000, 59.963000, 49.675000, 59.963000, 49.675000); + ctx.bezierCurveTo(58.749000, 49.675000, 57.764000, 50.659000, 57.764000, 51.874000); + ctx.bezierCurveTo(57.764000, 53.089000, 58.749000, 54.073000, 59.963000, 54.073000); + ctx.lineTo(67.988000, 54.073000); + ctx.bezierCurveTo(68.225000, 54.162000, 68.482000, 54.218000, 68.752000, 54.219000); + ctx.lineTo(68.752000, 54.220000); + ctx.bezierCurveTo(68.752000, 54.219000, 68.847000, 54.226000, 68.981000, 54.257000); + ctx.bezierCurveTo(69.219000, 54.311000, 69.577000, 54.432000, 69.941000, 54.630000); + ctx.bezierCurveTo(70.493000, 54.931000, 71.059000, 55.387000, 71.494000, 56.076000); + ctx.bezierCurveTo(71.928000, 56.769000, 72.274000, 57.721000, 72.280000, 59.205000); + ctx.bezierCurveTo(72.280000, 60.400000, 72.089000, 61.282000, 71.833000, 61.936000); + ctx.bezierCurveTo(71.444000, 62.915000, 70.919000, 63.429000, 70.400000, 63.766000); + ctx.bezierCurveTo(70.142000, 63.931000, 69.881000, 64.040000, 69.661000, 64.106000); + ctx.bezierCurveTo(69.442000, 64.173000, 69.256000, 64.190000, 69.201000, 64.189000); + ctx.lineTo(55.419000, 64.189000); + ctx.bezierCurveTo(54.204000, 64.189000, 53.220000, 65.173000, 53.220000, 66.388000); + ctx.bezierCurveTo(53.220000, 67.602000, 54.204000, 68.587000, 55.419000, 68.587000); + ctx.bezierCurveTo(55.419000, 68.587000, 61.988000, 68.587000, 66.113000, 68.587000); + ctx.bezierCurveTo(65.952000, 70.714000, 65.560000, 72.363000, 65.043000, 73.620000); + ctx.bezierCurveTo(64.526000, 74.876000, 63.899000, 75.753000, 63.201000, 76.420000); + ctx.bezierCurveTo(62.158000, 77.412000, 60.899000, 77.977000, 59.430000, 78.311000); + ctx.bezierCurveTo(57.969000, 78.641000, 56.336000, 78.706000, 54.760000, 78.704000); + ctx.lineTo(34.014000, 78.704000); + ctx.bezierCurveTo(31.955000, 78.707000, 29.669000, 78.189000, 27.361000, 77.356000); + ctx.bezierCurveTo(23.894000, 76.111000, 20.408000, 74.179000, 17.452000, 72.520000); + ctx.bezierCurveTo(15.970000, 71.689000, 14.621000, 70.928000, 13.413000, 70.340000); + ctx.bezierCurveTo(12.806000, 70.045000, 12.234000, 69.794000, 11.664000, 69.599000); + ctx.bezierCurveTo(11.090000, 69.409000, 10.525000, 69.253000, 9.824000, 69.246000); + ctx.lineTo(4.398000, 69.246000); + ctx.lineTo(4.398000, 29.881000); + ctx.lineTo(8.136000, 29.881000); + ctx.bezierCurveTo(8.453000, 29.878000, 8.616000, 29.835000, 8.764000, 29.802000); + ctx.bezierCurveTo(9.040000, 29.734000, 9.223000, 29.661000, 9.432000, 29.579000); + ctx.bezierCurveTo(9.827000, 29.417000, 10.268000, 29.208000, 10.811000, 28.937000); + ctx.bezierCurveTo(12.822000, 27.929000, 16.166000, 26.065000, 20.151000, 23.787000); + ctx.bezierCurveTo(32.079000, 16.961000, 49.570000, 6.486000, 51.053000, 5.597000); + ctx.bezierCurveTo(51.421000, 5.374000, 52.108000, 5.050000, 52.900000, 4.810000); + ctx.bezierCurveTo(53.696000, 4.565000, 54.606000, 4.398000, 55.468000, 4.399000); + ctx.bezierCurveTo(56.324000, 4.400000, 57.114000, 4.557000, 57.796000, 4.906000); + ctx.bezierCurveTo(58.477000, 5.261000, 59.095000, 5.791000, 59.665000, 6.779000); + ctx.bezierCurveTo(60.188000, 7.705000, 60.391000, 8.517000, 60.394000, 9.330000); + ctx.bezierCurveTo(60.392000, 10.098000, 60.203000, 10.894000, 59.782000, 11.769000); + ctx.bezierCurveTo(59.155000, 13.077000, 57.976000, 14.528000, 56.298000, 15.978000); + ctx.bezierCurveTo(54.702000, 17.361000, 52.660000, 18.741000, 50.306000, 20.059000); + ctx.lineTo(42.517000, 20.059000); + ctx.bezierCurveTo(41.302000, 20.059000, 40.319000, 21.043000, 40.319000, 22.258000); + ctx.bezierCurveTo(40.319000, 23.473000, 41.302000, 24.457000, 42.517000, 24.457000); + ctx.lineTo(96.326000, 24.457000); + ctx.bezierCurveTo(97.608000, 24.452000, 98.946000, 24.837000, 99.846000, 25.559000); + ctx.bezierCurveTo(100.303000, 25.921000, 100.673000, 26.358000, 100.954000, 26.932000); + ctx.bezierCurveTo(101.233000, 27.505000, 101.430000, 28.233000, 101.457000, 29.204000); + ctx.bezierCurveTo(101.458000, 29.285000, 101.459000, 29.364000, 101.459000, 29.442000); + ctx.bezierCurveTo(101.457000, 30.550000, 101.259000, 31.375000, 100.971000, 32.016000); + ctx.fill(); + ctx.restore(); + } + +})(); diff --git a/www/js/plugins/IconBalloon.js b/www/js/plugins/IconBalloon.js new file mode 100644 index 0000000..897b413 --- /dev/null +++ b/www/js/plugins/IconBalloon.js @@ -0,0 +1,713 @@ +//============================================================================= +// IconBalloon.js +//============================================================================= +// Copyright (c) 2020 Thirop +//============================================================================= + + +/*: + * @plugindesc バルーンにアイコンを表示 + * @author Thirop + * @help + * 【準備】 + * バルーン画像に「空の吹き出しパターン」を追加する必要があります。 + * 追加したパターンの上からの行数をプラグイン設定の + * 「空のバルーンID」に指定してください。 + * + * また、使用するアイコンは基本的にVX形式の土台なしアイコンを想定してます。 + * + * + * + * 【プラグインコマンド】 + * アイコンバルーン ターゲット アイコンID モーション名 + * ※コマンドはアイコンバルーンの他iconBalloon/iconbでも可能 + * + * □パラメータ + * ▷ターゲットは数値表記とコロン指定が可能 + * 0 ≫ プレイヤー + * 1~ ≫ イベントID + * -1~-3 ≫ フォロワー + * this ≫ このイベント + * player/プレイヤー ≫ プレイヤー + * event:イベントID ≫ イベント + * (またはイベント:イベントID) + * follower:フォロワーインデックス(1~3) ≫ フォロワー + * (またはフォロワー:フォロワーインデックス) + * + * ▷アイコンID + * 1以上の数値。 + * スキルやアイテムのデータベース中のアイコン選択画面に + * アイコンIDが表示されているので確認して指定してください。 + * + * ▷モーション名 + * ※それぞれ60FPSのものと、デフォルトの吹き出しっぽい + *  コマ送りのもの(末尾に_f)を用意してます。 + * normal/normal_f >> 拡大して登場 + * flip/flip_f ≫ くるくる奥に回転 + * rock/rock_f ≫ ゆらゆら揺れる + * shake/shake_f >> 素早く振動 + * + * □使用例 + * 「アイコンバルーン プレイヤー 1」 + * └プレイヤーにアイコンID1をバルーン表示 + * + * 「iconballoon event:5 1 flip」 + * └イベントID5にアイコンID1をflipモーションでバルーン表示 + * + * 「iconb this 1 flip_f」 + * └このイベントにアイコンID1をflip_fモーションでバルーン表示 + * + * 【移動ルートでの呼び出し】 + * スクリプトで「this.requestIconBalloon(アイコンID, 'モーション名''); + * 例)this.requestIconBalloon(1,'flip') + * └このキャラにアイコンID1をモーションflipでバルーン表示 + * + * + * 【モーションを追加/編集(上級者向け)】 + * プラグイン設定より設定・作成可能ですが、 + * プラグインファイル内にも設定箇所があるので + * そこで設定したほうが調整が簡単です。 + * + * スクリプトをテキストエディタで開き242行目あたりに + * デフォルトモーションをスクリプトで書いた場合の + * 設定例が並んでますので参考にして新しい + * モーションを作ってみてください。 + * (デフォルトモーションはあくまで設定例であり、 + * 実際はプラグイン設定内でデータを設定しているので注意) + * + * MOTIONS.モーション名 = [データ]の形で1つのモーションデータ。 + * []の中に細かいアニメーションを記述します。 + * + * データの順番は + * フレーム数,パラメータ名,値,パラメータ名,値,... + * (次のアニメーションの)フレーム数,パラメータ名,値,パラメータ名,値,... + * と続きます。 + * + * 例えば「8,'scale',1.5」であれば + * 8フレームかけてscale/拡大率を1.5(150%)に変更。 + * + * 「8,'scale',1.5,'angle',15」であれば + * 8フレームかけてscaleを1.5、angle/角度を15度に変更 + * + * 'wait'のみ特殊で直後の値をとりません。 + * コマ送りでアニメさせるときはfs(フレームスピード)だけ待機したあとに + * 0フレーム(瞬時に)パラメータを変更させています。 + * 「fs,'wait', 0,'scale',0.9」 + * fsだけ待機したあと、瞬時に(0フレームで)拡大率を0.9に変更 + * + * + * また、各モーションの最初は初期化処理として0フレームで瞬時に反映させてます。 + * + * エラーが出る際は + * ・「データの順番が間違ってないか」 + * ・「日本語入力が混じってないか」 + * ・「パラメータ間や[]の終わりの『,(カンマ)』が抜けてないか」 + * などを確かめてみてください。 + * + * + * 【更新履歴】 + * 1.00 2020/8/1 初版 + * + * + * @param emptyBaloonId + * @text 空のバルーンID + * @desc アイコンを重ねるベースとなる空のバルーンID + * @default 11 + * @type Number + * @min 1 + * + * @param defaultMotion + * @text デフォルトモーション名 + * @desc 省略時に用いるモーション名 + * @default normal + * + * @param motions + * @text モーション設定<上級> + * @desc アイコンのモーション設定(上級者向け) + * @default 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+ * @type struct[] + */ + +/*~struct~Motion: +* @param name +* @text モーション名 +* @desc コマンドで呼び出す際の名称 +* @type text +* +* @param animationSet +* @text アニメーション設定 +* @desc アニメーションの流れを設定。上から順に実行。1つめは0フレームで初期値の処理推奨。 +* @type struct[] +* @default [] +*/ + +/*~struct~AnimationSet: +* @param frame +* @text フレーム数 +* @desc このアニメーションにかける時間。0にするとすぐに +* @type number +* @min 0 +* @default 0 +* +* @param animations +* @text アニメーション +* @desc フレーム内で実行するアニメーションを設定。全て同時に実行。 +* @type struct[] +* @default ["{\"param\":\"wait\",\"value\":\"0\"}"] +*/ + +/*~struct~Animation: +* @param param +* @text パラメータ +* @desc 変化させるパラメータの種類。(scaleはscaleX/scaleYと同時に使えないので注意) +* @type select +* @option wait/待機 +* @value wait +* @option scale/拡大率(1で等倍) +* @value scale +* @option scaleX/横方向の拡大率(1で等倍) +* @value scaleX +* @option scaleY/縦方向の拡大率(1で等倍) +* @value scaleY +* @option opacity/不透明度(0~255) +* @value opacity +* @option angle/角度 +* @value angle +* @option x/横方向への移動 +* @value x +* @option y/縦方向への移動 +* @value y +* @default wait +* +* @param value +* @text 値 +* @desc 対象パラメータの変化後の値。(waitは値の指定不要) +* @type number +* @min -9999999 +* @default 0 +* @decimals 2 +*/ +//============================================================================= + + + + + +(function () { + 'use strict'; + + const parameters = JSON.parse(JSON.stringify(PluginManager.parameters('IconBalloon'), function (key, value) { + try { + return JSON.parse(value); + } catch (e) { + try { + return eval(value); + } catch (e) { + return value; + } + } + })); + const emptyBaloonId = Number(parameters.emptyBaloonId) || 11; + const defaultMotion = parameters.defaultMotion || 'normal'; + const MOTIONS = {}; + + (function () { + const motionArr = parameters.motions; + const length = motionArr.length; + for (let i = 0; i < length; i = (i + 1) | 0) { + const motion = motionArr[i]; + const data = []; + MOTIONS[motion.name] = data; + + const setLen = motion.animationSet.length; + for (let j = 0; j < setLen; j = (j + 1) | 0) { + const set = motion.animationSet[j]; + data.push(set.frame); + + const animLen = set.animations.length; + for (let k = 0; k < animLen; k = (k + 1) | 0) { + const anim = set.animations[k]; + data.push(anim.param); + + if (anim.param !== 'wait') { + data.push(anim.value); + } + } + } + } + })(); + + + + /* + 【スクリプト内でのモーション設定】 + □データの順番 + フレーム数、パラメータ名、値、パラメータ名、値、... + (次のアニメーションの)フレーム数、パラメータ名、値、パラメータ名、値、... + ︙ + + □パラメータ名 + ※waitのみ直後の値をとらないので注意 + + scale:拡大率 + scaleX:横方向の拡大率(scaleと一緒に使用不可) + scaleY:縦方向の拡大率(scaleと一緒に使用不可) + opacity:不透明度(0~255) + angle:角度 + x:横方向の座標移動 + y:縦方向の座標移動 + wait:何もせず待機(直後の値を取らないので注意) + */ + + const fs = 8; //frame speed + + MOTIONS['normal'] = MOTIONS['normal'] || [ + 0, 'scale', 0, //瞬時に拡大率を0%で初期化 + 4, 'wait', //4フレーム待機 + 10, 'scale', 1.15,//10フレームかけて拡大率を115%に + 5, 'scale', 0.9, //5フレームかけて拡大率を90%に + 5, 'scale', 1 //5フレームかけて拡大率を100%に + ]; + MOTIONS['normal_f'] = MOTIONS['normal_f'] || [ + 0, 'scale', 0, //瞬時に拡大率を0%で初期化 + fs, 'wait', 0, 'scale', 0.9, //fs(8フレーム)だけ待機した直後に0フレームで拡大率を90%に + fs, 'wait', 0, 'scale', 1.1, + fs, 'wait', 0, 'scale', 0.9, + fs, 'wait', 0, 'scale', 1 + ]; + MOTIONS['flip'] = MOTIONS['flip'] || [ + 0, 'scaleX', 0, + 4, 'wait', + 10, 'scaleX', -1, + 12, 'scaleX', 1.4, + 4, 'scaleX', 1 + ]; + MOTIONS['flip_f'] = MOTIONS['flip_f'] || [ + 0, 'scaleX', 0, + fs, 'wait', 0, 'scaleX', -0.4, + fs, 'wait', 0, 'scaleX', -1, + fs, 'wait', 0, 'scaleX', -0.4, + fs, 'wait', 0, 'scaleX', 0.6, + fs, 'wait', 0, 'scaleX', 1, + ]; + MOTIONS['rock'] = MOTIONS['rock'] || [ + 0, 'scale', 0, //瞬時にX方向拡大率を0%で初期化 + 4, 'wait', //4フレーム待機 + 8, 'scale', 0.8, //8フレームかけて拡大率を80%に + 8, 'scale', 1.15, 'angle', 15, //8フレームかけて拡大率を115%に&角度を15度に + 8, 'scale', 1, 'angle', 0, + 8, 'angle', -15, + 8, 'angle', 0, + 8, 'angle', 15, + 8, 'angle', 0, + ]; + MOTIONS['rock_f'] = MOTIONS['rock_f'] || [ + 0, 'scale', 0, + fs, 'wait', 0, 'scale', 0.8, + fs, 'wait', 0, 'scale', 1.15, 'angle', 15, + fs, 'wait', 0, 'scale', 1, 'angle', 0, + fs, 'wait', 0, 'angle', -15, + fs, 'wait', 0, 'angle', 0, + fs, 'wait', 0, 'angle', 15, + fs, 'wait', 0, 'angle', 0, + ]; + MOTIONS['shake'] = MOTIONS['shake'] || [ + 0, 'scale', 0, + 2, 'wait', + 0, 'scale', 1.3, + 7, 'scale', 1, + 5, 'wait', + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', -1, + 1, 'x', 1, + 1, 'x', -1, + 1, 'x', 1, + 1, 'x', -1, + 1, 'x', 1, + 1, 'x', 0, + ]; + MOTIONS['shake_f'] = MOTIONS['shake_f'] || [ + 0, 'scale', 0, + fs, 'wait', 0, 'scale', 1.2, + fs, 'wait', 0, 'scale', 1, 'x', 1, + fs, 'wait', 0, 'x', -1, + fs, 'wait', 0, 'x', 1, + fs, 'wait', 0, 'x', -1, + fs, 'wait', 0, 'x', 1, + fs, 'wait', 0, 'x', 0, + ]; + + + MOTIONS['rocket'] = MOTIONS['rocket'] || [ + 0, 'scale', 0, + 12, 'scale', 1.3, 'angle', 30, + 5, 'scale', 1, + 5, 'wait', + 1, 'x', -1, + 1, 'x', 1, + 1, 'x', -1, + 1, 'x', 1, + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', 0, + 4, 'wait', + 15, 'x', -600, + ]; + + MOTIONS['rocket2'] = MOTIONS['rocket2'] || [ + 0, 'scale', 0, + 7, 'scale', 1.3, 'angle', 30, + 3, 'scale', 1, + 1, 'x', -2, + 1, 'x', 2, + 1, 'x', 0, + 2, 'wait', + 8, 'x', -400, 'opacity', 0, + ]; + MOTIONS['evade'] = MOTIONS['evade'] || [ + 0, 'scale', 0, + 10, 'scale', 1.3, + 4, 'scale', 1, + 4, 'wait', + 4, 'x', 24, + 4, 'wait', + 4, 'x', 0, + 4, 'wait', + 4, 'x', -24, + 4, 'wait', + 4, 'x', 0, + 4, 'wait', + 4, 'x', 24, + 4, 'wait', + 4, 'x', 0, + 4, 'wait', + 4, 'x', -24, + 4, 'wait', + 4, 'x', 0, + 4, 'wait', + ]; + + + + //============================================================================= + // Game_Interpreter + //============================================================================= + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + switch (command.toLowerCase()) { + case 'iconballoon': + case 'iconb': + case 'アイコンバルーン': + this._processIconBalloon(args); + break; + default: + _Game_Interpreter_pluginCommand.call(this, command, args); + } + }; + + Game_Interpreter.prototype._processIconBalloon = function (args) { + var target; + if (isNaN(args[0])) { + var elems = args[0].split(':'); + var targetType = elems[0]; + if (targetType === 'player' || targetType === 'プレイヤー') { + target = $gamePlayer; + } else if (targetType === 'event' || targetType === 'イベント') { + target = $gameMap.event(Number(elems[1])); + } else if (targetType === 'this') { + target = $gameMap.event(this._eventId); + } else { + target = $gamePlayer._followers.follower(Number(elems[1]) - 1); + } + } else { + var targetId = Number(args[0]); + if (targetId === 0) { + target = $gamePlayer; + } else if (targetId > 0) { + target = $gameMap.event(targetId); + } else { + target = $gamePlayer._followers.follower(-targetId - 1); + } + } + + if (!target) return; + + var iconId = Number(args[1]); + var motion = args[2]; + target.requestIconBalloon(iconId, motion); + }; + + + + //============================================================================= + // Game_CharacterBase + //============================================================================= + const _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; + Game_CharacterBase.prototype.initMembers = function () { + _Game_CharacterBase_initMembers.call(this); + this._iconBalloonMotion = ''; + }; + Game_CharacterBase.prototype.requestIconBalloon = function (balloonId = 0, motion = defaultMotion) { + this._balloonId = -balloonId; + this._iconBalloonMotion = motion; + }; + Game_CharacterBase.prototype.iconBalloonMotion = function () { + if (this._balloonId >= 0) return ''; + return this._iconBalloonMotion; + }; + + + //============================================================================= + // Sprite_Character + //============================================================================= + Sprite_Character.prototype.setupBalloon = function () { + if (this._character.balloonId()) { + this.startBalloon(); + this._character.startBalloon(); + } + }; + + const _Sprite_Character_startBalloon = Sprite_Character.prototype.startBalloon; + Sprite_Character.prototype.startBalloon = function () { + _Sprite_Character_startBalloon.call(this); + this._balloonSprite.setIconMotion(this._character.iconBalloonMotion()); + }; + + + //============================================================================= + // Sprite_Balloon + //============================================================================= + const _Sprite_Balloon_initMembers = Sprite_Balloon.prototype.initMembers; + Sprite_Balloon.prototype.initMembers = function () { + _Sprite_Balloon_initMembers.call(this); + this._iconSprite = null; + this._iconMotion = ''; + + this._iconMotionIdx = 0; + this._iconMotionDuration = 0; + }; + + const _Sprite_Balloon_setup = Sprite_Balloon.prototype.setup; + Sprite_Balloon.prototype.setup = function (balloonId) { + _Sprite_Balloon_setup.call(this, balloonId); + + if (balloonId >= 0) { + if (this._iconSprite) { + this.removeChild(this._iconSprite); + this._iconSprite = null; + } + this._iconMoiton = ''; + } else { + this.setupIconSprite(-balloonId); + } + }; + + Sprite_Balloon.prototype.setupIconSprite = function (iconId) { + let sprite = this._iconSprite; + if (!sprite) { + sprite = new Sprite(); + sprite.bitmap = ImageManager.loadSystem('IconSet'); + sprite.bitmap.smooth = true; + + sprite.anchor.set(0.5, 0.5); + this._iconSprite = sprite; + this.addChild(sprite); + } + sprite.x = 0; + sprite.y = -27; + sprite.opacity = 255; + sprite.scale.set(1, 1); + sprite.rotation = 0; + + this._balloonId = emptyBaloonId; + + sprite.setFrame( + iconId % 16 * 32, + Math.floor(iconId / 16) * 32, + 32, + 32 + ); + sprite.visible = false; + }; + + Sprite_Balloon.prototype.setIconMotion = function (motion = defaultMotion) { + this._iconMotion = motion; + if (motion) { + this._iconMotionDuration = this.iconMotionData()[0]; + this._iconMotionIdx = 1; + } else { + this._iconMotionDuration = 0; + this._iconMotionIdx = 0; + } + + }; + + const _Sprite_Balloon_update = Sprite_Balloon.prototype.update; + Sprite_Balloon.prototype.update = function () { + _Sprite_Balloon_update.call(this); + + if (this._iconMotion) { + this.updateIconMotion(); + } + }; + + const ANGLE = Math.PI / 180; + Sprite_Balloon.prototype.updateIconMotion = function () { + const data = this.iconMotionData(); + const icon = this._iconSprite; + const d = this._iconMotionDuration; + + if (!icon.visible) icon.visible = true; + + let i = this._iconMotionIdx; + for (; typeof data[i] === 'string'; i += 2) { + const type = data[i]; + const target = data[i + 1]; + let value; + switch (type) { + case 'wait': + i -= 1; + break; + case 'scale': + value = d <= 1 ? target : icon.scale.x + (target - icon.scale.x) / (d - 1); + icon.scale.set(value, value); + break; + case 'scaleX': + icon.scale.x = d <= 1 ? target : icon.scale.x + (target - icon.scale.x) / (d - 1); + break; + case 'scalY': + icon.scale.y = d <= 1 ? target : icon.scale.y + (target - icon.scale.y) / (d - 1); + break; + case 'opacity': + icon.opacity = d <= 1 ? target : icon.opacity + (target - icon.opacity) / (d - 1); + break; + case 'angle': + icon.rotation = d <= 1 ? target * ANGLE : icon.rotation + (target * ANGLE - icon.rotation) / (d - 1); + break; + case 'x': + icon.x = d <= 1 ? target : icon.x + (target - icon.x) / (d - 1); + break; + case 'y': + icon.y = d <= 1 ? target : icon.y + (target - icon.y) / (d - 1); + break; + } + } + + this._iconMotionDuration -= 1; + if (this._iconMotionDuration < 0) { + this._iconMotionIdx = i; + if (i >= data.length) { + this._iconMotionDuration = 0; + this._iconMotion = ''; + } else { + this._iconMotionDuration = data[i]; + this._iconMotionIdx += 1; + if (this._iconMotionDuration === 0) { + this.updateIconMotion(); + } + } + } + }; + + var _Sprite_Balloon_isPlaying = Sprite_Balloon.prototype.isPlaying; + Sprite_Balloon.prototype.isPlaying = function () { + if (this._iconMotion) return true; + return _Sprite_Balloon_isPlaying.call(this); + }; + + + + Sprite_Balloon.prototype.iconMotionData = function () { + return MOTIONS[this._iconMotion]; + }; + + Sprite_Balloon.prototype._updateIconSpriteRock = function () { + var sprite = this._iconSprite; + + var idx = this.frameIndex();; + switch (idx) { + case 0: + sprite.opacity = 0; + break; + case 1: + sprite.opacity = 255; + sprite.scale.set(0.8, 0.8); + break; + case 2: + sprite.scale.set(1.15, 1.15); + sprite.rotation = 15 * Math.ANGLE; + break; + case 3: + sprite.scale.set(1, 1); + sprite.rotation = 0 * Math.ANGLE; + break; + case 4: + sprite.scale.set(1, 1); + sprite.rotation = -15 * Math.ANGLE; + break; + case 5: + sprite.scale.set(1, 1); + sprite.rotation = 0 * Math.ANGLE; + break; + case 6: + sprite.scale.set(1, 1); + sprite.rotation = 15 * Math.ANGLE; + break; + case 7: + sprite.scale.set(1, 1); + sprite.rotation = 0 * Math.ANGLE; + break; + } + }; + + Sprite_Balloon.prototype._updateIconSpriteMv = function () { + var sprite = this._iconSprite; + + var idx = this.frameIndex();; + switch (idx) { + case 0: + sprite.opacity = 0; + break; + case 1: + sprite.opacity = 255; + sprite.scale.set(0.6, 0.6); + break; + case 2: + sprite.scale.set(0.8, 0.8); + sprite.rotation = 10 * Math.ANGLE; + break; + case 3: + sprite.scale.set(0.8, 0.8); + sprite.rotation = 0 * Math.ANGLE; + break; + case 4: + sprite.scale.set(0.8, 0.8); + sprite.rotation = -10 * Math.ANGLE; + break; + case 5: + sprite.scale.set(0.8, 0.8); + sprite.rotation = 0 * Math.ANGLE; + break; + case 6: + sprite.scale.set(0.8, 0.8); + sprite.rotation = 10 * Math.ANGLE; + break; + case 7: + sprite.scale.set(0.8, 0.8); + sprite.rotation = 0 * Math.ANGLE; + break; + } + }; + + + + +})(); \ No newline at end of file diff --git a/www/js/plugins/ImageSmoothSetting.js b/www/js/plugins/ImageSmoothSetting.js new file mode 100644 index 0000000..8653a9f --- /dev/null +++ b/www/js/plugins/ImageSmoothSetting.js @@ -0,0 +1,127 @@ +//============================================================================= +// ImageSmoothSetting.js +// ---------------------------------------------------------------------------- +// (C)2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.0.0 2021/01/23 MZで動作するよう修正 +// 1.1.0 2017/06/24 テキストなど動的画像のぼかし設定を追加 +// 1.0.0 2017/02/24 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*:ja + * @plugindesc 画像ぼかし個別設定プラグイン + * @target MZ + * @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/ImageSmoothSetting.js + * @base PluginCommonBase + * @author トリアコンタン + * + * @param BattleBack + * @text 戦闘背景 + * @desc 戦闘背景画像(戦闘背景1、戦闘背景2)にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Battler + * @text バトラー + * @desc バトラー画像(アクター、敵キャラ)にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Face + * @text フェイス + * @desc フェイス画像にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Parallax + * @text 遠景 + * @desc 遠景画像にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Picture + * @text ピクチャ + * @desc ピクチャ画像にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Title + * @text タイトル + * @desc タイトル画像(タイトル画像1、タイトル画像2)にぼかしをかけます。 + * @default true + * @type boolean + * + * @param Character + * @text キャラクター + * @desc キャラクター画像にぼかしをかけます。 + * @default true + * @type boolean + * + * @param DynamicImage + * @text 動的画像 + * @desc ウィンドウの文字など動的に作成した画像にぼかしをかけます。 + * @default true + * @type boolean + * + * @help 画像を拡大したときに「ぼかし」(Scale Mode:LINEAR)を入れて + * 表示するかどうかを画像種別ごとに設定できます。 + * 「ぼかし」処理を行わないとくっきり映りますが、ドットが見えます。 + * + * RPGツクールMZのデフォルトでは全ての画像に「ぼかし」が入ります。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + const script = document.currentScript; + const param = PluginManagerEx.createParameter(script); + + //============================================================================= + // ImageManager + // 画像種別ごとにぼかしを個別設定可能にします。 + //============================================================================= + ImageManager._smoothMap = { + 'img/battlebacks1/': param.BattleBack, + 'img/battlebacks2/': param.BattleBack, + 'img/enemies/': param.Battler, + 'img/characters/': param.Character, + 'img/faces/': param.Face, + 'img/parallaxes/': param.Parallax, + 'img/pictures/': param.Picture, + 'img/sv_actors/': param.Battler, + 'img/sv_enemies/': param.Battler, + 'img/titles1/': param.Title, + 'img/titles2/': param.Title + }; + + const _ImageManager_loadBitmap = ImageManager.loadBitmap; + ImageManager.loadBitmap = function (folder, filename) { + const bitmap = _ImageManager_loadBitmap.apply(this, arguments); + if (this._smoothMap.hasOwnProperty(folder)) { + bitmap.smooth = this._smoothMap[folder]; + } + return bitmap; + }; + + //============================================================================= + // Bitmap + // 動的作成画像にぼかしを設定可能にします。 + //============================================================================= + const _Bitmap_initialize = Bitmap.prototype.initialize; + Bitmap.prototype.initialize = function (width, height) { + _Bitmap_initialize.apply(this, arguments); + this.smooth = param.DynamicImage; + }; +})(); + diff --git a/www/js/plugins/ItemBook.js b/www/js/plugins/ItemBook.js new file mode 100644 index 0000000..246b3ee --- /dev/null +++ b/www/js/plugins/ItemBook.js @@ -0,0 +1,383 @@ +//============================================================================= +// ItemBook.js +//============================================================================= + +/*: + * @plugindesc Displays detailed statuses of items. + * @author Yoji Ojima + * + * @param Unknown Data + * @desc The index name for an unknown item. + * @default ?????? + * + * @param Price Text + * @desc The text for "Price". + * @default Price + * + * @param Equip Text + * @desc The text for "Equip". + * @default Equip + * + * @param Type Text + * @desc The text for "Type". + * @default Type + * + * @help + * + * Plugin Command: + * ItemBook open # Open the item book screen + * ItemBook add weapon 3 # Add weapon #3 to the item book + * ItemBook add armor 4 # Add armor #4 to the item book + * ItemBook remove armor 5 # Remove armor #5 from the item book + * ItemBook remove item 6 # Remove item #6 from the item book + * ItemBook complete # Complete the item book + * ItemBook clear # Clear the item book + * + * Item (Weapon, Armor) Note: + * # This item does not appear in the item book + */ + +/*:ja + * @plugindesc アイテム図鑑です。アイテムの詳細なステータスを表示します。 + * @author Yoji Ojima + * + * @param Unknown Data + * @desc 未確認のアイテムの索引名です。 + * @default ?????? + * + * @param Price Text + * @desc 「価格」の文字列です。 + * @default 価格 + * + * @param Equip Text + * @desc 「装備」の文字列です。 + * @default 装備 + * + * @param Type Text + * @desc 「タイプ」の文字列です。 + * @default タイプ + * + * @help + * + * プラグインコマンド: + * ItemBook open # 図鑑画面を開く + * ItemBook add weapon 3 # 武器3番を図鑑に追加 + * ItemBook add armor 4 # 防具4番を図鑑に追加 + * ItemBook remove armor 5 # 防具5番を図鑑から削除 + * ItemBook remove item 6 # アイテム6番を図鑑から削除 + * ItemBook complete # 図鑑を完成させる + * ItemBook clear # 図鑑をクリアする + * + * アイテム(武器、防具)のメモ: + * # 図鑑に載せない場合 + */ + +(function () { + + var parameters = PluginManager.parameters('ItemBook'); + var unknownData = String(parameters['Unknown Data'] || '??????'); + var priceText = String(parameters['Price Text'] || 'Price'); + var equipText = String(parameters['Equip Text'] || 'Equip'); + var typeText = String(parameters['Type Text'] || 'Type'); + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'ItemBook') { + switch (args[0]) { + case 'open': + SceneManager.push(Scene_ItemBook); + break; + case 'add': + $gameSystem.addToItemBook(args[1], Number(args[2])); + break; + case 'remove': + $gameSystem.removeFromItemBook(args[1], Number(args[2])); + break; + case 'complete': + $gameSystem.completeItemBook(); + break; + case 'clear': + $gameSystem.clearItemBook(); + break; + } + } + }; + + Game_System.prototype.addToItemBook = function (type, dataId) { + if (!this._ItemBookFlags) { + this.clearItemBook(); + } + var typeIndex = this.itemBookTypeToIndex(type); + if (typeIndex >= 0) { + this._ItemBookFlags[typeIndex][dataId] = true; + } + }; + + Game_System.prototype.removeFromItemBook = function (type, dataId) { + if (this._ItemBookFlags) { + var typeIndex = this.itemBookTypeToIndex(type); + if (typeIndex >= 0) { + this._ItemBookFlags[typeIndex][dataId] = false; + } + } + }; + + Game_System.prototype.itemBookTypeToIndex = function (type) { + switch (type) { + case 'item': + return 0; + case 'weapon': + return 1; + case 'armor': + return 2; + default: + return -1; + } + }; + + Game_System.prototype.completeItemBook = function () { + var i; + this.clearItemBook(); + for (i = 1; i < $dataItems.length; i++) { + this._ItemBookFlags[0][i] = true; + } + for (i = 1; i < $dataWeapons.length; i++) { + this._ItemBookFlags[1][i] = true; + } + for (i = 1; i < $dataArmors.length; i++) { + this._ItemBookFlags[2][i] = true; + } + }; + + Game_System.prototype.clearItemBook = function () { + this._ItemBookFlags = [[], [], []]; + }; + + Game_System.prototype.isInItemBook = function (item) { + if (this._ItemBookFlags && item) { + var typeIndex = -1; + if (DataManager.isItem(item)) { + typeIndex = 0; + } else if (DataManager.isWeapon(item)) { + typeIndex = 1; + } else if (DataManager.isArmor(item)) { + typeIndex = 2; + } + if (typeIndex >= 0) { + return !!this._ItemBookFlags[typeIndex][item.id]; + } else { + return false; + } + } else { + return false; + } + }; + + var _Game_Party_gainItem = Game_Party.prototype.gainItem; + Game_Party.prototype.gainItem = function (item, amount, includeEquip) { + _Game_Party_gainItem.call(this, item, amount, includeEquip); + if (item && amount > 0) { + var type; + if (DataManager.isItem(item)) { + type = 'item'; + } else if (DataManager.isWeapon(item)) { + type = 'weapon'; + } else if (DataManager.isArmor(item)) { + type = 'armor'; + } + $gameSystem.addToItemBook(type, item.id); + } + }; + + function Scene_ItemBook() { + this.initialize.apply(this, arguments); + } + + Scene_ItemBook.prototype = Object.create(Scene_MenuBase.prototype); + Scene_ItemBook.prototype.constructor = Scene_ItemBook; + + Scene_ItemBook.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); + }; + + Scene_ItemBook.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._indexWindow = new Window_ItemBookIndex(0, 0); + this._indexWindow.setHandler('cancel', this.popScene.bind(this)); + var wy = this._indexWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._statusWindow = new Window_ItemBookStatus(0, wy, ww, wh); + this.addWindow(this._indexWindow); + this.addWindow(this._statusWindow); + this._indexWindow.setStatusWindow(this._statusWindow); + }; + + function Window_ItemBookIndex() { + this.initialize.apply(this, arguments); + } + + Window_ItemBookIndex.prototype = Object.create(Window_Selectable.prototype); + Window_ItemBookIndex.prototype.constructor = Window_ItemBookIndex; + + Window_ItemBookIndex.lastTopRow = 0; + Window_ItemBookIndex.lastIndex = 0; + + Window_ItemBookIndex.prototype.initialize = function (x, y) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(6); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_ItemBookIndex.lastTopRow); + this.select(Window_ItemBookIndex.lastIndex); + this.activate(); + }; + + Window_ItemBookIndex.prototype.maxCols = function () { + return 3; + }; + + Window_ItemBookIndex.prototype.maxItems = function () { + return this._list ? this._list.length : 0; + }; + + Window_ItemBookIndex.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.updateStatus(); + }; + + Window_ItemBookIndex.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.updateStatus(); + }; + + Window_ItemBookIndex.prototype.updateStatus = function () { + if (this._statusWindow) { + var item = this._list[this.index()]; + this._statusWindow.setItem(item); + } + }; + + Window_ItemBookIndex.prototype.refresh = function () { + var i, item; + this._list = []; + for (i = 1; i < $dataItems.length; i++) { + item = $dataItems[i]; + if (item.name && item.itypeId === 1 && item.meta.book !== 'no') { + this._list.push(item); + } + } + for (i = 1; i < $dataWeapons.length; i++) { + item = $dataWeapons[i]; + if (item.name && item.meta.book !== 'no') { + this._list.push(item); + } + } + for (i = 1; i < $dataArmors.length; i++) { + item = $dataArmors[i]; + if (item.name && item.meta.book !== 'no') { + this._list.push(item); + } + } + this.createContents(); + this.drawAllItems(); + }; + + Window_ItemBookIndex.prototype.drawItem = function (index) { + var item = this._list[index]; + var rect = this.itemRect(index); + var width = rect.width - this.textPadding(); + if ($gameSystem.isInItemBook(item)) { + this.drawItemName(item, rect.x, rect.y, width); + } else { + var iw = Window_Base._iconWidth + 4; + this.drawText(unknownData, rect.x + iw, rect.y, width - iw); + } + }; + + Window_ItemBookIndex.prototype.processCancel = function () { + Window_Selectable.prototype.processCancel.call(this); + Window_ItemBookIndex.lastTopRow = this.topRow(); + Window_ItemBookIndex.lastIndex = this.index(); + }; + + function Window_ItemBookStatus() { + this.initialize.apply(this, arguments); + } + + Window_ItemBookStatus.prototype = Object.create(Window_Base.prototype); + Window_ItemBookStatus.prototype.constructor = Window_ItemBookStatus; + + Window_ItemBookStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + }; + + Window_ItemBookStatus.prototype.setItem = function (item) { + if (this._item !== item) { + this._item = item; + this.refresh(); + } + }; + + Window_ItemBookStatus.prototype.refresh = function () { + var item = this._item; + var x = 0; + var y = 0; + var lineHeight = this.lineHeight(); + + this.contents.clear(); + + if (!item || !$gameSystem.isInItemBook(item)) { + return; + } + + this.drawItemName(item, x, y); + + x = this.textPadding(); + y = lineHeight + this.textPadding(); + + var price = item.price > 0 ? item.price : '-'; + this.changeTextColor(this.systemColor()); + this.drawText(priceText, x, y, 120); + this.resetTextColor(); + this.drawText(price, x + 120, y, 120, 'right'); + y += lineHeight; + + if (DataManager.isWeapon(item) || DataManager.isArmor(item)) { + var etype = $dataSystem.equipTypes[item.etypeId]; + this.changeTextColor(this.systemColor()); + this.drawText(equipText, x, y, 120); + this.resetTextColor(); + this.drawText(etype, x + 120, y, 120, 'right'); + y += lineHeight; + + var type; + if (DataManager.isWeapon(item)) { + type = $dataSystem.weaponTypes[item.wtypeId]; + } else { + type = $dataSystem.armorTypes[item.atypeId]; + } + this.changeTextColor(this.systemColor()); + this.drawText(typeText, x, y, 120); + this.resetTextColor(); + this.drawText(type, x + 120, y, 120, 'right'); + + x = this.textPadding() + 300; + y = lineHeight + this.textPadding(); + for (var i = 2; i < 8; i++) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(i), x, y, 160); + this.resetTextColor(); + this.drawText(item.params[i], x + 160, y, 60, 'right'); + y += lineHeight; + } + } + + x = 0; + y = this.textPadding() * 2 + lineHeight * 7; + this.drawTextEx(item.description, x, y); + }; + +})(); diff --git a/www/js/plugins/ItemCallScript.js b/www/js/plugins/ItemCallScript.js new file mode 100644 index 0000000..9457be2 --- /dev/null +++ b/www/js/plugins/ItemCallScript.js @@ -0,0 +1,185 @@ +/*============================================================================= + ItemCallScript.js +---------------------------------------------------------------------------- + (C)2018 Triacontane + This software is released under the MIT License. + http://opensource.org/licenses/mit-license.php +---------------------------------------------------------------------------- + Version + 1.0.0 2018/09/16 初版 +---------------------------------------------------------------------------- + [Blog] : https://triacontane.blogspot.jp/ + [Twitter]: https://twitter.com/triacontane/ + [GitHub] : https://github.com/triacontane/ +=============================================================================*/ + +/*: + * @plugindesc ItemCallScriptPlugin + * @author triacontane + * + * @param commandPrefix + * @text メモ欄接頭辞 + * @desc 他のプラグインとメモ欄もしくはプラグインコマンドの名称が被ったときに指定する接頭辞です。通常は指定不要です。 + * @default + * + * @help ItemCallScript.js + * + * 使用したときに任意のスクリプトを実行するアイテムもしくはスキルを作成できます。 + * 活用にはJavaScriptの知識が必要です。 + * メモ欄に以下の通り指定してください。 + * + * <スクリプト:(実行したいスクリプト)> + * + * 効果範囲を味方全体、敵全体にすると対象の全員分だけスクリプトが実行されます。 + * + * スクリプト中では以下の変数、関数が使用できます。 + * user : アイテムの使用者 + * target : アイテムの対象 + * v(n) : 変数[n]の値を取得 + * sv(n, m) : 変数[n]に値[m]を設定 + * s(n) : スイッチ[n]の値を取得 + * ss(n, m) : スイッチ[n]に値[m]を設定 + *  + * このプラグインにはプラグインコマンドはありません。 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc スクリプト呼び出しアイテムプラグイン + * @author トリアコンタン + * + * @param commandPrefix + * @text メモ欄接頭辞 + * @desc 他のプラグインとメモ欄もしくはプラグインコマンドの名称が被ったときに指定する接頭辞です。通常は指定不要です。 + * @default + * + * @help ItemCallScript.js + * + * 使用したときに任意のスクリプトを実行するアイテムもしくはスキルを作成できます。 + * 活用にはJavaScriptの知識が必要です。 + * メモ欄に以下の通り指定してください。 + * + * <スクリプト:(実行したいスクリプト)> + * + * 効果範囲を味方全体、敵全体にすると対象の全員分だけスクリプトが実行されます。 + * + * スクリプト中では以下の変数、関数が使用できます。 + * user : アイテムの使用者 + * target : アイテムの対象 + * v(n) : 変数[n]の値を取得 + * sv(n, m) : 変数[n]に値[m]を設定 + * s(n) : スイッチ[n]の値を取得 + * ss(n, m) : スイッチ[n]に値[m]を設定 + *  + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + /** + * Get database meta information. + * @param object Database item + * @param name Meta name + * @returns {String} meta value + */ + var getMetaValue = function (object, name) { + var tagName = param.commandPrefix + name; + return object.meta.hasOwnProperty(tagName) ? convertEscapeCharacters(object.meta[tagName]) : null; + }; + + /** + * Get database meta information.(for multi language) + * @param object Database item + * @param names Meta name array (for multi language) + * @returns {String} meta value + */ + var getMetaValues = function (object, names) { + var metaValue; + names.some(function (name) { + metaValue = getMetaValue(object, name); + return metaValue !== null; + }); + return metaValue; + }; + + /** + * Convert escape characters.(require any window object) + * @param text Target text + * @returns {String} Converted text + */ + var convertEscapeCharacters = function (text) { + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text.toString()) : text; + }; + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + var createPluginParameter = function (pluginName) { + var paramReplacer = function (key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + var parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + + var param = createPluginParameter('ItemCallScript'); + + var _Game_Action_applyItemUserEffect = Game_Action.prototype.applyItemUserEffect; + Game_Action.prototype.applyItemUserEffect = function (target) { + _Game_Action_applyItemUserEffect.apply(this, arguments); + this.applyItemScript(target); + }; + + var _Game_Action_applyGlobal = Game_Action.prototype.applyGlobal; + Game_Action.prototype.applyGlobal = function () { + _Game_Action_applyGlobal.apply(this, arguments); + if (this.isForNone()) { + this.applyItemScript(null); + } + }; + + Game_Action.prototype.isForNone = function () { + return this.checkItemScope([0]); + }; + + var _Game_Action_testApply = Game_Action.prototype.testApply; + Game_Action.prototype.testApply = function (target) { + return _Game_Action_testApply.apply(this, arguments) || !!this.getItemScript(); + }; + + Game_Action.prototype.applyItemScript = function (target) { + var script = this.getItemScript(); + var user = this.subject(); + if (script) { + var v = $gameVariables.value.bind($gameVariables); + var sv = $gameVariables.setValue.bind($gameVariables); + var s = $gameSwitches.value.bind($gameSwitches); + var ss = $gameSwitches.setValue.bind($gameSwitches); + eval(script); + } + }; + + Game_Action.prototype.getItemScript = function () { + return getMetaValues(this.item(), ['スクリプト', 'SCRIPT']); + }; +})(); diff --git a/www/js/plugins/JumpSpeedCustomize.js b/www/js/plugins/JumpSpeedCustomize.js new file mode 100644 index 0000000..a1afc62 --- /dev/null +++ b/www/js/plugins/JumpSpeedCustomize.js @@ -0,0 +1,173 @@ +/*============================================================================= + JumpSpeedCustomize.js +---------------------------------------------------------------------------- + (C)2020 Triacontane + This software is released under the MIT License. + http://opensource.org/licenses/mit-license.php +---------------------------------------------------------------------------- + Version + 1.0.0 2020/05/10 初版 +---------------------------------------------------------------------------- + [Blog] : https://triacontane.blogspot.jp/ + [Twitter]: https://twitter.com/triacontane/ + [GitHub] : https://github.com/triacontane/ +=============================================================================*/ + +/*: + * @plugindesc JumpSpeedCustomizePlugin + * @author triacontane + * + * @help JumpSpeedCustomize.js + * + * You can change the speed and altitude of the jump. + * Please specify the following in the memo field of the event. + * + * Set the jump speed to 150% of its original value. + * + * + * Set the jump altitude to 50% of its original value. + * + * + * You can change this with the following script + * from the move route settings. + * + * Set the jump speed to 25% of its original + * this.setJumpSpeed(25); + * + * Set the jump height to 200% of the original + * this.setJumpHeight(200); + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc ジャンプ速度調整プラグイン + * @author トリアコンタン + * + * @help JumpSpeedCustomize.js + * + * ジャンプの速度や高度を変更できます。 + * イベントのメモ欄に以下の通り指定してください。 + * + * <ジャンプ速度:150> // ジャンプ速度を本来の150%に設定 + * // 同上 + * <ジャンプ高度:50> // ジャンプ高度を本来の50%に設定 + * // 同上 + * + * 移動ルートの設定から以下のスクリプトで変更できます。 + * this.setJumpSpeed(25); // ジャンプ速度を本来の25%に設定 + * this.setJumpHeight(200); // ジャンプ高度を本来の200%に設定 + *  + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + /** + * Get database meta information. + * @param object Database item + * @param tagName Meta name + * @returns {String} meta value + */ + var getMetaValue = function (object, tagName) { + return object.meta.hasOwnProperty(tagName) ? convertEscapeCharacters(object.meta[tagName]) : null; + }; + + /** + * Get database meta information.(for multi language) + * @param object Database item + * @param names Meta name array (for multi language) + * @returns {String} meta value + */ + var getMetaValues = function (object, names) { + var metaValue; + names.some(function (name) { + metaValue = getMetaValue(object, name); + return metaValue !== null; + }); + return metaValue; + }; + + /** + * Convert escape characters.(require any window object) + * @param text Target text + * @returns {String} Converted text + */ + var convertEscapeCharacters = function (text) { + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text.toString()) : text; + }; + + /** + * Game_CharacterBase + */ + var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; + Game_CharacterBase.prototype.initMembers = function () { + _Game_CharacterBase_initMembers.apply(this, arguments); + this._jumpSpeed = 0; + this._jumpHeight = 0; + }; + + Game_CharacterBase.prototype.getJumpSpeedRate = function () { + return this._jumpSpeed / 100; + }; + + Game_CharacterBase.prototype.getJumpHeightRate = function () { + return this._jumpHeight / 100; + }; + + Game_CharacterBase.prototype.setJumpSpeed = function (value) { + this._jumpSpeed = value > 0 ? value : 0; + }; + + Game_CharacterBase.prototype.setJumpHeight = function (value) { + this._jumpHeight = value; + }; + + var _Game_CharacterBase_jumpHeight = Game_CharacterBase.prototype.jumpHeight; + Game_CharacterBase.prototype.jumpHeight = function () { + var height; + var rate = this.getJumpSpeedRate(); + if (rate > 0) { + height = (this._jumpPeak * this._jumpPeak - + Math.pow(Math.abs(this._jumpCount * rate - this._jumpPeak), 2)) / 2; + } else { + height = _Game_CharacterBase_jumpHeight.apply(this, arguments); + } + return this._jumpHeight !== 0 ? Math.floor(height * this.getJumpHeightRate()) : height + }; + + var _Game_CharacterBase_jump = Game_CharacterBase.prototype.jump; + Game_CharacterBase.prototype.jump = function (xPlus, yPlus) { + _Game_CharacterBase_jump.apply(this, arguments); + var rate = this.getJumpSpeedRate(); + if (rate > 0) { + this._jumpCount = Math.floor(this._jumpPeak * 2 / rate); + } + }; + + /** + * Game_Event + */ + var _Game_Event_initialize = Game_Event.prototype.initialize; + Game_Event.prototype.initialize = function (mapId, eventId) { + _Game_Event_initialize.apply(this, arguments); + this.initJumpCustomize(); + }; + + Game_Event.prototype.initJumpCustomize = function () { + var jumpSpeed = getMetaValues(this.event(), ['JumpSpeed', 'ジャンプ速度']); + if (jumpSpeed > 0) { + this.setJumpSpeed(parseInt(jumpSpeed)); + } + var jumpHeight = getMetaValues(this.event(), ['JumpHeight', 'ジャンプ高度']); + if (jumpHeight) { + this.setJumpHeight(parseInt(jumpHeight)); + } + }; +})(); diff --git a/www/js/plugins/KZR_EquipSlotName.js b/www/js/plugins/KZR_EquipSlotName.js new file mode 100644 index 0000000..7da0176 --- /dev/null +++ b/www/js/plugins/KZR_EquipSlotName.js @@ -0,0 +1,87 @@ +//============================================================================= +// KZR_EquipSlotName.js +// Version : 1.00 +// ----------------------------------------------------------------------------- +// [Homepage]: かざり - ホームページ名なんて飾りです。偉い人にはそれがわからんのですよ。 - +// http://nyannyannyan.bake-neko.net/ +// ----------------------------------------------------------------------------- +// [Version] +// 1.00 2016/11/29 公開 +//============================================================================= + +/*: + * @plugindesc 装備スロットをアクター・職業ごとに設定することができます。 + * また、スロット名もアクター・職業ごとに設定することができます。 + * @author ぶちょー + * + * @help + * アクターまたは職業のメモ欄に以下のように記述します。 + * 両方に記述した場合、職業のメモ欄に記述したものが優先されます。 + * + * 【装備スロットの設定】 + * 例) + * xに装備タイプIDを設定してください。 + * 上記の場合、武器・盾・頭・身体・装飾品・装飾品、となります。 + * + * 【装備スロット名の変更】 + * 例) + * xに装備タイプIDを設定してください。 + * 装備スロット01(武器)の名称を『剣』に変更します。 + * + * + * 装備スロット02(盾)の名称を『腕輪』に変更します。 + */ + +(function () { + + //----------------------------------------------------------------------------- + // Game_Actor + // + + var _kzr_ESN_Game_Actor_equipSlots = Game_Actor.prototype.equipSlots; + Game_Actor.prototype.equipSlots = function () { + var object = [this.currentClass(), this.actor()]; + var note = /<(?:EquipSlot):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + for (var i = 0; i < 2; i++) { + var obj = object[i]; + var notedata = obj.note.split(/[\r\n]+/); + for (var j = 0; j < notedata.length; j++) { + if (notedata[j].match(note)) { + return JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + } + } + } + return _kzr_ESN_Game_Actor_equipSlots.call(this); + }; + + Game_Actor.prototype.slotName = function (index) { + var name = $dataSystem.equipTypes.clone(); + var object = [this.actor(), this.currentClass()]; + var note = /<(?:SlotName(\d+):(\S+))>/i; + for (var i = 0; i < 2; i++) { + var obj = object[i]; + var notedata = obj.note.split(/[\r\n]+/); + for (var j = 0; j < notedata.length; j++) { + if (notedata[j].match(note)) { + name[RegExp.$1] = RegExp.$2; + } + } + } + return name[this.equipSlots()[index]]; + }; + + //----------------------------------------------------------------------------- + // Window_EquipSlot + // + + Window_EquipSlot.prototype.slotName = function (index) { + return this._actor ? this._actor.slotName(index) : ''; + }; + + + //----------------------------------------------------------------------------- + + + + +})(); diff --git a/www/js/plugins/LoadComSim.js b/www/js/plugins/LoadComSim.js new file mode 100644 index 0000000..672ec22 --- /dev/null +++ b/www/js/plugins/LoadComSim.js @@ -0,0 +1,60 @@ +//============================================================================= +// LoadComSim.js +//============================================================================= + +/*:ja + * @plugindesc ver1.00 メニューコマンドにロードを追加します。 + * @author まっつUP + * + * @param loadtext + * @desc コマンド「ロード」のコマンド名です。 + * @default ロード + * + * @help + * + * RPGで笑顔を・・・ + * + * このヘルプとパラメータの説明をよくお読みになってからお使いください。 + * + * コマンド「ロード」はイベントテスト中またはセーブデータがないときは選択不能になります。 + * + * このプラグインを利用する場合は + * readmeなどに「まっつUP」の名を入れてください。 + * また、素材のみの販売はダメです。 + * 上記以外の規約等はございません。 + * もちろんツクールMVで使用する前提です。 + * 何か不具合ありましたら気軽にどうぞ。 + * + * 免責事項: + * このプラグインを利用したことによるいかなる損害も制作者は一切の責任を負いません。 + * + */ + +(function () { + + var parameters = PluginManager.parameters('LoadComSim'); + var LCSloadtext = String(parameters['loadtext'] || 'ロード'); + + var _Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; + Scene_Menu.prototype.createCommandWindow = function () { + _Scene_Menu_createCommandWindow.call(this); + this._commandWindow.setHandler('load', this.commandLoad.bind(this)); + }; + + Scene_Menu.prototype.commandLoad = function () { //新規 + SceneManager.push(Scene_Load); + }; + + var _Window_MenuCommand_addSaveCommand = Window_MenuCommand.prototype.addSaveCommand; + Window_MenuCommand.prototype.addSaveCommand = function () { + _Window_MenuCommand_addSaveCommand.call(this); + var enabled = this.isLoadEnabled(); + this.addCommand(LCSloadtext, 'load', enabled); + }; + + Window_MenuCommand.prototype.isLoadEnabled = function () { //新規 + if (DataManager.isEventTest()) return false; //この行はイベントテスト中かどうか判定しています。 + return DataManager.isAnySavefileExists(); + }; + +})(); diff --git a/www/js/plugins/Lunatlazur_Transition.js b/www/js/plugins/Lunatlazur_Transition.js new file mode 100644 index 0000000..8f465e3 --- /dev/null +++ b/www/js/plugins/Lunatlazur_Transition.js @@ -0,0 +1,333 @@ +//============================================================================= +// Lunatlazur_Transition.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2018 Taku Aoi +// This plugin is released under the zlib/libpng License. +// http://zlib.net/zlib_license.html +// ---------------------------------------------------------------------------- +// Version +// 1.0.0 2018/04/01 +// ---------------------------------------------------------------------------- +// [Web] : https://lunatlazur.com/ +// [Twitter]: https://twitter.com/lunatlazur/ +// [GitHub] : https://github.com/Lunatlazur/ +//============================================================================= +/*: + * @plugindesc Fade-in / fade-out with transition + * @author Taku Aoi + * @help This plugin makes it possible to set the transition + * at fade-in / fade-out. + */ +/*:ja + * @plugindesc トランジションつきフェードイン/フェードアウトプラグイン + * @author あおいたく + * @help このプラグインはフェードイン/フェードアウトの際にトランジションを + * 設定できるようにします。 + * 白画面でのフェードイン/フェードアウトや、フェード時間の指定に対応しているため、 + * トランジションを使わずにカスタムフェード機能として使うこともできます。 + * + * トランジション画像は img/transitions フォルダに配置してください。 + * + * 【プラグインコマンド一覧】 + * + * 【フェードイン】 + * フェードイン [色] [トランジション画像名] [フェードにかける時間] + * + *  フェードインを行います。 + * + *  色 白|黒 + *   フェードインするときの色 + *   白を指定すると白画面からフェードイン、 + *   黒を指定する黒画面からフェードインします + *  トランジション画像名 文字列 + *   img/transitions フォルダ内の画像ファイル名 + *  フェードにかける時間 nフレーム + *   フェードにかける時間をフレーム数で指定する + * + * 【フェードアウト】 + * フェードアウト [色] [トランジション画像名] [フェードにかける時間] + * + *  フェードアウトを行います。 + * + *  色 白|黒 + *   フェードアウトするときの色 + *   白を指定すると白画面からフェードアウト、 + *   黒を指定する黒画面からフェードアウトします + *  トランジション画像名 文字列 + *   img/transitions フォルダ内の画像ファイル名 + *  フェードにかける時間 nフレーム + *   フェードにかける時間をフレーム数で指定する + */ +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var PIXI; +(function (PIXI) { + var filters; + (function (filters) { + var ColorThresholdFilter = /** @class */ (function (_super) { + __extends(ColorThresholdFilter, _super); + function ColorThresholdFilter() { + var _this = this; + var fragmentSrc = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float threshold;\nuniform bool white;\nuniform bool fadingIn;\nvoid main(void) {\n vec4 color = texture2D(uSampler, vTextureCoord);\n float v = 0.298912 * color.r + 0.586611 * color.g + 0.114478 * color.b;\n if (white) {\n if (fadingIn) {\n gl_FragColor = vec4(vec3(threshold - v), 0.0);\n } else {\n gl_FragColor = vec4(vec3(1.0 - (v - threshold)), 0.0);\n }\n } else {\n if (fadingIn) {\n gl_FragColor = vec4(vec3(0.0), threshold - v);\n } else {\n gl_FragColor = vec4(vec3(0.0), 1.0 - (v - threshold));\n }\n }\n}"; + var uniforms = { + threshold: { type: '1f', value: 0.5 }, + white: { type: 'b', value: false }, + fadingIn: { type: 'b', value: false }, + }; + _this = _super.call(this, null, fragmentSrc, uniforms) || this; + return _this; + } + return ColorThresholdFilter; + }(PIXI.Filter)); + filters.ColorThresholdFilter = ColorThresholdFilter; + })(filters = PIXI.filters || (PIXI.filters = {})); +})(PIXI || (PIXI = {})); +(function () { + var pluginName = 'Lunatlazur_Transition'; + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + switch (command) { + case 'fadein': + case 'フェードイン': + case 'fadeout': + case 'フェードアウト': + _Game_Interpreter_processTransitionCommand.call(this, command === 'fadein' || command === 'フェードイン', args); + break; + } + }; + function _Game_Interpreter_processTransitionCommand(isFadingIn, args) { + var _a = _Game_Interpreter_parseTransitionParameters.call(this, args), isFilledWhite = _a.isFilledWhite, name = _a.name, duration = _a.duration; + var spriteset = SceneManager._scene._spriteset; + if (spriteset) { + if (isFilledWhite) { + spriteset._fadeSprite.setWhite(); + } + else { + spriteset._fadeSprite.setBlack(); + } + } + if (name) { + if (isFadingIn) { + $gameScreen._brightness = 255; + } + $gameScreen.startTransition(isFadingIn, isFilledWhite, name, duration); + this.wait(duration); + } + else { + _Game_Interpreter_fadeEx.call(this, isFadingIn, isFilledWhite, duration); + } + } + function _Game_Interpreter_parseTransitionParameters(args) { + var fillOrNameOrDurationOrNone = args[0], nameOrDurationOrNone = args[1], durationOrNone = args[2]; + var parameters = { + isFilledWhite: false, + duration: _Game_Interpreter_defaultFadeSpeed.call(this), + }; + var fill = fillOrNameOrDurationOrNone; + if (fill === '白' || fill === 'white') { + parameters.isFilledWhite = true; + } + else if (fill !== '黒' && fill === 'black') { + nameOrDurationOrNone = fillOrNameOrDurationOrNone; + fillOrNameOrDurationOrNone = null; + } + var duration = durationOrNone || nameOrDurationOrNone; + var matched = duration.match(/(\d+)(?:フレーム)?/); + if (matched) { + parameters.duration = parseInt(matched[1], 10); + if (durationOrNone) { + if (nameOrDurationOrNone) { + parameters.name = nameOrDurationOrNone; + } + } + } + else { + if (!durationOrNone) { + if (nameOrDurationOrNone) { + parameters.name = nameOrDurationOrNone; + } + } + } + return parameters; + } + function _Game_Interpreter_fadeEx(isFadingIn, isFilledWhite, duration) { + if (isFadingIn) { + TransitionManager.fadeSpeed = duration; + if (!$gameMessage.isBusy()) { + TransitionManager.setTransition(isFadingIn, isFilledWhite, '', 1); + $gameScreen.startFadeIn(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + } + TransitionManager.fadeSpeed = null; + } + else { + TransitionManager.fadeSpeed = duration; + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeOut(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + } + TransitionManager.fadeSpeed = null; + } + } + var _Game_Interpreter_defaultFadeSpeed = Game_Interpreter.prototype.fadeSpeed; + Game_Interpreter.prototype.fadeSpeed = function () { + if (TransitionManager.fadeSpeed !== null) { + return TransitionManager.fadeSpeed; + } + return _Game_Interpreter_defaultFadeSpeed.call(this); + }; + Game_Screen.prototype.startTransition = function (isFadingIn, isFilledWhite, name, duration) { + TransitionManager.setTransition(isFadingIn, isFilledWhite, name, duration); + }; + var _Spriteset_Base_createUpperLayer = Spriteset_Base.prototype.createUpperLayer; + Spriteset_Base.prototype.createUpperLayer = function () { + _Spriteset_Base_createUpperLayer.call(this); + this._transitionSprite = new Sprite_Transition(); + this.addChild(this._transitionSprite); + }; + var TransitionManager = /** @class */ (function () { + function TransitionManager() { + } + TransitionManager.transition = function () { + return this._transition; + }; + TransitionManager.setTransition = function (isFadingIn, isFilledWhite, name, duration) { + this._transition = new Game_Transition(isFadingIn, isFilledWhite, name, duration); + }; + TransitionManager.clearTransition = function () { + this._transition = null; + }; + TransitionManager.load = function (filename, hue) { + return ImageManager.loadBitmap('img/transitions/', filename, hue, true); + }; + TransitionManager.fadeSpeed = null; + return TransitionManager; + }()); + var Game_Transition = /** @class */ (function () { + function Game_Transition(isFadingIn, isFilledWhite, name, duration) { + this.isFadingIn = isFadingIn; + this.isFilledWhite = isFilledWhite; + this.name = name; + this.duration = duration; + this.durationRest = duration; + } + Game_Transition.prototype.update = function () { + if (this.durationRest > 0) { + this.durationRest -= 1; + } + }; + return Game_Transition; + }()); + var Sprite_Transition = /** @class */ (function (_super) { + __extends(Sprite_Transition, _super); + function Sprite_Transition() { + return _super !== null && _super.apply(this, arguments) || this; + } + Sprite_Transition.prototype.initialize = function () { + _super.prototype.initialize.call(this); + this._duration = 0; + this._durationRest = 0; + this._transitionName = ''; + this._isFadingIn = false; + this._isFilledWhite = false; + this.z = 4; + this._thresholdFilter = new PIXI.filters.ColorThresholdFilter(); + this._thresholdFilter.uniforms.threshold = this._isFadingIn ? 0.0 : 1.0; + this._thresholdFilter.uniforms.white = this._isFilledWhite; + this._thresholdFilter.uniforms.fadingIn = this._isFadingIn; + this._filters = [this._thresholdFilter]; + this._fillBitmap = new Bitmap(Graphics.width, Graphics.height); + this._fillBitmap.fillAll('white'); + this.bitmap = this._fillBitmap; + }; + Sprite_Transition.prototype.transition = function () { + return TransitionManager.transition(); + }; + Sprite_Transition.prototype.update = function () { + _super.prototype.update.call(this); + this.updateBitmap(); + if (this.visible) { + this.updateTransition(); + this.updateFilter(); + } + }; + Sprite_Transition.prototype.updateBitmap = function () { + var transition = this.transition(); + if (transition) { + var transitionName = transition.name; + if (this._transitionName !== transitionName) { + this._transitionName = transitionName; + this.loadBitmap(); + } + this.visible = true; + } + else { + this._transitionName = ''; + this.bitmap = this._fillBitmap; + this.visible = false; + } + }; + Sprite_Transition.prototype.updateTransition = function () { + var transition = this.transition(); + if (transition) { + transition.update(); + this._duration = transition.duration; + this._durationRest = transition.durationRest; + this._isFadingIn = transition.isFadingIn; + this._isFilledWhite = transition.isFilledWhite; + this._thresholdFilter.uniforms.white = this._isFilledWhite; + this._thresholdFilter.uniforms.fadingIn = this._isFadingIn; + if (this._durationRest <= 0) { + if (!this._isFadingIn) { + $gameScreen._brightness = 0; + } + TransitionManager.clearTransition(); + } + } + }; + Sprite_Transition.prototype.updateFilter = function () { + if (this._durationRest > 0) { + var threshold = (this._durationRest * 2) / this._duration; + this._thresholdFilter.uniforms.threshold = (this._isFadingIn ? threshold : 1.0 - threshold); + } + }; + Sprite_Transition.prototype.loadBitmap = function () { + this.bitmap = TransitionManager.load(this._transitionName); + }; + return Sprite_Transition; + }(Sprite_Base)); + var Game_Interpreter_requestImages = Game_Interpreter.requestImages; + Game_Interpreter.requestImages = function (list, commonList) { + var _this = this; + if (!list) { + return; + } + list.filter(function (_a) { + var code = _a.code; + return code === 356; + }).forEach(function (_a) { + var parameters = _a.parameters; + var args = parameters[0].split(' '); + var command = args.shift(); + if (command === 'fadein' || + command === 'フェードイン' || + command === 'fadeout' || + command === 'フェードアウト') { + var _b = _Game_Interpreter_parseTransitionParameters.call(_this, args), isFilledWhite = _b.isFilledWhite, name_1 = _b.name, duration = _b.duration; + if (name_1) { + ImageManager.requestBitmap('img/transitions/', name_1, 0, true); + } + } + }); + Game_Interpreter_requestImages.apply(this, arguments); + }; +})(); diff --git a/www/js/plugins/MKR_MapScrollFix.js b/www/js/plugins/MKR_MapScrollFix.js new file mode 100644 index 0000000..2de6bc2 --- /dev/null +++ b/www/js/plugins/MKR_MapScrollFix.js @@ -0,0 +1,416 @@ +//============================================================================= +// MKR_MapScrollFix.js +//============================================================================= +// Copyright (c) 2016 マンカインド +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.1.0 2019/07/28 DP_MapZoomプラグインとの競合を修正 +// +// 1.0.4 2019/07/15 画面固定時、画面のスクロールを +// タイル単位で行わないようにできる設定を追加 +// +// 1.0.3 2017/10/24 画面固定時、ジャンプ移動で画面外へ移動できていた +// 問題を修正。 +// +// 1.0.2 2017/10/20 一部プラグインとの競合に対応。 +// +// 1.0.1 2017/10/04 スクロール固定時、画面外への離脱と画面内への侵入を +// 制限できるようにした。 +// +// 1.0.0 2016/10/24 初版公開。 +// ---------------------------------------------------------------------------- +// [Twitter] https://twitter.com/mankind_games/ +// [GitHub] https://github.com/mankindGames/ +// [Blog] http://mankind-games.blogspot.jp/ +//============================================================================= + +/*: + * + * @plugindesc (v1.1.0) マップスクロール固定プラグイン + * @author マンカインド + * + * @help = MKR_MapScrollFix.js = + * 指定されたスイッチがオンの間、 + * プレイヤーの移動によるマップスクロールを固定します。 + * + * プラグインパラメータ(以下、パラメータ)でスクロールを禁止するための + * スイッチ番号を指定します。 + * ゲーム中にそのスイッチがオンになると画面スクロールが固定されます。 + * + * + * パラメータ[画面外への離脱/画面内への侵入]により、 + * イベントが固定された画面から外への離脱、画面内への侵入が可能か設定できます。 + * (プレイヤー/イベントがすり抜けONの場合、この設定は無視されます) + * + * + * スクロール固定はタイル(48px四方)単位で行われます。 + * そのため、解像度変更などでマップ画面の更新がタイル単位で行われなくなった場合、 + * 画面表示がタイル単位になるようスクロールされてから固定が行われます。 + * + * パラメータ[画面固定方法]で「緩和する」を設定することで、 + * タイル単位ではなくその場で画面が固定されます。 + * ただし、キャラクター移動はタイル単位となっているため、 + * 画面固定の結果、画面内に収まっていないタイルは画面外と判定されます。 + * + * + * プラグイン:DP_MapZoom.js(以下、MapZoomプラグイン)併用時、 + * プラグイン管理画面で本プラグインをMapZoomプラグインより下に登録し + * 本プラグインのプラグインパラメータ[MapZoom併用]を「有効にする」と + * 設定してください。 + * + * + * プラグインコマンド: + * ありません。 + * + * + * スクリプトコマンド: + * ありません。 + * + * + * 補足: + * ・このプラグインに関するメモ欄の設定、プラグインコマンド/パラメーター、 + * 制御文字は大文字/小文字を区別していません。 + * + * + * 利用規約: + * ・作者に無断で本プラグインの改変、再配布が可能です。 + * (ただしヘッダーの著作権表示部分は残してください。) + * + * ・利用形態(フリーゲーム、商用ゲーム、R-18作品等)に制限はありません。 + * ご自由にお使いください。 + * + * ・本プラグインを使用したことにより発生した問題について作者は一切の責任を + * 負いません。 + * + * ・要望などがある場合、本プラグインのバージョンアップを行う + * 可能性がありますが、 + * バージョンアップにより本プラグインの仕様が変更される可能性があります。 + * ご了承ください。 + * + * + * @param Default_Scroll_Fix_Sw + * @text スクロール固定スイッチ + * @desc 画面スクロールを固定するスイッチの番号を指定します。 + * @type switch + * @default 10 + * + * @param Is_Display_Out + * @text 画面外への離脱 + * @desc 画面スクロール固定時、イベントが画面外へと移動可能か選択します。 + * @type boolean + * @on 移動可能 + * @off 移動不可 + * @default true + * + * @param Is_Display_In + * @text 画面内への侵入 + * @desc 画面スクロール固定時、画面外にいるイベントが画面内へと移動可能か選択します。 + * @type boolean + * @on 移動可能 + * @off 移動不可 + * @default true + * + * @param Scroll_Fix_Type + * @text 画面固定方法 + * @type select + * @option 厳格に行う + * @value 1 + * @option 緩和する + * @value 0 + * @default 1 + * @desc ゲーム画面内にマップタイルが収まる(=画面解像度がタイル1マスのサイズ、48の倍数である)場合は[厳格に行う]を選択します。 + * + * @param Enable_MapZoom + * @text MapZoom併用 + * @desc DP_MapZoom.jsプラグイン併用時、「有効する」に設定してください + * @type boolean + * @on 有効にする + * @off 無効にする + * @default false + * +*/ + +var Imported = Imported || {}; +Imported.MKR_MapScrollFix = true; + +(function () { + 'use strict'; + + const PN = "MKR_MapScrollFix"; + + const CheckParam = function (type, name, value, def, min, max, options) { + if (min == undefined || min == null) { + min = -Infinity; + } + if (max == undefined || max == null) { + max = Infinity; + } + + if (value == null) { + value = ""; + } else { + value = String(value); + } + + switch (type) { + case "bool": + if (value == "") { + value = (def) ? true : false; + } + value = value.toUpperCase() === "ON" || value.toUpperCase() === "TRUE" || value.toUpperCase() === "1"; + break; + case "num": + value = (isFinite(value)) ? parseInt(value, 10) : (isFinite(def)) ? parseInt(def, 10) : 0; + value = value.clamp(min, max); + break; + default: + throw new Error("[CheckParam] " + name + "のタイプが不正です: " + type); + break; + } + + return [value, type, def, min, max]; + }; + + const paramParse = function (obj) { + return JSON.parse(JSON.stringify(obj, paramReplace)); + } + + const paramReplace = function (key, value) { + try { + return JSON.parse(value || null); + } catch (e) { + return value; + } + }; + + const Parameters = paramParse(PluginManager.parameters(PN)); + let Params = {}; + + Params = { + "ScrollFixSw": CheckParam("num", "Default_Scroll_Fix_Sw", Parameters["Default_Scroll_Fix_Sw"], 10, 0), + "ScrollFixType": CheckParam("num", "Scroll_Fix_Type", Parameters["Scroll_Fix_Type"], 1), + "IsDisplayOut": CheckParam("bool", "Is_Display_Out", Parameters["Is_Display_Out"], true), + "IsDisplayIn": CheckParam("bool", "Is_Display_In", Parameters["Is_Display_In"], true), + "EnableMapZoom": CheckParam("bool", "Enable_MapZoom", Parameters["Enable_MapZoom"], false), + }; + + + //========================================================================= + // Game_Player + // ・プレイヤー移動による画面のスクロールを再定義します。 + // + //========================================================================= + var _Game_Player_updateScroll = Game_Player.prototype.updateScroll; + Game_Player.prototype.updateScroll = function (lastScrolledX, lastScrolledY) { + if (!$gameSwitches.value(Params.ScrollFixSw[0])) { + _Game_Player_updateScroll.apply(this, arguments); + return; + } + + if (Params.ScrollFixType[0] != 1) { + return; + } + + if ($gameMap.displayX() != Math.round($gameMap.displayX())) { + $gameMap._displayX = Math.round($gameMap.displayX()); + } + if ($gameMap.displayY() != Math.round($gameMap.displayY())) { + $gameMap._displayY = Math.round($gameMap.displayY()); + } + }; + + + //========================================================================= + // Game_Map + // ・マップスクロール処理を再定義します。 + // + //========================================================================= + const _Game_Map_scrollDown = Game_Map.prototype.scrollDown; + Game_Map.prototype.scrollDown = function (distance) { + if (Params.EnableMapZoom[0] && $gameSwitches.value(Params.ScrollFixSw[0])) { + return; + } + _Game_Map_scrollDown.call(this, distance); + }; + + const _Game_Map_scrollLeft = Game_Map.prototype.scrollLeft; + Game_Map.prototype.scrollLeft = function (distance) { + if (Params.EnableMapZoom[0] && $gameSwitches.value(Params.ScrollFixSw[0])) { + return; + } + _Game_Map_scrollLeft.call(this, distance); + }; + + const _Game_Map_scrollRight = Game_Map.prototype.scrollRight; + Game_Map.prototype.scrollRight = function (distance) { + if (Params.EnableMapZoom[0] && $gameSwitches.value(Params.ScrollFixSw[0])) { + return; + } + _Game_Map_scrollRight.call(this, distance); + }; + + const _Game_Map_scrollUp = Game_Map.prototype.scrollUp; + Game_Map.prototype.scrollUp = function (distance) { + if (Params.EnableMapZoom[0] && $gameSwitches.value(Params.ScrollFixSw[0])) { + return; + } + _Game_Map_scrollUp.call(this, distance); + }; + + + //========================================================================= + // Game_CharacterBase + // ・画面外への移動可能判定を定義します + // + //========================================================================= + var _Game_CharacterBase_isMapPassable = Game_CharacterBase.prototype.isMapPassable; + Game_CharacterBase.prototype.isMapPassable = function (x, y, d) { + let isPass, x2, y2; + isPass = _Game_CharacterBase_isMapPassable.apply(this, arguments); + + if (!this.isThrough() && $gameSwitches.value(Params.ScrollFixSw[0])) { + if (isPass && !Params.IsDisplayOut[0]) { + isPass = this.isDisplayOutPassible(x, y, d); + } + if (isPass && !Params.IsDisplayIn[0]) { + isPass = this.isDisplayInPassible(x, y, d); + } + } + return isPass; + }; + + Game_CharacterBase.prototype.isDisplayOutPassible = function (x, y, d) { + let x2, y2, dx, rdx, dy, rdy, realX, realY; + dx = $gameMap.displayX(); + rdx = dx + $gameMap.screenTileX() - 1; + dy = $gameMap.displayY(); + rdy = dy + $gameMap.screenTileY() - 1; + x2 = $gameMap.roundXWithDirection(x, d); + y2 = $gameMap.roundYWithDirection(y, d); + realX = this._realX; + realY = this._realY; + + // switch(true) { + // case x == dx && x2 < dx: + // case x == rdx && x2 > rdx: + // case y == dy && y2 < dy: + // case y == rdy && y2 > rdy: + // case realX == dx && x2 < dx: + // case realX == rdx && x2 > rdx: + // case realY == dy && y2 < dy: + // case realY == rdy && y2 > rdy: + // return false; + // } + + if (d == 8 || d == 2) { + switch (true) { + case y == Math.floor(dy) && y2 < dy: + case y == Math.ceil(dy) && y2 < dy: + case y == Math.floor(rdy) && y2 > rdy: + case y == Math.ceil(rdy) && y2 > rdy: + case realY == Math.floor(dy) && y2 < dy: + case realY == Math.ceil(dy) && y2 < dy: + case realY == Math.floor(rdy) && y2 > rdy: + case realY == Math.ceil(rdy) && y2 > rdy: + return false; + } + } else if (d == 6 || d == 4) { + switch (true) { + case x == Math.floor(dx) && x2 < dx: + case x == Math.ceil(dx) && x2 < dx: + case x == Math.floor(rdx) && x2 > rdx: + case x == Math.ceil(rdx) && x2 > rdx: + case realX == Math.floor(dx) && x2 < dx: + case realX == Math.ceil(dx) && x2 < dx: + case realX == Math.floor(rdx) && x2 > rdx: + case realX == Math.ceil(rdx) && x2 > rdx: + return false; + } + } + + return true; + }; + + Game_CharacterBase.prototype.isDisplayInPassible = function (x, y, d) { + let x2, y2, dx, rdx, dy, rdy, realX, realY; + dx = $gameMap.displayX(); + rdx = dx + $gameMap.screenTileX(); + dx--; + dy = $gameMap.displayY(); + rdy = dy + $gameMap.screenTileY(); + dy--; + x2 = $gameMap.roundXWithDirection(x, d); + y2 = $gameMap.roundYWithDirection(y, d); + realX = this._realX; + realY = this._realY; + + // switch(true) { + // case x == dx && x2 > dx: + // case x == rdx && x2 < rdx: + // case y == dy && y2 > dy: + // case y == rdy && y2 < rdy: + // case realX == dx && x2 > dx: + // case realX == rdx && x2 < rdx: + // case realY == dy && y2 > dy: + // case realY == rdy && y2 < rdy: + // return false; + // } + + if (d == 8 || d == 2) { + switch (true) { + case y == Math.floor(dy) && y2 > dy: + case y == Math.ceil(dy) && y2 > dy: + case y == Math.floor(rdy) && y2 < rdy: + case y == Math.ceil(rdy) && y2 < rdy: + case realY == Math.floor(dy) && y2 > dy: + case realY == Math.ceil(dy) && y2 > dy: + case realY == Math.floor(rdy) && y2 < rdy: + case realY == Math.ceil(rdy) && y2 < rdy: + return false; + } + } else if (d == 6 || d == 4) { + switch (true) { + case x == Math.floor(dx) && x2 < dx: + case x == Math.ceil(dx) && x2 < dx: + case x == Math.floor(rdx) && x2 > rdx: + case x == Math.ceil(rdx) && x2 > rdx: + case realX == Math.floor(dx) && x2 > dx: + case realX == Math.ceil(dx) && x2 > dx: + case realX == Math.floor(rdx) && x2 < rdx: + case realX == Math.ceil(rdx) && x2 < rdx: + return false; + } + } + + return true; + }; + + const _Game_CharacterBase_updateJump = Game_CharacterBase.prototype.updateJump; + Game_CharacterBase.prototype.updateJump = function () { + _Game_CharacterBase_updateJump.call(this); + + let maxDisplayX, maxDisplayY; + maxDisplayX = $gameMap.displayX() + $gameMap.screenTileX() - 1; + maxDisplayY = $gameMap.displayY() + $gameMap.screenTileY() - 1; + + if (!this.isThrough() && $gameSwitches.value(Params.ScrollFixSw[0])) { + if (this._realX > maxDisplayX) { + this._realX = maxDisplayX; + this._x = maxDisplayX; + } else if (this._realX <= $gameMap.displayX()) { + this._realX = $gameMap.displayX(); + this._x = $gameMap.displayX(); + } + if (this._realY >= maxDisplayY) { + this._realY = maxDisplayY; + this._y = maxDisplayY; + } else if (this._realY <= $gameMap.displayY()) { + this._realY = $gameMap.displayY(); + this._y = $gameMap.displayY(); + } + } + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/MOG_EventIndicators.js b/www/js/plugins/MOG_EventIndicators.js new file mode 100644 index 0000000..ae52aca --- /dev/null +++ b/www/js/plugins/MOG_EventIndicators.js @@ -0,0 +1,980 @@ +//============================================================================= +// MOG_EventIndicators.js +//============================================================================= + +/*: + * @plugindesc (v1.0) Apresenta indicadores animados acima do evento. + * @author Moghunter + * + * @param Default Font Size + * @desc Definição do tamanho da fonte. + * @default 16 + * + * @param Default X - Axis + * @desc Posição X-Axis do indicador. + * @default 0 + * + * @param Default Y - Axis + * @desc Posição Y-Axis do indicador. + * @default 0 + * + * @help + * ============================================================================= + * +++ MOG - Event Indicators (v1.0) +++ + * By Moghunter + * https://atelierrgss.wordpress.com/ + * ============================================================================= + * Apresenta indicadores animados acima do evento. + * + * ============================================================================= + * IMAGES + * ============================================================================= + * Grave as imagens dos indicadores na pasta /img/eventidicators/ + * + * ----------------------------------------------------------------------------- + * ANIMATED (Frames) + * ----------------------------------------------------------------------------- + * Se a função "Animated" estiver ativada nomeie as imagens da seguinte forma. + * + * FILENAME + _INDEX.png + * + * EG + * Flower_0.png + * Flower_1.png + * Flower_2.png + * ... + * + * ============================================================================= + * COMMENT (EVENT) + * ============================================================================= + * Para ativar o indicador coloque os comentário abaixo no evento. + * + * ------------------------------------------------------------------------------ + * + * indicator : FILENAME : X : Y + * + * FILENAME - Definição do nome de arquivo. + * X - Definição X-Axis da imagem. + * Y - Definição Y-Axis da imagem. + * + * ============================================================================= + * EXTRA COMMENT (OPTIONAL) + * ============================================================================= + * + * TEXT - Para adicionar um texto no indicador coloque o comentário abaixo. + * + * text_indicator : TEXT + * + * ------------------------------------------------------------------------------ + * VARIABLE - Para apresentar um valor de variável use o comentário abaixo. + * + * variable_indicator : VARIABLE_ID + * + * ------------------------------------------------------------------------------ + * RANGE VISIBILITY - Para ativar a visibilidade por distância, coloque este + * comentário. + * + * range_indicator : RANGE + * + * ------------------------------------------------------------------------------ + * ANIMATED - Para ativar a animaçãp por frames coloque este comentário. + * + * animated_indicator : FRAMES : ANIMATION_SPEED + * + * ------------------------------------------------------------------------------ + * FONT_SIZE - Para ajustar o tamanho da fonte coloque o comentário abaixo. + * + * fontsize_indicator : X : Y + * + * ------------------------------------------------------------------------------ + * BLEND MODE - Para ajustar o tipo de blend coloque o comentário abaixo. + * + * blendmode_indicator : BLEND_MODE + * + * ------------------------------------------------------------------------------ + * ROTATION - Para ativar a animação de rotação coloque o comentário abaixo. + * + * rotation_indicator : ROTATION_SPEED + * + * ------------------------------------------------------------------------------ + * SHAKE - Para ativar a animação de tremer coloque o comentário abaixo. + * + * shake_indicator : SHAKE_POWER + * ------------------------------------------------------------------------------ + * PULSE - Para ativar a animação de pulse coloque o comentário abaixo. + * + * pulse_indicator : PULSE_POWER + * + * ------------------------------------------------------------------------------ + * FLOAT - Para ativar a animação de levitação coloque o comentário abaixo. + * + * float_indicator + * + * ------------------------------------------------------------------------------ + * SLIDE - Para ativar a animação de deslize coloque o comentário abaixo. + * + * slide_indicator + * + * ------------------------------------------------------------------------------ + * CLEAR - Para apagar o indicador use o comentário abaixo. + * + * clear_indicator + * + * ============================================================================= + * PLUGIN COMMAND + * ============================================================================= + * Para apresentar ou ocultar os indicadores use os commandos abaixo. + * + * show_indicator : EVENT_ID(使用する変数ID) + * hide_indicator : EVENT_ID + * + * Para apresentar ou ocultar todos os indicadores use o comando abaixo. + * + * show_all_indicators + * hide_all_indicators + * + * ============================================================================= + * Para ativar o indicador via Plugin Command use os comandos abaixo. + * + * ------------------------------------------------------------------------------ + * + * indicator : EVENT_ID : FILENAME : X : Y + * + * ------------------------------------------------------------------------------ + * + * text_indicator : EVENT_ID : TEXT + * + * ------------------------------------------------------------------------------ + * + * variable_indicator : EVENT_ID : VARIABLE_ID + * + * ------------------------------------------------------------------------------ + * + * range_indicator : EVENT_ID : RANGE + * + * ------------------------------------------------------------------------------ + * + * animated_indicator : EVENT_ID : FRAMES : ANIMATION_SPEED + * + * ------------------------------------------------------------------------------ + * + * fontsize_indicator : EVENT_ID : FONT_SIZE + * + * ------------------------------------------------------------------------------ + * + * blendmode_indicator : EVENT_ID : FONT_SIZE + * + * ------------------------------------------------------------------------------ + * + * rotation_indicator : EVENT_ID : ROTATION_SPEED + * + * ------------------------------------------------------------------------------ + * + * shake_indicator : EVENT_ID : SHAKE_POWER + * + * ------------------------------------------------------------------------------ + * + * pulse_indicator : EVENT_ID : PULSE_POWER + * + * ------------------------------------------------------------------------------ + * + * float_indicator : EVENT_ID + * + * ------------------------------------------------------------------------------ + * + * slide_indicator : EVENT_ID + * + * ------------------------------------------------------------------------------ + * + * clear_indicator : EVENT_ID + * + */ + +//============================================================================= +// ** PLUGIN PARAMETERS +//============================================================================= +var Imported = Imported || {}; +Imported.MOG_EventIndicators = true; +var Moghunter = Moghunter || {}; + +Moghunter.parameters = PluginManager.parameters('MOG_EventIndicators'); +Moghunter.eventInd_FontSize = Number(Moghunter.parameters['Default Font Size'] || 16); +Moghunter.eventInd_X = Number(Moghunter.parameters['Default X - Axis'] || 0); +Moghunter.eventInd_Y = Number(Moghunter.parameters['Default Y - Axis'] || 0); + + +//============================================================================= +// ** ImageManager +//============================================================================= + +//============================= +// ** Load Event Indicator +//============================= +ImageManager.loadPEventIndicator = function (filename) { + return this.loadBitmap('img/eventindicators/', filename, 0, true); +}; + +//============================================================================= +// ** Game System +//============================================================================= + +//============================== +// * Initialize +//============================== +var _mog_eventInd_gsys_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function () { + _mog_eventInd_gsys_initialize.call(this); + this._eventIndVis = true; +}; + +//============================================================================= +// ** Game_Interpreter +//============================================================================= + +//============================== +// * PluginCommand +//============================== +var _mog_eventInd_pluginCommand = Game_Interpreter.prototype.pluginCommand +Game_Interpreter.prototype.pluginCommand = function (command, args) { + _mog_eventInd_pluginCommand.call(this, command, args) + this.setIndInterpreter(command, args); + return true; +}; + +//============================== +// * set Ind Interpreter +//============================== +Game_Interpreter.prototype.setIndInterpreter = function (command, args) { + var event_id = 0; var indV = false; var indE = false; var indF = false; + var indR = false; var indA = false; var indO = false; var indB = false; + var indRot = false; var indShake = false; var indZoom = false; + var x = 0; var y = 0; var indFloat = false; var indSlide = false; + var indText = false; + var indClear = false; var char = null; + if (command === "hide_all_indicators") { + $gameSystem._eventIndVis = false; + } else if (command === "show_all_indicators") { + $gameSystem._eventIndVis = true; + }; + if (command === "hide_indicator") { + var event_id = Number(args[1]); + var enable = false; + var indV = true; + } else if (command === "show_indicator") { + var event_id = Number(args[1]); + var enable = true; + var indV = true; + }; + if (command === "indicator") { + var event_id = Number(args[1]); + var fileName = String(args[3]); + var x = Number(args[5]); + var y = Number(args[7]); + var mode = 0; + var id = 0; + var indE = true; + }; + if (command === "text_indicator") { + var event_id = Number(args[1]); + var text = "" + for (var i = 3; i < args.length; i++) { + text += args[i] + " "; + }; + var indText = true; + var id = 0 + } + if (command === "variable_indicator") { + var event_id = Number(args[1]); + var text = "VariableMode" + var id = Number(args[3]); + var indText = true; + }; + if (command === "range_indicator") { + var event_id = Number(args[1]); + var indR = true; + var range = true + var d = Number(args[3]); + }; + if (command === "animated_indicator") { + var event_id = Number(args[1]); + var indA = true; + var animated = true + var frames = Number(args[3]); + var frameSpeed = Number(args[5]); + }; + if (command === "fontsize_indicator") { + var event_id = Number(args[1]); + var indF = true; + var fs = Number(args[3]); + }; + if (command === "blendmode_indicator") { + var event_id = Number(args[1]); + var indB = true; + var blendMode = Number(args[3]); + }; + if (command === "rotation_indicator") { + var event_id = Number(args[1]); + var indRot = true; + var rots = Number(args[3]); + }; + if (command === "shake_indicator") { + var event_id = Number(args[1]); + var indShake = true; + var shake = Number(args[3]); + }; + if (command === "pulse_indicator") { + var event_id = Number(args[1]); + var indZoom = true; + var zoom = Number(args[3]); + }; + if (command === "float_indicator") { + var event_id = Number(args[1]); + var indFloat = true; + }; + if (command === "slide_indicator") { + var event_id = Number(args[1]); + var indSlide = true; + }; + if (command === "clear_indicator") { + var event_id = Number(args[1]); + var indClear = true; + }; + + event_id = $gameVariables._data[event_id]; + + if (event_id > 0) { + $gameMap.events().forEach(function (event) { + if (event.eventId() === event_id) { char = event }; + }, this); + }; + if (char) { + if (indV) { char._indData.visible = enable }; + if (indE) { + char.setIndicators(fileName, 0, false, 0, 0, "", 0, false, false, 0, true, x, y); + }; + if (indR) { + char._indData.ref = true; + char._indData.range = true; + char._indData.rangeD = d; + }; + if (indA) { + char._indData.ref = true; + char._indData.animated = true; + char._indData.frames = [0, frames, 0, frameSpeed]; + }; + if (indO) { + char._indData.ref = true; + char._indData.x = xi; + char._indData.x = yi; + }; + if (indF) { + char._indData.ref = true; + char._indData.fontSize = fs; + }; + if (indB) { + char._indData.ref = true; + char._indData.blendMode = blendMode; + }; + if (indRot) { + char._indData.rotation = [true, rots]; + }; + if (indShake) { + char._indData.shake = [true, shake, 0, 0, 0]; + }; + if (indZoom) { + char._indData.zoomE = [true, zoom, 0]; + }; + if (indFloat) { + char._indData.aniMode = 1; + }; + if (indSlide) { + char._indData.aniMode = 2; + }; + if (indText) { + char._indData.ref = true; + char._indData.text = String(text); + char._indData.mode = String(text) === "VariableMode" ? 2 : 1; + char._indData.id = id; + }; + if (indClear) { + char.clearIndicators(); + char._indData.ref = true; + }; + }; +}; + +//============================================================================= +// ** Character Base +//============================================================================= + +//============================== +// * Init Members +//============================== +var _mog_evenInd_cbase_initMembers = Game_CharacterBase.prototype.initMembers; +Game_CharacterBase.prototype.initMembers = function () { + _mog_evenInd_cbase_initMembers.call(this); + this.clearIndicators(); +}; + +//============================== +// * clear Indicators +//============================== +Game_CharacterBase.prototype.clearIndicators = function () { + this._indData = {}; + this._indData.enable = false; + this._indData.mode = 0; + this._indData.ref = false; + this._indData.fileName = ""; + this._indData.text = "" + this._indData.aniMode = 0; + this._indData.range = false; + this._indData.rangeD = 4; + this._indData.sprite = {}; + this._indData.ani = [0, 0, 0, 0, 0]; + this._indData.Id = 0; + this._indData.animated = false; + this._indData.frames = [0, 0, 0, 20]; + this._indData.x = 0; + this._indData.y = 0; + this._indData.visible = true; + this._indData.force = false; + this._indData.fontSize = Number(Moghunter.eventInd_FontSize); + this._indData.blendMode = 0; + this._indData.rotation = [false, 0.01]; + this._indData.shake = [false, 10, 0, 0, 0]; + this._indData.zoomE = [false, 0.01, 0, 0, 0]; + this._indData.text = null; +}; + +//============================== +// * set Indicators +//============================== +Game_CharacterBase.prototype.setIndicators = function (fileName, animode, range, d, mode, text, id, animated, frames, frameSpeed, force, x, y) { + this._indData.enable = true; + this._indData.ref = true; + this._indData.fileName = fileName ? String(fileName) : ""; + this._indData.mode = 0; + this._indData.text = ""; + this._indData.aniMode = 0; + this._indData.id = 0; + this._indData.sprite = {}; + this._indData.ani = [0, 0, 0, 0, 0]; + this._indData.id = 0; + this._indData.visible = true; + this._indData.force = String(force) === "true" ? true : false; + this._indData.x = x ? Number(x) : 0; + this._indData.y = y ? Number(y) : 0; + this._indData.animated = false; + this._indData.frames = [0, 0, 0, 20]; + this._indData.blendMode = 0; + this._indData.rotation = [false, 0.01]; + this._indData.shake = [false, 10, 0, 0, 0]; + this._indData.zoomE = [false, 0.01, 0, 0, 0]; + this._indData.text = null; +}; + +//============================================================================= +// ** Game Event +//============================================================================= + +//============================== +// * Setup Page +//============================== +var _mog_evenInd_gevent_setupPage = Game_Event.prototype.setupPage; +Game_Event.prototype.setupPage = function () { + _mog_evenInd_gevent_setupPage.call(this); + this.checkIndicatorComments(); +}; + +//============================== +// * check Indicator Comments +//============================== +Game_Event.prototype.checkIndicatorComments = function () { + var needClear = true + if (!this._erased && this.page()) { + this.list().forEach(function (l) { + if (l.code === 108) { + var comment = l.parameters[0].split(' : ') + if (!this._indData.force) { + if (comment[0].toLowerCase() == "indicator") { + this.setIndicators(comment[1], 0, false, 0, 0, "", 0, false, 0, 0, false, comment[2], comment[3]); + needClear = false; + }; + if (comment[0].toLowerCase() == "text_indicator") { + this._indData.ref = true; + this._indData.text = String(comment[1]); + this._indData.mode = 1; + this._indData.id = 0; + }; + if (comment[0].toLowerCase() == "variable_indicator") { + this._indData.ref = true; + this._indData.text = ""; + this._indData.mode = 2; + this._indData.id = Number(comment[1]); + }; + if (comment[0].toLowerCase() == "range_indicator") { + this._indData.ref = true; + this._indData.range = true; + this._indData.rangeD = Number(comment[1]); + }; + if (comment[0].toLowerCase() == "animated_indicator") { + this._indData.ref = true; + this._indData.animated = true; + this._indData.frames = [0, Number(comment[1]), 0, Number(comment[2])]; + }; + if (comment[0].toLowerCase() == "xyoffset_indicator") { + this._indData.x = Number(comment[1]); + this._indData.y = Number(comment[2]); + }; + if (comment[0].toLowerCase() == "fontsize_indicator") { + this._indData.ref = true; + this._indData.fontSize = Number(comment[1]); + }; + if (comment[0].toLowerCase() == "blendmode_indicator") { + this._indData.ref = true; + this._indData.blendMode = Number(comment[1]); + }; + if (comment[0].toLowerCase() == "rotation_indicator") { + this._indData.rotation = [true, Number(comment[1])] + }; + if (comment[0].toLowerCase() == "shake_indicator") { + this._indData.shake = [true, Number(comment[1]), 0, 0, 0]; + }; + if (comment[0].toLowerCase() == "pulse_indicator") { + this._indData.zoomE = [true, Number(comment[1]), 0]; + }; + if (comment[0].toLowerCase() == "float_indicator") { + this._indData.aniMode = 1; + }; + if (comment[0].toLowerCase() == "slide_indicator") { + this._indData.aniMode = 2; + }; + if (comment[0].toLowerCase() == "clear_indicator") { + this.clearIndicators(); + this._indData.ref = true; + }; + }; + }; + }, this); + }; + if (needClear) { this.clearIndicators(); this._indData.ref = true }; +}; + +//============================== +// * Setup Page +//============================== +var _mog_eventInd_gevent_setupPage = Game_Event.prototype.setupPage; +Game_Event.prototype.setupPage = function () { + this.clearIndicators(); + _mog_eventInd_gevent_setupPage.call(this); +}; + +//============================================================================= +// ** Spriteset Map +//============================================================================= + +//============================== +// * create Lower Layer +//============================== +var _mog_eventIndicators_srmap_createLowerLayer = Spriteset_Map.prototype.createLowerLayer; +Spriteset_Map.prototype.createLowerLayer = function () { + _mog_eventIndicators_srmap_createLowerLayer.call(this); + this.createEventIndicators(); +}; + +//============================== +// * create Event Indicators +//============================== +Spriteset_Map.prototype.createEventIndicators = function () { + this._indicatorsField = new Sprite(); + this._baseSprite.addChild(this._indicatorsField); + this._eventIndicators = []; + for (var i = 0; i < this._characterSprites.length; i++) { + this._eventIndicators[i] = new EventIndicators(this._characterSprites[i]); + this._indicatorsField.addChild(this._eventIndicators[i]); + }; +}; + +//============================================================================= +// ** Event Indicators +//============================================================================= +function EventIndicators() { + this.initialize.apply(this, arguments); +}; + +EventIndicators.prototype = Object.create(Sprite.prototype); +EventIndicators.prototype.constructor = EventIndicators; + +//============================== +// * Initialize +//============================== +EventIndicators.prototype.initialize = function (sprite) { + Sprite.prototype.initialize.call(this); + this._spriteChar = sprite; + this._varValue = 0; + this._pos = [Number(Moghunter.eventInd_X), Number(Moghunter.eventInd_Y)]; + this.opacity = 0; + if (this.character()) { this.data().ref = true }; +}; + +//============================== +// * Sprite +//============================== +EventIndicators.prototype.sprite = function () { + return this._spriteChar; +}; + +//============================== +// * Character +//============================== +EventIndicators.prototype.character = function () { + return this._spriteChar._character; +}; + +//============================== +// * Data +//============================== +EventIndicators.prototype.data = function () { + return this.character()._indData; +}; + +//============================== +// * posXS +//============================== +EventIndicators.prototype.posXS = function () { + return this._spriteChar.x + this.data().ani[0] + this._pos[0] + this.data().x + this.data().shake[2]; +}; + +//============================== +// * posYS +//============================== +EventIndicators.prototype.posYS = function () { + return this._spriteChar.y + this.data().ani[1] + this._pos[1] + this.data().y + this.data().shake[3]; +}; + +//============================== +// * remove Sprites +//============================== +EventIndicators.prototype.removeSprites = function () { + this.removeChild(this._indicator); + this.removeChild(this._text); +}; + +//============================== +// * refresh Sprites +//============================== +EventIndicators.prototype.refreshSprites = function () { + this.data().ref = false; + this.removeSprites(); + if (this.data().enable) { + this.createSprites() + } else { this.character().clearIndicators() }; +}; + +//============================== +// * need refresh Sprites +//============================== +EventIndicators.prototype.needRefreshSprites = function () { + if (this.data().ref) { return true }; + return false +}; + +//============================== +// * create Sprites +//============================== +EventIndicators.prototype.createSprites = function () { + this.loadBitmaps(); + this.opacity = 0; + this.scale.x = 1.00; + this.scale.y = this.scale.x; + this.rotation = 0; + this.createSpriteIndicator(); + if (this.data().mode > 0) { this.createText() }; + if (this.data().sprite.x) { + this.loadDataSprite() + } else { + this.data().ani = [0, 0, 0, 0, 0]; + }; +}; + +//============================== +// * Img File +//============================== +EventIndicators.prototype.imgFile = function () { + if (this._img[this.data().frames[0]]) { + return this._img[this.data().frames[0]]; + } else { + return new Bitmap(32, 32); + }; +}; + +//============================== +// * load Bitmaps +//============================== +EventIndicators.prototype.loadBitmaps = function () { + this._img = [] + if (!this.data().animated) { + if (this.data().fileName) { + this._img[0] = ImageManager.loadPEventIndicator(this.data().fileName); + } else { + this._img[0] = new Bitmap(32, 32); + }; + } else { + this.data().frames[2] = this.data().frames[3]; + for (var i = 0; i < this.data().frames[1]; i++) { + var fileName = String(this.data().fileName + "_" + i); + this._img[i] = ImageManager.loadPEventIndicator(fileName); + }; + }; +}; + +//============================== +// * create Sprites Indicator +//============================== +EventIndicators.prototype.createSpriteIndicator = function () { + this._indicator = new Sprite(this.imgFile()); + this._indicator.anchor.x = 0.5; + this._indicator.anchor.y = 1; + this._indicator.blendMode = this.data().blendMode; + this.addChild(this._indicator); +}; + +//============================== +// * refresh Bitmap +//============================== +EventIndicators.prototype.refreshBitmap = function () { + this._indicator.bitmap = this.imgFile(); +}; + +//============================== +// * create Text +//============================== +EventIndicators.prototype.createText = function () { + this._text = new Sprite(new Bitmap(200, 40)); + this._text.anchor.x = 0.5; + this._text.anchor.y = 1; + this._text.bitmap.fontSize = this.data().fontSize; + this._text.blendMode = this.data().blendMode; + this.addChild(this._text); + this.refreshText(); +}; + +//============================== +// * refresh Text +//============================== +EventIndicators.prototype.refreshText = function () { + this._text.bitmap.clear(); + var text = this.data().mode === 1 ? String(this.data().text) : Number($gameVariables.value(this.data().id)); + // this._text.bitmap.outlineColor = 'rgba(0, 128, 128, 1)'; + this._text.bitmap.drawText(text, 0, 0, 200, 40, "center"); + if (this.data().mode === 2) { this._varValue = $gameVariables.value(this.data().id) }; +}; + +//============================== +// * need Refresh Text +//============================== +EventIndicators.prototype.needRefreshText = function () { + if (this.data().mode != 2) { return false }; + if (this._varValue != $gameVariables.value(this.data().id)) { return true }; + return false +}; + +//============================== +// * update Main Sprite +//============================== +EventIndicators.prototype.updateMainSprite = function () { + this.x = this.posXS(); + this.y = this.posYS() - this.sprite().height; + this.visible = this.isVisible(); +}; + +//============================== +// * is Visible +//============================== +EventIndicators.prototype.isVisible = function () { + if (!$gameSystem._eventIndVis) { return false }; + return true; +}; + +//============================== +// * update Data Sprite +//============================== +EventIndicators.prototype.loadDataSprite = function () { + this.x = this.data().sprite.x; + this.y = this.data().sprite.y; + this.scale.x = this.data().sprite.scale; + this.scale.y = this.data().sprite.scale; + this.opacity = this.data().sprite.opacity; + this.rotation = this.data().sprite.rotation; +}; + +//============================== +// * update Data +//============================== +EventIndicators.prototype.updateData = function () { + this.data().sprite.x = this.x; + this.data().sprite.y = this.y; + this.data().sprite.scale = this.scale.x; + this.data().sprite.opacity = this.opacity; + this.data().sprite.rotation = this.rotation; +}; + +//============================== +// * update Fade +//============================== +EventIndicators.prototype.updateFade = function () { + if (this.data().visible) { + if (this.data().range) { + this.updateVisibleRange(); + } else { + this.opacity += 21; + }; + } else { + this.opacity -= 21; + }; +}; + +//============================== +// * Sensor D +//============================== +EventIndicators.prototype.sensorD = function () { + return Math.abs($gamePlayer.x - this.character().x) + Math.abs($gamePlayer.y - this.character().y); +}; + +//============================== +// * update Visible Range +//============================== +EventIndicators.prototype.updateVisibleRange = function () { + if (this.sensorD() <= this.data().rangeD) { + this.opacity += 28; + } else { + this.opacity -= 28; + }; +}; + +//============================== +// * update Float +//============================== +EventIndicators.prototype.updateFloat = function () { + if (this.data().ani[2] < 5) { return }; + this.data().ani[2] = 0; + this.data().ani[3]++; + if (this.data().ani[3] < 10) { + this.data().ani[1]--; + } else if (this.data().ani[3] < 20) { + this.data().ani[1]++; + } else { + this.data().ani[1] = 0; + this.data().ani[3] = 0; + }; +}; + +//============================== +// * side Wave +//============================== +EventIndicators.prototype.updateSideWave = function () { + if (this.data().ani[2] < 4) { return }; + this.data().ani[2] = 0; + this.data().ani[3]++; + if (this.data().ani[3] < 5) { + this.data().ani[0]--; + } else if (this.data().ani[3] < 15) { + this.data().ani[0]++; + } else if (this.data().ani[3] < 20) { + this.data().ani[0]--; + } else { + this.data().ani[0] = 0; + this.data().ani[3] = 0; + }; +}; + +//============================== +// * update Zoom +//============================== +EventIndicators.prototype.updateZoom = function () { + this.data().zoomE[2]++; + if (this.data().zoomE[2] < 30) { + this.scale.x += this.data().zoomE[1]; + } else if (this.data().zoomE[2] < 60) { + this.scale.x -= this.data().zoomE[1]; + } else { + this.scale.x = 1.00; + this.data().zoomE[2] = 0; + }; + this.scale.y = this.scale.x; + this._indicator.anchor.y = 0.5; + if (this._text) { this._text.anchor.y = 0.5 }; + this.data().ani[1] = -(this._indicator.height / 2); +}; + +//============================== +// * update Rotation +//============================== +EventIndicators.prototype.updateRotation = function () { + this.data().ani[2] = 0; + this.rotation += this.data().rotation[1]; + this._indicator.anchor.y = 0.5; + if (this._text) { this._text.anchor.y = 0.5 }; + this.data().ani[1] = - (this._indicator.height / 2); +}; + +//============================== +// * update Shake +//============================== +EventIndicators.prototype.updateShake = function () { + this.data().shake[4]++; + if (this.data().shake[4] < 4) { return }; + this.data().shake[4] = 0; + this.data().shake[2] = -this.data().shake[1] / 2 + Math.randomInt(this.data().shake[1]); + this.data().shake[3] = -this.data().shake[1] / 2 + Math.randomInt(this.data().shake[1]); +}; + +//============================== +// * update Frames +//============================== +EventIndicators.prototype.updateFrames = function () { + this.data().frames[2]++; + if (this.data().frames[2] < this.data().frames[3]) { return }; + this.refreshBitmap(); + this.data().frames[2] = 0; + this.data().frames[0]++; + if (this.data().frames[0] >= this.data().frames[1]) { this.data().frames[0] = 0 } +}; + +//============================== +// * update Animation +//============================== +EventIndicators.prototype.updateAnimation = function () { + this.data().ani[2]++; + if (this.data().aniMode === 1) { + this.updateFloat(); + } else if (this.data().aniMode === 2) { + this.updateSideWave(); + }; + if (this.data().zoomE[0]) { this.updateZoom() }; + if (this.data().shake[0]) { this.updateShake() }; + if (this.data().rotation[0]) { this.updateRotation() }; +}; + +//============================== +// * update Sprites +//============================== +EventIndicators.prototype.updateSprites = function () { + if (this.needRefreshSprites()) { this.refreshSprites() }; + if (this.data().enable) { + if (this.needRefreshText()) { this.refreshText() }; + this.updateAnimation(); + if (this.data().animated) { this.updateFrames() }; + this.updateMainSprite(); + this.updateData(); + this.updateFade(); + }; +}; + +//============================== +// * Update +//============================== +EventIndicators.prototype.update = function () { + Sprite.prototype.update.call(this); + if (this.character()) { this.updateSprites() }; +}; \ No newline at end of file diff --git a/www/js/plugins/MOT_ScriptCommandExtension.js b/www/js/plugins/MOT_ScriptCommandExtension.js new file mode 100644 index 0000000..e3c0944 --- /dev/null +++ b/www/js/plugins/MOT_ScriptCommandExtension.js @@ -0,0 +1,76 @@ +//============================================================================= +// MOT_ScriptCommandExtension.js +//============================================================================= +// MOTplugin - イベントのスクリプト拡張 +// 作者: 翠 (http://midori.wp.xdomain.jp/) +// Version: 1.0 +// 最終更新日: 2016/03/11 +//============================================================================= +//■更新履歴 +/* + 2016/03/11 - 公開 + +*/ +//============================================================================= +/*■利用規約 + *-クレジットの表記 + * クレジットの表記は基本的に不要です。 + * 表記する場合はホームページを参照してください。 + * 営利目的での使用する場合は表記してください。 + * + * 表記例 + * スクリプト素材 翠 (http://midori.wp.xdomain.jp/) + * または + * スクリプト素材 HM Project (http://midori.wp.xdomain.jp/) + * + *-スクリプトの改変/配布 + * スクリプトの改変はご自由に行ってください。 + * 改変を行って発生したバグ等には対処しません。 + * + *-スクリプトの再配布 + * そのままの再配布は禁止とさせていただきます。 + * 改造した物を配布する場合、オリジナルのクレジットを残してもらえれば + * 配布することを可能とします。 + * ※改造の有無に関わらず素材を有料で配布する場合は禁止とさせていただきます。 + * ※ゲームに含まれる場合のみ再配布可能とします。 + * + *-使用可能なゲームのジャンル + * エログロなんでも使用可能です。 + * +*/ +//============================================================================= +/*: + * @plugindesc イベントのスクリプト拡張 + * @author 翠 + * @help + * ■利用規約 + * 本プラグインの中に記述してある物、または配布サイト + * の利用規約をご確認ください。 + * + * ■プラグイン概要 + * スクリプト連続で配置した場合、一つの + * スクリプトとして判別しますので行数制限が気にならなくなります。 + * ■使用方法 + * イベントのスクリプトを連続で配置してください。 + *  + */ +//============================================================ +//■Game_Interpreter +//============================================================ +Game_Interpreter.prototype.command355 = function () { + var script = this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + while (this.nextEventCode() === 355) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + } + eval(script); + return true; +}; \ No newline at end of file diff --git a/www/js/plugins/MPI_PictureOnWindow.js b/www/js/plugins/MPI_PictureOnWindow.js new file mode 100644 index 0000000..c288df5 --- /dev/null +++ b/www/js/plugins/MPI_PictureOnWindow.js @@ -0,0 +1,86 @@ +//=========================================================================== +// MPI_PictureOnWindow.js +//=========================================================================== + +/*: + * @plugindesc 指定のピクチャをウインドウより手前に表示します。 + * @author 奏ねこま(おとぶき ねこま) + * + * @param ピクチャ番号 + * @desc ウインドウよりも手前に表示するピクチャの番号を指定して下さい。カンマ区切りで複数指定できます。 + * @default + * + * @help + * [ 概要 ] ... + * プラグインパラメータで指定した番号のピクチャが、ウインドウよりも手前に表示さ + * れるようになります。 + * + * [ プラグインコマンド ] ... + * プラグインコマンドはありません。 + * + * [ 利用規約 ] ................................................................ + * ・本プラグインの利用は、RPGツクールMV/RPGMakerMVの正規ユーザーに限られます。 + * ・商用、非商用、有償、無償、一般向け、成人向けを問わず、利用可能です。 + * ・利用の際、連絡や報告は必要ありません。また、製作者名の記載等も不要です。 + * ・プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。 + * ・不具合対応以外のサポートやリクエストは、基本的に受け付けておりません。 + * ・本プラグインにより生じたいかなる問題についても、一切の責任を負いかねます。 + * [ 改訂履歴 ] ................................................................ + * Version 1.00 2017/01/15 First edition. + * -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- + * Web Site: http://makonet.sakura.ne.jp/rpg_tkool/ + * Twitter : https://twitter.com/koma_neko + * Copylight (c) 2017 Nekoma Otobuki + */ + +var Imported = Imported || {}; +Imported.MPI_PictureOnWindow = true; + +var Makonet = Makonet || {}; +Makonet.POW = {}; + +(function () { + 'use strict'; + + var MPD = Makonet.POW; + MPD.product = 'MPI_PictureOnWindow'; + MPD.parameters = PluginManager.parameters(MPD.product); + MPD.pictureId = MPD.parameters['ピクチャ番号'].trim().split(/ *, */).map(function (value) { return +value }); + + var _ = MPD.product; + + //============================================================================== + // Spriteset_Base + //============================================================================== + + (function (o, p) { + var f = o[p]; o[p] = function () { + f.apply(this, arguments); + this._pictureContainer.children.forEach(function (picture) { + if (~MPD.pictureId.indexOf(picture._pictureId)) { + this._pictureContainer.removeChild(picture); + } + }, this); + }; + }(Spriteset_Base.prototype, 'createPictures')); + + //============================================================================== + // Scene_Base + //============================================================================== + + (function (o, p) { + var f = o[p]; o[p] = function () { + f.apply(this, arguments); + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + var sprite = new Sprite(); + sprite.setFrame(x, y, width, height); + MPD.pictureId.forEach(function (id) { + sprite.addChild(new Sprite_Picture(id)); + }); + this.addChild(sprite); + }; + }(Scene_Base.prototype, 'createWindowLayer')); +}()); diff --git a/www/js/plugins/MPP_CallCommonByName.js b/www/js/plugins/MPP_CallCommonByName.js new file mode 100644 index 0000000..5f8aa1f --- /dev/null +++ b/www/js/plugins/MPP_CallCommonByName.js @@ -0,0 +1,104 @@ +//============================================================================= +// MPP_CallCommonByName.js +//============================================================================= +// Copyright (c) 2018 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【ver.2.1】コモンイベントを名前で呼び出します。 + * @author 木星ペンギン + * + * @help プラグインコマンド: + * CallCommon name # コモンイベント名 name を呼び出す + * CCT str # コモンイベント名が str で始まるものを呼び出す + * + * ================================================================ + * ▼ プラグインコマンド 詳細 + * -------------------------------- + * 〇 コモンイベントを名前で呼び出すため、IDが変わっても修正の必要がありません。 + * + * 〇 一致する名前のコモンイベントが複数ある場合、後のものが呼び出されます。 + * これにより前のコモンイベントを消去しなくとも、 + * 同じ名前で新たにコモンイベントを作成すれば、上書きができます。 + * + * ================================================================ + * ▼ プラグインパラメータ 詳細 + * -------------------------------- + * 〇 Plugin Commands (プラグインコマンド名) + * + * プラグインコマンド名を変更できます。 + * コマンドを短くしたり日本語化等が可能です。 + * + * コマンド名を変更しても、デフォルトのコマンドは使用できます。 + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param Plugin Commands + * @type struct + * @desc プラグインコマンド名 + * @default {"CallCommon":"CallCommon","CCT":"CCT"} + * + * + * + */ + +/*~struct~Plugin: + * @param CallCommon + * @desc コモンイベント名 name を呼び出す + * @default CallCommon + * + * @param CCT + * @desc コモンイベント名が str で始まるものを呼び出す + * @default CCT + * + */ + +(function () { + + var MPPlugin = {}; + + (function () { + + var parameters = PluginManager.parameters('MPP_CallCommonByName'); + + MPPlugin.PluginCommands = JSON.parse(parameters['Plugin Commands']); + + })(); + + //----------------------------------------------------------------------------- + // Game_Interpreter + + var _GaIn_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _GaIn_pluginCommand.call(this, command, args); + switch (command) { + case MPPlugin.PluginCommands.CallCommon: + case 'CallCommon': + for (var i = $dataCommonEvents.length - 1; i > 0; i--) { + var event = $dataCommonEvents[i]; + if (event.name === args[0]) { + var eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(event.list, eventId); + break; + } + } + case MPPlugin.PluginCommands.CCT: + case 'CCT': + for (var i = $dataCommonEvents.length - 1; i > 0; i--) { + var event = $dataCommonEvents[i]; + if (event.name.indexOf(args[0]) === 0) { + var eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(event.list, eventId); + break; + } + } + } + }; + + + +})(); diff --git a/www/js/plugins/MPP_CallEventPage.js b/www/js/plugins/MPP_CallEventPage.js new file mode 100644 index 0000000..5c58c88 --- /dev/null +++ b/www/js/plugins/MPP_CallEventPage.js @@ -0,0 +1,48 @@ +//============================================================================= +// MPP_CallEventPage.js +//============================================================================= +// Copyright (c) 2015 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【ver.1.1】指定したイベントページの実行内容を呼び出すプラグインコマンドの追加。 + * @author 木星ペンギン + * + * @help プラグインコマンド: + * CallEventPage n # n ページ目のイベント事項内容を呼び出す。 + * CallEventPage n id # id でイベントIDを指定した場合、 + * そのイベントの n ページ目となる。 + * + * ●イベントの別ページにある実行内容を[コモンイベント]の呼び出しと + * 同じ処理で実行します。 + * + * ●イベントIDを指定して別イベントの実行内容を呼び出した場合、 + * [移動ルートの設定]等にある[このイベント]は呼び出し先のイベントとなります。 + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + */ + +(function () { + + //1722 + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'CallEventPage') { + var eventId = Number(args[1]) || this._eventId; + if (this.isOnCurrentMap() && eventId > 0) { + var event = $dataMap.events[eventId]; + var index = Number(args[0]) - 1; + var page = event && index >= 0 ? event.pages[index] : null; + if (page) this.setupChild(page.list, eventId); + } + } + }; + + +})(); diff --git a/www/js/plugins/MPP_ChoiceEX.js b/www/js/plugins/MPP_ChoiceEX.js new file mode 100644 index 0000000..7ba3719 --- /dev/null +++ b/www/js/plugins/MPP_ChoiceEX.js @@ -0,0 +1,722 @@ +//============================================================================= +// MPP_ChoiceEX.js +//============================================================================= +// Copyright (c) 2015-2019 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【ver.3.11】選択肢の機能拡張 + * @author 木星ペンギン + * + * @help ※[]内は未設定でも動作します。 + * プラグインコマンド: + * ChoicePos x y[ row] # 選択肢の位置(x,y)と行数(row)指定 + * ChoiceVariableId n # 選択肢のデフォルト位置を変数n番にする + * ChoiceRect x y width height + * # 選択肢の座標とサイズを指定 + * ChoiceUnderMessage # 選択肢をメッセージの下に表示 + * + * ※ プラグインコマンドにて指定する値には変数が使用できます。 + * v[n] と記述することでn番の変数の値を参照します。 + * + * 注釈: + * 選択肢ヘルプ # 各項目の下に設定することでヘルプを表示させる + * + * 選択肢テキスト: + * if(条件) # 条件が偽になると項目が表示されなくなる + * en(条件) # 条件が偽になると項目が選択不可 + * + * ================================================================ + * ▼ 使い方 + * -------------------------------- + * 〇 選択肢を増やす + * イベントコマンド『選択肢の表示』を続けて配置すると + * 一つの選択肢にまとめられます。 + * まとめたくない場合は、間に注釈などを入れることで + * 通常通り分けることができます。 + * + * 『デフォルト』の処理は、なし以外を設定したものが適用されます。 + * 『デフォルト』の処理が複数ある場合、 + * 後に設定された選択肢のものが適用されます。 + * + * 『キャンセル』の処理は、禁止以外を設定したものが適用されます。 + * 『キャンセル』の処理が複数ある場合、 + * 後に設定された選択肢のものが適用されます。 + * + * 『背景』と『ウィンドウ位置』は後の選択肢のものが適用されます。 + * + * + * ================================================================ + * ▼ プラグインコマンド 詳細 + * -------------------------------- + * 〇 ChoicePos x y[ row] + * x : 選択肢ウィンドウのX座標 + * y : 選択肢ウィンドウのY座標 + * row : 選択肢ウィンドウの行数。未設定の場合はすべて表示 + * + * 次に表示する選択肢の位置(x,y)と行数(row)指定します。 + * + * -------------------------------- + * 〇 ChoiceVariableId n + * n : 変数番号 + * + * 次に表示する選択肢のデフォルト位置を変数の値にします。 + * さらに現在のカーソル位置を変数に入れます。 + * + * カーソル位置は最初の選択肢が上から0~5、次の選択肢は10~15と、 + * 選択肢毎に+10されます。 + * + * 変数に入った値の項目が表示されない場合、なしと同じ処理をします。 + * + * -------------------------------- + * 〇 ChoiceRect x y width height + * x : X座標 + * y : Y座標 + * width : 幅 + * height : 高さ + * + * 次に表示する選択肢の座標とサイズを指定します。 + * + * 各項目、未設定もしくは-1を指定した場合、通常の値が適用されます。 + * + * -------------------------------- + * 〇 ChoiceUnderMessage + * + * 次に表示する選択肢をメッセージウィンドウ内に表示させます。 + * + * この機能は[文章の表示]と併用しなければ機能しません。 + * [文章の表示]の前に実行してください。 + * + * 選択肢ウィンドウの[背景]は設定したものが適用されます。 + * + * + * ================================================================ + * ▼ 選択肢テキスト 詳細 + * -------------------------------- + * 〇 項目が表示される条件の設定 + * 選択肢の文章中に + * if(条件) + * と入れ、その条件が偽になると項目が表示されなくなります。 + * + * 『デフォルト』の項目が表示されない場合の動作は、 + * プラグインパラメータの[Disabled Index]にて設定できます。 + * + * 『キャンセル』の項目が表示されない場合、禁止と同じ処理をします。 + * + * 条件内では s でスイッチ、v で変数を参照できます。 + * + * 例:if(s[1]) とした場合 + * => スイッチ1番がONで表示、OFFで非表示。 + * if(!s[2]) とした場合 + * => スイッチ2番がOFFで表示、ONで非表示。 + * if(v[5]>0) とした場合 + * => 変数5番が0より大きければ表示、0以下で非表示。 + * + * 変数で使える不等号 + * === : 等しい + * !== : 等しくない + * < : より小さい + * <= : より小さいまたは等しい + * > : より大きい + * >= : より大きいまたは等しい + * + * 条件式はeval関数で処理されているため、他演算子も使用できます。 + * + * -------------------------------- + * 〇 項目を半透明で表示する条件の設定 + * 選択肢の文章中に + * en(条件) + * と入れ、その条件が偽になると項目が半透明で表示されます。 + * 半透明となった項目は選択できなくなります。 + * + * 条件は上の『項目が表示される条件の設定』と同じです。 + * + * 『キャンセル』の項目が半透明の場合、ブザーが鳴ります。 + * + * + * ================================================================ + * ▼ プラグインパラメータ 詳細 + * -------------------------------- + * 〇 Disabled Index + * + * [デフォルト]となる項目がif(条件)により非表示となった場合、 + * デフォルト位置をどこにするかを設定します。 + * + * none : [なし]と同じ + * top : 先頭の項目 + * + * -------------------------------- + * 〇 Plugin Commands / Event Comment + * + * プラグインコマンドや注釈で使用するコマンドは、 + * プラグインパラメータから変更できます。 + * + * コマンドを短くしたり日本語にしたりなどして、 + * 自分が使いやすいようにしてください。 + * + * プラグインコマンドのみ、変更後もデフォルトのコマンドでも動作します。 + * + * + * ================================================================ + * ▼ その他 + * -------------------------------- + * 〇 プラグインコマンドの実行タイミング + * プラグインコマンドを使用する場合、[選択肢の表示]の前に実行するのが + * 好ましいです。 + * ただし、メッセージウィンドウを表示したまま選択肢の処理を実行したい場合、 + * [文章の表示]より前にプラグインコマンドを実行してください。 + * + * -------------------------------- + * 〇 ヘルプメッセージの表示 + * 各選択肢項目の下に注釈で以下の文字列を入れると、 + * 続きの文章をヘルプメッセージとしてカーソルを合わせたときに + * 標示させることができます。 + * + * 選択肢ヘルプ + * + * ※注意点 + * ヘルプメッセージは[文章の表示]と同じ機能を使っているため、 + * 制御文字が使用できます。 + * ただし、\!と\^は使用できません。 + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param maxPageRow + * @type number + * @desc 1ページに表示される行数 + * @default 6 + * + * @param Disabled Index + * @type select + * @option none + * @option top + * @desc [デフォルト]となる選択肢が表示されない場合のデフォルト位置 + * @default none + * + * + * @param === Command === + * + * @param Plugin Commands + * @type struct + * @desc プラグインコマンド名 + * @default {"ChoicePos":"ChoicePos","ChoiceVariableId":"ChoiceVariableId","ChoiceRect":"ChoiceRect","ChoiceUnderMessage":"ChoiceUnderMessage"} + * @parent === Command === + * + * @param Event Comment + * @type struct + * @desc イベントの注釈で使うコマンド名 + * @default {"ChoiceHelp":"選択肢ヘルプ"} + * @parent === Command === + * + */ + +/*~struct~Plugin: + * @param ChoicePos + * @desc 選択肢の位置(x,y)と行数(row)指定 + * @default ChoicePos + * + * @param ChoiceVariableId + * @desc 選択肢のデフォルト位置を変数n番にする + * @default ChoiceVariableId + * + * @param ChoiceRect + * @desc 選択肢の座標とサイズ(x,y,width,height)指定 + * @default ChoiceRect + * + * @param ChoiceUnderMessage + * @desc 選択肢をメッセージの下に表示 + * @default ChoiceUnderMessage + * + */ + +/*~struct~EventComment: + * @param ChoiceHelp + * @desc 各項目の下に設定することでヘルプを表示させる + * @default 選択肢ヘルプ + */ + +(function () { + + const MPPlugin = {}; + + { + + let parameters = PluginManager.parameters('MPP_ChoiceEX'); + + MPPlugin.maxPageRow = Number(parameters['maxPageRow']); + MPPlugin.DisabledIndex = parameters['Disabled Index']; + + MPPlugin.PluginCommands = JSON.parse(parameters['Plugin Commands']); + MPPlugin.EventComment = JSON.parse(parameters['Event Comment']); + + } + + const Alias = {}; + + //----------------------------------------------------------------------------- + // Game_Message + + //15 + Alias.GaMe_clear = Game_Message.prototype.clear; + Game_Message.prototype.clear = function () { + Alias.GaMe_clear.apply(this, arguments); + this._choiceEnables = []; + this._choiceResults = []; + this._helpTexts = []; + this._choiceX = -1; + this._choiceY = -1; + this._choiceWidth = -1; + this._choiceHeight = -1; + this._choiceMaxRow = MPPlugin.maxPageRow; + this._choiceVariableId = 0; + this.choiceUnderMes = false; + }; + + Game_Message.prototype.setChoiceEnables = function (enables) { + this._choiceEnables = enables; + }; + + Game_Message.prototype.choiceEnables = function () { + return this._choiceEnables; + }; + + Game_Message.prototype.setChoiceResults = function (results) { + this._choiceResults = results; + }; + + Game_Message.prototype.setChoiceHelpTexts = function (texts) { + this._helpTexts = texts; + }; + + Game_Message.prototype.isHelp = function () { + return this._helpTexts.length > 0; + }; + + Game_Message.prototype.setChoicePos = function (x, y, row) { + this._choiceX = x; + this._choiceY = y; + this._choiceWidth = -1; + this._choiceHeight = -1; + this._choiceMaxRow = row; + }; + + Game_Message.prototype.setChoiceRect = function (x, y, width, height) { + this._choiceX = x; + this._choiceY = y; + this._choiceWidth = width; + this._choiceHeight = height; + }; + + Game_Message.prototype.setChoiceVariableId = function (id) { + this._choiceVariableId = id; + }; + + Game_Message.prototype.shiftLine = function (height) { + this._choiceY += height; + this._choiceHeight -= height; + }; + + + //----------------------------------------------------------------------------- + // Game_Interpreter + + //336 + Game_Interpreter.prototype.setupChoices = function (params) { + var data = { + choices: [], + enables: [], + results: [], + helpTexts: [], + cancelType: -1, + defaultType: -1, + positionType: 0, + background: 0 + }; + data = this.addChoices(params, this._index, data, 0); + if (data.choices.length > 0) { + var helpTexts = []; + if (data.helpTexts.length > 0) { + helpTexts = data.results.map(i => data.helpTexts[i]); + } + var cancelType = -1; + if (data.cancelType.mod(10) === 8 || data.results.contains(data.cancelType)) { + data.results.push(data.cancelType); + cancelType = data.choices.length; + } + var index = data.defaultType; + if ($gameMessage._choiceVariableId > 0) { + index = $gameVariables.value($gameMessage._choiceVariableId); + } + var defaultType = data.results.indexOf(index); + if (index >= 0 && defaultType < 0 && MPPlugin.DisabledIndex === "top") { + defaultType = 0; + } + $gameMessage.setChoices(data.choices, defaultType, cancelType); + $gameMessage.setChoiceEnables(data.enables); + $gameMessage.setChoiceResults(data.results); + $gameMessage.setChoiceHelpTexts(helpTexts); + $gameMessage.setChoiceBackground(data.background); + $gameMessage.setChoicePositionType(data.positionType); + $gameMessage.setChoiceCallback(n => this._branch[this._indent] = data.results[n]); + } else { + this._branch[this._indent] = -1; + } + }; + + Game_Interpreter.prototype.addChoices = function (params, i, data, d) { + var regIf = /\s*if\((.+?)\)/; + var regEn = /\s*en\((.+?)\)/; + for (var n = 0; n < params[0].length; n++) { + var str = params[0][n]; + if (regIf.test(str)) { + str = str.replace(regIf, ''); + if (RegExp.$1 && !this.evalChoice(RegExp.$1)) continue; + } + var enable = true; + if (regEn.test(str)) { + str = str.replace(regEn, ''); + enable = this.evalChoice(RegExp.$1); + } + data.choices.push(str); + data.enables.push(enable); + data.results.push(n + d); + } + var cancelType = params[1]; + if (cancelType !== -1) { + data.cancelType = cancelType + d; + } + var defaultType = params.length > 2 ? params[2] : 0; + if (defaultType >= 0) { + data.defaultType = defaultType + d; + } + data.positionType = params.length > 3 ? params[3] : 2; + data.background = params.length > 4 ? params[4] : 0; + var command; + for (; ;) { + i++; + command = this._list[i]; + if (!command) break; + if (command.indent === this._indent) { + if (command.code === 402) { + this.getHelpText(command.parameters[0] + d, i + 1, data); + } else if (command.code === 404) { + break; + } + } + } + command = this._list[i + 1]; + if (command && command.code === 102) { + this.addChoices(command.parameters, i + 1, data, d + 10); + } + return data; + }; + + Game_Interpreter.prototype.getHelpText = function (c, i, data) { + var command = MPPlugin.EventComment.ChoiceHelp || '選択肢ヘルプ'; + if (this._list[i].code === 108 && this._list[i].parameters[0] === command) { + var texts = []; + while (this._list[i + 1].code === 408) { + i++; + texts.push(this._list[i].parameters[0]); + } + data.helpTexts[c] = texts; + } + }; + + Game_Interpreter.prototype.evalChoice = function (formula) { + try { + var s = $gameSwitches._data; + var formula2 = formula.replace(/v\[(\d+)\]/g, + (match, p1) => $gameVariables.value(parseInt(p1))); + return !!eval(formula2); + } catch (e) { + alert("条件エラー \n\n " + formula); + return true; + } + }; + + //362 + Game_Interpreter.prototype.command403 = function () { + if (this._branch[this._indent] !== -2) { + this.skipBranch(); + } + return true; + }; + + Game_Interpreter.prototype.command404 = function () { + if (this.nextEventCode() === 102) { + this._branch[this._indent] -= 10; + this._index++; + } + return true; + }; + + //1739 + Alias.GaIn_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + Alias.GaIn_pluginCommand.apply(this, arguments); + var args2 = this.mppPluginCommandArgs(args); + switch (command) { + case MPPlugin.PluginCommands.ChoicePos: + case 'ChoicePos': + var x = args2[0]; + var y = args2[1]; + var row = args2[2] || 99; + $gameMessage.setChoicePos(x, y, row); + break; + case MPPlugin.PluginCommands.ChoiceVariableId: + case 'ChoiceVariableId': + $gameMessage.setChoiceVariableId(args2[0]); + break; + case MPPlugin.PluginCommands.ChoiceRect: + case 'ChoiceRect': + var x = (args2[0] === undefined ? -1 : args2[0]); + var y = (args2[1] === undefined ? -1 : args2[1]); + var width = (args2[2] === undefined ? -1 : args2[2]); + var height = (args2[3] === undefined ? -1 : args2[3]); + $gameMessage.setChoiceRect(x, y, width, height); + break; + case MPPlugin.PluginCommands.ChoiceUnderMessage: + case 'ChoiceUnderMessage': + $gameMessage.choiceUnderMes = true; + break; + } + return true; + }; + + Game_Interpreter.prototype.mppPluginCommandArgs = function (args) { + var v = $gameVariables._data; + return args.map(function (arg) { + try { + return eval(arg) || 0; + } catch (e) { + return arg; + } + }); + }; + + //----------------------------------------------------------------------------- + // Window + + Window.prototype.isClearWindowRect = function () { + return true; + }; + + //----------------------------------------------------------------------------- + // WindowLayer + + //7100 + Alias.WiLa__canvasClearWindowRect = WindowLayer.prototype._canvasClearWindowRect; + WindowLayer.prototype._canvasClearWindowRect = function (renderSession, window) { + if (window.isClearWindowRect()) + Alias.WiLa__canvasClearWindowRect.apply(this, arguments); + }; + + //7162 + Alias.WiLa__maskWindow = WindowLayer.prototype._maskWindow; + WindowLayer.prototype._maskWindow = function (window, shift) { + Alias.WiLa__maskWindow.apply(this, arguments); + if (!window.isClearWindowRect()) { + var rect = this._windowRect; + rect.x = 0; + rect.y = 0; + rect.width = 0; + rect.height = 0; + } + }; + + //----------------------------------------------------------------------------- + // Window_ChoiceList + + Window_ChoiceList.prototype.isClearWindowRect = function () { + return !this._underMessage; + }; + + if (Window_ChoiceList.prototype.hasOwnProperty('close')) { + Alias.WiChLi_close = Window_ChoiceList.prototype.close + } + Window_ChoiceList.prototype.close = function () { + if ($gameMessage.isHelp()) this._messageWindow.onShowFast(); + var _super = Alias.WiChLi_close || Window_Command.prototype.close; + _super.apply(this, arguments); + }; + + if (Window_ChoiceList.prototype.hasOwnProperty('select')) { + Alias.WiChli_select = Window_ChoiceList.prototype.select; + } + Window_ChoiceList.prototype.select = function (index) { + var variableId = $gameMessage._choiceVariableId; + if (index !== this.index() && variableId > 0) { + var results = $gameMessage._choiceResults; + $gameVariables.setValue(variableId, results[index]); + } + var _super = Alias.WiChli_select = Window_Command.prototype.select + _super.apply(this, arguments); + }; + + //34 + Alias.WiChLi_updatePlacement = Window_ChoiceList.prototype.updatePlacement; + Window_ChoiceList.prototype.updatePlacement = function () { + Alias.WiChLi_updatePlacement.apply(this, arguments); + if ($gameMessage._choiceWidth >= 0) { + this.width = Math.min($gameMessage._choiceWidth, Graphics.boxWidth); + } + if ($gameMessage._choiceHeight >= 0) { + this.height = Math.min($gameMessage._choiceHeight, Graphics.boxHeight); + } + if ($gameMessage._choiceX >= 0) { + this.x = Math.min($gameMessage._choiceX, Graphics.boxWidth - this.width); + } + if ($gameMessage._choiceY >= 0) { + this.y = Math.min($gameMessage._choiceY, Graphics.boxHeight - this.height); + } + this._underMessage = $gameMessage.choiceUnderMes; + }; + + //67 + Window_ChoiceList.prototype.numVisibleRows = function () { + return Math.min($gameMessage.choices().length, $gameMessage._choiceMaxRow); + }; + + //103 + Window_ChoiceList.prototype.makeCommandList = function () { + var choices = $gameMessage.choices(); + var enables = $gameMessage._choiceEnables; + for (var i = 0; i < choices.length; i++) { + this.addCommand(choices[i], 'choice', enables[i]); + } + }; + + //110 + Alias.WiChLi_drawItem = Window_ChoiceList.prototype.drawItem; + Window_ChoiceList.prototype.drawItem = function (index) { + this.changePaintOpacity(this.isCommandEnabled(index)); + Alias.WiChLi_drawItem.apply(this, arguments); + }; + + //123 + Alias.WiChLi_callOkHandler = Window_ChoiceList.prototype.callOkHandler; + Window_ChoiceList.prototype.callOkHandler = function () { + Alias.WiChLi_callOkHandler.apply(this, arguments); + this._messageWindow.forceClear(); + }; + + //129 + Alias.WiChLi_callCancelHandler = Window_ChoiceList.prototype.callCancelHandler; + Window_ChoiceList.prototype.callCancelHandler = function () { + Alias.WiChLi_callCancelHandler.apply(this, arguments); + this._messageWindow.forceClear(); + }; + + if (Window_ChoiceList.prototype.hasOwnProperty('processCancel')) { + Alias.WiChLi_processCancel = Window_ChoiceList.prototype.processCancel + } + Window_ChoiceList.prototype.processCancel = function () { + var type = $gameMessage.choiceCancelType(); + var results = $gameMessage._choiceResults; + var index = results.indexOf(results[type]); + if (this.isCancelEnabled() && index !== type && !this.isCommandEnabled(index)) { + this.playBuzzerSound(); + } else { + var _super = Alias.WiChLi_processCancel || Window_Command.prototype.processCancel; + _super.apply(this, arguments); + } + }; + + Window_ChoiceList.prototype.callUpdateHelp = function () { + if (this.active && this._messageWindow && $gameMessage.isHelp()) + this.updateHelp(); + }; + + Window_ChoiceList.prototype.updateHelp = function () { + this._messageWindow.forceClear(); + var texts = $gameMessage._helpTexts[this.index()]; + $gameMessage._texts = texts ? texts.clone() : ['']; + this._messageWindow.startMessage(); + }; + + + //----------------------------------------------------------------------------- + // Window_Message + + //109 + Alias.WiMe_updatePlacement = Window_Message.prototype.updatePlacement; + Window_Message.prototype.updatePlacement = function () { + Alias.WiMe_updatePlacement.apply(this, arguments); + this.clearUnderChoice(); + }; + + Window_Message.prototype.clearUnderChoice = function () { + if ($gameMessage.choiceUnderMes) { + var x = this.x + this.standardPadding(); + x += this._textState.left || 0; + var y = this.y + 4; + var height = this.windowHeight(); + $gameMessage.setChoiceRect(x, y, -1, height); + } + }; + + if (Window_Message.prototype.hasOwnProperty('processNewLine')) { + Alias.WiMe_processNewLine = Window_Message.prototype.processNewLine; + } + Window_Message.prototype.processNewLine = function (textState) { + if ($gameMessage.choiceUnderMes) $gameMessage.shiftLine(textState.height); + var _super = Alias.WiMe_processNewLine || Window_Base.prototype.processNewLine; + _super.apply(this, arguments); + }; + + //149 + Alias.WiMe_updateInput = Window_Message.prototype.updateInput; + Window_Message.prototype.updateInput = function () { + if ($gameMessage.isHelp() && this._textState) return false; + return Alias.WiMe_updateInput.apply(this, arguments); + }; + + //196 + Alias.WiMe_onEndOfText = Window_Message.prototype.onEndOfText; + Window_Message.prototype.onEndOfText = function () { + if ($gameMessage.isHelp() && !this._choiceWindow.active) { + this.startInput(); + } else { + Alias.WiMe_onEndOfText.apply(this, arguments); + } + }; + + //207 + Alias.WiMe_startInput = Window_Message.prototype.startInput; + Window_Message.prototype.startInput = function () { + if (this._choiceWindow.active) return true; + if ($gameMessage.isChoice() && $gameMessage.choiceUnderMes && + this._textState.x !== this._textState.left) { + $gameMessage.shiftLine(this._textState.height); + } + return Alias.WiMe_startInput.apply(this, arguments); + }; + + Window_Message.prototype.forceClear = function () { + this._textState = null; + this.close(); + this._goldWindow.close(); + }; + + Window_Message.prototype.onShowFast = function () { + this._showFast = true; + }; + + //243 + Alias.WiMe_newPage = Window_Message.prototype.newPage; + Window_Message.prototype.newPage = function (textState) { + Alias.WiMe_newPage.apply(this, arguments); + this.clearUnderChoice(); + }; + + + + + + +})(); diff --git a/www/js/plugins/MPP_MessageEX.js b/www/js/plugins/MPP_MessageEX.js new file mode 100644 index 0000000..a9ebe41 --- /dev/null +++ b/www/js/plugins/MPP_MessageEX.js @@ -0,0 +1,2705 @@ +//============================================================================= +// MPP_MessageEX.js +//============================================================================= +// Copyright (c) 2016-2020 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【v3.7】文章表示の機能を拡張したり表示の演出を追加します。 + * @author 木星ペンギン + * @help [文章の表示]の制御文字: + * \sp[n] # 文章の表示速度(秒間描写文字数n) / 0で瞬間表示 + * \at[n] # アニメーションタイプをn番に変更(※1) + * \set[n] # 設定した文字列に変換(※2) + * \co[s] # 文字列sを1文字として表示 + * \rb[s,r] # 文字列sにルビrを付けて表示(※3) + * \px[n] # 次に表示する文字のX座標をnピクセルずらす + * \py[n] # 次に表示する文字のY座標をnピクセルずらす + * \tx[n] # 次に表示する文字のX座標をnに変更 + * \ty[n] # 次に表示する文字のY座標をnに変更 + * \sw[n] # スイッチn番をONにする + * \se[n] # 文字SEをn番に変更 / 0でSEなし + * \sn[n] # スキルID n 番の名前に置き換える + * \sin[n] # スキルID n 番のアイコンと名前に置き換える + * \in[n] # アイテムID n 番の名前に置き換える + * \iin[n] # アイテムID n 番のアイコンと名前に置き換える + * \wn[n] # 武器ID n 番の名前に置き換える + * \win[n] # 武器ID n 番のアイコンと名前に置き換える + * \an[n] # 防具ID n 番の名前に置き換える + * \ain[n] # 防具ID n 番のアイコンと名前に置き換える + * \we # イベントの演出が終了するまでウェイト(※4) + * + * \c[r,g,b] # 文字色をRGBで指定 + * \fs[n] # 文字サイズをnに変更 / デフォルト値は28 + * \op[n] # 文字の不透明度(0~255) / デフォルト値は255 + * \oc[n] # 文字の縁の色をn番に変更 / 0でデフォルト(黒) + * \oc[r,g,b] # 文字の縁の色をRGBで指定 + * \oc[r,g,b,a] # 文字の縁の色をRGBAで指定(※5) + * \ow[n] # 文字の縁の太さを変更 / デフォルト値は4 + * \rc[n] # ルビの色をn番に変更 / 0でデフォルト + * \rc[r,g,b] # ルビの色をRGBで指定 + * \rs[n] # ルビの文字サイズをnに変更 + * \rw[n] # ルビの縁の太さを変更 / デフォルト値は4 + * + * \df # 文章表示の設定をデフォルト値に戻す(※6) + * \sv # 現在の文章表示の設定を記憶(※6) + * \ld # \svで記憶した設定の呼び出し(※6) + * + * 以下は文章内に含まれていた場合に適用 + * \a # 決定キーやシフトキーによる瞬間表示の禁止 + * \nw[s] # 文字列sを名前ウィンドウに表示 + * \nc[n] # 名前ウィンドウの文字色をn番に変更 + * \fr # 顔グラフィックを右側に表示 + * \fm # 顔グラフィックを左右反転 + * \fw[n] # 顔グラフィックを別ウィンドウでnフレームかけて表示(※7) + * \es # イベントの演出のスキップを一時的に有効にする(※8) + * + * すべての制御文字は大文字小文字どちらでも可能 + * + * プラグインコマンド: + * SetMesRow n # メッセージウィンドウの表示行数を変更 + * SetMesFadeOut n s # フェードアウトタイプを変更 + * SetMesCharSe n # 文字SEをn番に変更 + * SetEffectSkip true/false # イベントの演出のスキップの有効/無効を変更 + * SetMesName s # 名前ウィンドウの名前をsに変更 + * + * ================================================================ + * ▼ 制御文字詳細 + * -------------------------------- + * ※1: \at[n] (アニメーションタイプをn番に変更) + * アニメーションタイプのデフォルトは以下のようになります。 + * 0:アニメーションなし + * 1:文字が右にスライドしながら浮かび上がる + * 2:文字が横に広がりながら表示される + * 3:文字が拡大しながら表示される + * 4:文字を左側から表示する(表示速度6推奨) + * + * アニメーションはプラグインパラメータ[=== Animation ===]カテゴリにて + * 設定できます。 + * + * -------------------------------- + * ※2: \set[n] (設定した文字列に変換) + * プラグインパラメータ[Text Set]で指定した文字列に変換します。 + * 制御文字も設定可能です。 + * + * -------------------------------- + * ※3: \rb[s,r] (文字列sにルビrを付けて表示) + * ルビを振った文字列は一文字ずつではなくまとめて表示されます。 + * + * -------------------------------- + * ※4: \we (演出が終了するまでウェイト) + * プラグインパラメータ[Wait Effects]で設定したイベントの演出が終了するまで + * ウェイトを行います。 + * + * 文章のスキップを行ってもウェイトがかかります。 + * + * -------------------------------- + * ※5: \oc[r,g,b,a] (文字の縁の色をRGBAで指定) + * アルファ値(a)は0.0~1.0で指定してください。 + * + * -------------------------------- + * ※6: \df, \sv, \ld (文章表示の設定を初期化/保存/呼び出し) + * プラグインパラメータ[Text Informations]で対象となる情報を指定してください。 + * + * -------------------------------- + * ※7: \fw[n] (顔グラフィックを別ウィンドウでnフレームかけて表示) + * 顔グラフィックウィンドウはメッセージウィンドウの上もしくは下に表示されます。 + * 表示にかかる時間は、画面の外側から内側へ移動するまでの時間です。 + * + * -------------------------------- + * ※8: \es (イベントの演出のスキップを一時的に有効にする) + * 詳細はプラグインコマンドの SetEffectSkip を参照。 + * + * + * ================================================================ + * ▼ プラグインコマンド詳細 + * -------------------------------- + * 〇 SetMesRow n + * n : メッセージウィンドウの行数 + * + * メッセージウィンドウの表示行数をn行に変更します。 + * + * -------------------------------- + * 〇 SetMesFadeOut n s + * n : フェードアウトのタイプ + * s : フェードアウトにかける時間 + * + * フェードアウトのタイプを変更します。 + * + * 指定するタイプは以下のようになっています。 + * 0:なし(瞬時に消える) + * 1:徐々に消える + * 2:上にスクロール + * + * 時間はフレーム数ではありません。 + * タイプによって時間が変わります。 + * + * -------------------------------- + * 〇 SetMesCharSe n + * n : 文字SEの番号 + * + * 鳴らす文字SEをn番に変更します。 + * 0で無音、1以上でプラグインパラメータにて設定したSEが適用されます。 + * + * 制御文字\seは一時的なものですが、こちらはデフォルト値の変更です。 + * + * -------------------------------- + * 〇 SetEffectSkip bool + * bool : trueで有効, falseで無効 + * + * 文章のスキップを行った際、演出のスキップをするかどうかを変更できます。 + * 初期設定は無効です。 + * + * スキップする演出はプラグインパラメータ[Skip Effects]にて設定できます。 + * プラグインコマンドからの個別の設定変更はできません。 + * + * 制御文字\esは一時的なものですが、こちらはコマンド実行後全ての文章の表示に + * 適用されます。 + * + * -------------------------------- + * 〇 SetMesName s + * s : 名前 (未設定で非表示) + * + * 名前ウィンドウに表示する名前をsに変更します。 + * + * \nw[s]との違いは、このコマンドを使用してからこのコマンドや\nw[s]で + * 別の名前が設定されるまでこの名前が表示されます。 + * 他には\rb[s,r],アイコンやアイテム名の表示といった制御コマンドが使用できます。 + * + * プラグインコマンドの仕様上、空白は使用できないことに注意してください。 + * 空白を使用したい場合、\set[n]コマンドを使用してください。 + * + * + * ================================================================ + * ▼ プラグインパラメータ詳細 + * -------------------------------- + * 〇 Skip Effects (文章のスキップをした際、同時にスキップを行う演出) + * + * 有効となっている演出が終了するまでマップの更新を行います。 + * メイン処理全てを更新するので、有効となっていない演出も早送りされます。 + * + * この処理はプラグインコマンド[SetEffectSkip]にて有効に設定する、 + * または制御文字\esを使用することで機能します。 + * + * -------------------------------- + * 〇 Always Leave Ruby Height (ルビの高さを常に開けるかどうか) + * + * 有効にすると1行の高さにルビが含まれるようになります。 + * + * -------------------------------- + * 〇 === Animation === カテゴリ + * イベントコマンドのようにアニメーションを作成出来ます。 + * + * ※注意点 + * ・基準となる座標はX:0,Y:0です。原点は関係ありません。 + * ・アニメーションが終了した時点で通常の描写がされます。 + * ・最終的な座標や拡大率、回転角度などはすべて無視されます。 + * + * -------------------------------- + * 〇 Plugin Commands (プラグインコマンド名) + * + * プラグインコマンド名を変更できます。 + * コマンドを短くしたり日本語化等が可能です。 + * + * コマンド名を変更しても、デフォルトのコマンドは使用できます。 + * + * + * ================================================================ + * ▼ その他 + * -------------------------------- + * ・トリアコンタンさん制作の「フキダシウィンドウプラグイン」と併用する場合、 + * こちらのプラグインが下になるように導入してください。 + * 併用した際、全ての機能が動作する保証はありません。 + * + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param === Basic === + * @default 【基本的な設定】 + * + * @param Anime Commons + * @type common_event[] + * @desc オリジナルアニメーションとして読み込むコモンイベントIDの配列 + * (上から \at[5],\at[6]... となります) + * @default [] + * @parent === Basic === + * + * @param Text Set + * @type string[] + * @desc \setにて呼び出す文字列のセットの配列 + * (上から \set[1],\set[2]... となります) + * @default [] + * @parent === Basic === + * + * @param Text Informations + * @type struct + * @desc \df,\sv,\ldを実行した際に操作する情報 + * @default {"Speed":"true","Anime Type":"true","Text Color":"true","Text Size":"true","Text Opacity":"true","Outline Color":"true","Outline Width":"true","Ruby Color":"true","Ruby Size":"true","Ruby Width":"true"} + * @parent === Basic === + * + * @param Wait Effects + * @type struct + * @desc \we実行時に終了待ちをする演出 + * @default {"Scroll Map":"true","Set Movement Route":"true","Show Animation":"true","Show Balloon Icon":"true","Move Picture":"true","Tint Picture":"true","Tint Screen":"true","Flash Screen":"true","Shake Screen":"false","Set Weather Effect":"false","Fadeout BGM":"false","Fadeout BGS":"false","Play ME":"false"} + * @parent === Basic === + * + * @param Skip Effects + * @type struct + * @desc 文章のスキップをした際、同時にスキップを行う演出 + * @default {"Scroll Map":"true","Set Movement Route":"true","Move Picture":"true","Tint Picture":"true","Tint Screen":"false","Flash Screen":"false","Shake Screen":"false","Set Weather Effect":"false"} + * @parent === Basic === + * + * @param Skip Effects Timing + * @type select + * @option 0:スキップ時 + * @value 0 + * @option 1:文章の表示終了時 + * @value 1 + * @desc 演出スキップを行うタイミング + * @default 0 + * @parent Skip Effects + * + * @param Ruby Oy + * @type number + * @min -9999 + * @desc ルビのY軸補正値 + * @default 0 + * @parent === Basic === + * + * @param Always Leave Ruby Height + * @type boolean + * @desc ルビの高さを常に開けるかどうか + * @default false + * @parent === Basic === + * + * @param Ruby Height For Name + * @type boolean + * @desc 名前ウィンドウでルビの高さを常に開けるかどうか + * @default false + * @parent === Basic === + * + * @param Name Ruby Color + * @desc 名前ウィンドウのルビの色(RGBで指定) + * @default 255,255,255 + * @parent === Basic === + * + * + * @param === Char SE === + * @default 【文字SE】 + * + * @param Character SEs + * @type struct[] + * @desc 文字を表示する際に鳴らすSEの配列 + * @default [] + * @parent === Char SE === + * + * @param Char SE Interval + * @type number + * @min 1 + * @desc 文字を表示する際にSEを鳴らす間隔 + * @default 4 + * @parent === Char SE === + * + * @param Stop SE When Skip + * @type boolean + * @desc スキップしたときにSEの停止を行うかどうか + * @default false + * @parent === Char SE === + * + * + * @param === Default === + * @default 【デフォルト値】 + * + * @param Default Message Row + * @type number + * @min 1 + * @desc [メッセージウィンドウの表示行数]のデフォルト値 + * @default 4 + * @parent === Default === + * + * @param Default FadeOut Type + * @type select + * @option 0:なし(瞬時に消える) + * @value 0 + * @option 1:徐々に消える + * @value 1 + * @option 2:上にスクロール + * @value 2 + * @desc [フェードアウトタイプ]のデフォルト値 + * @default 0 + * @parent === Default === + * + * @param Default FadeOut Speed + * @type number + * @desc [フェードアウト速度]のデフォルト値 + * @default 5 + * @parent === Default === + * + * @param Default Speed + * @type number + * @desc [文章の表示速度]のデフォルト値 + * @default 60 + * @parent === Default === + * + * @param Default Anime Type + * @type number + * @desc [アニメーションタイプ]のデフォルト値 + * @default 1 + * @parent === Default === + * + * @param Default Ruby Color + * @desc [ルビの色]のデフォルト値(RGBで指定) + * @default 255,255,255 + * @parent === Default === + * + * @param Default Ruby Size + * @type number + * @desc [ルビの文字サイズ]のデフォルト値 + * @default 14 + * @parent === Default === + * + * @param Default Ruby Outline + * @type number + * @desc [ルビの縁の太さ]のデフォルト値 + * @default 2 + * @parent === Default === + * + * @param Default Char SE Index + * @type number + * @desc [文字SE]のデフォルト値 + * @default 0 + * @parent === Default === + * + * + * @param === Window === + * @default 【ウィンドウ】 + * + * @param Name Window + * @type struct + * @desc 名前ウィンドウのパラメータ + * @default {"x":"12","y":"-40","Windowskin":"Window","Default Color":"0","Font Size":"28"} + * @parent === Window === + * + * @param Face Window + * @type struct + * @desc 顔グラフィックウィンドウのパラメータ + * @default {"Padding X":"0","Padding Y":"0","Windowskin":"Window"} + * @parent === Window === + * + * + * @param === Animation === + * @default 【アニメーション】 + * + * @param 001 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default ["{\"note\":\"表示\",\"C001\":\"{\\\"Origin X\\\":\\\"0\\\",\\\"Origin Y\\\":\\\"0\\\",\\\"X\\\":\\\"-6\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"0\\\"}\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"15\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}"] + * @parent === Animation === + * + * @param 002 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default ["{\"note\":\"表示\",\"C001\":\"{\\\"Origin X\\\":\\\"0\\\",\\\"Origin Y\\\":\\\"0\\\",\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"0\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\"}\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"75\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"6\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"6\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}"] + * @parent === Animation === + * + * @param 003 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default ["{\"note\":\"表示\",\"C001\":\"{\\\"Origin X\\\":\\\"1\\\",\\\"Origin Y\\\":\\\"1\\\",\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"0\\\",\\\"Scale Y\\\":\\\"0\\\",\\\"Opacity\\\":\\\"255\\\"}\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"60\\\",\\\"Scale Y\\\":\\\"60\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"7\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"7\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"120\\\",\\\"Scale Y\\\":\\\"120\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"8\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"移動\",\"C001\":\"\",\"C002\":\"{\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\",\\\"Duration\\\":\\\"8\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}"] + * @parent === Animation === + * + * @param 004 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default ["{\"note\":\"表示\",\"C001\":\"{\\\"Origin X\\\":\\\"0\\\",\\\"Origin Y\\\":\\\"0\\\",\\\"X\\\":\\\"0\\\",\\\"Y\\\":\\\"0\\\",\\\"Scale X\\\":\\\"100\\\",\\\"Scale Y\\\":\\\"100\\\",\\\"Opacity\\\":\\\"255\\\"}\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"\",\"C07\":\"\"}","{\"note\":\"表示範囲\",\"C001\":\"\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"{\\\"Left\\\":\\\"0\\\",\\\"Top\\\":\\\"0\\\",\\\"Right\\\":\\\"0\\\",\\\"Bottom\\\":\\\"100\\\",\\\"Duration\\\":\\\"0\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C07\":\"\"}","{\"note\":\"表示範囲\",\"C001\":\"\",\"C002\":\"\",\"C004\":\"\",\"C005\":\"\",\"C006\":\"{\\\"Left\\\":\\\"0\\\",\\\"Top\\\":\\\"0\\\",\\\"Right\\\":\\\"100\\\",\\\"Bottom\\\":\\\"100\\\",\\\"Duration\\\":\\\"10\\\",\\\"Wait\\\":\\\"true\\\"}\",\"C07\":\"\"}"] + * @parent === Animation === + * + * @param 005 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default [] + * @parent === Animation === + * + * @param 006 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default [] + * @parent === Animation === + * + * @param 007 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default [] + * @parent === Animation === + * + * @param 008 + * @type struct[] + * @desc オリジナルアニメーションの実行内容 + * (Deleteキーで削除 / 実行したいコマンドのみパラメータを入力) + * @default [] + * @parent === Animation === + * + * + * @param === Command === + * @default 【コマンド関連】 + * + * @param Plugin Commands + * @type struct + * @desc プラグインコマンド名 + * @default {"SetMesRow":"SetMesRow","SetMesFadeOut":"SetMesFadeOut","SetMesCharSe":"SetMesCharSe","SetEffectSkip":"SetEffectSkip","SetMesName":"SetMesName"} + * @parent === Command === + * + */ + +/*~struct~Informations: + * @param Speed + * @type boolean + * @desc 文章の表示速度 + * + * @param Anime Type + * @type boolean + * @desc アニメーションタイプ + * + * @param Text Color + * @type boolean + * @desc 文字色 + * + * @param Text Size + * @type boolean + * @desc 文字サイズ + * + * @param Text Opacity + * @type boolean + * @desc 文字の不透明度 + * + * @param Outline Color + * @type boolean + * @desc 文字の縁の色 + * @default true + * + * @param Outline Width + * @type boolean + * @desc 文字の縁の太さ + * + * @param Ruby Color + * @type boolean + * @desc ルビの色 + * + * @param Ruby Size + * @type boolean + * @desc ルビの文字サイズ + * + * @param Ruby Width + * @type boolean + * @desc ルビの縁の太さ + */ + +/*~struct~WaitEffects: + * @param Scroll Map + * @type boolean + * @desc [マップのスクロール] + * + * @param Set Movement Route + * @type boolean + * @desc [移動ルートの設定] + * ([動作を繰り返す]は除く) + * + * @param Show Animation + * @type boolean + * @desc [アニメーションの表示] + * + * @param Show Balloon Icon + * @type boolean + * @desc [フキダシアイコンの表示] + * + * @param Move Picture + * @type boolean + * @desc [ピクチャの移動] + * + * @param Tint Picture + * @type boolean + * @desc [ピクチャの色調変更] + * + * @param Tint Screen + * @type boolean + * @desc [画面の色調変更] + * + * @param Flash Screen + * @type boolean + * @desc [画面のフラッシュ] + * + * @param Shake Screen + * @type boolean + * @desc [画面のシェイク] + * + * @param Set Weather Effect + * @type boolean + * @desc [天候の設定] + * + * @param Fadeout BGM + * @type boolean + * @desc [BGMのフェードアウト] + * + * @param Fadeout BGS + * @type boolean + * @desc [BGSのフェードアウト] + * + * @param Play ME + * @type boolean + * @desc [MEの演奏] + * + * + */ + +/*~struct~SkipEffects: + * @param Scroll Map + * @type boolean + * @desc [マップのスクロール] + * + * @param Set Movement Route + * @type boolean + * @desc [移動ルートの設定] + * ([動作を繰り返す]は除く) + * + * @param Move Picture + * @type boolean + * @desc [ピクチャの移動] + * + * @param Tint Picture + * @type boolean + * @desc [ピクチャの色調変更] + * + * @param Tint Screen + * @type boolean + * @desc [画面の色調変更] + * + * @param Flash Screen + * @type boolean + * @desc [画面のフラッシュ] + * + * @param Shake Screen + * @type boolean + * @desc [画面のシェイク] + * + * @param Set Weather Effect + * @type boolean + * @desc [天候の設定] + * + * + */ + +/*~struct~NameWindow: + * @param x + * @type number + * @min -3000 + * @desc X座標 + * @default 0 + * + * @param y + * @type number + * @min -3000 + * @desc Y座標 + * @default -56 + * + * @param Windowskin + * @type file + * @require 1 + * @dir img/system + * @desc ウィンドウのウィンドウスキン名 + * @default Window + * + * @param Default Color + * @type number + * @desc 文字色のデフォルト値(番号で指定) + * @default 0 + * + * @param Font Size + * @type number + * @min 4 + * @desc 文字サイズ + * @default 28 + */ + +/*~struct~FaceWindow: + * @param Padding X + * @type number + * @desc X軸の余白 + * @default 0 + * + * @param Padding Y + * @type number + * @desc Y軸の余白 + * @default 0 + * + * @param Windowskin + * @type file + * @require 1 + * @dir img/system + * @desc ウィンドウのウィンドウスキン名 + * @default Window + */ + +/*~struct~SE: + * @param Name + * @desc ファイル名 + * @default + * @require 1 + * @dir audio/se + * @type file + * + * @param Volume + * @type number + * @max 100 + * @desc 音量 + * @default 90 + * + * @param Pitch + * @type number + * @min 50 + * @max 150 + * @desc ピッチ + * @default 100 + * + * @param Pan + * @type number + * @min -100 + * @max 100 + * @desc 位相 + * @default 0 + * + */ + +/*~struct~Plugin: + * @param SetMesRow + * @desc メッセージウィンドウの表示行数を変更 + * @default SetMesRow + * + * @param SetMesFadeOut + * @desc フェードアウトタイプを変更 + * @default SetMesFadeOut + * + * @param SetMesCharSe + * @desc 文字SEをn番に変更 + * @default SetMesCharSe + * + * @param SetEffectSkip + * @desc イベントの演出のスキップの有効/無効を変更 + * @default SetEffectSkip + * + * @param SetMesName + * @desc 次に表示する名前ウィンドウの名前をsに変更 + * @default SetMesName + * + */ + +/*~struct~Command: + * @param note + * @text メモ + * @type combo + * @option 表示 + * @option 移動 + * @option 回転 + * @option 角度指定 + * @option 色調変更 + * @option 表示範囲 + * @option ウェイト + * @default + * + * @param C001 + * @text [文字の表示] + * @type struct + * @desc 文字の表示 + * @default + * + * @param C002 + * @text [文字の移動] + * @type struct + * @desc + * @default + * + * @param C004 + * @text [回転] + * @type struct + * @desc + * @default + * + * @param C005 + * @text [色調変更] + * @type struct + * @desc + * @default + * + * @param C006 + * @text [表示範囲] + * @type struct + * @desc 文字の表示範囲を指定します。 + * @default + * + * @param C07 + * @text [ウェイト] + * @type number + * @min 1 + * @desc フレーム(1/60秒) + * @default + * + */ + +/*~struct~C001: + * @param Origin X + * @text X軸原点 + * @type select + * @option 0:左 + * @value 0 + * @option 1:中央 + * @value 1 + * @option 2:右 + * @value 2 + * @desc + * @default 0 + * + * @param Origin Y + * @text Y軸原点 + * @type select + * @option 0:上 + * @value 0 + * @option 1:中央 + * @value 1 + * @option 2:下 + * @value 2 + * @desc + * @default 0 + * + * @param X + * @text X座標 + * @type number + * @min -9999 + * @max 9999 + * @desc + * @default 0 + * + * @param Y + * @text Y座標 + * @type number + * @min -9999 + * @max 9999 + * @desc + * @default 0 + * + * @param Scale X + * @text 拡大率 幅 + * @type number + * @min -9999 + * @max 9999 + * @desc 100で等倍 / マイナスで左右反転 + * @default 100 + * + * @param Scale Y + * @text 拡大率 高さ + * @type number + * @min -9999 + * @max 9999 + * @desc 100で等倍 / マイナスで上下反転 + * @default 100 + * + * @param Opacity + * @text 不透明度 + * @type number + * @max 255 + * @desc + * @default 255 + * + */ + +/*~struct~C002: + * @param X + * @text X座標 + * @type number + * @min -9999 + * @max 9999 + * @desc + * @default 0 + * + * @param Y + * @text Y座標 + * @type number + * @min -9999 + * @max 9999 + * @desc + * @default 0 + * + * @param Scale X + * @text 拡大率 幅 + * @type number + * @min -9999 + * @max 9999 + * @desc 100で等倍 / マイナスで左右反転 + * @default 100 + * + * @param Scale Y + * @text 拡大率 高さ + * @type number + * @min -9999 + * @max 9999 + * @desc 100で等倍 / マイナスで上下反転 + * @default 100 + * + * @param Opacity + * @text 不透明度 + * @type number + * @max 255 + * @desc + * @default 255 + * + * @param Duration + * @text 時間 + * @type number + * @desc フレーム (1/60秒) + * @default 10 + * + * @param Wait + * @text 完了までウェイト + * @type boolean + * @default true + * + */ + +/*~struct~C004: + * @param Angle + * @text 回転角度 + * @type number + * @min -9999 + * @max 9999 + * @desc + * @default 0 + * + * @param Duration + * @text 時間 + * @type number + * @desc フレーム (1/60秒) + * @default 10 + * + * @param Wait + * @text 完了までウェイト + * @type boolean + * @default true + * + */ + +/*~struct~C005: + * @param Red + * @text 赤 + * @type number + * @min -255 + * @max 255 + * @desc + * @default 0 + * + * @param Green + * @text 緑 + * @type number + * @min -255 + * @max 255 + * @desc + * @default 0 + * + * @param Blue + * @text 青 + * @type number + * @min -255 + * @max 255 + * @desc + * @default 0 + * + * @param Gray + * @text グレー + * @type number + * @max 255 + * @desc + * @default 0 + * + * @param Duration + * @text 時間 + * @type number + * @desc フレーム (1/60秒) + * @default 10 + * + * @param Wait + * @text 完了までウェイト + * @type boolean + * @default true + * + */ + +/*~struct~C006: + * @param Left + * @text 表示範囲 左端 + * @type number + * @max 100 + * @desc + * @default 0 + * + * @param Top + * @text 表示範囲 上端 + * @type number + * @max 100 + * @desc + * @default 0 + * + * @param Right + * @text 表示範囲 右端 + * @type number + * @max 100 + * @desc + * @default 100 + * + * @param Bottom + * @text 表示範囲 下端 + * @type number + * @max 100 + * @desc + * @default 100 + * + * @param Duration + * @text 時間 + * @type number + * @desc フレーム (1/60秒) + * @default 10 + * + * @param Wait + * @text 完了までウェイト + * @type boolean + * @default true + * + */ + +var MPP = MPP || {}; + +(function (exports) { + 'use strict'; + + MPP.Imported = MPP.Imported || {}; + MPP.Imported.Patch = $plugins.some(function (plugin) { + return (plugin.name === 'MPP_Patch' && plugin.status); + }); + MPP.Imported.MessageWindowPopup = $plugins.some(function (plugin) { + return (plugin.name === 'MessageWindowPopup' && plugin.status); + }); + + const Params = {}; + + { + + let parameters = PluginManager.parameters('MPP_MessageEX'); + + function paramRevive(key, value) { + try { + return eval(value); + } catch (e) { + return value; + } + }; + function parseRevive(key, value) { + try { + return JSON.parse(value, parseRevive); + } catch (e) { + return value; + } + }; + + + Params.animeCommons = JSON.parse(parameters['Anime Commons'] || "[]"); + Params.textSet = JSON.parse(parameters['Text Set'] || "[]"); + Params.textInformations = JSON.parse(parameters['Text Informations'] || "{}", paramRevive); + Params.WaitEffects = JSON.parse(parameters['Wait Effects'] || "{}", paramRevive); + Params.SkipEffects = JSON.parse(parameters['Skip Effects'] || "{}", paramRevive); + Params.SkipEffectsTiming = Number(parameters['Skip Effects Timing'] || 0); + Params.RubyOy = Number(parameters['Ruby Oy'] || 0); + Params.AlwaysLeaveRubyHeight = !!eval(parameters['Always Leave Ruby Height'] || "false"); + Params.RubyHeightForName = !!eval(parameters['Ruby Height For Name'] || "false"); + Params.NameRubyColor = 'rgb(%1)'.format(parameters['Name Ruby Color'] || '255,255,255'); + + // === Char SE === + let charSEs = JSON.parse(parameters['Character SEs'] || "[]"); + for (let i = 0; i < charSEs.length; i++) { + let se = JSON.parse(charSEs[i]); + if (se) { + charSEs[i] = { + name: se.Name || "", + volume: Number(se.Volume || 90), + pitch: Number(se.Pitch || 100), + pan: Number(se.Pan || 0) + }; + } + } + Params.CharacterSEs = charSEs; + Params.CharSeInterval = Number(parameters['Char SE Interval'] || 3); + Params.StopSeWhenSkip = !!eval(parameters['Stop SE When Skip'] || "false"); + + // === Default === + Params.defaultMessageRow = Number(parameters['Default Message Row']); + Params.defaultFadeOutType = Number(parameters['Default FadeOut Type']); + Params.defaultFadeOutSpeed = Number(parameters['Default FadeOut Speed']); + Params.defaultSpeed = Number(parameters['Default Speed']); + Params.defaultAnimeType = Number(parameters['Default Anime Type']); + Params.defaultRubyColor = 'rgb(%1)'.format(parameters['Default Ruby Color'] || '255,255,255'); + Params.defaultRubySize = Number(parameters['Default Ruby Size'] || 14); + Params.defaultRubyOutline = Number(parameters['Default Ruby Outline']); + Params.DefaultCharSeIndex = Number(parameters['Default Char SE Index'] || 1); + + function paramReviveNumber(key, value) { + if (/^\-?\d+$/.test(value)) { + return Number(value); + } else { + return value; + } + }; + + Params.nameWindow = JSON.parse(parameters['Name Window'] || "{}", paramReviveNumber); + Params.faceWindow = JSON.parse(parameters['Face Window'] || "{}", paramReviveNumber); + + // === Animation === + Params.Animations = []; + let max = 8; + for (let i = 1; i <= max; i++) { + Params.Animations[i] = JSON.parse(parameters[i.padZero(3)] || "[]", parseRevive); + } + + + // === Command === + Params.PluginCommands = JSON.parse(parameters['Plugin Commands'] || "{}"); + + // MPP_Patch.js + if (MPP.Imported.Patch) { + parameters = PluginManager.parameters('MPP_Patch'); + Params.Patch6 = !!eval(parameters['Patch6 enabled?']); + } else { + Params.Patch6 = false; + } + + + } + + const Alias = {}; + + //----------------------------------------------------------------------------- + // WebAudio + + WebAudio.prototype.realVolume = function () { + if (this._gainNode) { + return this._gainNode.gain.value; + } else { + return 0; + } + }; + + //----------------------------------------------------------------------------- + // Html5Audio + + Html5Audio.realVolume = function () { + if (this._audioElement) { + return this._audioElement.volume; + } else { + return 0; + } + }; + + //----------------------------------------------------------------------------- + // WindowLayer + + Window.prototype.isRenderClear = function () { + return true; + }; + + //----------------------------------------------------------------------------- + // WindowLayer + + //7100 + Alias.WiLa__canvasClearWindowRect = WindowLayer.prototype._canvasClearWindowRect; + WindowLayer.prototype._canvasClearWindowRect = function (renderSession, window) { + if (window.isRenderClear()) { + Alias.WiLa__canvasClearWindowRect.apply(this, arguments); + } + }; + + //7162 + Alias.WiLa__maskWindow = WindowLayer.prototype._maskWindow; + WindowLayer.prototype._maskWindow = function (window, shift) { + Alias.WiLa__maskWindow.apply(this, arguments); + if (!window.isRenderClear()) { + var rect = this._windowRect; + rect.width = 0; + rect.height = 0; + } + }; + + //----------------------------------------------------------------------------- + // AudioManager + + AudioManager.isBgmFadeOuting = function () { + return (this._bgmBuffer && !this._currentBgm && this._bgmBuffer.realVolume() > 0); + }; + + AudioManager.isBgsFadeOuting = function () { + return (this._bgsBuffer && !this._currentBgs && this._bgsBuffer.realVolume() > 0); + }; + + AudioManager.isMePlaying = function () { + return (this._meBuffer && this._meBuffer.isPlaying()); + }; + + //----------------------------------------------------------------------------- + // Game_Character + + Game_Character.prototype.isMoveRouteForcingNr = function () { + return this.isMoveRouteForcing() && !this._moveRoute.repeat; + }; + + //----------------------------------------------------------------------------- + // Game_Map + + Game_Map.prototype.isAnyMoveRouteForcingNr = function () { + return this.events().some(e => e.isMoveRouteForcingNr()) || + $gamePlayer.isMoveRouteForcingNr(); + }; + + Game_Map.prototype.isAnyAnimationPlaying = function () { + return this.events().some(e => e.isAnimationPlaying()) || + $gamePlayer.isAnimationPlaying(); + }; + + Game_Map.prototype.isAnyBalloonPlaying = function () { + return this.events().some(e => e.isBalloonPlaying()) || + $gamePlayer.isBalloonPlaying(); + }; + + //----------------------------------------------------------------------------- + // Game_Screen + + Game_Screen.prototype.isAnyPictureMoving = function () { + return this._pictures.some(p => p && p.isMoving()); + }; + + Game_Screen.prototype.isAnyPictureTinting = function () { + return this._pictures.some(p => p && p.isTinting()); + }; + + Game_Screen.prototype.isTinting = function () { + return this._toneDuration > 0; + }; + + Game_Screen.prototype.isFlashing = function () { + return this._flashDuration > 0; + }; + + Game_Screen.prototype.isShaking = function () { + return this._shakeDuration > 0; + }; + + Game_Screen.prototype.isWeatherChanging = function () { + return this._weatherDuration > 0; + }; + + //----------------------------------------------------------------------------- + // Game_Picture + + Game_Picture.prototype.isMoving = function () { + return this._duration > 0; + }; + + Game_Picture.prototype.isTinting = function () { + return this._toneDuration > 0; + }; + + //----------------------------------------------------------------------------- + // Game_Message + + //11 + Alias.GaMe_initialize = Game_Message.prototype.initialize; + Game_Message.prototype.initialize = function () { + Alias.GaMe_initialize.apply(this, arguments); + this._messageRow = Params.defaultMessageRow; + this._fadeOutType = Params.defaultFadeOutType; + this._fadeOutSpeed = Params.defaultFadeOutSpeed; + this.charSeIndex = Params.DefaultCharSeIndex; + this.effectSkip = false; + this.messageName = ""; + }; + + //----------------------------------------------------------------------------- + // Game_Interpreter + + //1722 + Alias.GaIn_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + Alias.GaIn_pluginCommand.call(this, command, args); + var args2 = this.mppPluginCommandArgs(args); + switch (command) { + case Params.PluginCommands.SetMesRow: + case 'SetMesRow': + $gameMessage._messageRow = Math.max(args2[0], 1); + break; + case Params.PluginCommands.SetMesFadeOut: + case 'SetMesFadeOut': + $gameMessage._fadeOutType = args2[0]; + $gameMessage._fadeOutSpeed = args2[1]; + break; + case Params.PluginCommands.SetMesCharSe: + case 'SetMesCharSe': + $gameMessage.charSeIndex = args2[0]; + break; + case Params.PluginCommands.SetEffectSkip: + case 'SetEffectSkip': + $gameMessage.effectSkip = !!args2[0]; + break; + case Params.PluginCommands.SetMesName: + case 'SetMesName': + $gameMessage.messageName = args2[0] || ""; + break; + } + }; + + Game_Interpreter.prototype.mppPluginCommandArgs = function (args) { + var v = $gameVariables._data; + return args.map(function (arg) { + try { + return eval(arg) || 0; + } catch (e) { + return arg; + } + }); + }; + + //----------------------------------------------------------------------------- + // Sprite_TextCharacter + + function Sprite_TextCharacter() { + this.initialize.apply(this, arguments); + } + + MPP.Sprite_TextCharacter = Sprite_TextCharacter; + + Sprite_TextCharacter.prototype = Object.create(Sprite.prototype); + Sprite_TextCharacter.prototype.constructor = Sprite_TextCharacter; + + Sprite_TextCharacter.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._baseX = 0; + this._baseY = 0; + this._rect = null; + this._list = null; + this._index = -1; + this._waitCount = 0; + }; + + Sprite_TextCharacter.prototype.setCallback = function (callback) { + this._drawCallback = callback; + }; + + Sprite_TextCharacter.prototype.setup = function (bitmap, x, y, rect, list) { + this.bitmap = bitmap; + this._baseX = x; + this._baseY = y; + this._rect = rect; + this._list = list; + this._index = -1; + this._waitCount = 0; + this.initBasic(); + this.initTarget(); + this.initTone(); + this.initRotation(); + this.initFrame(); + this.x = x; + this.y = y; + this.scale.x = 1.0; + this.scale.y = 1.0; + this.opacity = 255; + this.setColorTone([0, 0, 0, 0]); + this.rotation = 0; + this.update(); + }; + + Sprite_TextCharacter.prototype.initBasic = function () { + this._originX = 0; + this._originY = 0; + this._offsetX = 0; + this._offsetY = 0; + }; + + Sprite_TextCharacter.prototype.initTarget = function () { + this._targetX = this._baseX; + this._targetY = this._baseY; + this._targetScaleX = 1; + this._targetScaleY = 1; + this._targetOpacity = 255; + this._moveDuration = 0; + }; + + Sprite_TextCharacter.prototype.initTone = function () { + this._tone = null; + this._toneTarget = null; + this._toneDuration = 0; + }; + + Sprite_TextCharacter.prototype.initRotation = function () { + this._angle = 0; + this._targetAngle = 0; + this._angleDuration = 0; + }; + + Sprite_TextCharacter.prototype.initFrame = function () { + var bitmap = this._bitmap; + if (bitmap) { + this.setFrame(0, 0, bitmap.width, bitmap.height); + } else { + this.setFrame(0, 0, 0, 0); + } + this._frame2 = null; + this._frame2Target = null; + this._frame2Duration = 0; + }; + + Sprite_TextCharacter.prototype.isPlaying = function () { + return !!this._list; + }; + + Sprite_TextCharacter.prototype.drawX = function () { + return this._baseX - this._rect.x; + }; + + Sprite_TextCharacter.prototype.drawY = function () { + return this._baseY - this._rect.y; + }; + + Sprite_TextCharacter.prototype.show = function (cmd) { + this._originX = cmd["Origin X"]; + this._originY = cmd["Origin Y"]; + this._offsetX = cmd["X"]; + this._offsetY = cmd["Y"]; + this.scale.x = cmd["Scale X"] / 100; + this.scale.y = cmd["Scale Y"] / 100; + this.opacity = cmd["Opacity"]; + this.initTarget(); + this.initTone(); + this.initRotation(); + this.initFrame(); + }; + + Sprite_TextCharacter.prototype.move = function (cmd) { + this._targetX = cmd["X"]; + this._targetY = cmd["Y"]; + this._targetScaleX = cmd["Scale X"] / 100; + this._targetScaleY = cmd["Scale Y"] / 100; + this._targetOpacity = cmd["Opacity"]; + this._moveDuration = cmd["Duration"]; + if (cmd["Wait"]) this.wait(this._moveDuration); + if (this._moveDuration === 0) { + this._offsetX = this._targetX; + this._offsetY = this._targetY; + this.scale.x = this._targetScaleX; + this.scale.y = this._targetScaleY; + this.opacity = this._targetOpacity; + } + }; + + Sprite_TextCharacter.prototype.rotate = function (cmd) { + this._targetAngle = cmd["Angle"]; + this._angleDuration = cmd["Duration"]; + if (cmd["Wait"]) this.wait(this._angleDuration); + if (this._angleDuration === 0) { + this._angle = this._targetAngle; + } + }; + + Sprite_TextCharacter.prototype.tone = function (cmd) { + if (!this._tone) this._tone = [0, 0, 0, 0]; + this._toneTarget = [cmd["Red"], cmd["Green"], cmd["Blue"], cmd["Gray"]]; + this._toneDuration = cmd["Duration"]; + if (cmd["Wait"]) this.wait(this._toneDuration); + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + this.setColorTone(this._tone); + } + }; + + Sprite_TextCharacter.prototype.frame = function (cmd) { + if (!this._frame2) this._frame2 = [0, 0, 100, 100]; + this._frame2Target = [cmd["Left"], cmd["Top"], cmd["Right"], cmd["Bottom"]]; + this._frame2Duration = cmd["Duration"]; + if (cmd["Wait"]) this.wait(this._frame2Duration); + if (this._frame2Duration === 0) { + this._frame2 = this._frame2Target.clone(); + this.refreshFrame2(); + } + }; + + Sprite_TextCharacter.prototype.wait = function (count) { + this._waitCount = count; + }; + + Sprite_TextCharacter.prototype.update = function () { + Sprite.prototype.update.call(this); + if (this.isPlaying() && this.updateCommand()) { + this.updateMove(); + this.updateTone(); + this.updateRotation(); + this.updateFrame(); + } + }; + + Sprite_TextCharacter.prototype.updateCommand = function () { + for (; ;) { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + this._index++; + var command = this._list[this._index]; + if (command) { + this.callMethod(command); + } else { + this.draw(); + return false; + } + } + }; + + Sprite_TextCharacter.prototype.callMethod = function (command) { + try { + if (command.C001) this.show(command.C001); + else if (command.C002) this.move(command.C002); + else if (typeof command.C003 === 'number') + this._angle = command.C003; + else if (command.C004) this.rotate(command.C004); + else if (command.C005) this.tone(command.C005); + else if (command.C006) this.frame(command.C006); + else if (command.C007) this.wait(command.C007); + } catch (e) { + console.log(e); + } + }; + + Sprite_TextCharacter.prototype.updateMove = function () { + if (this._moveDuration > 0) { + var d = this._moveDuration; + this._offsetX = (this._offsetX * (d - 1) + this._targetX) / d; + this._offsetY = (this._offsetY * (d - 1) + this._targetY) / d; + this.scale.x = (this.scale.x * (d - 1) + this._targetScaleX) / d; + this.scale.y = (this.scale.y * (d - 1) + this._targetScaleY) / d; + this.opacity = (this.opacity * (d - 1) + this._targetOpacity) / d; + this._moveDuration--; + } + this.x = this._baseX + this._offsetX; + this.y = this._baseY + this._offsetY; + if (this._originX === 1) this.x += this._rect.width / 2; + else if (this._originX === 2) this.x += this._rect.width; + if (this._originY === 1) this.y += this._rect.height / 2; + else if (this._originY === 2) this.y += this._rect.height; + }; + + Sprite_TextCharacter.prototype.updateTone = function () { + if (this._toneDuration > 0) { + var d = this._toneDuration; + var tone = this._tone; + for (var i = 0; i < 4; i++) { + tone[i] = (tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } + if (this._tone) this.setColorTone(this._tone); + }; + + Sprite_TextCharacter.prototype.updateRotation = function () { + if (this._angleDuration > 0) { + var d = this._angleDuration; + this._angle = (this._angle * (d - 1) + this._targetAngle) / d; + this._angleDuration--; + } + this.rotation = this._angle * Math.PI / 180; + }; + + Sprite_TextCharacter.prototype.updateFrame = function () { + if (this._frame2Duration > 0) { + var d = this._frame2Duration; + var frame = this._frame2; + for (var i = 0; i < 4; i++) { + frame[i] = (frame[i] * (d - 1) + this._frame2Target[i]) / d; + } + this._frame2Duration--; + } + this.refreshFrame2(); + }; + + Sprite_TextCharacter.prototype.refreshFrame2 = function () { + if (this.bitmap && this._frame2) { + var bw = this.bitmap.width; + var bh = this.bitmap.height; + var frame = this._frame2; + var fx = Math.round(bw * frame[0] / 100); + var fy = Math.round(bh * frame[1] / 100); + var fw = Math.max(Math.round(bw * frame[2] / 100) - fx, 0); + var fh = Math.max(Math.round(bh * frame[3] / 100) - fy, 0); + this.setFrame(fx, fy, fw, fh); + } + var ox = this._rect.x; + var oy = this._rect.y; + if (this._originX === 1) ox += this._rect.width / 2; + else if (this._originX === 2) ox += this._rect.width; + if (this._originY === 1) oy += this._rect.height / 2; + else if (this._originY === 2) oy += this._rect.height; + this.anchor.x = this.width > 0 ? ox / this.width : 0; + this.anchor.y = this.height > 0 ? oy / this.height : 0; + }; + + Sprite_TextCharacter.prototype.draw = function () { + if (this._drawCallback) { + this._drawCallback(this.bitmap, this.drawX(), this.drawY()); + } + this.delete(); + }; + + Sprite_TextCharacter.prototype.delete = function () { + this.parent.removeChild(this); + this.bitmap = null; + this._list = null; + }; + + //----------------------------------------------------------------------------- + // Window_Message + + //274 + Alias.WiBa_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; + Window_Base.prototype.convertEscapeCharacters = function (text) { + text = Alias.WiBa_convertEscapeCharacters.apply(this, arguments); + text = text.replace(/\x1bSET\[(\d+)\]/gi, (m, p1) => { + var index = parseInt(p1 || 0); + var setText = index > 0 ? Params.textSet[index - 1] : null; + return setText ? this.convertEscapeCharacters(setText) : ''; + }); + text = text.replace(/\x1b([SIWA])(I?)N\[(\d+)\]/gi, + (m, p1, p2, p3) => this.mppConvertItemName(p1, !!p2, parseInt(p3))); + return text; + }; + + Window_Base.prototype.mppConvertItemName = function (type, icon, itemId) { + var text = ''; + var item; + switch (type.toUpperCase()) { + case 'S': + item = $dataSkills[itemId]; + break; + case 'I': + item = $dataItems[itemId]; + break; + case 'W': + item = $dataWeapons[itemId]; + break; + case 'A': + item = $dataArmors[itemId]; + break; + } + if (item) { + if (icon) text += '\x1bI[' + item.iconIndex + ']'; + text += item.name; + } + return text; + }; + + //----------------------------------------------------------------------------- + // Window_Message + + //13 + Alias.WiMe_initialize = Window_Message.prototype.initialize; + Window_Message.prototype.initialize = function () { + this._messageRow = $gameMessage._messageRow; + this._textInfo = []; + this._rubyBitmap = new Bitmap(); + Alias.WiMe_initialize.apply(this, arguments); + this._characterContainer = new Sprite(); + this.addChild(this._characterContainer); + this._characterSprites = []; + this.effectHandler = null; + this._waitEffect = false; + }; + + if (Window_Message.prototype.hasOwnProperty('fittingHeight')) { + Alias.WiMe_fittingHeight = Window_Message.prototype.fittingHeight; + } + Window_Message.prototype.fittingHeight = function (numLines) { + var _super = Alias.WiMe_fittingHeight || Window_Base.prototype.fittingHeight; + var fittingHeight = _super.apply(this, arguments); + if (Params.AlwaysLeaveRubyHeight) { + fittingHeight += numLines * (Params.defaultRubySize - Params.RubyOy); + } + return fittingHeight; + }; + + if (Window_Message.prototype.hasOwnProperty('resetFontSettings')) { + Alias.WiMe_resetFontSettings = Window_Message.prototype.resetFontSettings; + } + Window_Message.prototype.resetFontSettings = function () { + var _super = Alias.WiMe_resetFontSettings || + Window_Base.prototype.resetFontSettings; + _super.apply(this, arguments); + this.contents.paintOpacity = 255; + this._paintOpacity = 255; + this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)'; + this.contents.outlineWidth = 4; + this._rubyBitmap.textColor = Params.defaultRubyColor; + this._rubyBitmap.fontSize = Params.defaultRubySize; + this._rubyBitmap.outlineWidth = Params.defaultRubyOutline; + }; + + //24 + Alias.WiMe_initMembers = Window_Message.prototype.initMembers; + Window_Message.prototype.initMembers = function () { + Alias.WiMe_initMembers.apply(this, arguments); + this.clearFlags_MppMesEx(); + }; + + //34 + Alias.WiMe_subWindows = Window_Message.prototype.subWindows; + Window_Message.prototype.subWindows = function () { + var windows = Alias.WiMe_subWindows.apply(this, arguments); + windows.push(this._faceWindow, this._nameWindow); + return windows; + }; + + //39 + Alias.WiMe_createSubWindows = Window_Message.prototype.createSubWindows; + Window_Message.prototype.createSubWindows = function () { + Alias.WiMe_createSubWindows.apply(this, arguments); + this._faceWindow = new Window_MessageFace(this); + this._nameWindow = new Window_MessageName(this); + }; + + //56 + Alias.WiMe_clearFlags = Window_Message.prototype.clearFlags; + Window_Message.prototype.clearFlags = function () { + Alias.WiMe_clearFlags.apply(this, arguments); + this._speed = Params.defaultSpeed; + this._animeType = Params.defaultAnimeType; + this._fadeOutType = 0; + this._fadeOutSpeed = 0; + this._lastBottomY = 0; + this._messageCount = 0; + this._charSeIndex = $gameMessage.charSeIndex || 0; + this._charSeCount = Params.CharSeInterval; + }; + + Window_Message.prototype.clearFlags_MppMesEx = function () { + this._auto = false; + this._faceDuration = -1; + this._faceRight = false; + this._faceMirror = false; + this._name = ""; + this._nameColorIndex = Params.nameWindow['Default Color']; + this._effectSkip = $gameMessage.effectSkip; + }; + + //62 + Window_Message.prototype.numVisibleRows = function () { + return this._messageRow; + }; + + Window_Message.prototype.shiftY = function (sy) { + this.y += sy; + this._faceWindow.y += sy; + this._nameWindow.y += sy; + }; + + Window_Message.prototype.getTextCharacter = function () { + var sprite = this._characterSprites.find(sprite => !sprite.parent); + if (!sprite) { + sprite = new Sprite_TextCharacter(); + sprite.setCallback(this.drawTextCharacter.bind(this)); + this._characterSprites.push(sprite); + } + this._characterContainer.addChild(sprite); + return sprite; + }; + + Window_Message.prototype.drawTextCharacter = function (bitmap, dx, dy) { + this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, dx, dy); + }; + + if (Window_Message.prototype.hasOwnProperty('convertEscapeCharacters')) { + Alias.WiMe_convertEscapeCharacters = Window_Message.prototype.convertEscapeCharacters; + } + Window_Message.prototype.convertEscapeCharacters = function (text) { + var _super = Alias.WiMe_convertEscapeCharacters || + Window_Base.prototype.convertEscapeCharacters; + text = _super.apply(this, arguments); + text = text.replace(/\x1bA(?:[^NIT]|$)/gi, () => { + this._auto = true; + return ''; + }); + text = text.replace(/\x1bFW\[(\d+)\]/gi, (m, p1) => { + this._faceDuration = parseInt(p1); + return ''; + }); + text = text.replace(/\x1bFR/gi, () => { + this._faceRight = true; + return ''; + }); + text = text.replace(/\x1bFM/gi, () => { + this._faceMirror = true; + return ''; + }); + text = text.replace(/\x1bNW\[([^\]]+)\]/gi, (m, p1) => { + this._name = p1; + return ''; + }); + text = text.replace(/\x1bNC\[(\d+)\]/gi, (m, p1) => { + this._nameColorIndex = parseInt(p1); + return ''; + }); + text = text.replace(/\x1bES/gi, () => { + this._effectSkip = true; + return ''; + }); + return text; + }; + + //99 + Alias.WiMe_startMessage = Window_Message.prototype.startMessage; + Window_Message.prototype.startMessage = function () { + this.clearFlags_MppMesEx(); + this._faceWindow.clear(); + this._messageRow = $gameMessage._messageRow; + this.height = this.windowHeight(); + Alias.WiMe_startMessage.apply(this, arguments); + if (!MPP.Imported.MessageWindowPopup && + this.height - this.padding !== this.contents.height) { + this.createContents(); + } + this._characterContainer.x = this.standardPadding(); + this._characterContainer.y = this.standardPadding(); + this._faceWindow.start(this._faceDuration, this._faceRight, this._faceMirror); + this._nameWindow.start(this._name, this._nameColorIndex); + }; + + //109 + Alias.WiMe_updatePlacement = Window_Message.prototype.updatePlacement; + Window_Message.prototype.updatePlacement = function () { + Alias.WiMe_updatePlacement.apply(this, arguments); + this._faceWindow.updatePlacement(); + this._nameWindow.updatePlacement(); + }; + + //115 + Alias.WiMe_updateBackground = Window_Message.prototype.updateBackground; + Window_Message.prototype.updateBackground = function () { + Alias.WiMe_updateBackground.apply(this, arguments); + this._faceWindow.updateBackground(); + this._nameWindow.updateBackground(); + }; + + //120 + Alias.WiMe_terminateMessage = Window_Message.prototype.terminateMessage; + Window_Message.prototype.terminateMessage = function () { + if (!this.isOpen() || $gameMessage._fadeOutType === 0 || + $gameMessage._fadeOutSpeed === 0) { + this.terminateMessage_mppMesEx(); + } else { + this._fadeOutType = $gameMessage._fadeOutType; + this._fadeOutSpeed = $gameMessage._fadeOutSpeed; + } + }; + Window_Message.prototype.terminateMessage_mppMesEx = function () { + Alias.WiMe_terminateMessage.call(this); + this._faceWindow.needClose(); + this._nameWindow.needClose(); + if (Params.SkipEffectsTiming === 1) + this.sceneEffectSkip = this._effectSkip; + }; + + //126 + Alias.WiMe_updateWait = Window_Message.prototype.updateWait; + Window_Message.prototype.updateWait = function () { + if (Alias.WiMe_updateWait.apply(this, arguments)) { + return true; + } else if (this._waitEffect) { + if (Params.Patch6) + this.updateShowFast(); + this._waitEffect = this.effectHandler(Params.WaitEffects); + return this._waitEffect; + } + return false; + }; + + //172 + Alias.WiMe_updateMessage = Window_Message.prototype.updateMessage; + Window_Message.prototype.updateMessage = function () { + if (this.updateFadeOut()) return true; + if (this._textState) { + this.updateShowFast(); + if (this._nameWindow.isOpening() || this._nameWindow.isClosing()) { + return true; + } + this._messageCount += this._speed; + while (this._messageCount >= 60 || this._speed === 0) { + if (Alias.WiMe_updateMessage.apply(this, arguments)) { + this._messageCount = Math.max(this._messageCount - 60, 0); + } else { + break; + } + } + if (this._charSeIndex > 0) { + var se = Params.CharacterSEs[this._charSeIndex - 1]; + if (se && this._charSeCount > Params.CharSeInterval) { + AudioManager.playSe(se); + this._charSeCount = 0; + } + } + return true; + } else { + return this._characterContainer.children.length > 0; + } + }; + + Window_Message.prototype.updateFadeOut = function () { + if (this._fadeOutType > 0) { + var finish = true; + switch (this._fadeOutType) { + case 1: + this.contentsOpacity -= this._fadeOutSpeed; + finish = (this.contentsOpacity === 0); + break; + case 2: + this.origin.y += this._fadeOutSpeed; + finish = (this.origin.y >= this._lastBottomY); + break; + } + if (finish) { + this._fadeOutType = 0; + this.terminateMessage_mppMesEx(); + } + return true; + } else { + return false; + } + }; + + //232 + Alias.WiMe_areSettingsChanged = Window_Message.prototype.areSettingsChanged; + Window_Message.prototype.areSettingsChanged = function () { + return (Alias.WiMe_areSettingsChanged.apply(this, arguments) || + this._messageRow !== $gameMessage._messageRow); + }; + + //237 + Alias.WiMe_updateShowFast = Window_Message.prototype.updateShowFast; + Window_Message.prototype.updateShowFast = function () { + var lastShowFast = this._showFast; + if (!this._auto) Alias.WiMe_updateShowFast.apply(this, arguments); + if (!lastShowFast && this._showFast) { + if (Params.SkipEffectsTiming === 0) + this.sceneEffectSkip = this._effectSkip; + if (Params.StopSeWhenSkip) + AudioManager.stopSe(); + var sprites = this._characterContainer.children.clone(); + for (var i = 0; i < sprites.length; i++) { + sprites[i].draw(); + } + } + }; + + //243 + Alias.WiMe_newPage = Window_Message.prototype.newPage; + Window_Message.prototype.newPage = function (textState) { + var sprites = this._characterContainer.children.clone(); + for (var i = 0; i < sprites.length; i++) { + sprites[i].delete(); + } + Alias.WiMe_newPage.apply(this, arguments); + this.contentsOpacity = 255; + this.origin.y = 0; + textState.rubyHeight = this.calcRubyHeight(textState); + textState.y += textState.rubyHeight; + this._lastBottomY = textState.y + textState.height; + }; + + Window_Message.prototype.calcRubyHeight = function (textState) { + var lines = textState.text.slice(textState.index).split('\n'); + + var rubySize = this._rubyBitmap.fontSize; + var rubyHeight = Params.AlwaysLeaveRubyHeight ? rubySize : 0; + var regExp1 = /\x1bRS\[(\d+)\]/gi; + var regExp2 = /\x1bRB\[.+?\]/gi; + for (; ;) { + var array1 = regExp1.exec(lines[0]); + var array2 = regExp2.exec(lines[0]); + if (array1) { + rubySize = parseInt(array1[1]); + } else if (array2 && rubyHeight < rubySize) { + rubyHeight = rubySize; + } else { + break; + } + } + + if (rubyHeight > 0) { + rubyHeight = Math.max(rubyHeight - Params.RubyOy, 4); + } + + return rubyHeight; + }; + + //258 + Window_Message.prototype.drawMessageFace = function () { + this._faceWindow.drawFace($gameMessage.faceName(), $gameMessage.faceIndex()); + ImageManager.releaseReservation(this._imageReservationId); + }; + + //263 + Alias.WiMe_newLineX = Window_Message.prototype.newLineX; + Window_Message.prototype.newLineX = function () { + if (this._faceRight || this._faceDuration >= 0) return 0; + return Alias.WiMe_newLineX.apply(this, arguments); + }; + + //MessageWindowPopup.js + Alias.WiMe_getFaceHeight = Window_Message.prototype.getFaceHeight; + Window_Message.prototype.getFaceHeight = function () { + if (this._faceDuration >= 0) return 0; + return Alias.WiMe_getFaceHeight.apply(this, arguments); + }; + + if (Window_Message.prototype.hasOwnProperty('processCharacter')) { + Alias.WiMe_processCharacter = Window_Message.prototype.processCharacter; + } + Window_Message.prototype.processCharacter = function (textState) { + var _super = Alias.WiMe_processCharacter || + Window_Base.prototype.processCharacter; + _super.apply(this, arguments); + this._lastBottomY = textState.y + textState.height; + }; + + //267 + Alias.WiMe_processNewLine = Window_Message.prototype.processNewLine; + Window_Message.prototype.processNewLine = function (textState) { + if (this.isEndOfText(textState) && textState.x === textState.left) { + return; + } + Alias.WiMe_processNewLine.apply(this, arguments); + textState.rubyHeight = this.calcRubyHeight(textState); + textState.y += textState.rubyHeight; + if (this.needsNewPage(textState)) { + this.startPause(); + } + }; + + //293 + Alias.WiMe_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter; + Window_Message.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'SP': + this._speed = this.obtainEscapeParam(textState); + break; + case 'AT': + this._animeType = this.obtainEscapeParam(textState); + break; + case 'CO': + this.processGroupCharacter(textState, this.obtainEscapeTexts(textState)); + break; + case 'RB': + this.processRubyCharacter(textState, this.obtainEscapeTexts(textState)); + break; + case 'PX': + textState.x += this.obtainEscapeParam2(textState); + break; + case 'PY': + textState.y += this.obtainEscapeParam2(textState); + break; + case 'TX': + textState.x = this.obtainEscapeParam(textState); + break; + case 'TY': + textState.y = this.obtainEscapeParam(textState); + break; + case 'SW': + $gameSwitches.setValue(this.obtainEscapeParam(textState), true); + break; + case 'SE': + this._charSeIndex = this.obtainEscapeParam(textState); + break; + case 'WE': + if (this.effectHandler(Params.WaitEffects)) { + this._waitEffect = true; + this._waitCount = 1; + } + break; + case 'C': + this.contents.textColor = this.obtainEscapeColor(textState); + break; + case 'FS': + this.contents.fontSize = this.obtainEscapeParam(textState); + break; + case 'OP': + this._paintOpacity = this.obtainEscapeParam(textState); + break; + case 'OC': + this.contents.outlineColor = this.obtainEscapeColor(textState, 'rgba(0,0,0,0.5)'); + break; + case 'OW': + this.contents.outlineWidth = this.obtainEscapeParam(textState); + break; + case 'RC': + this._rubyBitmap.textColor = this.obtainEscapeColor(textState, Params.defaultRubyColor); + break; + case 'RS': + this._rubyBitmap.fontSize = this.obtainEscapeParam(textState); + break; + case 'RW': + this._rubyBitmap.outlineWidth = this.obtainEscapeParam(textState); + break; + case 'DF': + this.defaultTextInfo(); + break; + case 'SV': + this.saveTextInfo(); + break; + case 'LD': + this.loadTextInfo(); + break; + default: + Alias.WiMe_processEscapeCharacter.apply(this, arguments); + break; + } + }; + + Window_Message.prototype.obtainEscapeParam2 = function (textState) { + var arr = /^\[-?\d+\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return parseInt(arr[0].slice(1)); + } else { + return ''; + } + }; + + Window_Message.prototype.obtainEscapeTexts = function (textState) { + var arr = /^\[(.+?)\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[1].split(','); + } else { + return []; + } + }; + + Window_Message.prototype.obtainEscapeColor = function (textState, defaultColor) { + defaultColor = defaultColor || this.textColor(0); + var arr = /^\[([\d\s,\.]+)\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + switch (arr[1].split(',').length) { + case 1: + var n = parseInt(arr[1]); + return (n === 0 ? defaultColor : this.textColor(n)); + case 3: + return 'rgb(%1)'.format(arr[1]); + case 4: + return 'rgba(%1)'.format(arr[1]); + } + } + return ''; + }; + + Window_Message.prototype.defaultTextInfo = function () { + var info = Params.textInformations; + if (info['Speed']) this._speed = Params.defaultSpeed; + if (info['Anime Type']) this._animeType = Params.defaultAnimeType; + if (info['Text Color']) this.resetTextColor(); + if (info['Text Size']) this.contents.fontSize = this.standardFontSize(); + if (info['Text Opacity']) this._paintOpacity = 255; + if (info['Outline Color']) this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)'; + if (info['Outline Width']) this.contents.outlineWidth = 4; + if (info['Ruby Color']) this._rubyBitmap.textColor = Params.defaultRubyColor; + if (info['Ruby Size']) this._rubyBitmap.fontSize = Params.defaultRubySize; + if (info['Ruby Width']) this._rubyBitmap.outlineWidth = Params.defaultRubyOutline; + }; + + Window_Message.prototype.saveTextInfo = function () { + var info = Params.textInformations; + if (info['Speed']) this._textInfo[0] = this._speed; + if (info['Anime Type']) this._textInfo[1] = this._animeType; + if (info['Text Color']) this._textInfo[2] = this.contents.textColor; + if (info['Text Size']) this._textInfo[3] = this.contents.fontSize; + if (info['Text Opacity']) this._textInfo[4] = this._paintOpacity; + if (info['Outline Color']) this._textInfo[5] = this.contents.outlineColor; + if (info['Outline Width']) this._textInfo[6] = this.contents.outlineWidth; + if (info['Ruby Color']) this._textInfo[7] = this._rubyBitmap.textColor; + if (info['Ruby Size']) this._textInfo[8] = this._rubyBitmap.fontSize; + if (info['Ruby Width']) this._textInfo[9] = this._rubyBitmap.outlineWidth; + }; + + Window_Message.prototype.loadTextInfo = function () { + if (this._textInfo.length === 0) return; + var info = Params.textInformations; + if (info['Speed']) this._speed = this._textInfo[0]; + if (info['Anime Type']) this._animeType = this._textInfo[1]; + if (info['Text Color']) this.contents.textColor = this._textInfo[2]; + if (info['Text Size']) this.contents.fontSize = this._textInfo[3]; + if (info['Text Opacity']) this._paintOpacity = this._textInfo[4]; + if (info['Outline Color']) this.contents.outlineColor = this._textInfo[5]; + if (info['Outline Width']) this.contents.outlineWidth = this._textInfo[6]; + if (info['Ruby Color']) this._rubyBitmap.textColor = this._textInfo[7]; + if (info['Ruby Size']) this._rubyBitmap.fontSize = this._textInfo[8]; + if (info['Ruby Width']) this._rubyBitmap.outlineWidth = this._textInfo[9]; + + }; + + if (Window_Message.prototype.hasOwnProperty('processNormalCharacter')) { + Alias.WiMe_processNormalCharacter = Window_Message.prototype.processNormalCharacter; + } + Window_Message.prototype.processNormalCharacter = function (textState) { + var list = Params.Animations[this._animeType]; + if (!list || this._showFast || this._lineShowFast) { + this.contents.paintOpacity = this._paintOpacity; + var _super = Alias.WiMe_processNormalCharacter || + Window_Base.prototype.processNormalCharacter; + _super.apply(this, arguments); + this.contents.paintOpacity = 255; + } else { + var c = textState.text[textState.index++]; + var w = this.textWidth(c); + var h = textState.height; + var bitmap = this.createCharacterBitmap(w + 8, h); + bitmap.drawText(c, 4, 0, w * 2, h); + var x = textState.x; + var y = textState.y; + var rect = new Rectangle(4, 0, w, h); + var sprite = this.getTextCharacter(); + sprite.setup(bitmap, x, y, rect, list); + textState.x += w; + } + this._charSeCount++; + }; + + Window_Message.prototype.processDrawIcon = function (iconIndex, textState) { + var x = textState.x + 2; + var y = textState.y + (textState.height - Window_Base._iconHeight) / 2; + var list = Params.Animations[this._animeType]; + if (!list || this._showFast || this._lineShowFast) { + this.contents.paintOpacity = this._paintOpacity; + this.drawIcon(iconIndex, x, y); + this.contents.paintOpacity = 255; + } else { + var w = Window_Base._iconWidth + 8 + var h = Window_Base._iconHeight + 8; + var bitmap = this.createCharacterBitmap(w, h); + + var icons = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + bitmap.blt(icons, sx, sy, pw, ph, 0, 0); + + var rect = new Rectangle(0, 0, w, h); + var sprite = this.getTextCharacter(); + sprite.setup(bitmap, x, y, rect, list); + } + textState.x += Window_Base._iconWidth + 4; + }; + + Window_Message.prototype.processGroupCharacter = function (textState, texts) { + var x = textState.x; + var y = textState.y; + var c = texts[0]; + var w = this.textWidth(c); + var h = textState.height; + var list = Params.Animations[this._animeType]; + if (!list || this._showFast || this._lineShowFast) { + this.contents.paintOpacity = this._paintOpacity; + this.contents.drawText(c, x, y, w * 2, h); + this.contents.paintOpacity = 255; + } else { + var bitmap = this.createCharacterBitmap(w + 8, h); + bitmap.drawText(c, 4, 0, w * 2, h); + var rect = new Rectangle(4, 0, w, h); + var sprite = this.getTextCharacter(); + sprite.setup(bitmap, x, y, rect, list); + } + textState.x += w; + }; + + Window_Message.prototype.processRubyCharacter = function (textState, texts) { + var x = textState.x; + var y = textState.y; + var c = texts[0]; + var w = this.textWidth(c); + var h = textState.height; + var rubyBitmap = this._rubyBitmap; + var r = texts[1]; + var rw = rubyBitmap.measureTextWidth(r); + var rh = textState.rubyHeight; + rubyBitmap.clear(); + rubyBitmap.resize(rw + 8, rh + 8); + rubyBitmap.drawText(r, 4, 0, rw + 8, rh + 8); + var list = Params.Animations[this._animeType]; + if (!list || this._showFast || this._lineShowFast) { + this.contents.paintOpacity = this._paintOpacity; + this.contents.drawText(c, x, y, w * 2, h); + var rx = x + (w - rw) / 2; + var ry = y - (rh + 4) + Params.RubyOy; + this.contents.blt(rubyBitmap, 0, 0, rw + 8, rh + 8, rx, ry); + this.contents.paintOpacity = 255; + } else { + var bitmap = this.createCharacterBitmap(Math.max(w + 8, rw + 8), h + rh); + var dx = (bitmap.width - w) / 2; + bitmap.drawText(c, dx, rh + 4, w * 2, h); + var rx = (bitmap.width - (rw + 8)) / 2; + var ry = Params.RubyOy; + bitmap.blt(rubyBitmap, 0, 0, rw + 8, rh + 8, rx, ry); + var rect = new Rectangle(dx, rh + 4, w, h); + var sprite = this.getTextCharacter(); + sprite.setup(bitmap, x, y, rect, list); + } + textState.x += w; + }; + + Window_Message.prototype.createCharacterBitmap = function (w, h) { + var bitmap = new Bitmap(w, h); + bitmap.fontFace = this.contents.fontFace; + bitmap.fontSize = this.contents.fontSize; + bitmap.textColor = this.contents.textColor; + bitmap.paintOpacity = this._paintOpacity; + bitmap.outlineColor = this.contents.outlineColor; + bitmap.outlineWidth = this.contents.outlineWidth; + return bitmap; + }; + + if (Window_Message.prototype.hasOwnProperty('calcTextHeight')) { + Alias.WiMe_calcTextHeight = Window_Message.prototype.calcTextHeight; + } + Window_Message.prototype.calcTextHeight = function (textState, all) { + var line = textState.text.slice(textState.index).split('\n')[0]; + + var maxFontSize = this.contents.fontSize; + var regExp = /\x1bFS\[(\d+)\]/gi; + for (; ;) { + var array = regExp.exec(line); + if (array) { + var fontSize = parseInt(array[1]); + if (maxFontSize < fontSize) { + maxFontSize = fontSize; + } + } else { + break; + } + } + + var _super = Alias.WiMe_calcTextHeight || Window_Base.prototype.calcTextHeight; + return Math.max(_super.apply(this, arguments), maxFontSize + 8); + }; + + //326 + Alias.WiMe_startPause = Window_Message.prototype.startPause; + Window_Message.prototype.startPause = function () { + Alias.WiMe_startPause.apply(this, arguments); + if (Params.StopSeWhenSkip) + AudioManager.stopSe(); + }; + + Window_Message.prototype.startPause = function () { + Alias.WiMe_startPause.apply(this, arguments); + if (Params.StopSeWhenSkip) + AudioManager.stopSe(); + }; + + //----------------------------------------------------------------------------- + // Window_MessageFace + + function Window_MessageFace() { + this.initialize.apply(this, arguments); + } + + MPP.Window_MessageFace = Window_MessageFace; + + Window_MessageFace.prototype = Object.create(Window_Base.prototype); + Window_MessageFace.prototype.constructor = Window_MessageFace; + + Window_MessageFace.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + var width = Window_Base._faceWidth + this.standardPadding() * 2; + var height = Window_Base._faceHeight + this.standardPadding() * 2; + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.clear(); + this._needClose = false; + this._background = 0; + }; + + Window_MessageFace.prototype.clear = function () { + this.contents.clear(); + this.visible = false; + this._mirror = false; + this._right = false; + this._moveX = 0; + this._moveDuration = -1; + }; + + Window_MessageFace.prototype.isRenderClear = function () { + return this._background === 0; + }; + + Window_MessageFace.prototype.needClose = function () { + this._needClose = true; + }; + + Window_MessageFace.prototype.loadWindowskin = function () { + var name = Params.faceWindow["Windowskin"] || "Window"; + this.windowskin = ImageManager.loadSystem(name); + }; + + Window_MessageFace.prototype.isInside = function () { + return this._moveDuration < 0; + }; + + Window_MessageFace.prototype.start = function (duration, right, mirror) { + this._moveDuration = duration; + this._right = right; + this._mirror = mirror; + this.visible = true; + this.openness = 255; + this._closing = false; + this.updatePlacement(); + this.updateBackground(); + }; + + Window_MessageFace.prototype.updatePlacement = function () { + this.padding = this._messageWindow.padding; + if (this.isInside()) { + this.height = this._messageWindow.height; + } else { + this.height = Window_Base._faceHeight + this.padding * 2; + } + this.x = this.startX(); + this.y = this.startY(); + this._moveX = this.moveX(); + if (this._moveDuration === 0) this.x = this._moveX; + }; + + Window_MessageFace.prototype.startX = function () { + var window = this._messageWindow; + if (this.isInside()) { + return window.x + (this._right ? window.width - this.width : 0); + } else if (this._right) { + return Graphics.boxWidth; + } else { + return -this.width; + } + }; + + Window_MessageFace.prototype.startY = function () { + var window = this._messageWindow; + var py = Params.faceWindow['Padding Y']; + if (this.isInside()) { + return window.y + Math.max((window.height - this.height) / 2, 0); + } else if ($gameMessage.positionType() === 0) { + return window.y + window.height + py; + } else { + return window.y - this.height - py; + } + }; + + Window_MessageFace.prototype.moveX = function () { + var window = this._messageWindow; + var px = Params.faceWindow['Padding X']; + if (this.isInside()) { + return this.x; + } else if (this._right) { + return window.x + window.width - this.width - px; + } else { + return window.x + px; + } + }; + + Window_MessageFace.prototype.updateBackground = function () { + this._background = this.isInside() ? 2 : $gameMessage.background(); + this.setBackgroundType(this._background); + }; + + Window_MessageFace.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this.visible && this._moveDuration > 0) { + var d = this._moveDuration; + this.x = (this.x * (d - 1) + this._moveX) / d; + this._moveDuration--; + } + if (this._needClose) { + this.close(); + this._needClose = false; + } + }; + + Window_MessageFace.prototype.drawFace = function (faceName, faceIndex) { + var pw = Window_Base._faceWidth; + var ph = Window_Base._faceHeight; + var dx = 0; + var dy = Math.floor((this.height - this.padding * 2 - Window_Base._faceHeight) / 2); + if (this._moveDuration < 0) { + ph = Math.min(ph, this._messageWindow.contentsHeight()); + Window_Message.prototype.drawFace.call(this, faceName, faceIndex, 0, 0, pw, ph); + } else { + Window_Base.prototype.drawFace.call(this, faceName, faceIndex, 0, 0, pw, ph); + } + this._windowContentsSprite.anchor.x = this._mirror ? 1 : 0; + this._windowContentsSprite.scale.x = this._mirror ? -1 : 1; + }; + + Window_MessageFace.prototype.drawFace = function (faceName, faceIndex) { + if (MPP.Imported.MessageWindowPopup) { + Window_Message.prototype.drawFace.call(this, faceName, faceIndex, 0, 0); + } else { + var dy = Math.floor((this.height - this.padding * 2 - Window_Base._faceHeight) / 2); + Window_Base.prototype.drawFace.call(this, faceName, faceIndex, 0, dy); + } + this._windowContentsSprite.anchor.x = this._mirror ? 1 : 0; + this._windowContentsSprite.scale.x = this._mirror ? -1 : 1; + }; + + //MessageWindowPopup.js + Window_MessageFace.prototype.isPopup = function () { + return this._messageWindow.isPopup() && this.isInside(); + }; + + //----------------------------------------------------------------------------- + // Window_MessageName + + function Window_MessageName() { + this.initialize.apply(this, arguments); + } + + MPP.Window_MessageName = Window_MessageName; + + Window_MessageName.prototype = Object.create(Window_Base.prototype); + Window_MessageName.prototype.constructor = Window_MessageName; + + Window_MessageName.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + this._name = ""; + this._colorIndex = 0; + Window_Base.prototype.initialize.call(this, 0, 0, 0, this.fittingHeight(1)); + this.openness = 0; + this._needOpen = false; + this._needClose = false; + this._background = 0; + this.updateRubyHeight(); + }; + + Window_MessageName.prototype.isRenderClear = function () { + return this._background === 0; + }; + + Window_MessageName.prototype.lineHeight = function () { + return this.standardFontSize() + 8; + }; + + Window_MessageName.prototype.standardFontSize = function () { + return Params.nameWindow["Font Size"] || 28; + }; + + Window_MessageName.prototype.standardPadding = function () { + return 10; + }; + + Window_MessageName.prototype.windowWidth = function () { + return this.textWidthEx(this._name) + this.textPadding() * 2 + this.padding * 2; + }; + + Window_MessageName.prototype.windowHeight = function () { + return this.fittingHeight(1) + this._rubyHeight; + }; + + Window_MessageName.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height + this._rubyHeight); + }; + + Window_MessageName.prototype.isOpening = function () { + return Window_Base.prototype.isOpening.call(this) || this._needOpen; + }; + + Window_MessageName.prototype.isClosing = function () { + return Window_Base.prototype.isClosing.call(this) || this._needClose; + }; + + Window_MessageName.prototype.needClose = function () { + this._needClose = true; + }; + + Window_MessageName.prototype.loadWindowskin = function () { + var name = Params.nameWindow["Windowskin"] || "Window"; + this.windowskin = ImageManager.loadSystem(name); + }; + + Window_MessageName.prototype.resetTextColor = function () { + this.changeTextColor(this.textColor(this._colorIndex)); + }; + + Window_MessageName.prototype.start = function (name, colorIndex) { + if (name) { + $gameMessage.messageName = ""; + } else { + name = $gameMessage.messageName; + } + if (name) { + if (this._name !== name || this._colorIndex !== colorIndex || + this._messageWindow.areSettingsChanged()) { + this._name = name; + this._colorIndex = colorIndex; + this._needOpen = true; + this.updateRubyHeight(); + } else { + this.open(); + this._needClose = false; + } + } + }; + + Window_MessageName.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this._needOpen && this.isClosed()) { + this.startOpen(); + this._needOpen = false; + } + if (this._needClose) { + this.close(); + this._needClose = false; + } + }; + + Window_MessageName.prototype.startOpen = function () { + this.updatePlacement(); + this.updateBackground(); + this.refresh(); + this.open(); + }; + + Window_MessageName.prototype.updatePlacement = function () { + if (this._name) { + this.width = this.windowWidth(); + this.height = this.windowHeight(); + var window = this._messageWindow; + this.x = window.x + Params.nameWindow.x; + this.y = window.y + Params.nameWindow.y - this._rubyHeight; + if (this.y < 0) window.shiftY(-this.y); + } + }; + + Window_MessageName.prototype.updateBackground = function () { + this._background = $gameMessage.background(); + this.setBackgroundType(this._background); + }; + + Window_MessageName.prototype.updateRubyHeight = function () { + this._rubyHeight = 0; + if (Params.RubyHeightForName || + /\RB\[.+?\]/i.test(this.convertEscapeCharacters(this._name))) { + this._rubyHeight = Math.max(Params.defaultRubySize - Params.RubyOy, 4); + } + }; + + Window_MessageName.prototype.refresh = function () { + this.createContents(); + this.drawTextEx(this._name, this.textPadding(), this._rubyHeight); + }; + + Window_MessageName.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'RB': + this.processRubyCharacter(textState, this.obtainEscapeTexts(textState)); + break; + default: + Window_Base.prototype.processEscapeCharacter.apply(this, arguments); + break; + } + }; + + Window_MessageName.prototype.obtainEscapeTexts = + Window_Message.prototype.obtainEscapeTexts; + + Window_MessageName.prototype.processRubyCharacter = function (textState, texts) { + var c = texts[0]; + var w = this.textWidth(c); + var contents = this.contents; + var fontSize = contents.fontSize; + var textColor = contents.textColor; + contents.fontSize = Params.defaultRubySize; + var r = texts[1]; + var rw = this.textWidth(r); + var width = Math.max(w, rw); + + contents.fontSize = fontSize; + var x = textState.x + (width - w) / 2; + contents.drawText(c, x, textState.y, w * 2, textState.height); + + contents.fontSize = Params.defaultRubySize; + this.changeTextColor(Params.NameRubyColor); + var rx = textState.x + (width - rw) / 2; + var ry = textState.y - this._rubyHeight; + contents.drawText(r, rx, ry, rw * 2, Params.defaultRubySize + 4); + + contents.fontSize = fontSize; + this.changeTextColor(textColor); + textState.x += width; + }; + + //----------------------------------------------------------------------------- + // Scene_Map + + //68 + Alias.ScMa_updateMainMultiply = Scene_Map.prototype.updateMainMultiply; + Scene_Map.prototype.updateMainMultiply = function () { + Alias.ScMa_updateMainMultiply.apply(this, arguments); + if (this._messageWindow.sceneEffectSkip) { + for (var i = 1; i < 999; i++) { + if (this.isEffecting_MesEx(Params.SkipEffects)) { + this.updateMain(); + } else { + this._messageWindow.sceneEffectSkip = false; + break; + } + } + } + }; + + //217 + Alias.ScMa_createMessageWindow = Scene_Map.prototype.createMessageWindow; + Scene_Map.prototype.createMessageWindow = function () { + Alias.ScMa_createMessageWindow.apply(this, arguments); + this._messageWindow.effectHandler = this.isEffecting_MesEx.bind(this); + }; + + Scene_Map.prototype.isEffecting_MesEx = function (infos) { + return (infos['Scroll Map'] && $gameMap.isScrolling()) || + (infos['Set Movement Route'] && $gameMap.isAnyMoveRouteForcingNr()) || + (infos['Show Animation'] && $gameMap.isAnyAnimationPlaying()) || + (infos['Show Balloon Icon'] && $gameMap.isAnyBalloonPlaying()) || + (infos['Move Picture'] && $gameScreen.isAnyPictureMoving()) || + (infos['Tint Picture'] && $gameScreen.isAnyPictureTinting()) || + (infos['Tint Screen'] && $gameScreen.isTinting()) || + (infos['Flash Screen'] && $gameScreen.isFlashing()) || + (infos['Shake Screen'] && $gameScreen.isShaking()) || + (infos['Set Weather Effect'] && $gameScreen.isWeatherChanging()) || + (infos['Fadeout BGM'] && AudioManager.isBgmFadeOuting()) || + (infos['Fadeout BGS'] && AudioManager.isBgsFadeOuting()) || + (infos['Play ME'] && AudioManager.isMePlaying()); + }; + + + + +})(this); diff --git a/www/js/plugins/MPP_Patch.js b/www/js/plugins/MPP_Patch.js new file mode 100644 index 0000000..66e9ebc --- /dev/null +++ b/www/js/plugins/MPP_Patch.js @@ -0,0 +1,681 @@ +//============================================================================= +// MPP_Patch.js +//============================================================================= + +/*: + * @plugindesc 【2019/11/30】不具合修正プラグイン + * @author 木星ペンギン + * + * @help 1.ダメージスプライトの更新が2度行われている不具合の修正 + * 2.画面スクロール中、マップとキャラクターの同期がとれていない不具合の修正 + * 3.サイドビュー戦闘でアクターがステートの変化によって、 + * 防御中が解除されない不具合の修正 + * 4.[文章の表示]などで改行時に行の高さの計算が間違っている不具合の修正 + * 5.グラフィックが設定されていないイベントの基準パターンを1番に変更 + * 6.[文章の表示]でウェイト中にもスキップが行える機能の追加と + * スキップ中はウェイトをしない機能の追加 + * 7.モバイルデバイスで色調変更やブレンドする色を変更した際、 + * 極端に処理が重くなる仕様への対処 + * 8.一部のカーソルを非表示にする処理で、カーソルSEが鳴らないように修正 + * 9.移動ルートの実行を可能な限り1フレーム以内に行うように修正 + * 10.[選択肢の表示]で文字の大きさを変更した際、 + * 次の項目の位置がずれる不具合の修正 + * 11.戦闘中に[メンバーの入れ替え]を行った際、パラメータの初期化や + * ステートの解除等が行われない不具合の修正 + * 12.[文章の表示]で文章の最後がウェイトだった場合、無視される不具合の修正 + * 13.戦闘中にコモンイベントを実行するスキルを使用した際、 + * 行動失敗と判定される処理の修正 + * 14.アクション中にバトルイベントの条件を満たし[戦闘行動の強制]を実行した際、 + * アクション中だったキャラにアクション終了処理が実行されない不具合の修正 + * 15.ターン終了時以外で[戦闘行動の強制]を実行した場合、 + * ターン経過が行われない不具合の修正 + * 16.アイテム/スキルのダメージ計算式で、まだ使用していない変数を使うと + * ダメージが0になってしまう不具合の修正 + * 17.ターン終了時に[戦闘行動の強制]を実行すると、 + * 自然回復処理が複数回行われる不具合の修正 + * 18.戦闘メンバーにいないアクターに対し[戦闘行動の強制]を行う際、 + * 戦闘開始処理を行うように修正 + * 19.WebGLにてタイルサイズや画面サイズを変更した際に、 + * 不要なスプライトが解放されない不具合の修正 + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param Patch1 enabled? + * @type boolean + * @desc 修正内容1番の有効/無効 + * @default true + * + * @param Patch2 enabled? + * @type boolean + * @desc 修正内容2番の有効/無効 + * @default true + * + * @param Patch3 enabled? + * @type boolean + * @desc 修正内容3番の有効/無効 + * @default true + * + * @param Patch4 enabled? + * @type boolean + * @desc 修正内容4番の有効/無効 + * @default true + * + * @param Patch5 enabled? + * @type boolean + * @desc 修正内容5番の有効/無効 + * @default true + * + * @param Patch6 enabled? + * @type boolean + * @desc 修正内容6番の有効/無効 + * @default true + * + * @param Patch7 enabled? + * @type boolean + * @desc 修正内容7番の有効/無効 + * @default true + * + * @param Patch8 enabled? + * @type boolean + * @desc 修正内容8番の有効/無効 + * @default true + * + * @param Patch9 enabled? + * @type boolean + * @desc 修正内容9番の有効/無効 + * @default true + * + * @param Patch10 enabled? + * @type boolean + * @desc 修正内容10番の有効/無効 + * @default true + * + * @param Patch11 enabled? + * @type boolean + * @desc 修正内容11番の有効/無効 + * @default true + * + * @param Patch12 enabled? + * @type boolean + * @desc 修正内容12番の有効/無効 + * @default true + * + * @param Patch13 enabled? + * @type boolean + * @desc 修正内容13番の有効/無効 + * @default true + * + * @param Patch14 enabled? + * @type boolean + * @desc 修正内容14番の有効/無効 + * @default true + * + * @param Patch15 enabled? + * @type boolean + * @desc 修正内容15番の有効/無効 + * @default true + * + * @param Patch16 enabled? + * @type boolean + * @desc 修正内容16番の有効/無効 + * @default false + * + * @param Patch17 enabled? + * @type boolean + * @desc 修正内容17番の有効/無効 + * @default true + * + * @param Patch18 enabled? + * @type boolean + * @desc 修正内容18番の有効/無効 + * @default false + * + * @param Patch19 enabled? + * @type boolean + * @desc 修正内容19番の有効/無効 + * @default true + * + */ + +(function () { + + var parameters = PluginManager.parameters('MPP_Patch'); + const MPPlugin = { + patch1enabled: !!eval(parameters['Patch1 enabled?']), + patch2enabled: !!eval(parameters['Patch2 enabled?']), + patch3enabled: !!eval(parameters['Patch3 enabled?']), + patch4enabled: !!eval(parameters['Patch4 enabled?']), + patch5enabled: !!eval(parameters['Patch5 enabled?']), + patch6enabled: !!eval(parameters['Patch6 enabled?']), + patch7enabled: !!eval(parameters['Patch7 enabled?']), + patch8enabled: !!eval(parameters['Patch8 enabled?']), + patch9enabled: !!eval(parameters['Patch9 enabled?']), + patch10enabled: !!eval(parameters['Patch10 enabled?']), + patch11enabled: !!eval(parameters['Patch11 enabled?']), + patch12enabled: !!eval(parameters['Patch12 enabled?']), + patch13enabled: !!eval(parameters['Patch13 enabled?']), + patch14enabled: !!eval(parameters['Patch14 enabled?']), + patch15enabled: !!eval(parameters['Patch15 enabled?']), + patch16enabled: !!eval(parameters['Patch16 enabled?']), + patch17enabled: !!eval(parameters['Patch17 enabled?']), + patch18enabled: !!eval(parameters['Patch18 enabled?']), + patch19enabled: !!eval(parameters['Patch19 enabled?']), + }; + + const Alias = {}; + + + // 1.ダメージスプライトの更新が2度行われている不具合の修正 + if (MPPlugin.patch1enabled) { + + //99 + Sprite_Battler.prototype.updateDamagePopup = function () { + this.setupDamagePopup(); + if (this._damages.length > 0) { + // for (var i = 0; i < this._damages.length; i++) { + // this._damages[i].update(); + // } + if (!this._damages[0].isPlaying()) { + this.parent.removeChild(this._damages[0]); + this._damages.shift(); + } + } + }; + + } + + + + // 2.画面スクロール中、タイルマップとキャラクターの座標が同期できていない不具合の修正 + if (MPPlugin.patch2enabled) { + + //258 + Game_CharacterBase.prototype.screenX = function () { + var tw = $gameMap.tileWidth(); + return Math.ceil(this.scrolledX() * tw + tw / 2); + }; + + //263 + Game_CharacterBase.prototype.screenY = function () { + var th = $gameMap.tileHeight(); + return Math.ceil(this.scrolledY() * th + th - + this.shiftY() - this.jumpHeight()); + }; + + } + + + + // 3.サイドビュー戦闘でアクターがステートの変化によって、 + // 防御中が解除されない不具合の修正 + if (MPPlugin.patch3enabled) { + + //18 + Alias.GaBa_initMembers = Game_Battler.prototype.initMembers; + Game_Battler.prototype.initMembers = function () { + Alias.GaBa_initMembers.apply(this, arguments); + this._forceMotionRefresh = false; + }; + + Game_Battler.prototype.requestForceMotionRefresh = function () { + this.requestMotionRefresh(); + this._forceMotionRefresh = true; + }; + + //473 + Alias.WiBaLo_displayAffectedStatus = Window_BattleLog.prototype.displayAffectedStatus; + Window_BattleLog.prototype.displayAffectedStatus = function (target) { + Alias.WiBaLo_displayAffectedStatus.apply(this, arguments); + if (target.result().isStatusAffected() && !target.motionType()) { + this.push('requestForceMotionRefresh', target); + } + }; + + Window_BattleLog.prototype.requestForceMotionRefresh = function (target) { + target.requestForceMotionRefresh(); + }; + + //208 + Alias.SpAc_refreshMotion = Sprite_Actor.prototype.refreshMotion; + Sprite_Actor.prototype.refreshMotion = function () { + var actor = this._actor; + if (actor) { + if (actor._forceMotionRefresh) { + this._motion = null; + actor._forceMotionRefresh = false; + } + } + Alias.SpAc_refreshMotion.apply(this, arguments); + }; + + } + + + + // 4.[文章の表示]などで改行時に行の高さの計算が間違っている不具合の修正 + if (MPPlugin.patch4enabled) { + + //327 + Window_Base.prototype.processNewLine = function (textState) { + textState.x = textState.left; + textState.y += textState.height; + textState.index++; + textState.height = this.calcTextHeight(textState, false); + }; + + } + + + + // 5.グラフィックが設定されていないイベントの基準パターンを1番に変更 + if (MPPlugin.patch5enabled) { + + //256 + Alias.GaEv_setupPageSettings = Game_Event.prototype.setupPageSettings; + Game_Event.prototype.setupPageSettings = function () { + Alias.GaEv_setupPageSettings.apply(this, arguments); + if (this._tileId === 0 && !this._characterName) { + this._originalPattern = 1; + this.setPattern(1); + } + }; + + } + + + + // 6.[文章の表示]でウェイト中にもスキップが行える機能の追加と + // スキップ中はウェイトをしない機能の追加 + if (MPPlugin.patch6enabled) { + + //125 + Alias.WiMe_updateWait = Window_Message.prototype.updateWait; + Window_Message.prototype.updateWait = function () { + if (!Alias.WiMe_updateWait.apply(this, arguments)) return false; + this.updateShowFast(); + return !this._showFast; + }; + + //291 + Alias.WiMe_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter; + Window_Message.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case '.': + if (!this._showFast) this.startWait(15); + break; + case '|': + if (!this._showFast) this.startWait(60); + break; + default: + Alias.WiMe_processEscapeCharacter.apply(this, arguments); + break; + } + }; + + } + + + + // 7.アニメーション処理の軽量化 + if (MPPlugin.patch7enabled) { + + //76 + Alias.SpPi_updateTone = Sprite_Picture.prototype.updateTone; + Sprite_Picture.prototype.updateTone = function () { + if (Utils.isMobileDevice()) { + var picture = this.picture(); + if (picture.tone()) { + if (Graphics.frameCount % 4 === 0) this.setColorTone(picture.tone()); + } else { + this.setColorTone([0, 0, 0, 0]); + } + } else { + Alias.SpPi_updateTone.apply(this, arguments); + } + }; + + //214 + Alias.SpEn_updateWhiten = Sprite_Enemy.prototype.updateWhiten; + Sprite_Enemy.prototype.updateWhiten = function () { + if (Utils.isMobileDevice()) { + var alpha = 128 - Math.ceil((16 - this._effectDuration) / 4) * 40; + this.setBlendColor([255, 255, 255, alpha]); + } else { + Alias.SpEn_updateWhiten.apply(this, arguments); + } + }; + + //237 + Alias.SpEn_updateBossCollapse = Sprite_Enemy.prototype.updateBossCollapse; + Sprite_Enemy.prototype.updateBossCollapse = function () { + if (Utils.isMobileDevice()) { + this._shake = this._effectDuration % 2 * 4 - 2; + this.blendMode = Graphics.BLEND_ADD; + this.opacity *= this._effectDuration / (this._effectDuration + 1); + if (this._effectDuration % 4 === 0) { + this.setBlendColor([255, 255, 255, 255 - this.opacity]); + } + if (this._effectDuration % 20 === 19) { + SoundManager.playBossCollapse2(); + } + } else { + Alias.SpEn_updateBossCollapse.apply(this, arguments); + } + }; + + //80 + Alias.SpAn_updateFlash = Sprite_Animation.prototype.updateFlash; + Sprite_Animation.prototype.updateFlash = function () { + if (Utils.isMobileDevice()) { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + if (d % this._rate === 0 || this._flashDuration === 0) { + this._target.setBlendColor(this._flashColor); + } + } + } else { + Alias.SpAn_updateFlash.apply(this, arguments); + } + }; + + //93 + Alias.SpDa_updateChild = Sprite_Damage.prototype.updateChild; + Sprite_Damage.prototype.updateChild = function (sprite) { + if (Utils.isMobileDevice()) { + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= 0) { + sprite.ry = 0; + sprite.dy *= -0.6; + } + sprite.y = Math.round(sprite.ry); + if (Graphics.frameCount % 4 === 0) { + sprite.setBlendColor(this._flashColor); + } + } else { + Alias.SpDa_updateChild.apply(this, arguments); + } + }; + + } + + + + // 8.不自然なカーソルSEへの対処 + if (MPPlugin.patch8enabled) { + + //368 + Window_Selectable.prototype.onTouch = function (triggered) { + var lastIndex = this.index(); + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + var hitIndex = this.hitTest(x, y); + if (hitIndex >= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + return; // カーソルSEが鳴らないように処理終了 + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } + }; + + } + + + + // 9.移動ルートの実行を可能な限り1フレーム以内に行うように修正 + if (MPPlugin.patch9enabled) { + + //112 + Alias.GaCh_updateRoutineMove = Game_Character.prototype.updateRoutineMove; + Game_Character.prototype.updateRoutineMove = function () { + Alias.GaCh_updateRoutineMove.apply(this, arguments); + if (this._moveRouteForcing && this.isMovementSucceeded() && + this.isStopping() && this._waitCount === 0 && + this._moveRouteIndex > 0) { + this.updateRoutineMove(); + } + }; + + //125 + Alias.GaCh_processMoveCommand = Game_Character.prototype.processMoveCommand; + Game_Character.prototype.processMoveCommand = function (command) { + Alias.GaCh_processMoveCommand.apply(this, arguments); + if (command.code === Game_Character.ROUTE_WAIT) { + this._waitCount++; + } + }; + + } + + + + // 10.[選択肢の表示]で文字の大きさを変更した際、次の項目の位置がずれる不具合の修正 + if (MPPlugin.patch10enabled) { + + //110 + Alias.WiChLi_drawItem = Window_ChoiceList.prototype.drawItem; + Window_ChoiceList.prototype.drawItem = function (index) { + this.resetFontSettings(); + Alias.WiChLi_drawItem.apply(this, arguments); + }; + + } + + + + // 11.戦闘中に[メンバーの入れ替え]を行った際、 + // パラメータの初期化やステートの解除等が行われない不具合の修正 + if (MPPlugin.patch11enabled) { + + //179 + Alias.GaPa_addActor = Game_Party.prototype.addActor; + Game_Party.prototype.addActor = function (actorId) { + if (this.inBattle() && !this._actors.contains(actorId)) { + var actor = $gameActors.actor(actorId); + if (actor) actor.onBattleStart(); + } + Alias.GaPa_addActor.apply(this, arguments); + }; + + //187 + Alias.GaPa_removeActor = Game_Party.prototype.removeActor; + Game_Party.prototype.removeActor = function (actorId) { + if (this.inBattle() && this._actors.contains(actorId)) { + var actor = $gameActors.actor(actorId); + if (actor) actor.onBattleEnd(); + } + Alias.GaPa_removeActor.apply(this, arguments); + }; + + } + + + + // 12.[文章の表示]で文章の最後がウェイトだった場合、無視される不具合の修正 + if (MPPlugin.patch12enabled) { + + //284 + Alias.WiMe_isEndOfText = Window_Message.prototype.isEndOfText; + Window_Message.prototype.isEndOfText = function (textState) { + return this._waitCount === 0 && Alias.WiMe_isEndOfText.apply(this, arguments); + }; + + } + + + + // 13.戦闘中にコモンイベントを実行するスキルを使用した際、 + // 行動失敗と判定される処理の修正 + if (MPPlugin.patch13enabled) { + + //774 + Alias.GaAc_itemEffectCommonEvent = Game_Action.prototype.itemEffectCommonEvent; + Game_Action.prototype.itemEffectCommonEvent = function (target, effect) { + Alias.GaAc_itemEffectCommonEvent.apply(this, arguments); + target.result().success = true; + }; + + } + + + + // 14.アクション中にバトルイベントの条件を満たし[戦闘行動の強制]を実行した際、 + // アクション中だったキャラにアクション終了処理が実行されない不具合の修正 + if (MPPlugin.patch14enabled) { + + //466 + Alias.BaMa_processForcedAction = BattleManager.processForcedAction; + BattleManager.processForcedAction = function () { + if (this._subject) { + var subject = this._subject; + subject.onAllActionsEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(subject); + this._logWindow.displayCurrentState(subject); + this._logWindow.displayRegeneration(subject); + } + Alias.BaMa_processForcedAction.apply(this, arguments); + }; + + } + + + + // 15.ターン終了時以外で[戦闘行動の強制]を実行した場合、 + // ターン経過が行われない不具合の修正 + if (MPPlugin.patch15enabled) { + + //19 + Alias.BaMa_initMembers_patch15 = BattleManager.initMembers; + BattleManager.initMembers = function () { + Alias.BaMa_initMembers_patch15.apply(this, arguments); + this._tuenEndAction = false; + }; + + //240 + Alias.BaMa_startInput_patch15 = BattleManager.startInput; + BattleManager.startInput = function () { + this._tuenEndAction = false; + Alias.BaMa_startInput_patch15.apply(this, arguments); + }; + + //466 + Alias.BaMa_processForcedAction_patch15 = BattleManager.processForcedAction; + BattleManager.processForcedAction = function () { + this._tuenEndAction = (this._tuenEndAction || this._phase === 'turnEnd'); + Alias.BaMa_processForcedAction_patch15.apply(this, arguments); + this._turnForced = (this._turnForced && this._tuenEndAction); + }; + + + } + + + + // 16.アイテム/スキルのダメージ計算式で、まだ使用していない変数を使うと + // ダメージが0になってしまう不具合の修正 + if (MPPlugin.patch16enabled) { + + //508 + Game_Action.prototype.evalDamageFormula = function (target) { + try { + var item = this.item(); + var a = this.subject(); + var b = target; + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + var text = item.damage.formula.replace(/v\[(\d+)\]/g, function () { + return $gameVariables.value(parseInt(arguments[1])); + }); + var value = Math.max(eval(text), 0) * sign; + if (isNaN(value)) value = 0; + return value; + } catch (e) { + return 0; + } + }; + + } + + + + // 17.ターン終了時に[戦闘行動の強制]を実行すると、 + // 自然回復処理が複数回行われる不具合の修正 + if (MPPlugin.patch17enabled) { + + //321 + Alias.BaMa_endTurn_patch17 = BattleManager.endTurn; + BattleManager.endTurn = function () { + if (this.isForcedTurn()) { + this._phase = 'turnEnd'; + this._turnForced = false; + } else { + Alias.BaMa_endTurn_patch17.apply(this, arguments); + } + }; + + } + + + + // 18.戦闘メンバーにいないアクターに対し[戦闘行動の強制]を行う際、 + // 戦闘開始処理を行うように修正 + if (MPPlugin.patch18enabled) { + + //427 + Alias.GaBa_onAllActionsEnd = Game_Battler.prototype.onAllActionsEnd; + Game_Battler.prototype.onAllActionsEnd = function () { + Alias.GaBa_onAllActionsEnd.apply(this, arguments); + if (this.index() < 0) { + this.onBattleEnd(); + } + }; + + //1686 + Alias.GaIn_command339 = Game_Interpreter.prototype.command339; + Game_Interpreter.prototype.command339 = function () { + this.iterateBattler(this._params[0], this._params[1], function (battler) { + if (battler.index() < 0) { + battler.onBattleStart(); + } + }); + return Alias.GaIn_command339.apply(this, arguments); + }; + + } + + + + // 19.WebGLにてタイルサイズや画面サイズを変更した際に、 + // 不要なスプライトが解放されない不具合の修正 + if (MPPlugin.patch19enabled) { + + //4763 + Alias.Tilemap__createLayers_patch19 = Tilemap.prototype._createLayers; + Tilemap.prototype._createLayers = function () { + if (this._lowerLayer) { + this.removeChild(this._lowerLayer); + this.removeChild(this._upperLayer); + } + Alias.Tilemap__createLayers_patch19.apply(this, arguments); + }; + + } + + +})(); diff --git a/www/js/plugins/MPP_RemovoEquipText.js b/www/js/plugins/MPP_RemovoEquipText.js new file mode 100644 index 0000000..35c6a7c --- /dev/null +++ b/www/js/plugins/MPP_RemovoEquipText.js @@ -0,0 +1,87 @@ +//============================================================================= +// MPP_RemovoEquipText.js +//============================================================================= +// Copyright (c) 2017 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【ver.1.1】装備画面で装備後のアイテムを選択する際、一番左上の空白に「はずす」などの文字を入れます。 + * @author 木星ペンギン + * + * @help + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param Text + * @desc 表示する文字列 + * @default はずす + * + * @param Text X + * @desc 表示するX座標 + * @default 36 + * + * @param Text Enabled + * @desc 文字列を有効状態で表示するかどうか + * (trueで白, falseでグレー) + * @default true + * + * + * + */ + +(function () { + + var MPPlugin = { params: PluginManager.parameters('MPP_RemovoEquipText') }; + + MPPlugin.Text = MPPlugin.params['Text']; + MPPlugin.TextX = Number(MPPlugin.params['Text X'] || 6); + MPPlugin.TextEnabled = !!eval(MPPlugin.params['Text Enabled']); + + var Alias = {}; + + //----------------------------------------------------------------------------- + // Window_EquipItem + + if (Window_EquipItem.prototype.hasOwnProperty('makeItemList')) { + Alias.WiEqIt_drawItem = Window_EquipItem.prototype.makeItemList; + } + Window_EquipItem.prototype.makeItemList = function () { + if (Alias.WiEqIt_drawItem) { + Alias.WiEqIt_drawItem.call(this); + } else { + Window_ItemList.prototype.makeItemList.call(this); + } + if (this._data.indexOf(null) === this._data.length - 1) { + this._data = this._data.slice(0, -1); + this._data.unshift(null); + } + }; + + if (Window_EquipItem.prototype.hasOwnProperty('drawItem')) { + Alias.WiEqIt_drawItem = Window_EquipItem.prototype.drawItem; + } + Window_EquipItem.prototype.drawItem = function (index) { + var item = this._data[index]; + if (!item && this._actor && this._slotId >= 0) { + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(MPPlugin.TextEnabled); + var tx = MPPlugin.TextX; + this.drawText(MPPlugin.Text, rect.x + tx, rect.y, rect.width - tx); + this.changePaintOpacity(true); + } else { + if (Alias.WiEqIt_drawItem) { + Alias.WiEqIt_drawItem.call(this, index); + } else { + Window_ItemList.prototype.drawItem.call(this, index); + } + } + }; + + + +})(); diff --git a/www/js/plugins/MadeWithMv.js b/www/js/plugins/MadeWithMv.js new file mode 100644 index 0000000..bcec296 --- /dev/null +++ b/www/js/plugins/MadeWithMv.js @@ -0,0 +1,304 @@ +/*: + * NOTE: Images are stored in the img/system folder. + * + * @plugindesc Show a Splash Screen "Made with MV" and/or a Custom Splash Screen before going to main screen. + * @author Dan "Liquidize" Deptula + * + * @help This plugin does not provide plugin commands. + * + * @param Show Made With MV + * @desc Enabled/Disables showing the "Made with MV" splash screen. + * OFF - false ON - true + * Default: ON + * @default true + * + * @param Made with MV Image + * @desc The image to use when showing "Made with MV" + * Default: MadeWithMv + * @default MadeWithMv + * @require 1 + * @dir img/system/ + * @type file + * + * @param Show Custom Splash + * @desc Enabled/Disables showing the "Made with MV" splash screen. + * OFF - false ON - true + * Default: OFF + * @default false + * + * @param Custom Image + * @desc The image to use when showing "Made with MV" + * Default: + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param Fade Out Time + * @desc The time it takes to fade out, in frames. + * Default: 120 + * @default 120 + * + * @param Fade In Time + * @desc The time it takes to fade in, in frames. + * Default: 120 + * @default 120 + * + * @param Wait Time + * @desc The time between fading in and out, in frames. + * Default: 160 + * @default 160 + * + */ +/*:ja + * メモ: イメージはimg/systemフォルダ内に保存されます。 + * + * @plugindesc メイン画面へ進む前に、"Made with MV"のスプラッシュ画面もしくはカスタマイズされたスプラッシュ画面を表示します。 + * @author Dan "Liquidize" Deptula + * + * @help このプラグインにはプラグインコマンドはありません。 + * + * @param Show Made With MV + * @desc "Made with MV"のスプラッシュ画面を表示できる/できないようにします。 + * OFF - false ON - true + * デフォルト: ON + * @default true + * + * @param Made with MV Image + * @desc "Made with MV"を表示する際に使用する画像 + * デフォルト: MadeWithMv + * @default MadeWithMv + * @require 1 + * @dir img/system/ + * @type file + * + * @param Show Custom Splash + * @desc "Made with MV"のスプラッシュ画面を表示できる/できないようにします。 + * OFF - false ON - true + * デフォルト: OFF + * @default false + * + * @param Custom Image + * @desc "Made with MV"を表示する際に使用する画像 + * デフォルト: + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param Fade Out Time + * @desc フェードアウトに要する時間(フレーム数) + * デフォルト: 120 + * @default 120 + * + * @param Fade In Time + * @desc フェードインに要する時間(フレーム数) + * デフォルト: 120 + * @default 120 + * + * @param Wait Time + * @desc フェードインからフェードアウトまでに要する時間(フレーム数) + * デフォルト: 160 + * @default 160 + * + */ +var Liquidize = Liquidize || {}; +Liquidize.MadeWithMV = {}; +Liquidize.MadeWithMV.Parameters = PluginManager.parameters('MadeWithMv'); + +Liquidize.MadeWithMV.ShowMV = JSON.parse(Liquidize.MadeWithMV.Parameters["Show Made With MV"]); +Liquidize.MadeWithMV.MVImage = String(Liquidize.MadeWithMV.Parameters["Made with MV Image"]); +Liquidize.MadeWithMV.ShowCustom = JSON.parse(Liquidize.MadeWithMV.Parameters["Show Custom Splash"]); +Liquidize.MadeWithMV.CustomImage = String(Liquidize.MadeWithMV.Parameters["Custom Image"]); +Liquidize.MadeWithMV.FadeOutTime = Number(Liquidize.MadeWithMV.Parameters["Fade Out Time"]) || 120; +Liquidize.MadeWithMV.FadeInTime = Number(Liquidize.MadeWithMV.Parameters["Fade In Time"]) || 120; +Liquidize.MadeWithMV.WaitTime = Number(Liquidize.MadeWithMV.Parameters["Wait Time"]) || 160; + + +//----------------------------------------------------------------------------- +// Scene_Splash +// +// This is a constructor, implementation is done in the inner scope. + +function Scene_Splash() { + this.initialize.apply(this, arguments); +} + +(function () { + + //----------------------------------------------------------------------------- + // Scene_Boot + // + // The scene class for dealing with the game boot. + + var _Scene_Boot_loadSystemImages = Scene_Boot.prototype.loadSystemImages; + Scene_Boot.prototype.loadSystemImages = function () { + _Scene_Boot_loadSystemImages.call(this); + if (Liquidize.MadeWithMV.ShowMV) { + ImageManager.loadSystem(Liquidize.MadeWithMV.MVImage); + } + if (Liquidize.MadeWithMV.ShowCustom) { + ImageManager.loadSystem(Liquidize.MadeWithMV.CustomImage); + } + }; + + var _Scene_Boot_start = Scene_Boot.prototype.start; + Scene_Boot.prototype.start = function () { + if ((Liquidize.MadeWithMV.ShowMV || Liquidize.MadeWithMV.ShowCustom) && !DataManager.isBattleTest() && !DataManager.isEventTest()) { + SceneManager.goto(Scene_Splash); + } else { + _Scene_Boot_start.call(this); + } + }; + + //----------------------------------------------------------------------------- + // Scene_Splash + // + // The scene class for dealing with the splash screens. + + Scene_Splash.prototype = Object.create(Scene_Base.prototype); + Scene_Splash.prototype.constructor = Scene_Splash; + + Scene_Splash.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); + this._mvSplash = null; + this._customSplash = null; + this._mvWaitTime = Liquidize.MadeWithMV.WaitTime; + this._customWaitTime = Liquidize.MadeWithMV.WaitTime; + this._mvFadeOut = false; + this._mvFadeIn = false; + this._customFadeOut = false; + this._customFadeIn = false; + }; + + Scene_Splash.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createSplashes(); + }; + + Scene_Splash.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + if (this._mvSplash != null) { + this.centerSprite(this._mvSplash); + } + if (this._customSplash != null) { + this.centerSprite(this._customSplash); + } + }; + + Scene_Splash.prototype.update = function () { + if (Liquidize.MadeWithMV.ShowMV) { + if (!this._mvFadeIn) { + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._mvFadeIn = true; + } else { + if (this._mvWaitTime > 0 && this._mvFadeOut == false) { + this._mvWaitTime--; + } else { + if (this._mvFadeOut == false) { + this._mvFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } + + if (Liquidize.MadeWithMV.ShowCustom) { + if (Liquidize.MadeWithMV.ShowMV && this._mvFadeOut == true) { + if (!this._customFadeIn && this._fadeDuration == 0) { + this._customSplash.opacity = 255; + this._customWaitTime = Liquidize.MadeWithMV.WaitTime; + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._customFadeIn = true; + } else { + if (this._customWaitTime > 0 && this._customFadeOut == false) { + this._customWaitTime--; + } else { + if (this._customFadeOut == false) { + this._customFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } else if (!Liquidize.MadeWithMV.ShowMV) { + if (!this._customFadeIn) { + this._customSplash.opacity = 255; + this.startFadeIn(Liquidize.MadeWithMV.FadeInTime, false); + this._customFadeIn = true; + } else { + if (this._customWaitTime > 0 && this._customFadeOut == false) { + this._customWaitTime--; + } else { + if (this._customFadeOut == false) { + this._customFadeOut = true; + this.startFadeOut(Liquidize.MadeWithMV.FadeOutTime, false); + } + } + } + } + } + + if (Liquidize.MadeWithMV.ShowCustom) { + if (Liquidize.MadeWithMV.ShowMV && this._mvFadeOut == true && this._customFadeOut == true) { + this.gotoTitleOrTest(); + } else if (!Liquidize.MadeWithMV.ShowMV && this._customFadeOut == true) { + this.gotoTitleOrTest(); + } + } else { + if (this._mvFadeOut == true) { + this.gotoTitleOrTest(); + } + } + + Scene_Base.prototype.update.call(this); + }; + + Scene_Splash.prototype.createSplashes = function () { + if (Liquidize.MadeWithMV.ShowMV) { + this._mvSplash = new Sprite(ImageManager.loadSystem(Liquidize.MadeWithMV.MVImage)); + this.addChild(this._mvSplash); + } + if (Liquidize.MadeWithMV.ShowCustom) { + this._customSplash = new Sprite(ImageManager.loadSystem(Liquidize.MadeWithMV.CustomImage)); + this._customSplash.opacity = 0; + this.addChild(this._customSplash); + } + }; + + Scene_Splash.prototype.centerSprite = function (sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + }; + + Scene_Splash.prototype.gotoTitleOrTest = function () { + Scene_Base.prototype.start.call(this); + SoundManager.preloadImportantSounds(); + if (DataManager.isBattleTest()) { + DataManager.setupBattleTest(); + SceneManager.goto(Scene_Battle); + } else if (DataManager.isEventTest()) { + DataManager.setupEventTest(); + SceneManager.goto(Scene_Map); + } else { + this.checkPlayerLocation(); + DataManager.setupNewGame(); + SceneManager.goto(Scene_Title); + Window_TitleCommand.initCommandPosition(); + } + this.updateDocumentTitle(); + }; + + Scene_Splash.prototype.updateDocumentTitle = function () { + document.title = $dataSystem.gameTitle; + }; + + Scene_Splash.prototype.checkPlayerLocation = function () { + if ($dataSystem.startMapId === 0) { + throw new Error('Player\'s starting position is not set'); + } + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/MakeScreenCapture.js b/www/js/plugins/MakeScreenCapture.js new file mode 100644 index 0000000..7933997 --- /dev/null +++ b/www/js/plugins/MakeScreenCapture.js @@ -0,0 +1,771 @@ +//============================================================================= +// MakeScreenCapture.js +// ---------------------------------------------------------------------------- +// (C)2015-2018 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.7.3 2018/06/28 出力パスの算出方法を変更 +// 1.7.2 2018/03/06 各種ファンクションキーにCtrlおよびAltの同時押し要否の設定を追加しました。 +// 1.7.1 2017/11/11 総合開発支援プラグインとの連携による修正 +// 1.7.0 2017/08/13 パラメータの型指定機能に対応 +// 1.6.0 2016/12/25 jpg保存時の拡張子を「jpeg」→「jpg」に変更 +// jpeg品質をパラメータから指定できる機能を追加 +// 1.5.0 2016/10/20 本体バージョン1.3.2でエラーが発生していたのを修正 +// 1.4.0 2016/10/06 パラメータに環境変数を使えるように修正 +// 1.3.0 2016/06/24 WEBP形式のショートカットキーを追加 +// 1.2.3 2016/06/23 著名に画像とテキストを両方使えるよう修正 +// 1.2.2 2016/05/13 プラグインコマンドから出力したときに拡張子の表示がおかしくなる問題を修正 +// 1.2.1 2016/05/11 定期実行キャプチャを行ったときに拡張子の表示がおかしくなる問題を修正 +// 1.2.0 2016/04/23 署名に任意の画像ファイルを利用できるようになりました。 +// 細部のリファクタリング +// 1.1.5 2016/04/10 画像の出力先を管理画面のパラメータとして設定できるよう修正 +// 1.1.4 2016/03/31 画像の出力先を絶対パスで指定できるよう修正 +// 1.1.3 2016/03/15 文章のスクロール表示が正しくキャプチャできない問題を修正 +// 1.1.2 2016/03/01 pngとjpegの形式ごとのファンクションキーを割り当てるよう修正 +// 1.1.1 2016/02/26 PrintScreenでもキャプチャできるように修正 +// 1.1.0 2016/02/25 複数のウィンドウを含む画面で正しくキャプチャできない不具合を修正 +// 高度な設定項目の追加 +// 1.0.0 2016/02/24 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc Screen Capture Plugin + * @author triacontane + * + * @param FuncKeyPngCapture + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずpng形式で出力します。 + * @default F6 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyJpegCapture + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずjpeg形式で出力します。 + * @default F7 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param FuncKeyWebpCapture + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずwebp形式で出力します。 + * @default + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param SimultaneousCtrl + * @desc 各機能を利用する際にCtrlキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param SimultaneousAlt + * @desc 各機能を利用する際にAltキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param FileName + * @desc 画像のファイル名です。 + * プラグインコマンドから実行した場合は参照されません。 + * @default image + * + * @param Location + * @desc ファイルの出力パスです。相対パス、絶対パスが利用できます。 + * 区切り文字は「/」もしくは「\」で指定してください。 + * @default captures + * + * @param FileFormat + * @desc 画像のデフォルト保存形式です。(png/jpeg/webp) + * @default png + * @type select + * @option png + * @option jpeg + * @option webp + * + * @param NumberDigit + * @desc キャプチャファイルの連番桁数です。 + * @default 2 + * @type number + * + * @param TimeStamp + * @desc ONにすると連番の代わりにタイムスタンプを付与します。(ON/OFF) + * @default true + * @type boolean + * + * @param Signature + * @desc 保存時に画像の右下に書き込まれる署名です。 + * @default + * + * @param SignatureSize + * @desc 署名のフォントサイズです。 + * @default 22 + * @type number + * + * @param SignatureImage + * @desc 保存時に画像の右下に書き込まれる著名画像ファイル名です。「img/pictures」に配置。拡張子不要。 + * @default + * @require 1 + * @dir img/pictures/ + * @type file + * + * @param Interval + * @desc キャプチャを定期実行する間隔(秒単位)です。 + * 0にすると、定期キャプチャを行いません。 + * @default 0 + * @type number + * + * @param SeName + * @desc キャプチャ実行時に演奏する効果音のファイル名です。 + * @default + * @require 1 + * @dir audio/se/ + * @type file + * + * @param JpegQuality + * @desc JPEG出力したときの品質です。値を小さくすると容量も小さくなります。(1...10) + * @default 9 + * @type number + * @min 1 + * @max 10 + * + * @help プレー中のゲーム画面をキャプチャして + * ファイルに保存したり、ピクチャとして表示したりできます。 + * キャプチャは以下のタイミングで実行されます。 + * + * ・ファンクションキー or PrintScreen押下 + * ・一定時間ごと + * ・プラグインコマンド実行時 + * + * プラグインコマンド以外は、テストプレー時のみ有効になります。 + * + * キャプチャしたファイルの保存場所は絶対パス、相対パスいずれも指定できるほか、 + * OSの環境変数(%USERPROFILE%など)にも対応しています。 + * + * また、キャプチャの際に著名を自動で埋め込むことができます。 + * 著名は文字列で指定できるほか、任意の画像も指定可能です。 + * (両方指定すると画像が優先されます) + * + * 注意! + * キャプチャピクチャの表示状態はセーブできません。 + * セーブされる前に「ピクチャの消去」で消去してください。 + * + * 注意! + * キャプチャを出力する機能はローカル環境でのみ有効です。 + * ブラウザやスマホ上では動作しません。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * MSC_MAKE + * 実行時点でのキャプチャを作成して保持します。 + * ex:MSC_MAKE + * + * MSC_PICTURE + * 保持していた画面キャプチャをピクチャに表示します。 + * このコマンドの直後に「ピクチャの表示」を実行するとキャプチャピクチャが + * 表示されます。 + * ex:MSC_PICTURE + * + * MSC_SAVE [ファイル名] + * 保持していた画面キャプチャをファイルに保存します。 + * ファイル名は自由に指定できます。 + * 拡張子は自動で設定されるので設定不要です。 + * ex:MSC_SAVE image + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc 画面キャプチャ管理プラグイン + * @author トリアコンタン + * + * @param PNGキャプチャキー + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずpng形式で出力します。 + * @default F6 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param JPEGキャプチャキー + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずjpeg形式で出力します。 + * @default F7 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param WEBPキャプチャキー + * @desc キャプチャとファイル保存を行うファンクションキーです。 + * 保存形式の設定にかかわらずwebp形式で出力します。 + * @default F9 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param Ctrl同時押し + * @desc 各機能を利用する際にCtrlキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param Alt同時押し + * @desc 各機能を利用する際にAltキーの同時押しが必要かどうかです。他のプラグインと対象キーが競合する場合に利用します。 + * @default false + * @type boolean + * + * @param ファイル名 + * @desc 画像のファイル名です。 + * プラグインコマンドから実行した場合は参照されません。 + * @default image + * + * @param 出力場所 + * @desc ファイルの出力パスです。相対パス、絶対パスが利用できます。 + * 区切り文字は「/」もしくは「\」で指定してください。 + * @default captures + * + * @param 保存形式 + * @desc 画像のデフォルト保存形式です。(png/jpeg/webp) + * @default png + * @type select + * @option png + * @option jpeg + * @option webp + * + * @param 連番桁数 + * @desc キャプチャファイルの連番桁数です。数値はゲーム実行の度に初期化されるのでご注意ください。 + * @default 2 + * @type number + * + * @param タイムスタンプ + * @desc ONにすると連番の代わりにタイムスタンプを付与します。(ON/OFF) + * @default true + * @type boolean + * + * @param 署名 + * @desc 保存時に画像の右下に書き込まれる署名です。 + * @default + * + * @param 署名サイズ + * @desc 署名のフォントサイズです。 + * @default 22 + * @type number + * + * @param 署名画像 + * @desc 保存時に画像の右下に書き込まれる著名画像ファイル名です。「img/pictures」に配置。拡張子不要。 + * @default + * @require 1 + * @dir img/pictures/ + * @type file + * + * @param 実行間隔 + * @desc キャプチャを定期実行する間隔(秒単位)です。 + * 0にすると、定期キャプチャを行いません。 + * @default 0 + * @type number + * + * @param 効果音 + * @desc キャプチャ実行時に演奏する効果音のファイル名です。 + * @default + * @require 1 + * @dir audio/se/ + * @type file + * + * @param JPEG品質 + * @desc JPEG出力したときの品質です。値を小さくすると容量も小さくなります。(1...10) + * @default 9 + * @type number + * @min 1 + * @max 10 + * + * @help プレー中のゲーム画面をキャプチャして + * ファイルに保存したり、ピクチャとして表示したりできます。 + * キャプチャは以下のタイミングで実行されます。 + * + * ・ファンクションキー or PrintScreen押下 + * ・一定時間ごと + * ・プラグインコマンド実行時 + * + * プラグインコマンド以外は、テストプレー時のみ有効になります。 + * + * キャプチャしたファイルの保存場所は絶対パス、相対パスいずれも指定できるほか、 + * OSの環境変数(%USERPROFILE%など)にも対応しています。 + * + * また、キャプチャの際に著名を自動で埋め込むことができます。 + * 著名は文字列で指定できるほか、任意の画像も指定可能です。 + * (両方指定すると画像が優先されます) + * + * 注意! + * キャプチャピクチャの表示状態はセーブできません。 + * セーブされる前に「ピクチャの消去」で消去してください。 + * + * 注意! + * キャプチャを出力する機能はローカル環境でのみ有効です。 + * ブラウザやスマホ上では動作しません。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * MSC_MAKE or 画面キャプチャ作成 + * 実行時点でのキャプチャを作成して保持します。 + * 例:画面キャプチャ作成 + * + * MSC_PICTURE or 画面キャプチャピクチャ + * 保持していた画面キャプチャをピクチャに表示します。 + * このコマンドの直後に「ピクチャの表示」を実行するとキャプチャピクチャが + * 表示されます。 + * 例:画面キャプチャピクチャ + * + * MSC_SAVE [ファイル名] or 画面キャプチャ保存 [ファイル名] + * 保持していた画面キャプチャをファイルに保存します。 + * ファイル名は自由に指定できます。 + * 拡張子は自動で設定されるので設定不要です。 + * 例:画面キャプチャ保存 image + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + //============================================================================= + // ユーザ書き換え領域 - 開始 - + // 高度な設定を記述しています。必要な場合は書き換えてください。 + //============================================================================= + var settings = { + /* 署名のフォント情報です。faceはあらかじめフォントをロードしておかなければ使えません */ + signature: { face: 'GameFont', color: 'rgba(255,255,255,1.0)', align: 'right' }, + /* 効果音情報です。ファイル名はプラグイン管理画面から取得します */ + se: { volume: 90, pitch: 100, pan: 0 }, + /* テストプレー以外での動作を無効にするフラグです */ + testOnly: true + }; + //============================================================================= + // ユーザ書き換え領域 - 終了 - + //============================================================================= + var pluginName = 'MakeScreenCapture'; + + var getParamString = function (paramNames) { + var value = getParamOther(paramNames); + return value == null ? '' : value; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE'; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return Utils.isNwjs() ? convertEnvironmentVariable(name) : name; + } + return null; + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getArgString = function (arg, upperFlg) { + arg = convertEscapeCharacters(arg); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var convertEnvironmentVariable = function (text) { + if (text == null) text = ''; + text = text.replace(/%(\w+)%/gi, function () { + return process.env[arguments[1]] || ''; + }.bind(this)); + return text; + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + return window ? window.convertEscapeCharacters(text) : text; + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var paramFuncKeyPngCapture = getParamString(['FuncKeyPngCapture', 'PNGキャプチャキー']); + var paramFuncKeyJpegCapture = getParamString(['FuncKeyJpegCapture', 'JPEGキャプチャキー']); + var paramFuncKeyWebpCapture = getParamString(['FuncKeyWebpCapture', 'WEBPキャプチャキー']); + var paramFileName = getParamString(['FileName', 'ファイル名']); + var paramLocation = getParamString(['Location', '出力場所']); + var paramFileFormat = getParamString(['FileFormat', '保存形式']).toLowerCase(); + var paramSignature = getParamString(['Signature', '署名']); + var paramSignatureImage = getParamString(['SignatureImage', '署名画像']); + var paramSignatureSize = getParamNumber(['SignatureSize', '署名サイズ']); + var paramNumberDigit = getParamNumber(['NumberDigit', '連番桁数']); + var paramInterval = getParamNumber(['Interval', '実行間隔']); + var paramSeName = getParamString(['SeName', '効果音']); + var paramTimeStamp = getParamBoolean(['TimeStamp', 'タイムスタンプ']); + var paramJpegQuality = getParamNumber(['JpegQuality', 'JPEG品質']); + var paramSimultaneousCtrl = getParamBoolean(['SimultaneousCtrl', 'Ctrl同時押し']); + var paramSimultaneousAlt = getParamBoolean(['SimultaneousAlt', 'Alt同時押し']); + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + this.pluginCommandMakeScreenCapture(command, args); + }; + + Game_Interpreter.prototype.pluginCommandMakeScreenCapture = function (command, args) { + switch (getCommandName(command)) { + case 'MSC_MAKE': + case '画面キャプチャ作成': + SceneManager.makeCapture(); + break; + case 'MSC_PICTURE': + case '画面キャプチャピクチャ': + $gameScreen.captureFlg = true; + break; + case 'MSC_SAVE': + case '画面キャプチャ保存': + SceneManager.saveCapture(getArgString(args[0]) || paramFileName, paramFileFormat); + break; + } + }; + + //============================================================================= + // Game_Screen + // キャプチャピクチャ用のプロパティを追加定義します。 + //============================================================================= + var _Game_Screen_clear = Game_Screen.prototype.clear; + Game_Screen.prototype.clear = function () { + _Game_Screen_clear.apply(this, arguments); + this.clearCapturePicture(); + }; + + Game_Screen.prototype.clearCapturePicture = function () { + this.captureFlg = false; + }; + + //============================================================================= + // Game_Picture + // キャプチャピクチャ用のプロパティを追加定義します。 + //============================================================================= + var _Game_Picture_show = Game_Picture.prototype.show; + Game_Picture.prototype.show = function (name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + if ($gameScreen.captureFlg) { + arguments[0] = Date.now().toString(); + this.captureFlg = true; + } else { + this.captureFlg = null; + } + $gameScreen.clearCapturePicture(); + _Game_Picture_show.apply(this, arguments); + }; + + //============================================================================= + // Scene_Base + // 定期実行キャプチャを定義します。 + //============================================================================= + var _Scene_Base_update = Scene_Base.prototype.update; + Scene_Base.prototype.update = function () { + _Scene_Base_update.apply(this, arguments); + var count = Graphics.frameCount; + if (paramInterval !== 0 && Utils.isTestCapture() && (count + 1) % (paramInterval * 60) === 0) { + SceneManager.takeCapture(); + } + }; + + //============================================================================= + // Sprite_Picture + // 画像の動的生成を追加定義します。 + //============================================================================= + var _Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap; + Sprite_Picture.prototype.loadBitmap = function () { + if (this.picture().captureFlg) { + this.bitmap = SceneManager.getCapture(); + } else { + _Sprite_Picture_loadBitmap.apply(this, arguments); + } + }; + + //============================================================================= + // Utils + // テスト用のキャプチャを許可するかどうかを返します。 + //============================================================================= + Utils.isTestCapture = function () { + return !settings.testOnly || Utils.isOptionValid('test'); + }; + + //============================================================================= + // Bitmap + // 対象のビットマップを保存します。現状、ローカル環境下でのみ動作します。 + //============================================================================= + Bitmap.prototype.save = function (fileName, format, extend) { + var data = this._canvas.toDataURL('image/' + format, extend); + data = data.replace(/^.*,/, ''); + if (format === 'jpeg') format = 'jpg'; + if (data) StorageManager.saveImg(fileName, format, data); + }; + + Bitmap.prototype.sign = function (text, fontInfo) { + this.fontFace = fontInfo.face; + this.fontSize = fontInfo.size; + this.textColor = fontInfo.color; + this.drawText(text, 8, this.height - this.fontSize - 8, this.width - 8 * 2, this.fontSize, fontInfo.align); + }; + + Bitmap.prototype.signAndSave = function (signature, fileName, format, signatureImage) { + var fileFullPath = StorageManager.getLocalImgFileName(fileName); + if (signatureImage) { + this.signImage(signatureImage, signature); + } + this.sign(paramSignature, signature); + this.save(fileFullPath, format, format === 'jpeg' ? paramJpegQuality / 10 : undefined); + }; + + Bitmap.prototype.signImage = function (signBitmap, fontInfo) { + var dx = 0, dy = this.height - signBitmap.height; + switch (fontInfo.align) { + case 'center': + dx = this.width / 2 - signBitmap.width / 2; + break; + case 'right': + dx = this.width - signBitmap.width; + break; + } + this.blt(signBitmap, 0, 0, signBitmap.width, signBitmap.height, dx, dy); + }; + + //============================================================================= + // Input + // ファンクションキーのマップを定義します。 + //============================================================================= + Input.functionReverseMapper = { + F1: 112, + F2: 113, + F3: 114, + F4: 115, + F5: 116, + F6: 117, + F7: 118, + F8: 119, + F9: 120, + F10: 121, + F11: 122, + F12: 123 + }; + + //============================================================================= + // SceneManager + // ファンクションキーが押下されたときにキャプチャを実行します。 + //============================================================================= + SceneManager.captureNumber = 0; + SceneManager.makeCapture = function () { + if (paramSeName) { + var se = settings.se; + se.name = paramSeName; + AudioManager.playSe(se); + } + this._captureBitmap = this.snap(); + }; + + SceneManager.getCapture = function () { + return this._captureBitmap || ImageManager.loadEmptyBitmap(); + }; + + SceneManager.saveCapture = function (fileName, format) { + if (!this._captureBitmap) return; + var signature = this.getSignature(); + if (paramSignatureImage) { + var image = ImageManager.loadPicture(paramSignatureImage, 0); + image.addLoadListener(function () { + this._captureBitmap.signAndSave(signature, fileName, format, image); + }.bind(this)); + } else { + this._captureBitmap.signAndSave(signature, fileName, format, null); + } + }; + + SceneManager.getSignature = function () { + var signature = settings.signature; + signature.size = paramSignatureSize; + return signature; + }; + + SceneManager.takeCapture = function (format) { + if (!format) { + format = paramFileFormat; + } + this.makeCapture(); + this.saveCapture(paramFileName, format); + }; + + var _SceneManager_setupErrorHandlers = SceneManager.setupErrorHandlers; + SceneManager.setupErrorHandlers = function () { + _SceneManager_setupErrorHandlers.apply(this, arguments); + if (Utils.isTestCapture()) { + document.addEventListener('keyup', this.onKeyUpForCapture.bind(this)); + } + }; + + var _SceneManager_onKeyDown = SceneManager.onKeyDown; + SceneManager.onKeyDown = function (event) { + _SceneManager_onKeyDown.apply(this, arguments); + if (paramSimultaneousCtrl === event.ctrlKey && paramSimultaneousAlt === event.altKey && Utils.isTestCapture()) { + this.onKeyDownForCapture(event); + } + }; + + SceneManager.onKeyDownForCapture = function (event) { + switch (event.keyCode) { + case Input.functionReverseMapper[paramFuncKeyPngCapture]: + SceneManager.takeCapture('png'); + break; + case Input.functionReverseMapper[paramFuncKeyJpegCapture]: + SceneManager.takeCapture('jpeg'); + break; + case Input.functionReverseMapper[paramFuncKeyWebpCapture]: + SceneManager.takeCapture('webp'); + break; + } + }; + + SceneManager.onKeyUpForCapture = function (event) { + // PrintScreen + if (event.keyCode === 44) SceneManager.takeCapture(); + }; + + //============================================================================= + // StorageManager + // イメージファイルを保存します。 + //============================================================================= + StorageManager.saveImg = function (fileName, format, data) { + if (this.isLocalMode()) { + this.saveImgToLocalFile(fileName + '.' + format, data); + } else { + this.saveImgToWebStorage(fileName, data); + } + }; + + StorageManager.saveImgToWebStorage = function (fileName, data) { + localStorage.setItem(fileName, data); + }; + + StorageManager.saveImgToLocalFile = function (fileName, data) { + var fs = require('fs'); + var dirPath = this.localImgFileDirectoryPath(); + var filePath = dirPath + fileName; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, new Buffer(data, 'base64')); + }; + + StorageManager.localImgFileDirectoryPath = function () { + var filePath = paramLocation; + if (!filePath.match(/^[A-Z]:/)) { + var path = require('path'); + filePath = path.join(path.dirname(process.mainModule.filename), filePath); + } + return decodeURIComponent(filePath.match(/\/$/) ? filePath : filePath + '/'); + }; + + StorageManager.getLocalImgFileName = function (fileName) { + if (paramTimeStamp) { + var date = new Date(); + return fileName + '_' + date.getFullYear() + (date.getMonth() + 1).padZero(2) + date.getDate().padZero(2) + + '_' + date.getHours().padZero(2) + date.getMinutes().padZero(2) + date.getSeconds().padZero(2); + } else { + var number = SceneManager.captureNumber; + if (number >= Math.pow(10, paramNumberDigit)) number = 0; + SceneManager.captureNumber = number + 1; + return fileName + (number > 0 ? number.padZero(paramNumberDigit) : ''); + } + }; +})(); diff --git a/www/js/plugins/MakeScreenMovie.js b/www/js/plugins/MakeScreenMovie.js new file mode 100644 index 0000000..4b19a38 --- /dev/null +++ b/www/js/plugins/MakeScreenMovie.js @@ -0,0 +1,520 @@ +/*============================================================================= + MakeScreenMovie.js +---------------------------------------------------------------------------- + (C)2019 Triacontane + This software is released under the MIT License. + http://opensource.org/licenses/mit-license.php +---------------------------------------------------------------------------- + Version + 1.0.0 2019/01/05 初版 +---------------------------------------------------------------------------- + [Blog] : https://triacontane.blogspot.jp/ + [Twitter]: https://twitter.com/triacontane/ + [GitHub] : https://github.com/triacontane/ +=============================================================================*/ + +/*: + * @plugindesc MakeScreenMoviePlugin + * @author triacontane + * + * @param FunkKeyRecord + * @desc ゲーム画面の録画と停止を行うキーです。この機能による録画はテストプレー時のみ有効です。 + * @default F10 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param RecordSwitchId + * @desc 指定したスイッチがONになると自動で録画を開始します。 + * @default 0 + * @type switch + * + * @param FileName + * @desc 作成した動画のファイル名です。制御文字\V[n]が使えるほか、\Dで日付文字列に変換できます。 + * @default movie_\d + * + * @param Location + * @desc ファイルの出力パスです。相対パス、絶対パスが利用できます。 + * 区切り文字は「/」もしくは「\」で指定してください。 + * @default records + * + * @param IncludeAudio + * @desc 録画した動画に音声データを含めるかどうかを選択できます。 + * @default true + * @type boolean + * + * @param MimeType + * @desc 生成する動画のMIMEタイプです。通常は自動で問題ありません。サポート外の規格を選択すると自動選択されます。 + * @default 自動 + * @type select + * @option 自動 + * @option video/webm;codecs=vp9 + * @option video/webm;codecs=vp8 + * @option video/webm;codecs=h264 + * @option video/webm + * + * @param RefreshRate + * @text リフレッシュレート + * @desc 動画のリフレッシュレートです。-1を指定すると自動で設定されます。0を指定すると静止画になります。 + * @default -1 + * @type number + * @min -1 + * @max 120 + * + * @help MakeScreenMovie.js + * + * ゲーム画面を録画してwebm形式で保存できます。 + * 指定したファンクションキーを押すか、スイッチがONになると録画開始します。 + * もう一度ファンクションキーを押すか、スイッチがOFFになると録画終了します。 + * 主に進捗や紹介用の動画を作成する際の制作補助プラグインとして使います。 + * ファイル名や保存場所、音声を含めるかどうかを設定できます。 + * + * テストプレーのみ録画中「●REC」と表示されますが、実際の動画には含まれません。 + * + * MoviePicture.jsと組み合わせると録画した動画をピクチャとして再生できます。 + * 1. 録画を終了して少し待つ。(ファイルの保存は非同期なので) + * + * 2.「変数の操作」の「スクリプト」から以下を実行する。 + * StorageManager.getLatestMovieFilePath(); + * + * 3.「プラグインコマンド」から以下を実行する。(n: 2.で保存した変数番号) + * MP_SET_OUTER_MOVIE \v[n] + * + * 4.「ピクチャの表示」を実行すると動画が再生される。 + * + * このプラグインは、ウェブブラウザ実行もしくはver1.6.0より古いツクールMVでは + * 動作しません。うまく動作しない場合は、F12キーでデベロッパツールを開いて + * 「MakeScreenMovie.js」と記述されたログが出力されていないかをご確認ください。 + * + * ・制約事項 + * 長時間の録画は、環境次第でPCの動作が不安定になる場合があります。 + * 録画中は「文章の表示」で表示する文章が全て瞬間表示されます。 + * 予期しない動作が起こった場合、こちらで対応できない場合があります。 + * + * ・参考にした記事 + * https://qiita.com/ru_shalm/items/0930aedad12c4e100446 + *  + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc ゲーム動画作成プラグイン + * @author トリアコンタン + * + * @param FunkKeyRecord + * @text 録画ファンクションキー + * @desc ゲーム画面の録画と停止を行うキーです。この機能による録画はテストプレー時のみ有効です。 + * @default F10 + * @type select + * @option none + * @option F1 + * @option F2 + * @option F3 + * @option F4 + * @option F5 + * @option F6 + * @option F7 + * @option F8 + * @option F9 + * @option F10 + * @option F11 + * @option F12 + * + * @param RecordSwitchId + * @text 録画スイッチ番号 + * @desc 指定したスイッチがONになると自動で録画を開始します。 + * @default 0 + * @type switch + * + * @param FileName + * @text ファイル名 + * @desc 作成した動画のファイル名です。制御文字\V[n]が使えるほか、\Dで日付文字列に変換できます。 + * @default movie_\d + * + * @param Location + * @text 保存場所 + * @desc ファイルの出力パスです。相対パス、絶対パスが利用できます。 + * 区切り文字は「/」もしくは「\」で指定してください。 + * @default records + * + * @param IncludeAudio + * @text 音声を含める + * @desc 録画した動画に音声データを含めるかどうかを選択できます。 + * @default true + * @type boolean + * + * @param MimeType + * @text MIMEタイプ + * @desc 生成する動画のMIMEタイプです。通常は自動で問題ありません。サポート外の規格を選択すると自動選択されます。 + * @default 自動 + * @type select + * @option 自動 + * @option video/webm;codecs=vp9 + * @option video/webm;codecs=vp8 + * @option video/webm;codecs=h264 + * @option video/webm + * + * @param RefreshRate + * @text リフレッシュレート + * @desc 動画のリフレッシュレートです。-1で自動設定、0で静止画になります。動画が不安定になる場合は下げてください。 + * @default 30 + * @type number + * @min -1 + * @max 120 + * + * @help MakeScreenMovie.js + * + * ゲーム画面を録画してwebm形式で保存できます。 + * 指定したファンクションキーを押すか、スイッチがONになると録画開始します。 + * もう一度ファンクションキーを押すか、スイッチがOFFになると録画終了します。 + * 主に進捗や紹介用の動画を作成する際の制作補助プラグインとして使います。 + * ファイル名や保存場所、音声を含めるかどうかを設定できます。 + * + * テストプレーのみ録画中「●REC」と表示されますが、実際の動画には含まれません。 + * + * MoviePicture.js組み合わせると録画した動画をピクチャとして再生できます。 + * 1. 録画を終了して少し待つ。(ファイルの保存は非同期なので) + * + * 2.「変数の操作」の「スクリプト」から以下を実行する。 + * StorageManager.getLatestMovieFilePath(); + * + * 3.「プラグインコマンド」から以下を実行する。(n: 2.で保存した変数番号) + * MP_SET_OUTER_MOVIE \v[n] + * + * 4.「ピクチャの表示」を実行すると動画が再生される。 + * + * このプラグインは、ウェブブラウザ実行もしくはver1.6.0より古いツクールMVでは + * 動作しません。うまく動作しない場合は、F12キーでデベロッパツールを開いて + * 「MakeScreenMovie.js」と記述されたログが出力されていないかをご確認ください。 + * + * ・制約事項 + * 長時間の録画は、環境次第でPCの動作が不安定になる場合があります。 + * 録画中は「文章の表示」で表示する文章が全て瞬間表示されます。 + * 予期しない動作が起こった場合、こちらで対応できない場合があります。 + * + * ・参考にした記事 + * https://qiita.com/ru_shalm/items/0930aedad12c4e100446 + *  + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + if (!Utils.isNwjs() || Utils.RPGMAKER_VERSION < '1.6.0') { + console.warn('MakeScreenMovie.js: Invalid MV version.'); + return; + } + + /** + * Create plugin parameter. param[paramName] ex. param.commandPrefix + * @param pluginName plugin name(EncounterSwitchConditions) + * @returns {Object} Created parameter + */ + const createPluginParameter = function (pluginName) { + const paramReplacer = function (key, value) { + if (value === 'null') { + return value; + } + if (value[0] === '"' && value[value.length - 1] === '"') { + return value; + } + try { + return JSON.parse(value); + } catch (e) { + return value; + } + }; + const parameter = JSON.parse(JSON.stringify(PluginManager.parameters(pluginName), paramReplacer)); + PluginManager.setParameters(pluginName, parameter); + return parameter; + }; + + const param = createPluginParameter('MakeScreenMovie'); + + const MIME_TYPES = [ + 'video/webm;codecs=vp9', + 'video/webm;codecs=vp8', + 'video/webm;codecs=h264', + 'video/webm' + ]; + + /** + * 画面を録画状態を管理するクラス + */ + class ScreenRecorder { + constructor() { + this._recorder = null; + if (!this.getMimeType()) { + this._disable = true; + console.warn('MakeScreenMovie.js: Supported Mime type not found.'); + } + } + + _start() { + if (this._disable) { + return; + } + this._stream = param.IncludeAudio ? this._createStream() : this._createCanvasStream(); + const recorder = new MediaRecorder(this._stream, { mimeType: this.getMimeType() }); + this._chunks = []; + recorder.addEventListener('dataavailable', event => this._chunks.push(event.data)); + recorder.addEventListener('stop', this._save.bind(this)); + recorder.start(1000); + Graphics.showRecSign(); + this._recorder = recorder; + } + + _stop() { + this._recorder.stop(); + this._stream.getTracks().forEach(track => track.stop()); + this._recorder = null; + this._stream = null; + } + + _save() { + const blob = new Blob(this._chunks, { type: this.getMimeType() }); + const reader = new FileReader(); + reader.addEventListener('load', () => { + Graphics.hideRecSign(); + StorageManager.saveMovieToLocalFile(new Buffer(reader.result)); + }); + reader.readAsArrayBuffer(blob); + this._chunks = null; + } + + _createStream() { + const tracks = this._createCanvasStream().getVideoTracks().concat( + WebAudio.createStream().getAudioTracks()); + return new MediaStream(tracks); + } + + _createCanvasStream() { + if (param.RefreshRate >= 0) { + return document.querySelector('canvas').captureStream(param.RefreshRate); + } else { + return document.querySelector('canvas').captureStream(); + } + } + + toggle() { + if (!this.isRecording()) { + this._start(); + } else { + this._stop(); + } + } + + update() { + const switchId = param.RecordSwitchId; + if ($gameSwitches.value(switchId) && !this.isRecording()) { + this._start(); + } else if (!$gameSwitches.value(switchId) && this.isRecording()) { + this._stop(); + } + } + + isRecording() { + return !!this._recorder; + } + + getMimeType() { + if (MediaRecorder.isTypeSupported(param.MimeType)) { + return param.MimeType; + } else { + return MIME_TYPES.filter(MediaRecorder.isTypeSupported)[0]; + } + } + } + + /** + * Game_Switches + * スイッチに連動してレコーダーを更新します。 + */ + var _Game_Switches_setValue = Game_Switches.prototype.setValue; + Game_Switches.prototype.setValue = function (variableId, value) { + _Game_Switches_setValue.apply(this, arguments); + if (variableId === param.RecordSwitchId) { + SceneManager.updateRecorder(); + } + }; + + /** + * SceneManager + * ScreenRecorderを生成、管理します。 + */ + const _SceneManager_initialize = SceneManager.initialize; + SceneManager.initialize = function () { + _SceneManager_initialize.apply(this, arguments); + this._screenRecorder = new ScreenRecorder(); + }; + + const _SceneManager_onKeyDown = SceneManager.onKeyDown; + SceneManager.onKeyDown = function (event) { + _SceneManager_onKeyDown.apply(this, arguments); + if (Utils.isOptionValid('test')) { + this.onKeyDownForScreenMovie(event); + } + }; + + SceneManager.onKeyDownForScreenMovie = function (event) { + if (event.keyCode === Input.functionReverseMapper[param.FunkKeyRecord]) { + this._screenRecorder.toggle(); + } + }; + + SceneManager.updateRecorder = function () { + this._screenRecorder.update(); + }; + + SceneManager.isScreenRecording = function () { + return this._screenRecorder.isRecording(); + }; + + /** + * StorageManager + * 作成した動画ファイルを保存します。 + */ + StorageManager.saveMovieToLocalFile = function (dataBuffer) { + const fs = require('fs'); + const dirPath = StorageManager.localMovieFileDirectoryPath(); + const filePath = dirPath + this.getMovieFileName() + '.webm'; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + this._movieFilePath = filePath; + fs.writeFileSync(filePath, dataBuffer); + }; + + StorageManager.localMovieFileDirectoryPath = function () { + let filePath = param.Location; + if (!filePath.match(/^[A-Z]:/)) { + const path = require('path'); + filePath = path.join(path.dirname(this.localFileDirectoryPath()), filePath); + } + return filePath.match(/\/$/) ? filePath : filePath + '/'; + }; + + StorageManager.getMovieFileName = function () { + const tmpText = param.FileName.replace(/\\V\[(\d+)]/gi, () => { + return $gameVariables ? $gameVariables.value(parseInt(arguments[1])) : '0'; + }); + return tmpText.replace(/\\D/gi, this.getTimeText); + }; + + StorageManager.getLatestMovieFilePath = function () { + return this._movieFilePath || ''; + }; + + StorageManager.getTimeText = function () { + const d = new Date(); + return `${d.getFullYear()}-${(d.getMonth() + 1).padZero(2)}-${d.getDate().padZero(2)}` + + `_${d.getHours().padZero(2)}${d.getMinutes().padZero(2)}${d.getSeconds().padZero(2)}`; + }; + + /** + * Graphics + * 録画中のサインを表示します。 + */ + Graphics.showRecSign = function () { + if (this._recSign) { + this._recSign.style.opacity = '1'; + } + }; + + Graphics.hideRecSign = function () { + if (this._recSign) { + this._recSign.style.opacity = '0'; + } + }; + + if (Utils.isOptionValid('test')) { + const _Graphics__createAllElements = Graphics._createAllElements; + Graphics._createAllElements = function () { + _Graphics__createAllElements.apply(this, arguments); + this._createRecPrinter(); + }; + + Graphics._createRecPrinter = function () { + const text = document.createElement('div'); + text.id = 'recSign'; + text.style.position = 'absolute'; + text.style.left = '8px'; + text.style.top = '8px'; + text.style.width = '300px'; + text.style.fontSize = '40px'; + text.style.fontFamily = 'monospace'; + text.style.color = 'red'; + text.style.textAlign = 'left'; + text.style.textShadow = '1px 1px 0 rgba(0,0,0,0.5)'; + text.innerHTML = '●REC'; + text.style.zIndex = '9'; + text.style.opacity = '0'; + document.body.appendChild(text); + this._recSign = text; + }; + } + + /** + * WebAudio + * ストリームを生成して返します。 + */ + WebAudio.createStream = function () { + const audioContext = this._context; + const audioNode = this._masterGainNode; + const destination = audioContext.createMediaStreamDestination(); + audioNode.connect(destination); + const oscillator = audioContext.createOscillator(); + oscillator.connect(destination); + return destination.stream; + }; + + /** + * Input + * ファンクションキーをコードを紐付けます。 + */ + Input.functionReverseMapper = { + F1: 112, + F2: 113, + F3: 114, + F4: 115, + F5: 116, + F6: 117, + F7: 118, + F8: 119, + F9: 120, + F10: 121, + F11: 122, + F12: 123 + }; + + const _Window_Message_updateShowFast = Window_Message.prototype.updateShowFast; + Window_Message.prototype.updateShowFast = function () { + _Window_Message_updateShowFast.apply(this, arguments); + if (SceneManager.isScreenRecording()) { + this._showFast = true; + } + }; +})(); diff --git a/www/js/plugins/MenuCommonEvent.js b/www/js/plugins/MenuCommonEvent.js new file mode 100644 index 0000000..c2e3a7e --- /dev/null +++ b/www/js/plugins/MenuCommonEvent.js @@ -0,0 +1,843 @@ +//============================================================================= +// MenuCommonEvent.js +// ---------------------------------------------------------------------------- +// (C)2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.3.5 2020/05/09 MOG_Weather_EX.jsと併用したときに発生するエラーを解消 +// 1.3.4 2020/03/21 SceneCustomMenu.jsに合わせた微修正 +// 1.3.3 2020/03/17 Canvasモード時、マップの色調変更がウィンドウに反映されていた問題を修正 +// 1.3.2 2019/01/23 1.3.1の修正でGUI画面デザインプラグインと共存できなくなっていた問題を修正 +// 1.3.1 2019/01/18 他のプラグインと連携しやすいように一部の実装を変更 +// 1.3.0 2018/09/23 対象イベントの並列実行を停止するコマンドを追加 +// 1.2.0 2017/12/24 公式ガチャプラグインと連携できるよう修正 +// 1.1.3 2017/12/02 NobleMushroom.jsとの競合を解消 +// 1.1.2 2017/11/18 コモンイベントを一切指定しない状態でメニューを開くとエラーになる現象を修正 +// 1.1.1 2017/11/05 ヘルプとダウンロード先を追記 +// 1.1.0 2017/11/05 タイマー有効化機能などいくつかの機能を追加 +// 1.0.0 2017/11/04 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc MenuCommonEventPlugin + * @author triacontane + * + * @param CommonEventInfo + * @desc 各画面で実行するコモンイベントの情報です。 + * @default + * @type struct[] + * + * @param MaxMenuPicture + * @desc メニュー画面で表示するピクチャの最大数です。 + * @default 10 + * @type number + * @min 1 + * @max 100 + * + * @param SaveInterpreterIndex + * @desc イベントの実行位置を記憶して別画面から戻ってきたときに記憶した位置から再開します。 + * @default false + * @type boolean + * + * @param ActivateTimer + * @desc メニュー画面中でもタイマーを表示し、かつタイマーを進めます。 + * @default false + * @type boolean + * + * @param CommandPrefix + * @desc プラグインコマンドおよびメモ欄の接頭辞です。コマンドやメモ欄が他プラグインと被る場合に指定してください。 + * @default + * + * @help MenuCommonEvent.js + * + * メニュー画面やプラグインで追加した画面(※1)でコモンイベントを並列実行できます。 + * メッセージやピクチャ、変数の操作などが各イベントコマンド(※2)が実行可能です。 + * コモンイベントは各画面につきひとつ実行できます。 + * + * ※1 メニュー系の画面であれば利用できます。 + * サウンドテストプラグインや用語辞典プラグインとの連携は確認済みです。 + * + * ※2 移動ルートの設定などキャラクターを対象にする一部コマンドは動作しません。 + * また、プラグインによって追加されたスクリプトやコマンドは正しく動作しない + * 可能性があります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * ウィンドウ操作禁止 # メニュー画面のウィンドウ操作を禁止します。 + * DISABLE_WINDOW_CONTROL # 同上 + * ウィンドウ操作許可 # 禁止したメニュー画面のウィンドウ操作を許可します。 + * ENABLE_WINDOW_CONTROL # 同上 + * + * プラグインコメント名が他のプラグインと被っている場合はパラメータの + * 「コマンド接頭辞」に値を設定してください。 + * + * スクリプト詳細 + * イベントコマンド「スクリプト」「変数の操作」から実行。 + * + * // ウィンドウオブジェクトを取得 + * this.getSceneWindow(windowName); + * 指定した名前のウィンドウオブジェクトを返します。 + * プロパティの取得や設定が可能です。上級者向け機能です。 + * 主要画面のウィンドウ名は以下の通りです。 + * + * ・メインメニュー + * commandWindow コマンドウィンドウ + * statusWindow ステータスウィンドウ + * goldWindow お金ウィンドウ + * + * ・アイテム画面 + * categoryWindow アイテムカテゴリウィンドウ + * itemWindow アイテムウィンドウ + * actorWindow アクター選択ウィンドウ + * + * ・スキル画面 + * skillTypeWindow スキルタイプウィンドウ + * statusWindow ステータスウィンドウ + * itemWindow スキルウィンドウ + * actorWindow アクター選択ウィンドウ + * + * ・装備画面 + * helpWindow ヘルプウィンドウ + * commandWindow コマンドウィンドウ + * slotWindow スロットウィンドウ + * statusWindow ステータスウィンドウ + * itemWindow 装備品ウィンドウ + * + * ・ステータス画面 + * statusWindow ステータスウィンドウ + * + * // ウィンドウアクティブ判定 + * this.isWindowActive(windowName); + * 指定した名前のウィンドウがアクティブなときにtrueを返します。 + * ウィンドウの指定例は上と同じです。 + * + * // ウィンドウインデックス取得 + * this.getSceneWindowIndex(); + * 現在アクティブなウィンドウのインデックスを取得します。先頭は0です。 + * + * // 選択中のアクターオブジェクト取得 + * $gameParty.menuActor(); + * 装備画面やステータス画面で選択中のアクターの情報を取得します。 + * 上級者向けスクリプトです。(※1) + * + * // 選択中のアクターID取得 + * $gameParty.menuActor().actorId(); + * 装備画面やステータス画面で選択中のアクターIDを取得します。 + * + * ※1 既存のコアスクリプトですが、有用に使えるため記載しています。 + * + * // 用語辞典の表示内容更新 + * this.refreshGlossary(); + * 用語辞典プラグインにおいて用語の表示内容を最新にします。 + * 同プラグインと連携した場合に使用します。 + * + * 〇他のプラグインとの連携 + * ピクチャのボタン化プラグイン(PictureCallCommon.js)と併用する場合 + * コマンドは「P_CALL_CE」ではなく「P_CALL_SWITCH」を使ってください。 + * + * プラグインURL + * https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/MenuCommonEvent.js + * + * ヘルプURL + * https://github.com/triacontane/RPGMakerMV/blob/master/ReadMe/MenuCommonEvent.md + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +/*~struct~CommonEventInfo: + * + * @param SceneName + * @desc コモンイベント実行対象の画面です。独自に追加した画面を対象にする場合はクラス名を直接入力してください。 + * @type select + * @default + * @option メインメニュー + * @value Scene_Menu + * @option アイテム + * @value Scene_Item + * @option スキル + * @value Scene_Skill + * @option 装備 + * @value Scene_Equip + * @option ステータス + * @value Scene_Status + * @option オプション + * @value Scene_Options + * @option セーブ + * @value Scene_Save + * @option ロード + * @value Scene_Load + * @option ゲーム終了 + * @value Scene_End + * @option ショップ + * @value Scene_Shop + * @option 名前入力 + * @value Scene_Name + * @option デバッグ + * @value Scene_Debug + * @option サウンドテスト + * @value Scene_SoundTest + * @option 用語辞典 + * @value Scene_Glossary + * + * @param CommonEventId + * @desc 画面で並列実行するコモンイベントのIDです。トリガーを並列実行にする必要はなく、スイッチも参照されません。 + * @default 1 + * @type common_event + * + */ +/*:ja + * @plugindesc メニュー内コモンイベントプラグイン + * @author トリアコンタン + * + * @param コモンイベント情報 + * @desc 各画面で実行するコモンイベントの情報です。 + * @default + * @type struct[] + * + * @param ピクチャ表示最大数 + * @desc メニュー画面で表示するピクチャの最大数です。 + * @default 10 + * @type number + * @min 1 + * @max 100 + * + * @param 実行位置を記憶 + * @desc イベントの実行位置を記憶して別画面から戻ってきたときに記憶した位置から再開します。 + * @default false + * @type boolean + * + * @param タイマー有効化 + * @desc メニュー画面中でもタイマーを表示し、かつタイマーを進めます。 + * @default false + * @type boolean + * + * @param コマンド接頭辞 + * @desc プラグインコマンドおよびメモ欄の接頭辞です。コマンドやメモ欄が他プラグインと被る場合に指定してください。 + * @default + * + * @help MenuCommonEvent.js + * + * メニュー画面やプラグインで追加した画面(※1)でコモンイベントを並列実行できます。 + * メッセージやピクチャ、変数の操作などが各イベントコマンド(※2)が実行可能です。 + * コモンイベントは各画面につきひとつ実行できます。 + * + * ※1 メニュー系の画面であれば利用できます。 + * サウンドテストプラグインや用語辞典プラグインとの連携は確認済みです。 + * + * ※2 移動ルートの設定などキャラクターを対象にする一部コマンドは動作しません。 + * また、プラグインによって追加されたスクリプトやコマンドは正しく動作しない + * 可能性があります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * ウィンドウ操作禁止 # メニュー画面のウィンドウ操作を禁止します。 + * DISABLE_WINDOW_CONTROL # 同上 + * ウィンドウ操作許可 # 禁止したメニュー画面のウィンドウ操作を許可します。 + * ENABLE_WINDOW_CONTROL # 同上 + * イベントの実行停止 # イベントの並列実行を停止します。画面遷移して戻ると再実行されます。 + * STOP_EVENT # 同上 + * + * プラグインコメント名が他のプラグインと被っている場合はパラメータの + * 「コマンド接頭辞」に値を設定してください。 + * + * スクリプト詳細 + * イベントコマンド「スクリプト」「変数の操作」から実行。 + * + * // ウィンドウオブジェクトを取得 + * this.getSceneWindow(windowName); + * 指定した名前のウィンドウオブジェクトを返します。 + * プロパティの取得や設定が可能です。上級者向け機能です。 + * 主要画面のウィンドウ名は以下の通りです。 + * + * ・メインメニュー + * commandWindow コマンドウィンドウ + * statusWindow ステータスウィンドウ + * goldWindow お金ウィンドウ + * + * ・アイテム画面 + * categoryWindow アイテムカテゴリウィンドウ + * itemWindow アイテムウィンドウ + * actorWindow アクター選択ウィンドウ + * + * ・スキル画面 + * skillTypeWindow スキルタイプウィンドウ + * statusWindow ステータスウィンドウ + * itemWindow スキルウィンドウ + * actorWindow アクター選択ウィンドウ + * + * ・装備画面 + * helpWindow ヘルプウィンドウ + * commandWindow コマンドウィンドウ + * slotWindow スロットウィンドウ + * statusWindow ステータスウィンドウ + * itemWindow 装備品ウィンドウ + * + * ・ステータス画面 + * statusWindow ステータスウィンドウ + * + * // ウィンドウアクティブ判定 + * this.isWindowActive(windowName); + * 指定した名前のウィンドウがアクティブなときにtrueを返します。 + * ウィンドウの指定例は上と同じです。 + * + * // ウィンドウインデックス取得 + * this.getSceneWindowIndex(); + * 現在アクティブなウィンドウのインデックスを取得します。先頭は0です。 + * + * // 選択中のアクターオブジェクト取得 + * $gameParty.menuActor(); + * 装備画面やステータス画面で選択中のアクターの情報を取得します。 + * 上級者向けスクリプトです。(※1) + * + * // 選択中のアクターID取得 + * $gameParty.menuActor().actorId(); + * 装備画面やステータス画面で選択中のアクターIDを取得します。 + * + * ※1 既存のコアスクリプトですが、有用に使えるため記載しています。 + * + * // 用語辞典の表示内容更新 + * this.refreshGlossary(); + * 用語辞典プラグインにおいて用語の表示内容を最新にします。 + * 同プラグインと連携した場合に使用します。 + * + * 〇他のプラグインとの連携 + * ピクチャのボタン化プラグイン(PictureCallCommon.js)と併用する場合 + * コマンドは「P_CALL_CE」ではなく「P_CALL_SWITCH」を使ってください。 + * + * プラグインURL + * https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/MenuCommonEvent.js + * + * ヘルプURL + * https://github.com/triacontane/RPGMakerMV/blob/master/ReadMe/MenuCommonEvent.md + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +/*~struct~CommonEventInfo:ja + * + * @param SceneName + * @desc コモンイベント実行対象の画面です。独自に追加した画面を対象にする場合はクラス名を直接入力してください。 + * @type select + * @default + * @option メインメニュー + * @value Scene_Menu + * @option アイテム + * @value Scene_Item + * @option スキル + * @value Scene_Skill + * @option 装備 + * @value Scene_Equip + * @option ステータス + * @value Scene_Status + * @option オプション + * @value Scene_Options + * @option セーブ + * @value Scene_Save + * @option ロード + * @value Scene_Load + * @option ゲーム終了 + * @value Scene_End + * @option ショップ + * @value Scene_Shop + * @option 名前入力 + * @value Scene_Name + * @option デバッグ + * @value Scene_Debug + * @option サウンドテスト + * @value Scene_SoundTest + * @option 用語辞典 + * @value Scene_Glossary + * @option 公式ガチャ + * @value Scene_Gacha + * + * @param CommonEventId + * @desc 画面で並列実行するコモンイベントのIDです。トリガーを並列実行にする必要はなく、スイッチも参照されません。 + * @default 1 + * @type common_event + * + */ + +(function () { + 'use strict'; + var pluginName = 'MenuCommonEvent'; + + //============================================================================= + // ローカル関数 + // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします + //============================================================================= + var getParamString = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name !== undefined) return name; + } + return ''; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamString(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value) || 0).clamp(min, max); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamString(paramNames); + return value.toUpperCase() === 'TRUE'; + }; + + var getParamArrayJson = function (paramNames, defaultValue) { + var value = getParamString(paramNames) || null; + try { + value = JSON.parse(value); + if (value === null) { + value = defaultValue; + } else { + value = value.map(function (valueData) { + return JSON.parse(valueData); + }); + } + } catch (e) { + alert('!!!Plugin param is wrong.!!!\nPlugin:.js\nName:[]\nValue:'); + value = defaultValue; + } + return value; + }; + + var convertEscapeCharacters = function (text) { + if (isNotAString(text)) text = ''; + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text) : text; + }; + + var isNotAString = function (args) { + return String(args) !== args; + }; + + var convertAllArguments = function (args) { + return args.map(function (arg) { + return convertEscapeCharacters(arg); + }); + }; + + var setPluginCommand = function (commandName, methodName) { + pluginCommandMap.set(param.commandPrefix + commandName, methodName); + }; + + var getClassName = function (object) { + var define = object.constructor.toString(); + if (define.match(/^class/)) { + return define.replace(/class\s+(.*?)\s+[\s\S]*/m, '$1'); + } + return define.replace(/function\s+(.*)\s*\([\s\S]*/m, '$1'); + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var param = {}; + param.commonEventInfo = getParamArrayJson(['CommonEventInfo', 'コモンイベント情報'], []); + param.commandPrefix = getParamString(['CommandPrefix', 'コマンド接頭辞']); + param.maxMenuPicture = getParamNumber(['MaxMenuPicture', 'ピクチャ表示最大数'], 1); + param.saveInterpreterIndex = getParamBoolean(['SaveInterpreterIndex', '実行位置を記憶']); + param.activateTimer = getParamBoolean(['ActivateTimer', 'タイマー有効化']); + + var pluginCommandMap = new Map(); + setPluginCommand('ウィンドウ操作禁止', 'execDisableWindowControl'); + setPluginCommand('DISABLE_WINDOW_CONTROL', 'execDisableWindowControl'); + setPluginCommand('ウィンドウ操作許可', 'execEnableWindowControl'); + setPluginCommand('ENABLE_WINDOW_CONTROL', 'execEnableWindowControl'); + setPluginCommand('イベントの実行停止', 'execStopEvent'); + setPluginCommand('STOP_EVENT', 'execStopEvent'); + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + var pluginCommandMethod = pluginCommandMap.get(command.toUpperCase()); + if (pluginCommandMethod) { + this[pluginCommandMethod](convertAllArguments(args)); + } + }; + + Game_Interpreter.prototype.execDisableWindowControl = function () { + $gameTemp.setDisableWindowControl(true); + }; + + Game_Interpreter.prototype.execEnableWindowControl = function () { + $gameTemp.setDisableWindowControl(false); + }; + + Game_Interpreter.prototype.isWindowActive = function (windowName) { + var sceneWindow = this.getSceneWindow(windowName); + return sceneWindow ? sceneWindow.active : false; + }; + + Game_Interpreter.prototype.getSceneWindow = function (windowName) { + return SceneManager.getSceneWindow('_' + windowName); + }; + + Game_Interpreter.prototype.getSceneWindowIndex = function () { + var index = -1; + SceneManager.getSceneWindowList().some(function (sceneWindow) { + if (sceneWindow instanceof Window_Selectable && sceneWindow.active) { + index = sceneWindow.index(); + return true; + } else { + return false; + } + }); + return index; + }; + + Game_Interpreter.prototype.refreshGlossary = function () { + var glossaryWindow = this.getSceneWindow('glossaryWindow'); + if (glossaryWindow.visible) { + var glossaryListWindow = this.getSceneWindow('glossaryListWindow'); + glossaryWindow.refresh(glossaryListWindow.item()); + } + }; + + Game_Interpreter.prototype.execStopEvent = function () { + this._menuCommonStop = true; + }; + + Game_Interpreter.prototype.isMenuCommonStop = function () { + return this._menuCommonStop; + }; + + //============================================================================= + // Game_Temp + // メニューコモンイベントを作成、更新します。 + //============================================================================= + var _Game_Temp_initialize = Game_Temp.prototype.initialize; + Game_Temp.prototype.initialize = function () { + _Game_Temp_initialize.apply(this, arguments); + this._menuCommonEvent = {}; + this.clearSceneInformation(); + }; + + Game_Temp.prototype.setupMenuCommonEvent = function (commonEventId, sceneName, sceneIndex) { + this._sceneName = sceneName; + this._sceneIndex = sceneIndex; + if (param.saveInterpreterIndex && this.isExistSameCommonEvent(commonEventId)) { + return this._menuCommonEvent[sceneName]; + } + return this._menuCommonEvent[sceneName] = this.createMenuCommonEvent(commonEventId); + }; + + Game_Temp.prototype.createMenuCommonEvent = function (commonEventId) { + if (commonEventId > 0) { + var commonEvent = new Game_MenuCommonEvent(commonEventId); + if (commonEvent.event()) { + return commonEvent; + } + } + return null; + }; + + Game_Temp.prototype.isExistSameCommonEvent = function (commonEventId) { + var commonEvent = this._menuCommonEvent[this._sceneName]; + return commonEvent && commonEvent.isSameEvent(commonEventId); + }; + + Game_Temp.prototype.setDisableWindowControl = function (value) { + this._disableWindowControl = value; + }; + + Game_Temp.prototype.isDisableWindowControl = function () { + return !!this._disableWindowControl; + }; + + Game_Temp.prototype.getSceneIndex = function () { + return this._sceneIndex; + }; + + Game_Temp.prototype.isInMenu = function () { + return this.getSceneIndex() >= 0; + }; + + Game_Temp.prototype.clearSceneInformation = function () { + this._sceneIndex = -1; + this._sceneName = ''; + }; + + //============================================================================= + // Game_Screen + // シーンごとにピクチャを管理できるようにします。 + //============================================================================= + if (param.maxMenuPicture > 0) { + var _Game_Screen_realPictureId = Game_Screen.prototype.realPictureId; + Game_Screen.prototype.realPictureId = function (pictureId) { + var sceneIndex = $gameTemp.getSceneIndex(); + if (sceneIndex >= 0) { + return pictureId + this.maxMapPictures() * 2 + sceneIndex * this.maxPictures(); + } else { + return _Game_Screen_realPictureId.apply(this, arguments); + } + }; + + var _Game_Screen_maxPictures = Game_Screen.prototype.maxPictures; + Game_Screen.prototype.maxPictures = function () { + return $gameTemp.isInMenu() ? param.maxMenuPicture : _Game_Screen_maxPictures.apply(this, arguments); + }; + + Game_Screen.prototype.maxMapPictures = function () { + return _Game_Screen_maxPictures.apply(this, arguments); + }; + } + + //============================================================================= + // Game_MenuCommonEvent + // メニューコモンイベントを扱うクラスです。 + //============================================================================= + function Game_MenuCommonEvent() { + this.initialize.apply(this, arguments); + } + + Game_MenuCommonEvent.prototype = Object.create(Game_CommonEvent.prototype); + Game_MenuCommonEvent.prototype.constructor = Game_MenuCommonEvent; + + Game_MenuCommonEvent.prototype.isActive = function () { + return true; + }; + + Game_MenuCommonEvent.prototype.isSameEvent = function (commonEventId) { + return this._commonEventId === commonEventId; + }; + + var _Game_MenuCommonEvent_update = Game_MenuCommonEvent.prototype.update; + Game_MenuCommonEvent.prototype.update = function () { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.execEnableWindowControl(); + } + if (this._interpreter.isMenuCommonStop()) { + return; + } + } + _Game_MenuCommonEvent_update.apply(this, arguments); + }; + + //============================================================================= + // Scene_MenuBase + // メニューコモンイベントを実行します。 + //============================================================================= + var _Scene_MenuBase_create = Scene_MenuBase.prototype.create; + Scene_MenuBase.prototype.create = function () { + _Scene_MenuBase_create.apply(this, arguments); + this.createCommonEvent(); + }; + + Scene_MenuBase.prototype.createCommonEvent = function () { + this.setupCommonEvent(); + if (!this.hasCommonEvent()) { + return; + } + this.createSpriteset(); + if (!this._messageWindow) { + this.createMessageWindow(); + } + if (!this._scrollTextWindow) { + this.createScrollTextWindow(); + } + this.changeParentMessageWindow(); + }; + + var _Scene_MenuBase_start = Scene_MenuBase.prototype.start; + Scene_MenuBase.prototype.start = function () { + _Scene_MenuBase_start.apply(this, arguments); + if (this.hasCommonEvent()) { + this.addChild(this._messageWindow); + this.addChild(this._scrollTextWindow); + this._messageWindow.subWindows().forEach(function (win) { + this.addChild(win); + }, this); + } + }; + + Scene_MenuBase.prototype.hasCommonEvent = function () { + return !!this._commonEvent; + }; + + Scene_MenuBase.prototype.createMessageWindow = function () { + Scene_Map.prototype.createMessageWindow.call(this); + }; + + Scene_MenuBase.prototype.createScrollTextWindow = function () { + Scene_Map.prototype.createScrollTextWindow.call(this); + }; + + Scene_MenuBase.prototype.changeParentMessageWindow = function () { + this.addChild(this._windowLayer.removeChild(this._messageWindow)); + this.addChild(this._windowLayer.removeChild(this._scrollTextWindow)); + this._messageWindow.subWindows().forEach(function (win) { + this.addChild(this._windowLayer.removeChild(win)); + }, this); + }; + + // Resolve conflict for NobleMushroom.js + Scene_MenuBase.prototype.changeImplementationWindowMessage = Scene_Map.prototype.changeImplementationWindowMessage; + Scene_MenuBase.prototype.restoreImplementationWindowMessage = Scene_Map.prototype.restoreImplementationWindowMessage; + Scene_MenuBase.prototype.onPause = Scene_Map.prototype.onPause; + Scene_MenuBase.prototype.offPause = Scene_Map.prototype.offPause; + Scene_MenuBase._stopWindow = false; + + Scene_MenuBase.prototype.createSpriteset = function () { + this._spriteset = new Spriteset_Menu(); + this.addChild(this._spriteset); + }; + + Scene_MenuBase.prototype.setupCommonEvent = function () { + var commonEventItem = this.getCommonEventData(); + var commonEventId = commonEventItem ? parseInt(commonEventItem['CommonEventId']) : 0; + var sceneIndex = param.commonEventInfo.indexOf(commonEventItem); + this._commonEvent = $gameTemp.setupMenuCommonEvent(commonEventId, this._sceneName, sceneIndex); + }; + + Scene_MenuBase.prototype.getCommonEventData = function () { + this._sceneName = getClassName(this); + return param.commonEventInfo.filter(function (data) { + return data['SceneName'] === this._sceneName; + }, this)[0]; + }; + + var _Scene_MenuBase_updateChildren = Scene_MenuBase.prototype.updateChildren; + Scene_MenuBase.prototype.updateChildren = function () { + Scene_MenuBase._stopWindow = this.hasCommonEvent() && this.isNeedStopWindow(); + _Scene_MenuBase_updateChildren.apply(this, arguments); + }; + + Scene_MenuBase.prototype.isNeedStopWindow = function () { + return $gameTemp.isDisableWindowControl() || $gameMessage.isBusy(); + }; + + Scene_MenuBase.prototype.updateCommonEvent = function () { + if (!this.hasCommonEvent()) { + return; + } + this._commonEvent.update(); + $gameScreen.update(); + if (param.activateTimer) { + $gameTimer.update(true); + } + this.checkGameover(); + this.updateTouchPicturesIfNeed(); + }; + + /** + * updateTouchPicturesIfNeed + * for PictureCallCommon.js + */ + Scene_MenuBase.prototype.updateTouchPicturesIfNeed = function () { + if (this.updateTouchPictures && param.maxMenuPicture > 0) { + this.updateTouchPictures(); + } + }; + + //============================================================================= + // Scene_Base + // メニューコモンイベントを更新します。 + //============================================================================= + var _Scene_Base_update = Scene_Base.prototype.update; + Scene_Base.prototype.update = function () { + this.updateCommonEvent(); + _Scene_Base_update.apply(this, arguments); + }; + + Scene_Base.prototype.updateCommonEvent = function () { + // do nothing + }; + + var _Scene_Base_terminate = Scene_Base.prototype.terminate; + Scene_Base.prototype.terminate = function () { + _Scene_Base_terminate.apply(this, arguments); + if ($gameTemp) { + $gameTemp.clearSceneInformation(); + } + }; + + //============================================================================= + // Spriteset_Menu + // メニュー画面用のスプライトセットです。 + //============================================================================= + function Spriteset_Menu() { + this.initialize.apply(this, arguments); + } + + Spriteset_Menu.prototype = Object.create(Spriteset_Base.prototype); + Spriteset_Menu.prototype.constructor = Spriteset_Menu; + + var _Spriteset_Menu_createBaseSprite = Spriteset_Menu.prototype.createBaseSprite; + Spriteset_Menu.prototype.createBaseSprite = function () { + _Spriteset_Menu_createBaseSprite.apply(this, arguments); + this._blackScreen.opacity = 0; + }; + + var _Spriteset_Menu_createTimer = Spriteset_Menu.prototype.createTimer; + Spriteset_Menu.prototype.createTimer = function () { + if (param.activateTimer) { + _Spriteset_Menu_createTimer.apply(this, arguments); + } + }; + + Spriteset_Menu.prototype.createToneChanger = function () { }; + + Spriteset_Menu.prototype.updateToneChanger = function () { }; + + Spriteset_Menu.prototype.reloadWeatherEX = function () { }; + + //============================================================================= + // SceneManager + // ウィンドウオブジェクトを取得します。 + //============================================================================= + SceneManager.getSceneWindow = function (windowName) { + var sceneWindow = this._scene[windowName]; + return sceneWindow instanceof Window ? sceneWindow : null; + }; + + SceneManager.getSceneWindowList = function () { + var windowList = []; + for (var sceneWindow in this._scene) { + if (this._scene.hasOwnProperty(sceneWindow) && this._scene[sceneWindow] instanceof Window) { + windowList.push(this._scene[sceneWindow]); + } + } + return windowList; + }; + + //============================================================================= + // Window_Selectable + // 必要な場合にウィンドウの状態更新を停止します。 + //============================================================================= + var _Window_Selectable_update = Window_Selectable.prototype.update; + Window_Selectable.prototype.update = function () { + if (Scene_MenuBase._stopWindow && this.isStopWindow()) { + return; + } + _Window_Selectable_update.apply(this, arguments); + }; + + Window_Selectable.prototype.isStopWindow = function () { + return !this._messageWindow; + }; +})(); diff --git a/www/js/plugins/MenuSubCommand.js b/www/js/plugins/MenuSubCommand.js new file mode 100644 index 0000000..a77a4e0 --- /dev/null +++ b/www/js/plugins/MenuSubCommand.js @@ -0,0 +1,1146 @@ +//============================================================================= +// MenuSubCommand.js +// ---------------------------------------------------------------------------- +// (C) 2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 2.7.4 2020/08/22 2.7.3の修正で復元が、動的イベント生成されたプラグインに対しても行われるよう修正 +// 2.7.3 2020/08/18 イベントの一時消去後にサブコマンドマップに移動して戻ってきたときに消去状態が復元されるよう修正 +// 2.7.2 2020/04/03 2.5.0で適用したMOG_SceneMenu.jsとの競合解消と、2.0.1で適用したMOG_MenuCursor.jsとの競合解消を両立できるよう修正 +// 2.7.1 2020/03/13 Window_MenuCommandの初期化で引数を渡し忘れていたのを修正 +// 2.7.0 2019/10/25 メニューマップと通常マップのピクチャの表示状態を別々に管理できる機能を追加 +// 2.6.1 2019/10/12 2.6.0の修正で、メニューを開いたあと一度もサブコマンドを開かずにメニューを閉じるとエラーになる問題を修正 +// その他軽微な不具合の修正 +// 2.6.0 2019/09/16 サブコマンドのスクリプト実行後、マップに戻る機能を追加 +// MOG_MenuBackground.jsとの競合を解消 +// サブコマンドをキャンセル後、スキルや装備コマンドを選択して戻ると、再度サブコマンドにフォーカスする問題を修正 +// サブコマンドの座標固定値設定で、XかYいずれかひとつの値を設定していると設定が有効になるよう仕様変更 +// 2.5.2 2019/09/08 2.0.1で対策して、2.5.0で何らかの理由で元に戻した競合対策を再度有効化 +// 2.5.1 2019/07/11 FixCursorSeByMouse.jsとの競合対策のためメソッド名を変更 +// 2.5.0 2018/11/25 サブメニューの絶対座標と揃えを設定できる機能を追加 +// MOG_SceneMenu.jsとの競合を解消 +// 2.4.1 2018/11/24 用語辞典プラグインと連携する方法をヘルプに記載 +// 2.4.0 2018/09/26 サブコマンドを逐次消去するオプションを追加 +// 2.3.0 2018/09/26 サブコマンドを横並べにするオプションを追加 +// 2.2.1 2018/01/28 サブコマンドを選択後メニューに戻って通常コマンドを選択し、さらにメニューに戻ったときに最初のサブコマンドが展開される問題を修正 +// 2.2.0 2018/01/07 同名の親コマンドを指定できる機能を追加 +// 2.1.0 2017/12/24 対象メンバーを選択するサブコマンド選択時にメニューコマンドをその名前に置き換える処理を追加 +// メニューへ戻った際に対象メンバー選択やサブコマンド選択に戻るように変更 +// 2.0.1 2017/11/19 MOG_MenuCursor.jsとの併用時、カーソルがサブコマンドの下に隠れてしまう競合の解消 +// 2.0.0 2017/09/04 メニューコマンドやサブコマンドを好きなだけ追加できるようパラメータの仕様を変更 +// 1.1.0 2017/05/14 デフォルトのオプションとゲーム終了コマンドを削除できる機能を追加 +// カンマ(,)を含むスクリプトを正しく実行できない問題を修正 +// 1.0.3 2017/04/09 サブコマンドマップから戻ってきたときにイベント位置を復元できるよう修正 +// 1.0.2 2017/04/08 サブコマンドマップから戻ってきたときにフォロワー位置を復元できるよう修正 +// 1.0.1 2017/04/08 サブコマンドマップから戻ってきたタイミングでセーブしたときにロード時の位置がサブコマンドマップに +// なってしまう問題を修正 +// 戦闘リトライプラグインと併用したときにリトライ中は、マップ移動するメニューを使用禁止に設定 +// 1.0.0 2017/04/01 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc MenuSubCommandPlugin + * @author triacontane + * + * @param SubCommand + * @desc サブコマンド情報です。 + * @default + * @type struct[] + * + * @param CommandPosition + * @desc サブコマンド群を追加する位置です。 + * 0:並び替えの下 1:オプションの下 2:セーブの下 3:ゲーム終了の下 + * @default 0 + * + * @param SubMenuWidth + * @desc サブメニューを表示するウィンドウの横幅です。指定しない場合デフォルト値「240」が適用されます。 + * @default 0 + * + * @param SelectActorIdVariable + * @desc サブメニュー用マップに移動する際に選択していたアクターのIDを格納する変数番号です。 + * @default 0 + * + * @param WindowSkin + * @desc サブコマンド用のウィンドウに専用のスキンを設定します。 + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param HideOption + * @desc メインメニューからオプションを消去します。 + * @default OFF + * + * @param HideGameEnd + * @desc メインメニューからゲーム終了を消去します。 + * @default OFF + * + * @param HorizontalSubMenu + * @desc サブメニューを横並べにします。 + * @default false + * @type boolean + * + * @param ClearSubMenuOneByOne + * @desc サブメニューを逐次消去します + * @default true + * @type boolean + * + * @param SubMenuX + * @desc 指定するとサブコマンドのX座標が固定値になります。 + * @default 0 + * @type number + * + * @param SubMenuY + * @desc 指定するとサブコマンドのY座標が固定値になります。 + * @default 0 + * @type number + * + * @param SubMenuAlign + * @desc サブコマンドの揃えを設定します。 + * @default + * @type select + * @option Left(default) + * @value + * @option Center + * @value center + * @option Right + * @value right + * + * @param AnotherPicturesInMenuMap + * @desc メニューマップと通常マップのピクチャの表示状態を別々に管理します。 + * @default false + * @type boolean + * + * @help MenuSubCommand.js + * + * メインメニュー画面に任意の名前のコマンドおよび + * ツリー表示されるサブコマンドを好きなだけ追加できます。 + * サブコマンドを実行(決定)すると、任意のスクリプトが実行されるか、 + * もしくは指定したマップに移動します。(両方も可能) + * + * スクリプトは、主にスクリプトで組まれた別画面に遷移する場合に使用します。 + * もちろん他のプラグインで追加された画面にも遷移可能です。 + * マップ移動は主にイベントによる自作メニュー画面に遷移する場合に使用します。 + * 自作メニュー画面から戻る際は、再度メニューを開いてください。 + * 元々メニューを開いていた場所は、別途保存しているので意識する必要はありません。 + * + * また、通常の縦レイアウトとメニュー画面はもちろん、 + * プラグインによる横レイアウトのメニュー画面にも対応しています。 + * + * メンバー選択してマップ移動する際に選択したアクターIDを変数に保存できます。 + * + * サブコマンドが全て非表示だった場合、親項目自体も非表示になります。 + * 同じく全て使用禁止だった場合、親項目自体も使用禁止になります。 + * + * サブコマンドがひとつしかない場合、サブコマンドウィンドウは表示されず + * 親コマンドを選択した時点でサブコマンドを実行します。 + * + * サブコマンドウィンドウのフォントサイズ等、一部の高度な設定は + * 「ユーザ設定領域」に直接記述されています。必要に応じて改変可能です。 + * + * 〇用語辞典プラグインと組み合わせる場合 + * 「用語辞典プラグイン」を同時に使用する場合は + * スクリプトで以下の通り実行すると用語辞典画面を呼び出せます。 + * this.commandGlossary(1); // 用語種別[1]の用語辞典を呼ぶ + * + * このプラグインにはプラグインコマンドはありません。 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc メニュー画面のサブコマンドプラグイン + * @author トリアコンタン + * + * @param サブコマンド + * @desc サブコマンド情報です。 + * @default + * @type struct[] + * + * @param コマンド追加位置 + * @desc サブコマンド群を追加する位置です。0:並び替えの下 1:オプションの下 2:セーブの下 3:ゲーム終了の下 + * @default 0 + * @type select + * @option 並び替えの下 + * @value 0 + * @option オプションの下 + * @value 1 + * @option セーブの下 + * @value 2 + * @option ゲーム終了の下 + * @value 3 + * + * @param サブメニュー横幅 + * @desc サブメニューを表示するウィンドウの横幅です。指定しない場合デフォルト値「240」が適用されます。 + * @default 0 + * @type number + * + * @param 選択アクターID変数 + * @desc サブメニュー用マップに移動する際に選択していたアクターのIDを格納する変数番号です。 + * @default 0 + * @type variable + * + * @param ウィンドウスキン + * @desc サブコマンド用のウィンドウに専用のスキンを設定します。 + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @param オプション消去 + * @desc メインメニューからオプションを消去します。 + * @default false + * @type boolean + * + * @param ゲーム終了消去 + * @desc メインメニューからゲーム終了を消去します。 + * @default false + * @type boolean + * + * @param 横並びサブメニュー + * @desc サブメニューを横並べにします。 + * @default false + * @type boolean + * + * @param サブメニュー逐次消去 + * @desc サブメニューを逐次消去します + * @default true + * @type boolean + * + * @param サブメニューX座標 + * @desc 指定するとサブコマンドのX座標が固定値になります。 + * @default 0 + * @type number + * + * @param サブメニューY座標 + * @desc 指定するとサブコマンドのY座標が固定値になります。 + * @default 0 + * @type number + * + * @param サブメニュー揃え + * @desc サブコマンドの揃えを設定します。 + * @default + * @type select + * @option 左揃え(デフォルト) + * @value + * @option 中央揃え + * @value center + * @option 右揃え + * @value right + * + * @param メニューピクチャ別管理 + * @desc メニューマップと通常マップのピクチャの表示状態を別々に管理します。 + * @default false + * @type boolean + * + * @help MenuSubCommand.js + * + * メインメニュー画面に任意の名前のコマンドおよび + * ツリー表示されるサブコマンドを好きなだけ追加できます。 + * サブコマンドを実行(決定)すると、任意のスクリプトが実行されるか、 + * もしくは指定したマップに移動します。(両方も可能) + * + * スクリプトは、主にスクリプトで組まれた別画面に遷移する場合に使用します。 + * もちろん他のプラグインで追加された画面にも遷移可能です。 + * マップ移動は主にイベントによる自作メニュー画面に遷移する場合に使用します。 + * 自作メニュー画面から戻る際は、再度メニューを開いてください。 + * 元々メニューを開いていた場所は、別途保存しているので意識する必要はありません。 + * + * また、通常の縦レイアウトとメニュー画面はもちろん、 + * プラグインによる横レイアウトのメニュー画面にも対応しています。 + * + * メンバー選択してマップ移動する際に選択したアクターIDを変数に保存できます。 + * + * サブコマンドが全て非表示だった場合、親項目自体も非表示になります。 + * 同じく全て使用禁止だった場合、親項目自体も使用禁止になります。 + * + * サブコマンドがひとつしかない場合、サブコマンドウィンドウは表示されず + * 親コマンドを選択した時点でサブコマンドを実行します。 + * + * サブコマンドウィンドウのフォントサイズ等、一部の高度な設定は + * 「ユーザ設定領域」に直接記述されています。必要に応じて改変可能です。 + * + * 〇用語辞典プラグインと組み合わせる場合 + * 「用語辞典プラグイン」を同時に使用する場合は + * スクリプトで以下の通り実行すると用語辞典画面を呼び出せます。 + * this.commandGlossary(1); // 用語種別[1]の用語辞典を呼ぶ + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +/*~struct~SubCommand:ja + * + * @param CommandId + * @desc サブコマンドの識別番号。この番号と名称とでコマンドがまとめられます。通常は全て0で問題ありません。 + * @default 0 + * + * @param Name + * @desc サブコマンドに表示される任意のコマンド名称 + * @default アイテム + * + * @param ParentName + * @desc メインコマンドに表示されるサブコマンドの親名称。同一の名称の親を持つサブコマンドは一つに纏められます。 + * @default 親コマンド1 + * + * @param HiddenSwitchId + * @desc ONのときコマンドが非表示になるスイッチID + * @default 0 + * @type switch + * + * @param DisableSwitchId + * @desc ONのときコマンドが使用禁止になるスイッチID + * @default 0 + * @type switch + * + * @param Script + * @desc コマンドを決定したときに実行されるスクリプト + * @default this.commandItem(); + * + * @param ReturnMap + * @desc スクリプト実行後にマップに戻ります。 + * @default false + * @type boolean + * + * @param MapId + * @desc コマンドを決定したときに移動するマップID + * @default 0 + * @type map_id + * + * @param SelectMember + * @desc コマンド実行前に対象メンバーを選択するかどうか + * @default false + * @type boolean + */ + +/*~struct~SubCommand: + * + * @param CommandId + * @desc サブコマンドの識別番号。この番号と名称とでコマンドがまとめられます。通常は全て0で問題ありません。 + * @default 0 + * + * @param Name + * @desc サブコマンドに表示される任意のコマンド名称 + * @default アイテム + * + * @param ParentName + * @desc メインコマンドに表示されるサブコマンドの親名称。同一の名称の親を持つサブコマンドは一つに纏められます。 + * @default 親コマンド1 + * + * @param HiddenSwitchId + * @desc ONのときコマンドが非表示になるスイッチID + * @default 0 + * @type switch + * + * @param DisableSwitchId + * @desc ONのときコマンドが使用禁止になるスイッチID + * @default 0 + * @type switch + * + * @param Script + * @desc コマンドを決定したときに実行されるスクリプト + * @default this.commandItem(); + * + * @param ReturnMap + * @desc スクリプト実行後にマップに戻ります。 + * @default false + * @type boolean + * + * @param MapId + * @desc コマンドを決定したときに移動するマップID + * @default 0 + * + * @param SelectMember + * @desc コマンド実行前に対象メンバーを選択するかどうか + * @default false + * @type boolean + */ + +(function () { + 'use strict'; + //============================================================================= + // ユーザ設定領域 開始 + //============================================================================= + var userSetting = { + /** + * サブコマンドウィンドウに関する設定です + */ + subCommandWindow: { + adjustX: 0, + adjustY: 0, + fontSize: null, + padding: null, + }, + /** + * サブマップ移動時に自働でプレイヤーを透明にします。 + */ + autoTransparent: true + }; + //============================================================================= + // ユーザ設定領域 終了 + //============================================================================= + var pluginName = 'MenuSubCommand'; + + //============================================================================= + // ローカル関数 + // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします + //============================================================================= + var getParamBoolean = function (paramNames) { + var value = getParamString(paramNames); + return value.toUpperCase() === 'ON' || value.toUpperCase() === 'TRUE'; + }; + + var getParamString = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (let i = 0; i < paramNames.length; i++) { + const name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return ''; + }; + + var getParamNumber = function (paramNames, min, max) { + const value = getParamString(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (isNotAString(text)) text = ''; + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1]) >= 1 ? $gameActors.actor(parseInt(arguments[1])) : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + var actor = parseInt(arguments[1]) >= 1 ? $gameParty.members()[parseInt(arguments[1]) - 1] : null; + return actor ? actor.name() : ''; + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; + }; + + var isNotAString = function (args) { + return String(args) !== args; + }; + + var getArgBoolean = function (arg) { + return arg.toUpperCase() === 'ON' || arg.toUpperCase() === 'TRUE'; + }; + + var getParamArrayJson = function (paramNames, defaultValue) { + var value = getParamString(paramNames) || null; + try { + value = JSON.parse(value); + if (value === null) { + value = defaultValue; + } else { + value = value.map(function (valueData) { + return JSON.parse(valueData); + }); + } + } catch (e) { + alert(`!!!Plugin param is wrong.!!!\nPlugin:${pluginName}.js\nName:[${paramNames}]\nValue:${value}`); + value = defaultValue; + } + return value; + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var param = {}; + param.subCommands = getParamArrayJson(['サブコマンド', 'SubCommand'], []); + param.commandPosition = getParamNumber(['CommandPosition', 'コマンド追加位置']); + param.subMenuWidth = getParamNumber(['SubMenuWidth', 'サブメニュー横幅']); + param.selectActorIdVariable = getParamNumber(['SelectActorIdVariable', '選択アクターID変数']); + param.windowSkin = getParamString(['WindowSkin', 'ウィンドウスキン']); + param.hideOption = getParamBoolean(['HideOption', 'オプション消去']); + param.hideGameEnd = getParamBoolean(['HideGameEnd', 'ゲーム終了消去']); + param.horizontalSubMenu = getParamBoolean(['HorizontalSubMenu', '横並びサブメニュー']); + param.clearSubMenuOneByObe = getParamBoolean(['ClearSubMenuOneByOne', 'サブメニュー逐次消去']); + param.subMenuX = getParamNumber(['SubMenuX', 'サブメニューX座標']); + param.subMenuY = getParamNumber(['SubMenuY', 'サブメニューY座標']); + param.subMenuAlign = getParamString(['SubMenuAlign', 'サブメニュー揃え']); + param.anotherPicInMenuMap = getParamBoolean(['AnotherPicturesInMenuMap', 'メニューピクチャ別管理']); + + //============================================================================= + // Game_Temp + // メニューコマンド情報を構築して保持します。 + //============================================================================= + var _Game_Temp_initialize = Game_Temp.prototype.initialize; + Game_Temp.prototype.initialize = function () { + _Game_Temp_initialize.apply(this, arguments); + this.createMenuCommands(); + }; + + Game_Temp.prototype.createMenuCommands = function () { + this._menuParentCommands = new Map(); + param.subCommands.forEach(function (commands) { + this.createMenuCommand(commands); + }, this); + /* 最後に選択したサブコマンド */ + this._lastSubCommand = { + parent: null, + index: 0 + }; + }; + + Game_Temp.prototype.createMenuCommand = function (commands) { + var parentName = commands.ParentName + commands.CommandId; + if (!this._menuParentCommands.has(parentName)) { + this._menuParentCommands.set(parentName, []); + } + var parent = this._menuParentCommands.get(parentName); + parent.push(new Game_MenuSubCommand(commands)); + }; + + Game_Temp.prototype.iterateMenuParents = function (callBackFunc, thisArg) { + this._menuParentCommands.forEach(callBackFunc, thisArg); + }; + + Game_Temp.prototype.getSubMenuCommands = function (parentName) { + return this._menuParentCommands.get(parentName); + }; + + /** + * 最後に選択したサブコマンドを取得する + */ + Game_Temp.prototype.getLastSubCommand = function () { + return this._lastSubCommand; + }; + + Game_Temp.prototype.setLastSubCommandParent = function (parentName) { + this._lastSubCommand.parent = parentName; + }; + + Game_Temp.prototype.setLastSubCommandIndex = function (index) { + this._lastSubCommand.index = index; + }; + + /** + * 最後に選択したサブコマンドをリセットする + */ + Game_Temp.prototype.resetLastSubCommand = function () { + this._lastSubCommand = { + parent: null, + index: 0 + }; + }; + + //============================================================================= + // Game_CharacterBase + // サブコマンドマップへ移動します。 + //============================================================================= + Game_CharacterBase.prototype.savePosition = function () { + this._originalX = this.x; + this._originalY = this.y; + this._originalDirection = this.direction(); + }; + + Game_CharacterBase.prototype.restorePosition = function () { + this.locate(this._originalX, this._originalY); + this.setDirection(this._originalDirection); + }; + + //============================================================================= + // Game_Player + // サブコマンドマップへ移動します。 + //============================================================================= + Game_Player.prototype.reserveTransferToSubCommandMap = function (subCommandMapId) { + this.saveOriginalMap(); + this.reserveTransfer(subCommandMapId, 0, 0, 0, 2); + if (userSetting.autoTransparent) { + this.setTransparent(true); + } + if (param.anotherPicInMenuMap) { + $gameScreen.setupMenuMapPictures(); + } + }; + + Game_Player.prototype.reserveTransferToOriginalMap = function () { + DataManager.loadMapData(this._originalMapId); + this.reserveTransfer(this._originalMapId, this._originalX, this._originalY, this._originalDirection, 2); + if (userSetting.autoTransparent) { + this.setTransparent(this._originalTransparent); + } + this._originalMapId = 0; + this._transferringToOriginalMap = true; + if (param.anotherPicInMenuMap) { + $gameScreen.restoreNormalMapPictures(); + } + }; + + Game_Player.prototype.isInSubCommandMap = function () { + return this._originalMapId > 0; + }; + + Game_Player.prototype.isTransferringToOriginalMap = function () { + return this._transferringToOriginalMap; + }; + + Game_Player.prototype.saveOriginalMap = function () { + this._originalMapId = $gameMap.mapId(); + this._originalTransparent = this._transparent; + this.savePosition(); + }; + + var _Game_Player_performTransfer = Game_Player.prototype.performTransfer; + Game_Player.prototype.performTransfer = function () { + _Game_Player_performTransfer.apply(this, arguments); + if (this.isTransferringToOriginalMap()) { + this.restorePosition(); + this._transferringToOriginalMap = false; + } + }; + + Game_Player.prototype.savePosition = function () { + Game_CharacterBase.prototype.savePosition.call(this, arguments); + this._followers.forEach(function (follower) { + follower.savePosition(); + }); + $gameMap.saveOriginalMapEvent(); + }; + + Game_Player.prototype.restorePosition = function () { + Game_CharacterBase.prototype.restorePosition.call(this, arguments); + this._followers.forEach(function (follower) { + follower.restorePosition(); + }); + $gameMap.restoreOriginalMapEvent(); + }; + + //============================================================================= + // Game_Map + // すべてのイベントの状態を保存します。 + //============================================================================= + Game_Map.prototype.saveOriginalMapEvent = function () { + this._originalMapEvents = this._events; + }; + + Game_Map.prototype.restoreOriginalMapEvent = function () { + if (this._originalMapEvents) { + this._events = this._originalMapEvents; + } + this._originalMapEvents = null; + }; + + //============================================================================= + // Game_Party + // 無効なアクター設定時のエラーを回避します。 + //============================================================================= + var _Game_Party_setMenuActor = Game_Party.prototype.setMenuActor; + Game_Party.prototype.setMenuActor = function (actor) { + if (!actor) return; + _Game_Party_setMenuActor.apply(this, arguments); + }; + + Game_Screen.prototype.setupMenuMapPictures = function () { + this._normalMapPictures = this._pictures; + this.clearPictures(); + }; + + Game_Screen.prototype.restoreNormalMapPictures = function () { + if (this._normalMapPictures) { + this._pictures = this._normalMapPictures; + } + this._normalMapPictures = null; + }; + + //============================================================================= + // AudioManager + // システム効果音を消音します。 + //============================================================================= + AudioManager.stopAllStaticSe = function () { + this._staticBuffers.forEach(function (buffer) { + buffer.stop(); + }); + this._staticBuffers = []; + }; + + //============================================================================= + // SceneManager + // メニュー用マップではキャプチャを無効にします。 + //============================================================================= + var _SceneManager_snapForBackground = SceneManager.snapForBackground; + SceneManager.snapForBackground = function () { + if ($gamePlayer.isInSubCommandMap()) return; + _SceneManager_snapForBackground.apply(this, arguments); + }; + + //============================================================================= + // Scene_Map + // 自作ゲーム用マップ遷移の場合、一部演出を無効化します。 + //============================================================================= + var _Scene_Map_callMenu = Scene_Map.prototype.callMenu; + Scene_Map.prototype.callMenu = function () { + _Scene_Map_callMenu.apply(this, arguments); + if ($gamePlayer.isInSubCommandMap()) { + AudioManager.stopAllStaticSe(); + SoundManager.playCancel(); + } + }; + + var _Scene_Map_onMapLoaded = Scene_Map.prototype.onMapLoaded; + Scene_Map.prototype.onMapLoaded = function () { + _Scene_Map_onMapLoaded.apply(this, arguments); + if ($gamePlayer.isInSubCommandMap()) { + this._transfer = false; + } + }; + + //============================================================================= + // Scene_Menu + // メインメニューにコマンドを追加します。 + //============================================================================= + var _Scene_Menu_create = Scene_Menu.prototype.create; + Scene_Menu.prototype.create = function () { + _Scene_Menu_create.apply(this, arguments); + this.loadSubCommandWindowSkin(); + if ($gamePlayer.isInSubCommandMap()) { + $gamePlayer.reserveTransferToOriginalMap(); + } + if (this._isSubCommandOkAfterCreate) { + this.onSubCommandOk(); + } + }; + + Scene_Menu.prototype.loadSubCommandWindowSkin = function () { + if (param.windowSkin) { + ImageManager.loadSystem(param.windowSkin); + } + }; + + var _Scene_Menu_isReady = Scene_Menu.prototype.isReady; + Scene_Menu.prototype.isReady = function () { + return _Scene_Menu_isReady.apply(this, arguments) && + (!$gamePlayer.isTransferringToOriginalMap() || DataManager.isMapLoaded()); + }; + + var _Scene_Menu_start = Scene_Menu.prototype.start; + Scene_Menu.prototype.start = function () { + _Scene_Menu_start.apply(this, arguments); + if ($gamePlayer.isTransferringToOriginalMap()) { + $gamePlayer.performTransfer(); + } + }; + + var _Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; + Scene_Menu.prototype.createCommandWindow = function () { + _Scene_Menu_createCommandWindow.apply(this, arguments); + $gameTemp.iterateMenuParents(function (subCommands, parentName) { + this._commandWindow.setHandler('parent' + parentName, this.commandParent.bind(this)); + }, this); + + /* 最後に選択していたメニューにカーソルを合わせる */ + this.selectLastCommand(); + }; + + Scene_Menu.prototype.commandParent = function () { + var parentName = this._commandWindow.currentExt(); + var subCommands = $gameTemp.getSubMenuCommands(parentName); + $gameTemp.setLastSubCommandParent(parentName); + if (subCommands.length === 1) { + this.onSubCommandOk(subCommands[0]); + } else { + if (!param.clearSubMenuOneByObe && this._subMenuWindow) { + this._subMenuWindow.activate(); + } else { + this.createSubMenuCommandWindow(parentName); + } + } + }; + + Scene_Menu.prototype.createSubMenuCommandWindow = function (parentName) { + this._subMenuWindow = new Window_MenuSubCommand(this.x, this.y, parentName); + this._subMenuWindow.updatePlacement(this._commandWindow); + this._subMenuWindow.setHandler('ok', this.onSubCommandOk.bind(this)); + this._subMenuWindow.setHandler('cancel', this.onSubCommandCancel.bind(this)); + // for MOG_MenuBackground.js + if (typeof this._subMenuWindow.updateBackgroundOpacity === 'function') { + this._subMenuWindow.updateBackgroundOpacity(); + } + // for MOG_MenuCursor.js and MOG_SceneMenu.js + if (typeof Imported !== 'undefined' && Imported.MMOG_SceneMenu) { + this.addChild(this._subMenuWindow); + } else { + var index = this.getChildIndex(this._windowLayer) + 1; + this.addChildAt(this._subMenuWindow, index); + } + }; + + Scene_Menu.prototype.removeSubMenuCommandWindow = function () { + if (this._subMenuWindow) { + this.removeChild(this._subMenuWindow); + } + this._subMenuWindow = null; + }; + + Scene_Menu.prototype.onSubCommandOk = function (subCommand) { + this._subCommand = (this._subMenuWindow ? this._subMenuWindow.currentExt() : subCommand); + $gameTemp.setLastSubCommandIndex(this._subMenuWindow ? this._subMenuWindow.index() : 0); + if (this._subCommand.isNeedSelectMember()) { + if (this._subMenuWindow) { + this._commandWindow.maskCommand(this._subCommand.getName()); + } + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.executeSubCommand.bind(this)); + this._statusWindow.setHandler('cancel', this.onPersonalCancel.bind(this)); + if (param.clearSubMenuOneByObe) { + this.removeSubMenuCommandWindow(); + } else { + this._subMenuWindow.deactivate(); + } + } else { + this.executeSubCommand(); + } + }; + + Scene_Menu.prototype.onSubCommandCancel = function () { + this.removeSubMenuCommandWindow(); + $gameTemp.resetLastSubCommand(); + this._commandWindow.activate(); + }; + + var _Scene_Menu_onPersonalCancel = Scene_Menu.prototype.onPersonalCancel; + Scene_Menu.prototype.onPersonalCancel = function () { + _Scene_Menu_onPersonalCancel.apply(this); + this._commandWindow.maskOff(); + /* 最後に選択していたメニューにカーソルを合わせる */ + this.selectLastCommand(); + }; + + /** + * 最後に選択していたメニューにカーソルを合わせる + */ + Scene_Menu.prototype.selectLastCommand = function () { + var lastSubCommand = $gameTemp.getLastSubCommand(); + if (lastSubCommand.parent) { + this._commandWindow.selectSymbol('parent' + lastSubCommand.parent); + var subCommands = $gameTemp.getSubMenuCommands(lastSubCommand.parent); + if (subCommands.length !== 1) { + this.commandParent(); + this._commandWindow.deactivate(); + this._subMenuWindow.select(lastSubCommand.index); + /* 別シーンからキャラ選択に戻った時 */ + var subCommand = subCommands[lastSubCommand.index]; + if (subCommand.isNeedSelectMember()) { + this._isSubCommandOkAfterCreate = true; + } + } + } + $gameTemp.resetLastSubCommand(); + }; + + Scene_Menu.prototype.executeSubCommand = function () { + this.executeSubScript(); + this.moveSubCommandMap(); + if (!SceneManager.isSceneChanging()) { + this.onSubCommandCancel(); + this._statusWindow.deselect(); + this._commandWindow.maskOff(); + } else { + this._subCommandSelected = true; + } + }; + + Scene_Menu.prototype.executeSubScript = function () { + var script = this._subCommand.getSelectionScript(); + if (!script) return; + try { + eval(script); + } catch (e) { + SoundManager.playBuzzer(); + console.error(`実行スクリプトエラー[${script}] メッセージ[${e.message}]`); + } + if (this._subCommand.isReturnMap()) { + SceneManager.pop(); + } + }; + + Scene_Menu.prototype.moveSubCommandMap = function () { + var mapId = this._subCommand.getMoveTargetMap(); + if (mapId <= 0) { + return; + } + $gamePlayer.reserveTransferToSubCommandMap(mapId); + if (param.selectActorIdVariable && this._subCommand.isNeedSelectMember()) { + $gameVariables.setValue(param.selectActorIdVariable, this._statusWindow.getSelectedActorId()); + } + SceneManager.pop(); + }; + + /** + * メニューから抜ける際に最後に選択したサブコマンドをリセットする + */ + var _Scene_Menu_terminate = Scene_Menu.prototype.terminate; + Scene_Menu.prototype.terminate = function () { + _Scene_Menu_terminate.apply(this, arguments); + if (this._subCommand && this._subCommand.getMoveTargetMap() <= 0) { + $gameTemp.resetLastSubCommand(); + } + }; + + var _Scene_Menu_createField = Scene_Menu.prototype.createField; + Scene_Menu.prototype.createField = function () { + _Scene_Menu_createField.apply(this, arguments); + if (this._subMenuWindow) { + this.addChild(this._subMenuWindow); + } + }; + + //============================================================================= + // Window_MenuCommand + // サブコマンドを追加します。 + //============================================================================= + var _Window_MenuCommand_initialize = Window_MenuCommand.prototype.initialize; + Window_MenuCommand.prototype.initialize = function () { + this._maskedName = {}; + _Window_MenuCommand_initialize.apply(this, arguments); + }; + + var _Window_MenuCommand_initCommandPosition = Window_MenuCommand.initCommandPosition; + Window_MenuCommand.initCommandPosition = function () { + if ($gamePlayer.isInSubCommandMap()) return; + _Window_MenuCommand_initCommandPosition.apply(this, arguments); + }; + + var _Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; + Window_MenuCommand.prototype.addOriginalCommands = function () { + _Window_MenuCommand_addOriginalCommands.apply(this, arguments); + if (param.commandPosition === 0) this.makeSubCommandList(); + }; + + var _Window_MenuCommand_addOptionsCommand = Window_MenuCommand.prototype.addOptionsCommand; + Window_MenuCommand.prototype.addOptionsCommand = function () { + _Window_MenuCommand_addOptionsCommand.apply(this, arguments); + if (param.commandPosition === 1) this.makeSubCommandList(); + }; + + var _Window_MenuCommand_addSaveCommand = Window_MenuCommand.prototype.addSaveCommand; + Window_MenuCommand.prototype.addSaveCommand = function () { + _Window_MenuCommand_addSaveCommand.apply(this, arguments); + if (param.commandPosition === 2) this.makeSubCommandList(); + }; + + var _Window_MenuCommand_addGameEndCommand = Window_MenuCommand.prototype.addGameEndCommand; + Window_MenuCommand.prototype.addGameEndCommand = function () { + if (this.needsCommand('gameEnd')) { + _Window_MenuCommand_addGameEndCommand.apply(this, arguments); + } + if (param.commandPosition === 3) this.makeSubCommandList(); + }; + + var _Window_MenuCommand_needsCommand = Window_MenuCommand.prototype.needsCommand; + Window_MenuCommand.prototype.needsCommand = function (name) { + var need = _Window_MenuCommand_needsCommand.apply(this, arguments); + if (name === 'options' && param.hideOption) { + return false; + } + if (name === 'gameEnd' && param.hideGameEnd) { + return false; + } + return need; + }; + + Window_MenuCommand.prototype.makeSubCommandList = function () { + $gameTemp.iterateMenuParents(function (subCommands, parentName) { + this._subCommands = subCommands; + if (this.checkSubCommands('isVisible')) { + var commandName = this._maskedName[parentName] ? this._maskedName[parentName] : subCommands[0].getParentName(); + this.addCommand(commandName, 'parent' + parentName, this.checkSubCommands('isEnable'), parentName); + } + }, this); + }; + + Window_MenuCommand.prototype.checkSubCommands = function (methodName) { + return this._subCommands.some(function (subCommand) { + return subCommand[methodName](); + }); + }; + + Window_MenuCommand.prototype.calculateSubCommandX = function (width) { + var x = (this.isHorizontalMenu() ? this._cursorRect.x : this.x + this.width); + x += userSetting.subCommandWindow.adjustX; + return x.clamp(0, Graphics.boxWidth - width); + }; + + Window_MenuCommand.prototype.calculateSubCommandY = function (height) { + var y = (this.isHorizontalMenu() ? this.y + this.height : this._cursorRect.y); + y += userSetting.subCommandWindow.adjustY; + return y.clamp(0, Graphics.boxHeight - height); + }; + + Window_MenuCommand.prototype.isHorizontalMenu = function () { + return this.maxCols() >= this.maxPageRows(); + }; + + Window_MenuCommand.prototype.maskCommand = function (maskName) { + this._maskedName = {}; + this._maskedName[this.commandName(this.index())] = maskName; + this.refresh(); + }; + + Window_MenuCommand.prototype.maskOff = function () { + this._maskedName = {}; + this.refresh(); + }; + + //============================================================================= + // Window_MenuStatus + // 選択しているアクターのIDを取得します。 + //============================================================================= + Window_MenuStatus.prototype.getSelectedActorId = function () { + return $gameParty.members()[this._index].actorId(); + }; + + //============================================================================= + // Window_MenuSubCommand + // サブコマンドウィンドウのクラスです。 + //============================================================================= + function Window_MenuSubCommand() { + this.initialize.apply(this, arguments); + } + + Window_MenuSubCommand.prototype = Object.create(Window_Command.prototype); + Window_MenuSubCommand.prototype.constructor = Window_MenuSubCommand; + + Window_MenuSubCommand.prototype.initialize = function (x, y, parentName) { + this._parentName = parentName; + Window_Command.prototype.initialize.call(this, x, y); + }; + + Window_MenuSubCommand.prototype.makeCommandList = function () { + var subMenus = $gameTemp.getSubMenuCommands(this._parentName); + subMenus.forEach(function (subMenu) { + if (subMenu.isVisible()) { + this.addCommand(subMenu.getName(), 'ok', subMenu.isEnable(), subMenu); + } + }, this); + }; + + Window_MenuSubCommand.prototype.numVisibleRows = function () { + return param.horizontalSubMenu ? 1 : Window_Command.prototype.numVisibleRows.call(this); + }; + + Window_MenuSubCommand.prototype.maxCols = function () { + return param.horizontalSubMenu ? this.maxItems() : 1; + }; + + Window_MenuSubCommand.prototype.windowWidth = function () { + return param.subMenuWidth || Window_Command.prototype.windowWidth.call(this); + }; + + Window_MenuSubCommand.prototype.lineHeight = function () { + if (userSetting.subCommandWindow.fontSize) { + return userSetting.subCommandWindow.fontSize + 8; + } else { + return Window_Command.prototype.lineHeight.call(this); + } + }; + + Window_MenuSubCommand.prototype.updatePlacement = function (commandWindow) { + if (param.subMenuX || param.subMenuY) { + this.x = param.subMenuX; + this.y = param.subMenuY; + } else { + this.x = commandWindow.calculateSubCommandX(this.width); + this.y = commandWindow.calculateSubCommandY(this.height); + } + }; + + Window_MenuSubCommand.prototype.standardFontSize = function () { + return userSetting.subCommandWindow.fontSize || Window_Command.prototype.standardFontSize.call(this); + }; + + Window_MenuSubCommand.prototype.standardPadding = function () { + return userSetting.subCommandWindow.padding || Window_Command.prototype.standardPadding.call(this); + }; + + Window_MenuSubCommand.prototype.loadWindowskin = function () { + if (param.windowSkin) { + this.windowskin = ImageManager.loadSystem(param.windowSkin); + } else { + Window_Command.prototype.loadWindowskin.call(this); + } + }; + + var _Window_MenuSubCommand_itemTextAlign = Window_MenuSubCommand.prototype.itemTextAlign; + Window_MenuSubCommand.prototype.itemTextAlign = function () { + return param.subMenuAlign || _Window_MenuSubCommand_itemTextAlign.apply(this, arguments); + }; + + //============================================================================= + // Game_MenuSubCommand + // サブコマンドを扱うクラスです。 + //============================================================================= + class Game_MenuSubCommand { + constructor(subCommandData) { + this._parentName = subCommandData.ParentName; + this._name = subCommandData.Name; + this._hiddenSwitchId = subCommandData.HiddenSwitchId; + this._disableSwitchId = subCommandData.DisableSwitchId; + this._targetScript = subCommandData.Script; + this._targetMapId = subCommandData.MapId; + this._returnMap = subCommandData.ReturnMap === 'true'; + this._memberSelect = getArgBoolean(subCommandData.SelectMember); + } + + getName() { + return this._name; + } + + getParentName() { + return this._parentName; + } + + isReturnMap() { + return (!this.getMoveTargetMap()) && this._returnMap; + } + + isVisible() { + return !$gameSwitches.value(this.convert(this._hiddenSwitchId, true)); + } + + isEnable() { + return !$gameSwitches.value(this.convert(this._disableSwitchId, true)) && + !(SceneManager.isSceneRetry && SceneManager.isSceneRetry() && this.getMoveTargetMap() > 0); + } + + isNeedSelectMember() { + return !!this._memberSelect; + } + + getSelectionScript() { + return this.convert(this._targetScript, false); + } + + getMoveTargetMap() { + return this.convert(this._targetMapId, true); + } + + convert(text, isNumber) { + var convertText = convertEscapeCharacters(text); + return isNumber ? parseInt(convertText) : convertText; + } + } +})(); + diff --git a/www/js/plugins/MessageCommon.js b/www/js/plugins/MessageCommon.js new file mode 100644 index 0000000..9e24012 --- /dev/null +++ b/www/js/plugins/MessageCommon.js @@ -0,0 +1,97 @@ +//============================================================================= +// MessageCommon.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015-2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.0 2017/05/02 初版 +// ---------------------------------------------------------------------------- +// [Blog] : http://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc MessageCommonPlugin + * @author triacontane + * + * @help メッセージの表示中にコモンイベントを呼び出します。 + * コモンイベントは並列扱いで実行されます。 + * + * 以下の制御文字を含めて「文章の表示」を実行してください。 + * \CE[1] # コモンイベント[1]を実行します。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc メッセージコモンプラグイン + * @author トリアコンタン + * + * @help メッセージの表示中にコモンイベントを呼び出します。 + * コモンイベントは並列扱いで実行されます。 + * + * 以下の制御文字を含めて「文章の表示」を実行してください。 + * \CE[1] # コモンイベント[1]を実行します。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + //============================================================================= + // Game_System + // メッセージコモンイベントを更新します。 + //============================================================================= + Game_System.prototype.addMessageCommonEvents = function (id) { + if (!this._messageCommonEvents) { + this._messageCommonEvents = []; + } + var interpreter = new Game_Interpreter(); + interpreter.setup($dataCommonEvents[id].list); + this._messageCommonEvents.push(interpreter); + }; + + Game_System.prototype.updateMessageCommonEvents = function () { + if (!this._messageCommonEvents || this._messageCommonEvents.length === 0) return; + this._messageCommonEvents.forEach(function (interpreter) { + interpreter.update(); + }); + this._messageCommonEvents = this._messageCommonEvents.filter(function (interpreter) { + return interpreter.isRunning(); + }); + }; + + //============================================================================= + // Window_Message + // メッセージコモンイベントを呼び出します。 + //============================================================================= + var _Window_Message_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter; + Window_Message.prototype.processEscapeCharacter = function (code, textState) { + if (code === 'CE') { + this.callMessageCommon(this.obtainEscapeParam(textState)); + return; + } + _Window_Message_processEscapeCharacter.apply(this, arguments); + }; + + Window_Message.prototype.callMessageCommon = function (commonEventId) { + $gameSystem.addMessageCommonEvents(commonEventId); + }; + + var _Window_Message_update = Window_Message.prototype.update; + Window_Message.prototype.update = function () { + $gameSystem.updateMessageCommonEvents(); + _Window_Message_update.apply(this, arguments); + }; +})(); + diff --git a/www/js/plugins/MessageSelectPicture.js b/www/js/plugins/MessageSelectPicture.js new file mode 100644 index 0000000..21479cf --- /dev/null +++ b/www/js/plugins/MessageSelectPicture.js @@ -0,0 +1,182 @@ +//============================================================================= +// MessageSelectPicture.js +// ---------------------------------------------------------------------------- +// (C) 2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.2.4 2020/07/12 1.2.3の対応で選択肢をイベントコマンドの上限を超えて指定すると正常に機能しない問題を修正 +// 1.2.3 2020/07/12 MPP_ChoiceEX.jsと併用したとき、非表示の選択肢があると選択肢と表示ピクチャとがズレる競合を修正 +// 1.2.2 2019/09/29 ピクチャ選択と無関係な選択肢を選択後に、ピクチャ選択肢のコマンドを実行すると +// 以前に選択した選択肢の番号に対応するピクチャが一瞬表示される問題を修正 +// 1.2.1 2019/04/07 1.2.0で選択肢のインデックスが1つずれていた問題を修正 +// 1.2.0 2019/04/07 複数のピクチャを選択肢に関連づけられる機能を追加 +// 1.1.1 2017/05/27 競合の可能性のある記述(Objectクラスへのプロパティ追加)をリファクタリング +// 1.1.0 2016/02/20 選択肢拡張プラグイン(MPP_ChoiceEX.js)に対応 +// 1.0.2 2016/01/24 マウス操作でピクチャが更新されない問題を修正 +// 1.0.1 2016/01/24 起動しないバグ修正(笑) +// 1.0.0 2016/01/23 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc 選択肢のピクチャ表示プラグイン + * @author トリアコンタン + * + * @help イベントコマンド「選択肢の表示」で選択肢にカーソルを合わせた際に + * 選択肢に対応するピクチャを表示するようにします。 + * + * あらかじめ不透明度0でピクチャを表示したうえで + * プラグインコマンドを実行して、関連づけを指定してください。 + * + * 選択肢を決定後、プラグイン側でピクチャを非表示にすることはないので + * 自由にイベントコマンドで操作してください。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * 選択肢ピクチャ設定 or + * MSP_SET [ピクチャ番号] [選択肢#(1-6)] + *  選択肢の番号と表示するピクチャ番号とを関連づけます。 + *  関連づけは、選択肢を決定した時点で解除されます。 + *  複数のピクチャを選択肢に関連づけたい場合は、その分コマンドを実行してください。 + * + * 例:選択肢ピクチャ設定 1 1 + * + * MPP_ChoiceEX.jsと併用する場合、このプラグインを下に配置してください。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + var getArgNumber = function (arg, min, max) { + if (arguments.length <= 2) min = -Infinity; + if (arguments.length <= 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg), 10) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var win = SceneManager._scene._windowLayer.children[0]; + return win ? win.convertEscapeCharacters(text) : text; + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + this.pluginCommandMessageSelectPicture(command, args); + }; + + Game_Interpreter.prototype.pluginCommandMessageSelectPicture = function (command, args) { + switch (getCommandName(command)) { + case '選択肢ピクチャ設定': + case 'MSP_SET': + var index = getArgNumber(args[1], 1) - 1; + var pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + $gameMessage.setSelectPictureId(index, pictureId); + break; + } + }; + + var _Game_Message_initialize = Game_Message.prototype.initialize; + Game_Message.prototype.initialize = function () { + _Game_Message_initialize.apply(this, arguments); + this.clearSelectPictures(); + }; + + Game_Message.prototype.setSelectPictureId = function (index, pictureId) { + this._selectPictures.push({ index: index, pictureId: pictureId }); + }; + + Game_Message.prototype.clearSelectPictures = function () { + this._selectPictures = []; + }; + + Game_Message.prototype.getSelectPictures = function () { + return this._selectPictures; + }; + + var _Game_Message_onChoice = Game_Message.prototype.onChoice; + Game_Message.prototype.onChoice = function (n) { + _Game_Message_onChoice.apply(this, arguments); + this.clearSelectPictures(); + }; + + Game_Picture.prototype.setOpacity = function (value) { + this._opacity = value; + }; + + var _Window_ChoiceList_update = Window_ChoiceList.prototype.update; + Window_ChoiceList.prototype.update = function () { + _Window_ChoiceList_update.apply(this, arguments); + if (this.isOpen()) { + this.updateSelectPicture(); + } + }; + + Window_ChoiceList.prototype.updateSelectPicture = function () { + $gameMessage.getSelectPictures().forEach(function (data) { + var picture = $gameScreen.picture(data.pictureId); + if (!picture) { + return; + } + picture.setOpacity(data.index === this.findMessageIndex() ? 255 : 0); + }, this); + }; + + // for MPP_ChoiceEX.js start + Window_ChoiceList.prototype.findMessageIndex = function () { + var index = this.index(); + if ($gameMessage.hiddenIndexList) { + $gameMessage.hiddenIndexList.forEach(function (hidden, i) { + if (hidden && index >= i) { + index++; + } + }); + } + return index; + }; + + var _Game_Interpreter_setupChoices = Game_Interpreter.prototype.setupChoices; + Game_Interpreter.prototype.setupChoices = function (params) { + if (this.addChoices) { + $gameMessage.hiddenIndexList = []; + } + _Game_Interpreter_setupChoices.apply(this, arguments); + }; + + var _Game_Interpreter_addChoices = Game_Interpreter.prototype.addChoices; + Game_Interpreter.prototype.addChoices = function (params, i, data, d) { + var regIf = /\s*if\((.+?)\)/; + var hiddenIndexList = $gameMessage.hiddenIndexList; + for (var n = 0; n < params[0].length; n++) { + var str = params[0][n]; + if (regIf.test(str)) { + str = str.replace(regIf, ''); + hiddenIndexList.push(RegExp.$1 && !this.evalChoice(RegExp.$1)); + } else { + hiddenIndexList.push(false); + } + } + return _Game_Interpreter_addChoices.apply(this, arguments); + } + // for MPP_ChoiceEX.js end +})(); diff --git a/www/js/plugins/MpiGetMapImage.js b/www/js/plugins/MpiGetMapImage.js new file mode 100644 index 0000000..97fe6bd --- /dev/null +++ b/www/js/plugins/MpiGetMapImage.js @@ -0,0 +1,196 @@ +//============================================================================== +// MpiGetMapImage +//============================================================================== + +/*: + * @plugindesc マップ全体を画像として出力します。 + * @author 奏ねこま(おとぶき ねこま) + * + * @param GetImageTrigger1 + * @desc マップを画像出力するトリガーを指定してください。 + * @default Input.isPressed('control') && Input.isTriggered('pageup') + * + * @param GetImageTrigger2 + * @desc マップを画像出力するトリガーを指定してください。(キャラクター表示OFF) + * @default Input.isPressed('control') && Input.isTriggered('pagedown') + * + * @param OutputFolder + * @desc 画像を出力するフォルダを指定してください。 + * @default output + * + * @param TestModeOnly + * @desc テスト時のみ有効にする場合は true を指定してください。 + * @default true + * + * @help + * [説明] + * マップ全体をPNG画像として出力します。 + * + * [使用方法] + * プラグインパラメータのGetImageTrigger1またはGetImageTrigger2で指定した条件が + * 成立した瞬間のマップ全体の画像を、PNG画像に出力します。 + * GetImageTrigger1とGetImageTrigger2のデフォルト設定は、以下のような意味です。 + * + * GetImageTrigger1 + * Input.isPressed('control') && Input.isTriggered('pageup') + * Ctrlキー(またはAltキー)を押しながら、PageUpキーが押された瞬間。 + * + * GetImageTrigger2 + * Input.isPressed('control') && Input.isTriggered('pagedown') + * Ctrlキー(またはAltキー)を押しながら、PageDownキーが押された瞬間。 + * + * [利用規約] .................................................................. + * - 本プラグインの利用は、RPGツクールMV/RPGMakerMVの正規ユーザーに限られます。 + * - 商用、非商用、有償、無償、一般向け、成人向けを問わず、利用可能です。 + * - 利用の際、連絡や報告は必要ありません。また、製作者名の記載等も不要です。 + * - プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。 + * - 本プラグインにより生じたいかなる問題についても、一切の責任を負いかねます。 + * [改訂履歴] .................................................................. + * Version 1.01 2018/03/09 遠景、および一部の近・遠景関連プラグインに暫定対応。 + * Foreground.js(公式プラグイン・神無月サスケ様) + * 視差ゼロ遠景のぼかし除去プラグイン(トリアコンタン様) + * Version 1.00 2017/05/28 First edition. + * -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- + * Web Site: http://makonet.sakura.ne.jp/rpg_tkool/ + * Twitter : https://twitter.com/koma_neko + * Copylight (c) 2017 Nekoma Otobuki + */ + +var Imported = Imported || {}; +var Makonet = Makonet || {}; + +(function () { + 'use strict'; + + var plugin = 'MpiGetMapImage'; + + Imported[plugin] = true; + Makonet[plugin] = {}; + + var $mpi = Makonet[plugin]; + $mpi.parameters = PluginManager.parameters(plugin); + + $mpi.getImageTrigger1 = $mpi.parameters['GetImageTrigger1']; + $mpi.getImageTrigger2 = $mpi.parameters['GetImageTrigger2']; + $mpi.outputFolder = $mpi.parameters['OutputFolder']; + $mpi.testModeOnly = $mpi.parameters['TestModeOnly'].toLowerCase() === 'true'; + + var _ = plugin; + var $_ = `$${_}`; + + //============================================================================== + // Private Methods + //============================================================================== + + function getMapImage() { + var mapWidth = $gameMap.width(); + var mapHeight = $gameMap.height(); + var screenWidth = Math.floor(Graphics.width / $gameMap.tileWidth()); + var screenHeight = Math.floor(Graphics.height / $gameMap.tileHeight()); + var screenPixcelWidth = screenWidth * $gameMap.tileWidth(); + var screenPixcelHeight = screenHeight * $gameMap.tileHeight(); + var rows = Math.ceil(mapWidth / screenWidth); + var columns = Math.ceil(mapHeight / screenHeight); + var displayX = $gameMap.displayX(); + var displayY = $gameMap.displayY(); + var parallaxOx = $gameMap.parallaxOx(); + var parallaxOy = $gameMap.parallaxOy(); + if ($gameMap.foregroundOx) { + var foregroundOx = $gameMap.foregroundOx(); + var foregroundOy = $gameMap.foregroundOy(); + } + var mapBitmap = new Bitmap(mapWidth * $gameMap.tileWidth(), mapHeight * $gameMap.tileHeight()); + var spriteset = SceneManager._scene._spriteset; + for (var i = 0; i < rows; i++) { + for (var j = 0; j < columns; j++) { + $gameMap._displayX = i * screenWidth; + $gameMap._displayY = j * screenHeight; + spriteset.update(); + if (spriteset._parallax.bitmap) { + spriteset._parallax.origin.x = parallaxOx + ($gameMap._displayX - displayX) * $gameMap.tileWidth(); + spriteset._parallax.origin.y = parallaxOy + ($gameMap._displayY - displayY) * $gameMap.tileHeight(); + } + if (spriteset._foreground && spriteset._foreground.bitmap) { + spriteset._foreground.origin.x = foregroundOx + ($gameMap._displayX - displayX) * $gameMap.tileWidth(); + spriteset._foreground.origin.y = foregroundOy + ($gameMap._displayY - displayY) * $gameMap.tileHeight(); + } + if (spriteset._parallaxNonBlur && spriteset._parallaxNonBlur.bitmap) { + spriteset._parallaxNonBlur.setFrame( + parallaxOx + ($gameMap._displayX - displayX) * $gameMap.tileWidth(), + parallaxOy + ($gameMap._displayY - displayY) * $gameMap.tileHeight(), + Graphics.width, Graphics.height + ); + } + Graphics._renderer.render(SceneManager._scene); + var bitmap = Bitmap.snap(SceneManager._scene); + mapBitmap.blt(bitmap, 0, 0, screenPixcelWidth, screenPixcelHeight, screenPixcelWidth * i, screenPixcelHeight * j, screenPixcelWidth, screenPixcelHeight); + } + } + $gameMap._displayX = displayX; + $gameMap._displayY = displayY; + spriteset.update(); + Graphics._renderer.render(SceneManager._scene); + return mapBitmap; + } + + function getDateString() { + var date = new Date(); + var year = date.getFullYear(); + var month = date.getMonth() + 1; + var day = date.getDate(); + var hours = date.getHours(); + var minutes = date.getMinutes(); + var seconds = date.getSeconds(); + return year + month.padZero(2) + day.padZero(2) + hours.padZero(2) + minutes.padZero(2) + seconds.padZero(2); + } + + function outputMapImage(bitmap) { + var fs = require('fs'); + var path = StorageManager.localFileDirectoryPath().replace(/save[\\/]$/, ''); + var folder = path + $mpi.outputFolder; + if (!fs.existsSync(folder)) { + fs.mkdirSync(folder); + } + var file = folder + '\\Map' + $gameMap.mapId().padZero(3) + '_' + getDateString() + '.png'; + var data = bitmap._canvas.toDataURL('img/png').replace(/^.*,/, ''); + var buffer = new Buffer(data, 'base64'); + fs.writeFileSync(file, buffer); + } + + function showCharacters() { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) { + sprite.show(); + } + } + }; + + //============================================================================== + // Scene_Map + //============================================================================== + + (function (o, p) { + var f = o[p]; o[p] = function () { + if (Utils.isOptionValid('test') || !$mpi.testModeOnly) { + var trigger1 = !!eval($mpi.getImageTrigger1); + var trigger2 = !!eval($mpi.getImageTrigger2); + if (trigger1 || trigger2) { + var mapImage = null; + if (trigger1) { + mapImage = getMapImage(); + } + if (trigger2) { + this._spriteset.hideCharacters(); + mapImage = getMapImage(); + showCharacters.call(this._spriteset); + } + if (mapImage) { + outputMapImage(mapImage); + } + } + } + f.apply(this, arguments); + }; + }(Scene_Map.prototype, 'update')); +}()); diff --git a/www/js/plugins/NRP_LightAnimation.js b/www/js/plugins/NRP_LightAnimation.js new file mode 100644 index 0000000..6bd8352 --- /dev/null +++ b/www/js/plugins/NRP_LightAnimation.js @@ -0,0 +1,150 @@ +//============================================================================= +// NRP_LightAnimation.js +//============================================================================= +/*: + * @plugindesc v2.01 Lightens animation processing. + * @author Takeshi Sunagawa (http://newrpg.seesaa.net/) + * + * @help The animation processing is reduced + * by suppressing the creation of unnecessary cells. + * It also suppresses the number of updates to the target flash. + * + * + * There are no restrictions. + * Modification, redistribution freedom, commercial availability, + * and rights indication are also optional. + * The author is not responsible, + * but we will respond to defects as far as possible. + * + * @param flashDivide + * @type number + * @min 1 + * @default 2 + * @desc Reduces the target flash updates by the specified number. + * If it's 2, it's 1/2 times. + */ + +/*:ja + * @plugindesc v2.01 アニメーション処理を軽量化します。 + * @author 砂川赳(http://newrpg.seesaa.net/) + * + * @help 不要なセルの作成を抑制し、アニメーション処理を軽量化します。 + * また、対象のフラッシュの更新回数を抑制します。 + * + * ■利用規約 + * 特に制約はありません。 + * 改変、再配布自由、商用可、権利表示も任意です。 + * 作者は責任を負いませんが、不具合については可能な範囲で対応します。 + * + * @param flashDivide + * @text フラッシュ更新軽減度 + * @type number + * @min 1 + * @default 2 + * @desc 指定した数値分だけ対象のフラッシュの更新を減らします。 + * 2なら1/2回となります。 + */ +(function () { + "use strict"; + + var parameters = PluginManager.parameters("NRP_LightAnimation"); + var pFlashDivide = parameters["flashDivide"]; + + /** + * 【関数上書】セルの作成 + */ + Sprite_Animation.prototype.createCellSprites = function () { + // 使用しているセル番号のMAXを取得(0始まり) + var maxCell = 0; + // フレームごとのループ + this._animation.frames.forEach(function (frame) { + // セルごとのループ + frame.forEach(function (cell, index) { + // 取得済みの最大値よりセル番号が大きく、 + // かつ、パターンが0以上 + if (index > maxCell && cell[0] >= 0) { + maxCell = index; + } + }); + }); + + // 常に16セルを確保していたのを修正し、必要なセルだけを生成する。 + this._cellSprites = []; + for (var i = 0; i <= maxCell; i++) { + var sprite = new Sprite(); + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + this._cellSprites.push(sprite); + this.addChild(sprite); + } + }; + + /* + * ●フラッシュ更新軽減度が有効な場合のみ実施 + */ + if (pFlashDivide && pFlashDivide >= 2) { + /** + * ●アニメーションの更新 + */ + var _Sprite_Battler_updateAnimation = Sprite_Battler.prototype.updateAnimation; + Sprite_Battler.prototype.updateAnimation = function () { + _Sprite_Battler_updateAnimation.call(this); + + // フラッシュ用に時間をカウントする。 + // ※対象を共通化するため_effectTargetを指定 + if (this.isAnimationPlaying()) { + if (!this._effectTarget._flashDurationCount) { + this._effectTarget._flashDurationCount = 0; + } + this._effectTarget._flashDurationCount++; + } else { + this._effectTarget._flashDurationCount = 0; + } + }; + + /** + * ●フラッシュ開始 + */ + var _Sprite_Animation_startFlash = Sprite_Animation.prototype.startFlash; + Sprite_Animation.prototype.startFlash = function (color, duration) { + // 元処理実行 + _Sprite_Animation_startFlash.call(this, color, duration); + + // フラッシュ更新カウント + this._flashUpdCount = 0; + }; + + /** + * 【関数上書】対象のフラッシュ更新 + */ + Sprite_Animation.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + + // var target = getTargetSprite(this); + + // 該当のタイミングの場合 + if (this._target._flashDurationCount % pFlashDivide == 1) { + // 最終更新の場合はフラッシュクリア + if (this._flashDuration < pFlashDivide && this._flashUpdCount > 0) { + this._flashColor[3] = 0; + this._target.setBlendColor(this._flashColor); + // 通常更新 + } else { + this._flashColor[3] *= (d - 1) / d; + this._target.setBlendColor(this._flashColor); + } + // フラッシュ更新カウント+1 + this._flashUpdCount++; + } + // タイミング外でもフラッシュ終了時かつ一度しか更新していない場合は対象 + // ※2回以上更新されないフラッシュはここで制御しないと色が戻らないため + if (this._flashDuration == 0 && this._flashUpdCount == 1) { + // フラッシュクリア + this._flashColor[3] = 0; + this._target.setBlendColor(this._flashColor); + } + } + }; + } +})(); diff --git a/www/js/plugins/NYA_EventItemShowPicture.js b/www/js/plugins/NYA_EventItemShowPicture.js new file mode 100644 index 0000000..f9bcb9b --- /dev/null +++ b/www/js/plugins/NYA_EventItemShowPicture.js @@ -0,0 +1,425 @@ +//============================================================================= +// NYA_EventItemShowPicture.js +// ---------------------------------------------------------------------------- +// (C) 2019 Nyatama +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.2.2 2019/06/03 プラグインコマンドのいくつかのエラーを修正しました&ヘルプを少し追加 +// 1.2.1 2019/05/24 タグが無い場合にEmptyImageを表示できる機能を追加 +// 1.2.0 2019/05/24 パラメータを一括してセットする機能を追加しました +// スクリプトコマンドからもパラメータを一括セットできます +// 1.1.5 2019/04/29 ピクチャ表示に関する全てのパラメータを初期値にリセットする機能を追加しました +// プラグインコマンド「EISP PictureScaleY_Reset」が動作しない問題を修正 +// プラグインコマンド「EISP PicturePos」を「EISP PicturePosition」に変更 +// プラグインコマンドに「不透明度」「ブレンドモード」を変更できる機能追加 +// 1.1.4 2019/04/01 決定キャンセルボタンを押したときに自動的に消去する機能を +// プラグインコマンドで切り替えれるようにしました(default:ON) +// 1.1.3 2019/03/29 決定キーでピクチャが消えなかった問題を修正しました +// 1.1.2 2019/03/27 タグの無いアイテムで前のピクチャを削除するようにしました +// 1.1.1 2019/03/27 ピクチャIDや表示位置を変更できる機能を追加しました +// 1.1.0 2019/03/27 アイテム選択の処理に画像を追加する機能の表示状態を設定できるようにした +// 1.0.2 2019/03/13 リストに何も入ってないときにクラッシュする不具合を修正しました +// 1.0.1 2019/03/12 競合対策しました +// 1.0.0 2019/03/12 初版 +// ---------------------------------------------------------------------------- +// [Twitter]: https://twitter.com/nyatama777/ +//============================================================================= +/*: + * @plugindesc アイテム選択の処理に「ピクチャの表示」機能で画像を表示します + * + * @author にゃたま + * + * @param TagName + * @text タグ名 + * @desc タグ名 + * 初期値: img + * @default img + * + * @param EmptyImage + * @text 未タグ画像 + * @desc アイテムにタグが設定されてなかった場合に表示する画像 + * 設定しない場合常に非表示。タグで個別非表示 + * @type file + * @require 1 + * @dir img/pictures + * + * @param PictureId + * @text ピクチャの番号 + * @desc ピクチャの番号 + * 初期値: 1 + * @default 1 + * + * @param Origin + * @text 原点の位置 + * @desc 原点の位置。0で左上、1で中央 + * 初期値: 1-中央 + * @type select + * @option 左上 + * @value 0 + * @option 中央 + * @value 1 + * @default 1 + * + * @param PositionX + * @text 画面X座標 + * @desc ピクチャを表示する画面X座標(式有効) + * 初期値: Graphics.boxWidth / 2 + * @default Graphics.boxWidth / 2 + * + * @param PositionY + * @text 画面Y座標 + * @desc ピクチャを表示する画面Y座標(式有効) + * 初期値: 300 + * @default 300 + * + * @param ScaleX + * @text 幅の拡大膣 + * @desc 幅の拡大率。等倍なら100、2倍なら200 + * 初期値: 100 + * @default 100 + * + * @param ScaleY + * @text 高さの拡大率 + * @desc 高さの拡大率。等倍なら100、2倍なら200 + * 初期値: 100 + * @default 100 + * + * @param Opacity + * @text 不透明度 + * @desc 不透明度。0~255の間の値 + * 初期値: 255 + * @type number + * @max 255 + * @min 0 + * @default 255 + * + * @param BlendMode + * @text 合成方法 + * @desc 合成方法。初期値: 0-通常 + * 0で通常、1で加算、2で乗算、3でスクリーン + * @type select + * @option 通常 + * @value 0 + * @option 加算 + * @value 1 + * @option 乗算 + * @value 2 + * @option スクリーン + * @value 3 + * @default 0 + * + * @help + * 当プラグインはアイテム選択の処理にピクチャを表示します。 + * アイテムのメモにを指定するとそのファイルを表示します。 + * アイテムの画像ファイルはimg/pinctureフォルダに配置します。 + * 尚、タグ名(img)の名称をプラグインパラメータで変更できます。 + * + * プラグインパラメータの未タグ画像(EmptyImage)を指定すると + * タグの指定が無いときに空の画像(EmptyImage)を表示します + * 尚、アイテムメモ欄にタグを記述すると + * EmptyImageを非表示にします + * + * (new) + * 必ずEISP PictureId_EditなどのEditコマンドを使用する場合 + * EISP PictureAll_Resetをして初期値にリセットしてください。 + * セーブして再起動してロードした場合変更した値がセーブされてませんので + * 初期値にリセットされています。バグの原因になります。 + * 全リセット忘れを防ぐには以下の推奨コマンドを利用してください。 + * 文字列のとき初期値にリセットされ数値のときに値を変更できます。 + * EISP id origin x y scaleX scaleY opacity blendMode + * + * 【プラグインコマンド】 + * + * アイテム選択の処理でピクチャを表示させます + * EISP ON + * アイテム選択の処理でピクチャを表示させません + * EISP OFF + * + * EmptyImageを'EmptyImg'に設定します + * EISP EmptyImage_Edit EmptyImg + * EmptyImageを初期値にリセットします + * EISP EmptyImage_Reset + * + * ピクチャIDを10に設定します + * EISP PictureId_Edit 10 + * ピクチャIDを初期値にリセットします + * EISP PictureId_Reset + * + * ピクチャの原点の位置を1(中央)に設定します + * EISP PictureOrigin_Edit 1 + * ピクチャの原点の位置を0(左上)に設定します + * EISP PictureOrigin_Edit 0 + * ピクチャの原点の位置をリセットします + * EISP PictureOrigin_Reset + * + * ピクチャの表示位置(X座標)を100に設定します + * EISP PicturePositionX_Edit 100 + * ピクチャの表示位置(X座標)を初期値にリセットします + * EISP PicturePositionX_Reset + * + * ピクチャの表示位置(Y座標)を100に設定します + * EISP PicturePositionY_Edit 100 + * ピクチャの表示位置(Y座標)を初期値にリセットします + * EISP PicturePositionY_Reset + * + * ピクチャのスケール(X座標)を100に設定します + * EISP PictureScaleX_Edit 100 + * ピクチャのスケール(X座標)を初期値にリセットします + * EISP PictureScaleX_Reset + * + * ピクチャのスケール(Y座標)を100に設定します + * EISP PictureScaleY_Edit 100 + * ピクチャのスケール(Y座標)を初期値にリセットします + * EISP PictureScaleY_Reset + * + * ピクチャの不透明度を100に設定します + * EISP PictureOpacity_Edit 100 + * ピクチャの不透明度を初期値にリセットします + * EISP PictureOpacity_Reset + * + * ピクチャのブレンドモードを1:加算に設定します + * EISP PictureBlendMode_Edit 1 + * ピクチャのブレンドモードを初期値にリセットします + * EISP PictureBlendMode_Reset + * + * ピクチャ表示に関する全てのパラメータを初期値にリセットします + * EISP PictureAll_Reset + * + * (new)文字列にすると初期値リセットし整数にするとそのパラメータを変更できます + * (以下のidなどの文字はわかりやすい単語に変更可能、例えばx→positionX等) + * (EISP以降、8要素無い場合無効になります)(推奨します) + * EISP id origin x y scaleX scaleY opacity blendMode + * + * 決定ボタンやキャンセルボタンでピクチャを自動的に消去します + * EISP PictureAutoErase_On + * ピクチャを自動的に消去しませんので手動でピクチャの消去コマンドを実施すること + * EISP PictureAutoErase_Off + * + * + * (new)【スクリプトコマンド】 + * + * ピクチャ表示に関する全てのパラメータを初期値にリセットします + * $gameScreen.EISP_setPicture(); + * + * id:1 name:'test' に設定し、他全てを初期値にリセットします + * nullやundefinedは未設定扱い(つまり初期値リセット)になります + * $gameScreen.EISP_setPicture(1, 'test', null, undefined); + * + * id:1 name:'test' origin:1 x:100 y:200 scaleX:100 + * scaleY:100 opacity:255 blendMode:1 に設定します + * $gameScreen.EISP_setPicture(1, 'test', 1, 100, 200, 100, 100, 255, 1); + */ + +var Imported = Imported || {}; +Imported.NYA_EventItemShowPicture = true; + +(function () { + 'use strict'; + + //プラグインマネージャーで設定されたパラメータを取得 + var parameters = PluginManager.parameters('NYA_EventItemShowPicture'); + + //パラメータを変数へ + var tagName = parameters['TagName']; + var emptyImage = parameters['EmptyImage']; + var picId = Number(parameters['PictureId']); + var picOrigin = Number(parameters['Origin']); + var picPositionX = String(parameters['PositionX']); + var picPositionY = String(parameters['PositionY']); + var picScaleX = Number(parameters['ScaleX']); + var picScaleY = Number(parameters['ScaleY']); + var picOpacity = Number(parameters['Opacity']); + var picBlendMode = Number(parameters['BlendMode']); + var enabled = true; + var autoErase = true; + + var _Window_EventItem_item = Window_EventItem.prototype.item; + Window_EventItem.prototype.item = function () { + _Window_EventItem_item.call(this); + + var index = this.index(); + if (enabled === true) { + if (this._data[index] !== undefined) { + if (this._data[index].meta[tagName] !== undefined) { + //アイテムのタグにtagNameの値が存在していたらそのタグ名の画像を表示 + var picName = this._data[index].meta[tagName]; + if (picName) { + $gameScreen.showPicture(picId, 'picon/' + picName, picOrigin, + eval(picPositionX), eval(picPositionY), + picScaleX, picScaleY, picOpacity, picBlendMode); + } + } else { + if (emptyImage) { + var emptyHidden = this._data[index].meta.emptyHidden; + if (emptyHidden) { + //アイテムのタグにemptyHiddenがあったら画像を非表示 + $gameScreen.erasePicture(picId); + } else { + //アイテムのタグにemptyHiddenがなければEmptyImageを表示 + $gameScreen.showPicture(picId, 'picon/' + emptyImage, picOrigin, + eval(picPositionX), eval(picPositionY), + picScaleX, picScaleY, picOpacity, picBlendMode); + } + } else { + $gameScreen.erasePicture(picId); + } + } + } + } + return this._data && index >= 0 ? this._data[index] : null; + }; + + var _Window_EventItem_onOk = Window_EventItem.prototype.onOk; + Window_EventItem.prototype.onOk = function () { + _Window_EventItem_onOk.call(this); + if (enabled === true && autoErase === true) { + $gameScreen.erasePicture(picId); + } + }; + + var _Window_EventItem_onCancel = Window_EventItem.prototype.onCancel; + Window_EventItem.prototype.onCancel = function () { + _Window_EventItem_onCancel.call(this); + if (enabled === true && autoErase === true) { + $gameScreen.erasePicture(picId); + } + }; + + Game_Screen.prototype.EISP_setPicture = function (pictureId, origin, x, y, + scaleX, scaleY, opacity, blendMode) { + if (pictureId) picId = pictureId; + else picId = Number(parameters['PictureId']); + + if (origin) picOrigin = origin; + else picOrigin = Number(parameters['Origin']); + + if (x) picPositionX = x; + else picPositionX = String(parameters['PositionX']); + + if (y) picPositionY = y; + else picPositionY = String(parameters['PositionY']); + + if (scaleX) picScaleX = scaleX; + else picScaleX = Number(parameters['ScaleX']); + + if (scaleY) picScaleY = scaleY; + else picScaleY = Number(parameters['ScaleY']); + + if (opacity) picOpacity = opacity; + else picOpacity = Number(parameters['Opacity']); + + if (blendMode) picBlendMode = blendMode; + else picBlendMode = Number(parameters['BlendMode']); + } + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + + _Game_Interpreter_pluginCommand.call(this, command, args); + + if (command.toUpperCase() === 'EISP') { + + //Enable + if (args[0].toUpperCase() === 'OFF') { + enabled = false; + } + if (args[0].toUpperCase() === 'ON') { + enabled = true; + } + //EmptyImage + if (args[0].toUpperCase() === 'EMPTYIMAGE_EDIT') { + emptyImage = String(args[1]); + } + if (args[0].toUpperCase() === 'EMPTYIMAGE_RESET') { + emptyImage = String(parameters['EmptyImage']); + } + //Id + if (args[0].toUpperCase() === 'PICTUREID_EDIT') { + picId = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREID_RESET') { + picId = Number(parameters['PictureId']); + } + //Origin + if (args[0].toUpperCase() === 'PICTUREORIGIN_EDIT') { + picOrigin = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREORIGIN_RESET') { + picOrigin = Number(parameters['Origin']); + } + //PositionX + if (args[0].toUpperCase() === 'PICTUREPOSITIONX_EDIT') { + picPositionX = String(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREPOSITIONX_RESET') { + picPositionX = String(parameters['PositionX']); + } + //PositionY + if (args[0].toUpperCase() === 'PICTUREPOSITIONY_EDIT') { + picPositionY = String(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREPOSITIONY_RESET') { + picPositionY = String(parameters['PositionY']); + } + //ScaleX + if (args[0].toUpperCase() === 'PICTURESCALEX_EDIT') { + picScaleX = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTURESCALEX_RESET') { + picScaleX = Number(parameters['ScaleX']); + } + //ScaleY + if (args[0].toUpperCase() === 'PICTURESCALEY_EDIT') { + picScaleY = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTURESCALEY_RESET') { + picScaleY = Number(parameters['ScaleY']); + } + //Opacity + if (args[0].toUpperCase() === 'PICTUREOPACITY_EDIT') { + picOpacity = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREOPACITY_RESET') { + picOpacity = Number(parameters['Opacity']); + } + //BlendMode + if (args[0].toUpperCase() === 'PICTUREBLENDMODE_EDIT') { + picBlendMode = Number(args[1]); + } + if (args[0].toUpperCase() === 'PICTUREBLENDMODE_RESET') { + picBlendMode = Number(parameters['BlendMode']); + } + //AllReset + if (args[0].toUpperCase() === 'PICTUREALL_RESET') { + picId = Number(parameters['PictureId']); + picOrigin = Number(parameters['Origin']); + picPositionX = String(parameters['PositionX']); + picPositionY = String(parameters['PositionY']); + picScaleX = Number(parameters['ScaleX']); + picScaleY = Number(parameters['ScaleY']); + picOpacity = Number(parameters['Opacity']); + picBlendMode = Number(parameters['BlendMode']); + } + //AutoErase + if (args[0].toUpperCase() === 'PICTUREAUTOERASE_ON') { + autoErase = true; + } + if (args[0].toUpperCase() === 'PICTUREAUTOERASE_OFF') { + autoErase = false; + } + //SetPicture + if (args.length === 8) { + var patternNumber = /^[\d]+$/; + for (var i = 0; i < args.length; i++) { + //console.log('args['+i+']:'+args[i]); + if (patternNumber.test(args[i])) { args[i] = Number(args[i]); } + else { args[i] = null; } + } + $gameScreen.EISP_setPicture(args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7]); + } + } + } + +})(); \ No newline at end of file diff --git a/www/js/plugins/NYA_SceneItemAddInfo.js b/www/js/plugins/NYA_SceneItemAddInfo.js new file mode 100644 index 0000000..aae9f68 --- /dev/null +++ b/www/js/plugins/NYA_SceneItemAddInfo.js @@ -0,0 +1,181 @@ +/*:ja + * @plugindesc アイテム画面に情報ウィンドウ追加(S_Itemscene_kz改変) + * @author にゃたま(原案:Sairi) + * + * @help このプラグインには、プラグインコマンドはありません。 + * プラグインパラメータすらもありません。 + * お手数ですがソースを直接編集してください。 + * + * 画像は144x144pxのものを用意ください。 + * 情報ウィンドウの縦サイズを増やしたりWinfoText_Xの + * 数値を増やせばこれより大きなものも入ると思います。 + * + * このプラグインはSairi様制作のS_Itemscene_kz.js + * https://tm.lucky-duet.com/viewtopic.php?t=2986 + * のフォーマットを一部改変したものです。 + * こちらのプラグインで問題が発生した場合はSairi様ではなく + * 私のほうにご報告ください。 + * しかしながら、内容によっては回答しかねる場合がございます。 + * プラグインを利用者様が改変した場合は自己責任にてお願いします。 + * + * 利用規約は本家S_Itemscene_kzに準じます。 + * ジャンル無制限、改変可 + * 素材自体の販売禁止 + * ゲームに含めての再配布は可 + * + * クレジットされる場合は私だけでなくSairi様も入れてください。 + * + * 尚、こちらのプラグインは本家Sairi様より認可済みです。 + */ + +(function () { + //アイテムのメモ欄から読み込むタグ名 + var tagHelp = 'help';//ヘルプ + var tagImg = 'img'//画像 + //カテゴリーウィンドウ + var WcItem_X = 0; + var WcItem_Y = 0; + var WcItem_Width = 816; + var WcItem_Height = 78; + + var WcItem_maxcols = 4;//カテゴリ横要素数 + var WcItem_maxrows = 0;//カテゴリ縦要素数 + + //アイテム情報ウィンドウの位置 + var WinfoItem_X = 0; + var WinfoItem_Y = 0;//カテゴリ有りの場合:WcItem_Height; + //アイテム情報ウィンドウのサイズ + var WinfoItem_Width = 816; + var WinfoItem_Height = 18 * 2 + 36 * 4; + + //アイテム情報ウィンドウ内テキストの位置 + var WinfoText_X = 18 * 2 + 36 * 4; + var WinfoText_Y = 0; + + //アイテム情報ウィンドウ内画像の位置 + var WinfoGraphic_X = 0; + var WinfoGraphic_Y = 0; + //アイテム情報ウィンドウ内画像のサイズ + var WinfoGraphic_width = 256 * 0.55; + var WinfoGraphic_height = 256 * 0.55; + + //アイテムリスト + var WItem_X = 0; + var WItem_Y = WinfoItem_Y + WinfoItem_Height; + var WItem_Width = 816; + var WItem_Height = 624 - WItem_Y; + + ImageManager.loaddx = function (filename, hue) { + //picturesフォルダ以外にしたい場合はここをimg/pictures/をimg/itemImage/などに変更してください + return this.loadBitmap('img/pictures/picon/', filename, hue, false); + } + + var _Scene_Item_create = Scene_Item.prototype.create; + Scene_Item.prototype.create = function () { + _Scene_Item_create.call(this); + if (this._helpWindow) { + this._helpWindow.hide(); + } + this.createInfoWindow(); + this.createActorWindow(); + }; + + Scene_Item.prototype.createInfoWindow = function () { + this._infoWindow = new Window_Info(); + this.addWindow(this._infoWindow); + }; + + var _Scene_Item_onItemCancel = Scene_Item.prototype.onItemCancel; + Scene_Item.prototype.onItemCancel = function () { + _Scene_Item_onItemCancel.call(this); + + this._infoWindow.setInfo(null, null); + this._infoWindow.refresh(); + }; + + var _Scene_Item_createCategoryWindow = Scene_Item.prototype.createCategoryWindow; + Scene_Item.prototype.createCategoryWindow = function () { + _Scene_Item_createCategoryWindow.call(this); + this._categoryWindow.x = WcItem_X; + this._categoryWindow.y = WcItem_Y; + }; + + Window_ItemCategory.prototype.maxCols = function () { + return WcItem_maxcols; + }; + Window_ItemCategory.prototype.maxRows = function () { + return WcItem_maxrows; + }; + Window_ItemCategory.prototype.windowWidth = function () { + return WcItem_Width; + }; + Window_ItemCategory.prototype.windowHeight = function () { + return WcItem_Height; + }; + + var _Scene_Item_createItemWindow = Scene_Item.prototype.createItemWindow; + Scene_Item.prototype.createItemWindow = function () { + this._itemWindow = new Window_ItemList(WItem_X, WItem_Y, WItem_Width, WItem_Height); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); + this._categoryWindow.setItemWindow(this._itemWindow); + }; + + Window_Info.prototype.loadImages = function () { + if (this.item()) { + ImageManager.loaddx(this.item().meta[tagHelp]); + } + }; + + var _Scene_Item_update = Scene_Item.prototype.update; + Scene_Item.prototype.update = function () { + _Scene_Item_update.call(this); + + if (this.item()) { + this._infoWindow.setInfo(this.item().meta[tagHelp], this.item().meta[tagImg]); + } + }; + + function Window_Info() { + this.initialize.apply(this, arguments); + } + + Window_Info.prototype = Object.create(Window_Base.prototype); + Window_Info.prototype.constructor = Window_Info; + Window_Info.prototype.initialize = function () { + Window_Base.prototype.initialize.call(this, WinfoItem_X, WinfoItem_Y, WinfoItem_Width, WinfoItem_Height); + }; + + Window_Info.prototype.setInfo = function (str, image) { + this._text = str; + this._image = image; + this.refresh(); + }; + + Window_Info.prototype.refresh = function () { + this.contents.clear(); + this.drawPicture(); + if (this._text) { + if (this._image) { + this.drawTextEx(this._text, WinfoText_X, WinfoText_Y);//エスケープ文字使用可能 + } else { + this.drawTextEx(this._text, 0, 0); + } + } + }; + + Window_Info.prototype.drawPicture = function () { + var bitmapName; + if (this._image) { + bitmapName = this._image; + } + var bitmap = bitmapName ? ImageManager.loaddx(bitmapName) : null; + + if (bitmap) { + this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, WinfoGraphic_X, WinfoGraphic_Y, WinfoGraphic_width, WinfoGraphic_height); + } + } + +})(); \ No newline at end of file diff --git a/www/js/plugins/PD_Transition.js b/www/js/plugins/PD_Transition.js new file mode 100644 index 0000000..65c9fad --- /dev/null +++ b/www/js/plugins/PD_Transition.js @@ -0,0 +1,395 @@ +//============================================================================= +// PD_Transition.js +//============================================================================= + +/* + * @plugindesc Adding to the fadein/fadeout transition effect like to RPG Maker XP/VX. + * @author Shio_inu + * + + * @param Duration + * @desc default duration time (frame) + * @default 24 + + * @help + * Please make the "transitions" folder, and import the image. + * + * Plugin Command: + * Transition set fileName 0 # Set the transiotion image. + * second arguments is Binarization flag. + * + * Transition clear # Release the transiotion image. + * + * Transition duration 24 # Set duration time of the transiotion. + * + * last update : 21st Jan 2017 v1.01 + * + */ + +/*:ja + * @plugindesc 画像によるトランジション演出機能を追加します。 + * @author しおいぬ + * + * @param Duration + * @desc デフォルトの演出時間 (フレーム数) + * @default 24 + * + * @help + * + * トランジション画像は「transitions」フォルダを作成し、その中へ入れて下さい。 + * + * プラグインコマンド: + * Transition set fileName 0 # トランジション画像をセットします。 + * 「トランジション 設定」でも同様の動作を行います。 + * 第2引数は2値化フラグです。「1」にすることでトランジション画像が2値化されて描画されます。 + * + * Transition clear # トランジション画像を解除します。 + * 「トランジション 解除」でも同様の動作を行います。 + * Transition duration 24 # トランジションの演出時間を変更します + * 「トランジション 時間設定」でも同様の動作を行います。 + * + * + * 要望、バグ報告等はTwitter: https://twitter.com/co_inu へ + * last update : 2017/01/21 v1.01 表示順位修正、時間設定機能追加 + * + */ +(function () { + var parameters = PluginManager.parameters('PD_Transition'); + var PD_durationTime = Number(parameters['Duration'] || 24); + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'Transition') { + switch (args[0]) { + case 'set': + $gameSystem.setTransition(String(args[1]), Boolean(Number(args[2]))); + SceneManager._scene.reload(); + break; + case 'clear': + $gameSystem.setTransition(null, false); + SceneManager._scene.reload(); + break; + case 'duration': + $gameSystem.setTransitionDuration(Number(args[1])); + break; + } + } + if (command === 'トランジション') { + switch (args[0]) { + case '設定': + $gameSystem.setTransition(String(args[1]), Boolean(Number(args[2]))); + SceneManager._scene.reload(); + break; + case '解除': + $gameSystem.setTransition(null, 0); + SceneManager._scene.reload(); + break; + case '時間設定': + $gameSystem.setTransitionDuration(Number(args[1])); + break; + } + } + }; + + Game_System.prototype.setTransition = function (fileName, binarization) { + this._transitionFile = fileName; + this._transitionBin = binarization; + }; + Game_System.prototype.getTransitionFileName = function () { + return this._transitionFile; + }; + Game_System.prototype.isTransitionBinarization = function () { + //console.log("Bin:" + this._transitionBin); + return this._transitionBin; + }; + Game_System.prototype.setTransitionDuration = function (duration) { + this._transitionDuration = duration; + }; + Game_System.prototype.getTransitionDuration = function () { + return this._transitionDuration; + }; + + //----------------------------------------------------------------------------- + // Sprite_Transition + // + // トランジション用スプライトの定義です。 + + function Sprite_Transition() { + this.initialize.apply(this, arguments); + } + + Sprite_Transition.prototype = Object.create(Sprite_Base.prototype); + Sprite_Transition.prototype.constructor = Sprite_Transition; + + //イニシャライザ + Sprite_Transition.prototype.initialize = function (white) { + Sprite_Base.prototype.initialize.call(this); + this.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + this.createTransitionData($gameSystem.getTransitionFileName()); + this._durationMax = 0; + this._white = white; + this.z = 4; + } + + //画像のリロードを行う + Sprite_Transition.prototype.reload = function () { + this.createTransitionData($gameSystem.getTransitionFileName()); + } + + //トランジションの元画像を読み込んでトランジション情報を作成する + Sprite_Transition.prototype.createTransitionData = function (fileName) { + if (fileName == "none" || fileName == "無し" || fileName == "なし") { + fileName = null; + } + var bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + this._transitionBitmap = null; + if (fileName) { + //ファイル名が設定されていたら読み込む + var bitmap2 = ImageManager.loadTransition($gameSystem.getTransitionFileName()); + if (bitmap2.width == 0 && bitmap2.height == 0) { + //すぐに読み込めなかったらバックアップ + this._transitionBitmap = bitmap2; + } else { + //キャッシュから読み込んだ場合は描画 + bitmap.blt(bitmap2, 0, 0, bitmap2.width, bitmap2.height, + 0, 0, bitmap.width, bitmap.height); + } + //console.log("bitmap2 : " + bitmap2.width); + } + else { + //設定されていなかったら適当に作る + //bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + bitmap.fillAll('rgb(128, 128, 128)'); + } + //console.log("bitmap : " + bitmap); + this._transitionData = bitmap.getPixelsData(); + //console.log("pixels : " + this._transitionData); + } + + Sprite_Transition.prototype.updateBitmap = function (duration, sign) { + + if ($gameSystem.isTransitionBinarization()) { + //2値化版 + if (sign > 0) { + var threshold = (255 * duration / this._durationMax); + //console.log("threshold : " + threshold); + this.bitmap.createTransitionBinarizationFadeIn(this._transitionData, threshold); + } else { + var threshold = 255 - (255 * duration / this._durationMax); + //console.log("threshold : " + threshold); + this.bitmap.createTransitionBinarizationFadeOut(this._transitionData, threshold, this._white); + } + } + else { + //通常版 + speed = 255 / (this._durationMax / 2); + //console.log("speed : " + speed); + if (sign > 0) { + var threshold = (255 * duration / (this._durationMax / 2)) - 255; + //console.log("threshold : " + threshold); + this.bitmap.createTransitionFadeIn(this._transitionData, threshold, speed); + } else { + var threshold = 510 - (255 * duration / (this._durationMax / 2)); + //console.log("threshold : " + threshold); + this.bitmap.createTransitionFadeOut(this._transitionData, threshold, speed, this._white); + } + } + } + Sprite_Transition.prototype.setDefault = function (sign) { + if (this._transitionBitmap) { + if (!this._transitionBitmap.isReady()) { + return false; + } + var bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + bitmap.blt(this._transitionBitmap, 0, 0, this._transitionBitmap.width, this._transitionBitmap.height, + 0, 0, bitmap.width, bitmap.height); + this._transitionData = bitmap.getPixelsData(); + this._transitionBitmap = null; + } + if (sign > 0) { + //フェードイン + if (this._white) { + this.bitmap.fillAll('rgb(255, 255, 255)'); + } else { + this.bitmap.fillAll('rgb(0, 0, 0)'); + } + } else { + //フェードアウト + if (this._white) { + this.bitmap.fillAll('rgba(255, 255, 255, 0)'); + // 完全に透明なピクセルは黒扱いされる + } else { + this.bitmap.fillAll('rgba(0, 0, 0, 0)'); + } + } + return true; + } + + Sprite_Transition.prototype.setDurationMax = function (d) { + this._durationMax = d; + } + Sprite_Transition.prototype.getDurationMax = function () { + return this._durationMax; + } + Sprite_Transition.prototype.setWhite = function (white) { + this._white = white; + } + + ImageManager.loadTransition = function (filename, hue) { + return this.loadBitmap('img/transitions/', filename, hue, true); + }; + + Scene_Map.prototype.createFadeSprite = function (white) { + if (!this._fadeSprite) { + this._fadeSprite = new Sprite_Transition(white); + this._spriteset.addChild(this._fadeSprite); + } else { + this._fadeSprite.setWhite(white); + } + }; + + Scene_Map.prototype.reload = function () { + if (this._fadeSprite) { + this._fadeSprite.reload(); + } else { + this.createFadeSprite(false); + } + }; + + Scene_Map.prototype.updateFade = function () { + + if (this._fadeDuration > 0) { + if (this._fadeSprite.getDurationMax() == 0) { + var ready = this._fadeSprite.setDefault(this._fadeSign); + if (!ready) { + return; + } + this._fadeSprite.setDurationMax(this._fadeDuration); + } + var d = this._fadeDuration - 1; + this._fadeSprite.opacity = 255; + this._fadeSprite.updateBitmap(d, this._fadeSign); + this._fadeDuration--; + } else if (this._fadeSprite) { + //this._fadeSprite.opacity = 0; + if (this._fadeSprite.getDurationMax() != 0) { + this._fadeSprite.setDurationMax(0); + } + } + }; + + // Fadeout Screen + Game_Interpreter.prototype.command221 = function () { + if (!$gameMessage.isBusy()) { + SceneManager._scene.startFadeOut($gameSystem.getTransitionDuration() || PD_durationTime); + this.wait($gameSystem.getTransitionDuration() || PD_durationTime); + this._index++; + } + return false; + }; + + // Fadein Screen + Game_Interpreter.prototype.command222 = function () { + if (!$gameMessage.isBusy()) { + SceneManager._scene.startFadeIn($gameSystem.getTransitionDuration() || PD_durationTime); + this.wait($gameSystem.getTransitionDuration() || PD_durationTime); + this._index++; + } + return false; + }; + + //トランジションデータを作る + Bitmap.prototype.createTransitionBinarizationFadeIn = function (data, threshold) { + + if (this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + if (pixels[i + 3] == 255) { + var alpha = (data[i] >= threshold) ? 0 : 255; + pixels[i + 3] = alpha; + } + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } + }; + + Bitmap.prototype.createTransitionBinarizationFadeOut = function (data, threshold, white) { + if (this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + if (pixels[i + 3] == 0) { + var alpha = (data[i] > threshold) ? 0 : 255; + pixels[i + 3] = alpha; + } + if (white) { + pixels[i] = 255; + pixels[i + 1] = 255; + pixels[i + 2] = 255; + } + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } + }; + + Bitmap.prototype.createTransitionFadeIn = function (data, threshold, speed) { + + if (this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + if (pixels[i + 3] == 255) { + var alpha = (data[i] >= threshold) ? (255 - speed) : 255; + pixels[i + 3] = alpha; + } else if (pixels[i + 3] != 0) { + pixels[i + 3] -= speed; + } + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } + }; + + Bitmap.prototype.createTransitionFadeOut = function (data, threshold, speed, white) { + if (this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + if (pixels[i + 3] == 0) { + var alpha = (data[i] <= threshold) ? speed : 0; + pixels[i + 3] = alpha; + } else if (pixels[i + 3] != 255) { + pixels[i + 3] += speed; + } + if (white) { + pixels[i] = 255; + pixels[i + 1] = 255; + pixels[i + 2] = 255; + } + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } + }; + + //画像データの配列情報を取得する + Bitmap.prototype.getPixelsData = function () { + + if (this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + return pixels; + } + }; + +})(); diff --git a/www/js/plugins/Parallaxtiratira.js b/www/js/plugins/Parallaxtiratira.js new file mode 100644 index 0000000..612328a --- /dev/null +++ b/www/js/plugins/Parallaxtiratira.js @@ -0,0 +1,34 @@ +//============================================================================= +// Parallaxtiratira.js +//============================================================================= + +/*:ja + * @plugindesc ver1.00 ゲーム開始時にタイルセットロードの猶予を与えます。 + * @author まっつUP + * + * @help + * + * RPGで笑顔を・・・ + * + * このヘルプとパラメータの説明をよくお読みになってからお使いください。 + * + * このプラグインを利用する場合は + * 素材のみの販売はダメです。 + * 上記以外の規約等はございません。 + * もちろんツクールMVで使用する前提です。 + * 何か不具合ありましたら気軽にどうぞ。 + * + * 免責事項: + * このプラグインを利用したことによるいかなる損害も制作者は一切の責任を負いません。 + * + */ + +(function () { + + var _Game_Player_fadeType = Game_Player.prototype.fadeType; + Game_Player.prototype.fadeType = function () { + if (!this._fadeType) return 0; + return _Game_Player_fadeType.call(this); + }; + +})(); diff --git a/www/js/plugins/PictureCallCommon.js b/www/js/plugins/PictureCallCommon.js new file mode 100644 index 0000000..8e95c59 --- /dev/null +++ b/www/js/plugins/PictureCallCommon.js @@ -0,0 +1,1182 @@ +//============================================================================= +// PictureCallCommon.js +// ---------------------------------------------------------------------------- +// (C)2015 Triacontane +// This plugin is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.14.1 2020/05/16 ヘルプのコマンド部分の紛らわしい記述を修正 +// 1.14.0 2020/05/13 指定したスイッチがONのときのみ「タッチ操作抑制」を有効にできる設定を追加 +// 1.13.1 2020/05/06 マップズームを実行したときの座標の取得計算が間違っていた問題を修正 +// 1.13.0 2019/12/22 ピクチャコモンを並列処理として実行する設定を追加。 +// 1.12.2 2019/03/31 キーバインドで追加でキーを指定した場合に、ボタン名称が小文字でないと反応しない仕様を変更 +// 1.12.1 2019/03/19 コミュニティ版コアスクリプト1.3以降でピクチャコモンから移動ルートの設定を実行するとエラーになっていた問題を修正 +// 1.12.0 2018/11/02 すべてのピクチャタッチを無効にできるスイッチを追加 +// 1.11.0 2018/08/10 なでなで機能に透過設定が正しく適用されない問題を修正 +// なでなで機能にもプラグインコマンドから透過設定を変更できる機能を追加 +// 1.10.8 2018/06/16 Boolean型のパラメータが一部正常に取得できていなかった問題を修正 +// 1.10.7 2018/06/01 イベント「戦闘の処理」による戦闘の場合、「戦闘中に常にコモン実行」の機能が使えない問題を修正 +// 1.10.6 2018/04/12 ヘルプの記述を微修正 +// 1.10.5 2017/12/17 コモンイベントを実行するタイプのボタンは、イベント実行中に無効になるよう仕様変更 +// 1.10.4 2017/11/01 ピクチャコモンが呼ばれる瞬間に対象ピクチャが表示されていない場合はイベントを呼ばない仕様に変更 +// 1.10.3 2017/10/28 ピクチャタッチイベントの呼び出し待機中に戦闘に突入すると、戦闘画面表示後に実行されてしまう問題を修正 +// 1.10.2 2017/10/21 戦闘画面に突入する際のエフェクトで、マウスオーバーイベントが予期せず発生する場合がある問題を修正 +// 1.10.1 2017/05/27 動的文字列ピクチャプラグインのウィンドウフレームクリックをピクチャクリックに対応 +// 1.9.3 2017/05/27 競合の可能性のある記述(Objectクラスへのプロパティ追加)をリファクタリング(by liplyさん) +// 1.9.2 2017/03/16 1.9.0で戦闘中にコモンイベント実行が正しく動作していなかった問題を修正 +// 1.9.1 2017/03/16 透明色を考慮する場合、不透明度が0のピクチャは一切反応しなくなるように仕様変更 +// 1.9.0 2017/03/13 戦闘中常にピクチャクリックイベントを実行できる機能を追加 +// 1.8.2 2017/02/14 1.8.0の修正により、ピクチャクリック時に変数に値を格納する機能が無効化されていたのを修正 +// 1.8.1 2017/02/07 端末依存の記述を削除 +// 1.8.0 2017/02/03 ピクチャクリックを任意のボタンにバインドできる機能を追加 +// 1.7.0 2017/02/02 マップのズームおよびシェイク中でも正確にピクチャをクリックできるようになりました。 +// マウスポインタがピクチャ内にあるかどうかをスクリプトで判定できる機能を追加。 +// 1.6.0 2016/12/29 ピクチャクリックでイベントが発生したらマップタッチを無効化するよう仕様修正 +// 1.5.1 2016/11/20 1.5.0で混入した不要なコードを削除 +// 1.5.0 2016/11/19 ピクチャクリック時にコモンイベントではなくスイッチをONにできる機能を追加 +// 1.4.0 2016/08/20 ピクチャごとに透明色を考慮するかどうかを設定できる機能を追加 +// プラグインを適用していないセーブデータをロードした場合に発生するエラーを修正 +// 1.3.5 2016/04/20 リファクタリングによりピクチャの優先順位が逆転していたのをもとに戻した +// 1.3.4 2016/04/08 ピクチャが隣接する状態でマウスオーバーとマウスアウトが正しく機能しない場合がある問題を修正 +// 1.3.3 2016/03/19 トリガー条件を満たした場合に以後のタッチ処理を抑制するパラメータを追加 +// 1.3.2 2016/02/28 処理の負荷を少し軽減 +// 1.3.1 2016/02/21 トリガーにマウスを押したまま移動を追加 +// 1.3.0 2016/01/24 ピクチャをなでなでする機能を追加 +// トリガーにマウスムーブを追加 +// ピクチャが回転しているときに正しく位置を補足できるよう修正 +// 1.2.1 2016/01/21 呼び出すコモンイベントの上限を100から1000(DB上の最大値)に修正 +// 競合対策(YEP_MessageCore.js) +// 1.2.0 2016/01/14 ホイールクリック、ダブルクリックなどトリガーを10種類に拡充 +// 1.1.3 2016/01/02 競合対策(TDDP_BindPicturesToMap.js) +// 1.1.2 2015/12/20 長押しイベント発生時に1秒間のインターバルを設定するよう仕様変更 +// 1.1.1 2015/12/10 ピクチャを消去後にマウスオーバーするとエラーになる現象を修正 +// 1.1.0 2015/11/23 コモンイベントを呼び出した対象のピクチャ番号を特定する機能を追加 +// 設定で透明色を考慮する機能を追加 +// トリガーとして「右クリック」や「長押し」を追加 +// 1.0.0 2015/11/14 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*:ja + * @plugindesc ピクチャのボタン化プラグイン + * @author トリアコンタン + * + * @param 透明色を考慮 + * @desc クリックされた箇所が透明色だった場合は、クリックを無効にする。 + * @default true + * @type boolean + * + * @param ピクチャ番号の変数番号 + * @desc ピクチャクリック時にピクチャ番号を格納するゲーム変数の番号。 + * @default 0 + * @type variable + * + * @param ポインタX座標の変数番号 + * @desc マウスカーソルもしくはタッチした位置のX座標を常に格納するゲーム変数の番号 + * @default 0 + * @type variable + * + * @param ポインタY座標の変数番号 + * @desc マウスカーソルもしくはタッチした位置のY座標を常に格納するゲーム変数の番号 + * @default 0 + * @type variable + * + * @param タッチ操作抑制 + * @desc トリガー条件を満たした際にタッチ情報をクリアします。(ON/OFF) + * 他のタッチ操作と動作が重複する場合にONにします。 + * @default false + * @type boolean + * + * @param タッチ操作抑制スイッチ + * @desc 指定した場合、対象スイッチがONのときのみ「タッチ操作抑制」が有効になります。 + * @default 0 + * @type switch + * + * @param 戦闘中常にコモン実行 + * @desc 戦闘中にピクチャをクリックしたとき、常にコモンイベントを実行します。(ON/OFF) + * @default false + * @type boolean + * + * @param 並列処理として実行 + * @desc ピクチャクリックによるコモンイベント実行を並列処理扱いで実行します。 + * @default false + * @type boolean + * + * @param 無効スイッチ + * @desc 指定した番号のスイッチがONになっている場合、すべてのピクチャタッチが無効になります。 + * @default 0 + * @type switch + * + * @help ピクチャをクリックすると、指定したコモンイベントが + * 呼び出される、もしくは任意のスイッチをONにするプラグインコマンドを提供します。 + * このプラグインを利用すれば、JavaScriptの知識がなくても + * 誰でも簡単にクリックやタッチを主体にしたゲームを作れます。 + * + * 戦闘中でも実行可能ですが、ツクールMVの仕様により限られたタイミングでしか + * イベントは実行されません。パラメータ「戦闘中常にコモン実行」を有効にすると + * 常にイベントが実行されるようになりますが、 + * 一部イベントコマンドは正しく動作しない制約があります。 + * + * 注意! + * 一度関連づけたピクチャとコモンイベントはピクチャを消去しても有効です。 + * ピクチャが存在しなければどこをクリックしても反応しませんが、 + * 同じ番号で再度、ピクチャの表示を行うと反応するようになります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (引数の間は半角スペースで区切る) + * + * ピクチャのボタン化 or + * P_CALL_CE [ピクチャ番号] [コモンイベントID] [トリガー] [透明色を考慮] + * ピクチャの領域内でトリガー条件を満たした場合に呼び出されるコモンイベントを関連づけます。 + *   トリガーは以下の通りです。(省略すると 1 になります) + * 1 : クリックした場合 + * 2 : 右クリックした場合 + * 3 : 長押しした場合 + * 4 : マウスをピクチャに重ねた場合 + * 5 : マウスをピクチャから放した場合 + * 6 : クリックを解放(リリース)した場合 + * 7 : クリックした場合(かつ長押しの際の繰り返しを考慮) + * 8 : クリックしている間ずっと + * 9 : ホイールクリックした場合(PCの場合のみ有効) + * 10 : ダブルクリックした場合 + * 11 : マウスをピクチャ内で移動した場合 + * 12 : マウスを押しつつピクチャ内で移動した場合 + * + * 透明色を考慮のパラメータ(ON/OFF)を指定するとピクチャごとに透明色を考慮するかを + * 設定できます。何も設定しないとプラグインパラメータの設定が適用されます。(従来の仕様) + * + * 例:P_CALL_CE 1 3 7 ON + *  :ピクチャのボタン化 \v[1] \v[2] \v[3] OFF + * + * ピクチャのスイッチ化 or + * P_CALL_SWITCH [ピクチャ番号] [スイッチID] [トリガー] [透明色を考慮] + *   ピクチャの領域内でトリガー条件を満たした場合に、任意のスイッチをONにします。 + *   トリガーの設定などは、ピクチャのボタン化と同一です。 + * + * ピクチャのキーバインド or + * P_CALL_KEY_BIND [ピクチャ番号] [ボタン名称] [トリガー] [透明色を考慮] + *   ピクチャの領域内でトリガー条件を満たした場合に、任意のボタンを押したことにします。 + *   ボタン名の設定は以下の通りです。(Windows基準) + * ok : Enter,Z + * shift : Shift + * control : Ctrl,Alt + * escape : Esc,X + * left : ← + * up : ↑ + * right : → + * down : ↓ + * + * ピクチャのボタン化解除 or + * P_CALL_CE_REMOVE [ピクチャ番号] + * ピクチャとコモンイベントもしくはスイッチの関連づけを解除します。 + * 全てのトリガーが削除対象です。 + * + * 例:P_CALL_CE_REMOVE 1 + *  :ピクチャのボタン化解除 \v[1] + * + * ピクチャのなでなで設定 or + * P_STROKE [ピクチャ番号] [変数番号] [透明色を考慮] + *   指定したピクチャの上でマウスやタッチを動かすと、 + *   速さに応じた値が指定した変数に値が加算されるようになります。 + *   この設定はピクチャを差し替えたり、一時的に非表示にしても有効です。 + *   10秒でだいたい1000くらいまで溜まります。 + * + * 例:P_STROKE 1 2 ON + *  :ピクチャのなでなで設定 \v[1] \v[2] OFF + * + * ピクチャのなでなで解除 or + * P_STROKE_REMOVE [ピクチャ番号] + *   指定したピクチャのなでなで設定を解除します。 + * + * 例:P_STROKE_REMOVE 1 + *  :ピクチャのなでなで解除 \v[1] + * + * ピクチャのポインタ化 or + * P_POINTER [ピクチャ番号] + *   指定したピクチャがタッチ座標を自動で追従するようになります。 + *   タッチしていないと自動で非表示になります。 + * + * 例:P_POINTER 1 + *  :ピクチャのポインタ化 \v[1] + * + * ピクチャのポインタ化解除 or + * P_POINTER_REMOVE [ピクチャ番号] + *   指定したピクチャのポインタ化を解除します。 + * + * 例:P_POINTER_REMOVE 1 + *  :ピクチャのポインタ化解除 \v[1] + * + * ・スクリプト(上級者向け) + * $gameScreen.isPointerInnerPicture([ID]); + * + * 指定した[ID]のピクチャ内にマウスポインタもしくはタッチ座標が存在する場合に + * trueを返します。このスクリプトは[P_CALL_CE]を使用していなくても有効です。 + * + * 例:$gameScreen.isPointerInnerPicture(5); + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +/*: + * @plugindesc Clickable picture plugin + * @author triacontane + * + * @param TransparentConsideration + * @desc if click position is transparent, click is disabled. + * @default true + * @type boolean + * + * @param GameVariablePictureNum + * @desc Game variable number that stores the picture number when common event called. + * @default 0 + * @type variable + * + * @param GameVariableTouchX + * @desc Game variable number that stores touch x position + * @default 0 + * @type variable + * + * @param GameVariableTouchY + * @desc Game variable number that stores touch y position + * @default 0 + * @type variable + * + * @param SuppressTouch + * @desc Suppress touch event for others(ON/OFF) + * @default false + * @type boolean + * + * @param SuppressTouchSwitch + * @desc If this is specified, the "SuppressTouch" is enabled only when the target switch is on. + * @default 0 + * @type switch + * + * @param AlwaysCommonInBattle + * @desc Always execute common event in battle(ON/OFF) + * @default false + * @type boolean + * + * @param AsParallelCommon + * @desc ピクチャクリックによるコモンイベント実行を並列処理扱いで実行します。 + * @default false + * @type boolean + * + * @param InvalidSwitchId + * @desc 指定した番号のスイッチがONになっている場合、すべてのピクチャタッチが無効になります。 + * @default 0 + * @type switch + * + * @help When clicked picture, call common event. + * + * Plugin Command + * + * P_CALL_CE [Picture number] [Common event ID] [Trigger] [TransparentConsideration]: + * When picture was clicked, assign common event id. + *   Trigger are As below(if omit, It is specified to 1) + * 1 : Left click + * 2 : Right click + * 3 : Long click + * 4 : Mouse over + * 5 : Mouse out + * 6 : Mouse release + * 7 : Mouse repeat click + * 8 : Mouse press + * 9 : Wheel click + * 10 : Double click + * 11 : Mouse move + * 12 : Mouse move and press + * + * P_CALL_CE_REMOVE [Picture number] : + * break relation from picture to common event. + * + * - Script + * $gameScreen.isPointerInnerPicture([ID]); + * + * If mouse pointer inner the picture, return true. + * + * ex:$gameScreen.isPointerInnerPicture(5); + * + * This plugin is released under the MIT License. + */ +(function () { + 'use strict'; + var pluginName = 'PictureCallCommon'; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE'; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg), 10) || 0).clamp(min, max); + }; + + var getArgBoolean = function (arg) { + return (arg || '').toUpperCase() === 'ON'; + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + return window ? window.convertEscapeCharacters(text) : text; + }; + + var iterate = function (that, handler) { + Object.keys(that).forEach(function (key, index) { + handler.call(that, key, that[key], index); + }); + }; + + //============================================================================= + // パラメータの取得とバリデーション + //============================================================================= + var paramGameVariableTouchX = getParamNumber(['GameVariableTouchX', 'ポインタX座標の変数番号'], 0); + var paramGameVariableTouchY = getParamNumber(['GameVariableTouchY', 'ポインタY座標の変数番号'], 0); + var paramGameVariablePictNum = getParamNumber(['GameVariablePictureNum', 'ピクチャ番号の変数番号'], 0); + var paramTransparentConsideration = getParamBoolean(['TransparentConsideration', '透明色を考慮']); + var paramSuppressTouch = getParamBoolean(['SuppressTouch', 'タッチ操作抑制']); + var paramSuppressTouchSwitch = getParamNumber(['SuppressTouchSwitch', 'タッチ操作抑制スイッチ']); + var paramAlwaysCommonInBattle = getParamBoolean(['AlwaysCommonInBattle', '戦闘中常にコモン実行']); + var paramInvalidSwitchId = getParamNumber(['InvalidSwitchId', '無効スイッチ'], 0); + var paramAsParallelCommon = getParamBoolean(['AsParallelCommon', '並列処理として実行']); + + //============================================================================= + // Game_Interpreter + // プラグインコマンド[P_CALL_CE]などを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + var pictureId, touchParam, trigger, variableNum, transparent; + switch (getCommandName(command)) { + case 'P_CALL_CE': + case 'ピクチャのボタン化': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + touchParam = getArgNumber(args[1], 1, $dataCommonEvents.length - 1); + trigger = getArgNumber(args[2], 1); + transparent = (args.length > 3 ? getArgBoolean(args[3]) : null); + $gameScreen.setPictureCallCommon(pictureId, touchParam, trigger, transparent); + break; + case 'P_CALL_SWITCH': + case 'ピクチャのスイッチ化': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + touchParam = getArgNumber(args[1], 1); + trigger = getArgNumber(args[2], 1); + transparent = (args.length > 3 ? getArgBoolean(args[3]) : null); + $gameScreen.setPictureCallCommon(pictureId, touchParam * -1, trigger, transparent); + break; + case 'P_CALL_KEY_BIND': + case 'ピクチャのキーバインド': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + touchParam = convertEscapeCharacters(args[1]); + trigger = getArgNumber(args[2], 1); + transparent = (args.length > 3 ? getArgBoolean(args[3]) : null); + $gameScreen.setPictureCallCommon(pictureId, touchParam, trigger, transparent); + break; + case 'P_CALL_CE_REMOVE': + case 'ピクチャのボタン化解除': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + $gameScreen.setPictureRemoveCommon(pictureId); + break; + case 'P_STROKE': + case 'ピクチャのなでなで設定': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + variableNum = getArgNumber(args[1], 1, $dataSystem.variables.length - 1); + transparent = (args.length > 2 ? getArgBoolean(args[2]) : null); + $gameScreen.setPictureStroke(pictureId, variableNum, transparent); + break; + case 'P_STROKE_REMOVE': + case 'ピクチャのなでなで解除': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + $gameScreen.removePictureStroke(pictureId); + break; + case 'P_POINTER': + case 'ピクチャのポインタ化': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + $gameScreen.setPicturePointer(pictureId); + break; + case 'P_POINTER_REMOVE': + case 'ピクチャのポインタ化解除': + pictureId = getArgNumber(args[0], 1, $gameScreen.maxPictures()); + $gameScreen.removePicturePointer(pictureId); + break; + } + }; + + var _Game_Interpreter_terminate = Game_Interpreter.prototype.terminate; + Game_Interpreter.prototype.terminate = function () { + _Game_Interpreter_terminate.apply(this, arguments); + this._setupFromPicture = false; + }; + + Game_Interpreter.prototype.setupFromPicture = function (eventList, commonId) { + this.setup(eventList, null); + if (this.setEventInfo) { + this.setEventInfo({ eventType: 'common_event', commonEventId: commonId }); + } + this._setupFromPicture = true; + }; + + Game_Interpreter.prototype.isSetupFromPicture = function () { + return this._setupFromPicture; + }; + + //============================================================================= + // Game_Temp + // 呼び出し予定のコモンイベントIDのフィールドを追加定義します。 + //============================================================================= + var _Game_Temp_initialize = Game_Temp.prototype.initialize; + Game_Temp.prototype.initialize = function () { + _Game_Temp_initialize.call(this); + this.clearPictureCallInfo(); + }; + + Game_Temp.prototype.clearPictureCallInfo = function () { + this._pictureCommonId = 0; + this._touchPictureId = 0; + }; + + Game_Temp.prototype.setPictureCallInfo = function (pictureCommonId) { + this._pictureCommonId = pictureCommonId; + }; + + Game_Temp.prototype.pictureCommonId = function () { + if (!$gameScreen.picture(this._touchPictureId)) { + this.clearPictureCallInfo(); + } + return this._pictureCommonId; + }; + + Game_Temp.prototype.onTouchPicture = function (param, pictureId) { + this._touchPictureParam = param; + if (this.isTouchPictureSetSwitch()) { + $gameSwitches.setValue(param * -1, true); + } + if (this.isTouchPictureCallCommon()) { + if (!paramAsParallelCommon && $gameMap.isEventRunning() && !$gameParty.inBattle()) { + this._touchPictureParam = null; + return; + } + this.setPictureCallInfo(param); + } + if (this.isTouchPictureButtonTrigger()) { + Input.bindKeyState(param); + } + if (paramGameVariablePictNum > 0) { + $gameVariables.setValue(paramGameVariablePictNum, pictureId); + } + this._touchPictureId = pictureId; + }; + + Game_Temp.prototype.isTouchPictureButtonTrigger = function () { + return isNaN(this._touchPictureParam); + }; + + Game_Temp.prototype.isTouchPictureSetSwitch = function () { + return !isNaN(this._touchPictureParam) && this._touchPictureParam < 0; + }; + + Game_Temp.prototype.isTouchPictureCallCommon = function () { + return !isNaN(this._touchPictureParam) && this._touchPictureParam > 0; + }; + + //============================================================================= + // Game_System + // ロード時にピクチャ関連メンバを初期化します。 + //============================================================================= + var _Game_System_onAfterLoad = Game_System.prototype.onAfterLoad; + Game_System.prototype.onAfterLoad = function () { + _Game_System_onAfterLoad.apply(this, arguments); + $gameScreen.initPictureArray(); + }; + + //============================================================================= + // Game_Map + // ピクチャがタッチされたときのコモンイベント呼び出し処理を追加定義します。 + //============================================================================= + var _Game_Map_setupStartingEvent = Game_Map.prototype.setupStartingEvent; + Game_Map.prototype.setupStartingEvent = function () { + var result = _Game_Map_setupStartingEvent.call(this); + return result || this.setupPictureCommonEvent(); + }; + + var _Game_Map_updateInterpreter = Game_Map.prototype.updateInterpreter; + Game_Map.prototype.updateInterpreter = function () { + _Game_Map_updateInterpreter.apply(this, arguments); + this.setupPictureParallelCommonEvent(); + }; + + Game_Map.prototype.setupPictureParallelCommonEvent = function () { + if (!paramAsParallelCommon) { + return; + } + var commonId = $gameTemp.pictureCommonId(); + var event = $dataCommonEvents[commonId]; + if (event) { + if (!this._pictureCommonEvents) { + this._pictureCommonEvents = []; + } + var interpreter = new Game_Interpreter(); + interpreter.setupFromPicture(event.list, commonId); + this._pictureCommonEvents.push(interpreter); + $gameTemp.clearPictureCallInfo(); + } + }; + + Game_Map.prototype.setupPictureCommonEvent = function () { + if (paramAsParallelCommon) { + return false; + } + var commonId = $gameTemp.pictureCommonId(); + var event = $dataCommonEvents[commonId]; + var result = false; + if (!this.isEventRunning() && event) { + this._interpreter.setupFromPicture(event.list, commonId); + result = true; + } + $gameTemp.clearPictureCallInfo(); + return result; + }; + + var _Game_Map_updateEvents = Game_Map.prototype.updateEvents; + Game_Map.prototype.updateEvents = function () { + _Game_Map_updateEvents.apply(this, arguments); + if (this._pictureCommonEvents && this._pictureCommonEvents.length > 0) { + this.updatePictureCommonEvents(); + } + }; + + Game_Map.prototype.updatePictureCommonEvents = function () { + this._pictureCommonEvents.forEach(function (event) { + event.update(); + }); + this._pictureCommonEvents = this._pictureCommonEvents.filter(function (event) { + return event.isRunning(); + }) + }; + + //============================================================================= + // Game_Troop + // ピクチャがタッチされたときのコモンイベント呼び出し処理を追加定義します。 + //============================================================================= + Game_Troop.prototype.setupPictureCommonEvent = Game_Map.prototype.setupPictureCommonEvent; + + Game_Troop.prototype.isExistPictureCommon = function () { + return this._interpreter.isSetupFromPicture(); + }; + + //============================================================================= + // Game_Screen + // ピクチャに対応するコモンイベント呼び出し用のID配列を追加定義します。 + //============================================================================= + var _Game_Screen_initialize = Game_Screen.prototype.initialize; + Game_Screen.prototype.initialize = function () { + _Game_Screen_initialize.apply(this, arguments); + this.initPictureArray(); + }; + + Game_Screen.prototype.initPictureArray = function () { + this._pictureCidArray = this._pictureCidArray || []; + this._pictureSidArray = this._pictureSidArray || []; + this._picturePidArray = this._picturePidArray || []; + this._pictureTransparentArray = this._pictureTransparentArray || []; + }; + + var _Game_Screen_update = Game_Screen.prototype.update; + Game_Screen.prototype.update = function () { + _Game_Screen_update.apply(this, arguments); + this.updatePointer(); + }; + + Game_Screen.prototype.updatePointer = function () { + if (paramGameVariableTouchX) + $gameVariables._data[paramGameVariableTouchX] = TouchInput.x; + if (paramGameVariableTouchY) + $gameVariables._data[paramGameVariableTouchY] = TouchInput.y; + }; + + Game_Screen.prototype.setPictureCallCommon = function (pictureId, touchParameter, trigger, transparent) { + var realPictureId = this.realPictureId(pictureId); + if (this._pictureCidArray[realPictureId] == null) this._pictureCidArray[realPictureId] = []; + this._pictureCidArray[realPictureId][trigger] = touchParameter; + this._pictureTransparentArray[realPictureId] = transparent; + }; + + Game_Screen.prototype.setPictureRemoveCommon = function (pictureId) { + this._pictureCidArray[this.realPictureId(pictureId)] = []; + }; + + Game_Screen.prototype.setPictureStroke = function (pictureId, variableNum, transparent) { + var realPictureId = this.realPictureId(pictureId); + this._pictureSidArray[realPictureId] = variableNum; + this._pictureTransparentArray[realPictureId] = transparent; + }; + + Game_Screen.prototype.removePictureStroke = function (pictureId) { + this._pictureSidArray[this.realPictureId(pictureId)] = null; + }; + + Game_Screen.prototype.setPicturePointer = function (pictureId) { + this._picturePidArray[this.realPictureId(pictureId)] = true; + }; + + Game_Screen.prototype.removePicturePointer = function (pictureId) { + this._picturePidArray[this.realPictureId(pictureId)] = null; + }; + + Game_Screen.prototype.getPictureCid = function (pictureId) { + return this._pictureCidArray[this.realPictureId(pictureId)]; + }; + + Game_Screen.prototype.getPictureSid = function (pictureId) { + return this._pictureSidArray[this.realPictureId(pictureId)]; + }; + + Game_Screen.prototype.getPicturePid = function (pictureId) { + return this._picturePidArray[this.realPictureId(pictureId)]; + }; + + Game_Screen.prototype.getPictureTransparent = function (pictureId) { + return this._pictureTransparentArray[this.realPictureId(pictureId)]; + }; + + Game_Screen.prototype.disConvertPositionX = function (x) { + var unshiftX = x - this.zoomX() * (1 - this.zoomScale()); + return Math.round(unshiftX / this.zoomScale()); + }; + + Game_Screen.prototype.disConvertPositionY = function (y) { + var unshiftY = y - this.zoomY() * (1 - this.zoomScale()); + return Math.round(unshiftY / this.zoomScale()); + }; + + Game_Screen.prototype.isPointerInnerPicture = function (pictureId) { + var picture = SceneManager.getPictureSprite(pictureId); + return picture ? picture.isIncludePointer() : false; + }; + + //============================================================================= + // SceneManager + // ピクチャスプライトを取得します。 + //============================================================================= + SceneManager.getPictureSprite = function (pictureId) { + return this._scene.getPictureSprite(pictureId); + }; + + //============================================================================= + // BattleManager + // ピクチャコモンを常に実行できるようにします。 + //============================================================================= + BattleManager.updatePictureCommon = function () { + if ($gameTroop.isExistPictureCommon() && paramAlwaysCommonInBattle) { + this.updateEventMain(); + return true; + } + return false; + }; + + //============================================================================= + // Scene_Base + // ピクチャに対する繰り返し処理を追加定義します。 + //============================================================================= + Scene_Base.prototype.updateTouchPictures = function () { + if (paramInvalidSwitchId && $gameSwitches.value(paramInvalidSwitchId)) { + return; + } + this._spriteset.iteratePictures(function (picture) { + if (typeof picture.callTouch === 'function') picture.callTouch(); + return $gameTemp.pictureCommonId() === 0; + }); + }; + + Scene_Base.prototype.getPictureSprite = function (pictureId) { + var result = null; + this._spriteset.iteratePictures(function (picture) { + if (picture.isIdEquals(pictureId)) { + result = picture; + return false; + } + return true; + }); + return result; + }; + + //============================================================================= + // Scene_Map + // ピクチャのタッチ状態からのコモンイベント呼び出し予約を追加定義します。 + //============================================================================= + var _Scene_Map_update = Scene_Map.prototype.update; + Scene_Map.prototype.update = function () { + this.updateTouchPictures(); + _Scene_Map_update.apply(this, arguments); + }; + + var _Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch; + Scene_Map.prototype.processMapTouch = function () { + _Scene_Map_processMapTouch.apply(this, arguments); + if ($gameTemp.isDestinationValid() && $gameTemp.pictureCommonId() > 0) { + $gameTemp.clearDestination(); + } + }; + + var _Scene_Map_terminate = Scene_Map.prototype.terminate; + Scene_Map.prototype.terminate = function () { + _Scene_Map_terminate.apply(this, arguments); + $gameTemp.clearPictureCallInfo(); + }; + + //============================================================================= + // Scene_Battle + // ピクチャのタッチ状態からのコモンイベント呼び出し予約を追加定義します。 + //============================================================================= + var _Scene_Battle_update = Scene_Battle.prototype.update; + Scene_Battle.prototype.update = function () { + this.updateTouchPictures(); + $gameTroop.setupPictureCommonEvent(); + _Scene_Battle_update.apply(this, arguments); + }; + + var _Scene_Battle_updateBattleProcess = Scene_Battle.prototype.updateBattleProcess; + Scene_Battle.prototype.updateBattleProcess = function () { + var result = BattleManager.updatePictureCommon(); + if (result) return; + _Scene_Battle_updateBattleProcess.apply(this, arguments); + }; + + var _Scene_Battle_terminate = Scene_Battle.prototype.terminate; + Scene_Battle.prototype.terminate = function () { + _Scene_Battle_terminate.apply(this, arguments); + $gameTemp.clearPictureCallInfo(); + }; + + //============================================================================= + // Spriteset_Base + // ピクチャに対するイテレータを追加定義します。 + //============================================================================= + Spriteset_Base.prototype.iteratePictures = function (callBackFund) { + var containerChildren = this._pictureContainer.children; + if (!Array.isArray(containerChildren)) { + iterate(this._pictureContainer, function (property) { + if (this._pictureContainer[property].hasOwnProperty('children')) { + containerChildren = this._pictureContainer[property].children; + this._iteratePicturesSub(containerChildren, callBackFund); + } + }.bind(this)); + } else { + this._iteratePicturesSub(containerChildren, callBackFund); + } + }; + + Spriteset_Base.prototype._iteratePicturesSub = function (containerChildren, callBackFund) { + for (var i = containerChildren.length - 1; i >= 0; i--) { + if (!callBackFund(containerChildren[i])) { + break; + } + } + }; + + //============================================================================= + // Sprite_Picture + // ピクチャのタッチ状態からのコモンイベント呼び出し予約を追加定義します。 + //============================================================================= + var _Sprite_Picture_initialize = Sprite_Picture.prototype.initialize; + Sprite_Picture.prototype.initialize = function (pictureId) { + _Sprite_Picture_initialize.call(this, pictureId); + this._triggerHandler = []; + this._triggerHandler[1] = this.isTriggered; + this._triggerHandler[2] = this.isCancelled; + this._triggerHandler[3] = this.isLongPressed; + this._triggerHandler[4] = this.isOnFocus; + this._triggerHandler[5] = this.isOutFocus; + this._triggerHandler[6] = this.isReleased; + this._triggerHandler[7] = this.isRepeated; + this._triggerHandler[8] = this.isPressed; + this._triggerHandler[9] = this.isWheelTriggered; + this._triggerHandler[10] = this.isDoubleTriggered; + this._triggerHandler[11] = this.isMoved; + this._triggerHandler[12] = this.isMovedAndPressed; + this._onMouse = false; + this._outMouse = false; + this._wasOnMouse = false; + }; + + var _Sprite_update = Sprite_Picture.prototype.update; + Sprite_Picture.prototype.update = function () { + _Sprite_update.apply(this, arguments); + this.updateTouch(); + }; + + Sprite_Picture.prototype.updateTouch = function () { + this.updateMouseMove(); + this.updateStroke(); + this.updatePointer(); + }; + + Sprite_Picture.prototype.updateMouseMove = function () { + if (this.isIncludePointer()) { + if (!this._wasOnMouse) { + this._onMouse = true; + this._wasOnMouse = true; + } + } else if (this._wasOnMouse) { + this._outMouse = true; + this._wasOnMouse = false; + } + }; + + Sprite_Picture.prototype.isIncludePointer = function () { + return this.isTouchable() && this.isTouchPosInRect() && !this.isTransparent(); + }; + + Sprite_Picture.prototype.updateStroke = function () { + var strokeNum = $gameScreen.getPictureSid(this._pictureId); + if (strokeNum > 0 && TouchInput.isPressed() && this.isIncludePointer()) { + var value = $gameVariables.value(strokeNum); + $gameVariables.setValue(strokeNum, value + TouchInput.pressedDistance); + } + }; + + Sprite_Picture.prototype.updatePointer = function () { + var strokeNum = $gameScreen.getPicturePid(this._pictureId); + if (strokeNum > 0) { + this.opacity = TouchInput.isPressed() ? 255 : 0; + this.x = TouchInput.x; + this.y = TouchInput.y; + this.anchor.x = 0.5; + this.anchor.y = 0.5; + } + }; + + Sprite_Picture.prototype.callTouch = function () { + var commandIds = $gameScreen.getPictureCid(this._pictureId); + if (!commandIds || SceneManager.isNextScene(Scene_Battle)) { + return; + } + for (var i = 0, n = this._triggerHandler.length; i < n; i++) { + var handler = this._triggerHandler[i]; + if (handler && commandIds[i] && handler.call(this) && (this.triggerIsFocus(i) || !this.isTransparent())) { + this.fireTouchEvent(commandIds, i); + } + } + }; + + Sprite_Picture.prototype.fireTouchEvent = function (commandIds, i) { + if (this.isTouchSuppress()) { + TouchInput.suppressEvents(); + } + if (this.triggerIsLongPressed(i)) TouchInput._pressedTime = -60; + if (this.triggerIsOnFocus(i)) this._onMouse = false; + if (this.triggerIsOutFocus(i)) this._outMouse = false; + $gameTemp.onTouchPicture(commandIds[i], this._pictureId); + }; + + Sprite_Picture.prototype.isTouchSuppress = function () { + return paramSuppressTouchSwitch > 0 ? $gameSwitches.value(paramSuppressTouchSwitch) : paramSuppressTouch; + }; + + Sprite_Picture.prototype.triggerIsLongPressed = function (triggerId) { + return triggerId === 3; + }; + + Sprite_Picture.prototype.triggerIsOnFocus = function (triggerId) { + return triggerId === 4; + }; + + Sprite_Picture.prototype.triggerIsOutFocus = function (triggerId) { + return triggerId === 5; + }; + + Sprite_Picture.prototype.triggerIsFocus = function (triggerId) { + return this.triggerIsOnFocus(triggerId) || this.triggerIsOutFocus(triggerId); + }; + + Sprite_Picture.prototype.isTransparent = function () { + if (this.isTouchPosInFrameWindow()) return false; + if (!this.isValidTransparent()) return false; + if (this.opacity === 0) return true; + var dx = this.getTouchScreenX() - this.x; + var dy = this.getTouchScreenY() - this.y; + var sin = Math.sin(-this.rotation); + var cos = Math.cos(-this.rotation); + var bx = Math.floor(dx * cos + dy * -sin) / this.scale.x + this.anchor.x * this.width; + var by = Math.floor(dx * sin + dy * cos) / this.scale.y + this.anchor.y * this.height; + return this.bitmap.getAlphaPixel(bx, by) === 0; + }; + + Sprite_Picture.prototype.isValidTransparent = function () { + var transparent = $gameScreen.getPictureTransparent(this._pictureId); + return transparent !== null ? transparent : paramTransparentConsideration; + }; + + Sprite_Picture.prototype.screenWidth = function () { + return (this.width || 0) * this.scale.x; + }; + + Sprite_Picture.prototype.screenHeight = function () { + return (this.height || 0) * this.scale.y; + }; + + Sprite_Picture.prototype.screenX = function () { + return (this.x || 0) - this.anchor.x * this.screenWidth(); + }; + + Sprite_Picture.prototype.screenY = function () { + return (this.y || 0) - this.anchor.y * this.screenHeight(); + }; + + Sprite_Picture.prototype.minX = function () { + return Math.min(this.screenX(), this.screenX() + this.screenWidth()); + }; + + Sprite_Picture.prototype.minY = function () { + return Math.min(this.screenY(), this.screenY() + this.screenHeight()); + }; + + Sprite_Picture.prototype.maxX = function () { + return Math.max(this.screenX(), this.screenX() + this.screenWidth()); + }; + + Sprite_Picture.prototype.maxY = function () { + return Math.max(this.screenY(), this.screenY() + this.screenHeight()); + }; + + Sprite_Picture.prototype.isTouchPosInRect = function () { + if (this.isTouchPosInFrameWindow()) return true; + var dx = this.getTouchScreenX() - this.x; + var dy = this.getTouchScreenY() - this.y; + var sin = Math.sin(-this.rotation); + var cos = Math.cos(-this.rotation); + var rx = this.x + Math.floor(dx * cos + dy * -sin); + var ry = this.y + Math.floor(dx * sin + dy * cos); + return (rx >= this.minX() && rx <= this.maxX() && ry >= this.minY() && ry <= this.maxY()); + }; + + Sprite_Picture.prototype.isTouchPosInFrameWindow = function () { + if (!this._frameWindow) return false; + var frame = this._frameWindow; + var x = this.getTouchScreenX(); + var y = this.getTouchScreenY(); + return frame.x <= x && frame.x + frame.width >= x && frame.y <= y && frame.y + frame.height >= y; + }; + + Sprite_Picture.prototype.isTouchable = function () { + return this.bitmap && this.visible && this.scale.x !== 0 && this.scale.y !== 0; + }; + + Sprite_Picture.prototype.isTriggered = function () { + return this.isTouchEvent(TouchInput.isTriggered); + }; + + Sprite_Picture.prototype.isCancelled = function () { + return this.isTouchEvent(TouchInput.isCancelled); + }; + + Sprite_Picture.prototype.isLongPressed = function () { + return this.isTouchEvent(TouchInput.isLongPressed); + }; + + Sprite_Picture.prototype.isPressed = function () { + return this.isTouchEvent(TouchInput.isPressed); + }; + + Sprite_Picture.prototype.isReleased = function () { + return this.isTouchEvent(TouchInput.isReleased); + }; + + Sprite_Picture.prototype.isRepeated = function () { + return this.isTouchEvent(TouchInput.isRepeated); + }; + + Sprite_Picture.prototype.isOnFocus = function () { + return this._onMouse; + }; + + Sprite_Picture.prototype.isOutFocus = function () { + return this._outMouse; + }; + + Sprite_Picture.prototype.isMoved = function () { + return this.isTouchEvent(TouchInput.isMoved); + }; + + Sprite_Picture.prototype.isMovedAndPressed = function () { + return this.isTouchEvent(TouchInput.isMoved) && TouchInput.isPressed(); + }; + + Sprite_Picture.prototype.isWheelTriggered = function () { + return this.isTouchEvent(TouchInput.isWheelTriggered); + }; + + Sprite_Picture.prototype.isDoubleTriggered = function () { + return this.isTouchEvent(TouchInput.isDoubleTriggered); + }; + + Sprite_Picture.prototype.isTouchEvent = function (triggerFunc) { + return this.isTouchable() && triggerFunc.call(TouchInput) && this.isTouchPosInRect(); + }; + + Sprite_Picture.prototype.getTouchScreenX = function () { + return $gameScreen.disConvertPositionX(TouchInput.x); + }; + + Sprite_Picture.prototype.getTouchScreenY = function () { + return $gameScreen.disConvertPositionY(TouchInput.y); + }; + + Sprite_Picture.prototype.isIdEquals = function (pictureId) { + return this._pictureId === pictureId; + }; + + //============================================================================= + // Input + // ピクチャクリックをキー入力に紐付けます。 + //============================================================================= + Input._bindKeyStateFrames = new Map(); + Input.bindKeyState = function (name) { + this._currentState[name] = true; + this._bindKeyStateFrames.set(name, 5); + }; + + var _Input_update = Input.update; + Input.update = function () { + _Input_update.apply(this, arguments); + this._updateBindKeyState(); + }; + + Input._updateBindKeyState = function () { + this._bindKeyStateFrames.forEach(function (frame, keyName) { + frame--; + if (frame === 0 || !this._currentState[keyName]) { + this._currentState[keyName] = false; + this._bindKeyStateFrames.delete(keyName); + } else { + this._bindKeyStateFrames.set(keyName, frame); + } + }, this); + }; + + //============================================================================= + // TouchInput + // ホイールクリック、ダブルクリック等を実装 + //============================================================================= + TouchInput.keyDoubleClickInterval = 300; + TouchInput._pressedDistance = 0; + TouchInput._prevX = -1; + TouchInput._prevY = -1; + + Object.defineProperty(TouchInput, 'pressedDistance', { + get: function () { + return this._pressedDistance; + }, + configurable: true + }); + + TouchInput.suppressEvents = function () { + this._triggered = false; + this._cancelled = false; + this._released = false; + this._wheelTriggered = false; + this._doubleTriggered = false; + }; + + TouchInput._onMouseMove = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._onMove(x, y); + }; + + var _TouchInput_clear = TouchInput.clear; + TouchInput.clear = function () { + _TouchInput_clear.apply(this, arguments); + this._events.wheelTriggered = false; + this._events.doubleTriggered = false; + }; + + var _TouchInput_update = TouchInput.update; + TouchInput.update = function () { + _TouchInput_update.apply(this, arguments); + this._wheelTriggered = this._events.wheelTriggered; + this._doubleTriggered = this._events.doubleTriggered; + this._events.wheelTriggered = false; + this._events.doubleTriggered = false; + }; + + TouchInput.isWheelTriggered = function () { + return this._wheelTriggered; + }; + + TouchInput.isDoubleTriggered = function () { + return this._doubleTriggered; + }; + + var _TouchInput_onMiddleButtonDown = TouchInput._onMiddleButtonDown; + TouchInput._onMiddleButtonDown = function (event) { + _TouchInput_onMiddleButtonDown.apply(this, arguments); + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._onWheelTrigger(x, y); + } + }; + + TouchInput._onWheelTrigger = function (x, y) { + this._events.wheelTriggered = true; + this._x = x; + this._y = y; + }; + + var _TouchInput_onTrigger = TouchInput._onTrigger; + TouchInput._onTrigger = function (x, y) { + if (this._date && Date.now() - this._date < this.keyDoubleClickInterval) + this._events.doubleTriggered = true; + this._pressedDistance = 0; + this._prevX = x; + this._prevY = y; + _TouchInput_onTrigger.apply(this, arguments); + }; + + var _TouchInput_onMove = TouchInput._onMove; + TouchInput._onMove = function (x, y) { + if (this.isPressed()) this._pressedDistance = Math.abs(this._prevX - x) + Math.abs(this._prevY - y); + this._prevX = x; + this._prevY = y; + _TouchInput_onMove.apply(this, arguments); + }; + + var _TouchInput_onRelease = TouchInput._onRelease; + TouchInput._onRelease = function (x, y) { + this._pressedDistance = 0; + this._prevX = x; + this._prevY = y; + _TouchInput_onRelease.apply(this, arguments); + }; +})(); diff --git a/www/js/plugins/PictureSpine.js b/www/js/plugins/PictureSpine.js new file mode 100644 index 0000000..aab3f21 --- /dev/null +++ b/www/js/plugins/PictureSpine.js @@ -0,0 +1,1177 @@ +//============================================================================== +// PictureSpine.js ver.1.15a +//============================================================================== + +/*: + * @plugindesc Spineアニメーションプラグイン + * @author 奏ねこま(おとぶきねこま) + * @url http://makonet.sakura.ne.jp/rpg_tkool + * @target MZ + * + * @param json file + * @type string[] + * @default [] + * @desc Spineファイル(*.json) + * + * @param disable auto loading + * @type boolean + * @default false + * @desc Spineの自動読み込みを無効にする + * + * @help + * 本プラグインの利用方法については下記マニュアルをご参照ください。 + * http://makonet.sakura.ne.jp/rpg_tkool/MVMZ/PictureSpine/document.html + * + * ------------------------------------------------------------------------------ + * 本プラグインの利用はRPGツクール/RPG Makerの正規ユーザーに限られます。 + * 商用、非商用、有償、無償、一般向け、成人向けを問わず利用可能です。 + * ご利用の際に連絡や報告は必要ありません。また、製作者名の記載等も不要です。 + * プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。 + * 本プラグインにより生じたいかなる問題についても一切の責任を負いかねます。 + * ------------------------------------------------------------------------------ + * Copylight (c) 2022 Nekoma Otobuki + * http://makonet.sakura.ne.jp/rpg_tkool/ + * https://twitter.com/koma_neko + */ + +!function () { + 'use strict'; + + let $p = function parse(param) { + try { + param = JSON.parse(param); + } + catch (e) { } + if (Array.isArray(param)) { + param = param.map(value => parse(value)); + } else if (typeof param == 'object') { + for (let key in param) { + param[key] = parse(param[key]); + } + } + return param; + }({ + ...PluginManager.parameters('PictureSpine'), + 'spine data': {} + }); + + function load() { + let loader = new (PIXI.Loader || PIXI.loaders.Loader)(); + for (let file of $p['json file']) { + let name = String(file).replace(/\.json$/i, ''); + if (!$p['disable auto loading']) { + $p['spine data'][name] = null; + loader.add(name, `img/spines/${name}.json`); + } else { + $p['spine data'][name] = {}; + } + } + loader.load((loader, resource) => { + for (let name in $p['spine data']) { + if (resource[name]) { + $p['spine data'][name] = resource[name].spineData; + } + } + }); + } + + if (!PIXI.spine) { + let js = null; + for (let element of document.getElementsByTagName('script')) { + if (element.src.match('pixi-spine.js')) { + js = element; + } + } + if (!js) { + js = document.createElement('script'); + js.type = 'text/javascript'; + js.src = 'js/libs/pixi-spine.js'; + document.body.appendChild(js); + } + js.addEventListener('load', load); + } else { + load(); + } + + class MosaicFilter extends PIXI.Filter { + constructor(size = 10) { + let vertex = 'attribute vec2 aVertexPosition;attribute vec2 aTextureCoord;uniform mat3 projectionMatrix;varying vec2 vTextureCoord;void main(void){gl_Position=vec4((projectionMatrix*vec3(aVertexPosition,1.0)).xy,0.0,1.0);vTextureCoord=aTextureCoord;}'; + let fragment = 'precision mediump float;varying vec2 vTextureCoord;uniform vec2 size;uniform sampler2D uSampler;uniform vec4 filterArea;vec2 mapCoord(vec2 coord){coord*=filterArea.xy;coord+=filterArea.zw;return coord;}vec2 unmapCoord(vec2 coord){coord-=filterArea.zw;coord/=filterArea.xy;return coord;}vec2 pixelate(vec2 coord, vec2 size){return floor(coord / size) * size;}void main(void){vec2 coord=mapCoord(vTextureCoord);coord=pixelate(coord, size);coord=unmapCoord(coord);gl_FragColor=texture2D(uSampler, coord);}'; + super(vertex, fragment); + this.uniforms.size = [size, size]; + } + } + + function convars(obj) { + if (typeof obj == 'string') { + let _obj = obj.replace(/\\v\[(\d+)\]/gi, (match, p1) => { + return $gameVariables.value(Number(p1)); + }); + obj = _obj != obj ? convars(_obj) : _obj; + } else if (obj instanceof Array) { + obj = obj.map(value => convars(value)); + } else if (typeof obj == 'object') { + obj = { ...obj }; + for (let key in obj) { + obj[key] = convars(obj[key]); + } + } + return obj; + } + + //============================================================================== + // JsonEx + //============================================================================== + + (___decode => { + JsonEx._decode = function (value, circular, registry) { + let decode = ___decode.apply(this, arguments); + if (decode instanceof Game_Spine) { + if ('_visible' in decode == false) { + decode._visible = true; + } + if ('_bone' in decode == false) { + decode._bone = {}; + } + if ('_callback' in decode == false) { + decode._callback = {}; + } + if (typeof decode._skin == 'string') { + decode._skin = [decode._skin]; + } + } + return decode; + }; + })(JsonEx._decode); + + //============================================================================== + // AudioManager + //============================================================================== + + AudioManager._subFolder = ''; + + (__createBuffer => { + AudioManager.createBuffer = function (folder, name) { + folder += this._subFolder.replace(/^\/?(?=.)/, '/'); + this._subFolder = ''; + return __createBuffer.call(this, folder, name); + }; + })(AudioManager.createBuffer); + + //============================================================================== + // Game_Screen + //============================================================================== + + Game_Screen.prototype.spine = function (id) { + let picture = this.picture(id); + if (!picture._spine) { + picture._spine = new Game_Spine(); + } + return picture._spine; + }; + + //============================================================================== + // Game_Picture + //============================================================================== + + (__initialize => { + Game_Picture.prototype.initialize = function () { + __initialize.apply(this, arguments); + this._spine = null; + }; + })(Game_Picture.prototype.initialize); + + (__erase => { + Game_Picture.prototype.erase = function () { + __erase.apply(this, arguments); + this._spine = null; + }; + })(Game_Picture.prototype.erase); + + //============================================================================== + // Sprite_Picture + //============================================================================== + + (__initialize => { + Sprite_Picture.prototype.initialize = function (pictureId) { + __initialize.apply(this, arguments); + this.addChild(new Sprite_Spine(pictureId)) + }; + })(Sprite_Picture.prototype.initialize); + + //============================================================================== + // Game_Spine + //============================================================================== + + class Game_Spine { + constructor() { + this.init(); + } + + static spineData() { + return $p['spine data']; + } + + static fullName(name = '') { + for (let key in this.spineData()) { + if (key.match(`(?:^|/)${name}$`)) { + return key; + } + } + return ''; + } + + static loadSkeleton(name) { + let fullName = this.fullName(name); + let data = $p['spine data'][fullName]; + if (!data || 'animations' in data) return; + $p['spine data'][fullName] = null; + let loader = new (PIXI.Loader || PIXI.loaders.Loader)(); + loader.add(fullName, `img/spines/${fullName}.json`); + loader.load((loader, resource) => { + $p['spine data'][fullName] = resource[fullName].spineData; + }); + } + + get skeleton() { return this._skeleton; } + get skin() { return this._skin; } + get track() { return this._track; } + get timeScale() { return this._timeScale; } + get alpha() { return this._alpha; } + get mix() { return this._mix; } + get color() { return this._color; } + get mosaic() { return this._mosaic; } + get offset() { return this._offset; } + get scale() { return this._scale; } + get visible() { return this._visible; } + get bone() { return this._bone; } + get callback() { return this._callback; } + get blendMode() { return this._blendMode = this._blendMode || {}; } + get playData() { return this._playData; } + + init() { + this._skeleton = ''; + this._skin = []; + this._track = {}; + this._timeScale = 1.0; + this._alpha = {}; + this._mix = {}; + this._color = {}; + this._mosaic = {}; + this._offset = { x: 0, y: 0 }; + this._scale = { x: 1.0, y: 1.0 }; + this._visible = true; + this._bone = {}; + this._callback = {}; + this._blendMode = {}; + this._playData = []; + } + + setSkeleton(name = '') { + name = convars(name); + this.init(); + this._skeleton = name + `_${Date.now()}`; + return this; + } + + setSkin(...args) { + args = convars(args); + this._skin = args; + return this; + } + + setAnimation(id, animations, ...args) { + [id, animations, args] = convars([id, animations, args]); + this._track = { ...this._track }; + let list, order, continuance, interrupt; + if (typeof animations == 'string') { + list = [animations]; + order = 'sequential'; + continuance = args[0] || 'continue'; + interrupt = typeof args[1] == 'boolean' ? args[1] : args[1] == 'true'; + } else { + list = animations; + order = args[0] || 'sequential'; + continuance = args[1] || 'continue'; + interrupt = typeof args[2] == 'boolean' ? args[2] : args[2] == 'true'; + } + this._track[id] = { list: [], order: order, continuance: continuance, interrupt: interrupt }; + list.forEach(animation => { + let [name, options] = `${animation}/`.replace(/ +/, '').split(/\//); + let times = 1; + let timeScale = 1.0; + let alpha = 1.0; + for (let option of options.replace(/ +/, '').split(/,/)) { + if (option.match(/^times=(\d+)$/i)) { + times = Number(RegExp.$1); + } + if (option.match(/^timeScale=(\d+\.?\d*)$/i)) { + timeScale = Number(RegExp.$1); + } + if (option.match(/^alpha=(\d+\.?\d*)$/i)) { + alpha = Number(RegExp.$1); + } + } + this._track[id].list.push({ name: name, times: times, timeScale: timeScale, alpha: alpha }); + }); + return this; + } + + setTimeScale(value) { + value = convars(value); + this._timeScale = Number(value); + return this; + } + + setAlpha(id, value, overwrite = false) { + [id, value, overwrite] = convars([id, value, overwrite]); + this._alpha = { ...this._alpha }; + this._alpha[id] = { + value: Number(value), + overwrite: typeof overwrite == 'boolean' ? overwrite : overwrite == 'true' + }; + return this; + } + + setMix(...args) { + args = convars(args); + this._mix = { ...this._mix }; + let from, to, duration; + if (args.length == 1) { + from = '/default'; + to = ''; + duration = Number(args[0]); + } else { + from = args[0]; + to = args[1]; + duration = args.length > 2 ? Number(args[2]) : null; + } + if (duration !== null) { + this._mix[`${from}/${to}`] = duration; + } else { + delete this._mix[`${from}/${to}`]; + } + return this; + } + + setColor(...args) { + args = convars(args); + this._color = { ...this._color }; + let image, r, g, b, a; + if (args.length == 4) { + image = '/default/'; + r = Number(args[0]); + g = Number(args[1]); + b = Number(args[2]); + a = Number(args[3]); + } else { + image = args[0]; + r = Number(args[1]); + g = Number(args[2]); + b = Number(args[3]); + a = Number(args[4]); + } + if (r != 1 || g != 1 || b != 1 || a != 1) { + this._color[image] = [r, g, b, a]; + } else { + delete this._color[image]; + } + return this; + } + + setMosaic(...args) { + args = convars(args); + this._mosaic = { ...this._mosaic }; + let image, size; + if (args.length == 1) { + image = '/default/'; + size = Number(args[0]); + } else { + image = args[0]; + size = Number(args[1]); + } + if (size > 1) { + this._mosaic[image] = size; + } else { + delete this._mosaic[image]; + } + return this; + } + + setOffset(x, y) { + [x, y] = convars([x, y]); + this._offset = { x: Number(x), y: Number(y) }; + return this; + } + + setScale(x, y) { + [x, y] = convars([x, y]); + this._scale = { x: Number(x), y: Number(y) }; + return this; + } + + setVisible(visible) { + this._visible = !!convars(visible); + return this; + } + + setBone(boneName, x, y, rotation, duration = 1, screen = true) { + [boneName, x, y, rotation, duration, screen] = convars([boneName, x, y, rotation, duration, screen]); + this._bone = { ...this._bone }; + this._bone[boneName] = { + x: Number(x), + y: Number(y), + rotation: Number(rotation), + duration: Number(duration) || 1, + screen: typeof screen == 'boolean' ? screen : screen == 'true' + }; + return this; + } + + getBoneData(boneName, screen = true) { + [boneName, screen] = convars([boneName, screen]); + if (typeof screen == 'string') { + screen = screen == 'true'; + } + return this.executeCallback('getBoneData', boneName, screen); + } + + getAttachmentData(slotName, screen = true) { + [slotName, screen] = convars([slotName, screen]); + if (typeof screen == 'string') { + screen = screen == 'true'; + } + return this.executeCallback('getAttachmentData', slotName, screen); + } + + hitTest(x, y, screen = true) { + [x, y, screen] = convars([x, y, screen]); + if (typeof screen == 'string') { + screen = screen == 'true'; + } + return this.executeCallback('hitTest', Number(x), Number(y), screen); + } + + executeCallback(symbol, ...args) { + return (callback => { + return callback(...args); + })(this._callback[symbol] || new Function()) + } + + setBlendMode(image, mode) { + this._blendMode = Object.assign({}, this._blendMode); + this._blendMode[image] = mode; + return this; + } + + setPlayData(entry) { + let id = entry.trackIndex; + if (!this._playData[id]) { + this._playData[id] = []; + } + this._playData[id].push({ + name: entry.animation.name, + loop: entry.loop, + mixDuration: entry.mixDuration, + timeScale: entry.timeScale, + alpha: entry.alpha, + trackTime: 0, + state: 'ready' + }); + for (let i = 0; i < this._playData[id].length - 1; i++) { + this._playData[id][i].loop = false; + } + } + + updatePlayData(entry, reason) { + let playData = this._playData[entry.trackIndex]; + if (!playData) return; + let trackTime = entry.trackTime; + let index = -1; + let state; + switch (reason) { + case 'start': + index = playData.findIndex(data => data.state == 'ready'); + trackTime = 0; + state = 'play'; + break; + case 'interrupt': + index = playData.findIndex(data => ['play', 'repeat'].includes(data.state)); + state = 'suspend'; + break; + case 'complete': + index = playData.findIndex(data => ['play', 'suspend'].includes(data.state)); + if (index >= 0) { + if (playData[index].state == 'play') { + if (index == playData.length - 1) { + state = entry.loop ? 'repeat' : 'done'; + } else { + index = -1; + } + } else { + state = 'done'; + } + } + break; + case 'update': + index = playData.findIndex(data => ['play', 'repeat'].includes(data.state)); + if (index >= 0) { + state = playData[index].state; + } + break; + } + if (index >= 0) { + playData[index].mixDuration = entry.mixDuration; + playData[index].trackTime = trackTime; + playData[index].state = state; + if (index > 0 && ['suspend', 'done', 'repeat'].includes(state)) { + playData.splice(0, index); + } + } + } + } + + window.Game_Spine = Game_Spine; + + //============================================================================== + // Sprite_Spine + //============================================================================== + + class Sprite_Spine extends Sprite { + constructor(...args) { + super(); + this._pictureId = typeof args[0] == 'number' ? args[0] : 0; + this._spine = args[0] instanceof Game_Spine ? args[0] : null; + this._isRestore = false; + this._isPostCall = false; + this.init(); + } + + init() { + this.removeChild(this._data); + this._data = null; + this._skeleton = ''; + this._skin = []; + this._track = {}; + this._timeScale = 1.0; + this._alpha = {}; + this._mix = {}; + this._color = {}; + this._mosaic = {}; + this._offset = null; + this._scale = null; + this._bone = null; + this._postCall = []; + } + + spine() { + if (this._spine) { + return this._spine; + } + let picture = $gameScreen.picture(this._pictureId); + return picture ? picture._spine : null; + } + + update() { + let spine = this.spine(); + this.updateSkeleton(spine); + if (this._data) { + this.updateSkin(spine); + this.updateTimeScale(spine); + this.updateMix(spine); + this.updateColor(spine); + this.updateMosaic(spine); + this.updateOffset(spine); + this.updateScale(spine); + this.updateVisible(spine); + this.updateBlendMode(spine); + if (this._isRestore) { + this.restoreAnimation(spine); + } else { + this.updateAnimation(spine); + } + this.updateAlpha(spine); + this.updateBone(spine); + this.executePostCall(); + for (let entry of this._data.state.tracks) { + this.updatePlayData(entry, 'update'); + } + } + } + + updateSkeleton(spine) { + if (spine) { + if (spine.skeleton != this._skeleton) { + this.init(); + let skeleton = spine.skeleton.replace(/_\d+$/, ''); + if (skeleton) { + let fullName = Game_Spine.fullName(skeleton); + let data = Game_Spine.spineData()[fullName]; + if (data) { + if ('animations' in data) { + this._data = new PIXI.spine.Spine(data); + this._data.destroy = function () { }; + this._data.state.addListener({ + start: this.onStart.bind(this), + interrupt: this.onInterrupt.bind(this), + // end: this.onEnd.bind(this), + // dispose: this.onDispose.bind(this), + complete: this.onComplete.bind(this), + event: this.onEvent.bind(this) + }); + this.addChild(this._data); + if (spine.playData.length > 0) { + this._isRestore = true; + } + this.registerCallback(spine); + } else { + Game_Spine.loadSkeleton(skeleton); + } + } else if (fullName in Game_Spine.spineData() == false) { + throw Error(`'${skeleton}' is unknown model.`); + } + } + if (!skeleton || this._data) { + this._skeleton = spine.skeleton; + } + } + } else if (this._skeleton) { + this.init(); + } + } + + updateSkin(spine) { + if (spine.skin == this._skin) return; + this._skin = spine.skin; + let Skin = (PIXI.spine.core || PIXI.spine).Skin || this._data.spineData.skins[0].constructor; + let skin = new Skin(' '); + for (let name of this._skin) { + if (name) { + skin.addSkin(this._data.skeleton.data.findSkin(name)); + } + } + this._data.skeleton.setSkin(skin); + this._data.skeleton.setSlotsToSetupPose(); + } + + updateTimeScale(spine) { + if (spine.timeScale == this._timeScale) return; + this._timeScale = spine.timeScale; + this._data.state.timeScale = this._timeScale; + } + + updateAlpha(spine) { + this._alpha = spine.alpha; + this._data.state.tracks.forEach((entry, id) => { + let alpha = this._alpha[id]; + if (alpha && entry) { + let value = alpha.value; + let overwrite = alpha.overwrite; + entry.alpha = overwrite ? value : entry.plainAlpha * value; + } + }); + } + + updateMix(spine) { + if (spine.mix == this._mix) return; + for (let key in spine.mix) { + if (spine.mix[key] != this._mix[key]) { + let duration = spine.mix[key]; + if (key == '/default/') { + this._data.stateData.defaultMix = duration; + } else { + let [from, to] = key.split('/'); + this._data.stateData.setMix(from, to, duration); + } + } + } + for (let key in this._mix) { + if (key in spine.mix == false) { + let [from, to] = key.split('/'); + delete this._data.stateData.animationToMixTime[`${from}.${to}`]; + } + } + this._mix = spine.mix; + } + + updateColor(spine) { + if (spine.color == this._color) return; + for (let image in spine.color) { + if (spine.color[image] != this._color[image]) { + let color = spine.color[image]; + let filter = new PIXI.filters.ColorMatrixFilter(); + filter.matrix = [ + color[0], 0, 0, 0, 0, + 0, color[1], 0, 0, 0, + 0, 0, color[2], 0, 0, + 0, 0, 0, color[3], 0 + ]; + let sprites = (image == '/default/') ? [this._data] : this.getSpineSprites(image); + for (let sprite of sprites) { + let filters = (sprite.filters || []).filter(filter => { + return filter instanceof PIXI.filters.ColorMatrixFilter == false; + }); + filters.push(filter); + sprite.filters = filters; + } + } + } + for (let image in this._color) { + if (image in spine.color == false) { + let sprites = (image == '/default/') ? [this._data] : this.getSpineSprites(image); + for (let sprite of sprites) { + let filters = (sprite.filters || []).filter(filter => { + return filter instanceof PIXI.filters.ColorMatrixFilter == false; + }); + sprite.filters = filters.length > 0 ? filters : null; + } + } + } + this._color = spine.color; + } + + updateMosaic(spine) { + if (spine.mosaic == this._mosaic) return; + for (let image in spine.mosaic) { + if (spine.mosaic[image] != this._mosaic[image]) { + let size = spine.mosaic[image]; + let filter = new MosaicFilter(size); + let sprites = (image == '/default/') ? [this._data] : this.getSpineSprites(image); + for (let sprite of sprites) { + let filters = (sprite.filters || []).filter(filter => { + return filter instanceof MosaicFilter == false; + }); + filters.push(filter); + sprite.filters = filters; + } + } + } + for (let image in this._mosaic) { + if (image in spine.mosaic == false) { + let sprites = (image == '/default/') ? [this._data] : this.getSpineSprites(image); + for (let sprite of sprites) { + let filters = (sprite.filters || []).filter(filter => { + return filter instanceof MosaicFilter == false; + }); + sprite.filters = filters.length > 0 ? filters : null; + } + } + } + this._mosaic = spine.mosaic; + } + + updateOffset(spine) { + if (spine.offset == this._offset) return; + this._offset = spine.offset; + this.x = this._offset.x; + this.y = this._offset.y; + } + + updateScale(spine) { + if (spine.scale == this._scale) return; + this._scale = spine.scale; + this.scale.x = this._scale.x; + this.scale.y = this._scale.y; + } + + updateVisible(spine) { + this.visible = spine.visible; + } + + updateBone(spine) { + if (spine.bone != this._bone) { + this._bone = spine.bone; + } + for (let name in this._bone) { + let bone = this._data.skeleton.findBone(name); + if (!bone) continue; + let _bone = { x: bone.worldX, y: bone.worldY, rotation: bone.rotation }; + let bone_p = this._bone[name]; + if (bone_p.screen) { + [_bone.x, _bone.y] = this.computeScreenVertices([_bone.x, _bone.y]); + } + if ('x' in bone_p == false) { + bone_p.x = _bone.x; + } + if ('y' in bone_p == false) { + bone_p.y = _bone.y; + } + if ('rotation' in bone_p == false) { + bone_p.rotation = _bone.rotation; + } + let duration = bone_p.duration || 1; + let dx = (bone_p.x - _bone.x) / duration; + let dy = (bone_p.y - _bone.y) / duration; + let dr = (bone_p.rotation - _bone.rotation) / duration; + let local = bone.worldToLocal({ x: bone.worldX + dx, y: bone.worldY + dy }); + bone.x += local.x; + bone.y += local.y; + bone.rotation += dr; + bone_p.duration--; + if (bone_p.duration <= 0) { + delete this._bone[name]; + } + } + } + + updateBlendMode(spine) { + if (spine.blendMode != this._blendMode) { + this._blendMode = spine.blendMode; + for (let image in this._blendMode) { + let slot = this.getSpineSlot(image); + if (slot) { + slot.blendMode = this._blendMode[image]; + } + } + } + } + + updateAnimation(spine) { + if (spine.track == this._track) return; + for (let id in spine.track) { + if (spine.track[id] != this._track[id]) { + let track = spine.track[id]; + let list = []; + let loop = track.continuance != 'none'; + let state = this._data.state; + for (let animation of track.list) { + for (let j = 0; j < animation.times; j++) { + list.push(animation); + } + } + if (track.order == 'shuffle') { + let _list = [...list]; + list = []; + while (_list.length > 0) { + let index = Math.floor(Math.random() * _list.length); + list.push(_list.splice(index, 1)[0]); + } + } else if (track.order == 'random') { + let index = Math.floor(Math.random() * list.length); + list = [list[index]]; + } + let entry = this._data.state.getCurrent(id); + if (entry) { + entry.loop = false; + } + list.forEach((animation, index) => { + let _loop = index < list.length - 1 ? false : loop; + if (index == 0 && track.interrupt) { + entry = state.setAnimation(id, animation.name, _loop); + } else { + entry = state.addAnimation(id, animation.name, _loop, 0); + } + entry.timeScale = animation.timeScale; + entry.alpha = animation.alpha; + entry.plainAlpha = animation.alpha; + spine.setPlayData(entry); + }); + } + } + this._track = spine.track; + } + + restoreAnimation(spine) { + let timeScale = this._data.state.timeScale; + let animationToMixTime = this._data.stateData.animationToMixTime; + let defaultMix = this._data.stateData.defaultMix; + this._data.state.timeScale = 0; + this._data.stateData.animationToMixTime = {}; + this._data.stateData.defaultMix = 0; + let lastTimeScale = {}; + for (let playData of spine.playData.filter(Boolean)) { + let id = spine.playData.indexOf(playData) + for (let data of playData) { + let entry; + switch (data.state) { + case 'suspend': + case 'done': + entry = this._data.state.setAnimation(id, data.name, false); + entry.alpha = data.alpha; + entry.plainAlpha = data.alpha; + while (entry.trackTime < data.trackTime) { + this._data.state.timeScale = Math.min(data.trackTime - entry.trackTime, 0.01); + this._data.update(1); + } + break; + case 'play': + case 'repeat': + data.trackTime %= this._data.spineData.animations.find(animation => animation.name == data.name).duration; + this._data.stateData.defaultMix = data.mixDuration; + entry = this._data.state.setAnimation(id, data.name, data.loop); + entry.alpha = data.alpha; + entry.plainAlpha = data.alpha; + while (entry.trackTime < data.trackTime) { + this._data.state.timeScale = Math.min(data.trackTime - entry.trackTime, 0.01); + this._data.update(1); + } + entry.timeScale = 0; + lastTimeScale[id] = data.timeScale; + break; + default: + this._data.stateData.defaultMix = data.mixDuration; + entry = this._data.state.addAnimation(id, data.name, data.loop, 0); + entry.timeScale = data.timeScale; + entry.alpha = data.alpha; + entry.plainAlpha = data.alpha; + break; + } + } + } + for (let id in lastTimeScale) { + this._data.state.tracks[Number(id)].timeScale = lastTimeScale[id]; + } + this._data.state.timeScale = timeScale; + this._data.stateData.animationToMixTime = animationToMixTime; + this._data.stateData.defaultMix = defaultMix; + this._track = spine.track; + this._isRestore = false; + } + + updatePlayData(entry, reason) { + let spine = this.spine(); + if (!entry || !spine) return; + spine.updatePlayData(entry, reason); + } + + registerCallback(spine) { + spine.callback['getBoneData'] = this.getBoneData.bind(this); + spine.callback['getAttachmentData'] = this.getAttachmentData.bind(this); + spine.callback['hitTest'] = this.hitTest.bind(this); + } + + getSpineSprites(name) { + let sprites = []; + if (this._data) { + for (let child1 of this._data.children) { + for (let child2 of child1.children) { + if (child2.region && child2.region.name == name) { + sprites.push(child2); + } + } + } + } + return sprites; + } + + getSpineSlot(name) { + if (this._data) { + for (let slot of this._data.skeleton.slots) { + if (slot.data.name == name) { + return slot; + } + } + } + return null; + } + + getBoneData(boneName, screen = true) { + let bone = this._data.skeleton.findBone(boneName); + if (!bone) return null; + let data = { + x: bone.worldX, + y: bone.worldY, + rotation: bone.rotation + }; + if (screen) { + [data.x, data.y] = this.computeScreenVertices([data.x, data.y]); + } + return data; + } + + getAttachmentData(slotName, screen = true) { + let slot = this._data.skeleton.findSlot(slotName); + if (!slot) return null; + let attachment = slot.getAttachment(); + if (!attachment) return null; + let attachmentType = attachment.constructor.name; + let data = {}; + if (attachmentType.match(/^VertexAttachment/)) { + if (attachment.vertices) { + let vertices = []; + attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2); + if (screen) { + this.computeScreenVertices(vertices); + } + data.vertices = vertices; + } + } + if (attachmentType.match(/^ClippingAttachment/)) { + data.endSlotName = attachment.endSlot.name; + } + if (attachmentType.match(/^PathAttachment/)) { + data.lengths = attachment.lengths; + data.closed = attachment.closed; + data.constantSpeed = attachment.constantSpeed; + } + if (attachmentType.match(/^PointAttachment/)) { + let position = attachment.computeWorldPosition(slot.bone, {}); + let rotation = attachment.computeWorldRotation(slot.bone); + if (screen) { + [position.x, position.y] = this.computeScreenVertices([position.x, position.y]); + } + data.x = position.x; + data.y = position.y; + data.rotation = rotation; + } + return { slotName: slotName, attachmentName: attachment.name, data: data }; + } + + hitTest(x, y, screen = true) { + let SkeletonBounds = (PIXI.spine.core || PIXI.spine).SkeletonBounds; + let hits = []; + let bounds = new SkeletonBounds(); + bounds.update(this._data.skeleton, true); + let polygons = bounds.polygons; + for (let i = 0; i < polygons.length; i++) { + let polygon = polygons[i]; + if (screen) { + this.computeScreenVertices(polygon); + } + if (bounds.containsPointPolygon(polygon, x, y)) { + let attachment = bounds.boundingBoxes[i]; + let slot = this._data.skeleton.slots.find(slot => slot.attachment == attachment); + hits.push({ + slotName: slot.data.name, + attachmentName: attachment.name, + data: { + vertices: polygon + } + }); + } + } + return hits; + } + + computeScreenVertices(vertices) { + let parent = this; + while (parent) { + for (let i = 0; i < vertices.length; i += 2) { + let [x, y] = [vertices[i], vertices[i + 1]]; + x *= parent.scale.x; + y *= parent.scale.y; + [x, y] = [ + Math.cos(parent.rotation) * x - Math.sin(parent.rotation) * y, + Math.sin(parent.rotation) * x + Math.cos(parent.rotation) * y + ]; + x += parent.x; + y += parent.y; + [vertices[i], vertices[i + 1]] = [x, y]; + } + parent = parent.parent; + } + return vertices; + } + + reservePostCall(callback) { + this._postCall.push(callback); + } + + executePostCall() { + this._isPostCall = true; + while (this._postCall[0]) { + let callback = this._postCall.shift(); + callback(); + } + this._isPostCall = false; + } + + onStart(entry) { + if (this._isRestore) return; + if (entry.trackTime == 0 && !this._isPostCall) { + this.reservePostCall(this.onStart.bind(this, entry)); + return; + } + this.updatePlayData(entry, 'start'); + if (!entry.next) { + let spine = this.spine(); + let index = entry.trackIndex; + if (spine && spine.track[index]) { + if (spine.track[index] == this._track[index]) { + if (this._track[index].continuance == 'reset') { + spine.track[index].interrupt = false; + this._track = { ...this._track }; + this._track[index] = null; + } + } + } + } + } + + onInterrupt(entry) { + if (this._isRestore) return; + if (entry.trackTime == 0 && !this._isPostCall) { + this.reservePostCall(this.onInterrupt.bind(this, entry)); + return; + } + this.updatePlayData(entry, 'interrupt'); + } + + onEnd(entry) { + } + + onDispose(entry) { + } + + onComplete(entry) { + if (this._isRestore) return; + if (entry.trackTime == 0 && !this._isPostCall) { + this.reservePostCall(this.onComplete.bind(this, entry)); + return; + } + this.updatePlayData(entry, 'complete'); + } + + onEvent(entry, event) { + if (this._isRestore) return; + let audioPath = event.data.audioPath; + let audioData = event.data.audioData; + if (audioPath) { + if (!audioData) { + let values = audioPath.replace(/\.[^.]+$/, '').split(/\/(?=[^/]+$)/); + let [folder, file] = values.length > 1 ? [...values] : ['', ...values]; + let stringValue = event.data.stringValue; + let volume = event.data.volume * 100; + let balance = event.data.balance * 100; + let volumeId, balanceId; + for (let value of stringValue.replace(/ +/, '').split(/,/)) { + if (value.match(/^volume:(\d+)$/i)) { + volumeId = Number(RegExp.$1); + } + if (value.match(/^balance:(\d+)$/i)) { + balanceId = Number(RegExp.$1); + } + } + audioData = event.data.audioData = { folder: folder, file: file, volume: volume, volumeId: volumeId, balance: balance, balanceId: balanceId }; + } + let folder = audioData.folder; + let file = audioData.file; + let volumeId = audioData.volumeId; + let balanceId = audioData.balanceId; + let volume = volumeId ? $gameVariables.value(volumeId) : audioData.volume; + let balance = balanceId ? $gameVariables.value(balanceId) : audioData.balance; + AudioManager._subFolder = folder; + AudioManager.playSe({ name: file, volume: volume, pitch: 100, pan: balance }); + } + let switches = event.switches; + if (switches == null) { + switches = {}; + let stringValue = event.stringValue; + for (let value of stringValue.replace(/ +/, '').split(/,/)) { + if (value.match(/^([!~]?)switch:(\d+)$/i)) { + let type = RegExp.$1.replace('!', 'off').replace('~', 'reverse') || 'on'; + switches[RegExp.$2] = type; + } + } + event.switches = switches; + } + for (let id in switches) { + let type = switches[id]; + let value = type == 'on' ? true : type == 'off' ? false : !$gameSwitches.value(id); + $gameSwitches.setValue(id, value); + } + } + } + + window.Sprite_Spine = Sprite_Spine; +}(); diff --git a/www/js/plugins/PictureSpineExtension.js b/www/js/plugins/PictureSpineExtension.js new file mode 100644 index 0000000..2a4892a --- /dev/null +++ b/www/js/plugins/PictureSpineExtension.js @@ -0,0 +1,20 @@ +(() => { + if (!PluginManager._scripts.includes('PictureSpine')) { + return; + } + + 'use strict'; + + (__updateSkeleton => { + Sprite_Spine.prototype.updateSkeleton = function (spine) { + let isNewSkeleton = spine && spine.skeleton != this._skeleton; + __updateSkeleton.apply(this, arguments); + if (isNewSkeleton && this._data && !spine.skin) { + let skins = this._data.spineData.skins; + if (skins.length > 1) { + spine.setSkin(skins[1].name); + } + } + }; + })(Sprite_Spine.prototype.updateSkeleton); +})(); diff --git a/www/js/plugins/PictureSpineExtension_CharacterAction.js b/www/js/plugins/PictureSpineExtension_CharacterAction.js new file mode 100644 index 0000000..6a0d341 --- /dev/null +++ b/www/js/plugins/PictureSpineExtension_CharacterAction.js @@ -0,0 +1,278 @@ +//============================================================================== +// PictureSpineExtension_CharacterAction.js +//============================================================================== + +/*: + * @plugindesc キャラクターアクションプラグイン(PictureSpine拡張プラグイン) + * @author 奏ねこま(おとぶきねこま) + * @url http://makonet.sakura.ne.jp/rpg_tkool + * @target MZ + * + * @help + * 本プラグインの利用方法については下記マニュアルをご参照ください。 + * http://makonet.sakura.ne.jp/rpg_tkool/MVMZ/PictureSpine/document.html + * + * ------------------------------------------------------------------------------ + * 本プラグインの利用はRPGツクール/RPG Makerの正規ユーザーに限られます。 + * 商用、非商用、有償、無償、一般向け、成人向けを問わず利用可能です。 + * ご利用の際に連絡や報告は必要ありません。また、製作者名の記載等も不要です。 + * プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。 + * 本プラグインにより生じたいかなる問題についても一切の責任を負いかねます。 + * ------------------------------------------------------------------------------ + * Copylight (c) 2021 Nekoma Otobuki + * http://makonet.sakura.ne.jp/rpg_tkool/ + * https://twitter.com/koma_neko + */ + +(() => { + 'use strict'; + + if (!PluginManager._scripts.includes('PictureSpine')) { + return; + } + + function convars(obj) { + if (typeof obj == 'string') { + let _obj = obj.replace(/\\v\[(\d+)\]/gi, (match, p1) => { + return $gameVariables.value(Number(p1)); + }); + obj = _obj != obj ? convars(_obj) : _obj; + } else if (obj instanceof Array) { + obj = obj.map(value => convars(value)); + } else if (typeof obj == 'object') { + obj = { ...obj }; + for (let key in obj) { + obj[key] = convars(obj[key]); + } + } + return obj; + } + + function meta(note, tag) { + let regexp = /<([^<>:]+)(:?)([^>]*)>/gi; + let meta = []; + for (let match; match = regexp.exec(note);) { + if (match[1] == tag) { + meta.push(match[2] == ':' ? match[3].replace('>', '>') : true); + } + } + return meta; + } + + //============================================================================== + // Game_CharacterSpine + //============================================================================== + + class Game_CharacterSpine extends Game_Spine { + constructor(character, script = {}) { + super(); + this._character = character; + this._script = script; + this._action = {}; + this._handler = {}; + this.setupHandler(script); + } + + setupHandler(script) { + for (let symbol in script) { + if (symbol == 'setup') { + eval(`this.${script[symbol]}`); + } else { + while (script[symbol][0] == '#') { + script[symbol] = script[script[symbol].substr(1)]; + } + this.setHandler(symbol, Function(`this.${script[symbol]}`).bind(this)); + } + } + } + + setHandler(symbol, method) { + this._handler[symbol] = method; + } + + callHandler(symbol) { + if (this._handler[symbol]) { + this._handler[symbol](); + } else if (this._script[symbol]) { + this.setHandler(symbol, Function(`this.${this._script[symbol]}`).bind(this)); + this._handler[symbol](); + } + } + + update() { + let action = {}; + action.jump = this._character.isJumping(); + action.dash = this._character.isDashMoving() && !action.jump; + action.walk = this._character.isNextMoving() && !action.jump && !action.dash; + action.idle = !action.walk && !action.dash && !action.jump; + action.dir2 = this._character.direction() == 2; + action.dir4 = this._character.direction() == 4; + action.dir6 = this._character.direction() == 6; + action.dir8 = this._character.direction() == 8; + + for (let symbol in action) { + if (action[symbol] && action[symbol] != this._action[symbol]) { + this.callHandler(symbol); + } + } + + this._action = action; + } + } + + window.Game_CharacterSpine = Game_CharacterSpine; + + //============================================================================== + // Sprite_CharacterSpine + //============================================================================== + + class Sprite_CharacterSpine extends Sprite_Spine { + constructor(...args) { + super(...args); + this._character = args[0] instanceof Game_Character ? args[0] : null; + } + + spine() { + if (this._spine) { + return this._spine; + } + return this._character ? this._character.spine() : null; + } + } + + /* rpg_objects.js */ + + //============================================================================== + // Game_Character + //============================================================================== + + (__initMembers => { + Game_Character.prototype.initMembers = function () { + __initMembers.apply(this, arguments); + + this._spine = null; + }; + })(Game_Character.prototype.initMembers); + + (__update => { + Game_Character.prototype.update = function () { + this._isNextMoving = this.isMoving(); + + __update.apply(this, arguments); + + if (this._spine) { + this._spine.update(); + } + }; + })(Game_Character.prototype.update); + + Game_Character.prototype.spine = function () { + return this._spine; + }; + + Game_Character.prototype.setupSpine = function (note) { + let data = meta(note, 'spine_character_action'); + if (data.length == 0) { + this._spine = null; + return; + } + + let script = {}; + for (let value of data) { + script = Object.assign(script, eval(`({${value}})`)); + } + + this._spine = new Game_CharacterSpine(this, script); + }; + + Game_Character.prototype.isNextMoving = function () { + return !!this._isNextMoving && this.hasWalkAnime() || this.hasStepAnime(); + }; + + Game_Character.prototype.isDashMoving = function () { + return false; + }; + + //============================================================================== + // Game_Player + //============================================================================== + + (__refresh => { + Game_Player.prototype.refresh = function () { + __refresh.apply(this, arguments); + + let player = $gameParty.leader(); + if (!player) { + this._spine = null; + return; + } + + let note = player.actor().note; + this.setupSpine(note); + }; + })(Game_Player.prototype.refresh); + + Game_Player.prototype.isDashMoving = function () { + return this.isDashing() && this.isNextMoving(); + }; + + //============================================================================== + // Game_Follower + //============================================================================== + + (__refresh => { + Game_Follower.prototype.refresh = function () { + __refresh.apply(this, arguments); + + if (!this.isVisible()) { + this._spine = null; + return; + } + + let note = this.actor().actor().note; + this.setupSpine(note); + }; + })(Game_Follower.prototype.refresh); + + Game_Follower.prototype.isDashMoving = function () { + return $gamePlayer.isDashing() && this.isNextMoving(); + }; + + //============================================================================== + // Game_Event + //============================================================================== + + (__refresh => { + Game_Event.prototype.refresh = function () { + __refresh.apply(this, arguments); + + if (this._pageIndex < 0) { + this._spine = null; + return; + } + + let note = this.event().note; + this.page().list.forEach(command => { + if ([108, 408].includes(command.code)) { + note += command.parameters[0]; + } + }) + this.setupSpine(note); + }; + })(Game_Event.prototype.refresh); + + /* rpg_sprites.js */ + + //============================================================================== + // Sprite_Character + //============================================================================== + + (__initialize => { + Sprite_Character.prototype.initialize = function (character) { + __initialize.apply(this, arguments); + + this.addChild(new Sprite_CharacterSpine(character)); + }; + })(Sprite_Character.prototype.initialize); + +})(); diff --git a/www/js/plugins/PictureVariableSetting.js b/www/js/plugins/PictureVariableSetting.js new file mode 100644 index 0000000..c11d4b7 --- /dev/null +++ b/www/js/plugins/PictureVariableSetting.js @@ -0,0 +1,578 @@ +//============================================================================= +// PictureVariableSetting.js +// ---------------------------------------------------------------------------- +// (C) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.5.2 2019/06/02 P_OUT_OF_SCREEN_SHAKE_ON設定時、シェイクの強さ次第で僅かに揺れていた問題を修正 +// 1.5.1 2019/05/02 P_OUT_OF_SCREEN_SHAKE_ONのヘルプを追記 +// 1.5.0 2016/08/06 ピクチャを画面のシェイクと連動しないようにするコマンドを追加 +// 1.4.0 2016/06/23 ピクチャをシェイクさせるコマンドを追加 +// 1.3.0 2016/04/29 ピクチャを指定した角度まで回転させるコマンドを追加 +// 1.2.1 2016/04/14 処理を適用するピクチャを範囲指定もしくは複数指定する機能を追加 +// 1.2.0 2016/03/19 表示中のすべてのピクチャに処理を適用するコマンドを追加 +// 1.1.2 2016/01/24 ピクチャの最大表示数を設定できる機能を追加 +// 1.1.1 2015/12/20 番号の変数指定の初期値を有効/無効で設定できるよう修正 +// 1.1.0 2015/11/27 ピクチャのファイル名に変数を組み込むことが出来る機能を追加 +// 1.0.0 2015/11/24 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc ピクチャ関連のイベント機能拡張プラグイン + * @author トリアコンタン + * + * @param 初期値 + * @desc 初期状態での有効/無効の設定値(ON/OFF) + * @default OFF + * + * @param ピクチャ表示最大数 + * @desc ピクチャ表示最大数(デフォルト100個)を設定します。 + * 変えない場合は何も入力しないでください。 + * @default + * + * @help ピクチャ関連のイベント命令の機能を拡張します。 + * プラグインコマンドから機能を有効にしてください。 + * + * 1.ピクチャ関連のイベント命令で番号が「指定された変数の値」になるよう + * 仕様を変更します。 + * 例えば番号に「1」を設定すると「1」番の変数の値をピクチャ番号として設定します。 + * プラグインコマンドから「P_VARIABLE_VALID」「P_VARIABLE_INVALID」で + * 有効/無効を切り替えてください。(初期状態では無効です) + * + * 2.ピクチャのファイル名に変数を組み込むことが出来るようになります。 + * 連番を含むファイル名などの柔軟な指定に有効です。 + * プラグインコマンド「P_D_FILENAME」を実行してから + * 「画像」を指定せず「ピクチャの表示」を行ってください。 + * + * 要注意! ピクチャのファイル名を動的指定した場合、デプロイメント時に + * 未使用ファイルとして除外される可能性があります。 + * その場合、削除されたファイルを入れ直す等の対応が必要です。 + * + * 3.以下のイベントコマンドの対象が「複数のピクチャ」になります。 + *   詳細は各プラグインコマンドの説明を確認してください。 + * ・ピクチャの移動 + * ・ピクチャの色調変更 + * ・ピクチャの回転 + * ・ピクチャの消去 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (引数の間は半角スペースで区切る) + * + * P_VARIABLE_VALID : ピクチャ番号の変数設定が有効になります。 + * P_VARIABLE_INVALID : ピクチャ番号の変数設定が無効になります。 + * ※ 一度有効に設定したら、無効にするまでずっとそのままです。 + * 例 P_VARIABLE_VALID + * + * P_D_FILENAME [ファイル名] + * 次に表示するピクチャのファイル名に変数を含めることができます。 + * 変数は「文章の表示」と同様の書式\V[n]で組み込んでください。 + * 拡張子は指定しないでください。 + * 例 P_D_FILENAME file\V[1] + * + * P_TARGET_ALL + * ピクチャ関連のイベントコマンドの対象を + * 「表示している全てのピクチャ」に変更します。 + * 1回実行すると設定はもとに戻ります。 + * 例 P_TARGET_ALL + * + * P_TARGET_RANGE [開始番号] [終了番号] + * ピクチャ関連のイベントコマンドの対象を + * 「開始番号から終了番号までのピクチャ」に変更します。 + * 1回実行すると設定はもとに戻ります。 + * 例 P_TARGET_RANGE 3 5 // 3番から5番までの表示しているピクチャが対象 + * + * P_TARGET_MULTI [ピクチャ番号] + * ピクチャ関連のイベントコマンドの対象を + * 「指定したすべてのピクチャ」に変更します。カンマで区切ってください。 + * 1回実行すると設定はもとに戻ります。 + * 例 P_TARGET_MULTI 3,5,6,\v[1] // 3番、5番、6番、変数「1」番のピクチャが対象 + * + * P_SPIN [ピクチャ番号] [角度] [時間(フレーム)] [完了までウェイト] + * 対象のピクチャを指定した角度(degree)まで回転させます。正の値が時計回りです。 + * 時間を0にすると即座に指定した角度に設定されます。 + * このコマンドには「P_TARGET_ALL」等が適用されます。 + * 一番後ろに「WAIT」と付けると、回転が完了するまでウェイトします。 + * 例 P_SPIN 1 90 60 WAIT + * -> ピクチャ番号「1」を60フレーム掛けて90度回転させる。 + * + * P_SPIN_RELATIVE [ピクチャ番号] [角度] [時間(フレーム)] [完了までウェイト] + * 対象のピクチャを現在の角度を基準に、指定した角度のぶんだけ回転させます。 + * それ以外は「P_SPIN」と同様です。 + * 例 P_SPIN_RELATIVE \v[1] -90 0 + * -> 変数「1」の値のピクチャを、現在の角度から-90度まで即座に回転させる。 + * + * P_SHAKE [ピクチャ番号] [強さ] [速さ] [角度] [時間(フレーム)] [完了までウェイト] + * 対象のピクチャをシェイクさせます。強さと速さはイベント「画面のシェイク」と + * 同様の9段階の数値で指定します。角度(degree)はシェイク方向を0から360までの + * 値で指定します。(90で縦方向にシェイクします) + * 時間を指定しないと、停止するまでシェイクし続けます。 + * 一番後ろに「WAIT」と付けると、回転が完了するまでウェイトします。 + * このコマンドには「P_TARGET_ALL」等が適用されます。 + * 例 P_SHAKE 1 3 9 0 60 WAIT + * -> ピクチャ番号「1」を60フレームのあいだ、強さ3、速さ9で横方向にシェイクします。 + * + * P_STOP_SHAKE [ピクチャ番号] + * 対象のピクチャをシェイクを止めます。P_SHAKEで時間を指定しないと + * ずっとシェイクし続けるので当コマンドで無効にします。 + * このコマンドには「P_TARGET_ALL」等が適用されます。 + * 例 P_STOP_SHAKE \v[1] + * -> 変数「1」の値のピクチャのシェイクを止めます。 + * + * P_OUT_OF_SCREEN_SHAKE_ON [ピクチャ番号] + * 対象のピクチャが画面のシェイクと連動しないようになります。 + * メッセージウィンドウ等と同じ扱いになります。 + * このコマンドはピクチャの表示後に実行する必要があります。 + * また、このコマンド実行後に同一番号でピクチャを再表示すると無効になります。 + * + * 例 P_OUT_OF_SCREEN_SHAKE_ON 1 + * -> ピクチャ番号「1」が画面のシェイクと連動しないようになります。 + * + * P_OUT_OF_SCREEN_SHAKE_OFF [ピクチャ番号] + * 対象のピクチャが画面のシェイクと再度、連動するようになります。 + * 例 P_OUT_OF_SCREEN_SHAKE_OFF 1 + * -> ピクチャ番号「1」が画面のシェイクと再度、連動するようになります。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ +(function () { + 'use strict'; + var pluginName = 'PictureVariableSetting'; + + //============================================================================= + // ローカル関数 + // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします + //============================================================================= + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON'; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getArgString = function (arg, upperFlg) { + arg = convertEscapeCharactersAndEval(arg, false); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharactersAndEval(arg, true), 10) || 0).clamp(min, max); + }; + + var getArgArrayString = function (args, upperFlg) { + var values = getArgString(args, upperFlg).split(','); + for (var i = 0; i < values.length; i++) values[i] = values[i].trim(); + return values; + }; + + var getArgArrayNumber = function (args, min, max) { + var values = getArgArrayString(args, false); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + for (var i = 0; i < values.length; i++) values[i] = (parseInt(values[i], 10) || 0).clamp(min, max); + return values; + }; + + var convertEscapeCharactersAndEval = function (text, evalFlg) { + if (text === null || text === undefined) text = ''; + var window = SceneManager._scene._windowLayer.children[0]; + if (window) { + var result = window.convertEscapeCharacters(text); + return evalFlg ? eval(result) : result; + } else { + return text; + } + }; + + //============================================================================= + // Game_Interpreter + // プラグインコマンド[P_VARIABLE_VALID]などを追加定義します。 + // ピクチャ番号を変数で指定するよう変更します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + switch (getCommandName(command)) { + case 'P_VARIABLE_VALID': + $gameSystem.pictureNumVariable = true; + break; + case 'P_VARIABLE_INVALID': + $gameSystem.pictureNumVariable = false; + break; + case 'P_D_FILENAME': + $gameScreen.dPictureFileName = getArgString(args[0]); + break; + case 'P_TARGET_ALL': + $gameScreen.setPictureTargetAll(); + break; + case 'P_TARGET_RANGE': + $gameScreen.setPictureTargetRange(getArgNumber(args[0], 1), getArgNumber(args[1], 1)); + break; + case 'P_TARGET_MULTI': + $gameScreen.setPictureTargetMulti(getArgArrayNumber(args[0], 1)); + break; + case 'P_SPIN': + var spinDuration = getArgNumber(args[2], 0); + $gameScreen.spinPicture(getArgNumber(args[0], 1), getArgNumber(args[1]), spinDuration); + if (args[3]) this.wait(spinDuration); + break; + case 'P_SPIN_RELATIVE': + var spinRelativeDuration = getArgNumber(args[2], 0); + $gameScreen.spinPictureRelative(getArgNumber(args[0], 1), getArgNumber(args[1]), spinRelativeDuration); + if (args[3]) this.wait(spinRelativeDuration); + break; + case 'P_SHAKE': + var shakeDuration = getArgNumber(args[4], 0) || Infinity; + var power = getArgNumber(args[1], 1, 9); + var speed = getArgNumber(args[2], 1, 9); + var rotation = getArgNumber(args[3], 0, 360); + $gameScreen.shakePicture(getArgNumber(args[0], 1), power, speed, rotation, shakeDuration); + if (args[5] && shakeDuration !== Infinity) this.wait(shakeDuration); + break; + case 'P_STOP_SHAKE': + $gameScreen.shakePicture(getArgNumber(args[0], 1), 0, 0, 0, 0); + break; + case 'P_OUT_OF_SCREEN_SHAKE_ON': + $gameScreen.setOutOfScreenShakePicture(getArgNumber(args[0], 1), true); + break; + case 'P_OUT_OF_SCREEN_SHAKE_OFF': + $gameScreen.setOutOfScreenShakePicture(getArgNumber(args[0], 1), false); + break; + } + }; + + var _Game_Interpreter_command231 = Game_Interpreter.prototype.command231; + Game_Interpreter.prototype.command231 = function () { + return this.transPictureNumber(_Game_Interpreter_command231.bind(this)); + }; + + var _Game_Interpreter_command232 = Game_Interpreter.prototype.command232; + Game_Interpreter.prototype.command232 = function () { + return this.transPictureNumber(_Game_Interpreter_command232.bind(this)); + }; + + var _Game_Interpreter_command233 = Game_Interpreter.prototype.command233; + Game_Interpreter.prototype.command233 = function () { + return this.transPictureNumber(_Game_Interpreter_command233.bind(this)); + }; + + var _Game_Interpreter_command234 = Game_Interpreter.prototype.command234; + Game_Interpreter.prototype.command234 = function () { + return this.transPictureNumber(_Game_Interpreter_command234.bind(this)); + }; + + var _Game_Interpreter_command235 = Game_Interpreter.prototype.command235; + Game_Interpreter.prototype.command235 = function () { + return this.transPictureNumber(_Game_Interpreter_command235.bind(this)); + }; + + Game_Interpreter.prototype.transPictureNumber = function (handler) { + var result; + if ($gameSystem.pictureNumVariable) { + var oldValue = this._params[0]; + this._params[0] = $gameVariables.value(this._params[0]).clamp(1, $gameScreen.maxPictures()); + result = handler(); + this._params[0] = oldValue; + } else { + result = handler(); + } + return result; + }; + + //============================================================================= + // Game_System + // ピクチャ番号の変数指定フラグを追加定義します。 + //============================================================================= + var _Game_System_initialize = Game_System.prototype.initialize; + Game_System.prototype.initialize = function () { + _Game_System_initialize.call(this); + this.pictureNumVariable = getParamBoolean('初期値'); + }; + + //============================================================================= + // Game_Screen + // 動的ファイル名指定用のプロパティを追加定義します。 + //============================================================================= + var _Game_Screen_clear = Game_Screen.prototype.clear; + Game_Screen.prototype.clear = function () { + _Game_Screen_clear.call(this); + this.dPictureFileName = null; + this._pictureTargetStart = null; + this._pictureTargetEnd = null; + this._pictureTargetNumbers = null; + }; + + Game_Screen.prototype.setPictureTargetAll = function () { + this._pictureTargetAll = 1; + }; + + Game_Screen.prototype.setPictureTargetRange = function (start, end) { + this._pictureTargetAll = 2; + this._pictureTargetStart = start; + this._pictureTargetEnd = end; + }; + + Game_Screen.prototype.setPictureTargetMulti = function (args) { + this._pictureTargetAll = 3; + this._pictureTargetNumbers = args; + }; + + var _Game_Screen_movePicture = Game_Screen.prototype.movePicture; + Game_Screen.prototype.movePicture = function (pictureId, origin, x, y, scaleX, + scaleY, opacity, blendMode, duration) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.move(origin, x, y, scaleX, scaleY, opacity, blendMode, duration); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + _Game_Screen_movePicture.apply(this, arguments); + } + }; + + var _Game_Screen_rotatePicture = Game_Screen.prototype.rotatePicture; + Game_Screen.prototype.rotatePicture = function (pictureId, speed) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.rotate(speed); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + _Game_Screen_rotatePicture.apply(this, arguments); + } + }; + + var _Game_Screen_tintPicture = Game_Screen.prototype.tintPicture; + Game_Screen.prototype.tintPicture = function (pictureId, tone, duration) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.tint(tone, duration); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + _Game_Screen_tintPicture.apply(this, arguments); + } + }; + + var _Game_Screen_erasePicture = Game_Screen.prototype.erasePicture; + Game_Screen.prototype.erasePicture = function (pictureId) { + if (this._pictureTargetAll) { + this.iteratePictures(function (picture, pictureId) { + var realPictureId = this.realPictureId(pictureId); + this._pictures[realPictureId] = null; + }.bind(this)); + this._pictureTargetAll = 0; + } else { + _Game_Screen_erasePicture.apply(this, arguments); + } + }; + + Game_Screen.prototype.spinPicture = function (pictureId, rotation, duration) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.spin(rotation, duration); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + var picture = this.picture(pictureId); + if (picture) { + picture.spin(rotation, duration); + } + } + }; + + Game_Screen.prototype.spinPictureRelative = function (pictureId, relativeRotation, duration) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.spinRelative(relativeRotation, duration); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + var picture = this.picture(pictureId); + if (picture) { + picture.spinRelative(relativeRotation, duration); + } + } + }; + + Game_Screen.prototype.shakePicture = function (pictureId, power, speed, rotation, duration) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.shake(power, speed, rotation, duration); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + var picture = this.picture(pictureId); + if (picture) { + picture.shake(power, speed, rotation, duration); + } + } + }; + + Game_Screen.prototype.setOutOfScreenShakePicture = function (pictureId, value) { + if (this._pictureTargetAll > 0) { + this.iteratePictures(function (picture) { + picture.setOutOfScreenShake(value); + }.bind(this)); + this._pictureTargetAll = 0; + } else { + var picture = this.picture(pictureId); + if (picture) { + picture.setOutOfScreenShake(value); + } + } + }; + + Game_Screen.prototype.iteratePictures = function (callBack) { + for (var i = 1, n = this.maxPictures(); i <= n; i++) { + var picture = this.picture(i); + if (picture && this.isTargetPicture(i)) { + callBack.call(this, picture, i); + } + } + }; + + Game_Screen.prototype.isTargetPicture = function (number) { + switch (this._pictureTargetAll) { + case 2: + return this._pictureTargetStart <= number && this._pictureTargetEnd >= number; + case 3: + return this._pictureTargetNumbers.contains(number); + default: + return true; + } + }; + + var _Game_Screen_maxPictures = Game_Screen.prototype.maxPictures; + Game_Screen.prototype.maxPictures = function () { + var max = getParamNumber('ピクチャ表示最大数', 0); + return max > 0 ? max : _Game_Screen_maxPictures.apply(this, arguments); + }; + + //============================================================================= + // Game_Picture + // ファイル名の動的生成処理を追加定義します。 + //============================================================================= + var _Game_Picture_show = Game_Picture.prototype.show; + Game_Picture.prototype.show = function (name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + if ($gameScreen.dPictureFileName != null) { + arguments[0] = $gameScreen.dPictureFileName; + $gameScreen.dPictureFileName = null; + } + _Game_Picture_show.apply(this, arguments); + }; + + var _Game_Picture_x = Game_Picture.prototype.x; + Game_Picture.prototype.x = function () { + return _Game_Picture_x.apply(this, arguments) + this.getShakeX() - + (this._outOfScreenShake ? Math.round($gameScreen.shake()) : 0); + }; + + var _Game_Picture_y = Game_Picture.prototype.y; + Game_Picture.prototype.y = function () { + return _Game_Picture_y.apply(this, arguments) + this.getShakeY(); + }; + + Game_Picture.prototype.setOutOfScreenShake = function (value) { + this._outOfScreenShake = !!value; + }; + + Game_Picture.prototype.spin = function (targetRotation, duration) { + this._targetRotation = targetRotation; + this._angle = (this._angle % 360); + if (duration === 0) { + this._angle = this._targetRotation; + } else { + this._spinDuration = duration; + } + }; + + Game_Picture.prototype.spinRelative = function (targetRelativeRotation, duration) { + this._angle = (this._angle % 360); + this.spin(this._angle + targetRelativeRotation, duration); + }; + + Game_Picture.prototype.shake = function (power, speed, rotation, duration) { + this.stopShake(); + this._shakePower = power; + this._shakeSpeed = speed; + this._shakeDuration = duration; + this._shakeRotation = rotation * Math.PI / 180; + }; + + Game_Picture.prototype.stopShake = function () { + this._shakeDirection = 1; + this._shake = 0; + }; + + var _Game_Picture_update = Game_Picture.prototype.update; + Game_Picture.prototype.update = function () { + _Game_Picture_update.apply(this, arguments); + this.updateSpin(); + this.updateShake(); + }; + + Game_Picture.prototype.updateSpin = function () { + if (this._spinDuration > 0) { + var d = this._spinDuration; + this._angle = (this._angle * (d - 1) + this._targetRotation) / d; + this._spinDuration--; + } + }; + + Game_Picture.prototype.updateShake = function () { + if (this._shakeDuration > 0) { + var delta = (this._shakePower * this._shakeSpeed * this._shakeDirection) / 10; + if (this._shakeDuration <= 1 && this._shake * (this._shake + delta) < 0) { + this._shake = 0; + } else { + this._shake += delta; + } + if (this._shake > this._shakePower * 2) { + this._shakeDirection = -1; + } + if (this._shake < -this._shakePower * 2) { + this._shakeDirection = 1; + } + this._shakeDuration--; + } + }; + + Game_Picture.prototype.getShakeX = function () { + return this._shake ? this._shake * Math.cos(this._shakeRotation) : 0; + }; + + Game_Picture.prototype.getShakeY = function () { + return this._shake ? this._shake * Math.sin(this._shakeRotation) : 0; + }; +})(); diff --git a/www/js/plugins/PictureWipe.js b/www/js/plugins/PictureWipe.js new file mode 100644 index 0000000..1787f2b --- /dev/null +++ b/www/js/plugins/PictureWipe.js @@ -0,0 +1,193 @@ +//============================================================================= +// PictureWipe.js +//============================================================================= + +/*: + * @plugindesc Transition effects for event pictures. + * @author Yoji Ojima + * + * @help + * + * Plugin Command: + * PictureWipe 1 down in 60 + * + * The above plugin command means that the "down" transition effect will be + * applied for displaying the picture #1, in 60 frames. + * + * The first argument specifies the picture ID. + * + * The second argument specifies the type of the effect. + * Can be selected from the following types: + * down - From the top to the bottom. + * up - From the bottom to the top. + * right - From the left to the right. + * left - From the right to the left. + * square - From the center to the edge with a square shape. + * circle - From the center to the edge with a circle shape. + * hblind - Horizontal blind effect. + * vblind - Vertical blind effect. + * grid - Grid effect. + * + * The third argument should be "in" to display or "out" to erase. + * + * The fourth argument specifies the transition time in frames. + */ + +/*:ja + * @plugindesc ピクチャの切り替えエフェクトです。 + * @author Yoji Ojima + * + * @help + * + * プラグインコマンド: + * PictureWipe 1 down in 60 + * + * 上記のプラグインコマンドは、ピクチャ1番を表示する際に「down」の切り替え + * エフェクトを60フレーム表示することを指定しています。 + * + * 1つ目の引数には、ピクチャIDを指定します。 + * + * 2つ目の引数には、エフェクトの種類を指定します。 + * 以下の種類が選択可能です: + * down - 上から下へ。 + * up - 下から上へ。 + * right - 左から右へ。 + * left - 右から左へ。 + * square - 正方形で中央から端へ。 + * circle - 円形で中央から端へ。 + * hblind - 水平ブラインド効果。 + * vblind - 垂直ブラインド効果。 + * grid - グリッド効果。 + * + * 3つ目の引数は、表示なら「in」、消去なら「out」とします。 + * + * 4つめの引数は、トランジション時間をフレーム数で指定します。 + */ + +(function () { + + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'PictureWipe') { + var pictureId = Number(args[0]); + var wipeType = String(args[1]) || 'down'; + var wipeDirection = String(args[2]) || 'in'; + var wipeMaxFrames = Number(args[3]) || 60; + var picture = $gameScreen.picture(pictureId); + if (picture) { + picture.wipeType = wipeType; + picture.wipeDirection = wipeDirection; + picture.wipeMaxFrames = wipeMaxFrames; + picture.wipeIndex = 0; + } + } + }; + + var _Game_Picture_update = Game_Picture.prototype.update; + Game_Picture.prototype.update = function () { + _Game_Picture_update.call(this); + this.updateWipe(); + }; + + Game_Picture.prototype.updateWipe = function () { + if (this.wipeIndex < this.wipeMaxFrames) { + this.wipeIndex++; + } + }; + + var _Sprite_Picture_update = Sprite_Picture.prototype.update; + Sprite_Picture.prototype.update = function () { + _Sprite_Picture_update.call(this); + if (this.picture() && this.visible) { + this.updateWipe(); + } + }; + + Sprite_Picture.prototype.updateWipe = function () { + var picture = this.picture(); + if (picture.wipeIndex < picture.wipeMaxFrames) { + var source = ImageManager.loadPicture(this._pictureName); + if (source.isReady()) { + if (!this.bitmap || this.bitmap === source) { + this.bitmap = new Bitmap(source.width, source.height); + } + var density = 0; + if (picture.wipeDirection === 'in') { + density = picture.wipeIndex / picture.wipeMaxFrames; + } else if (picture.wipeDirection === 'out') { + density = 1 - picture.wipeIndex / picture.wipeMaxFrames; + } + this.bitmap.clear(); + this.paintWipe(this.bitmap, picture.wipeType, density); + var context = this.bitmap.context; + context.save(); + context.globalCompositeOperation = 'source-in'; + context.drawImage(source.canvas, 0, 0); + context.restore(); + } + } else if (picture.wipeDirection === 'in') { + this.bitmap = ImageManager.loadPicture(this._pictureName); + } else if (picture.wipeDirection === 'out') { + this.bitmap.clear(); + } + }; + + Sprite_Picture.prototype.paintWipe = function (bitmap, type, density) { + var blindSize = 48; + var w = bitmap.width; + var h = bitmap.height; + var cx = w / 2; + var cy = h / 2; + var color = 'white'; + var size, i, j; + switch (type) { + case 'down': + size = h * density; + bitmap.fillRect(0, 0, w, size, color); + break; + case 'up': + size = h * density; + bitmap.fillRect(0, h - size, w, size, color); + break; + case 'right': + size = w * density; + bitmap.fillRect(0, 0, size, h, color); + break; + case 'left': + size = w * density; + bitmap.fillRect(w - size, 0, size, h, color); + break; + case 'square': + size = Math.max(w, h) / 2 * density; + bitmap.fillRect(cx - size, cy - size, size * 2, size * 2, color); + break; + case 'circle': + size = Math.sqrt(w * w + h * h) / 2 * density; + bitmap.drawCircle(cx, cy, size, color); + break; + case 'hblind': + size = blindSize * density; + for (i = 0; i < h; i += blindSize) { + bitmap.fillRect(0, i, w, size, color); + } + break; + case 'vblind': + size = blindSize * density; + for (i = 0; i < w; i += blindSize) { + bitmap.fillRect(i, 0, size, h, color); + } + break; + case 'grid': + size = blindSize * density; + for (i = 0; i < h; i += blindSize) { + for (j = 0; j < w; j += blindSize) { + bitmap.fillRect(j, i, size, size, color); + } + } + break; + } + }; + +})(); diff --git a/www/js/plugins/PictureZIndex.js b/www/js/plugins/PictureZIndex.js new file mode 100644 index 0000000..e3dff11 --- /dev/null +++ b/www/js/plugins/PictureZIndex.js @@ -0,0 +1,105 @@ +//============================================================================= +// PictureZIndex.js +//============================================================================= + +/*: + * @plugindesc ピクチャのZ-Index(重なり順序)を設定します。 + * @author 奏ねこま(おとぶきねこま) + * + * @help + * [プラグインコマンド] + * PictureZIndex + * 指定したピクチャ番号(picture id)に、重なり順序(z-index)を設定します。 + * z-indexがより大きいピクチャが前面に表示されるようになります。 + * ピクチャ番号と重なり順序には、制御文字で変数を指定することもできます。 + * 指定方法については下記使用例を参考にしてください。 + * z-indexには1以上の値を設定してください。0を指定した場合の動作は保証されませ + * ん。また、複数のピクチャに同じz-indexを指定した場合の動作も保証されません。 + * + * 使用例:ピクチャ番号#1のピクチャの重なり順序に10を設定する + * PictureZIndex 1 10 + * + * 使用例:ピクチャ番号とピクチャの重なり順序に変数を指定する + * PictureZIndex \v[1] \v[2] + * + * PictureZIndex reset + * ピクチャの重なり順序をリセットします。ピクチャ番号がより大きいピクチャが + * 前面に表示されるようになります。 + * + * [z-indexの初期状態について] + * プラグインコマンド実行前の各ピクチャのz-indexは、ピクチャ番号と同じです。 + * 例えば、ピクチャ#1のz-indexに5を指定したあと、ピクチャ#6を表示すると、 + * ピクチャ#6はピクチャ#1よりも前に表示されます。 + * + * [ 利用規約 ] ................................................................. + * 本プラグインの利用者は、RPGツクールMV/RPGMakerMVの正規ユーザーに限られます。 + * 商用、非商用、ゲームの内容(年齢制限など)を問わず利用可能です。 + * ゲームへの利用の際、報告や出典元の記載等は必須ではありません。 + * 二次配布や転載、ソースコードURLやダウンロードURLへの直接リンクは禁止します。 + * (プラグインを利用したゲームに同梱する形での結果的な配布はOKです) + * 不具合対応以外のサポートやリクエストは受け付けておりません。 + * 本プラグインにより生じたいかなる問題においても、一切の責任を負いかねます。 + * [ 改訂履歴 ] ................................................................. + * Version 1.00 2016/08/06 初版 + * -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ + * Web Site: http://i.gmobb.jp/nekoma/rpg_tkool/ + * Twitter : https://twitter.com/koma_neko + */ + +(function () { + 'use strict'; + + const _PRODUCT = 'PictureZIndex'; + const _PARAMETERS = PluginManager.parameters(_PRODUCT); + + function _(f) { return f[_PRODUCT] = f[_PRODUCT] || {} } + + function processVariableCharacter(text) { + var org_text = ''; + while (text !== org_text) { + org_text = text; + text = text.replace(/\\v\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + } + return text; + } + + var _Spriteset_Base_createPictures = Spriteset_Base.prototype.createPictures; + Spriteset_Base.prototype.createPictures = function () { + _Spriteset_Base_createPictures.call(this); + var zIndex = _($gameSystem).zIndex = _($gameSystem).zIndex || []; + this._pictureContainer.children.sort(function (a, b) { + var az = zIndex[a._pictureId] || a._pictureId; + var bz = zIndex[b._pictureId] || b._pictureId; + return az - bz; + }); + }; + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command.toLowerCase() === 'picturezindex') { + args = processVariableCharacter(args.join(' ')).split(' '); + var spriteset = SceneManager._scene._spriteset; + if (args[0].toLowerCase() !== 'reset') { + var zIndex = _($gameSystem).zIndex = _($gameSystem).zIndex || []; + zIndex[+args[0]] = +args[1]; + if (spriteset) { + spriteset._pictureContainer.children.sort(function (a, b) { + var az = zIndex[a._pictureId] || a._pictureId; + var bz = zIndex[b._pictureId] || b._pictureId; + return az - bz; + }); + } + } else { + _($gameSystem).zIndex = []; + if (spriteset) { + spriteset._pictureContainer.children.sort(function (a, b) { + return a._pictureId - b._pictureId; + }); + } + } + } + }; +}()); diff --git a/www/js/plugins/RandomShake.js b/www/js/plugins/RandomShake.js new file mode 100644 index 0000000..b062a68 --- /dev/null +++ b/www/js/plugins/RandomShake.js @@ -0,0 +1,151 @@ +//=================================================================== +//RandomShake.js +//ランダムに画面を揺らすプラグイン +//=================================================================== +//Copyright (c) 2017 蔦森くいな +//Released under the MIT license. +//http://opensource.org/licenses/mit-license.php +//------------------------------------------------------------------- +//blog : http://paradre.com/ +//Twitter: https://twitter.com/Kuina_T +//=================================================================== +//<更新情報> +// ver1.0.1 2017/07/07 セーブデータ作成後にプラグインを導入した際の不具合修正 +// ver1.0.0 2017/07/06 初版 +//=================================================================== + +/*: + * @plugindesc イベントコマンド「画面のシェイク」にランダムに揺らす機能を追加します。 + * @author 蔦森くいな + * + * @help プラグイン管理画面からパラメータ「SwitchNumber」にスイッチ番号を設定すると、 + * その番号のスイッチがONの時、イベントコマンド「画面のシェイク」で + * 画面を不規則に揺らす事ができます。 + * + * 設定項目は通常の「画面のシェイク」と同じです。 + * 「強さ」「速さ」「時間」「ウェイト」を指定できます。 + * お好みの数値で試してみて下さい。 + * + * + * @param SwitchNumber + * @desc ランダムシェイク機能をONにするために使用するスイッチ番号 + * @default 0 + * + * 利用規約: + * このプラグインは商用・非商用を問わず無料でご利用いただけます。 + * どのようなゲームに使っても、どのように加工していただいても構いません。 + * MIT Licenseにつき著作権表示とライセンスURLは残しておいて下さい。 + */ + +(function () { + 'use strict'; + + var pd_RS_SwitchNumber = Number(PluginManager.parameters("RandomShake")["SwitchNumber"]); + + var pd_RS_Game_Screen_initialize = Game_Screen.prototype.initialize; + Game_Screen.prototype.initialize = function () { + this.__pd_RS = {}; + pd_RS_Game_Screen_initialize.call(this); + }; + + var pd_RS_Game_Screen_clearShake = Game_Screen.prototype.clearShake; + Game_Screen.prototype.clearShake = function () { + + pd_RS_Game_Screen_clearShake.call(this); + + this.pd_RS_clearShake(); + }; + + Game_Screen.prototype.pd_RS_clearShake = function () { + this.__pd_RS.shakeX = 0; + this.__pd_RS.shakeY = 0; + this.__pd_RS.shakeRandomX = 0; + this.__pd_RS.shakeRandomY = 0; + }; + + Game_Screen.prototype.pd_RS_checkProperty = function () { + if (this.__pd_RS === undefined) { + this.__pd_RS = {}; + this.pd_RS_clearShake(); + } + }; + + var pd_RS_Game_Screen_updateShake = Game_Screen.prototype.updateShake; + Game_Screen.prototype.updateShake = function () { + + if (pd_RS_SwitchNumber !== 0 && $gameSwitches.value(pd_RS_SwitchNumber)) { + if (this._shakeDuration > 0) { + if (this._shakeDuration % this._shakePower === 0) { + this.__pd_RS.shakeRandomX = (this._shakeSpeed / 2 - Math.random() * this._shakeSpeed) * this._shakePower / 3; + this.__pd_RS.shakeRandomY = (this._shakeSpeed / 2 - Math.random() * this._shakeSpeed) * this._shakePower / 3; + } + if (Math.abs(this.__pd_RS.shakeX + this.__pd_RS.shakeRandomX) > this._shakePower * 2) { + var sign = 0; + if (this.__pd_RS.shakeRandomX > 0) { + sign = 1; + } else if (this.__pd_RS.shakeRandomX < 0) { + sign = -1; + } + this.__pd_RS.shakeX = this._shakePower * 2 * sign; + this.__pd_RS.shakeRandomX *= -1; + } else { + this.__pd_RS.shakeX += this.__pd_RS.shakeRandomX; + } + if (Math.abs(this.__pd_RS.shakeY + this.__pd_RS.shakeRandomY) > this._shakePower * 2) { + var sign = 0; + if (this.__pd_RS.shakeRandomY > 0) { + sign = 1; + } else if (this.__pd_RS.shakeRandomY < 0) { + sign = -1; + } + this.__pd_RS.shakeY = this._shakePower * 2 * sign; + this.__pd_RS.shakeRandomY *= -1; + } else { + this.__pd_RS.shakeY += this.__pd_RS.shakeRandomY; + } + this._shakeDuration--; + } else if (this.__pd_RS.shakeX !== 0 || this.__pd_RS.shakeY !== 0) { + if (this.__pd_RS.shakeX > 0) { + this.__pd_RS.shakeX -= this._shakeSpeed; + if (this.__pd_RS.shakeX < 0) this.__pd_RS.shakeX = 0; + } else if (this.__pd_RS.shakeX < 0) { + this.__pd_RS.shakeX += this._shakeSpeed; + if (this.__pd_RS.shakeX > 0) this.__pd_RS.shakeX = 0; + } + if (this.__pd_RS.shakeY > 0) { + this.__pd_RS.shakeY -= this._shakeSpeed; + if (this.__pd_RS.shakeY < 0) this.__pd_RS.shakeY = 0; + } else if (this.__pd_RS.shakeY < 0) { + this.__pd_RS.shakeY += this._shakeSpeed; + if (this.__pd_RS.shakeY > 0) this.__pd_RS.shakeY = 0; + } + } + } else { + pd_RS_Game_Screen_updateShake.call(this); + } + + }; + + var pd_RS_Game_Screen_shake = Game_Screen.prototype.shake; + Game_Screen.prototype.shake = function () { + if (pd_RS_SwitchNumber !== 0 && $gameSwitches.value(pd_RS_SwitchNumber)) { + this.pd_RS_checkProperty(); + return this.__pd_RS.shakeX; + } else { + return pd_RS_Game_Screen_shake.call(this); + } + }; + + var pd_RS_Spriteset_Base_updatePosition = Spriteset_Base.prototype.updatePosition; + Spriteset_Base.prototype.updatePosition = function () { + + pd_RS_Spriteset_Base_updatePosition.call(this); + + if (pd_RS_SwitchNumber !== 0 && $gameSwitches.value(pd_RS_SwitchNumber)) { + this.y += Math.round($gameScreen.__pd_RS.shakeY); + } + + }; + + +})(); \ No newline at end of file diff --git a/www/js/plugins/SAN_Imp_ColorCache.js b/www/js/plugins/SAN_Imp_ColorCache.js new file mode 100644 index 0000000..d22b3b4 --- /dev/null +++ b/www/js/plugins/SAN_Imp_ColorCache.js @@ -0,0 +1,107 @@ +//============================================================================= +// SAN_Imp_ColorCache.js +//============================================================================= +// Copyright (c) 2018 Sanshiro +// This plugin is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +//============================================================================= +// GitHub : https://github.com/rev2nym +// Twitter : https://twitter.com/rev2nym +//============================================================================= + +/*: + * @plugindesc カラーキャッシュ 1.0.0 + * パフォーマンス改善プラグインです。 + * @author Sanshiro https://github.com/rev2nym + * @help + * ■概要 + * 色データの取得結果をキャッシュ化することでゲームの処理速度の改善を図ります。 + * テキストカラーやゲージカラーを毎フレーム取得して + * ウィンドウやスプライトを毎フレーム再描画するようなゲームの + * 処理速度の改善により効果を発揮します。 + * + * ■詳細 + * 「Bitmap.getPixel()」メソッドと「Bitmap.getAlphaPixel()」メソッドの結果を + * キャッシュ化することで「CanvasRenderingContext2D.getImageData()」メソッドの + * 呼び出し回数を削減し Major GC の回数を削減する効果が期待できます。 + * これらの処理は主に「Window_Base.textColor()」メソッドと + * 「Window_Base.pendingColor()」メソッドで使用されており + * ウィンドウに関係する大抵の色データ取得メソッドで使用されています。 + * + * ■利用規約 + * MITライセンスのもと、商用利用、改変、再配布が可能です。 + * ただし冒頭のコメントは削除や改変をしないでください。 + * これを利用したことによるいかなる損害にも作者は責任を負いません。 + * サポートは期待しないでください><。 + */ + +var Imported = Imported || {}; +Imported.SAN_Imp_ColorCache = true; + +var Sanshiro = Sanshiro || {}; +Sanshiro.Imp_ColorCache = Sanshiro.Imp_ColorCache || {}; +Sanshiro.Imp_ColorCache.version = '1.0.0'; + +(function () { + 'use strict'; + + //----------------------------------------------------------------------------- + // Bitmap + // + // ビットマップ + + // オブジェクト初期化 + var _Bitmap_initialize = + Bitmap.prototype.initialize; + Bitmap.prototype.initialize = function (width, height) { + _Bitmap_initialize.call(this, width, height); + this.initPixelCache(); + }; + + // ピクセルキャッシュの初期化 + Bitmap.prototype.initPixelCache = function () { + this._pixelCache = {}; + this._alphaPixelCache = {}; + }; + + // ピクセルキャッシュのクリア + Bitmap.prototype.clearPixelCache = function () { + this._pixelCache = {}; + this._alphaPixelCache = {}; + }; + + // ピクセルの色データの取得("#rrggbb") + var _Bitmap_getPixel = + Bitmap.prototype.getPixel; + Bitmap.prototype.getPixel = function (x, y) { + var key = x + '_' + y; + var result = (!!this._pixelCache[key] ? + this._pixelCache[key] : + _Bitmap_getPixel.call(this, x, y) + ); + this._pixelCache[key] = result; + return result; + }; + + // ピクセルのアルファデータの取得 + var _Bitmap_getAlphaPixel = + Bitmap.prototype.getAlphaPixel; + Bitmap.prototype.getAlphaPixel = function (x, y) { + var key = x + '_' + y; + var result = (!!this._alphaPixelCache[key] ? + this._alphaPixelCache[key] : + _Bitmap_getAlphaPixel.call(this, x, y) + ); + this._alphaPixelCache[key] = result; + return result; + }; + + // ダーティフラグの設定 + var _Bitmap__setDirty = + Bitmap.prototype._setDirty; + Bitmap.prototype._setDirty = function () { + _Bitmap__setDirty.call(this); + this.clearPixelCache(); + }; + +})(); diff --git a/www/js/plugins/SA_CoreSpeedImprovement.js b/www/js/plugins/SA_CoreSpeedImprovement.js new file mode 100644 index 0000000..6cbd96b --- /dev/null +++ b/www/js/plugins/SA_CoreSpeedImprovement.js @@ -0,0 +1,318 @@ +//============================================================================= +// SA_CoreSpeedImprovement.js +// ---------------------------------------------------------------------------- +// Created by seea +// License: MIT License https://opensource.org/licenses/mit-license.php +// +// Plugin author: +// Contact: https://nekono.org +//============================================================================= +// History +// 18.0 2018/01/27 Initial release. +// 18.1 2018/01/27 Cache the result of isCollidedWithCharacters. +//============================================================================= +// 更新履歴 +// 18.0 2018/01/27 初版 +// 18.1 2018/01/27 isCollidedWithCharactersの結果をキャッシュする機能を追加 + +/*: + * ============================================================================== + * @plugindesc v18.1 SA Core Speed Improvement (Define at the top) + * @author seea + * @require rpg_core.js v1.5.1 + * + * @help + * SA Core Speed Improvement -- コアスクリプト速度改善 + * + * 必須 - rpg_core.js v1.5.1 + * + * コアスクリプトのうち、ボトルネックとなっている部分の実行速度を改善します。 + * + * 画面内に表示されるイベントの数が多くなると、RPGツクールMV バージョン 1.5.1 の + * 実行速度の低下が目立つ場合があります。 + * + * 本プラグインは、コードの見通しは良いが実ゲームの速度を遅くするコードを + * 見通しは悪いが機能は同等の、Chromeブラウザが高速に処理するコードに置き換え、 + * ゲームの速度の改善を目指します。 + * + * Chromeブラウザのプロファイラを用いて検出した、ゲームの速度に特に影響の大きい + * コードに限り、置き換えています。 + * + * 【使用方法】 + * ・他の全てのプラグインよりも先に定義してください。 + * + * 【補足】 + * ・制作者は、本プラグインの内容がコミュニティ版コアスクリプトに適用されることを + * 望みます。(CWCキャッシュは特殊な手法なので除きます) + * ・将来、RPGツクールMV本体のバージョンアップにともない、改善内容が反映されて + * このプラグインが不要となる場合があります。 + * その際は、プラグインを削除してください。 + * + * 【追加機能】 + * v18.1+ + * CWCキャッシュ(実験的) + * 半歩移動プラグイン(HalfMove.js) (By トリアコンタン様) と + * 8方向移動(タッチパネル対応版)(Yami_8DirEx.js) (By 神無月サスケ様, Yami様) + * の二つを導入している時、マウス移動すると非常に重たくなる場合があります。 + * + * マウス移動時にキャラクター衝突判定処理が5桁の回数に到達することがあり、 + * これが動作を重たくして、FPSを低下させる要因の一つになっています。 + * 一つ一つの判定処理を高速化すると効果はありますが、それも限界があります。 + * + * そこで、この機能は衝突判定結果をキャッシュして、一定時間以内の同じ座標 + * についての判定を省略することにより、応答速度を上げてFPS低下を抑えます。 + * + * CWCキャッシュをONにすると副作用が発生する可能性があります。 + * 次のようなケースです。 + * + * - NPCが高速で走り回っている場合 + * - シンボルエンカウント方式を使用し、かつシンボルの動きが高速の場合 + * + * 一瞬ですがキャッシュが古い位置情報を元に判定結果を返す時間帯があるため、 + * 主人公キャラクターがNPCやシンボルをすり抜けて移動したり、 + * タイミングをはかって一瞬の隙間の発生を狙って操作したのに通れなかった、 + * というケースが考えられます。 + * + * 特にマウスを使ったキャラクターの動きがゲームの戦闘の勝敗に直接繋がる場合は + * CWCキャッシュを利用するかどうかは慎重に検討してください。 + * + * また、マウスやタッチパネルに対応する予定がない場合は、速度が低下しないため + * CWCキャッシュをONにする必要は全くありません。 + * + * 設定項目 Minimum CWC-cache holding count は、キャッシュの最小の保持期間を + * 指定します。 + * キャッシュは2つの箱があり、保持期間が経過すると片方ずつ空になります。 + * 高速化のため、個々のキャッシュの寿命は管理しません。箱ごと管理します。 + * そのため、設定した最小保持期間の1倍 ~ 2倍の寿命があります。 + * + * 設定値を増やすと、キャッシュが長時間保持されるため効果が高いですが、 + * おかしな移動をする場合があります。NPCやシンボルがあまり動かない静かな + * ゲームは、値を増やしても違和感は少ないでしょう。 + * + * 設定値を減らすと、キャッシュが短時間で消されるため効果は薄くなりますが、 + * 副作用の発生を抑える効果があります。 + * + * @param Enable CWC-cache + * @desc CWCキャッシュを有効にします。(実験的)(ON/OFF) + * @default false + * @type boolean + * + * @param Minimum CWC-cache holding count + * @desc CWCキャッシュの保持期間の最小値(単位:Frame) + * 最大で設定値の2倍の時間まで保持します。既定値:15 + * @default 15 + * @type number + * + * @param Logging level + * @desc ログ出力量を指定します 0:No Log 1:Fatal 2:+Error 3:+Warning 4:+Info 5:+Debug + * @default 4 + * @type number + */ + +var Imported = Imported || {}; +Imported.SA_CoreSpeedImprovement = true; + +//----------------------------------------------------------------------------- +(function () { + 'use strict'; + + // Get parameters + var params = PluginManager.parameters('SA_CoreSpeedImprovement'); + const paramEnableCacheCWC = (params['Enable CWC-cache'] === 'true'); + const paramMinCacheCWCHoldingCount = Number(params['Minimum CWC-cache holding count'] || 15); + const paramLoggingLevel = Number(params['Logging level'] || 4); + const LDEBUG = paramLoggingLevel >= 5 ? true : false; + const LINFO = paramLoggingLevel >= 4 ? true : false; + const LWARN = paramLoggingLevel >= 3 ? true : false; + const LERROR = paramLoggingLevel >= 2 ? true : false; + const LFATAL = paramLoggingLevel >= 1 ? true : false; + + // Log parameters + if (LINFO) { + console.log('== SA_CoreSpeedImprovement =='); + console.log('paramEnableCacheCWC = ' + paramEnableCacheCWC); + console.log('paramMinCacheCWCHoldingCount = ' + paramMinCacheCWCHoldingCount); + } + + //----------------------------------------------------------------------------- + // Game_Map + // + + /** + * セットアップ [EXPANDED] + */ + var _Game_Map_setup = Game_Map.prototype.setup; + Game_Map.prototype.setup = function (mapId) { + _Game_Map_setup.call(this, mapId); + if (paramEnableCacheCWC) { + this.clearCacheCWCMem1(); + this.clearCacheCWCMem2(); + this._cacheCWCIndex = 1; + this._cacheCWCClearTiming = 0; + this._cacheCWCHitCnt = 0; + this._cacheCWCLookupCnt = 0; + if (LDEBUG) { + console.log('CWC cache setup cmpl'); + } + } + }; + + Game_Map.prototype.events = function () { + var filtered = []; + for (var i = 0; i < this._events.length; i++) { + var event = this._events[i]; + if (!!event) { + filtered.push(event); + } + } + return filtered; + }; + + Game_Map.prototype.eventsXyNt = function (x, y) { + var events = this.events(); + var filtered = []; + for (var i = 0; i < events.length; i++) { + if (events[i].posNt(x, y)) { + filtered.push(events[i]); + } + } + return filtered; + }; + + /** + * CWCキャッシュから値を取得する。キャッシュ内に見つからない場合は undefined を返す。 + */ + Game_Map.prototype.getValueCacheCWC = function (key) { + this._cacheCWCLookupCnt++; + var value; + if (this._cacheCWCIndex === 1) { + value = this._cacheCWCMem1[key]; + if (typeof value === 'undefined') { + value = this._cacheCWCMem2[key]; + } + } else { + value = this._cacheCWCMem2[key]; + if (typeof value === 'undefined') { + value = this._cacheCWCMem1[key]; + } + } + if (typeof value !== 'undefined') { + this._cacheCWCHitCnt++; + } + return value; + }; + + /** + * CWCキャッシュに新しい値を追加する + */ + Game_Map.prototype.addCacheCWC = function (key, value) { + if (this._cacheCWCIndex === 1) { + this._cacheCWCMem1[key] = value; + } else { + this._cacheCWCMem2[key] = value; + } + }; + + /** + * 古くなったCWCキャッシュを消去する + */ + Game_Map.prototype.clearOldCacheCWC = function () { + if (!paramEnableCacheCWC) { + return; + } + this._cacheCWCClearTiming++; + if (this._cacheCWCClearTiming >= paramMinCacheCWCHoldingCount) { + // 一定時間ごとに、古くなったキャッシュを消去する + this._cacheCWCClearTiming = 0; + // キャッシュヒット率 + var hitRatio = 100 * this._cacheCWCHitCnt / this._cacheCWCLookupCnt; + // キャッシュミス件数 + var cacheMiss = this._cacheCWCLookupCnt - this._cacheCWCHitCnt; + // 古くなったキャッシュを消去する(連想配列を作り直す) + if (this._cacheCWCIndex === 1) { + this._cacheCWCIndex = 2; + this.clearCacheCWCMem2(); + } else { + this._cacheCWCIndex = 1; + this.clearCacheCWCMem1(); + } + if (this._cacheCWCLookupCnt > 0) { + if (LINFO) { + // 統計情報を出力 + console.log('CWC cache hit ratio:' + hitRatio.toFixed(1) + '% hit:' + this._cacheCWCHitCnt + ' miss:' + cacheMiss); + } + } + this._cacheCWCHitCnt = 0; + this._cacheCWCLookupCnt = 0; + } + }; + + /** + * CWCキャッシュ#1を消去する + */ + Game_Map.prototype.clearCacheCWCMem1 = function () { + // ここまで丁寧にしなくても最近のエンジンならGCで解放されるが、実行時のコストは僅かのため残しておく。 + if (typeof this._cacheCWCMem1 !== 'undefined') { + for (var key in this._cacheCWCMem1) { + delete this._cacheCWCMem1[key]; + } + delete this._cacheCWCMem1; + } + this._cacheCWCMem1 = {}; + }; + + /** + * CWCキャッシュ#2を消去する + */ + Game_Map.prototype.clearCacheCWCMem2 = function () { + if (typeof this._cacheCWCMem2 !== 'undefined') { + for (var key in this._cacheCWCMem2) { + delete this._cacheCWCMem2[key]; + } + delete this._cacheCWCMem2; + } + this._cacheCWCMem2 = {}; + }; + + if (paramEnableCacheCWC) { + /** + * Game_Map updater + * + * @method update + */ + var _Game_Map_update = Game_Map.prototype.update; + Game_Map.prototype.update = function (sceneActive) { + _Game_Map_update.call(this, sceneActive); + this.clearOldCacheCWC(); + }; + } + + //----------------------------------------------------------------------------- + // Game_CharacterBase + // + + if (paramEnableCacheCWC) { + Game_CharacterBase.prototype.isCollidedWithCharacters = function (x, y) { + var key = x + '_' + y; + var value = $gameMap.getValueCacheCWC(key); + if (typeof value === 'undefined') { + // キャッシュ内に見つからない場合 + value = this.isCollidedWithEvents(x, y) || this.isCollidedWithVehicles(x, y); + // キャッシュに値を追加する + $gameMap.addCacheCWC(key, value); + } + return value; + }; + } + + Game_CharacterBase.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y); + for (var i = 0; i < events.length; i++) { + if (events[i].isNormalPriority()) { + return true; + } + } + return false; + }; + +})(); diff --git a/www/js/plugins/SimpleMsgSideView.js b/www/js/plugins/SimpleMsgSideView.js new file mode 100644 index 0000000..8bfbda1 --- /dev/null +++ b/www/js/plugins/SimpleMsgSideView.js @@ -0,0 +1,91 @@ +//============================================================================= +// SimpleMsgSideView.js +//============================================================================= + +/*: + * @plugindesc at sideview battle, only display item/skill names. + * @author Sasuke KANNAZUKI + * + * @param displayAttack + * @desc Whether to display normal attack. 1:yes 0:no + * @default 0 + * + * @param position + * @desc Skill name display position. 0:left, 1:center + * @default 1 + * + * @help This plugin does not provide plugin commands. + * + * By not displaying the log and only displaying the skill name, + * the speed of battle will increase slightly. + */ + +/*:ja + * @plugindesc サイドビューバトルで技/アイテムの名前のみ表示します。 + * @author 神無月サスケ + * + * @param displayAttack + * @desc 通常攻撃も表示するか (1:する 0:しない) + * @default 0 + * + * @param position + * @desc 技名を表示する位置 (0:左寄せ, 1:中央) + * @default 1 + * + * @help このプラグインには、プラグインコマンドはありません。 + * + * ログを表示せず、技名のみを表示することで、戦闘のテンポが若干高速になります。 + */ + +(function () { + + var parameters = PluginManager.parameters('SimpleMsgSideView'); + var displayAttack = Number(parameters['displayAttack']) != 0; + var position = Number(parameters['position'] || 1); + + var _Window_BattleLog_addText = Window_BattleLog.prototype.addText; + Window_BattleLog.prototype.addText = function (text) { + if ($gameSystem.isSideView()) { + this.refresh(); + this.wait(); + return; // not display battle log + } + _Window_BattleLog_addText.call(this, text); + }; + + // for sideview battle only + Window_BattleLog.prototype.addItemNameText = function (itemName) { + this._lines.push(itemName); + this.refresh(); + this.wait(); + }; + + var _Window_BattleLog_displayAction = + Window_BattleLog.prototype.displayAction; + Window_BattleLog.prototype.displayAction = function (subject, item) { + if ($gameSystem.isSideView()) { + if (displayAttack || + !(DataManager.isSkill(item) && item.id == subject.attackSkillId())) { + this.push('addItemNameText', item.name); // display item/skill name + } else { + this.push('wait'); + } + return; + } + _Window_BattleLog_displayAction.call(this, subject, item); + }; + + // to put skill/item name at center + var _Window_BattleLog_drawLineText = Window_BattleLog.prototype.drawLineText; + Window_BattleLog.prototype.drawLineText = function (index) { + if ($gameSystem.isSideView() && position == 1) { + var rect = this.itemRectForText(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); + this.drawText(this._lines[index], rect.x, rect.y, + rect.width, 'center'); + return; + } + _Window_BattleLog_drawLineText.call(this, index); + }; + +})(); diff --git a/www/js/plugins/SimpleVoice.js b/www/js/plugins/SimpleVoice.js new file mode 100644 index 0000000..2b97712 --- /dev/null +++ b/www/js/plugins/SimpleVoice.js @@ -0,0 +1,331 @@ +//============================================================================= +// SimpleVoice.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015-2017 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.1.0 2017/07/16 ボイスのチャンネル指定機能を追加。同一チャンネルのボイスが同時再生されないようになります。 +// 1.0.1 2017/06/26 英語表記のプラグインコマンドの指定方法を変更 +// 1.0.0 2017/06/25 初版 +// ---------------------------------------------------------------------------- +// [Blog] : https://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc SimpleVoicePlugin + * @author triacontane + * + * @param FolderName + * @type string + * @desc ボイスファイルが格納されているフォルダ名です。 + * @default voice + * + * @param OptionName + * @type string + * @desc オプション画面に表示されるボイス音量の設定項目名称です。 + * @default ボイス 音量 + * + * @param OptionValue + * @type number + * @desc ボイス音量の初期値です。 + * @default 100 + * + * @help ボイス演奏を簡易サポートします。 + * 通常の効果音とは格納フォルダを分けられるほか、オプション画面で + * 別途音量指定が可能になります。 + * + * 演奏及びループ演奏はプラグインコマンドから行います。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * SV_ボイスの演奏 aaa 90 100 0 2 # 指定したボイスを演奏します。 + * SV_PLAY_VOICE aaa 90 100 0 2 # 同上 + * ※具体的な引数は以下の通りです。 + * 0 : ファイル名(拡張子不要) + * 1 : 音量(省略した場合は90) + * 2 : ピッチ(省略した場合は100) + * 3 : 位相(省略した場合は0) + * 4 : チャンネル番号 + * + * チャンネル番号(数値)を指定すると、停止するときに指定したチャンネルと一致する + * すべてのボイスを一度に停止することができます。 + * これにより同一のチャンネルのボイスが重なって演奏されないようになります。 + * + * SV_ボイスのループ演奏 aaa 90 100 0 # 指定したボイスをループ演奏します。 + * SV_PLAY_LOOP_VOICE aaa 90 100 0 # 同上 + * + * SV_ボイスの停止 aaa # ボイスaaaの演奏を停止します。 + * SV_STOP_VOICE aaa # 同上 + * SV_ボイスの停止 1 # チャンネル[1]で再生した全てのボイスの演奏を停止します。 + * SV_STOP_VOICE 1 # 同上 + * ※引数を省略した場合は全てのボイスを停止します。 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc 簡易ボイスプラグイン + * @author トリアコンタン + * + * @param フォルダ名 + * @type string + * @desc ボイスファイルが格納されているフォルダ名です。 + * @default voice + * + * @param オプション名称 + * @type string + * @desc オプション画面に表示されるボイス音量の設定項目名称です。 + * @default ボイス 音量 + * + * @param オプション初期値 + * @type number + * @desc ボイス音量の初期値です。 + * @default 100 + * + * @help ボイス演奏を簡易サポートします。 + * 通常の効果音とは格納フォルダを分けられるほか、オプション画面で + * 別途音量指定が可能になります。 + * + * 演奏及びループ演奏はプラグインコマンドから行います。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * SV_ボイスの演奏 aaa 90 100 0 2 # 指定したボイスを演奏します。 + * SV_PLAY_VOICE aaa 90 100 0 2 # 同上 + * ※具体的な引数は以下の通りです。 + * 0 : ファイル名(拡張子不要) + * 1 : 音量(省略した場合は90) + * 2 : ピッチ(省略した場合は100) + * 3 : 位相(省略した場合は0) + * 4 : チャンネル番号 + * + * チャンネル番号(数値)を指定すると、停止するときに指定したチャンネルと一致する + * すべてのボイスを一度に停止することができます。 + * これにより同一のチャンネルのボイスが重なって演奏されないようになります。 + * + * SV_ボイスのループ演奏 aaa 90 100 0 # 指定したボイスをループ演奏します。 + * SV_PLAY_LOOP_VOICE aaa 90 100 0 # 同上 + * + * SV_ボイスの停止 aaa # ボイスaaaの演奏を停止します。 + * SV_STOP_VOICE aaa # 同上 + * SV_ボイスの停止 1 # チャンネル[1]で再生した全てのボイスの演奏を停止します。 + * SV_STOP_VOICE 1 # 同上 + * ※引数を省略した場合は全てのボイスを停止します。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + var pluginName = 'SimpleVoice'; + var metaTagPrefix = 'SV_'; + + //============================================================================= + // ローカル関数 + // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします + //============================================================================= + var getParamString = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return ''; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamString(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value) || 0).clamp(min, max); + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(arg) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (isNotAString(text)) text = ''; + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text) : text; + }; + + var isNotAString = function (args) { + return String(args) !== args; + }; + + var convertAllArguments = function (args) { + for (var i = 0; i < args.length; i++) { + args[i] = convertEscapeCharacters(args[i]); + } + return args; + }; + + var setPluginCommand = function (commandName, methodName) { + pluginCommandMap.set(metaTagPrefix + commandName, methodName); + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var param = {}; + param.folderName = getParamString(['FolderName', 'フォルダ名']); + param.optionName = getParamString(['OptionName', 'オプション名称']); + param.optionValue = getParamNumber(['OptionValue', 'オプション初期値']); + + var pluginCommandMap = new Map(); + setPluginCommand('ボイスの演奏', 'execPlayVoice'); + setPluginCommand('PLAY_VOICE', 'execPlayVoice'); + setPluginCommand('ボイスのループ演奏', 'execPlayLoopVoice'); + setPluginCommand('PLAY_LOOP_VOICE', 'execPlayLoopVoice'); + setPluginCommand('ボイスの停止', 'execStopVoice'); + setPluginCommand('STOP_VOICE', 'execStopVoice'); + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + var pluginCommandMethod = pluginCommandMap.get(command.toUpperCase()); + if (pluginCommandMethod) { + this[pluginCommandMethod](convertAllArguments(args)); + } + }; + + Game_Interpreter.prototype.execPlayVoice = function (args, loop) { + var voice = {}; + voice.name = args.length >= 1 ? args[0] : ''; + voice.volume = args.length >= 2 ? getArgNumber(args[1], 0, 100) : 90; + voice.pitch = args.length >= 3 ? getArgNumber(args[2], 50, 150) : 100; + voice.pan = args.length >= 4 ? getArgNumber(args[3], -100, 100) : 0; + var channel = args.length >= 5 ? getArgNumber(args[4], 1) : undefined; + AudioManager.playVoice(voice, loop || false, channel); + }; + + Game_Interpreter.prototype.execPlayLoopVoice = function (args) { + this.execPlayVoice(args, true); + }; + + Game_Interpreter.prototype.execStopVoice = function (args) { + var channel = Number(args[0]); + if (isNaN(channel)) { + AudioManager.stopVoice(args[0], null); + } else { + AudioManager.stopVoice(null, channel); + } + }; + + //============================================================================= + // ConfigManager + // ボイスボリュームの設定機能を追加します。 + //============================================================================= + Object.defineProperty(ConfigManager, 'voiceVolume', { + get: function () { + return AudioManager._voiceVolume; + }, + set: function (value) { + AudioManager.voiceVolume = value; + } + }); + + var _ConfigManager_makeData = ConfigManager.makeData; + ConfigManager.makeData = function () { + var config = _ConfigManager_makeData.apply(this, arguments); + config.voiceVolume = this.voiceVolume; + return config; + }; + + var _ConfigManager_applyData = ConfigManager.applyData; + ConfigManager.applyData = function (config) { + _ConfigManager_applyData.apply(this, arguments); + var symbol = 'voiceVolume'; + this.voiceVolume = config.hasOwnProperty(symbol) ? this.readVolume(config, symbol) : param.optionValue; + }; + + //============================================================================= + // Window_Options + // ボイスボリュームの設定項目を追加します。 + //============================================================================= + var _Window_Options_addVolumeOptions = Window_Options.prototype.addVolumeOptions; + Window_Options.prototype.addVolumeOptions = function () { + _Window_Options_addVolumeOptions.apply(this, arguments); + this.addCommand(param.optionName, 'voiceVolume'); + }; + + //============================================================================= + // AudioManager + // ボイスの演奏機能を追加定義します。 + //============================================================================= + Object.defineProperty(AudioManager, 'voiceVolume', { + get: function () { + return this._voiceVolume; + }, + set: function (value) { + this._voiceVolume = value; + } + }); + + AudioManager.updateVoiceParameters = function (buffer, voice) { + this.updateBufferParameters(buffer, this._voiceVolume, voice); + }; + + AudioManager._voiceBuffers = []; + AudioManager._voiceVolume = 100; + AudioManager.playVoice = function (voice, loop, channel) { + if (voice.name) { + this.stopVoice(voice.name, channel); + var buffer = this.createBuffer(param.folderName, voice.name); + this.updateVoiceParameters(buffer, voice); + buffer.play(loop); + buffer.name = voice.name; + buffer.channel = channel; + this._voiceBuffers.push(buffer); + } + }; + + AudioManager.stopVoice = function (name, channel) { + this._voiceBuffers.forEach(function (buffer) { + if (!name && !channel || buffer.name === name || buffer.channel === channel) { + buffer.stop(); + } + }); + this.filterPlayingVoice(); + }; + + AudioManager.filterPlayingVoice = function () { + this._voiceBuffers = this._voiceBuffers.filter(function (audio) { + return audio.isPlaying(); + }); + }; + + var _AudioManager_stopAll = AudioManager.stopAll; + AudioManager.stopAll = function () { + _AudioManager_stopAll.apply(this, arguments); + this.stopVoice(); + }; + + //============================================================================= + // Scene_Base + // フェードアウト時にSEの演奏も停止します。 + //============================================================================= + var _Scene_Base_fadeOutAll = Scene_Base.prototype.fadeOutAll; + Scene_Base.prototype.fadeOutAll = function () { + _Scene_Base_fadeOutAll.apply(this, arguments); + AudioManager.stopVoice(); + }; +})(); + diff --git a/www/js/plugins/TMBitmapEx.js b/www/js/plugins/TMBitmapEx.js new file mode 100644 index 0000000..5f9974f --- /dev/null +++ b/www/js/plugins/TMBitmapEx.js @@ -0,0 +1,216 @@ +//============================================================================= +// TMPlugin - ビットマップ拡張 +// バージョン: 2.0.2 +// 最終更新日: 2017/06/30 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2016 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 角丸の矩形や星を描画する機能を追加します。 + * 各種ゲージの形状を角丸矩形に自動変更する機能もあります。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param gaugeHeight + * @type number + * @desc 角丸ゲージの太さ。 + * 初期値: 18 + * @default 18 + * + * @param gaugeReduction + * @type number + * @desc ゲージ背景はそのままにゲージだけを縮小するサイズ。 + * 初期値: 2 + * @default 2 + * + * @param cornerRadius + * @type number + * @desc 角丸ゲージの角丸部分の半径。 + * 初期値: 6 + * @default 6 + * + * @param minGaugeRate + * @type string + * @desc 角丸ゲージの長さの下限値(cornerRadiusの倍率)。 + * 初期値: 1.5 + * @default 1.5 + * + * @help + * TMPlugin - ビットマップ拡張 ver2.0.2 + * + * 使い方: + * + * このプラグインを導入すると、HPやMPのゲージの形状が角丸の矩形に + * 変更されます。また、Bitmapに複数のメソッドを追加します。 + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.5.0 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + * + * + * 追加されるメソッド(Bitmap): + * + * fillRoundRect(x, y, width, height, radius, color) + * 座標(x, y)を左上として幅width、高さheightの角丸矩形を描画します、 + * radiusは丸部分の半径、colorは塗りつぶす色を文字列で指定してください。 + * 例)bitmap.fillRoundRect(0, 0, 200, 48, 6, '#000000'); + * + * gradientFillRoundRect(x, y, width, height, radius, color1, color2, vertical) + * グラデーション付きの角丸矩形を描画します。verticalが真なら + * グラデーションの向きが縦方向になります。 + * + * fillStar(x, y, width, height, color) + * 座標(x, y)を左上として幅width、高さheightの範囲に内接する星を + * 描画します。 + * 例: bitmap.fillStar(0, 0, 48, 48, '#ffff00'); + * + * gradientFillStar(x, y, width, height, color1, color2, vertical) + * グラデーション付きの星を描画します。verticalが真ならグラデーションの向きが + * 縦方向になります。 + * + * + * プラグインパラメータ補足: + * + * gaugeReduction + * 縮小するサイズはドット数で設定します。 + * + * cornerRadius + * この値が 0 の場合、ゲージの角丸矩形化が無効になります。 + * + * minGaugeRate + * 角丸ゲージが短すぎる場合に表示が乱れるのを回避するために、ゲージが + * ここで設定した長さよりも短くならないようにします。 + * cornerRadius の値にこの値を乗算したものが実際の下限値になります、 + * 基本的には初期値の 1.5 で問題ないはずですが、表示に違和感があれば + * 調整してください。 + */ + +var Imported = Imported || {}; +Imported.TMBitmapEx = true; + +var TMPlugin = TMPlugin || {}; +TMPlugin.BitmapEx = {}; +TMPlugin.BitmapEx.Parameters = PluginManager.parameters('TMBitmapEx'); +TMPlugin.BitmapEx.GaugeHeight = +(TMPlugin.BitmapEx.Parameters['gaugeHeight'] || 18); +TMPlugin.BitmapEx.GaugeReduction = +(TMPlugin.BitmapEx.Parameters['gaugeReduction'] || 2); +TMPlugin.BitmapEx.CornerRadius = +(TMPlugin.BitmapEx.Parameters['cornerRadius'] || 6); +TMPlugin.BitmapEx.MinGaugeRate = +(TMPlugin.BitmapEx.Parameters['minGaugeRate'] || 1.5); +TMPlugin.BitmapEx.MinGaugeWidth = Math.floor(TMPlugin.BitmapEx.MinGaugeRate * + TMPlugin.BitmapEx.CornerRadius); + +(function () { + + //----------------------------------------------------------------------------- + // Bitmap + // + + Bitmap.prototype.fillRoundRect = function (x, y, width, height, radius, color) { + var context = this._context; + var pi = Math.PI; + context.save(); + context.fillStyle = color; + context.beginPath(); + context.arc(x + radius, y + radius, radius, -pi, -0.5 * pi, false); + context.arc(x + width - radius, y + radius, radius, -0.5 * pi, 0, false); + context.arc(x + width - radius, y + height - radius, radius, 0, 0.5 * pi, false); + context.arc(x + radius, y + height - radius, radius, 0.5 * pi, pi, false); + context.fill(); + context.restore(); + this._setDirty(); + }; + + Bitmap.prototype.gradientFillRoundRect = function (x, y, width, height, radius, + color1, color2, vertical) { + var context = this._context; + var pi = Math.PI; + var grad = vertical ? context.createLinearGradient(x, y, x, y + height) : + context.createLinearGradient(x, y, x + width, y); + grad.addColorStop(0, color1); + grad.addColorStop(1, color2); + context.save(); + context.fillStyle = grad; + context.beginPath(); + context.arc(x + radius, y + radius, radius, -pi, -0.5 * pi, false); + context.arc(x + width - radius, y + radius, radius, -0.5 * pi, 0, false); + context.arc(x + width - radius, y + height - radius, radius, 0, 0.5 * pi, false); + context.arc(x + radius, y + height - radius, radius, 0.5 * pi, pi, false); + context.fill(); + context.restore(); + this._setDirty(); + }; + + Bitmap.prototype.fillStar = function (x, y, width, height, color) { + var context = this._context; + var pi = Math.PI; + var cx = x + width / 2; + var cy = y + height / 2; + var r = pi + pi / 2; + context.save(); + context.fillStyle = color; + context.beginPath(); + context.moveTo(Math.cos(r) * width / 2 + cx, Math.sin(r) * height / 2 + cy); + for (var i = 0; i < 5; i++) { + r += pi * 4 / 5; + context.lineTo(Math.cos(r) * width / 2 + cx, Math.sin(r) * height / 2 + cy); + } + context.fill(); + context.restore(); + this._setDirty(); + }; + + Bitmap.prototype.gradientFillStar = function (x, y, width, height, color1, color2, + vertical) { + var context = this._context; + var pi = Math.PI; + var cx = x + width / 2; + var cy = y + height / 2; + var r = pi + pi / 2; + var grad = vertical ? context.createLinearGradient(x, y, x, y + height) : + context.createLinearGradient(x, y, x + width, y); + grad.addColorStop(0, color1); + grad.addColorStop(1, color2); + context.save(); + context.fillStyle = grad; + context.beginPath(); + context.moveTo(Math.cos(r) * width / 2 + cx, Math.sin(r) * height / 2 + cy); + for (var i = 0; i < 5; i++) { + r += pi * 4 / 5; + context.lineTo(Math.cos(r) * width / 2 + cx, Math.sin(r) * height / 2 + cy); + } + context.fill(); + context.restore(); + this._setDirty(); + }; + + //----------------------------------------------------------------------------- + // Window_Base + // + + var _Window_Base_drawGauge = Window_Base.prototype.drawGauge; + Window_Base.prototype.drawGauge = function (x, y, width, rate, color1, color2) { + if (TMPlugin.BitmapEx.CornerRadius > 0) { + y = y + this.lineHeight() - TMPlugin.BitmapEx.GaugeHeight - 2; + this.contents.fillRoundRect(x, y, width, TMPlugin.BitmapEx.GaugeHeight, + TMPlugin.BitmapEx.CornerRadius, this.gaugeBackColor()); + var fillW = Math.floor((width - TMPlugin.BitmapEx.GaugeReduction * 2) * rate); + if (fillW > 0) { + fillW = Math.max(fillW, TMPlugin.BitmapEx.MinGaugeWidth); + var fillH = TMPlugin.BitmapEx.GaugeHeight - TMPlugin.BitmapEx.GaugeReduction * 2 + this.contents.gradientFillRoundRect(x + TMPlugin.BitmapEx.GaugeReduction, + y + TMPlugin.BitmapEx.GaugeReduction, + fillW, fillH, TMPlugin.BitmapEx.CornerRadius, + color1, color2); + } + } else { + _Window_Base_drawGauge.call(this, x, y, width, rate, color1, color2) + } + }; + +})(); diff --git a/www/js/plugins/TMEquipStatusEx.js b/www/js/plugins/TMEquipStatusEx.js new file mode 100644 index 0000000..d29922e --- /dev/null +++ b/www/js/plugins/TMEquipStatusEx.js @@ -0,0 +1,76 @@ +//============================================================================= +// TMPlugin - 装備ステータス編集 +// バージョン: 1.0.0 +// 最終更新日: 2017/10/17 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2017 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 装備ステータスの項目を自由に編集します。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param paramList + * @type string + * @desc 表示するパラメータ番号を半角スペースで区切って並べます。 + * 初期値: 2 3 4 5 6 7 + * @default 2 3 4 5 6 7 + * + * @help + * TMPlugin - 装備ステータス編集 ver1.0.0 + * + * 使い方: + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.5.1 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + * + * + * プラグインパラメータ補足: + * + * paramList + * 使用できるパラメータは以下のとおりです。 + * 0 … HP + * 1 … MP + * 2 … 攻撃力 + * 3 … 防御力 + * 4 … 魔法力 + * 5 … 魔法防御 + * 6 … 敏捷性 + * 7 … 運 + */ + +var Imported = Imported || {}; +Imported.TMEquipStatusEx = true; + +(function () { + + var parameters = PluginManager.parameters('TMEquipStatusEx'); + var paramList = parameters['paramList'].split(' ').map(Number); + + //----------------------------------------------------------------------------- + // Window_EquipStatus + // + + Window_EquipStatus.prototype.numVisibleRows = function () { + return paramList.length + 1; + }; + + Window_EquipStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + this.drawActorName(this._actor, this.textPadding(), 0); + for (var i = 0; i < paramList.length; i++) { + this.drawItem(0, this.lineHeight() * (1 + i), paramList[i]); + } + } + }; + +})(); diff --git a/www/js/plugins/TMEventItemEx.js b/www/js/plugins/TMEventItemEx.js new file mode 100644 index 0000000..06a15ea --- /dev/null +++ b/www/js/plugins/TMEventItemEx.js @@ -0,0 +1,304 @@ +//============================================================================= +// TMPlugin - アイテム選択拡張 +// バージョン: 1.1.0 +// 最終更新日: 2017/01/24 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2016 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc アイテム選択の処理にヘルプウィンドウを追加し、 + * 個数表示の有無と表示行数をアイテムタイプごとに設定できます。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param helpWindowEnabledItem + * @desc アイテム選択でヘルプウィンドウを表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param helpWindowEnabledKey + * @desc 大事なもの選択でヘルプウィンドウを表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param helpWindowEnabledA + * @desc 隠しアイテムA選択でヘルプウィンドウを表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param helpWindowEnabledB + * @desc 隠しアイテムB選択でヘルプウィンドウを表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param showItemNumberItem + * @desc アイテムの個数を表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param showItemNumberKey + * @desc 大事なものの個数を表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param showItemNumberA + * @desc 隠しアイテムAの個数を表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param showItemNumberB + * @desc 隠しアイテムAの個数を表示するかどうか + * 初期値: 1( 0 で表示しない) + * @default 1 + * + * @param numVisibleRowsItem + * @desc アイテム選択の表示行数 + * 初期値: 4 + * @default 4 + * + * @param numVisibleRowsKey + * @desc 大事なもの選択の表示行数 + * 初期値: 4 + * @default 4 + * + * @param numVisibleRowsA + * @desc 隠しアイテムA選択の表示行数 + * 初期値: 4 + * @default 4 + * + * @param numVisibleRowsB + * @desc 隠しアイテムB選択の表示行数 + * 初期値: 4 + * @default 4 + * + * @param fixPlacement + * @desc メッセージウィンドウがない場合のウィンドウ位置 + * 初期値: top ( top / bottom / 未設定で固定しない ) + * @default top + * + * @help + * TMPlugin - アイテム選択拡張 ver1.1.0 + * + * 使い方: + * + * アイテムタイプごとに以下の設定を変更できます。 + * ・ヘルプウィンドウを表示するかどうか + * ・個数を表示するかどうか + * ・アイテム選択ウィンドウの表示行数 + * + * メモ欄タグとプラグインコマンドを使い、候補として表示するアイテムを + * さらに細かく分類することもできます。 + * + * このプラグインは RPGツクールMV Version 1.3.4 で動作確認をしています。 + * + * + * メモ欄タグ(アイテム): + * + * + * このタグがついているアイテムにサブカテゴリーとして card を設定します。 + * + * + * プラグインコマンド: + * + * setEventItemSubCategory card + * イベントコマンド『アイテム選択の処理』の直前に実行することで、 + * 指定したサブカテゴリーのアイテムのみを表示することができます。 + * たとえば、イベントコマンド側で 大事なもの が選択されている場合、 + * 所持している大事なものの中からサブカテゴリーに card が設定されている + * アイテムのみを表示します。 + * + * このコマンドの効果はアイテム選択完了(またはキャンセル)時に + * リセットされます。 + */ + +var Imported = Imported || {}; +Imported.TMEventItemEx = true; + +var TMPlugin = TMPlugin || {}; +TMPlugin.EventItemEx = {}; +TMPlugin.EventItemEx.Parameters = PluginManager.parameters('TMEventItemEx'); +TMPlugin.EventItemEx.HelpWindowEnabledItem = TMPlugin.EventItemEx.Parameters['helpWindowEnabledItem'] === '1'; +TMPlugin.EventItemEx.HelpWindowEnabledKey = TMPlugin.EventItemEx.Parameters['helpWindowEnabledKey'] === '1'; +TMPlugin.EventItemEx.HelpWindowEnabledA = TMPlugin.EventItemEx.Parameters['helpWindowEnabledA'] === '1'; +TMPlugin.EventItemEx.HelpWindowEnabledB = TMPlugin.EventItemEx.Parameters['helpWindowEnabledB'] === '1'; +TMPlugin.EventItemEx.ShowItemNumberItem = TMPlugin.EventItemEx.Parameters['showItemNumberItem'] === '1'; +TMPlugin.EventItemEx.ShowItemNumberKey = TMPlugin.EventItemEx.Parameters['showItemNumberKey'] === '1'; +TMPlugin.EventItemEx.ShowItemNumberA = TMPlugin.EventItemEx.Parameters['showItemNumberA'] === '1'; +TMPlugin.EventItemEx.ShowItemNumberB = TMPlugin.EventItemEx.Parameters['showItemNumberB'] === '1'; +TMPlugin.EventItemEx.NumVisibleRowsItem = +(TMPlugin.EventItemEx.Parameters['numVisibleRowsItem'] || 4); +TMPlugin.EventItemEx.NumVisibleRowsKey = +(TMPlugin.EventItemEx.Parameters['numVisibleRowsKey'] || 4); +TMPlugin.EventItemEx.NumVisibleRowsA = +(TMPlugin.EventItemEx.Parameters['numVisibleRowsA'] || 4); +TMPlugin.EventItemEx.NumVisibleRowsB = +(TMPlugin.EventItemEx.Parameters['numVisibleRowsB'] || 4); +TMPlugin.EventItemEx.FixPlacement = TMPlugin.EventItemEx.Parameters['fixPlacement']; + +(function () { + + //----------------------------------------------------------------------------- + // Game_Temp + // + + Game_Temp.prototype.setEventItemSubCategory = function (category) { + this._eventItemSubCategory = category; + }; + + Game_Temp.prototype.eventItemSubCategory = function () { + return this._eventItemSubCategory; + }; + + //----------------------------------------------------------------------------- + // Game_Interpreter + // + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'setEventItemSubCategory') { + $gameTemp.setEventItemSubCategory(args[0]); + } + }; + + //----------------------------------------------------------------------------- + // Window_EventItem + // + + Window_EventItem.prototype.isHelpWindowEnabled = function () { + var itypeId = $gameMessage.itemChoiceItypeId(); + if (itypeId === 1) { + return TMPlugin.EventItemEx.HelpWindowEnabledItem; + } else if (itypeId === 2) { + return TMPlugin.EventItemEx.HelpWindowEnabledKey; + } else if (itypeId === 3) { + return TMPlugin.EventItemEx.HelpWindowEnabledA; + } else if (itypeId === 4) { + return TMPlugin.EventItemEx.HelpWindowEnabledB; + } + return false; + }; + + var _Window_EventItem_start = Window_EventItem.prototype.start; + Window_EventItem.prototype.start = function () { + this.height = this.fittingHeight(this.numVisibleRows()); + _Window_EventItem_start.call(this); + if (this.isHelpWindowEnabled()) this._helpWindow.open(); + }; + + var _Window_EventItem_numVisibleRows = Window_EventItem.prototype.numVisibleRows; + Window_EventItem.prototype.numVisibleRows = function () { + var itypeId = $gameMessage.itemChoiceItypeId(); + if (itypeId === 1) { + return TMPlugin.EventItemEx.NumVisibleRowsItem; + } else if (itypeId === 2) { + return TMPlugin.EventItemEx.NumVisibleRowsKey; + } else if (itypeId === 3) { + return TMPlugin.EventItemEx.NumVisibleRowsA; + } else if (itypeId === 4) { + return TMPlugin.EventItemEx.NumVisibleRowsB; + } + return _Window_EventItem_numVisibleRows.call(this); + }; + + var _Window_EventItem_updatePlacement = Window_EventItem.prototype.updatePlacement; + Window_EventItem.prototype.updatePlacement = function () { + var enabled = this.isHelpWindowEnabled(); + if (!$gameMessage.hasText() && TMPlugin.EventItemEx.FixPlacement) { + if (TMPlugin.EventItemEx.FixPlacement === 'top') { + this.y = enabled ? this._helpWindow.height : 0; + } else { + this.y = Graphics.boxHeight - this.height; + } + } else if (enabled) { + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + this.y = this._helpWindow.height; + } else { + this.y = Graphics.boxHeight - this.height; + } + } else { + _Window_EventItem_updatePlacement.call(this); + } + if (enabled) this._helpWindow.y = this.y - this._helpWindow.height; + }; + + var _Window_EventItem_includes = Window_EventItem.prototype.includes; + Window_EventItem.prototype.includes = function (item) { + if (!_Window_EventItem_includes.call(this, item)) return false; + var subCategory = $gameTemp.eventItemSubCategory(); + return !subCategory || item.meta.subCategory === subCategory; + }; + + var _Window_EventItem_onOk = Window_EventItem.prototype.onOk; + Window_EventItem.prototype.onOk = function () { + _Window_EventItem_onOk.call(this); + this._helpWindow.close(); + $gameTemp.setEventItemSubCategory(null); + }; + + var _Window_EventItem_onCancel = Window_EventItem.prototype.onCancel; + Window_EventItem.prototype.onCancel = function () { + _Window_EventItem_onCancel.call(this); + this._helpWindow.close(); + $gameTemp.setEventItemSubCategory(null); + }; + + Window_EventItem.prototype.needsNumber = function () { + var itypeId = $gameMessage.itemChoiceItypeId(); + return (itypeId === 1 && TMPlugin.EventItemEx.ShowItemNumberItem) || + (itypeId === 2 && TMPlugin.EventItemEx.ShowItemNumberKey) || + (itypeId === 3 && TMPlugin.EventItemEx.ShowItemNumberA) || + (itypeId === 4 && TMPlugin.EventItemEx.ShowItemNumberB); + }; + + //----------------------------------------------------------------------------- + // Window_Message + // + //ADD Start + Window_EventItem.prototype.setHelpWindowItem = function (item) { + if (Imported.NYA_EventItemShowPicture) { + var parameters = PluginManager.parameters('NYA_EventItemShowPicture'); + var emptyImage = parameters['EmptyImage']; + } else { + var emptyImage = ''; + } + + if (this._helpWindow && item) { + var helpX; + if (item.meta.img) { + if (Imported.NYA_EventItemShowPicture) { + helpX = 18 * 2 + 36 * 4; + } else { + helpX = 0; + } + } else { + if (emptyImage) { + helpX = 18 * 2 + 36 * 4; + } else { + helpX = 0; + } + } + this._helpWindow.contents.clear(); + if (item.meta.help) { + this._helpWindow.drawTextEx(item.meta.help, helpX, 0); + } + } + }; + //ADD End + + var _Window_Message_subWindows = Window_Message.prototype.subWindows; + Window_Message.prototype.subWindows = function () { + var subWindows = _Window_Message_subWindows.call(this); + subWindows.push(this._helpWindow); + return subWindows; + }; + + var _Window_Message_createSubWindows = Window_Message.prototype.createSubWindows; + Window_Message.prototype.createSubWindows = function () { + _Window_Message_createSubWindows.call(this); + this._helpWindow = new Window_Help(4); + this._helpWindow.openness = 0; + this._itemWindow.setHelpWindow(this._helpWindow); + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/TMItemCategoryEx.js b/www/js/plugins/TMItemCategoryEx.js new file mode 100644 index 0000000..fdb99a0 --- /dev/null +++ b/www/js/plugins/TMItemCategoryEx.js @@ -0,0 +1,152 @@ +//============================================================================= +// TMPlugin - アイテムカテゴリ拡張 +// バージョン: 1.0.1 +// 最終更新日: 2018/05/01 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2017 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc アイテムカテゴリの追加、削除をおこないます。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param categoryList + * @desc アイテムカテゴリの一覧 (詳しくはヘルプにて) + * 初期値: item weapon armor keyItem + * @default item weapon armor keyItem + * + * @help + * TMPlugin - アイテムカテゴリ拡張 ver1.0.1 + * + * 使い方: + * + * プラグインパラメータでアイテムカテゴリを設定してください。 + * item, weapon, armor, keyItem は アイテム, 武器, 防具, 大事なもの に + * 対応しています。 + * たとえばアイテムと武器の間に 書物 というカテゴリを追加したい場合は + * item 書物 weapon armor keyItem + * というような設定になります。 + * + * 追加したカテゴリは itemCategory タグを使ってアイテムに設定することが + * できます。タグを設定したアイテムは通常のアイテムカテゴリには + * 表示されなくなります。 + * + * また、不要なカテゴリを削除することもできます。 + * カテゴリが 1 個しかない場合はカテゴリ選択の処理自体が省略されます。 + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.5.1 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + * + * + * メモ欄タグ(アイテム): + * + * + * このアイテムのカテゴリを 書物 に設定します。 + * プラグインパラメータ categoryList に 書物 というカテゴリが + * あればそこに表示されます。 + */ + +var Imported = Imported || {}; +Imported.TMItemCategoryEx = true; + +(function () { + + var parameters = PluginManager.parameters('TMItemCategoryEx'); + var categoryList = (parameters['categoryList'] || 'item weapon armor keyItem').split(' '); + + //----------------------------------------------------------------------------- + // Window_ItemCategory + // + + Window_ItemCategory.prototype.maxCols = function () { + return categoryList.length; + }; + + Window_ItemCategory.prototype.makeCommandList = function () { + var symbol; + for (var i = 0; i < this.maxCols(); i++) { + symbol = categoryList[i]; + if (symbol === 'item') { + this.addCommand(TextManager.item, 'item'); + } else if (symbol === 'weapon') { + this.addCommand(TextManager.weapon, 'weapon'); + } else if (symbol === 'armor') { + this.addCommand(TextManager.armor, 'armor'); + } else if (symbol === 'keyItem') { + this.addCommand(TextManager.keyItem, 'keyItem'); + } else { + this.addCommand(symbol, symbol); + } + } + }; + + //----------------------------------------------------------------------------- + // Window_ItemList + // + + var _Window_ItemList_includes = Window_ItemList.prototype.includes; + Window_ItemList.prototype.includes = function (item) { + if (item && item.meta.itemCategory) return this._category === item.meta.itemCategory; + return _Window_ItemList_includes.call(this, item); + }; + + //----------------------------------------------------------------------------- + // Scene_Item + // + + var _Scene_Item_create = Scene_Item.prototype.create; + Scene_Item.prototype.create = function () { + _Scene_Item_create.call(this); + if (categoryList.length === 1) { + this._categoryWindow.deactivate(); + this._categoryWindow.hide(); + this._itemWindow.move(this._itemWindow.x, this._categoryWindow.y, this._itemWindow.width, + this._itemWindow.height + this._categoryWindow.height); + this._itemWindow.setHandler('cancel', this.popScene.bind(this)); + this._itemWindow.setCategory(this._categoryWindow.currentSymbol()); + this.onCategoryOk(); + } + }; + + //----------------------------------------------------------------------------- + // Scene_Shop + // + + var _Scene_Shop_create = Scene_Shop.prototype.create; + Scene_Shop.prototype.create = function () { + _Scene_Shop_create.call(this); + if (categoryList.length === 1) { + this._sellWindow.move(this._sellWindow.x, this._categoryWindow.y, this._sellWindow.width, + this._sellWindow.height + this._categoryWindow.height); + this._sellWindow.setCategory(this._categoryWindow.currentSymbol()); + } + }; + + var _Scene_Shop_commandSell = Scene_Shop.prototype.commandSell; + Scene_Shop.prototype.commandSell = function () { + _Scene_Shop_commandSell.call(this); + if (categoryList.length === 1) { + this._sellWindow.activate(); + this._statusWindow.hide(); + this._sellWindow.select(0); + this._categoryWindow.hide(); + } + }; + + var _Scene_Shop_onSellCancel = Scene_Shop.prototype.onSellCancel; + Scene_Shop.prototype.onSellCancel = function () { + _Scene_Shop_onSellCancel.call(this); + if (categoryList.length === 1) { + this.onCategoryCancel(); + } + }; + +})(); diff --git a/www/js/plugins/TMOmitEquipCommand.js b/www/js/plugins/TMOmitEquipCommand.js new file mode 100644 index 0000000..6642ad6 --- /dev/null +++ b/www/js/plugins/TMOmitEquipCommand.js @@ -0,0 +1,123 @@ +//============================================================================= +// TMPlugin - 最強全脱ぎコマンド削除 +// バージョン: 1.1.0 +// 最終更新日: 2016/10/10 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2016 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 装備シーンからコマンドウィンドウを削除し、 + * スロットウィンドウに2行分のスペースを追加します。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param useOptimize + * @desc Shiftキーによる最強装備を利用する。 + * 初期値: 1 ( 0 で無効 / 1 で有効 ) + * @default 1 + * + * @param useClear + * @desc Ctrl(Alt)キーによる全て外すを利用する。 + * 初期値: 1 ( 0 で無効 / 1 で有効 ) + * @default 1 + * + * @help + * 使い方: + * + * スロットウィンドウがアクティブな状態で Shift キーを押せば最強装備、 + * Ctrl または Alt キーを押せば全て外すが実行されます。 + * + * Q または W キーによるアクター変更もスロットウィンドウが + * アクティブな状態で実行できます。 + * + * 現在のバージョンではマウス、タッチ操作には対応していません。 + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.3.1 で動作確認をしています。 + */ + +var Imported = Imported || {}; +Imported.TMOmitEquipCommand = true; + +var TMPlugin = TMPlugin || {}; +TMPlugin.OmitEquipCommand = {}; +TMPlugin.OmitEquipCommand.Parameters = PluginManager.parameters('TMOmitEquipCommand'); +TMPlugin.OmitEquipCommand.UseOptimize = TMPlugin.OmitEquipCommand.Parameters['useOptimize'] === '1'; +TMPlugin.OmitEquipCommand.UseClear = TMPlugin.OmitEquipCommand.Parameters['useClear'] === '1'; + +(function () { + + //----------------------------------------------------------------------------- + // Scene_Equip + // + + var _Scene_Equip_create = Scene_Equip.prototype.create; + Scene_Equip.prototype.create = function () { + _Scene_Equip_create.call(this); + this._slotWindow.activate(); + this._slotWindow.select(0); + }; + + var _Scene_Equip_createCommandWindow = Scene_Equip.prototype.createCommandWindow; + Scene_Equip.prototype.createCommandWindow = function () { + _Scene_Equip_createCommandWindow.call(this); + this._commandWindow.hide(); + this._commandWindow.deactivate(); + }; + + Scene_Equip.prototype.createSlotWindow = function () { + var wx = this._statusWindow.width; + var wy = this._statusWindow.y; + var ww = Graphics.boxWidth - this._statusWindow.width; + var wh = this._statusWindow.height; + this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh); + this._slotWindow.setHelpWindow(this._helpWindow); + this._slotWindow.setStatusWindow(this._statusWindow); + this._slotWindow.setHandler('ok', this.onSlotOk.bind(this)); + this._slotWindow.setHandler('cancel', this.popScene.bind(this)); + this._slotWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._slotWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._slotWindow); + }; + + Scene_Equip.prototype.onActorChange = function () { + this.refreshActor(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._slotWindow.activate(); + }; + + Scene_Equip.prototype.commandOptimize = function () { + SoundManager.playEquip(); + this.actor().optimizeEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._slotWindow.activate(); + }; + + Scene_Equip.prototype.commandClear = function () { + SoundManager.playEquip(); + this.actor().clearEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._slotWindow.activate(); + }; + + var _Scene_Equip_update = Scene_Equip.prototype.update; + Scene_Equip.prototype.update = function () { + _Scene_Equip_update.call(this); + if (this._slotWindow.active) { + if (Input.isTriggered('shift') && TMPlugin.OmitEquipCommand.UseOptimize) { + this.commandOptimize(); + } else if (Input.isTriggered('control') && TMPlugin.OmitEquipCommand.UseClear) { + this.commandClear(); + } + } + }; + +})(); diff --git a/www/js/plugins/TMOmitShopCommand.js b/www/js/plugins/TMOmitShopCommand.js new file mode 100644 index 0000000..6fc5de4 --- /dev/null +++ b/www/js/plugins/TMOmitShopCommand.js @@ -0,0 +1,61 @@ +//============================================================================= +// TMPlugin - ショップコマンド省略 +// バージョン: 1.0.0 +// 最終更新日: 2018/04/25 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2018 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 購入または売却のみの場合にショップコマンドを省略します。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @help + * TMPlugin - ショップコマンド省略 ver1.0.0 + * + * 使い方: + * + * イベントコマンド『ショップの処理』で、購入のみ にチェックが入れる、 + * または、商品をひとつも設定せずに実行した場合にショップコマンドが + * 省略されます。 + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.5.1 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + */ + +var Imported = Imported || {}; +Imported.TMOmitShopCommand = true; + +(function () { + + //----------------------------------------------------------------------------- + // Scene_Shop + // + + var _Scene_Shop_create = Scene_Shop.prototype.create; + Scene_Shop.prototype.create = function () { + _Scene_Shop_create.call(this); + if (this._goods[0][1] === 0) { + this._commandWindow.hide(); + this._commandWindow.deactivate(); + this._commandWindow.select(1); + this._categoryWindow.setHandler('cancel', this.popScene.bind(this)); + this.commandSell(); + } else if (this._purchaseOnly) { + this._commandWindow.hide(); + this._commandWindow.deactivate(); + this._commandWindow.select(0); + this._buyWindow.setHandler('cancel', this.popScene.bind(this)); + this.commandBuy(); + } + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/TMSoloMenu.js b/www/js/plugins/TMSoloMenu.js new file mode 100644 index 0000000..664fefd --- /dev/null +++ b/www/js/plugins/TMSoloMenu.js @@ -0,0 +1,875 @@ +//============================================================================= +// TMPlugin - 一人旅メニュー +// バージョン: 0.1.3b +// 最終更新日: 2018/10/22 +// 配布元 : https://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2018 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 一人旅に特化したメインメニューを導入します。 + * + * @author tomoaky (https://hikimoki.sakura.ne.jp/) + * + * @param commandWindow + * @type struct + * @desc コマンドウィンドウのパラメータ + * @default {"x":"0","y":"0","width":"240"} + * + * @param statusWindow + * @type struct + * @desc ステータスウィンドウのパラメータ + * @default {"x":"240","y":"0","width":"576","height":"624"} + * + * @param goldWindow + * @type struct + * @desc 所持金ウィンドウのパラメータ + * @default {"x":"0","y":"552","width":"240"} + * + * @param menuFace + * @type struct + * @desc 顔グラフィックのパラメータ + * @default {"x":"0","y":"0","width":"144","height":"144"} + * + * @param menuName + * @type struct + * @desc アクター名のパラメータ + * @default {"x":"152","y":"0","width":"168"} + * + * @param menuNickname + * @type struct + * @desc 二つ名のパラメータ + * @default {"x":"328","y":"0","width":"168","fontSize":"20"} + * + * @param menuClass + * @type struct + * @desc 職業名のパラメータ + * @default {"x":"152","y":"36","width":"96"} + * + * @param menuLevel + * @type struct + * @desc レベルのパラメータ + * @default {"x":"260","y":"36","width":"280"} + * + * @param menuHp + * @type struct + * @desc HPのパラメータ + * @default {"x":"152","y":"72","width":"186"} + * + * @param menuMp + * @type struct + * @desc MPのパラメータ + * @default {"x":"152","y":"108","width":"186"} + * + * @param menuTp + * @type struct + * @desc TPのパラメータ + * @default {"x":"350","y":"108","width":"120"} + * + * @param menuIcons + * @type struct + * @desc 状態異常アイコンのパラメータ + * @default {"x":"0","y":"108","width":"144"} + * + * @param menuEquips + * @type struct + * @desc 装備のパラメータ + * @default {"x":"300","y":"172","width":"240","fontSize":"20","cols":"1","space":"8"} + * + * @param menuStateRate + * @type struct + * @desc ステート有効度のパラメータ + * @default {"x":"0","y":"380","width":"97","fontSize":"20","name":"4 5 6 8 9 10","cols":"2","space":"8"} + * + * @param menuElementRate + * @type struct + * @desc 属性有効度のパラメータ + * @default {"x":"233","y":"380","width":"97","fontSize":"20","name":"2 3 4 5 6 7 8 9","cols":"3","space":"8"} + * + * @param menuProfile + * @type struct + * @desc プロフィールのパラメータ + * @default {"x":"0","y":"516","width":"186"} + * + * @param menuMhp + * @type struct + * @desc 最大HPのパラメータ + * @default {"name":"最大HP"} + * + * @param menuMmp + * @type struct + * @desc 最大MPのパラメータ + * @default {"name":"最大MP"} + * + * @param menuAtk + * @type struct + * @desc 攻撃力のパラメータ + * @default {"x":"0","y":"172","width":"130","fontSize":"20","name":"攻撃"} + * + * @param menuDef + * @type struct + * @desc 防御力のパラメータ + * @default {"x":"138","y":"172","width":"130","fontSize":"20","name":"防御"} + * + * @param menuMat + * @type struct + * @desc 魔法力のパラメータ + * @default {"x":"0","y":"208","width":"130","fontSize":"20","name":"魔攻"} + * + * @param menuMdf + * @type struct + * @desc 魔法防御のパラメータ + * @default {"x":"138","y":"208","width":"130","fontSize":"20","name":"魔防"} + * + * @param menuAgi + * @type struct + * @desc 敏捷性のパラメータ + * @default {"x":"0","y":"244","width":"130","fontSize":"20","name":"敏捷"} + * + * @param menuLuc + * @type struct + * @desc 運のパラメータ + * @default {"x":"138","y":"244","width":"130","fontSize":"20","name":"幸運"} + * + * @param menuHit + * @type struct + * @desc 命中率のパラメータ + * @default {"x":"0","y":"280","width":"130","fontSize":"20","name":"命中"} + * + * @param menuEva + * @type struct + * @desc 回避率のパラメータ + * @default {"x":"138","y":"280","width":"130","fontSize":"20","name":"回避"} + * + * @param menuCri + * @type struct + * @desc 会心率のパラメータ + * @default {"x":"0","y":"316","width":"130","fontSize":"20","name":"会心"} + * + * @param menuCev + * @type struct + * @desc 会心回避率のパラメータ + * @default {"name":"会心回避率"} + * + * @param menuMev + * @type struct + * @desc 魔法回避率のパラメータ + * @default {"name":"魔法回避率"} + * + * @param menuMrf + * @type struct + * @desc 魔法反射率のパラメータ + * @default {"name":"魔法反射率"} + * + * @param menuCnt + * @type struct + * @desc 反撃率のパラメータ + * @default {"x":"138","y":"316","width":"130","fontSize":"20","name":"反撃"} + * + * @param menuHrg + * @type struct + * @desc HP再生率のパラメータ + * @default {"name":"HP再生率"} + * + * @param menuMrg + * @type struct + * @desc MP再生率のパラメータ + * @default {"name":"MP再生率"} + * + * @param menuTrg + * @type struct + * @desc TP再生率のパラメータ + * @default {"name":"TP再生率"} + * + * @param menuTgr + * @type struct + * @desc 狙われ率のパラメータ + * @default {"name":"狙われ率"} + * + * @param menuGrd + * @type struct + * @desc 防御効果率のパラメータ + * @default {"name":"防御効果率"} + * + * @param menuRec + * @type struct + * @desc 回復効果率のパラメータ + * @default {"name":"回復効果率"} + * + * @param menuPha + * @type struct + * @desc 薬の知識のパラメータ + * @default {"name":"薬の知識"} + * + * @param menuMcr + * @type struct + * @desc MP消費率のパラメータ + * @default {"name":"MP消費率"} + * + * @param menuTcr + * @type struct + * @desc TPチャージ率のパラメータ + * @default {"name":"TPチャージ率"} + * + * @param menuPdr + * @type struct + * @desc 物理ダメージ率のパラメータ + * @default {"name":"物理ダメージ率"} + * + * @param menuMdr + * @type struct + * @desc 魔法ダメージ率のパラメータ + * @default {"name":"魔法ダメージ率"} + * + * @param menuFdr + * @type struct + * @desc 床ダメージ率のパラメータ + * @default {"name":"床ダメージ率"} + * + * @param menuExr + * @type struct + * @desc 経験獲得率のパラメータ + * @default {"name":"経験獲得率"} + * + * @param horzLine1 + * @type struct + * @desc 罫線1のパラメータ + * @default {"x":"0","y":"162","width":"540","height":"2"} + * + * @param horzLine2 + * @type struct + * @desc 罫線2のパラメータ + * @default {"x":"0","y":"370","width":"540","height":"2"} + * + * @param horzLine3 + * @type struct + * @desc 罫線3のパラメータ + * @default {"x":"0","y":"506","width":"540","height":"2"} + * + * @param horzLine4 + * @type struct + * @desc 罫線4のパラメータ + * @default {"height":"2"} + * + * @param horzLine5 + * @type struct + * @desc 罫線5のパラメータ + * @default {"height":"2"} + * + * @param freeText1 + * @type struct + * @desc フリーテキスト1のパラメータ + * @default {"x":"100","y":"144","width":"186","name":"\\C[16]\\}Parameter"} + * + * @param freeText2 + * @type struct + * @desc フリーテキスト2のパラメータ + * @default {"x":"396","y":"144","width":"186","name":"\\C[16]\\}Equips"} + * + * @param freeText3 + * @type struct + * @desc フリーテキスト3のパラメータ + * @default {"x":"70","y":"352","width":"186","name":"\\C[16]\\}StateRate"} + * + * @param freeText4 + * @type struct + * @desc フリーテキスト4のパラメータ + * @default {"x":"344","y":"352","width":"186","name":"\\C[16]\\}ElementRate"} + * + * @param freeText5 + * @type struct + * @desc フリーテキスト5のパラメータ + * @default {"x":"240","y":"488","width":"186","name":"\\C[16]\\}Profile"} + * + * @param freeText6 + * @type struct + * @desc フリーテキスト6のパラメータ + * @default {} + * + * @param freeText7 + * @type struct + * @desc フリーテキスト7のパラメータ + * @default {} + * + * @param freeText8 + * @type struct + * @desc フリーテキスト8のパラメータ + * @default {} + * + * @param freeText9 + * @type struct + * @desc フリーテキスト9のパラメータ + * @default {} + * + * @param freeText10 + * @type struct + * @desc フリーテキスト10のパラメータ + * @default {} + * + * @param expGaugeColor1 + * @type number + * @max 31 + * @desc 経験値ゲージの色1 + * 初期値: 30 + * @default 30 + * + * @param expGaugeColor2 + * @type number + * @max 31 + * @desc 経験値ゲージの色2 + * 初期値: 31 + * @default 31 + * + * @param expNextText + * @type string + * @desc 経験値の書式 + * 初期値: あと %1exp + * @default あと %1exp + * + * @param expMaxText + * @type string + * @desc 最大レベルのときの経験値の書式 + * 初期値: %1exp + * @default %1exp + * + * @param expFontSize + * @type number + * @desc 経験値の文字の大きさ + * 初期値: 20 + * @default 20 + * + * @param equipMax + * @type number + * @desc 装備を表示する最大数 + * 初期値: 5 + * @default 5 + * + * @param elementIcons + * @type string + * @desc 属性アイコン + * 初期値: 77 64 65 66 67 68 69 70 71 + * @default 77 64 65 66 67 68 69 70 71 + * + * @param textBackColor + * @type string + * @desc 文字の背景の色 + * 初期値: #000000 + * @default #000000 + * + * @param textBackOpacity + * @type number + * @max 255 + * @desc 文字の背景の不透明度 + * 初期値: 128 + * @default 128 + * + * @param horzLineColor + * @type string + * @desc 罫線の色 + * 初期値: #ffffff + * @default #ffffff + * + * @param horzLineOpacity + * @type number + * @max 255 + * @desc 罫線の不透明度 + * 初期値: 48 + * @default 48 + * + * @param forceChangeSoloMenu + * @type select + * @option ひとりの時だけ一人旅メニューを使う + * @value false + * @option 常に一人旅メニューを使う + * @value true + * @desc パーティの人数によるメニュー切り替え方式。 + * 初期値: 常に一人旅メニューを使う (true) + * @default true + * + * @param soloItemStatus + * @desc アイテムシーンに表示するパラメータの表示幅 + * ( 名前 / ステート / HP / MP / TP の順で半角スペース区切り) + * @default 144 160 144 144 96 + * + * @help + * TMPlugin - 一人旅メニュー ver0.1.3b + * + * 使い方: + * + * プラグインパラメータの値を変更することで、ほぼすべての表示物の + * 表示位置、文字サイズなどを自由にカスタマイズすることができます。 + * また、メニュー系シーンにおけるアクター選択の処理も省略されます。 + * + * プラグインコマンドはありません。 + * + * このプラグインは RPGツクールMV Version 1.6.1 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + * + * + * プラグインパラメータ補足: + * + * width の値に 0 を設定することで、その項目を非表示にすることができます。 + * プロフィールとフリーテキストには width の値が反映されませんが、 + * 0 を設定すれば非表示にすることはできます。 + * + * height の値が反映されるのは以下の項目のみとなります。 + * statusWindow / menuFace / horzLine1 ~ horzLine5 + * + * プロフィールとフリーテキストには \C[16] や \} などの制御文字を + * 使用することができます。 + */ +/*~struct~Parameter: + * + * @param x + * @type number + * @min -1000 + * @desc X座標 + * @default 0 + * + * @param y + * @type number + * @min -1000 + * @desc Y座標 + * @default 0 + * + * @param width + * @type number + * @desc 横方向の大きさ + * @default 0 + * + * @param height + * @type number + * @desc 縦方向の大きさ + * @default 36 + * + * @param fontSize + * @type number + * @desc 文字の大きさ + * @default 28 + * + * @param name + * @type string + * @desc パラメータ名 + * @default + * + * @param cols + * @type number + * @desc 列の数 + * @default 1 + * + * @param space + * @type number + * @desc 列ごとの空白 + * @default 8 + * + * @param fixed + * @type number + * @desc 小数点以下の桁数 + * @default 0 + * + */ + +var Imported = Imported || {}; +Imported.TMSoloMenu = true; + +(function () { + + var parameters = PluginManager.parameters('TMSoloMenu'); + var commandWindow = JSON.parse(parameters['commandWindow'] || '{}'); + var statusWindow = JSON.parse(parameters['statusWindow'] || '{}'); + var goldWindow = JSON.parse(parameters['goldWindow'] || '{}'); + var menuFace = JSON.parse(parameters['menuFace'] || '{}'); + var menuName = JSON.parse(parameters['menuName'] || '{}'); + var menuNickname = JSON.parse(parameters['menuNickname'] || '{}'); + var menuClass = JSON.parse(parameters['menuClass'] || '{}'); + var menuLevel = JSON.parse(parameters['menuLevel'] || '{}'); + var menuHp = JSON.parse(parameters['menuHp'] || '{}'); + var menuMp = JSON.parse(parameters['menuMp'] || '{}'); + var menuTp = JSON.parse(parameters['menuTp'] || '{}'); + var menuIcons = JSON.parse(parameters['menuIcons'] || '{}'); + var menuEquips = JSON.parse(parameters['menuEquips'] || '{}'); + var menuStateRate = JSON.parse(parameters['menuStateRate'] || '{}'); + var menuElementRate = JSON.parse(parameters['menuElementRate'] || '{}'); + var menuProfile = JSON.parse(parameters['menuProfile'] || '{}'); + var battleParameters = []; + ['menuMhp', 'menuMmp', 'menuAtk', 'menuDef', 'menuMat', 'menuMdf', 'menuAgi', 'menuLuc', + 'menuHit', 'menuEva', 'menuCri', 'menuCev', 'menuMev', 'menuMrf', 'menuCnt', 'menuHrg', + 'menuMrg', 'menuTrg', 'menuTgr', 'menuGrd', 'menuRec', 'menuPha', 'menuMcr', 'menuTcr', + 'menuPdr', 'menuMdr', 'menuFdr', 'menuExr'].forEach(function (code) { + battleParameters.push(JSON.parse(parameters[code] || '{}')); + }); + var horzLines = []; + ['horzLine1', 'horzLine2', 'horzLine3', 'horzLine4', 'horzLine5'].forEach(function (code) { + horzLines.push(JSON.parse(parameters[code] || '{}')); + }); + var freeTexts = []; + ['freeText1', 'freeText2', 'freeText3', 'freeText4', 'freeText5', + 'freeText6', 'freeText7', 'freeText8', 'freeText9', 'freeText10'].forEach(function (code) { + freeTexts.push(JSON.parse(parameters[code] || '{}')); + }); + var expGaugeColor1 = +(parameters['expGaugeColor1'] || 30); + var expGaugeColor2 = +(parameters['expGaugeColor2'] || 31); + var expNextText = parameters['expNextText']; + var expMaxText = parameters['expMaxText']; + var expFontSize = +(parameters['expFontSize'] || 28); + var equipMax = +(parameters['equipMax'] || 6); + var elementIcons = parameters['elementIcons'].split(' ').map(Number); + var textBackColor = parameters['textBackColor'] || '#000000'; + var textBackOpacity = +(parameters['textBackOpacity'] || 128); + var horzLineColor = parameters['horzLineColor'] || '#ffffff'; + var horzLineOpacity = +(parameters['horzLineOpacity'] || 48); + var forceChangeSoloMenu = JSON.parse(parameters['forceChangeSoloMenu'] || 'true'); + var soloItemStatus = (parameters['soloItemStatus'] != null ? parameters['soloItemStatus'] : '144 160 144 144 96').split(' ').map(Number); + + //----------------------------------------------------------------------------- + // Game_Party + // + + Game_Party.prototype.isSoloMenuValid = function () { + return forceChangeSoloMenu || this.size() === 1; + }; + + //----------------------------------------------------------------------------- + // Window_MenuCommand + // + + var _Window_MenuCommand_windowWidth = Window_MenuCommand.prototype.windowWidth; + Window_MenuCommand.prototype.windowWidth = function () { + if ($gameParty.isSoloMenuValid()) return +commandWindow.width; + return _Window_MenuCommand_windowWidth.call(this); + }; + + //----------------------------------------------------------------------------- + // Window_SoloStatus + // + + function Window_SoloStatus() { + this.initialize.apply(this, arguments); + } + + Window_SoloStatus.prototype = Object.create(Window_Base.prototype); + Window_SoloStatus.prototype.constructor = Window_SoloStatus; + + Window_SoloStatus.prototype.initialize = function () { + Window_Base.prototype.initialize.call(this, +statusWindow.x, +statusWindow.y, + +statusWindow.width, +statusWindow.height); + // this.refresh(); + if (!+statusWindow.width) this.hide(); + }; + + Window_SoloStatus.prototype.refresh = function () { + this.contents.clear(); + var actor = $gameParty.leader(); + if (actor && +statusWindow.width) { + for (var i = 0; i < 5; i++) { + this.drawHorzLine(horzLines[i]); + } + if (+menuFace.width) { + this.drawActorFace(actor, +menuFace.x, +menuFace.y, +menuFace.width, +menuFace.height); + } + if (+menuIcons.width) { + this.drawActorIcons(actor, +menuIcons.x, +menuIcons.y, +menuIcons.width); + } + this.drawSoloParameter(actor, 'NAME', menuName); + this.drawSoloParameter(actor, 'NICKNAME', menuNickname); + this.drawSoloParameter(actor, 'CLASS', menuClass); + this.drawSoloParameter(actor, 'LEVEL', menuLevel); + this.drawSoloParameter(actor, 'HP', menuHp); + this.drawSoloParameter(actor, 'MP', menuMp); + this.drawSoloParameter(actor, 'TP', menuTp); + this.drawSoloParameter(actor, 'EQUIP', menuEquips); + this.drawSoloParameter(actor, 'STATE', menuStateRate); + this.drawSoloParameter(actor, 'ELEMENT', menuElementRate); + this.drawSoloParameter(actor, 'PROFILE', menuProfile); + for (var i = 0; i < 28; i++) { + this.drawBattleParameter(actor, i, battleParameters[i]); + } + for (var i = 0; i < 10; i++) { + this.drawSoloParameter(null, 'TEXT', freeTexts[i]); + } + } + }; + + Window_SoloStatus.prototype.drawSoloParameter = function (actor, code, parameter) { + var width = +parameter.width; + if (!width) return; + var x = +parameter.x; + var y = +parameter.y; + this.contents.fontSize = +(parameter.fontSize || 28); + if (code === 'NAME') { + this.drawActorName(actor, x, y, width); + } else if (code === 'NICKNAME') { + this.drawActorNickname(actor, x, y, width); + } else if (code === 'CLASS') { + this.drawActorClass(actor, x, y, width); + } else if (code === 'LEVEL') { + this.drawActorLevelAndExp(actor, x, y, width); + } else if (code === 'HP') { + this.drawActorHp(actor, x, y, width); + } else if (code === 'MP') { + this.drawActorMp(actor, x, y, width); + } else if (code === 'TP') { + this.drawActorTp(actor, x, y, width); + } else if (code === 'EQUIP') { + this.drawEquipments(actor, x, y, width); + } else if (code === 'PROFILE') { + this.drawTextEx(actor.profile(), x, y); + } else if (code === 'TEXT') { + this.drawTextEx(parameter.name, x, y); + } else { + this.drawRates(actor, x, y, width, code, parameter); + } + this.resetFontSettings(); + }; + + Window_SoloStatus.prototype.drawActorLevelAndExp = function (actor, x, y, width) { + var color1 = this.textColor(expGaugeColor1); + var color2 = this.textColor(expGaugeColor2); + if (actor.isMaxLevel()) { + var rate = 100; + } else { + var currentExp = actor.currentExp() - actor.currentLevelExp(); + var nextExp = actor.nextLevelExp() - actor.currentLevelExp(); + var rate = currentExp / nextExp; + } + this.drawGauge(x, y, width, rate, color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.levelA, x, y, 32); + this.resetTextColor(); + this.drawText(actor.level, x + 36, y, 32, 'right'); + if (expNextText) { + var text = actor.isMaxLevel() ? expMaxText.format(actor.currentExp()) : + expNextText.format(actor.nextRequiredExp()); + this.contents.fontSize = expFontSize; + this.drawText(text, x, y, width, 'right'); + } + }; + + Window_SoloStatus.prototype.drawEquipments = function (actor, x, y, width) { + var equips = actor.equips(); + var count = Math.min(equips.length, equipMax); + var cols = +menuEquips.cols; + for (var i = 0; i < count; i++) { + var x2 = x + (width + +menuEquips.space) * (i % cols); + var y2 = y + this.lineHeight() * Math.floor(i / cols); + this.drawTextBack(x2, y2, width); + this.drawItemName(equips[i], x2, y2, width); + } + }; + + Window_SoloStatus.prototype.drawRates = function (actor, x, y, width, code, parameter) { + var ids = parameter.name.split(' ').map(Number); + var cols = +parameter.cols; + var iconBoxWidth = Window_Base._iconWidth + 4; + for (var i = 0; i < ids.length; i++) { + var x2 = x + (width + +parameter.space) * (i % cols); + var y2 = y + this.lineHeight() * Math.floor(i / cols); + if (code === 'STATE') { + var state = $dataStates[ids[i]]; + if (!state) return; + var value = actor.stateRate(state.id) * 100; + var iconIndex = state.iconIndex; + } else { + var value = actor.elementRate(ids[i]) * 100; + var iconIndex = elementIcons[ids[i] - 1]; + } + this.drawTextBack(x2, y2, width); + this.drawIcon(iconIndex, x2 + 2, y2 + 2); + this.drawText(value.toFixed(+parameter.fixed) + '%', x2 + iconBoxWidth, y2, + width - iconBoxWidth, 'right'); + } + }; + + Window_SoloStatus.prototype.drawBattleParameter = function (actor, paramId, parameter) { + var width = +parameter.width; + if (!width) return; + var x = +parameter.x; + var y = +parameter.y; + this.contents.fontSize = +(parameter.fontSize || 28); + var textWidth = this.textWidth('00000'); + this.drawTextBack(x, y, width); + this.changeTextColor(this.systemColor()); + this.drawText(parameter.name, x, y, width - textWidth); + this.resetTextColor(); + if (paramId < 8) { + var value = actor.param(paramId); + } else if (paramId < 18) { + var value = (actor.xparam(paramId - 8) * 100).toFixed(+parameter.fixed); + } else if (paramId < 28) { + var value = (actor.sparam(paramId - 18) * 100).toFixed(+parameter.fixed); + } + this.drawText(value, x + width - textWidth, y, textWidth, 'right'); + this.resetFontSettings(); + }; + + Window_SoloStatus.prototype.drawTextBack = function (x, y, width) { + if (textBackOpacity === 0) return; + var height = this.contents.fontSize + 4; + y += Math.floor((this.lineHeight() - height) / 2); + this.contents.paintOpacity = textBackOpacity; + if (Imported.TMBitmapEx) { + this.contents.fillRoundRect(x, y, width, height, 6, textBackColor); + } else { + this.contents.fillRect(x, y, width, height, textBackColor); + } + this.contents.paintOpacity = 255; + }; + + Window_SoloStatus.prototype.drawHorzLine = function (parameter) { + if (!+parameter.width) return; + this.contents.paintOpacity = horzLineOpacity; + this.contents.fillRect(+parameter.x, +parameter.y, +parameter.width, + +parameter.height, horzLineColor); + this.contents.paintOpacity = 255; + }; + + //----------------------------------------------------------------------------- + // Window_SoloItemStatus + // + + function Window_SoloItemStatus() { + this.initialize.apply(this, arguments); + } + + Window_SoloItemStatus.prototype = Object.create(Window_Base.prototype); + Window_SoloItemStatus.prototype.constructor = Window_SoloItemStatus; + + Window_SoloItemStatus.prototype.initialize = function (x, y, width) { + Window_Base.prototype.initialize.call(this, x, y, width, this.fittingHeight(1)); + this.refresh(); + }; + + Window_SoloItemStatus.prototype.refresh = function () { + var x = 0; + var actor = $gameParty.leader(); + this.contents.clear(); + if (soloItemStatus[0] > 0) { + this.drawActorName(actor, x, 0, soloItemStatus[0]); + x += soloItemStatus[0] + 16; + } + if (soloItemStatus[1] > 0) { + this.drawActorIcons(actor, x, 0, soloItemStatus[1]); + x += soloItemStatus[1] + 16; + } + if (soloItemStatus[2] > 0) { + this.drawActorHp(actor, x, 0, soloItemStatus[2]); + x += soloItemStatus[2] + 16; + } + if (soloItemStatus[3] > 0) { + this.drawActorMp(actor, x, 0, soloItemStatus[3]); + x += soloItemStatus[3] + 16; + } + if (soloItemStatus[4] > 0) { + this.drawActorTp(actor, x, 0, soloItemStatus[4]); + } + }; + + //----------------------------------------------------------------------------- + // Scene_Menu + // + + var _Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; + Scene_Menu.prototype.createCommandWindow = function () { + _Scene_Menu_createCommandWindow.call(this); + if ($gameParty.isSoloMenuValid()) { + this._commandWindow.x = +commandWindow.x; + this._commandWindow.y = +commandWindow.y; + this._commandWindow.opacity = 0; + this.addChild(this._windowLayer.removeChild(this._commandWindow)); + } + }; + + var _Scene_Menu_createStatusWindow = Scene_Menu.prototype.createStatusWindow; + Scene_Menu.prototype.createStatusWindow = function () { + if ($gameParty.isSoloMenuValid()) { + this._statusWindow = new Window_SoloStatus(); + this._statusWindow.reserveFaceImages(); + this._statusWindow.opacity = 0; + this.addWindow(this._statusWindow); + } else { + _Scene_Menu_createStatusWindow.call(this); + } + }; + + var _Scene_Menu_createGoldWindow = Scene_Menu.prototype.createGoldWindow; + Scene_Menu.prototype.createGoldWindow = function () { + _Scene_Menu_createGoldWindow.call(this); + this._goldWindow.x = +goldWindow.x; + this._goldWindow.y = +goldWindow.y; + this.addChild(this._windowLayer.removeChild(this._goldWindow)); + if (!+goldWindow.width) this._goldWindow.hide(); + }; + + var _Scene_Menu_commandPersonal = Scene_Menu.prototype.commandPersonal; + Scene_Menu.prototype.commandPersonal = function () { + if ($gameParty.isSoloMenuValid()) { + $gameParty.setTargetActor($gameParty.leader()); + this.onPersonalOk(); + } else { + _Scene_Menu_commandPersonal.call(this); + } + }; + + //----------------------------------------------------------------------------- + // Scene_ItemBase + // + + var _Scene_ItemBase_itemTargetActors = Scene_ItemBase.prototype.itemTargetActors; + Scene_ItemBase.prototype.itemTargetActors = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + if ($gameParty.isSoloMenuValid() && action.isForFriend()) { + return [$gameParty.leader()]; + } else { + return _Scene_ItemBase_itemTargetActors.call(this); + } + }; + + var _Scene_ItemBase_determineItem = Scene_ItemBase.prototype.determineItem; + Scene_ItemBase.prototype.determineItem = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + if ($gameParty.isSoloMenuValid() && action.isForFriend()) { + if (this.canUse()) { + this.useItem(); + this._itemWindow.refresh(); + if (this._soloStatusWindow) this._soloStatusWindow.refresh(); + } else { + SoundManager.playBuzzer(); + } + this._itemWindow.activate(); + } else { + _Scene_ItemBase_determineItem.call(this); + } + }; + + //----------------------------------------------------------------------------- + // Scene_Item + // + + var _Scene_Item_createCategoryWindow = Scene_Item.prototype.createCategoryWindow; + Scene_Item.prototype.createCategoryWindow = function () { + var enabled = this.isSoloStatusEnabled(); + if (enabled) { + var wy = this._helpWindow.height; + this._soloStatusWindow = new Window_SoloItemStatus(0, wy, Graphics.boxWidth); + this.addWindow(this._soloStatusWindow); + } + _Scene_Item_createCategoryWindow.call(this); + if (enabled) { + this._categoryWindow.y += this._soloStatusWindow.height; + } + }; + + Scene_Item.prototype.isSoloStatusEnabled = function () { + return (sum = soloItemStatus.reduce(function (a, b) { + return a + b; + }) > 0); + }; + +})(); \ No newline at end of file diff --git a/www/js/plugins/TMStarSprites.js b/www/js/plugins/TMStarSprites.js new file mode 100644 index 0000000..f607da4 --- /dev/null +++ b/www/js/plugins/TMStarSprites.js @@ -0,0 +1,254 @@ +//============================================================================= +// TMPlugin - くるくるスタースプライツ +// バージョン: 1.2.0 +// 最終更新日: 2017/06/30 +// 配布元 : http://hikimoki.sakura.ne.jp/ +//----------------------------------------------------------------------------- +// Copyright (c) 2016 tomoaky +// Released under the MIT license. +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc クリック(タップ)操作に合わせて星がはじけます、 + * プラグインコマンドで好きな場所に星を表示することもできます。 + * + * @author tomoaky (http://hikimoki.sakura.ne.jp/) + * + * @param maxStars + * @type number + * @desc 同時に表示する星の最大数 + * 初期値: 32 + * @default 32 + * + * @param leftClickStars + * @type number + * @desc 左クリック(シングルタップ)で表示する星の数 + * 初期値: 8 + * @default 8 + * + * @param rightClickStars + * @type number + * @desc 右クリック(マルチタップ)で表示する星の数 + * 初期値: 2 + * @default 2 + * + * @param blendMode + * @type number + * @desc 星の合成方法 + * 初期値: 1 ( 0 = 通常 / 1 = 加算 ) + * @default 1 + * + * @param imageFile + * @desc 星の代わりとして使用する画像ファイル名 + * 48 * 48 の画像を横に 6 つ並べた画像を設定してください。 + * @default + * @require 1 + * @dir img/system/ + * @type file + * + * @help + * TMPlugin - くるくるスタースプライツ ver1.2.0 + * + * 使い方: + * + * このプラグインの動作にはプラグイン素材『ビットマップ拡張(TMBitmapEx.js)』 + * が必要です、プラグイン管理画面でビットマップ拡張よりもこちらが下に + * なるように導入してください。 + * ビットマップ拡張(TMBitmapEx.js)は最新のものを導入してください。 + * + * このプラグインは RPGツクールMV Version 1.5.0 で動作確認をしています。 + * + * このプラグインはMITライセンスのもとに配布しています、商用利用、 + * 改造、再配布など、自由にお使いいただけます。 + * + * + * プラグインコマンド: + * + * addStar 300 200 4 + * 座標(300,200)に 4 個のスターを表示します。 + * + * addStarEvent 1 8 + * イベント 1 番に 8 個のスターを表示します、イベント番号が -1 なら + * プレイヤー、0 ならコマンドを実行したイベント自体が対象になります。 + * + * + * プラグインパラメータ補足: + * + * blendMode + * この値が 1 (加算合成) の場合、黒に近い色ほど透明に近くなります。 + * + * imageFile + * img/system フォルダ内に 288 * 48 ドットの画像ファイルを用意して、 + * そのファイル名を拡張子抜きで設定してください。 + * 48 * 48 ドットをひとつの星として、それを 6 パターン横に並べます。 + * このパラメータが未設定の場合、自動生成された星の画像を利用します。 + * 画像を設定した場合は TMBitmapEx.js は不要となります。 + */ + +var Imported = Imported || {}; +Imported.TMStarSprites = true; + +(function () { + + var parameters = PluginManager.parameters('TMStarSprites'); + var maxStars = +parameters['maxStars']; + var leftClickStars = +parameters['leftClickStars']; + var rightClickStars = +parameters['rightClickStars']; + var blendMode = +(parameters['blendMode'] || 1); + var imageFile = parameters['imageFile']; + + //----------------------------------------------------------------------------- + // TouchInput + // + + var _TouchInput_onTrigger = TouchInput._onTrigger; + TouchInput._onTrigger = function (x, y) { + _TouchInput_onTrigger.call(this, x, y); + SceneManager.addStar(this._x, this._y, leftClickStars); + }; + + var _TouchInput_onCancel = TouchInput._onCancel; + TouchInput._onCancel = function (x, y) { + _TouchInput_onCancel.call(this, x, y); + SceneManager.addStar(this._x, this._y, rightClickStars); + }; + + //----------------------------------------------------------------------------- + // SceneManager + // + + var _SceneManager_initialize = SceneManager.initialize; + SceneManager.initialize = function () { + _SceneManager_initialize.call(this); + this.initStarSprites(); + }; + + SceneManager.initStarSprites = function () { + if (imageFile) { + this._starBitmap = ImageManager.loadSystem(imageFile); + } else { + this._starBitmap = new Bitmap(288, 48); + this._starBitmap.gradientFillStar(0, 0, 48, 48, '#FF0000', '#FFFFFF', true); + this._starBitmap.gradientFillStar(48, 0, 48, 48, '#00FF00', '#FFFFFF', true); + this._starBitmap.gradientFillStar(96, 0, 48, 48, '#0000FF', '#FFFFFF', true); + this._starBitmap.gradientFillStar(144, 0, 48, 48, '#FFFF00', '#FFFFFF', true); + this._starBitmap.gradientFillStar(192, 0, 48, 48, '#FF00FF', '#FFFFFF', true); + this._starBitmap.gradientFillStar(240, 0, 48, 48, '#00FFFF', '#FFFFFF', true); + } + this._starSprites = []; + for (var i = 0; i < maxStars; i++) { + this._starSprites.push(new Sprite_Star()); + } + }; + + var _SceneManager_onSceneStart = SceneManager.onSceneStart; + SceneManager.onSceneStart = function () { + _SceneManager_onSceneStart.call(this); + this.refreshStarsZ(); + }; + + SceneManager.refreshStarsZ = function () { + for (var i = 0, len = this._starSprites.length; i < len; i++) { + this._scene.addChild(this._starSprites[i]); + } + }; + + SceneManager.addStar = function (x, y, num) { + var n = 0; + for (var i = 0, len = this._starSprites.length; i < len; i++) { + if (n === num) break; + if (!this._starSprites[i].isActive()) { + this._starSprites[i].setup(x, y); + n++; + } + } + }; + + var _SceneManager_snapForBackground = SceneManager.snapForBackground; + SceneManager.snapForBackground = function () { + var len = this._starSprites.length; + for (var i = 0; i < len; i++) { + this._starSprites[i].visible = false; + } + _SceneManager_snapForBackground.call(this); + for (var i = 0; i < len; i++) { + this._starSprites[i].visible = this._starSprites[i].isActive(); + } + }; + + //----------------------------------------------------------------------------- + // Game_Interpreter + // + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'addStar') { + var n = args[2] === undefined ? 1 : +args[2]; + SceneManager.addStar(+args[0], +args[1], n); + } else if (command === 'addStarEvent') { + var character = this.character(+args[0]); + if (character) { + var n = args[1] === undefined ? 1 : +args[1]; + SceneManager.addStar(character.screenX(), + character.screenY() - $gameMap.tileHeight() / 2, n); + } + } + }; + + //----------------------------------------------------------------------------- + // Sprite_Star + // + + function Sprite_Star() { + this.initialize.apply(this, arguments); + } + + Sprite_Star.prototype = Object.create(Sprite.prototype); + Sprite_Star.prototype.constructor = Sprite_Star; + + Sprite_Star.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.bitmap = SceneManager._starBitmap; + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.blendMode = blendMode; + this._count = 0; + this.visible = false; + }; + + Sprite_Star.prototype.isActive = function () { + return this._count > 0; + }; + + Sprite_Star.prototype.setup = function (x, y) { + this.x = x; + this.y = y; + this.visible = true; + this.scale.x = Math.random() / 4 + 0.25; + this.scale.y = this.scale.x; + this.opacity = 255; + this.setFrame(Math.randomInt(6) * 48, 0, 48, 48); + this._count = 30; + this._vx = Math.random() * 4 - 2; + this._vy = Math.random() * 4 - 2; + }; + + Sprite_Star.prototype.update = function () { + Sprite.prototype.update.call(this); + if (this._count > 0) { + this._count--; + if (this._count === 0) { + this.visible = false; + } else { + if (this._vy < 2) this._vy += 0.05; + this.rotation += this._vx / 10; + this.x += this._vx; + this.y += this._vy; + this.opacity -= 8; + } + } + }; + +})(); diff --git a/www/js/plugins/TemplateEvent.js b/www/js/plugins/TemplateEvent.js new file mode 100644 index 0000000..5c4c727 --- /dev/null +++ b/www/js/plugins/TemplateEvent.js @@ -0,0 +1,404 @@ +//============================================================================= +// TemplateEvent.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015-2016 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.1 2016/06/28 固有イベントのページ数がテンプレートイベントのページ数より少ない場合に発生するエラーを修正 +// 1.0.0 2016/06/12 初版 +// ---------------------------------------------------------------------------- +// [Blog] : http://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc Template Event Plugin + * @author triacontane + * + * @param TemplateMapId + * @desc テンプレートイベントが存在するマップIDです。 + * @default 1 + * + * @param KeepEventId + * @desc マップイベントを呼び出す際に、呼び出し元のイベントIDを維持します。対象を「このイベント」にした際の挙動が変わります。 + * @default OFF + * + * @param ReplaceGraphic + * @desc 固有イベントにグラフィックが指定されていた場合でも、無視してテンプレートイベントのグラフィフィックに置換します。 + * @default OFF + * + * @help 汎用的に使用するイベントをテンプレート化できます。 + * テンプレートイベントは、専用に用意したマップに定義してください。 + * 実際のイベントのメモ欄に所定の記述をするだけで、テンプレートイベントと + * 動的に置き換えることができます。 + * + * イベント初期配置以外の全項目はテンプレートイベントの設定に置き換わりますが + * グラフィックを指定していた場合、置き換え元のグラフィックを維持します。 + * + * また、テンプレートイベントから置き換え元のイベントを呼び出すことができます。 + * 宝箱や場所移動イベント等、一部だけ固有の処理をしたい場合に有効です。 + * 外観や共通部分のイベント処理をテンプレートイベントに記述し、 + * アイテム入手や場所移動先指定など固有部分だけを元のイベントに記述します。 + * + * さらに、任意のマップイベントをコモンイベントのように呼び出す機能も + * 提供します。IDおよびイベント名で呼び出すイベントを指定可能です。 + * + * 利用手順 + * 1.テンプレートマップを作成して、テンプレートイベントを配置します。 + * + * 2.テンプレートイベントに置き換えたいイベントのメモ欄を記述します。 + * IDとイベント名の双方が指定可能です。 + * テンプレートマップのID[1]のイベントに置き換わります。 + * テンプレートマップのイベント名[aaa]のイベントに置き換わります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * TE固有イベント呼び出し [ページ番号] + * TE_CALL_ORIGIN_EVENT [ページ番号] + * 置き換え元のイベント処理を呼び出します。処理完了後、元の処理に戻ります。 + * ページ番号を省略すると、実行中のページ番号がそのまま適用されます。 + * テンプレートイベントに記述した場合のみ有効です。 + * + * 例1:置き換え元イベントの1ページ目を呼び出します。 + * TE固有イベント呼び出し 1 + * + * TEマップイベント呼び出し [イベントID] [ページ番号] + * TE_CALL_MAP_EVENT [イベントID] [ページ番号] + * 同一マップ内の別のイベント処理を呼び出します。処理完了後、元の処理に戻ります。 + * イベントIDに数値以外を指定すると、イベント名として扱われ + * イベント名が一致するイベントの処理を呼び出します。 + * テンプレートイベントに記述した場合以外でも有効です。 + * + * 例1:ID[5]のイベントの1ページ目を呼び出します。 + * TEマップイベント呼び出し 5 1 + * + * 例2:[aaa]という名前のイベントの1ページ目を呼び出します。 + * TEマップイベント呼び出し aaa 1 + * + * This plugin is released under the MIT License. + */ +/*:ja + * @plugindesc テンプレートイベントプラグイン + * @author トリアコンタン + * + * @param テンプレートマップID + * @desc テンプレートイベントが存在するマップIDです。 + * @default 1 + * + * @param イベントIDを維持 + * @desc マップイベントを呼び出す際に、呼び出し元のイベントIDを維持します。対象を「このイベント」にした際の挙動が変わります。 + * @default OFF + * + * @param グラフィック置換 + * @desc 固有イベントにグラフィックが指定されていた場合でも、無視してテンプレートイベントのグラフィフィックに置換します。 + * @default OFF + * + * @help 汎用的に使用するイベントをテンプレート化できます。 + * テンプレートイベントは、専用に用意したマップに定義してください。 + * 実際のイベントのメモ欄に所定の記述をするだけで、テンプレートイベントと + * 動的に置き換えることができます。 + * + * イベント初期配置以外の全項目はテンプレートイベントの設定に置き換わりますが + * グラフィックを指定していた場合、置き換え元のグラフィックを維持します。 + * + * また、テンプレートイベントから置き換え元のイベントを呼び出すことができます。 + * 宝箱や場所移動イベント等、一部だけ固有の処理をしたい場合に有効です。 + * 外観や共通部分のイベント処理をテンプレートイベントに記述し、 + * アイテム入手や場所移動先指定など固有部分だけを元のイベントに記述します。 + * + * さらに、任意のマップイベントをコモンイベントのように呼び出す機能も + * 提供します。IDおよびイベント名で呼び出すイベントを指定可能です。 + * + * 利用手順 + * 1.テンプレートマップを作成して、テンプレートイベントを配置します。 + * + * 2.テンプレートイベントに置き換えたいイベントのメモ欄を記述します。 + * IDとイベント名の双方が指定可能です。 + * テンプレートマップのID[1]のイベントに置き換わります。 + * テンプレートマップのイベント名[aaa]のイベントに置き換わります。 + * + * プラグインコマンド詳細 + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + * TE固有イベント呼び出し [ページ番号] + * TE_CALL_ORIGIN_EVENT [ページ番号] + * 置き換え元のイベント処理を呼び出します。処理完了後、元の処理に戻ります。 + * ページ番号を省略すると、実行中のページ番号がそのまま適用されます。 + * テンプレートイベントに記述した場合のみ有効です。 + * + * 例1:置き換え元イベントの1ページ目を呼び出します。 + * TE固有イベント呼び出し 1 + * + * TEマップイベント呼び出し [イベントID] [ページ番号] + * TE_CALL_MAP_EVENT [イベントID] [ページ番号] + * 同一マップ内の別のイベント処理を呼び出します。処理完了後、元の処理に戻ります。 + * イベントIDに数値以外を指定すると、イベント名として扱われ + * イベント名が一致するイベントの処理を呼び出します。 + * テンプレートイベントに記述した場合以外でも有効です。 + * + * 例1:ID[5]のイベントの1ページ目を呼び出します。 + * TEマップイベント呼び出し 5 1 + * + * 例2:[aaa]という名前のイベントの1ページ目を呼び出します。 + * TEマップイベント呼び出し aaa 1 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +var $dataTemplateEvents = null; + +(function () { + 'use strict'; + var pluginName = 'TemplateEvent'; + var metaTagPrefix = 'TE'; + + var getCommandName = function (command) { + return (command || '').toUpperCase(); + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamOther(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value, 10) || 0).clamp(min, max); + }; + + var getParamBoolean = function (paramNames) { + var value = getParamOther(paramNames); + return (value || '').toUpperCase() === 'ON'; + }; + + var getParamOther = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getMetaValue = function (object, name) { + var metaTagName = metaTagPrefix + (name ? name : ''); + return object.meta.hasOwnProperty(metaTagName) ? object.meta[metaTagName] : undefined; + }; + + var getMetaValues = function (object, names) { + if (!Array.isArray(names)) return getMetaValue(object, names); + for (var i = 0, n = names.length; i < n; i++) { + var value = getMetaValue(object, names[i]); + if (value !== undefined) return value; + } + return undefined; + }; + + var getArgString = function (arg, upperFlg) { + arg = convertEscapeCharacters(arg); + return upperFlg ? arg.toUpperCase() : arg; + }; + + var getArgNumber = function (arg, min, max) { + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(convertEscapeCharacters(arg), 10) || 0).clamp(min, max); + }; + + var convertEscapeCharacters = function (text) { + if (text == null) text = ''; + var windowLayer = SceneManager._scene._windowLayer; + return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text) : text; + }; + + //============================================================================= + // パラメータの取得と整形 + //============================================================================= + var paramTemplateMapId = getParamNumber(['TemplateMapId', 'テンプレートマップID']); + var paramKeepEventId = getParamBoolean(['KeepEventId', 'イベントIDを維持']); + var paramReplaceGraphic = getParamBoolean(['ReplaceGraphic', 'グラフィック置換']); + + //============================================================================= + // Game_Interpreter + // プラグインコマンドを追加定義します。 + //============================================================================= + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + if (!command.match(new RegExp('^' + metaTagPrefix))) return; + try { + this.pluginCommandTemplateEvent(command.replace(metaTagPrefix, ''), args); + } catch (e) { + if ($gameTemp.isPlaytest() && Utils.isNwjs()) { + var window = require('nw.gui').Window.get(); + if (!window.isDevToolsOpen()) { + var devTool = window.showDevTools(); + devTool.moveTo(0, 0); + devTool.resizeTo(window.screenX + window.outerWidth, window.screenY + window.outerHeight); + window.focus(); + } + } + console.log('プラグインコマンドの実行中にエラーが発生しました。'); + console.log('- コマンド名  : ' + command); + console.log('- コマンド引数 : ' + args); + console.log('- エラー原因 : ' + e.stack || e.toString()); + } + }; + + Game_Interpreter.prototype.pluginCommandTemplateEvent = function (command, args) { + switch (getCommandName(command)) { + case '固有イベント呼び出し': + case '_CALL_ORIGIN_EVENT': + this.callOriginEvent(getArgNumber(args[0])); + break; + case 'マップイベント呼び出し': + case '_CALL_MAP_EVENT': + var pageIndex = getArgNumber(args[1], 1); + var eventId = getArgNumber(args[0]); + if ($gameMap.event(eventId)) { + this.callMapEventById(pageIndex, eventId); + } else { + var eventName = getArgString(args[0]); + if (eventName) { + this.callMapEventByName(pageIndex, eventName); + } else { + this.callMapEventById(pageIndex, this._eventId); + } + } + break; + } + }; + + Game_Interpreter.prototype.callOriginEvent = function (pageIndex) { + var event = $gameMap.event(this._eventId); + if (event && event.hasTemplate()) { + this.setupAnotherList(null, event.getOriginalPages(), pageIndex); + } + }; + + Game_Interpreter.prototype.callMapEventById = function (pageIndex, eventId) { + var event = $gameMap.event(eventId); + if (event) { + this.setupAnotherList(paramKeepEventId ? null : eventId, event.getPages(), pageIndex); + } + }; + + Game_Interpreter.prototype.callMapEventByName = function (pageIndex, eventName) { + var event = DataManager.searchDataItem($dataMap.events, 'name', eventName); + if (event) { + this.setupAnotherList(paramKeepEventId ? null : event.id, event.pages, pageIndex); + } + }; + + Game_Interpreter.prototype.setupAnotherList = function (eventId, pages, pageIndex) { + var page = pages[pageIndex - 1 || this._pageIndex] || pages[0]; + if (!eventId) eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(page.list, eventId); + }; + + //============================================================================= + // Game_Event + // テンプレートイベントマップをロードしてグローバル変数に保持します。 + //============================================================================= + var _Game_Event_initialize = Game_Event.prototype.initialize; + Game_Event.prototype.initialize = function (mapId, eventId) { + var event = $dataMap.events[eventId]; + this.setTemplate(event); + _Game_Event_initialize.apply(this, arguments); + this.locate(event.x, event.y); + }; + + var _Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings; + Game_Event.prototype.setupPageSettings = function () { + _Game_Event_setupPageSettings.apply(this, arguments); + var page = this.getOriginalPages()[this._pageIndex]; + if (!paramReplaceGraphic && page) { + var image = page.image; + if (image.tileId > 0) { + this.setTileImage(image.tileId); + } else if (image.characterName) { + this.setImage(image.characterName, image.characterIndex); + } + } + }; + + Game_Event.prototype.setTemplate = function (event) { + var value = getMetaValues(event, ''); + if (value) { + var templateId = getArgNumber(value, 0, $dataTemplateEvents.length - 1); + if (!templateId) { + var template = DataManager.searchDataItem($dataTemplateEvents, 'name', value); + if (template) templateId = template.id; + } + this._templateId = templateId; + } else { + this._templateId = 0; + } + }; + + Game_Event.prototype.hasTemplate = function () { + return this._templateId > 0; + }; + + var _Game_Event_event = Game_Event.prototype.event; + Game_Event.prototype.event = function () { + return this.hasTemplate() ? $dataTemplateEvents[this._templateId] : _Game_Event_event.apply(this, arguments); + }; + + Game_Event.prototype.getOriginalPages = function () { + return $dataMap.events[this._eventId].pages; + }; + + Game_Event.prototype.getPages = function () { + return this.event().pages; + }; + + //============================================================================= + // DataManager + // データ検索用の共通処理です。 + //============================================================================= + if (!DataManager.searchDataItem) { + DataManager.searchDataItem = function (dataArray, columnName, columnValue) { + var result = 0; + dataArray.some(function (dataItem) { + if (dataItem && dataItem[columnName] === columnValue) { + result = dataItem; + return true; + } + return false; + }); + return result; + }; + } + + //============================================================================= + // Scene_Boot + // テンプレートイベントマップをロードしてグローバル変数に保持します。 + //============================================================================= + var _Scene_Boot_create = Scene_Boot.prototype.create; + Scene_Boot.prototype.create = function () { + _Scene_Boot_create.apply(this, arguments); + DataManager.loadMapData(paramTemplateMapId); + }; + + var _Scene_Boot_isReady = Scene_Boot.prototype.isReady; + Scene_Boot.prototype.isReady = function () { + if (!this._mapLoaded && DataManager.isMapLoaded()) { + this.onTemplateMapLoaded(); + this._mapLoaded = true; + } + return this._mapLoaded && _Scene_Boot_isReady.apply(this, arguments); + }; + + Scene_Boot.prototype.onTemplateMapLoaded = function () { + $dataTemplateEvents = $dataMap.events; + $dataMap = undefined; + }; +})(); + diff --git a/www/js/plugins/TextDecoration.js b/www/js/plugins/TextDecoration.js new file mode 100644 index 0000000..8c8c0bb --- /dev/null +++ b/www/js/plugins/TextDecoration.js @@ -0,0 +1,87 @@ +//============================================================================= +// TextDecoration.js +//============================================================================= + +/*: + * @plugindesc Changes the decoration method for window texts. + * @author Yoji Ojima + * + * @param Mode + * @desc The decoration mode. 0: Outline, 1: Shadow + * @default 0 + * + * @param Red + * @desc The R value of the decoration color. (0-255) + * @default 0 + * + * @param Green + * @desc The G value of the decoration color. (0-255) + * @default 0 + * + * @param Blue + * @desc The B value of the decoration color. (0-255) + * @default 0 + * + * @param Alpha + * @desc The opacity of the decoration. (0-255) + * @default 128 + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc ウィンドウテキストの装飾方法を変更します。 + * @author Yoji Ojima + * + * @param Mode + * @desc 装飾モードです。0: 縁取り、1: 影 + * @default 0 + * + * @param Red + * @desc 装飾色のR値です。(0-255) + * @default 0 + * + * @param Green + * @desc 装飾色のG値です。(0-255) + * @default 0 + * + * @param Blue + * @desc 装飾色のB値です。(0-255) + * @default 0 + * + * @param Alpha + * @desc 装飾色の不透明度です。(0-255) + * @default 128 + * + * @help このプラグインには、プラグインコマンドはありません。 + */ + +(function () { + + var parameters = PluginManager.parameters('TextDecoration'); + var mode = Number(parameters['Mode'] || 0); + var red = Number(parameters['Red'] || 0); + var green = Number(parameters['Green'] || 0); + var blue = Number(parameters['Blue'] || 0); + var alpha = Number(parameters['Alpha'] || 128); + + var _Window_Base_resetFontSettings = Window_Base.prototype.resetFontSettings; + Window_Base.prototype.resetFontSettings = function () { + _Window_Base_resetFontSettings.call(this); + this.contents.outlineColor = + 'rgba(%1,%2,%3,%4)'.format(red, green, blue, alpha / 255); + this.contents.decorationMode = mode; + }; + + var _Bitmap_drawTextOutline = Bitmap.prototype._drawTextOutline; + Bitmap.prototype._drawTextOutline = function (text, tx, ty, maxWidth) { + if (this.decorationMode === 1) { + var context = this._context; + context.fillStyle = this.outlineColor; + context.fillText(text, tx + 2, ty + 2, maxWidth); + } else { + _Bitmap_drawTextOutline.call(this, text, tx, ty, maxWidth); + } + }; + +})(); diff --git a/www/js/plugins/TitleCommandPosition.js b/www/js/plugins/TitleCommandPosition.js new file mode 100644 index 0000000..b4a9ee8 --- /dev/null +++ b/www/js/plugins/TitleCommandPosition.js @@ -0,0 +1,72 @@ +//============================================================================= +// TitleCommandPosition.js +//============================================================================= + +/*: + * @plugindesc Changes the position of the title command window. + * @author Yoji Ojima + * + * @param Offset X + * @desc The offset value for the x coordinate. + * @default 0 + * + * @param Offset Y + * @desc The offset value for the y coordinate. + * @default 0 + * + * @param Width + * @desc The width of the command window. + * @default 240 + * + * @param Background + * @desc The background type. 0: Normal, 1: Dim, 2: Transparent + * @default 0 + * + * @help This plugin does not provide plugin commands. + */ + +/*:ja + * @plugindesc タイトルコマンドウィンドウの位置を変更します。 + * @author Yoji Ojima + * + * @param Offset X + * @desc X座標のオフセット値です。 + * @default 0 + * + * @param Offset Y + * @desc Y座標のオフセット値です。 + * @default 0 + * + * @param Width + * @desc コマンドウィンドウの幅です。 + * @default 240 + * + * @param Background + * @desc 背景タイプです。0: 通常、1: 暗くする、2: 透明 + * @default 0 + * + * @help このプラグインには、プラグインコマンドはありません。 + */ + +(function () { + + var parameters = PluginManager.parameters('TitleCommandPosition'); + var offsetX = Number(parameters['Offset X'] || 0); + var offsetY = Number(parameters['Offset Y'] || 0); + var width = Number(parameters['Width'] || 240); + var background = Number(parameters['Background'] || 0); + + var _Window_TitleCommand_updatePlacement = + Window_TitleCommand.prototype.updatePlacement; + Window_TitleCommand.prototype.updatePlacement = function () { + _Window_TitleCommand_updatePlacement.call(this); + this.x += offsetX; + this.y += offsetY; + this.setBackgroundType(background); + }; + + Window_TitleCommand.prototype.windowWidth = function () { + return width; + }; + +})(); diff --git a/www/js/plugins/TkoolMV_PluginCommandBook.js b/www/js/plugins/TkoolMV_PluginCommandBook.js new file mode 100644 index 0000000..21c589d --- /dev/null +++ b/www/js/plugins/TkoolMV_PluginCommandBook.js @@ -0,0 +1,1775 @@ +//============================================================================= +// TkoolMV_PluginCommandBook.js +// https://github.com/AlecYawata/TkoolMV_PluginCommandBook +//============================================================================= +// +// Copyright (c) 2015 Alec +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// +//============================================================================= +/*: + * @plugindesc プラグインコマンド集 + * @author 有志の皆さん + * + * @param 制御文字の拡張 + * @desc このプラグインで使えるパラメータの制御文字を + * 通常のメッセージなどで使用できるようにするか(はい/いいえ) + * Default: はい + * @default はい + * + * @param スクリプトに制御文字適用 + * @desc スクリプト実行時に制御文字を使用できるようにするか(はい/いいえ) + * Default: いいえ + * @default いいえ + * + * @help + * Copyright (c) 2015 Alec + * This software is released under the MIT License. + * http://opensource.org/licenses/mit-license.php + * + * このプラグインは有志によるプラグインコマンド集です。 + * 商用利用、年齢制限のあるゲームへの使用、改変が可能です。 + * クレジットは不要です。 + * + * ■使い方 + * イベントのコマンド追加からプラグインコマンドを選択し、 + * 以下のプラグインコマンドから好きなモノを選んで入力して下さい。 + * + * ■パラメータについて + * プラグインコマンドの右に空白をつけてパラメータを追記することができます。 + * パラメータは数字、英数字、日本語、記号など以外にも以下のような制御文字が使えます。 + * (各数字部分には全角数字も使えます) + * \V[n] 変数n番目の値に置き換えられます + * \N[n] アクターn番の名前に置き換えられます + * \P[n] パーティメンバーn番の値に置き換えられます + * \G   通貨単位に置き換えられます + * \In[n] アイテムn番の名前に置き換えられます + * \Ip[n] アイテムn番の価格に置き換えられます + * \Sn[n] スキルn番の名前に置き換えられます + * \Js[X]\Js XをJavaScriptとして評価した値に置き換えられます + * + * その他使用可能な制御文字や、\Js[X]\Jsで使えるスクリプトについては、下記シートを参照してください。 + * https://docs.google.com/spreadsheets/d/1rOIzDuhLC6IqJPEFciYOmXWL_O7X9-hMValMs7DpWCk/ + * + * ■プラグインコマンド + * + * =========================================================================== + * 「名前の変更」 + * 主人公の名前を変更する + * 製作者 Alec + * + * 使用例 + * 名前の変更 1 ライアン  (アクター0001の名前をライアンに変更 + * 名前の変更 2 \V[1]   (アクター0002の名前を変数0001の内容に変更 + * + * =========================================================================== + * 呼び出し元アイテム取得 + * コモンイベントを呼び出したアイテムのIDを変数に入れる + * 製作者 Alec + * + * 使用例 + * 呼び出し元アイテム取得 1  (変数0001にコモンイベントを呼び出したアイテムIDを入れる + * + * =========================================================================== + * 呼び出し元スキル取得 + * コモンイベントを呼び出したスキルのIDを変数に入れる + * 製作者 Alec + * + * 使用例 + * 呼び出し元スキル取得 1  (変数0001にコモンイベントを呼び出したスキルIDを入れる + * + * =========================================================================== + * レベルの変更 + * アクターのレベルを変更します。増減ではなく変更後のレベルを指定できます。 + * 製作者 Alec + * + * パラメータ + *  アクターのID(もし0なら全員) + * 変更後のレベル + * レベルアップをメッセージで表示するかどうか(表示・非表示) + * + * 使用例 + * レベルの変更 1 50 表示  (アクター0001のレベルを50に変更 + * レベルの変更 0 10 非表示 (仲間全員のレベルを10に変更、レベルアップは表示しない + * + * =========================================================================== + * バイブレーション(English:Vibration) + * 実行中のAndroid端末を振動させます。 + * 製作者 トリアコンタン + * + * パラメータ + *  振動するフレーム数(1/60秒単位) + * 振動が完了するまでウェイト(ウェイトあり or ウェイトなし) + *  デフォルトは「ウェイトなし」 + * + * 使用例 + * バイブレーション 60 ウェイトあり + * Vibration 120 + * =========================================================================== + * 指定位置の通行情報取得(English:Get_Location_Pass) + * 指定した座標のマップ通行情報を取得して、変数に格納します。 + * 製作者 トリアコンタン + * + * 以下の法則に従って格納されます。 + * 上方向へ通行可能:千の位が 1、上方向へ通行不可能:千の位が 0 + * 右方向へ通行可能:百の位が 1、右方向へ通行不可能:百の位が 0 + * 下方向へ通行可能:十の位が 1、下方向へ通行不可能:十の位が 0 + * 左方向へ通行可能:一の位が 1、左方向へ通行不可能:一の位が 0 + * + * パラメータ + *  結果を格納する変数の番号 + * X座標 + * Y座標 + * + * 使用例 + * 指定位置の通行情報取得 1 17 13 + * Get_Location_Pass 2 \V[1] \V[2] + * =========================================================================== + * 変数の初期化(English:Init_Variables) + * 全ての変数を初期化します。(例外指定可能) + * 製作者 トリアコンタン + * + * パラメータ + *  初期化したくない変数番号(半角スペースで区切って複数指定可能) + * + * 使用例 + * 変数の初期化 + * Init_Variables 1 2 \V[3] + * =========================================================================== + * スイッチの初期化(English:Init_Switches) + * 全てのスイッチを初期化します。(例外指定可能) + * 製作者 トリアコンタン + * + * パラメータ + *  初期化したくないスイッチ番号(半角スペースで区切って複数指定可能) + * + * 使用例 + * スイッチの初期化 + * Init_Switches 1 2 \V[3] + * =========================================================================== + * セルフスイッチの初期化(English:Init_Self_Switch) + * 全てのセルフスイッチを初期化します。 + * 製作者 トリアコンタン + * + * パラメータ + *  なし + * + * 使用例 + * セルフスイッチの初期化 + * Init_Self_Switch + * =========================================================================== + * セルフスイッチの遠隔操作(English:Remote_Control_Self_Switch) + * マップID、イベントID、種別(A, B, C, D)を指定してセルフスイッチを操作します。 + * 製作者 トリアコンタン + * + * パラメータ + *  マップID + *  イベントID + *  種別(A, B, C, D) + *  設定値(ON or OFF) + * + * 使用例 + * セルフスイッチの遠隔操作 1 3 A ON + * Remote_Control_Self_Switch 1 3 D OFF + * =========================================================================== + * ピクチャの読み込み(English:Load_Picture) + * 指定したファイル名のピクチャを事前に読み込んでキャッシュに保存します。 + * 製作者 トリアコンタン + * + * パラメータ + *  ファイル名(拡張子は指定しないでください) + * + * 使用例 + * ピクチャの読み込み filename + * Load_Picture filename + * =========================================================================== + * 戦闘アニメの読み込み(English:Load_Animation) + * 指定したファイル名の戦闘アニメを事前に読み込んでキャッシュに保存します。 + * 製作者 トリアコンタン + * + * パラメータ + *  ファイル名(拡張子は指定しないでください) + *  色相(0-360) + * + * 使用例 + * 戦闘アニメの読み込み filename + * Load_Animation filename + * =========================================================================== + * シャットダウン(English:Shutdown) + * ゲームウィンドウを閉じて強制終了します。 + * この操作はブラウザ実行、スマホ実行では無効です。 + * 製作者 トリアコンタン + * + * パラメータ + *  なし + * + * 使用例 + * シャットダウン + * Shutdown + * =========================================================================== + * ウェブサイト起動(English:Startup_Website) + * 別ウィンドウで指定されたURLのウェブサイトを起動します。 + * この操作はブラウザ実行、スマホ実行では無効です。 + * 製作者 トリアコンタン + * + * パラメータ + *  表示したいサイトのURL + *  ウィンドウのX座標(指定しなかった場合は0) + *  ウィンドウのY座標(指定しなかった場合は0) + *  ウィンドウの横幅(指定しなかった場合はゲーム画面と同じサイズ) + *  ウィンドウの高さ(指定しなかった場合はゲーム画面と同じサイズ) + * + * 使用例 + * ウェブサイト起動 https://www.google.co.jp/ + * Startup_Website https://www.google.co.jp/ + * =========================================================================== + * 変数の操作(English:ControlVariable) + * 指定の変数の値を操作(代入、加算、減算、乗算、除算、剰余)します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * プラグインコマンドで[変数の操作]もしくは[ControlVariable]か[ConVar]を記述して使用します。 + * + * パラメータ: + * 引数1:操作する変数 + * 引数2:操作する内容 [代入:= 加算:+= 減算:-= 乗算:*= 除算:/= 剰余:%=] + * or + * [代入:set 加算:add 減算:sub 乗算:mult 除算:div 剰余:mod] + * 引数3:操作用の値 + * 引数4:値の型(省略可) [数字優先(省略値):0 文字優先:1] + * + * 使用例: + * 変数の操作 #0001 += \V[2] //変数1に変数2の値を加算 + * 変数の操作 \V[2] = \V[3] //変数2の値と同番号の変数に変数3の値を代入 + * 変数の操作 1 mod \V[2] //変数1を変数2の値で除算した余りを代入 + * 変数の操作 1 = \In[\V[2]] //変数1に変数2のアイテム番号の名前を代入 + * 変数の操作 #0001 = 10 1 //変数1に'10'(文字)を代入 + * 変数の操作 5 = \Js[$dataMap.note] //変数5に個別マップのメモを代入 + * ControlVariable 1 += 2 //変数1に2を加算 + * ConVar 1 mult \V[5] //変数1を変数5の値で乗算 + * + * =========================================================================== + * タッチ座標の取得(English:Get_Touch_Info) + * タッチ位置のX座標とY座標を指定された変数に格納します。 + * 画面上の実座標とマップ上のタイル座標の二種類が取得できます。 + * 製作者 トリアコンタン + * + * パラメータ + *  X座標が格納される変数の番号(1-5000) + *  Y座標が格納される変数の番号(1-5000) + *  取得タイプ(画面座標 or マップ座標)※指定しない場合は画面座標 + * + * 使用例 + * タッチ座標の取得 1 2 + * Get_Touch_Info \V[1] \V[2] マップ座標 + * =========================================================================== + * マップタッチ禁止の変更(English:Change_Map_Touch) + * マップタッチによるプレイヤーの移動禁止を変更します。 + * 製作者 トリアコンタン + * + * パラメータ + *  設定値(禁止 or 許可) + * + * 使用例 + * マップタッチ禁止の変更 禁止 + * Change_Map_Touch 許可 + * =========================================================================== + * マップタッチ移動中判定(English:Get_Map_Touch_Moving) + * マップタッチによるプレイヤーの移動中かどうかを + * 指定されたスイッチに格納します。 + * 製作者 トリアコンタン + * + * パラメータ + *  結果が格納されるスイッチの番号(1-5000) + * + * 使用例 + * マップタッチ移動中判定 1 + * Get_Map_Touch_Moving \V[1] + * =========================================================================== + * マップタッチ移動(English:Map_Touch_Move) + * マップをタッチしたのと同じ要領で指定位置にプレイヤーを移動します。 + * 障害物やキー入力により移動は中断されます。 + * 製作者 トリアコンタン + * + * パラメータ + *  移動先X座標 + *  移動先Y座標 + * + * 使用例 + * マップタッチ移動 17 13 + * Map_Touch_Move \V[1] \V[2] + * =========================================================================== + * ピクチャの移動(English:Move_Picture) + * イベントコマンド「ピクチャの移動」と同じ動作をします。 + * それぞれのパラメータを制御文字で変数指定できるのが特徴で減算合成も可能です。 + * 製作者 トリアコンタン + * + * パラメータ + *  ピクチャ番号(1-100) + *  原点(左上 or 中央) + *  移動先X座標 + *  移動先Y座標 + *  X方向拡大率(マイナス値で画像反転) + *  Y方向拡大率(マイナス値で画像反転) + *  不透明度(0-255) + *  合成方法(通常 or 加算 or 減算) + *  移動フレーム数 + *  移動完了までウェイト(指定する場合「ウェイトあり」) + * + * 使用例 + * ピクチャの移動 1 左上 300 200 200 200 128 減算 240 ウェイトあり + * Move_Picture \V[1] 中央 \V[2] \V[3] \V[4] \V[5] \V[6] 減算 \V[7] + * =========================================================================== + * 数値入力範囲の設定(English:Set_Input_Num_Range) + * イベントコマンド「数値入力の処理」で入力可能な値の最小値と最大値を設定します。 + * 入力可能桁数と併せて考慮されます。 + * この設定は解除忘れ防止のため、数値入力の処理を終えた時点で初期化されます。 + * + * 製作者 トリアコンタン + * + * パラメータ + *  入力可能最小値(0-99999999) + *  入力可能最大値(0-99999999) + * + * 使用例 + * 数値入力範囲の設定 0 500 + * Set_Input_Num_Range \V[1] \V[2] + * =========================================================================== + * 数値入力ウィンドウの設定(English:Set_Num_Input_Window) + * イベントコマンド「数値入力の処理」で表示されるウィンドウの背景と位置を設定します。 + * 製作者 トリアコンタン + * + * パラメータ + *  背景(ウィンドウ or 暗くする or 透明) + *  位置(左 or 中 or 右) + * + * 使用例 + * 数値入力ウィンドウの設定 ウィンドウ 左 + * Set_Num_Input_Window 暗くする 中 + * =========================================================================== + * 数値入力有効桁の設定(English:Set_Num_Input_Valid_Digit) + * イベントコマンド「数値入力の処理」で入力可能な有効桁を設定します。 + * 有効桁より小さい桁は変更できなくなります。(1桁目を0で固定したい場合などに使用) + * 1を指定すると通常通り、全ての桁を入力できます。 + * この設定は解除忘れ防止のため、数値入力の処理を終えた時点で初期化されます。 + * 製作者 トリアコンタン + * + * パラメータ + *  有効桁(1-8) + * + * 使用例 + * 数値入力有効桁の設定 2 + * Set_Num_Input_Valid_Digit \v[1] + * =========================================================================== + * ピクチャの有効判定(English:Get_Picture_Valid) + * 指定された番号のピクチャが現在、使われているかを判定して結果をスイッチに格納します。 + * 「ピクチャの表示」で使用状態になり、「ピクチャの消去」で非使用状態になります。 + * 製作者 トリアコンタン + * + * パラメータ + *  結果が格納されるスイッチの番号(1-5000) + *  ピクチャ番号(1-100) + * + * 使用例 + * ピクチャの有効判定 2 1 + * Get_Picture_Valid \v[1] \v[2] + * =========================================================================== + * ピクチャの表示優先度設定(English:Set_Picture_Priority) + * 指定した番号のピクチャの表示優先度を設定します。表示優先度の高いピクチャほど + * 画面の前面に表示されます。この設定はピクチャ番号よりも優先されます。 + * デフォルト値は100です。 + * 製作者 トリアコンタン + * + * パラメータ + *  ピクチャ番号(1-100) + *  表示優先度の値(デフォルト100) + * + * 使用例 + * ピクチャの表示優先度設定 1 101 + * Set_Picture_Priority \v[1] \v[2] + * =========================================================================== + * ピクチャの表示優先度設定(English:Set_Picture_Priority) + * 指定した番号のピクチャの表示優先度を設定します。表示優先度の高いピクチャほど + * 画面の前面に表示されます。この設定はピクチャ番号よりも優先されます。 + * デフォルト値は100です。 + * 製作者 トリアコンタン + * + * パラメータ + *  ピクチャ番号(1-100) + *  表示優先度の値(デフォルト100) + * + * 使用例 + * ピクチャの表示優先度設定 1 101 + * Set_Picture_Priority \v[1] \v[2] + * =========================================================================== + * ピクチャのトリミング(English:Trimming_Picture) + * 指定した矩形(X座標、Y座標、横幅、高さ)でピクチャを切り出します。 + * 製作者 トリアコンタン + * + * パラメータ + *  ピクチャ番号(1-100) + *  X座標 + *  Y座標 + *  横幅 + *  高さ + * + * 使用例 + * ピクチャのトリミング 1 0 0 320 240 + * Trimming_Picture \v[1] \v[2] \v[3] \v[4] \v[5] + * =========================================================================== + * ピクチャの回転角設定(English:Angle_Picture) + * 指定した角度で時計回りにピクチャを回転させます。 + * 「ピクチャの回転」とは異なり回転させた状態のまま保たれます。 + * 製作者 トリアコンタン + * + * パラメータ + *  ピクチャ番号(1-100) + *  回転角(0-360) + * + * 使用例 + * ピクチャの回転角設定 1 90 + * Trimming_Picture \v[1] \v[2] + * * =========================================================================== + * 文字の連結(English:ConcatenStrings) + * 文字を連結し、指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字の連結]もしくは[ConcatenStrings]か[CatStr]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:連結する文字1 + * 引数3:連結する文字2 + * 引数4:結果が数値として評価できる場合(省略可) + * [0:文字として評価(省略値) 1:数値として評価] + * 使用例 + * 文字の連結 1 /N[1] は天才! //ハロルドは天才! + * 文字の連結 #0001 \JS[$dataMapInfos[1].name]\JS は綺麗 //王都は綺麗 + * ConcatenStrings 1 TEST OK //TESTOK + * CatStr 1 2 1 1 // 21(数値) + * =========================================================================== + * 文字の置換(English:ReplaceStrings) + * 文字を置換し、指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * 特殊文字\と置き換えることにより、指定文字の削除も可能です。 + * プラグインコマンドで[文字の置換]もしくは[ReplaceStrings]か[RepStr]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:置換対象の文字列 + * 引数3:置換前文字 + * 引数4:置換後文字 + * 引数5:置換方法(省略可) [前方 後方 全て(省略値)] + * or + * [front back all(省略値)] + * 使用例 + * 文字列の置換 1 ハロルドかっこいいよハロルド ハ H 全て //HロルドかっこいいよHロルド + * 文字列の置換 1 \V[1] ハロルド \ 全て //変数1の文字列からハロルドを取り除く + * ReplaceStrings 1 ハロルドとハロルドがお見合い ハ H Front //Hロルドとハロルドがお見合い + * RepStr 1 ハロルドとハロルドがお見合い ハロルド Tレーゼ Back //ハロルドとTレーゼがお見合い + * =========================================================================== + * 文字の切取(English:CutString) + * 文字を切り取って指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字の切取]もしくは[CutStrings]か[CutStr]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:対象の文字列 + * 引数3:開始位置 + * 引数4:終了位置(End か 最後 の指定で最後まで切り取り) + * 引数5:開始方向(省略可)[前方(省略値) 後方] + * or + * [front(省略値) back] + * 使用例 + * 文字の切取 1 \JS[$dataMap.note]\JS 1 10 前方 + * 文字の切取 1 \JS[$dataMap.note]\JS 10 最後 後方 + * CutStrings 1 \[V] 2 end back + * CutStr 1 \[V] 2 + * =========================================================================== + * 文字一致カウント(English:CountMatchString) + * 文字列内で特定の文字に一致した数をカウントし指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字一致カウント]もしくは[CountMatchString]か[CntStr]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:対象の文字列 + * 引数3:検索する文字 + * 引数4:比較方法[0:一致したら一致下部分から先を比較(省略値) 1:1文字ずつ比較] + * 使用例 + * 文字一致カウント 1 あああああ ああ 0 //2文字一致 + * 文字一致カウント 1 あああああ ああ 1 //4文字一致 + * CountMatchString 1 \[V] OK + * CntStr 1 \N[1] Hロルド 0 + * =========================================================================== + * 文字の検索(English:CountMatchString) + * 文字列内で特定の文字を検索し、最初に一致した位置を指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字の検索]もしくは[SearchString]か[SchStr]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:対象の文字列 + * 引数3:検索する文字 + * 引数4:開始方向(省略可)[前方(省略値) 後方] + * or + * [front(省略値) back] + * 使用例 + * 文字の探索 1 あああああ ああ 前方 + * SearchString 1 \[V] test back + * SchStr 1 \N[1] Hロルド + * =========================================================================== + * 文字数カウント(English:CountStringlength) + * 文字数をカウントし指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字数カウント]もしくは[CountStringlength]か[CntLen]を記述して使用します。 + * + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:対象の文字列 + * + * 使用例 + * 文字数カウント 1 \N[1] + * CountStringlength 1 hahaha + * CntLen 1 + * =========================================================================== + * 文字の反転(English:ReverseString) + * 対象の文字列を逆転させ、指定の変数に代入します。 + * 変数の指定について、イベントエディタのコマンドと同じ#0001なども使用できます。 + * もちろん\[V]や\JS[X]\JSなどの制御文字も使用可能です。 + * プラグインコマンドで[文字の反転]もしくは[ReverseString]か[RevStr]を記述して使用します。 + * パラメータ: + * 引数1:結果を代入する変数 + * 引数2:対象の文字列 + * 使用例 + * 文字の反転 1 \N[1] + * ReverseString 1 逆読みできるかな? + * RevStr 1 できると思うよ? + * =========================================================================== + * 強制セーブ(English:Force_Save) + * セーブ画面を介さずに強制的に状態をセーブします。 + * 更新されるセーブファイルは、最後にセーブ or ロードしたファイルになります。 + * ニューゲームから直接セーブした場合は空きを探しますが、空きがなければ + * もっとも古いファイルを上書きします。 + * パラメータ: + * なし + * 使用例 + * 強制セーブ + * Force_Save + * =========================================================================== + * 指定位置にアニメーション表示(English:Show_Animation) + * 画面上の座標を指定してアニメーションを再生します。 + * パラメータ: + * 引数1:X座標 + * 引数2:Y座標 + * 引数3:アニメーションID + * 引数4:ウェイトフラグ(指定する場合「ウェイトあり」) + * 使用例 + * 指定位置にアニメーション表示 320 240 1 ウェイトあり + * Show_Animation \v[1] \v[2] 1 + * =========================================================================== + * 指定位置にループアニメーション表示(English:Show_Loop_Animation) + * 画面上の座標を指定してアニメーションを再生します。 + * 消去するか新たなアニメーションを指定するまでループ再生されます。 + * パラメータ: + * 引数1:X座標 + * 引数2:Y座標 + * 引数3:アニメーションID + * 使用例 + * 指定位置にループアニメーション表示 320 240 1 + * Show_Loop_Animation \v[1] \v[2] 1 + * =========================================================================== + * ループアニメーション消去(English:Erase_Loop_Animation) + * ループ再生しているアニメーションを消去します。 + * パラメータ: + * なし + * 使用例 + * ループアニメーション消去 + * Erase_Loop_Animation + * =========================================================================== + */ + +(function () { + 'use strict'; + + //制御文字の拡張 + Game_Interpreter.prototype.pluginCommandBook_unescape = function (text) { + //全角数字を半角数字に変換する + var wstringToString = function (text) { + text = text.replace(/[0-9]/g, function (c) { + return String.fromCharCode(c.charCodeAt(0) - 0xFEE0); + }); + return text; + }; + var getActorName = function (n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.name() : ''; + }; + var getPartyMemberName = function (n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.name() : ''; + }; + var prevText = ""; + text = text.replace(/\\/g, '\x1b'); + while (prevText != text) { + prevText = text; + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[([0-9\d]+)\]/gi, function () { + return $gameVariables.value(parseInt(wstringToString(arguments[1]), 10)); + }.bind(this)); + text = text.replace(/\x1bN\[([0-9\d]+)\]/gi, function () { + return getActorName(parseInt(wstringToString(arguments[1]), 10)); + }.bind(this)); + text = text.replace(/\x1bP\[([0-9\d]+)\]/gi, function () { + return getPartyMemberName(parseInt(wstringToString(arguments[1]), 10)); + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + text = text.replace(/\x1bIn\[([0-9\d]+)\]/gi, function () { + return $dataItems[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNi\[([0-9\d]+)\]/gi, function () { + return $dataItems[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bIp\[([0-9\d]+)\]/gi, function () { + return $dataItems[parseInt(wstringToString(arguments[1]), 10)].price; + }.bind(this)); + text = text.replace(/\x1bPi\[([0-9\d]+)\]/gi, function () { + return $dataItems[parseInt(wstringToString(arguments[1]), 10)].price; + }.bind(this)); + text = text.replace(/\x1bSn\[([0-9\d]+)\]/gi, function () { + return $dataSkills[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNs\[([0-9\d]+)\]/gi, function () { + return $dataSkills[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNc\[([0-9\d]+)\]/gi, function () { + return $dataClasses[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNt\[([0-9\d]+)\]/gi, function () { + return $dataStates[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNw\[([0-9\d]+)\]/gi, function () { + return $dataWeapons[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bNa\[([0-9\d]+)\]/gi, function () { + return $dataArmors[parseInt(wstringToString(arguments[1]), 10)].name; + }.bind(this)); + text = text.replace(/\x1bJs\[(.*)\]\x1bJs/gi, function () { + try { + var value = eval(arguments[1]); + if (value != null) { return value } else { + console.log('制御文字 \\JS のパラメータでエラー 詳細:評価値が無い(null or undefined)'); + return 0; + } + } catch (ex) { + console.log('制御文字 \\JS のパラメータでエラー 詳細: ' + ex.toString()); + return 0; + } + }.bind(this)); + } + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; + }; + + /** + * 厳密な数値チェックを行います。引数が数値でなければ例外を発生されます。 + * プラグインコマンド集では、例外が発生してもその場でゲームは中断されず + * 実行したコマンドのみが無効になり、さらにテストプレーなら自動でデベロッパツールが起動します。 + * + * @method parseIntStrict + * @param {Number} value + * @param {String} errorMessage + * @type Number + * @return {Number} 数値に変換した結果 + */ + var parseIntStrict = function (value, errorMessage) { + var result = parseInt(value, 10); + if (isNaN(result)) throw Error('指定した値[' + value + ']が数値ではありません。' + errorMessage); + return result; + }; + + var parameters = PluginManager.parameters('TkoolMV_PluginCommandBook'); + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + + if (command.length == 0) { + return; + } + + // コマンドの実行 + this.executePluginCommand(command, args); + }; + + Game_Interpreter.prototype.executePluginCommand = function (command, args) { + var methodName = 'pluginCommandBook_' + command; + if (typeof this[methodName] === 'function') { + // 引数パラメータの制御文字での変換 + for (var i = 0; i < args.length; i++) { + args[i] = Game_Interpreter.prototype.pluginCommandBook_unescape(args[i]); + } + try { + this[methodName](args); + } catch (e) { + if ($gameTemp.isPlaytest() && Utils.isNwjs()) { + var window = require('nw.gui').Window.get(); + if (!window.isDevToolsOpen()) { + var devTool = window.showDevTools(); + devTool.moveTo(0, 0); + devTool.resizeTo(Graphics.width, Graphics.height); + window.focus(); + } + } + console.log('プラグインコマンドの実行中にエラーが発生しました。'); + console.log('- コマンド名  : ' + command); + console.log('- コマンド引数 : ' + args); + console.log('- エラー原因 : ' + e.toString()); + } + } + }; + + /** + * 名前の変更 + * 主人公の名前を変更する + * 製作者 Alec + * + * 使用例 + * 名前の変更 1 ライアン  (アクター0001の名前をライアンに変更 + * 名前の変更 2 \V[1]   (アクター0002の名前を変数0001の内容に変更 + */ + Game_Interpreter.prototype.pluginCommandBook_名前の変更 = function (args) { + var actorId = args[0]; // アクターID + var name = args[1]; // 名前 + $gameActors.actor(actorId).setName(name); + }; + + /** + * 呼び出し元アイテム取得 + * コモンイベントを呼び出したアイテムのIDを変数に入れる + * 製作者 Alec + * + * 使用例 + * 呼び出し元アイテム取得 1  (変数0001にコモンイベントを呼び出したアイテムIDを入れる + */ + Game_Interpreter.prototype.pluginCommandBook_呼び出し元アイテム取得 = function (args) { + var varId = parseInt(args[0]); // 変数ID + + // アイテムを使ってなかったら + if (!$gameParty.lastItem()) { + return; + } + $gameVariables.setValue(varId, $gameParty.lastItem().id); + }; + + /** + * 呼び出し元スキル取得 + * コモンイベントを呼び出したスキルのIDを変数に入れる + * 製作者 Alec + * + * 使用例 + * 呼び出し元スキル取得 1  (変数0001にコモンイベントを呼び出したスキルIDを入れる + */ + Game_Interpreter.prototype.pluginCommandBook_呼び出し元スキル取得 = function (args) { + if (eval(String(parameters['呼び出し元スキルの記録を使わない'] || 'false'))) { + window.alert("「呼び出し元スキル取得」を使うにはプラグインマネージャーから「TkoolMV_PluginCommandBook.js」の「呼び出し元スキルの記録を使わない」を「はい」してください"); + return; + } + var varId = parseInt(args[0]); // 変数ID + var skillId = 0; + if ($gameParty.inBattle()) { + skillId = BattleManager._subject.lastBattleSkill().id; + } else { + skillId = $gameParty.menuActor().lastMenuSkill().id; + } + $gameVariables.setValue(varId, skillId); + }; + + /** + * レベルの変更 + * アクターのレベルを変更します。増減ではなく変更後のレベルを指定できます。 + * 製作者 Alec + * + * パラメータ + *  アクターのID(もし0なら全員) + * 変更後のレベル + * レベルアップをメッセージで表示するかどうか(表示・非表示) + * + * 使用例 + * レベルの変更 1 50 表示  (アクター0001のレベルを50に変更 + * レベルの変更 0 10 非表示 (仲間全員のレベルを10に変更、レベルアップは表示しない + */ + Game_Interpreter.prototype.pluginCommandBook_レベルの変更 = function (args) { + var actorId = parseInt(args[0], 10); + var level = parseInt(args[1], 10) || 1; + var show = { "表示": true, "非表示": false, "はい": true, "いいえ": false }[args[2] || '表示']; + show = show === null ? false : show; + console.log(show); + if (actorId == 0) { + $gameParty.members().forEach(function (actor) { + var exp = actor.expForLevel(level); + actor.changeExp(exp, show); + }); + } else { + var actor = $gameActors.actor(actorId); + if (!actor) { + return; + } + var exp = actor.expForLevel(level); + actor.changeExp(exp, show); + } + }; + + Game_Interpreter.prototype.pluginCommandBook_バイブレーション = function (args) { + if (Utils.isMobileDevice() && typeof navigator.vibrate === 'function') { + var frame = parseIntStrict(args[0]); + navigator.vibrate(Math.floor(frame * 1000 / 60)); + var wait = (args[1] || '').toUpperCase(); + if (wait === 'ウェイトあり' || wait === 'WAIT') this.wait(frame); + } + }; + Game_Interpreter.prototype.pluginCommandBook_Vibration = function (args) { + this.pluginCommandBook_バイブレーション(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_指定位置の通行判定取得 = function (args) { + var x = parseIntStrict(args[1]); + var y = parseIntStrict(args[2]); + var value = 0; + value += $gamePlayer.isMapPassable(x, y, 8) ? 1000 : 0; + value += $gamePlayer.isMapPassable(x, y, 6) ? 100 : 0; + value += $gamePlayer.isMapPassable(x, y, 2) ? 10 : 0; + value += $gamePlayer.isMapPassable(x, y, 4) ? 1 : 0; + $gameVariables.setValue(args[0], value); + }; + Game_Interpreter.prototype.pluginCommandBook_Get_Location_Pass = function (args) { + this.pluginCommandBook_指定位置の通行判定取得(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_スイッチの初期化 = function (args) { + var exceptionValues = []; + args.forEach(function (arg) { + arg = parseIntStrict(arg); + exceptionValues[arg] = $gameSwitches.value(arg); + }); + $gameSwitches.clear(); + args.forEach(function (arg) { + arg = parseIntStrict(arg); + $gameSwitches.setValue(arg, exceptionValues[arg]); + }); + }; + Game_Interpreter.prototype.pluginCommandBook_Init_Switches = function (args) { + this.pluginCommandBook_スイッチの初期化(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_変数の初期化 = function (args) { + var exceptionValues = []; + args.forEach(function (arg) { + arg = parseIntStrict(arg); + exceptionValues[arg] = $gameVariables.value(arg); + }); + $gameVariables.clear(); + args.forEach(function (arg) { + arg = parseIntStrict(arg); + $gameVariables.setValue(arg, exceptionValues[arg]); + }); + }; + Game_Interpreter.prototype.pluginCommandBook_Init_Variables = function (args) { + this.pluginCommandBook_変数の初期化(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_セルフスイッチの初期化 = function (args) { + $gameSelfSwitches.clear(); + }; + Game_Interpreter.prototype.pluginCommandBook_Init_Self_Switch = function (args) { + this.pluginCommandBook_セルフスイッチの初期化(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_セルフスイッチの遠隔操作 = function (args) { + var mapId = Math.max(parseIntStrict(args[0]), 1); + var eventId = Math.max(parseIntStrict(args[1]), 1); + var type = args[2].toUpperCase(); + var value = args[3].toUpperCase(); + $gameSelfSwitches.setValue([mapId, eventId, type], value === 'ON'); + }; + Game_Interpreter.prototype.pluginCommandBook_Remote_Control_Self_Switch = function (args) { + this.pluginCommandBook_セルフスイッチの遠隔操作(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャの読み込み = function (args) { + ImageManager.loadPicture(args[0], 0); + }; + Game_Interpreter.prototype.pluginCommandBook_Load_Picture = function (args) { + this.pluginCommandBook_ピクチャの読み込み(); + }; + + Game_Interpreter.prototype.pluginCommandBook_戦闘アニメの読み込み = function (args) { + var hue = parseInt(args[1], 10).clamp(0, 360); + ImageManager.loadAnimation(args[0], hue); + }; + Game_Interpreter.prototype.pluginCommandBook_Load_Animation = function (args) { + this.pluginCommandBook_戦闘アニメの読み込み(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_シャットダウン = function (args) { + SceneManager.terminate(); + }; + Game_Interpreter.prototype.pluginCommandBook_Shutdown = function (args) { + this.pluginCommandBook_シャットダウン(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ウェブサイト起動 = function (args) { + if (Utils.isNwjs()) { + var newWindow = require('nw.gui').Window.open(args[0]); + var x = parseInt(args[1], 10) || 0; + var y = parseInt(args[2], 10) || 0; + var width = parseInt(args[3], 10) || Graphics.width; + var height = parseInt(args[4], 10) || Graphics.height; + newWindow.moveTo(x, y); + newWindow.resizeTo(width, height); + } + }; + Game_Interpreter.prototype.pluginCommandBook_Startup_Website = function (args) { + this.pluginCommandBook_ウェブサイト起動(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_変数の操作 = function (args) { + args[0] = args[0].replace('#', ''); + args[1] = args[1].replace(/set/i, '='); + args[1] = args[1].replace(/add/i, '+='); + args[1] = args[1].replace(/sub/i, '-='); + args[1] = args[1].replace(/mult/i, '*='); + args[1] = args[1].replace(/div/i, '/='); + args[1] = args[1].replace(/mod/i, '%='); + var VarId1 = parseIntStrict(args[0]); + if (isFinite(args[2]) && args[3] != '1') { + var Var1 = parseInt(args[2], 10); + } else { + var Var1 = args[2]; + } + var Var2 = $gameVariables.value(VarId1); + switch (args[1]) { + case '=': + $gameVariables.setValue(VarId1, Var1); + break; + case '+=': + $gameVariables.setValue(VarId1, Var2 + Var1); + break; + case '-=': + Var1 = parseIntStrict(Var1); + Var2 = parseIntStrict(Var2); + $gameVariables.setValue(VarId1, Var2 - Var1); + break; + case '*=': + Var1 = parseIntStrict(Var1); + Var2 = parseIntStrict(Var2); + $gameVariables.setValue(VarId1, Var2 * Var1); + break; + case '/=': + Var1 = parseIntStrict(Var1); + Var2 = parseIntStrict(Var2); + $gameVariables.setValue(VarId1, (Var2 - (Var2 % Var1)) / Var1); + break; + case '%=': + Var1 = parseIntStrict(Var1); + Var2 = parseIntStrict(Var2); + $gameVariables.setValue(VarId1, Var2 % Var1); + break; + } + }; + Game_Interpreter.prototype.pluginCommandBook_ControlVariable = function (args) { + this.pluginCommandBook_変数の操作(args); + }; + Game_Interpreter.prototype.pluginCommandBook_ConVar = function (args) { + this.pluginCommandBook_変数の操作(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_タッチ座標の取得 = function (args) { + var x, y; + if (TouchInput.isPressed()) { + if (args[2] === 'マップ座標' || args[2] === 'Map') { + x = $gameMap.canvasToMapX(TouchInput.x); + y = $gameMap.canvasToMapY(TouchInput.y); + } else { + x = TouchInput.x; + y = TouchInput.y; + } + } else { + x = -1; + y = -1; + } + $gameVariables.setValue(parseIntStrict(args[0]), x); + $gameVariables.setValue(parseIntStrict(args[1]), y); + }; + Game_Interpreter.prototype.pluginCommandBook_Get_Touch_Info = function (args) { + this.pluginCommandBook_タッチ座標の取得(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_マップタッチ禁止の変更 = function (args) { + $gameSystem._mapTouchDisable = (args[0] === '禁止' || args[0] === 'Disable'); + }; + Game_Interpreter.prototype.pluginCommandBook_Change_Map_Touch = function (args) { + this.pluginCommandBook_マップタッチ禁止の変更(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_マップタッチ移動中判定 = function (args) { + $gameSwitches.setValue(parseIntStrict(args[0]), $gameTemp.isDestinationValid()); + }; + Game_Interpreter.prototype.pluginCommandBook_Get_Map_Touch_Moving = function (args) { + this.pluginCommandBook_マップタッチ移動中判定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_マップタッチ移動 = function (args) { + $gameTemp.setDestination(parseInt(args[0], 10), parseInt(args[1], 10)); + }; + + Game_Interpreter.prototype.pluginCommandBook_Map_Touch_Move = function (args) { + this.pluginCommandBook_マップタッチ移動(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャの移動 = function (args) { + var pictureId = parseInt(args[0], 10); + var origin = args[1] === '左上' || args[1] === 'Upper_Left' ? 0 : 1; + var x = parseIntStrict(args[2]); + var y = parseIntStrict(args[3]); + var scaleX = parseIntStrict(args[4]); + var scaleY = parseIntStrict(args[5]); + var opacity = parseIntStrict(args[6]); + var blendMode; + switch ((args[7] || '').toUpperCase()) { + case '加算': + case 'ADDITIVE': + blendMode = 1; + break; + case '減算': + case 'SUBTRACTIVE': + blendMode = 2; + break; + default: + blendMode = 0; + break; + } + var duration = parseInt(args[8], 10); + $gameScreen.movePicture(pictureId, origin, x, y, scaleX, scaleY, opacity, blendMode, duration); + var wait = (args[9] || '').toUpperCase(); + if (wait === 'ウェイトあり' || wait === 'WAIT') this.wait(duration); + }; + + Game_Interpreter.prototype.pluginCommandBook_Move_Picture = function (args) { + this.pluginCommandBook_ピクチャの移動(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_数値入力範囲の設定 = function (args) { + $gameMessage.setNumInputRange( + parseIntStrict(args[0]).clamp(0, 99999999), + parseIntStrict(args[1]).clamp(0, 99999999)); + }; + Game_Interpreter.prototype.pluginCommandBook_Set_Input_Num_Range = function (args) { + this.pluginCommandBook_数値入力範囲の設定(args); + }; + Game_Interpreter.prototype.pluginCommandBook_数値入力ウィンドウの設定 = function (args) { + var background; + switch (args[0].toUpperCase()) { + case 'ウィンドウ': + case 'WINDOW': + background = 0; + break; + case '暗くする': + case 'DIM': + background = 1; + break; + case '透明': + case 'TRANSPARENT': + background = 2; + break; + default: + throw new Error('背景に指定した値[' + args[0] + ']が不正です。'); + } + var position; + switch (args[1].toUpperCase()) { + case '左': + case 'LEFT': + position = 0; + break; + case '中': + case 'MIDDLE': + position = 1; + break; + case '右': + case 'RIGHT': + position = 2; + break; + default: + throw new Error('位置に指定した値[' + args[1] + ']が不正です。'); + } + $gameMessage.setNumInputBackground(background); + $gameMessage.setNumInputPositionType(position); + }; + Game_Interpreter.prototype.pluginCommandBook_Set_Num_Input_Window = function (args) { + this.pluginCommandBook_数値入力ウィンドウの設定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_数値入力有効桁の設定 = function (args) { + $gameMessage._numInputValidDigit = parseIntStrict(args[0]).clamp(1, 8); + }; + Game_Interpreter.prototype.pluginCommandBook_Set_Num_Input_Valid_Digit = function (args) { + this.pluginCommandBook_数値入力有効桁の設定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャの有効判定 = function (args) { + var picture = $gameScreen.picture($gameScreen.realPictureId(parseIntStrict(args[1]))); + $gameSwitches.setValue(parseIntStrict(args[0]), picture != null); + }; + Game_Interpreter.prototype.pluginCommandBook_Get_Picture_Valid = function (args) { + this.pluginCommandBook_ピクチャの有効判定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャの表示優先度設定 = function (args) { + var picture = $gameScreen.picture($gameScreen.realPictureId(parseIntStrict(args[0]))); + if (picture) { + picture.setZ(parseIntStrict(args[1])); + } else { + throw new Error('指定された番号[' + args[0] + ']のピクチャは無効です。'); + } + }; + Game_Interpreter.prototype.pluginCommandBook_Set_Picture_Priority = function (args) { + this.pluginCommandBook_ピクチャの表示優先度設定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャのトリミング = function (args) { + var picture = $gameScreen.picture($gameScreen.realPictureId(parseIntStrict(args[0]))); + if (picture) { + picture.setFrameDirect(parseIntStrict(args[1]), parseIntStrict(args[2]), + parseIntStrict(args[3]), parseIntStrict(args[4])); + } else { + throw new Error('指定された番号[' + args[0] + ']のピクチャは無効です。'); + } + }; + Game_Interpreter.prototype.pluginCommandBook_Trimming_Picture = function (args) { + this.pluginCommandBook_ピクチャのトリミング(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ピクチャの回転角設定 = function (args) { + var picture = $gameScreen.picture($gameScreen.realPictureId(parseIntStrict(args[0]))); + if (picture) { + picture.setAngleDirect(parseIntStrict(args[1])); + } else { + throw new Error('指定された番号[' + args[0] + ']のピクチャは無効です。'); + } + }; + Game_Interpreter.prototype.pluginCommandBook_Angle_Picture = function (args) { + this.pluginCommandBook_ピクチャの回転角設定(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字の連結 = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]) + String(args[2]); + if (isFinite(Str) && args[3] == '1') Str = parseInt(Str, 10); + $gameVariables.setValue(VarId1, Str); + }; + Game_Interpreter.prototype.pluginCommandBook_ConcatenStrings = function (args) { + this.pluginCommandBook_文字の連結(args); + }; + Game_Interpreter.prototype.pluginCommandBook_CatStr = function (args) { + this.pluginCommandBook_文字の連結(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字の置換 = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseInt(args[0], 10); + VarId1 = parseIntStrict(VarId1); + var Str = String(args[1]); + var Str2 = String(args[2]); + var Str3 = String(args[3]); + Str = Str.replace(/\x1b/gi); + Str2 = Str2.replace(/\x1b/gi); + Str3 = Str3.replace(/\x1b/gi); + if (args[4] == null) args[4] = '全て'; + args[4] = args[4].replace(/front/i, '前方'); + args[4] = args[4].replace(/back/i, '後方'); + args[4] = args[4].replace(/all/i, '全て'); + switch (args[4]) { + case '前方': + Str = Str.replace(Str2, Str3); + break; + case '後方': + Str = RvStr(Str); + Str2 = RvStr(Str2); + Str3 = RvStr(Str3); + Str = Str.replace(Str2, Str3); + Str = RvStr(Str); + break; + case '全て': + default: + while (Str.indexOf(Str2, 0) != -1) Str = Str.replace(Str2, Str3); + break; + } + $gameVariables.setValue(VarId1, Str); + function RvStr(st) { + var rv = ""; + for (var i = 0, n = st.length; i < n; i++) rv += st[n - i - 1]; + return rv; + } + }; + Game_Interpreter.prototype.pluginCommandBook_ReplaceStrings = function (args) { + this.pluginCommandBook_文字の置換(args); + }; + Game_Interpreter.prototype.pluginCommandBook_RepStr = function (args) { + this.pluginCommandBook_文字の置換(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字の切取 = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]); + var Nm1 = parseIntStrict(args[2]); + var Nm2 = args[3] + if (Nm2.toLowerCase() == 'end' || Nm2 == '最後') Nm2 = Str.length; + var Nm2 = parseIntStrict(Nm2); + if (args[4] == null) args[4] = '前方'; + args[4] = args[4].replace(/front/i, '前方'); + args[4] = args[4].replace(/back/i, '後方'); + switch (args[4]) { + case '前方': + default: + Str = Str.substring(Nm1 - 1, Nm1 + Nm2 - 1); + break; + case '後方': + Str = Str.substring(Str.length - Nm1 + 1, Str.length - Nm1 - Nm2 + 1); + break; + } + $gameVariables.setValue(VarId1, Str); + }; + Game_Interpreter.prototype.pluginCommandBook_CutStrings = function (args) { + this.pluginCommandBook_文字の切取(args); + }; + Game_Interpreter.prototype.pluginCommandBook_CutStr = function (args) { + this.pluginCommandBook_文字の切取(args); + }; + Game_Interpreter.prototype.pluginCommandBook_文字一致カウント = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]); + var Str2 = String(args[2]); + var StrCnt = 0 + var StrLen + if (args[3] == '1') { + StrCnt = (Str.match(new RegExp(Str2, "g")) || []).length; + } else { + while (Str.indexOf(Str2, 0) != -1) { + StrCnt++ + StrLen = Str.indexOf(Str2, 0) + 1 + Str = Str.substring(StrLen, Str.length); + } + } + $gameVariables.setValue(VarId1, StrCnt); + }; + Game_Interpreter.prototype.pluginCommandBook_CountMatchString = function (args) { + this.pluginCommandBook_文字一致カウント(args); + }; + Game_Interpreter.prototype.pluginCommandBook_CntStr = function (args) { + this.pluginCommandBook_文字一致カウント(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字の検索 = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]); + var Str2 = String(args[2]); + var StrLen + if (args[3] == null) args[4] = '前方'; + args[3] = args[3].replace(/front/i, '前方'); + args[3] = args[3].replace(/back/i, '後方'); + switch (args[3]) { + case '前方': + default: + StrLen = Str.indexOf(Str2) + 1 + break; + case '後方': + StrLen = Str.lastIndexOf(Str2) + 1 + break; + } + $gameVariables.setValue(VarId1, StrLen); + }; + Game_Interpreter.prototype.pluginCommandBook_SearchString = function (args) { + this.pluginCommandBook_文字の検索(args); + }; + Game_Interpreter.prototype.pluginCommandBook_SchStr = function (args) { + this.pluginCommandBook_文字の検索(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字数カウント = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]); + var StrLen = Str.length + $gameVariables.setValue(VarId1, StrLen); + }; + Game_Interpreter.prototype.pluginCommandBook_CountStringlength = function (args) { + this.pluginCommandBook_文字数カウント(args); + }; + Game_Interpreter.prototype.pluginCommandBook_SchStr = function (args) { + this.pluginCommandBook_文字数カウント(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_文字の反転 = function (args) { + args[0] = args[0].replace('#', ''); + var VarId1 = parseIntStrict(args[0]); + var Str = String(args[1]); + var RevStr = ""; + for (var i = 0, n = Str.length; i < n; i++) RevStr += Str[n - i - 1]; + $gameVariables.setValue(VarId1, RevStr); + }; + + Game_Interpreter.prototype.pluginCommandBook_ReverseString = function (args) { + this.pluginCommandBook_文字の反転(args); + }; + Game_Interpreter.prototype.pluginCommandBook_RevStr = function (args) { + this.pluginCommandBook_文字の反転(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_強制セーブ = function (args) { + $gameSystem.onBeforeSave(); + if (!DataManager.saveGame(DataManager.lastAccessedSavefileId())) { + throw new Error('!!!セーブに失敗しました。セーブファイルは消去されています。!!!'); + } + }; + + Game_Interpreter.prototype.pluginCommandBook_Force_Save = function (args) { + this.pluginCommandBook_強制セーブ(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_指定位置にアニメーション表示 = function (args) { + var x = parseIntStrict(args[0]); + var y = parseIntStrict(args[1]); + var id = parseIntStrict(args[2]); + var wait = args[3] && (args[3] === 'ウェイトあり' || args[3].toLowerCase() === 'wait'); + var mirror = [args[3], args[4]].includes('反転') || [args[3], args[4]].includes('mirror'); + $gameScreen.startAnimation(x, y, id, false, mirror); + if (wait) this.wait($dataAnimations[id].frames.length * 4); + }; + + Game_Interpreter.prototype.pluginCommandBook_Show_Animation = function (args) { + this.pluginCommandBook_指定位置にアニメーション表示(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_指定位置にループアニメーション表示 = function (args) { + var x = parseIntStrict(args[0]); + var y = parseIntStrict(args[1]); + var id = parseIntStrict(args[2]); + var mirror = ['反転', 'mirror'].includes(args[3]); + $gameScreen.startAnimation(x, y, id, true, mirror); + }; + + Game_Interpreter.prototype.pluginCommandBook_Show_Loop_Animation = function (args) { + this.pluginCommandBook_指定位置にループアニメーション表示(args); + }; + + Game_Interpreter.prototype.pluginCommandBook_ループアニメーション消去 = function (args) { + $gameScreen.animationLoop = false; + }; + + Game_Interpreter.prototype.pluginCommandBook_Erase_Loop_Animation = function (args) { + this.pluginCommandBook_ループアニメーション消去(args); + }; + + /* + * ここからはプラグインコマンドの実装のために必要な関数などを追加する + */ + var はい = true; + var いいえ = false; + + /* + * 制御文字の拡張 + * このプラグインで使っている制御文字の拡張を通常のウィンドウにも適用します + * 製作者 Alec + */ + if (eval(String(parameters['制御文字の拡張'] || 'false'))) { + (function () { + var Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; + Window_Base.prototype.convertEscapeCharacters = function (text) { + text = Game_Interpreter.prototype.pluginCommandBook_unescape(text); + return Window_Base_convertEscapeCharacters.call(this, text); + }; + })(); + } + + if (eval(String(parameters['スクリプトに制御文字適用'] || 'false'))) { + (function () { + var _Game_Interpreter_command355 = Game_Interpreter.prototype.command355; + Game_Interpreter.prototype.command355 = function () { + var oldParams = [], i = 0, result, index = this._index; + oldParams.push(this._list[index].parameters[0]); + this._list[index].parameters[0] = this.pluginCommandBook_unescape(this._list[index].parameters[0]); + while (this._list[index + ++i].code === 655) { + oldParams.push(this._list[index + i].parameters[0]); + this._list[index + i].parameters[0] = this.pluginCommandBook_unescape(this._list[index + i].parameters[0]); + } + try { + result = _Game_Interpreter_command355.apply(this, arguments); + } catch (e) { + console.log('スクリプトの実行中にエラーが発生しました。'); + console.log('- スクリプト  : ' + this.currentCommand().parameters[0]); + console.log('- エラー原因 : ' + e.toString()); + result = true; + } + this._list[index].parameters[0] = oldParams.shift(); + i = 0; + while (this._list[index + ++i].code === 655) { + this._list[index + i].parameters[0] = oldParams.shift(); + } + return result; + }; + + var _Game_Interpreter_command111 = Game_Interpreter.prototype.command111; + Game_Interpreter.prototype.command111 = function () { + if (this._params[0] === 12) { + var oldParam = this._params[1]; + var result; + this._params[1] = this.pluginCommandBook_unescape(this._params[1]); + try { + result = _Game_Interpreter_command111.apply(this, arguments); + } catch (e) { + console.log('スクリプトの実行中にエラーが発生しました。'); + console.log('- スクリプト  : ' + this._params[1]); + console.log('- エラー原因 : ' + e.toString()); + result = true; + } + this._params[1] = oldParam; + } else { + result = _Game_Interpreter_command111.apply(this, arguments); + } + return result; + }; + + var _Game_Character_processMoveCommand = Game_Character.prototype.processMoveCommand; + Game_Character.prototype.processMoveCommand = function (command) { + if (command.code === Game_Character.ROUTE_SCRIPT) { + var oldParam = command.parameters[0]; + command.parameters[0] = Game_Interpreter.prototype.pluginCommandBook_unescape(command.parameters[0]); + try { + _Game_Character_processMoveCommand.apply(this, arguments); + } catch (e) { + console.log('スクリプトの実行中にエラーが発生しました。'); + console.log('- スクリプト  : ' + command.parameters[0]); + console.log('- エラー原因 : ' + e.toString()); + } + command.parameters[0] = oldParam; + } else { + _Game_Character_processMoveCommand.apply(this, arguments); + } + }; + })(); + } + + //============================================================================= + // Gameクラス定義領域 + //============================================================================= + var _Game_System_initialize = Game_System.prototype.initialize; + Game_System.prototype.initialize = function () { + _Game_System_initialize.call(this); + this._mapTouchDisable = false; + }; + + var _Game_Message_initialize = Game_Message.prototype.initialize; + Game_Message.prototype.initialize = function () { + _Game_Message_initialize.call(this); + this._numInputBackground = 0; + this._numInputPositionType = 1; + this._numInputValidDigit = 1; + this.clearNumInputRange(); + }; + + Game_Message.prototype.clearNumInputRange = function () { + this._numInputMaxValue = Infinity; + this._numInputMinValue = -Infinity; + this._numInputValidDigit = 1; + }; + + Game_Message.prototype.setNumInputRange = function (min, max) { + this._numInputMaxValue = max; + this._numInputMinValue = min; + }; + + Game_Message.prototype.setNumInputBackground = function (background) { + this._numInputBackground = background; + }; + + Game_Message.prototype.setNumInputPositionType = function (positionType) { + this._numInputPositionType = positionType; + }; + + Game_Message.prototype.numInputBackground = function () { + return this._numInputBackground; + }; + + Game_Message.prototype.numInputPositionType = function () { + return this._numInputPositionType; + }; + + var _Game_Screen_clear = Game_Screen.prototype.clear; + Game_Screen.prototype.clear = function () { + _Game_Screen_clear.apply(this, arguments); + this.clearAnimation(); + }; + + Game_Screen.prototype.startAnimation = function (x, y, id, loop, mirror) { + this._animationContainerX = x; + this._animationContainerY = y; + this._animationId = id; + this._animationLoop = loop; + this._animationMirror = mirror; + }; + + Game_Screen.prototype.clearAnimation = function () { + this._animationContainerX = 0; + this._animationContainerY = 0; + this._animationId = 0; + }; + + Object.defineProperty(Game_Screen.prototype, 'animationContainerX', { + get: function () { + return this._animationContainerX; + }, + configurable: false + }); + + Object.defineProperty(Game_Screen.prototype, 'animationContainerY', { + get: function () { + return this._animationContainerY; + }, + configurable: false + }); + + Object.defineProperty(Game_Screen.prototype, 'animationId', { + get: function () { + return this._animationId; + }, + configurable: false + }); + + Object.defineProperty(Game_Screen.prototype, 'animationLoop', { + get: function () { + return this._animationLoop; + }, + set: function (value) { + this._animationLoop = value; + }, + configurable: false + }); + + Object.defineProperty(Game_Screen.prototype, 'animationMirror', { + get: function () { + return !!this._animationMirror; + }, + configurable: false + }); + + var _Game_Screen_clearPictures = Game_Screen.prototype.clearPictures; + Game_Screen.prototype.clearPictures = function () { + _Game_Screen_clearPictures.apply(this, arguments); + this.needsSortPictures = false; + }; + + var _Game_Picture_initBasic = Game_Picture.prototype.initBasic; + Game_Picture.prototype.initBasic = function () { + _Game_Picture_initBasic.apply(this, arguments); + this._frameX = 0; + this._frameY = 0; + this._frameWidth = 0; + this._frameHeight = 0; + this.z = 100; + }; + + Game_Picture.prototype.setZ = function (value) { + this.z = value; + }; + + Game_Picture.prototype.setFrameDirect = function (x, y, width, height) { + this._frameX = x; + this._frameY = y; + this._frameWidth = width; + this._frameHeight = height; + }; + + Game_Picture.prototype.isValidFrame = function () { + return this._frameX + this._frameY + this._frameWidth + this._frameHeight > 0; + }; + + Game_Picture.prototype.setAngleDirect = function (value) { + this._rotationSpeed = 0; + this._angle = value % 360; + }; + + //============================================================================= + // Sceneクラス定義領域 + //============================================================================= + var _Scene_Map_isMapTouchOk = Scene_Map.prototype.isMapTouchOk; + Scene_Map.prototype.isMapTouchOk = function () { + return (!$gameSystem._mapTouchDisable || $gameTemp.isDestinationValid()) && _Scene_Map_isMapTouchOk.call(this); + }; + + //============================================================================= + // Windowクラス定義領域 + //============================================================================= + var _Window_NumberInput_refresh = Window_NumberInput.prototype.refresh; + Window_NumberInput.prototype.refresh = function () { + if (this._number != null) this._number = this._number.clamp( + $gameMessage._numInputMinValue, $gameMessage._numInputMaxValue); + _Window_NumberInput_refresh.apply(this, arguments); + }; + + var _Window_NumberInput_start = Window_NumberInput.prototype.start; + Window_NumberInput.prototype.start = function () { + _Window_NumberInput_start.apply(this, arguments); + this.updateBackground(); + }; + + var _Window_NumberInput_processOk = Window_NumberInput.prototype.processOk; + Window_NumberInput.prototype.processOk = function () { + _Window_NumberInput_processOk.apply(this, arguments); + $gameMessage.clearNumInputRange(); + }; + + var _Window_NumberInput_updatePlacement = Window_NumberInput.prototype.updatePlacement; + Window_NumberInput.prototype.updatePlacement = function () { + _Window_NumberInput_updatePlacement.apply(this, arguments); + var positionType = $gameMessage.numInputPositionType(); + this.width = this.windowWidth(); + switch (positionType) { + case 0: + this.x = 0; + break; + case 1: + this.x = (Graphics.boxWidth - this.width) / 2; + break; + case 2: + this.x = Graphics.boxWidth - this.width; + break; + } + }; + + var _Window_NumberInput_changeDigit = Window_NumberInput.prototype.changeDigit; + Window_NumberInput.prototype.changeDigit = function (up) { + if (this.maxItems() - this.index() < $gameMessage._numInputValidDigit) { + return; + } + _Window_NumberInput_changeDigit.apply(this, arguments); + }; + + Window_NumberInput.prototype.updateBackground = function () { + this._background = $gameMessage.numInputBackground(); + this.setBackgroundType(this._background); + }; + + //============================================================================= + // Spriteクラス定義領域 + //============================================================================= + var _Sprite_Picture_initialize = Sprite_Picture.prototype.initialize; + Sprite_Picture.prototype.initialize = function (pictureId) { + _Sprite_Picture_initialize.apply(this, arguments); + this.z = 0; + }; + + var _Sprite_Picture_update = Sprite_Picture.prototype.update; + Sprite_Picture.prototype.update = function () { + _Sprite_Picture_update.call(this); + if (this.visible) { + var newZ = this.picture().z; + if (newZ != this.z) { + this.z = newZ; + $gameScreen.needsSortPictures = true; + } + this.updateFrame(); + } + }; + + Sprite_Picture.prototype.updateFrame = function () { + if (this.picture().isValidFrame()) { + var p = this.picture(); + this.setFrame(p._frameX, p._frameY, p._frameWidth, p._frameHeight); + } + }; + + var _Spriteset_Base_createUpperLayer = Spriteset_Base.prototype.createUpperLayer; + Spriteset_Base.prototype.createUpperLayer = function () { + _Spriteset_Base_createUpperLayer.apply(this, arguments); + this.createAnimationContainer(); + }; + + Spriteset_Base.prototype.createAnimationContainer = function () { + this._animationContainer = new Sprite_Base(); + this._animationId = 0; + this.addChild(this._animationContainer); + this._fieldAnimationSprite = new Sprite_Base(); + this._fieldAnimationSprite.setFrame(0, 0, this.width, this.height); + this.addChild(this._fieldAnimationSprite); + }; + + var _Spriteset_Base_update = Spriteset_Base.prototype.update; + Spriteset_Base.prototype.update = function () { + _Spriteset_Base_update.call(this); + if ($gameScreen.needsSortPictures) { + this.sortPictures(); + $gameScreen.needsSortPictures = false; + } + this.updateAnimationContainer(); + }; + + Spriteset_Base.prototype.updateAnimationContainer = function () { + var id = $gameScreen.animationId; + if (id > 0 && id < $dataAnimations.length) { + if ($gameScreen._animationLoop) { + this._animationContainer.x = $gameScreen.animationContainerX; + this._animationContainer.y = $gameScreen.animationContainerY; + this._animationContainer.startAnimation($dataAnimations[id], $gameScreen.animationMirror, 0); + this._animationId = id; + } else { + let sprite = new Sprite_AnimationWrapper(); + sprite.x = $gameScreen.animationContainerX; + sprite.y = $gameScreen.animationContainerY; + this._fieldAnimationSprite.addChild(sprite); + sprite.startAnimation($dataAnimations[id], $gameScreen.animationMirror, 0); + } + $gameScreen.clearAnimation(); + } + if (!this._animationContainer.isAnimationPlaying() && this._animationId > 0) { + if ($gameScreen.animationLoop) { + this._animationContainer.startAnimation($dataAnimations[this._animationId], $gameScreen.animationMirror, 0); + } else { + this._animationId = 0; + } + } + }; + + Spriteset_Base.prototype.sortPictures = function () { + this._pictureContainer.children.sort(this._comparePictureChildOrder.bind(this)); + }; + + Spriteset_Base.prototype._comparePictureChildOrder = function (a, b) { + if (a.z !== b.z) { + return a.z - b.z; + } else { + return a._pictureId - b._pictureId; + } + }; + + class Sprite_AnimationWrapper extends Sprite_Base { + constructor() { + super(); + } + + update() { + super.update(); + if (!this.isAnimationPlaying()) { + this.parent.removeChild(this); + } + } + } +})(); diff --git a/www/js/plugins/Torigoya_TextRuby.js b/www/js/plugins/Torigoya_TextRuby.js new file mode 100644 index 0000000..250bca7 --- /dev/null +++ b/www/js/plugins/Torigoya_TextRuby.js @@ -0,0 +1,115 @@ +//============================================================================= +// Torigoya_TextRuby.js +//============================================================================= + +/*: + * @plugindesc add ruby-format to message + * @author ru_shalm + * + * @param Main Text Scale + * @desc set scale of ruby-text (default: 0.9) + * @default 0.9 + * + * @param Sub Text Scale + * @desc set scale of kana (default: 0.35) + * @default 0.35 + */ + +/*:ja + * @plugindesc メッセージにルビ記法を追加します + * @author ru_shalm + * + * @param Main Text Scale + * @desc ルビを振る対象文字の拡大率 (default: 0.9) + * @default 0.9 + * + * @param Sub Text Scale + * @desc ルビとして振る小さい文字の拡大率 (default: 0.35) + * @default 0.35 + * + * @help + * + * \ruby[本文](ルビ) + * + * 省略した場合は + * \ruby[暗黒面] + * + * プラグインコマンド + * RubyDictionary 本文 ルビ + * + */ + +(function (global) { + 'use strict'; + + var TextRuby = { + name: 'Torigoya_TextRuby', + dictionary: {} + }; + var settings = (function () { + var parameters = PluginManager.parameters(TextRuby.name); + return { + mainTextScale: Number(parameters['Main Text Scale'] || 0.95), + mainTextHorizontalMargin: Number(parameters['Main Text Horizontal Margin'] || 0.95), + subTextScale: Number(parameters['Sub Text Scale'] || 0.4), + subTextHorizontalMargin: Number(parameters['Sub Text Horizontal Margin'] || -10) + }; + })(); + + TextRuby.obtainRubyParams = function (textState) { + var arr = /^\[([^\]]+)](?:\(([^\)]+)\))?/.exec(textState.text.slice(textState.index)); + if (!arr) return null; + textState.index += arr[0].length; + return arr.slice(1); + }; + + TextRuby.processDrawRuby = function (mainText, subText, textState) { + var originalFontSize = this.contents.fontSize; + + var mainFontSize = originalFontSize * settings.mainTextScale; + var mainY = textState.y + (textState.height - originalFontSize) / 2 + (originalFontSize - mainFontSize); + var subFontSize = originalFontSize * settings.subTextScale; + var subY = mainY - subFontSize; + //if (subY < 1) subY = 1; // 1行目のはみ出し防止 + + this.contents.fontSize = mainFontSize; + var mainWidth = this.textWidth(mainText); + this.contents.fontSize = subFontSize; + var subWidth = this.textWidth(subText); + var w = Math.max(mainWidth, subWidth); + + this.contents.fontSize = mainFontSize; + this.contents.drawText(mainText, textState.x, mainY, w, mainFontSize, 'center'); + + this.contents.fontSize = subFontSize; + this.contents.drawText(subText, textState.x, subY, w, this.contents.fontSize, 'center'); + + textState.x += w; + this.contents.fontSize = originalFontSize; + }; + + var upstream_Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter; + Window_Base.prototype.processEscapeCharacter = function (code, textState) { + upstream_Window_Base_processEscapeCharacter.apply(this, arguments); + if (code !== 'RUBY') return; + var params = TextRuby.obtainRubyParams(textState); + if (!params) return; + params[1] = params[1] || TextRuby.dictionary[params[0]]; + TextRuby.processDrawRuby.call(this, params[0], params[1], textState); + }; + + + var upstream_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + if (command === 'RubyDictionary') { + var text = (args[0] || '').trim(); + var kana = (args[1] || '').trim(); + TextRuby.dictionary[text] = kana; + return; + } + upstream_Game_Interpreter_pluginCommand.apply(this, arguments); + }; + + global.Torigoya = (global.Torigoya || {}); + global.Torigoya.TextRuby = TextRuby; +})(this); diff --git a/www/js/plugins/UTA_ChangeSavePath.js b/www/js/plugins/UTA_ChangeSavePath.js new file mode 100644 index 0000000..1417645 --- /dev/null +++ b/www/js/plugins/UTA_ChangeSavePath.js @@ -0,0 +1,226 @@ +//============================================================================= +// UTA_ChangeSavePath.js +//============================================================================= +// Version : 1.0.1 +// LastUpdate : 2020.06.30 +// Author : T.Akatsuki +// Website : https://www.utakata-no-yume.net +// License : MIT License +//============================================================================= +/*:ja + * @plugindesc Local版においてセーブデータの保存場所を変更できるプラグインです。 + * @author 赤月 智平 + * + * @param Base Reference + * @desc 基準パスの定義 + * www: wwwのパスを基準にする, exe: exeのパスを基準にする + * @default exe + * + * @param Directory Path + * @desc セーブファイルを保存するディレクトリパス + * 基準パスのからの相対パスになります + * @default save/ + * + * @help ■プラグインの概要 + * Local版においてセーブデータの保存先を変更できるプラグインです。 + * + * RPGツクールMVのデフォルトではindex.htmlを基準とし、同じディレクトリにある + * saveディレクトリにセーブデータを保存しますが、リリース時にexe化などを行うと、 + * セーブデータがexeの中に隠蔽されてしまい、セーブデータのバックアップや + * 引っ越しなどが難しい状態になります。 + * + * 本プラグインではセーブ保存先を実行ファイルを基準としたパスに変更できる為、 + * 従来のツクール作品のようにセーブデータをユーザーが管理できるディレクトリに + * 置く事が可能です。 + * + * Web版においてはLocalStorageが利用されブラウザキャッシュに保存される為、 + * このプラグインは特に作用しません。 + * + * テストプレイ実行時はRPGツクールMVのインストールディレクトリにある + * NW.jsが実行ファイルとなり、意図しない場所にセーブが配置される恐れがある為、 + * テストプレイ中はwww以下にセーブが作られます。 + * + * ■プラグインコマンド + * プラグインコマンドはありません。 + * + * ■プラグインの情報 + * バージョン : 1.0.1 + * 最終更新日 : 2020.06.30 + * 制作者 : T.Akatsuki + * Webサイト : https://www.utakata-no-yume.net + * ライセンス : MIT License + * + * ■更新履歴 + * ver 1.0.1 (2020.06.30) + * テストプレイ時はexe位置では無くwwwにセーブデータを作るように。 + * Base Referenceにwwwを指定した時にエラーになっていたので修正。 + * 個人利用を目的にしていたが、需要があったのでMIT Licenseに変更して公開。 + * ver 1.0.0 (2018.04.24) + * 初版。 + */ +//============================================================================= + +/** + * @namespace utakata + */ +var utakata = utakata || {}; +(function (utakata) { + /** + * @static + * @class ChangeSavePath + * @classdesc セーブファイルの保存場所を変更するクラス + */ + utakata.ChangeSavePath = (function () { + /** + * プラグイン名称 + * @type {string} + */ + var __PLUGIN_NAME__ = "UTA_ChangeSavePath"; + + /** + * プラグインのバージョン + * @type {string} + */ + var __VERSION__ = "1.0.1"; + + /** + * Plugin Parameters + * @type {object} + */ + ChangeSavePath._parameters = { + "Base Reference": "www", + "Directory Path": "save" + }; + + /** + * 最終的に設定されるセーブデータ保存場所のパス + * @type {string} + */ + ChangeSavePath._path = null; + + function ChangeSavePath() { + throw new Error("utakata.ChangeSavePath is static class."); + } + + /** + * 初期化処理 + * @static + * @method _initialize + */ + ChangeSavePath._initialize = function () { + this._loadPluginParameters(); + }; + + /** + * プラグインパラメーターを読み込む + * @static + * @method _loadPluginParameters + */ + ChangeSavePath._loadPluginParameters = function () { + var _pluginParameters = PluginManager.parameters(this.getPluginName()); + try { + /** + * Base Reference + * @type {string} www|exe + */ + var _BaseReference = _pluginParameters["Base Reference"]; + if (!(_BaseReference in { "www": null, "exe": null })) { + throw new Error("Base Reference is invalid"); + } + this._parameters["Base Reference"] = _BaseReference; + + /** + * Directory Path + * @type {string} + */ + this._parameters["Directory Path"] = _pluginParameters["Directory Path"]; + } catch (e) { + console.error("utakata.ChangeSavePath, _loadPluginParameters: failed to parse plugin parameters.\n", e.message, e.stack); + return; + } + }; + + /** + * exeを基準パスとする設定か + * @static + * @method _isExeBase + * @return {boolean} + */ + ChangeSavePath._isExeBase = function () { + return this._parameters["Base Reference"] === "exe"; + }; + + /** + * プラグイン設定からセーブデータ保存先のパスを作成する + * @private + * @method _makelocalFileDirectoryPath + */ + ChangeSavePath._makelocalFileDirectoryPath = function () { + if (!this._isLocalMode()) { + return; + } + var path = require("path"); + var _isExeBaseFlag = this._isExeBase() && !this._isTestPlay(); + var _basePath = _isExeBaseFlag ? path.dirname(process.execPath) : path.dirname(process.mainModule.filename); + var _targetPath = path.join(_basePath, this._parameters["Directory Path"]); + _targetPath = path.normalize(_targetPath); + + // StorageManager.localFilePathでファイル名とパスの結合がstringの足し算である為、 + // よろしくパス区切り文字を付けてくれずに危険 + if (!_targetPath.match(/\/$/g)) { + _targetPath += "/"; + } + this._path = _targetPath; + }; + + /** + * セーブデータの保存先パスを取得する + * 何度も作成する必要は無いので、一度作成したらキャッシュからパスを引っ張る + * web版では取得する意味が無い為、エラーになる + * @static + * @method getlocalFileDirectoryPath + * @return {string} + */ + ChangeSavePath.getlocalFileDirectoryPath = function () { + if (!this._isLocalMode()) { + console.error("utakata.ChangeSavePath, getlocalFileDirectoryPath: now playing mode is web mode."); + return null; + } + if (!this._path) { + this._makelocalFileDirectoryPath(); + } + return this._path; + }; + + /** + * ローカルモード(NS.js)で動作しているか + * @method _isLocalMode + * @return {boolean} + */ + ChangeSavePath._isLocalMode = function () { + return Utils.isNwjs(); + }; + + /** + * テストプレイで動作しているか + * @method _isTestPlay + * @return {boolean} + */ + ChangeSavePath._isTestPlay = function () { + return (Utils.isOptionValid('test') || Utils.isOptionValid('btest') || Utils.isOptionValid('etest')) > 0; + }; + + ChangeSavePath.getPluginName = function () { return __PLUGIN_NAME__; }; + ChangeSavePath.getVersion = function () { return __VERSION__; }; + + return ChangeSavePath; + })(); + utakata.ChangeSavePath._initialize(); + + //------------------------------------------------------------- + // StorageManager + //------------------------------------------------------------- + StorageManager.localFileDirectoryPath = function () { + return utakata.ChangeSavePath.getlocalFileDirectoryPath(); + }; +})(utakata); diff --git a/www/js/plugins/UTA_CommonSave.js b/www/js/plugins/UTA_CommonSave.js new file mode 100644 index 0000000..3d399bf --- /dev/null +++ b/www/js/plugins/UTA_CommonSave.js @@ -0,0 +1,602 @@ +//============================================================================= +// UTA_CommonSave.js +//============================================================================= +// Version : 1.20 +// LastUpdate : 2016.05.11 +// Author : T.Akatsuki +// Website : http://utakata-no-yume.net/ +// License : MIT License(http://opensource.org/licenses/mit-license.php) +//============================================================================= + +//============================================================================= +/*: + * @plugindesc Create a share save data. Share state of game switch and variables between each save data. + * @author T.Akatsuki + * + * @param Target Switches + * @desc Set target switch index number. + * If you want to set multiple, put comma between indexes. + * Using "-", the range can be specified. + * (ex) 1-3,11,12,13,20,21 + * @default + * + * @param Target Variables + * @desc Set target variable index number. + * If you want to set multiple, put comma between indexes. + * Using "-", the range can be specified. + * (ex) 1-5,11,12,13,23,24 + * @default + * + * @param Is Auto + * @desc Automatically to set save / load common save data on save / load timing. + * true : Automatically common save data is saved/loaded on save / load timing. + * false : Save and load of common save data you do manually. + * @default true + * + * @param Auto on Gameover + * @desc If auto saving common save data is enabled , it automatically saves common save data on gameover. + * true : It save common save data on game over. + * false : It do nothing on game over. + * @default false + * + * @param Show Trace + * @desc Set state traces display. + * true : Show trace., false : Don't show trace. + * @default false + * + * @help # Overview + * Create a share save data. Share state of game switch and variables between each save data. + * If you use plugin command, you can operate common save data at any time. + * + * Common save data will be saved with a name "common.rpgsave" below save directory. + * + * # Parameters + * Target Switches [Switch No, ...] + * Set target switch index number. + * If you want to set multiple, put comma between indexes. + * Using "-", the range can be specified. + * (Ex) 1-3,11,12,13,20,21 + * => number 1,2,3,11,12,13,20,21 switches are target. + * + * Target Variables [Valiable No, ...] + * Set target variable index number. + * If you want to set multiple, put comma between indexes. + * Using "-", the range can be specified. + * (Ex) 1-3,11,12,13,14,15 + * => number 1,2,3,11,12,13,14,15 variables are target. + * + * Is Auto [true|false] + * Automatically to set save / load common save data on save / load timing. + * + * Auto on Gameover [true|false] + * If auto saving common save data is enabled , it automatically saves common save data on gameover. + * + * Show Trace [true|false] + * Set whether the issue a trace for debugging. + * + * # Plugin Command + * CommonSave load # Read GameSwitches and GameVariables from common save data and apply game data. + * # This command is used when you want to load common save data at any time. + * CommonSave save # Save target GameSwitches and GameVariables common save data. + * # This command is used when you want to save in common save data at any time. + * CommonSave remove # Remove common save data file. + * + * CommonSave setTrace [true|false] # Setting to enabled trace on console. + * + * CommonSave check # Show sharing target switches and variables to console. + * + * # Change Log + * ver 1.20 (2016.05.11) + * Using "-", the range can be specified. + * Add setTrace plugin command. + * Add check plugin command. + * + * ver 1.10 (Fed 17, 2016) + * Rename to UTA_CommonSave.js. + * To be able to set trace in the parameter. + * + * ver1.01 (Jan 14, 2016) + * Fixed bug where could not share variables. + * + * ver1.00 (Dec 31, 2015) + * To ver1.00 according to the Japanese version of RPG Maker MV. + * + * ver0.01 (Nov 05, 2015) + * Initial release. + */ + +/*:ja + * @plugindesc 共有のセーブデータを作成し、指定したスイッチ・変数の状態をセーブデータ間で共有します。 + * @author 赤月 智平 + * + * @param Target Switches + * @desc 対象となるスイッチの番号を指定します。 + * カンマ区切りで複数指定、ハイフンで範囲指定が可能です。 + * (例) 1-3,11,12,13,20,21 + * @default + * + * @param Target Variables + * @desc 対象となる変数の番号を指定します。 + * カンマ区切りで複数指定、ハイフンで範囲指定が可能です。 + * (例) 1-5,11,12,13,23,24 + * @default + * + * @param Is Auto + * @desc セーブ・ロード時に自動的に共通セーブデータのセーブ・ロードを行うかを設定します。 + * true : セーブ・ロード時に自動的に共有セーブデータにデータのセーブ・ロードを行う。 + * false : 共通セーブデータのセーブ・ロードは手動で行う。 + * @default true + * + * @param Auto on Gameover + * @desc 自動セーブ設定がONの時にゲームオーバー時に共有セーブデータの自動セーブを行うかを設定します。 + * true : ゲームオーバー時に自動共有セーブを行う。 + * false : ゲームオーバー時は自動共有セーブを行わない。 + * @default false + * + * @param Show Trace + * @desc デバッグ用のトレースを出すかを設定します。 + * true: トレースを表示, false: トレースを表示しない + * @default false + * + * @help ■概要 + * CommonSaveプラグインは共有セーブデータを作成し、指定したスイッチ・変数の状態をセーブデータ間で共有する事ができます。 + * 基本的にはセーブ・ロード時に設定に応じて自動的に処理してくれます。 + * プラグインコマンドを利用すると、任意のタイミングで共有セーブデータの操作を行う事ができます。 + * + * 共有セーブデータはsaveディレクトリ以下に「common.rpgsave」という名前で保存されます。 + * + * ■パラメータの説明 + * Target Switches [スイッチ番号, ...] + * 共有したいスイッチの番号を指定します。「,」で区切り複数の値を指定する事ができます。 + * 「-」で数値の範囲を指定する事も可能です。 + * (例) 1-3,11,12,13,20,21 + * => 1,2,3,11,12,13,20,21番のスイッチが対象になる。 + * + * Target Variables [変数番号, ...] + * 共有したい変数の番号を指定します。「,」で区切り複数の値を指定する事ができます。 + * 「-」で数値の範囲を指定する事も可能です。 + * (例) 1-3,11,12,13,14,15 + * => 1,2,3,11,12,13,14,15番の変数が対象になる。 + * + * Is Auto [true|false] + * セーブ・ロード時に自動的に共通セーブデータのセーブ・ロードを行うかを設定します。 + * デフォルトではtrue(セーブ・ロード時に自動的に共有セーブ・ロードを行う)になっています。 + * + * Auto on Gameover [true|false] + * 自動セーブ設定がONの時にゲームオーバー時に共有セーブデータの自動セーブを行うかを設定します。 + * デフォルトではfalse(ゲームオーバー時に自動共有セーブを行わない)になっています。 + * + * Show Trace [true|false] + * デバッグ用のトレースを出すかを設定します。 + * + * ■プラグインコマンド + * CommonSave load # 共有セーブデータからスイッチ・変数を読み込み反映させます。 + * # 任意のタイミングで共有セーブデータのロードを行いたい場合に使用します。 + * CommonSave save # 共有セーブデータにスイッチ・変数の状態を記録します。 + * # 任意のタイミングで共有セーブデータのセーブを行いたい場合に使用します。 + * CommonSave remove # 共有セーブデータを削除します。 + * # 共有セーブデータをリセットしたい場合に使用します。 + * CommonSave setTrace [true|false] # コンソールにトレースを出力するかを設定します。 + * # ゲーム実行中にトレース状態を切り替えたい場合に使用します。 + * CommonSave check # 共有状態になっているスイッチ・変数番号をコンソールに表示し確認します。 + * + * ■更新履歴 + * ver 1.20 (2016.05.11) + * スイッチ・変数の指定の際に「-」を使う事で範囲指定を可能に。 + * トレース状態を動的に変えられるように setTrace プラグインコマンドを追加。 + * 共有対象になっているスイッチ・変数を確認できる check プラグインコマンドを追加。 + * + * ver 1.10 (2016.02.17) + * ファイル名をUTA_CommonSave.jsに変更。 + * トレース出力の有無をパラメータで設定できるように。 + * + * ver 1.01 (2016.01.14) + * 変数の共有が上手くできていないバグの修正。 + * + * ver 1.00 (2015.12.31) + * 日本語版RPGツクールMVの発売に合わせver1.00に。 + * + * ver 0.01 (2015.11.05) + * 初版。 + */ +//============================================================================= + +//name space +var utakata = utakata || (utakata = {}); + +//----------------------------------------------------------------------------- +// class CommonSaveManager +//----------------------------------------------------------------------------- +(function (utakata) { + var CommonSaveManager = (function () { + //constructor + function CommonSaveManager() { + //member variables + this._targetSwitchList = []; + this._targetVariableList = []; + + this._showTrace = false; + this._tr = null; + + this.initialize(); + } + + //private methods + CommonSaveManager.prototype.initialize = function () { + this.parameters = PluginManager.parameters('UTA_CommonSave'); + + this._showTrace = (String(this.parameters['Show Trace']) === "true"); + + this._tr = function (s) { + if (!this._showTrace) { return; } + var str = "CommonSaveManager: " + s; console.log(str); + }; + + var targetSwitchStr = String(this.parameters['Target Switches']); + var targetVariableStr = String(this.parameters['Target Variables']); + + this._targetSwitchList = this._parseTargetNumber(targetSwitchStr); + this._targetVariableList = this._parseTargetNumber(targetVariableStr); + }; + + CommonSaveManager.prototype._parseTargetNumber = function (str) { + if (typeof str === "undefined" || str === "undefined") { return []; } + + str = str.replace(/\s+/g, ""); + + var split_str = ','; + var rgn_split_str = '-'; + + var indexes = str.split(split_str, -1); + var ret = []; + + var parseTargetNumbersFromRegion = function (rgn_target) { + var ret = []; + var target_number = rgn_target.split(rgn_split_str, -1); + if (typeof target_number[0] === "undefined" || typeof target_number[1] === "undefined") { return []; } + + var s_number = parseInt(target_number[0]); + if (s_number !== s_number) { + this._tr("_parseTargetNumber getTargetNumbersFromRegion: Setting parameter is invalid."); + return []; + } + + var e_number = parseInt(target_number[1]); + if (e_number !== e_number) { + this._tr("_parseTargetNumber getTargetNumbersFromRegion: Setting parameter is invalid."); + return []; + } + + for (var i = s_number; i <= e_number; i++) { + ret.push(i); + } + + return ret; + }; + + for (var i = 0; i < indexes.length; i++) { + var rgn_target = indexes[i].match(/\d+-\d+/g); + if (!!rgn_target) { + var parseIndexes = parseTargetNumbersFromRegion(rgn_target[0]); + if (parseIndexes.length <= 0) { continue; } + + ret = ret.concat(parseIndexes); + } else { + var parseIndex = parseInt(indexes[i]); + if (parseIndex !== parseIndex) { + this._tr("_parseTargetNumber: Setting parameter is invalid."); + continue; + } + ret.push(parseIndex); + } + } + return ret; + }; + + CommonSaveManager.prototype._getTargetSwitchJson = function () { + var json = {}; + + for (var i = 0; i < this._targetSwitchList.length; i++) { + var idx = this._targetSwitchList[i].toString(); + var value = $gameSwitches.value(idx); + json[idx] = value; + } + + return json; + }; + + CommonSaveManager.prototype._getTargetVariableJson = function () { + var json = {}; + + for (var i = 0; i < this._targetVariableList.length; i++) { + var idx = this._targetVariableList[i].toString(); + var value = $gameVariables.value(idx); + json[idx] = value; + } + + return json; + }; + + CommonSaveManager.prototype.setLoadSwitches = function (switches) { + for (var key in switches) { + var idx = parseInt(key); + var value = switches[key]; + $gameSwitches.setValue(idx, value); + } + }; + + CommonSaveManager.prototype.setLoadVariables = function (variables) { + for (var key in variables) { + var idx = parseInt(key); + var value = variables[key]; + $gameVariables.setValue(idx, value); + } + }; + + //public methods + CommonSaveManager.prototype.load = function () { + this._tr("load common save data."); + + if (!this.exists()) { return false; } + + var loadData = DataManager.loadCommonSave(); + + if ("gameSwitches" in loadData) { + this.setLoadSwitches(loadData["gameSwitches"]); + } + if ("gameVariables" in loadData) { + this.setLoadVariables(loadData["gameVariables"]); + } + }; + + CommonSaveManager.prototype.save = function () { + this._tr("save common save data."); + + var switchesJson = this._getTargetSwitchJson(); + var variablesJson = this._getTargetVariableJson(); + + var json = { + "gameSwitches": switchesJson, + "gameVariables": variablesJson + }; + + DataManager.saveCommonSave(json); + }; + + CommonSaveManager.prototype.exists = function () { + this._tr("check exists common save data."); + return StorageManager.existsCommonSave(); + }; + + CommonSaveManager.prototype.remove = function () { + this._tr("remove common save data."); + StorageManager.removeCommonSave(); + }; + + CommonSaveManager.prototype.setShowTrace = function (args) { + if (!args) { return; } + var enabled = String(args[1]) === "true" ? true : false; + this._tr("setShowTrace: " + this._showTrace); + this._showTrace = enabled; + }; + + CommonSaveManager.prototype.check = function () { + var str = "CommonSaveManager: \n"; + str += " # Share switch targets : \n"; + str += JSON.stringify(this._targetSwitchList); + + str += "\n # Share variable targets : \n"; + str += JSON.stringify(this._targetVariableList); + + console.log(str); + }; + + CommonSaveManager.prototype.isAuto = function () { + return String(this.parameters['Is Auto']) === "true"; + }; + + CommonSaveManager.prototype.isAutoOnGameOver = function () { + return String(this.parameters['Auto on Gameover']) === "true"; + }; + + return CommonSaveManager; + })(); + utakata.CommonSaveManager = new CommonSaveManager(); + +})(utakata || (utakata = {})); + +(function () { + //parse and dispatch plugin command + var _Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'CommonSave') { + switch (args[0]) { + case 'load': + utakata.CommonSaveManager.load(); + break; + case 'save': + utakata.CommonSaveManager.save(); + break; + case 'exists': + utakata.CommonSaveManager.exists(); + break; + case 'remove': + utakata.CommonSaveManager.remove(); + break; + case 'setTrace': + utakata.CommonSaveManager.setShowTrace(args); + break; + case 'check': + utakata.CommonSaveManager.check(); + break; + default: + break; + } + } + }; + + //----------------------------------------------------------------------------- + // DataManager + //----------------------------------------------------------------------------- + // # extension + var _Data_Manager_loadGame = DataManager.loadGame; + DataManager.loadGame = function (savefileId) { + var ret = _Data_Manager_loadGame.call(this, savefileId); + + if (utakata.CommonSaveManager.isAuto()) { utakata.CommonSaveManager.load(); } + return ret; + }; + + var _Data_Manager_saveGame = DataManager.saveGame; + DataManager.saveGame = function (savefileId) { + var ret = _Data_Manager_saveGame.call(this, savefileId); + + if (utakata.CommonSaveManager.isAuto()) { utakata.CommonSaveManager.save(); } + return ret; + }; + + var _Data_Manager_setupNewGame = DataManager.setupNewGame; + DataManager.setupNewGame = function () { + _Data_Manager_setupNewGame.call(this); + if (utakata.CommonSaveManager.isAuto()) { utakata.CommonSaveManager.load(); } + }; + + // # add methods + DataManager.loadCommonSave = function () { + var json; + try { + json = StorageManager.loadCommonSave(); + } catch (e) { + console.error(e); + return []; + } + if (json) { + var commonInfo = JSON.parse(json); + return commonInfo; + } else { + return []; + } + }; + + DataManager.saveCommonSave = function (json) { + var jsonStr = JsonEx.stringify(json); + if (jsonStr.length >= 200000) { + console.warn('Common Save too big!'); + } + StorageManager.saveCommonSave(jsonStr); + return true; + }; + + //----------------------------------------------------------------------------- + // StorageManager + //----------------------------------------------------------------------------- + //load methods ---------------------------------------------------------------- + StorageManager.loadCommonSave = function () { + if (this.isLocalMode()) { + return this.loadFromLocalFileCommonSave(); + } else { + return this.loadFromWebStorageCommonSave(); + } + }; + + StorageManager.loadFromLocalFileCommonSave = function () { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePathCommonSave(); + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); + }; + + StorageManager.loadFromWebStorageCommonSave = function () { + var key = this.webStorageKeyCommonSave(); + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); + }; + + // save methods --------------------------------------------------------------- + StorageManager.saveCommonSave = function (json) { + if (this.isLocalMode()) { + this.saveToLocalFileCommonSave(json); + } else { + this.saveToWebStorageCommonSave(json); + } + }; + + StorageManager.saveToLocalFileCommonSave = function (json) { + var data = LZString.compressToBase64(json); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePathCommonSave(); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, data); + }; + + StorageManager.saveToWebStorageCommonSave = function (json) { + var key = this.webStorageKeyCommonSave(); + var data = LZString.compressToBase64(json); + localStorage.setItem(key, data); + }; + + //check exists ---------------------------------------------------------------- + StorageManager.existsCommonSave = function () { + if (this.isLocalMode()) { + return this.localFileExistsCommonSave(); + } else { + return this.webStorageExistsCommonSave(); + } + }; + + StorageManager.localFileExistsCommonSave = function () { + var fs = require('fs'); + return fs.existsSync(this.localFilePathCommonSave()); + }; + + StorageManager.webStorageExistsCommonSave = function () { + var key = this.webStorageKeyCommonSave(); + return !!localStorage.getItem(key); + }; + + //remove ---------------------------------------------------------------------- + StorageManager.removeCommonSave = function () { + if (this.isLocalMode()) { + this.removeLocalFileCommonSave(); + } else { + this.removeWebStorageCommonSave(); + } + }; + + StorageManager.removeLocalFileCommonSave = function () { + var fs = require('fs'); + var filePath = this.localFilePathCommonSave(); + if (fs.existsSync(filePath)) { + fs.unlinkSync(filePath); + } + }; + + StorageManager.removeWebStorageCommonSave = function () { + var key = this.webStorageKeyCommonSave(); + localStorage.removeItem(key); + }; + + StorageManager.localFilePathCommonSave = function () { return this.localFileDirectoryPath() + 'common.rpgsave'; }; + StorageManager.webStorageKeyCommonSave = function () { return 'RPG Common'; }; + + + //----------------------------------------------------------------------------- + // Scene_Gameover + //----------------------------------------------------------------------------- + var _Scene_Gameover_Start = Scene_Gameover.prototype.start; + Scene_Gameover.prototype.start = function () { + if (utakata.CommonSaveManager.isAutoOnGameOver()) { + utakata.CommonSaveManager.save(); + } + _Scene_Gameover_Start.call(this); + }; + +})(); diff --git a/www/js/plugins/UTSU_ItemNumberDisplay.js b/www/js/plugins/UTSU_ItemNumberDisplay.js new file mode 100644 index 0000000..4c3bfc9 --- /dev/null +++ b/www/js/plugins/UTSU_ItemNumberDisplay.js @@ -0,0 +1,196 @@ +//============================================================================= +// UTSU_ItemNumberDisplay.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2020 Utuda +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.0 2020/02/29 Release +// ---------------------------------------------------------------------------- +// [GitHub] : https://github.com/utsudashinou +//============================================================================= + +/*: + * @plugindesc Change Item Number Display + * @author Utsuda + * + * @help Change item number display and Delimiter(default: ':') + * + * @param ItemNumberDisplay + * @desc Item number display mode + * @type select + * @option none + * @value 0 + * @option showAlways + * @value 1 + * @option showOnlyPlural + * @value 2 + * @default 1 + * + * @param BattleItemNumberDisplay + * @desc Item number display mode in battle + * @type select + * @option none + * @value 0 + * @option showAlways + * @value 1 + * @option showOnlyPlural + * @value 2 + * @default 1 + * + * @param EquipItemNumberDisplay + * @desc Item number display mode on [Equip] + * @type select + * @option none + * @value 0 + * @option showAlways + * @value 1 + * @option showOnlyPlural + * @value 2 + * @default 1 + * + * @param ShopSellItemNumberDisplay + * @desc Item number display mode on [Shop Sell] + * @type select + * @option none + * @value 0 + * @option showAlways + * @value 1 + * @option showOnlyPlural + * @value 2 + * @default 1 + * + * @param ItemSelcetNumberDisplay + * @desc Item number display mode on [Item Select] + * @type select + * @option none + * @value 0 + * @option showAlways + * @value 1 + * @option showOnlyPlural + * @value 2 + * @default 1 + * + * @param Delimiter + * @desc Delimiter (recommend one char) + * @default : + * + */ + +/*:ja + * @plugindesc アイテムの個数表示を変更 + * @author ウツダ + * + * @help アイテムの個数の表示方法を変更します。おまけで区切り字(:)の変更も。 + * + * @param ItemNumberDisplay + * @desc アイテムの個数の表示方法 + * @type select + * @option 非表示 + * @value 0 + * @option 常時 + * @value 1 + * @option 複数のみ + * @value 2 + * @default 1 + * + * @param BattleItemNumberDisplay + * @desc バトル中のアイテムの個数の表示方法 + * @type select + * @option 非表示 + * @value 0 + * @option 常時 + * @value 1 + * @option 複数のみ + * @value 2 + * @default 1 + * + * @param EquipItemNumberDisplay + * @desc 装備メニューのアイテムの個数の表示方法 + * @type select + * @option 非表示 + * @value 0 + * @option 常時 + * @value 1 + * @option 複数のみ + * @value 2 + * @default 1 + * + * @param ShopSellItemNumberDisplay + * @desc ショップで売るメニューのアイテムの個数の表示方法 + * @type select + * @option 非表示 + * @value 0 + * @option 常時 + * @value 1 + * @option 複数のみ + * @value 2 + * @default 1 + * + * @param SelectItemNumberDisplay + * @desc アイテム選択メッセージのアイテムの数の表示 + * @type select + * @option 非表示 + * @value 0 + * @option 常時 + * @value 1 + * @option 複数のみ + * @value 2 + * @default 1 + * + * @param Delimiter + * @desc 区切り字(1文字推奨) + * @default : + * + */ + +(function () { + 'use strict'; + + const DISP_MODE_NONE = 0; + const DISP_MODE_SHOW_ALWAYS = 1; + const DISP_MODE_SHOW_ONLY_PLURAL = 2; + + const parameters = PluginManager.parameters('UTSU_ItemNumberDisplay'); + const params = {}; + params.ItemNumberDisplay = Number(parameters['ItemNumberDisplay'] || DISP_MODE_SHOW_ALWAYS); + params.BattleItemNumberDisplay = Number(parameters['SelectItemNumberDisplay'] || DISP_MODE_SHOW_ALWAYS); + params.EquipItemNumberDisplay = Number(parameters['SelectItemNumberDisplay'] || DISP_MODE_SHOW_ALWAYS); + params.ShopSellItemNumberDisplay = Number(parameters['SelectItemNumberDisplay'] || DISP_MODE_SHOW_ALWAYS); + params.SelectItemNumberDisplay = Number(parameters['SelectItemNumberDisplay'] || DISP_MODE_SHOW_ALWAYS); + params.Delimiter = String(parameters['Delimiter'] || ':'); + + Window_ItemList.prototype._drawItemNumber = function (item, x, y, width, displayMode) { + if (displayMode === DISP_MODE_NONE) { + return; + } + const itemNum = $gameParty.numItems(item); + if (displayMode === DISP_MODE_SHOW_ALWAYS || + (displayMode === DISP_MODE_SHOW_ONLY_PLURAL && itemNum > 1)) { + this.drawText(params.Delimiter, x, y, width - this.textWidth('00'), 'right'); + this.drawText(itemNum, x, y, width, 'right'); + } + }; + + Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) { + this._drawItemNumber(item, x, y, width, params.ItemNumberDisplay); + }; + + Window_BattleItem.prototype.drawItemNumber = function (item, x, y, width) { + this._drawItemNumber(item, x, y, width, params.BattleItemNumberDisplay); + }; + + Window_EquipItem.prototype.drawItemNumber = function (item, x, y, width) { + this._drawItemNumber(item, x, y, width, params.EquipItemNumberDisplay); + }; + + Window_ShopSell.prototype.drawItemNumber = function (item, x, y, width) { + this._drawItemNumber(item, x, y, width, params.ShopSellItemNumberDisplay); + }; + + Window_EventItem.prototype.drawItemNumber = function (item, x, y, width) { + this._drawItemNumber(item, x, y, width, params.SelectItemNumberDisplay); + }; + +}()); \ No newline at end of file diff --git a/www/js/plugins/UnfollowTouchTracks.js b/www/js/plugins/UnfollowTouchTracks.js new file mode 100644 index 0000000..1044891 --- /dev/null +++ b/www/js/plugins/UnfollowTouchTracks.js @@ -0,0 +1,302 @@ +//============================================================================= +// UnfollowTouchTracks.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2017 Tsumio +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.0 2017/12/14 公開。 +// ---------------------------------------------------------------------------- +// [GitHub] : https://github.com/Tsumio/rmmv-plugins +// [Blog] : http://ntgame.wpblog.jp/ +// [Twitter]: https://twitter.com/TsumioNtGame +//============================================================================= + +/*: + * @plugindesc This plugin hides tracks representing the destination. + * @author Tsumio + * + * @param ----Basic Settings---- + * @desc + * @default + * + * @param SwitchId + * @type switch + * @desc Set a switch ID that controls whether or not to display the destination when touched. + * @default 10 + * + * @help This plugin hides tracks representing the destination. + * + * ----feature---- + * -> Hide the tracks representing the destination displayed when you touch the screen on the map. + * -> Manageable with the switch. + * + * ----how to use---- + * After introducing this plugin, please set the switch number from the plugin parameters. + * If the switch is ON, the tracks representing the destination will not be displayed. + * When the switch is OFF, the tracks will be displayed. + * + * ----plugin command---- + * There is no plugin command. + * + * ----change log--- + * 1.0.0 2017/12/14 Release. + * + * ----remarks---- + * I shall not be responsible for any loss, damages and troubles from using this plugin. + * + * --Terms of Use-- + * This plugin is free for both commercial and non-commercial use. + * You may edit the source code to suit your needs, + * so long as you don't claim the source code belongs to you. + * + */ +/*:ja + * @plugindesc タッチ後の目的地を表す軌跡を非表示にするプラグインです。 + * @author ツミオ + * + * @param ----基本的な設定---- + * @desc + * @default + * + * @param スイッチ番号 + * @type switch + * @desc タッチした際に目的地を表示させるかどうかをコントロールするスイッチ番号です。 + * @default 10 + * + * @help タッチ後の目的地を表す軌跡を非表示にするプラグインです。 + * + * 【特徴】 + * ・マップ上で画面をタッチした際に表示される、目的地を表す軌跡を非表示にします。 + * ・スイッチで管理可能です。 + * + * 【使用方法】 + * プラグイン導入後、プラグインパラメーターからスイッチ番号を設定してください。 + * 設定したスイッチ番号をONにすると、目的地を表す軌跡が表示されなくなります。 + * OFFにすると再び軌跡は表示されるようになります。 + * + * 【プラグインコマンド】 + * プラグインコマンドはありません。 + * + * 【更新履歴】 + * 1.0.0 2017/12/14 公開。 + * + * 【備考】 + * 当プラグインを利用したことによるいかなる損害に対しても、制作者は一切の責任を負わないこととします。 + * + * 【利用規約】 + * ソースコードの著作権者が自分であると主張しない限り、 + * 作者に無断で改変、再配布が可能です。 + * 利用形態(商用、18禁利用等)についても制限はありません。 + * 自由に使用してください。 + * + */ + + +(function () { + 'use strict'; + var pluginName = 'UnfollowTouchTracks'; + + ////============================================================================= + //// Local function + //// These functions checks & formats pluguin's command parameters. + //// I borrowed these functions from Triacontane.Thanks! + ////============================================================================= + var getParamString = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return ''; + }; + + var getParamNumber = function (paramNames, min, max) { + var value = getParamString(paramNames); + if (arguments.length < 2) min = -Infinity; + if (arguments.length < 3) max = Infinity; + return (parseInt(value) || 0).clamp(min, max); + }; + + //This function is not written by Triacontane.Tsumio wrote this function ! + var convertParam = function (param) { + if (param !== undefined) { + try { + return JSON.parse(param); + } catch (e) { + console.group(); + console.error('%cParameter is invalid ! You should check the following parameter !', 'background-color: #5174FF'); + console.error('Parameter:' + eval(param)); + console.error('Error message :' + e); + console.groupEnd(); + } + } + }; + + /** + * Convert to number.Receive converted JSON object. + * @param {Object} obj + * + */ + //This function is not written by Triacontane.Tsumio wrote this function ! + var convertToNumber = function (obj) { + for (var prop in obj) { + obj[prop] = Number(obj[prop]); + } + return obj; + } + + ////============================================================================= + //// Get and set pluguin parameters. + ////============================================================================= + var param = {}; + //Basic Stteings + param.switchId = getParamNumber(['SwitchId', 'スイッチ番号']); + + ////============================== + //// Convert parameters. + ////============================== + //None + + ////============================== + //// Convert to Number. + ////============================== + //None + + + ////============================================================================= + //// Sprite_Destination + //// Modify visible. + ////============================================================================= + const _Sprite_Destination_update = Sprite_Destination.prototype.update; + Sprite_Destination.prototype.update = function () { + if ($gameSwitches.value(param.switchId)) { + //Invisible this sprite and exit the function. + this._frameCount = 0; + this.visible = false; + return; + } + + _Sprite_Destination_update.call(this); + }; + + ////============================================================================= + //// Debug + //// This static class is for simple debugging.I/O. + ////============================================================================= + class Debug { + /** + * Instead of constructor. + * At debugging, this method should be executed on loaded. + */ + static on() { + this._debugMode = true; + this._stack = []; + console.warn(`${this.FILENAME} : Debug mode turned ON.`); + } + + /** + * Instead of constructor. + * At release, this method should be executed on loaded. + */ + static off() { + this._debugMode = false; + this._stack = []; + console.warn(`${this.FILENAME} : Debug mode turned OFF.`); + } + + static get FILENAME() { + return 'UnfollowTouchTracks'; + } + + static get isDebugMode() { + return this._debugMode; + } + + static outputStack() { + if (!this.isDebugMode) { + return; + } + + if (this._stack.length > 0) { + this._stack.forEach(function (element) { + console.log(element); + }, this); + return `Stack length is ${this._stack.length}.`; + } + return 'Stack length is 0.'; + } + + static clearStack() { + if (!this.isDebugMode) { + return; + } + + this._stack = []; + } + + static push(arg) { + if (!this.isDebugMode) { + return; + } + + this._stack.push(arg); + } + + /** + * Private method. + * @param {Function} func + * @param {Array} args + */ + static _output(func, args) { + if (!this.isDebugMode) { + return; + } + + args = Array.prototype.slice.call(args);//ES6: Array.from(args); + for (var arg of args) { + console[func](arg); + this.push(args); + } + } + + static log(args) { + this._output('log', arguments); + } + + static dir(args) { + this._output('dir', arguments); + } + + static info(args) { + this._output('info', arguments); + } + + static warn(args) { + this._output('warn', arguments); + } + + static error(args) { + this._output('error', arguments); + } + + static assert(test, message, optionalParam) { + if (!this.isDebugMode) { + return; + } + + console.assert(test, message, optionalParam); + } + + static modify() { + this._debugMode = !this._debugMode; + var status = this._debugMode ? 'ON' : 'OFF'; + console.warn(`Debug mode turned ${status}.`); + } + } + + //Debug.on(); + Debug.off(); + +})(); diff --git a/www/js/plugins/UsableCarriageReturn.js b/www/js/plugins/UsableCarriageReturn.js new file mode 100644 index 0000000..471cbe0 --- /dev/null +++ b/www/js/plugins/UsableCarriageReturn.js @@ -0,0 +1,48 @@ +//============================================================================= +// UsableCarriageReturn.js +// ---------------------------------------------------------------------------- +// Copyright (c) 2015 Triacontane +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// ---------------------------------------------------------------------------- +// Version +// 1.0.0 2016/05/09 初版 +// ---------------------------------------------------------------------------- +// [Blog] : http://triacontane.blogspot.jp/ +// [Twitter]: https://twitter.com/triacontane/ +// [GitHub] : https://github.com/triacontane/ +//============================================================================= + +/*: + * @plugindesc 改行コード使用可能プラグイン + * @author トリアコンタン + * + * @help ウィンドウ中の任意の箇所で改行コードが使用可能になります。 + * データベースやメッセージウィンドウで改行したい箇所に「\n」と入力してください。 + * 主にデータベースの説明やプロフィール欄に3行目を入力したい + * 場合に使用します。 + * すべてのウィンドウで有効です。 + * + * このプラグインにはプラグインコマンドはありません。 + * + * 利用規約: + * 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) + * についても制限はありません。 + * このプラグインはもうあなたのものです。 + */ + +(function () { + 'use strict'; + + var _Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter; + Window_Base.prototype.processEscapeCharacter = function (code, textState) { + _Window_Base_processEscapeCharacter.apply(this, arguments); + switch (code) { + case 'N': + this.processNewLine(textState); + textState.index--; + break; + } + }; +})(); + diff --git a/www/js/plugins/VersionSpecified.js b/www/js/plugins/VersionSpecified.js new file mode 100644 index 0000000..12c739a --- /dev/null +++ b/www/js/plugins/VersionSpecified.js @@ -0,0 +1,112 @@ +//============================================================================= +// VersionSpecified.js +//============================================================================= +// Copyright (c) 2015 Mokusei Penguin +// Released under the MIT license +// http://opensource.org/licenses/mit-license.php +//============================================================================= + +/*: + * @plugindesc 【MMP ver.1.0】タイトル画面にバージョンを明記します。 + * @author 木星ペンギン + * + * @help 文字列を表記するだけなので、バージョンでなくても使えます。 + * + * ================================ + * 制作 : 木星ペンギン + * URL : http://woodpenguin.blog.fc2.com/ + * + * @param version + * @desc 表示する文字列 + * @default Version 1.0.0 + * + * @param fontSize + * @desc 文字サイズ + * @default 20 + * + * @param fontColor + * @desc 文字色 + * @default rgb(255, 255, 255) + * + * @param windowX + * @desc 表示位置 X 座標 + * @default 540 + * + * @param windowY + * @desc 表示位置 Y 座標 + * @default 560 + * + */ + +(function () { + + var parameters = PluginManager.parameters('VersionSpecified'); + var version = parameters['version']; + var fontSize = Number(parameters['fontSize']); + var fontColor = parameters['fontColor'] || 'rgb(255, 255, 255)'; + var windowX = Number(parameters['windowX']); + var windowY = Number(parameters['windowY']); + + //----------------------------------------------------------------------------- + // Window_Version + + function Window_Version() { + this.initialize.apply(this, arguments); + } + + Window_Version.prototype = Object.create(Window_Base.prototype); + Window_Version.prototype.constructor = Window_Version; + + Window_Version.prototype.initialize = function () { + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, windowX, windowY, 160, height); + this.width = this.windowWidth(); + this.opacity = 0; + this.refresh(); + }; + + Window_Version.prototype.windowWidth = function () { + return this.drawTextEx(version, 0, fontSize) + this.standardPadding() * 6; + }; + + Window_Version.prototype.windowHeight = function () { + return this.fittingHeight(1); + }; + + Window_Version.prototype.lineHeight = function () { + return fontSize + 4; + }; + + Window_Version.prototype.refresh = function () { + this.createContents(); + this.contents.fontSize = fontSize; + this.contents.textColor = fontColor; + if (version) { + var width = this.contentsWidth(); + this.drawBackground(0, 0, width, this.lineHeight()); + this.drawText(version, 0, 0, width, 'center'); + } + }; + + Window_Version.prototype.drawBackground = function (x, y, width, height) { + var color1 = this.dimColor1(); + var color2 = this.dimColor2(); + this.contents.gradientFillRect(x, y, width / 2, height, color2, color1); + this.contents.gradientFillRect(x + width / 2, y, width / 2, height, color1, color2); + }; + + //------------------------------------------------------------------------- + // Scene_Title + + var _Scene_Title_create = Scene_Title.prototype.create; + Scene_Title.prototype.create = function () { + _Scene_Title_create.call(this); + this.createVersionWindow(); + }; + + Scene_Title.prototype.createVersionWindow = function () { + this._versionWindow = new Window_Version(); + this.addWindow(this._versionWindow); + }; + +})(); diff --git a/www/js/plugins/WaitFPS.js b/www/js/plugins/WaitFPS.js new file mode 100644 index 0000000..ff47a40 --- /dev/null +++ b/www/js/plugins/WaitFPS.js @@ -0,0 +1,138 @@ +//======================================== +// WaitFPS.js +// by Tsukimi +// Last Updated: 2018.10.22 +// update history: +// 2018.11.09 v0.2 add max Wait Time +// 2018.10.22 v0.1 finished +//======================================== + +/*:ja + * @plugindesc WaitFPS + * @author Tsukimi + * + * @param momentFPSThreshold + * @text 瞬間FPS閾値 + * @type Number + * @default 57 + * + * @param meanFPSFrames + * @text 平均FPS計測フレーム数 + * @type Number + * @default 3 + * + * @param meanFPSThreshold + * @text 平均FPS閾値 + * @type Number + * @default 50 + * + * @param maxWaitTime + * @text 最大待ち時間 + * @type Number + * @default 60 + * + * @help + * + * WaitFPS + * 作者:ツキミ + * + * FPSが安定するまで待つプラグインです。 + * 主に「場所移動」後と重い処理後に使用されるかと思います。 + * + * *************************************************** + * プラグインコマンド: + * イベントコマンド「プラグインコマンド」から実行。 + * (パラメータの間は半角スペースで区切る) + * + *  WaitFPS + *   FPSが閾値を超えない限り、次のコマンドを実行しません。 + * + */ + +(function () { + 'use strict'; + + //=========================== + // plugin parameter + //=========================== + var pluginName = 'WaitFPS'; + var getParamString = function (paramNames) { + if (!Array.isArray(paramNames)) paramNames = [paramNames]; + for (var i = 0; i < paramNames.length; i++) { + var name = PluginManager.parameters(pluginName)[paramNames[i]]; + if (name) return name; + } + return null; + }; + + var getParamNumber = function (paramNames) { + return Number(getParamString(paramNames)) || 0; + }; + + var momentFPSThreshold = getParamNumber("momentFPSThreshold"); + var meanFPSThreshold = getParamNumber("meanFPSThreshold"); + var meanFPSFrames = getParamNumber("meanFPSFrames"); + var maxWaitTime = getParamNumber("maxWaitTime"); + + //=========================== + // Game_Interpreter + // Plugin Command setting. + //=========================== + + var _Game_Interpreter_clear = Game_Interpreter.prototype.clear; + Game_Interpreter.prototype.clear = function () { + _Game_Interpreter_clear.apply(this, arguments); + this._MFPSwait = maxWaitTime; + }; + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + if ((command || '').toUpperCase() !== "WAITFPS") return; + + this._waitCount = 1; + this.setWaitMode("fps"); + }; + + var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode; + Game_Interpreter.prototype.updateWaitMode = function () { + var waiting = false; + if (this._waitMode == "fps") { + this._MFPSwait--; + waiting = !SceneManager.meetFPSCondition(); + if (!waiting || this._MFPSwait <= 0) { + this._waitMode = ''; + this._MFPSwait = maxWaitTime; + } + } + else waiting = _Game_Interpreter_updateWaitMode.apply(this, arguments); + return waiting; + }; + + //=========================== + // SceneManager + //=========================== + + SceneManager._momentFPS = 0; + SceneManager._meanFPSArr = []; + + SceneManager.meetFPSCondition = function () { + var meanFPS = 0; + for (var i = 0; i < this._meanFPSArr.length; i++) { + meanFPS += this._meanFPSArr[i]; + } + meanFPS /= this._meanFPSArr.length; + return (this._momentFPS > momentFPSThreshold && meanFPS > meanFPSThreshold); + }; + + var _SceneManager_updateMain = SceneManager.updateMain; + SceneManager.updateMain = function () { + var newTime = this._getTimeInMsWithoutMobileSafari(); + var fTime = (newTime - this._currentTime) / 1000; + this._momentFPS = 1 / fTime; + this._meanFPSArr.push(this._momentFPS); + if (this._meanFPSArr.length > meanFPSFrames) this._meanFPSArr.shift(); + _SceneManager_updateMain.apply(this, arguments); + }; + +})(); diff --git a/www/js/plugins/WeaponSkill.js b/www/js/plugins/WeaponSkill.js new file mode 100644 index 0000000..d6053f5 --- /dev/null +++ b/www/js/plugins/WeaponSkill.js @@ -0,0 +1,83 @@ +//============================================================================= +// WeaponSkill.js +//============================================================================= + +/*: + * @plugindesc Change skill id of attack for each weapon. + * @author Sasuke KANNAZUKI + * + * @help This plugin does not provide plugin commands. + * + * When is written in a weapon's note field, + * skill id # 3 is used for the weapon's attack. + * If nothing is written, default id(=1) is used. + * + * Check Points: + * - When multiple weapons are equipped, the skill id of the weapon + * held in the dominant hand (previously defined) is used. + * - It is most favorable for "skill type" to be "none"(=0), + * otherwise you cannot attack when your skill is blocked. + * + * Usage examples of this plugin: + * - to create all-range weapons + * - to create dual-attack or triple-attack weapons + * - If healing skill is set when actor attacks, you can choose a friend to heal. + * - It is possible to make a weapon that functions similar to a guard command. + */ + +/*:ja + * @plugindesc 武器ごとに通常攻撃のスキルIDを変更します。 + * @author 神無月サスケ + * + * @help このプラグインにはプラグインコマンドはありません。 + * + * 武器の「メモ」欄に、 と書いた場合、 + * 通常攻撃の際、3番のスキルが発動します。 + * ※特に記述がなければ、通常通り1番のスキルが採用されます。 + * + * チェックポイント: + * - 二刀流の場合、利き腕(先に定義された方)に持っているスキルIDが採用されます。 + * - スキルタイプは「なし」にするのが望ましいです。 + * さもなくば、技などを封じられたとき、攻撃が出来なくなります。 + * + * 想定される用途: + * - 全体攻撃可能な武器 + * - 2回攻撃、3回攻撃する武器 + * - 回復魔法をスキルに指定した場合、 + * 「攻撃」を選んだ際、味方の選択が出来、その仲間を回復します + * - 防御コマンドなどと同等になる武器も実現可能です。 + */ + +(function () { + + // + // set skill id for attack. + // + Game_Actor.prototype.attackSkillId = function () { + var normalId = Game_BattlerBase.prototype.attackSkillId.call(this); + if (this.hasNoWeapons()) { + return normalId; + } + var weapon = this.weapons()[0]; // at plural weapon, one's first skill. + var id = weapon.meta.skill_id; + return id ? Number(id) : normalId; + }; + + // + // for command at battle + // + var _Scene_Battle_commandAttack = Scene_Battle.prototype.commandAttack; + Scene_Battle.prototype.commandAttack = function () { + BattleManager.inputtingAction().setAttack(); + // normal attack weapon (or other single attack weapon) + var action = BattleManager.inputtingAction(); + if (action.needsSelection() && action.isForOpponent()) { + _Scene_Battle_commandAttack.call(this); + return; + } + // special skill weapon + this.onSelectAction(); + }; + +})(); + diff --git a/www/js/plugins/YEP_CoreEngine.js b/www/js/plugins/YEP_CoreEngine.js new file mode 100644 index 0000000..3254963 --- /dev/null +++ b/www/js/plugins/YEP_CoreEngine.js @@ -0,0 +1,2683 @@ +//============================================================================= +// Yanfly Engine Plugins - Core Engine +// YEP_CoreEngine.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_CoreEngine = true; + +var Yanfly = Yanfly || {}; +Yanfly.Core = Yanfly.Core || {}; +Yanfly.Core.version = 1.28; + +//============================================================================= +/*: + * @plugindesc v1.28 Needed for the majority of Yanfly Engine Scripts. Also + * contains bug fixes found inherently in RPG Maker. + * @author Yanfly Engine Plugins + * + * @param ---Screen--- + * @default + * + * @param Screen Width + * @parent ---Screen--- + * @type number + * @min 0 + * @desc Adjusts the width of the screen. + * Default: 816 + * @default 816 + * + * @param Screen Height + * @parent ---Screen--- + * @type number + * @min 0 + * @desc Adjusts the height of the screen. + * Default: 624 + * @default 624 + * + * @param Scale Battlebacks + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale battlebacks to resolution? + * NO - false YES - true + * @default true + * + * @param Scale Title + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale the title screen to resolution? + * NO - false YES - true + * @default true + * + * @param Scale Game Over + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Do you wish to scale the game over screen to resolution? + * NO - false YES - true + * @default true + * + * @param Open Console + * @parent ---Screen--- + * @type boolean + * @on Open + * @off Don't Open + * @desc For testing and debug purposes, this opens up the console. + * Don't Open - false Open - true + * @default false + * + * @param Reposition Battlers + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Allow the plugin to reposition battlers to resolution? + * NO - false YES - true + * @default true + * + * @param GameFont Load Timer + * @parent ---Screen--- + * @type number + * @min 0 + * @desc This allows you to set the timer for loading the GameFont. + * Set to 0 for unlimited time. Default: 20000 + * @default 0 + * + * @param Update Real Scale + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc For now, best left alone, but it will allow real scaling for + * screen stretching. NO - false YES - true + * @default false + * + * @param Collection Clear + * @parent ---Screen--- + * @type boolean + * @on YES + * @off NO + * @desc Clears stored objects within major scenes upon switching + * scenes to free up memory. NO - false YES - true + * @default true + * + * @param ---Gold--- + * @desc + * + * @param Gold Max + * @parent ---Gold--- + * @type number + * @min 1 + * @desc The maximum amount of gold the player can have. + * Default: 99999999 + * @default 99999999 + * + * @param Gold Font Size + * @parent ---Gold--- + * @type number + * @min 1 + * @desc The font size used to display gold. + * Default: 28 + * @default 20 + * + * @param Gold Icon + * @parent ---Gold--- + * @type number + * @min 0 + * @desc This will be the icon used to represent gold in the gold + * window. If left at 0, no icon will be displayed. + * @default 313 + * + * @param Gold Overlap + * @parent ---Gold--- + * @desc This will be what's displayed when the gold number + * exceeds the allocated area's content size. + * @default A lotta + * + * @param ---Items--- + * @desc + * + * @param Default Max + * @parent ---Items--- + * @type number + * @min 1 + * @desc This is the maximum number of items a player can hold. + * Default: 99 + * @default 99 + * + * @param Quantity Text Size + * @parent ---Items--- + * @type number + * @min 1 + * @desc This is the text's font size used for the item quantity. + * Default: 28 + * @default 20 + * + * @param ---Parameters--- + * @default + * + * @param Max Level + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum level limit for actors. + * Default: 99 + * @default 99 + * + * @param Actor MaxHP + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum HP limit for actors. + * Default: 9999 + * @default 9999 + * + * @param Actor MaxMP + * @parent ---Parameters--- + * @type number + * @min 0 + * @desc Adjusts the maximum MP limit for actors. + * Default: 9999 + * @default 9999 + * + * @param Actor Parameter + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum parameter limit for actors. + * Default: 999 + * @default 999 + * + * @param Enemy MaxHP + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum HP limit for enemies. + * Default: 999999 + * @default 999999 + * + * @param Enemy MaxMP + * @parent ---Parameters--- + * @type number + * @min 0 + * @desc Adjusts the maximum MP limit for enemies. + * Default: 9999 + * @default 9999 + * + * @param Enemy Parameter + * @parent ---Parameters--- + * @type number + * @min 1 + * @desc Adjusts the maximum parameter limit for enemies. + * Default: 999 + * @default 999 + * + * @param ---Battle--- + * @desc + * + * @param Animation Rate + * @parent ---Battle--- + * @type number + * @min 1 + * @desc Adjusts the rate of battle animations. Lower for faster. + * Default: 4 + * @default 4 + * + * @param Flash Target + * @parent ---Battle--- + * @type boolean + * @on YES + * @off NO + * @desc If an enemy is targeted, it flashes or it can whiten. + * OFF - false ON - true + * @default false + * + * @param Show Events Transition + * @parent ---Battle--- + * @type boolean + * @on Show + * @off Hide + * @desc Show events during the battle transition? + * SHOW - true HIDE - false Default: false + * @default true + * + * @param Show Events Snapshot + * @parent ---Battle--- + * @type boolean + * @on Show + * @off Hide + * @desc Show events for the battle background snapshot? + * SHOW - true HIDE - false Default: false + * @default true + * + * @param ---Map Optimization--- + * @desc + * + * @param Refresh Update HP + * @parent ---Map Optimization--- + * @type boolean + * @on Show + * @off Hide + * @desc Do a full actor refresh when updating HP on map? + * YES - true NO - false Default: true + * @default true + * + * @param Refresh Update MP + * @parent ---Map Optimization--- + * @type boolean + * @on Show + * @off Hide + * @desc Do a full actor refresh when updating MP on map? + * YES - true NO - false Default: true + * @default true + * + * @param Refresh Update TP + * @parent ---Map Optimization--- + * @type boolean + * @on Show + * @off Hide + * @desc Do a full actor refresh when updating TP on map? + * YES - true NO - false Default: true + * @default false + * + * @param ---Font--- + * @desc + * + * @param Chinese Font + * @parent ---Font--- + * @desc Default font(s) used for a Chinese RPG. + * Default: SimHei, Heiti TC, sans-serif + * @default SimHei, Heiti TC, sans-serif + * + * @param Korean Font + * @parent ---Font--- + * @desc Default font(s) used for a Korean RPG. + * Default: Dotum, AppleGothic, sans-serif + * @default Dotum, AppleGothic, sans-serif + * + * @param Default Font + * @parent ---Font--- + * @desc Default font(s) used for everything else. + * Default: GameFont + * @default GameFont, Verdana, Arial, Courier New + * + * @param Font Size + * @parent ---Font--- + * @type number + * @min 1 + * @desc Default font size used for windows. + * Default: 28 + * @default 28 + * + * @param Text Align + * @parent ---Font--- + * @type combo + * @option left + * @option center + * @option right + * @desc How to align the text for command windows. + * left center right + * @default left + * + * @param ---Windows--- + * @default + * + * @param Digit Grouping + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Groups together digits with a comma. + * false - OFF true - ON + * @default true + * + * @param Line Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts universal line height used in Windows. + * Default: 36 + * @default 36 + * + * @param Icon Width + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the width of your icons. + * Default: 32 + * @default 32 + * + * @param Icon Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the height of your icons. + * Default: 32 + * @default 32 + * + * @param Face Width + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the width of actors' faces. + * Default: 144 + * @default 144 + * + * @param Face Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the height of actors' faces. + * Default: 144 + * @default 144 + * + * @param Window Padding + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the padding for all standard windows. + * Default: 18 + * @default 18 + * + * @param Text Padding + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the padding for text inside of windows. + * Default: 6 + * @default 6 + * + * @param Window Opacity + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Adjusts the background opacity for windows. + * Default: 192 + * @default 192 + * + * @param Gauge Outline + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Enable outlines for gauges. + * false - OFF true - ON + * @default true + * + * @param Gauge Height + * @parent ---Windows--- + * @type number + * @min 0 + * @desc Sets the height for gauges. + * Default: 6 + * @default 18 + * + * @param Menu TP Bar + * @parent ---Windows--- + * @type boolean + * @on YES + * @off NO + * @desc Draws a TP bar in the menu status for actors. + * false - OFF true - ON + * @default true + * + * @param ---Window Colors--- + * @default + * + * @param Color: Normal + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 0 + * @default 0 + * + * @param Color: System + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 16 + * @default 16 + * + * @param Color: Crisis + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 17 + * @default 17 + * + * @param Color: Death + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 18 + * @default 18 + * + * @param Color: Gauge Back + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 19 + * @default 19 + * + * @param Color: HP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 20 + * @default 20 + * + * @param Color: HP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 21 + * @default 21 + * + * @param Color: MP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 22 + * @default 22 + * + * @param Color: MP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 23 + * @default 23 + * + * @param Color: MP Cost + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 23 + * @default 23 + * + * @param Color: Power Up + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 24 + * @default 24 + * + * @param Color: Power Down + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 25 + * @default 25 + * + * @param Color: TP Gauge 1 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 28 + * @default 28 + * + * @param Color: TP Gauge 2 + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 29 + * @default 29 + * + * @param Color: TP Cost Color + * @parent ---Window Colors--- + * @type number + * @min 0 + * @max 31 + * @desc Changes the text color for Windows. + * Default: 29 + * @default 29 + * + * @help + * ============================================================================ + * Introduction and Instructions + * ============================================================================ + * + * Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin + * functions primarily to fix bugs and to allow the user more control over RPG + * Maker MV's various features, such as the screen resolution, font, window + * colors, and more. + * + * Just place this on top of all the other Yanfly Engine Plugins. + * Adjust any parameters as you see fit. + * + * ============================================================================ + * Bug Fixes + * ============================================================================ + * + * This plugin fixes a few bugs found present within RPG Maker MV. Of them are + * the following: + * + * Animation Overlay + * When a skill/item that targets multiple enemies at once using a fullscreen + * animation, it will overlay multiple times causing the image to look + * distorted by a series of overlayed effects. The plugin fixes this issue by + * having only one animation played over the group instead of every one. + * + * Event Movement Speed + * The movement speed of events are slightly slower than what they should be + * due a small error in the source code. The plugin fixes this issue and they + * move at the properly speed. + * + * Event Movement Queue + * If an event were to move through an event command, changing a condition + * that would set the event to change to a different page would cause that + * event's move route to halt in its tracks. The plugin fixes this issue and + * the event's move route will finish. + * + * Event Colliding + * Events cannot move over other events with a Below Player setting. This + * makes it difficult for certain types of puzzles or events to exist. This + * plugin fixes this issue by making the collision check only apply to events + * of "Same as Characters" priority. Any event that's above or below the + * characters will no longer collide with other events. + * + * Screen Tearing + * When moving slowly, the tiles on the screen tear. While it's not + * noticeable on all systems, slower computers will definitely show it. The + * plugin will fix this issue and synch the tiles to keep up to pace with + * the screen's camera movement properly. + * + * Sprite Distortion + * Because of JavaScript's strange mathematical behavior, sometimes values + * with decimal places cause spritesheets to end up looking distorted. The + * plugin will get rid of the decimal places and have sprite sheets take out + * frames properly by using integer values only. + * + * ============================================================================ + * Gold + * ============================================================================ + * + * You can use the plugin commands to add or remove gold more than the + * editor's 9,999,999 limit. You can also place notetags into items, weapons, + * and armors to over the 999,999 cost limit. + * + * Plugin Command: + * GainGold 1234567890 # Party gains 1234567890 gold. + * LoseGold 9876543210 # Party loses 9876543210 gold. + * + * Item, Weapon, Armor Notetags + * + * Changes the price of the item to x. This notetag allows you to bypass the + * editor's 999,999 gold cost limit. + * + * Enemy Notetag + * + * Changes the gold drop value of enemies to x. This notetag allows you to + * bypass the editor's 9,999,999 gold drop limit. + * + * ============================================================================ + * Items + * ============================================================================ + * + * Change the parameters to reflect the maximum number of items a player can + * hold per item. If you wish to make individual items have different max + * values, use the following notetag: + * + * Item, Weapon, Armor Notetag: + * + * This changes the maximum amount of the item to x. + * + * ============================================================================ + * Stats + * ============================================================================ + * + * Even with the parameter limits raised, the editor is still confined to RPG + * Maker MV's default limits. To break past them, use the following notetags + * to allow further control over the individual aspects for the parameters. + * + * Actor Notetag + * + * Changes the actor's initial level to x. This allows you to bypass the + * editor's level 99 limit. + * + * + * Changes the actor's max level to x. This allows you to bypass the editor's + * level 99 limit. + * + * Class Skill Learn Notetag + * + * When placed inside a class's "Skills to Learn" notetag, this will cause + * the class to learn the skill at level x. + * + * Weapon and Armor Notetags + * + * + * Allows the piece of weapon or armor to gain or lose x amount of stat. + * Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or + * "luk" to alter that specific stat. This allows the piece of equipment + * to go past the editor's default limitation so long as the maximum value + * allows for it. + * + * Enemy Notetags + * + * This changes the enemy's stat to x amount. Replace "stat" with "hp", + * "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that + * specific stat. This allows the piece of equipment to go past the + * editor's default limitation. + * + * + * This changes the enemy's exp given out to x amount. This allows the + * enemy give out more exp than the editor's default 9,999,999 limit. + * + * ============================================================================ + * Script Call Fail Safe + * ============================================================================ + * + * Irregular code in damage formulas, script calls, conditional branches, and + * variable events will no longer crash the game. Instead, they will force open + * the console window to display the error only during test play. + * + * If the player is not in test play, the game will continue as normal without + * the error being shown. If the game is being played in a browser, opening up + * the console window will still display the error. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.28: + * - Upon pressing F5 to reload your game, this will close the DevTools Debug + * Console if it is opened before reloading. This is because reloading with it + * closed ends up reloading the game faster. + * - New plugin parameters added: Refresh Update HP, MP, and TP + * - Option to choose to do a full actor refresh upon changing HP, MP, or TP + * - This is to reduce overall map lagging. + * + * Version 1.27: + * - Updated for RPG Maker MV version 1.6.0: + * - Fixing script call checks made with switches and self switches under + * conditional branches due to how ES6 handles === differently. + * + * Version 1.26: + * - Updated for RPG Maker MV version 1.6.0: + * - Removal of the destructive code in Scene_Item.update function. + * - Open Console parameter now occurs after the map's been loaded or after + * the battle has started. This is because after the 1.6.0 changes, loading + * the console before anything else will lock up other aspects of RPG Maker + * from loading properly. + * + * Version 1.25: + * - Updated for RPG Maker MV version 1.5.0. + * - Updated Scale Title and Scale GameOver to work with 1.5.0. + * + * Version 1.24: + * - Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and + * above since Pixi4 handles that now. + * + * Version 1.23: + * - For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin + * parameter will now recreate the battleback sprites in a different format. + * This is because battleback scaling with Tiling Sprites is just too volatile. + * Battleback sprites are now just regular sprites instead of tiling sprites. + * This may or may not cause plugin incompatibilities with other plugins that + * alter battlebacks. + * - For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is + * now updated to return a check back to the original Game_BattlerBase version + * to maintain compatibility with other plugins. + * + * Version 1.22: + * - Added 'Show Events Transition' plugin parameter. Enabling this will make + * events on the map no longer hide themselves while entering battle during the + * transition. + * - Added 'Show Events Snapshot' plugin parameter. Enabling this will keep + * events shown as a part of the battle snapshot when entering battle. + * - Irregular code in damage formulas, script calls, conditional branches, and + * variable events will no longer crash the game. Instead, it will force open + * the console window to display the error only during Test Play. + * + * Version 1.21: + * - Fixed a bug with scaling battlebacks not working properly for Front View. + * - Optimization update to keep garbage collection across all scenes. + * + * Version 1.20: + * - Altered increasing resolution function. + * - Added 'Update Real Scale' plugin parameter. This is best left alone for + * now and to be used if a later update meshes with rendered scaling. + * - Added memory clear functionality for versions under 1.3.2 to free up more + * memory upon leaving the map scene. + * - Added 'Collection Clear' plugin parameter. This option, if left on, will + * clear the attached children to Scene_Map and Scene_Battle upon switching to + * a different scene. This will potentially free up memory from various objects + * added to those scenes from other plugins (depending on how they're added) + * and serve as a means of reducing memory bloat. + * + * Version 1.19: + * - Updated for RPG Maker MV version 1.3.2. + * - Fixed 'LearnSkill' function for actors to not be bypassed if a piece of + * equipment has temporarily added a skill. + * + * Version 1.18: + * - Fixed a bug with scaling battlebacks not working properly for Front View. + * + * Version 1.17: + * - Updated for RPG Maker MV version 1.3.0. + * + * Version 1.16: + * - Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default + * it calculates the text height and then resets the font settings before + * drawing the text, which makes the text height inconsistent if it were to + * match the calculated height settings. + * + * Version 1.15: + * - Window's are now set to have only widths and heights of whole numbers. No + * longer is it possible for them to have decimal values. This is to reduce any + * and all clipping issues caused by non-whole numbers. + * + * Version 1.14: + * - Optimization update for RPG Maker MV itself by replacing more memory + * intensive loops in commonly used functions with more efficient loops. + * + * Version 1.13: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.12: + * - Fixed a bug with a notetag: . Now, the notetag works + * with both and + * + * Version 1.11: + * - Made fixes to the MV Source Code where FaceWidth was using a hard-coded + * 144 value regardless of what was changed for the Face Width parameter. + * - Fixed a notetag that wasn't working with the enemy EXP values. + * - Updated battler repositioning to no longer clash when entering-exiting the + * scene with Row Formation. + * + * Version 1.10: + * - Removed an MV bugfix that was applied through MV's newes tupdate. + * + * Version 1.09: + * - Changed minimum display width for status drawing to accomodate Party + * Formation defaults. + * + * Version 1.08: + * - Fixed a bug within the MV Source with changing classes and maintaining + * levels, even though the feature to maintain the levels has been removed. + * + * Version 1.07: + * - Fixed an issue with the gauges drawing outlines thicker than normal at odd + * intervals when windows are scaled irregularly. + * + * Version 1.06: + * - Removed event frequency bug fix since it's now included in the source. + * + * Version 1.05: + * - Added 'Scale Game Over' parameter to plugin settings. + * + * Version 1.04: + * - Reworked math for calculating scaled battleback locations. + * - Fixed a bug where if the party failed to escape from battle, states that + * would be removed by battle still get removed. *Fixed by Emjenoeg* + * + * Version 1.03: + * - Fixed a strange bug that made scaled battlebacks shift after one battle. + * + * Version 1.02: + * - Fixed a bug that made screen fading on mobile devices work incorrectly. + * - Added 'Scale Battlebacks' and 'Scale Title' parameters. + * + * Version 1.01: + * - Fixed a bug that where if button sprites had different anchors, they would + * not be properly clickable. *Fixed by Zalerinian* + * + * Version 1.00: + * - Finished plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_CoreEngine'); +Yanfly.Param = Yanfly.Param || {}; +Yanfly.Icon = Yanfly.Icon || {}; + +Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters['Screen Width'] || 816); +Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters['Screen Height'] || 624); +Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters['Scale Battlebacks']); +Yanfly.Param.ScaleBattleback = eval(Yanfly.Param.ScaleBattleback); +Yanfly.Param.ScaleTitle = String(Yanfly.Parameters['Scale Title']); +Yanfly.Param.ScaleGameOver = String(Yanfly.Parameters['Scale Game Over']); +Yanfly.Param.OpenConsole = String(Yanfly.Parameters['Open Console']); +Yanfly.Param.OpenConsole = eval(Yanfly.Param.OpenConsole); +Yanfly.Param.ReposBattlers = String(Yanfly.Parameters['Reposition Battlers']); +Yanfly.Param.ReposBattlers = eval(Yanfly.Param.ReposBattlers); +Yanfly.Param.GameFontTimer = Number(Yanfly.Parameters['GameFont Load Timer']); +Yanfly.Param.UpdateRealScale = String(Yanfly.Parameters['Update Real Scale']); +Yanfly.Param.UpdateRealScale = eval(Yanfly.Param.UpdateRealScale); +Yanfly.Param.CollectionClear = String(Yanfly.Parameters['Collection Clear']); +Yanfly.Param.CollectionClear = eval(Yanfly.Param.CollectionClear); + +Yanfly.Param.MaxGold = String(Yanfly.Parameters['Gold Max']); +Yanfly.Param.GoldFontSize = Number(Yanfly.Parameters['Gold Font Size']); +Yanfly.Icon.Gold = Number(Yanfly.Parameters['Gold Icon']); +Yanfly.Param.GoldOverlap = String(Yanfly.Parameters['Gold Overlap']); + +Yanfly.Param.MaxItem = Number(Yanfly.Parameters['Default Max']); +Yanfly.Param.ItemQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']); + +Yanfly.Param.MaxLevel = Number(Yanfly.Parameters['Max Level']); +Yanfly.Param.EnemyMaxHp = Number(Yanfly.Parameters['Enemy MaxHP']); +Yanfly.Param.EnemyMaxMp = Number(Yanfly.Parameters['Enemy MaxMP']); +Yanfly.Param.EnemyParam = Number(Yanfly.Parameters['Enemy Parameter']); +Yanfly.Param.ActorMaxHp = Number(Yanfly.Parameters['Actor MaxHP']); +Yanfly.Param.ActorMaxMp = Number(Yanfly.Parameters['Actor MaxMP']); +Yanfly.Param.ActorParam = Number(Yanfly.Parameters['Actor Parameter']); + +Yanfly.Param.AnimationRate = Number(Yanfly.Parameters['Animation Rate']); +Yanfly.Param.FlashTarget = eval(String(Yanfly.Parameters['Flash Target'])); +Yanfly.Param.ShowEvTrans = String(Yanfly.Parameters['Show Events Transition']); +Yanfly.Param.ShowEvTrans = eval(Yanfly.Param.ShowEvTrans); +Yanfly.Param.ShowEvSnap = String(Yanfly.Parameters['Show Events Snapshot']); +Yanfly.Param.ShowEvSnap = eval(Yanfly.Param.ShowEvSnap); + +Yanfly.Param.RefreshUpdateHp = String(Yanfly.Parameters['Refresh Update HP']); +Yanfly.Param.RefreshUpdateHp = eval(Yanfly.Param.RefreshUpdateHp); +Yanfly.Param.RefreshUpdateMp = String(Yanfly.Parameters['Refresh Update MP']); +Yanfly.Param.RefreshUpdateMp = eval(Yanfly.Param.RefreshUpdateMp); +Yanfly.Param.RefreshUpdateTp = String(Yanfly.Parameters['Refresh Update TP']); +Yanfly.Param.RefreshUpdateTp = eval(Yanfly.Param.RefreshUpdateTp); + +Yanfly.Param.ChineseFont = String(Yanfly.Parameters['Chinese Font']); +Yanfly.Param.KoreanFont = String(Yanfly.Parameters['Korean Font']); +Yanfly.Param.DefaultFont = String(Yanfly.Parameters['Default Font']); +Yanfly.Param.FontSize = Number(Yanfly.Parameters['Font Size']); +Yanfly.Param.TextAlign = String(Yanfly.Parameters['Text Align']); + +Yanfly.Param.DigitGroup = String(Yanfly.Parameters['Digit Grouping']); +Yanfly.Param.LineHeight = Number(Yanfly.Parameters['Line Height']); +Yanfly.Param.IconWidth = Number(Yanfly.Parameters['Icon Width'] || 32);; +Yanfly.Param.IconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);; +Yanfly.Param.FaceWidth = Number(Yanfly.Parameters['Face Width'] || 144); +Yanfly.Param.FaceHeight = Number(Yanfly.Parameters['Face Height'] || 144); +Yanfly.Param.WindowPadding = Number(Yanfly.Parameters['Window Padding']); +Yanfly.Param.TextPadding = Number(Yanfly.Parameters['Text Padding']); +Yanfly.Param.WindowOpacity = Number(Yanfly.Parameters['Window Opacity']); +Yanfly.Param.GaugeOutline = String(Yanfly.Parameters['Gauge Outline']); +Yanfly.Param.GaugeHeight = Number(Yanfly.Parameters['Gauge Height']); +Yanfly.Param.MenuTpGauge = String(Yanfly.Parameters['Menu TP Bar']); + +Yanfly.Param.ColorNormal = Number(Yanfly.Parameters['Color: Normal']); +Yanfly.Param.ColorSystem = Number(Yanfly.Parameters['Color: System']); +Yanfly.Param.ColorCrisis = Number(Yanfly.Parameters['Color: Crisis']); +Yanfly.Param.ColorDeath = Number(Yanfly.Parameters['Color: Death']); +Yanfly.Param.ColorGaugeBack = Number(Yanfly.Parameters['Color: Gauge Back']); +Yanfly.Param.ColorHpGauge1 = Number(Yanfly.Parameters['Color: HP Gauge 1']); +Yanfly.Param.ColorHpGauge2 = Number(Yanfly.Parameters['Color: HP Gauge 2']); +Yanfly.Param.ColorMpGauge1 = Number(Yanfly.Parameters['Color: MP Gauge 1']); +Yanfly.Param.ColorMpGauge2 = Number(Yanfly.Parameters['Color: MP Gauge 2']); +Yanfly.Param.ColorMpCost = Number(Yanfly.Parameters['Color: MP Cost']); +Yanfly.Param.ColorPowerUp = Number(Yanfly.Parameters['Color: Power Up']); +Yanfly.Param.ColorPowerDown = Number(Yanfly.Parameters['Color: Power Down']); +Yanfly.Param.ColorTpGauge1 = Number(Yanfly.Parameters['Color: TP Gauge 1']); +Yanfly.Param.ColorTpGauge2 = Number(Yanfly.Parameters['Color: TP Gauge 2']); +Yanfly.Param.ColorTpCost = Number(Yanfly.Parameters['Color: TP Cost Color']); + +//============================================================================= +// Bitmap +//============================================================================= + +Yanfly.Core.Bitmap_initialize = Bitmap.prototype.initialize; +Bitmap.prototype.initialize = function (width, height) { + Yanfly.Core.Bitmap_initialize.call(this, width, height); + this.fontFace = Yanfly.Param.DefaultFont; +}; + +Yanfly.Core.Bitmap_blt = Bitmap.prototype.blt; +Bitmap.prototype.blt = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + sx = Math.floor(sx); + sy = Math.floor(sy); + sw = Math.floor(sw); + sh = Math.floor(sh); + dx = Math.floor(dx); + dy = Math.floor(dy); + dw = Math.floor(dw); + dh = Math.floor(dh); + Yanfly.Core.Bitmap_blt.call(this, source, sx, sy, sw, sh, dx, dy, dw, dh); +}; + +Yanfly.Core.Bitmap_fillRect = Bitmap.prototype.fillRect; +Bitmap.prototype.fillRect = function (x, y, w, h, c) { + x = Math.floor(x); + y = Math.floor(y); + w = Math.floor(w); + h = Math.floor(h); + Yanfly.Core.Bitmap_fillRect.call(this, x, y, w, h, c); +}; + +Yanfly.Core.Bitmap_gradientFillRect = Bitmap.prototype.gradientFillRect; +Bitmap.prototype.gradientFillRect = function (x, y, w, h, c1, c2, ve) { + Yanfly.Core.Bitmap_gradientFillRect.call(this, x, y, w, h, c1, c2, ve); +}; + +Yanfly.Core.Bitmap_drawCircle = Bitmap.prototype.drawCircle; +Bitmap.prototype.drawCircle = function (x, y, r, c) { + x = Math.floor(x); + y = Math.floor(y); + Yanfly.Core.Bitmap_drawCircle.call(this, x, y, r, c); +}; + +Yanfly.Core.Bitmap_drawText = Bitmap.prototype.drawText; +Bitmap.prototype.drawText = function (text, x, y, mW, l, align) { + x = Math.floor(x); + y = Math.floor(y); + mW = Math.floor(mW); + l = Math.floor(l); + Yanfly.Core.Bitmap_drawText.call(this, text, x, y, mW, l, align); +}; + +//============================================================================= +// Graphics +//============================================================================= + +if (Yanfly.Param.UpdateRealScale) { + + Graphics._updateRealScale = function () { + if (this._stretchEnabled) { + var h = window.innerWidth / this._width; + var v = window.innerHeight / this._height; + this._realScale = Math.min(h, v); + if (this._realScale >= 3) this._realScale = 3; + else if (this._realScale >= 2) this._realScale = 2; + else if (this._realScale >= 1.5) this._realScale = 1.5; + else if (this._realScale >= 1) this._realScale = 1; + else this._realScale = 0.5; + } else { + this._realScale = this._scale; + } + }; + +}; // Yanfly.Param.UpdateRealScale + +//============================================================================= +// Sprite +//============================================================================= + +Yanfly.Core.Sprite_updateTransform = Sprite.prototype.updateTransform; +Sprite.prototype.updateTransform = function () { + Yanfly.Core.Sprite_updateTransform.call(this); + this.worldTransform.tx = Math.floor(this.worldTransform.tx); + this.worldTransform.ty = Math.floor(this.worldTransform.ty); +}; + +//============================================================================= +// ScreenSprite +//============================================================================= + +Yanfly.Core.ScreenSprite_initialize = ScreenSprite.prototype.initialize; +ScreenSprite.prototype.initialize = function () { + Yanfly.Core.ScreenSprite_initialize.call(this); + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0') return; + this.scale.x = Graphics.boxWidth * 10; + this.scale.y = Graphics.boxHeight * 10; + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.x = 0; + this.y = 0; +}; + +//============================================================================= +// Window +//============================================================================= + +Yanfly.Core.Window_refreshAllParts = Window.prototype._refreshAllParts; +Window.prototype._refreshAllParts = function () { + this._roundWhUp(); + Yanfly.Core.Window_refreshAllParts.call(this); +}; + +Window.prototype._roundWhUp = function () { + this._width = Math.ceil(this._width); + this._height = Math.ceil(this._height); +}; + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.Core.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function () { + if (!Yanfly.Core.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_CoreEngine) { + this.processCORENotetags1($dataItems); + this.processCORENotetags1($dataWeapons); + this.processCORENotetags1($dataArmors); + this.processCORENotetags2($dataEnemies); + this.processCORENotetags3($dataActors); + this.processCORENotetags4($dataClasses); + Yanfly._loaded_YEP_CoreEngine = true; + } + return true; +}; + +DataManager.processCORENotetags1 = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.maxItem = Yanfly.Param.MaxItem; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:PRICE):[ ](\d+)>/i)) { + obj.price = parseInt(RegExp.$1); + } else if (line.match(/<(?:MAX ITEM):[ ](\d+)>/i)) { + obj.maxItem = Math.max(1, parseInt(RegExp.$1)); + } else if (line.match(/<(.*):[ ]([\+\-]\d+)>/i)) { + var stat = String(RegExp.$1).toUpperCase(); + var value = parseInt(RegExp.$2); + switch (stat) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + obj.params[0] = value; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + obj.params[1] = value; + break; + case 'ATK': + case 'STR': + obj.params[2] = value; + break; + case 'DEF': + obj.params[3] = value; + break; + case 'MAT': + case 'INT' || 'SPI': + obj.params[4] = value; + break; + case 'MDF': + case 'RES': + obj.params[5] = value; + break; + case 'AGI': + case 'SPD': + obj.params[6] = value; + break; + case 'LUK': + obj.params[7] = value; + break; + case 'EXP': + case 'XP': + obj.exp = value; + break; + } + } + } + } +}; + +DataManager.processCORENotetags2 = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:GOLD):[ ](\d+)>/i)) { + obj.gold = parseInt(RegExp.$1); + } else if (line.match(/<(.*):[ ](\d+)>/i)) { + var stat = String(RegExp.$1).toUpperCase(); + var value = parseInt(RegExp.$2); + switch (stat) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + obj.params[0] = value; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + obj.params[1] = value; + break; + case 'ATK': + case 'STR': + obj.params[2] = value; + break; + case 'DEF': + obj.params[3] = value; + break; + case 'MAT': + case 'INT': + case 'SPI': + obj.params[4] = value; + break; + case 'MDF': + case 'RES': + obj.params[5] = value; + break; + case 'AGI': + case 'SPD': + obj.params[6] = value; + break; + case 'LUK': + obj.params[7] = value; + break; + case 'EXP': + case 'XP': + obj.exp = value; + break; + } + } + } + } +}; + +DataManager.processCORENotetags3 = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.maxLevel = Yanfly.Param.MaxLevel; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:MAX LEVEL):[ ](\d+)>/i)) { + obj.maxLevel = parseInt(RegExp.$1); + if (obj.maxLevel < 1) obj.maxLevel = 1; + } else if (line.match(/<(?:INITIAL LEVEL):[ ](\d+)>/i)) { + obj.initialLevel = parseInt(RegExp.$1); + if (obj.initialLevel < 1) obj.initialLevel = 1; + } + } + } +}; + +DataManager.processCORENotetags4 = function (group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.learnings.forEach(function (learning) { + if (learning.note.match(/<(?:LEARN LEVEL|LEARN AT LEVEL):[ ](\d+)>/i)) { + learning.level = parseInt(RegExp.$1); + if (learning.level < 1) obj.maxLevel = 1; + } + }, this); + } +}; + +//============================================================================= +// SceneManager +//============================================================================= + +SceneManager._screenWidth = Yanfly.Param.ScreenWidth; +SceneManager._screenHeight = Yanfly.Param.ScreenHeight; +SceneManager._boxWidth = Yanfly.Param.ScreenWidth; +SceneManager._boxHeight = Yanfly.Param.ScreenHeight + +Yanfly.Core.SceneManager_run = SceneManager.run; +SceneManager.run = function (sceneClass) { + Yanfly.Core.SceneManager_run.call(this, sceneClass); + Yanfly.updateResolution(); + if (!Utils.isNwjs()) return; + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return; + if (Yanfly.Param.OpenConsole) Yanfly.openConsole(); +}; + +Yanfly.updateResolution = function () { + var resizeWidth = Yanfly.Param.ScreenWidth - window.innerWidth; + var resizeHeight = Yanfly.Param.ScreenHeight - window.innerHeight; + if (!Imported.ScreenResolution) { + window.moveBy(-1 * resizeWidth / 2, -1 * resizeHeight / 2); + window.resizeBy(resizeWidth, resizeHeight); + } +}; + +Yanfly.openConsole = function () { + Yanfly._openedConsole = true; + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + var _debugWindow = require('nw.gui').Window.get().showDevTools(); + if (_debugWindow) _debugWindow.moveTo(0, 0); + window.focus(); + } +}; + +Yanfly.Core.SceneManager_onKeyDown = SceneManager.onKeyDown; +SceneManager.onKeyDown = function (event) { + if (!event.ctrlKey && !event.altKey && event.keyCode === 116) { + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + var win = require('nw.gui').Window.get(); + win.closeDevTools(); + } + } + Yanfly.Core.SceneManager_onKeyDown.call(this, event); +}; + +if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") { + + Yanfly.openConsole = function () { + Yanfly._openedConsole = true; + if (!Yanfly.Param.OpenConsole) return; + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + var win = require('nw.gui').Window.get(); + win.showDevTools(); + setTimeout(this.focusWindow.bind(this, win), 500); + } + }; + + Yanfly.focusWindow = function (win) { + win.focus(); + }; + + Yanfly.Core.Scene_Map_update = Scene_Map.prototype.update; + Scene_Map.prototype.update = function () { + Yanfly.Core.Scene_Map_update.call(this); + if (!Yanfly._openedConsole) Yanfly.openConsole(); + }; + + Yanfly.Core.Scene_Battle_update = Scene_Battle.prototype.update; + Scene_Battle.prototype.update = function () { + Yanfly.Core.Scene_Battle_update.call(this); + if (!Yanfly._openedConsole) Yanfly.openConsole(); + }; + +}; // 1.6.0 + +//============================================================================= +// BattleManager +//============================================================================= + +Yanfly.Core.BattleManager_displayStartMessages = + BattleManager.displayStartMessages; +BattleManager.displayStartMessages = function () { + Yanfly.Core.BattleManager_displayStartMessages.call(this); + $gameTroop.members().forEach(function (enemy) { + enemy.recoverAll(); + }); +}; + +BattleManager.processEscape = function () { + $gameParty.performEscape(); + SoundManager.playEscape(); + var success = this._preemptive ? true : (Math.random() < this._escapeRatio); + if (success) { + $gameParty.removeBattleStates(); + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } else { + this.displayEscapeFailureMessage(); + this._escapeRatio += 0.1; + $gameParty.clearActions(); + this.startTurn(); + } + return success; +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Game_BattlerBase.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return Yanfly.Param.EnemyMaxHp; + } else if (paramId === 1) { + return Yanfly.Param.EnemyMaxMp; + } else { + return Yanfly.Param.EnemyParam; + } +}; + +Yanfly.Core.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh; + +Game_BattlerBase.prototype.mapRegenUpdateCheck = function (type) { + if ($gameParty.inBattle()) return true; + if (type === 'hp') { + return Yanfly.Param.RefreshUpdateHp; + } else if (type === 'mp') { + return Yanfly.Param.RefreshUpdateMp; + } else if (type === 'tp') { + return Yanfly.Param.RefreshUpdateTp; + } +}; + +Game_BattlerBase.prototype.setHp = function (hp) { + if (this._hp === hp) return; + this._hp = hp; + if (this.mapRegenUpdateCheck('hp')) { + this.refresh(); + } else { + Yanfly.Core.Game_BattlerBase_refresh.call(this); + } +}; + +Game_BattlerBase.prototype.setMp = function (mp) { + if (this._mp === mp) return; + this._mp = mp; + if (this.mapRegenUpdateCheck('mp')) { + this.refresh(); + } else { + Yanfly.Core.Game_BattlerBase_refresh.call(this); + } +}; + +Game_BattlerBase.prototype.setTp = function (tp) { + if (this._tp === tp) return; + this._tp = tp; + if (this.mapRegenUpdateCheck('tp')) { + this.refresh(); + } else { + Yanfly.Core.Game_BattlerBase_refresh.call(this); + } +}; + +//============================================================================= +// Game_Battler +//============================================================================= + +Game_Battler.prototype.onTurnEnd = function () { + this.clearResult(); + this.regenerateAll(); + this.updateStateTurns(); + this.updateBuffTurns(); + this.removeStatesAuto(2); +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Yanfly.Core.Game_Actor_isMaxLevel = Game_Actor.prototype.isMaxLevel; +Game_Actor.prototype.isMaxLevel = function () { + if (this.maxLevel() === 0) return false; + return Yanfly.Core.Game_Actor_isMaxLevel.call(this); +}; + +Game_Actor.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return Yanfly.Param.ActorMaxHp; + } else if (paramId === 1) { + return Yanfly.Param.ActorMaxMp; + } else { + return Yanfly.Param.ActorParam; + } +}; + +Yanfly.Core.Game_Actor_paramBase = Game_Actor.prototype.paramBase; +Game_Actor.prototype.paramBase = function (paramId) { + if (this.level > 99) { + var i = this.currentClass().params[paramId][99]; + var j = this.currentClass().params[paramId][98]; + i += (i - j) * (this.level - 99); + return i; + } + return Yanfly.Core.Game_Actor_paramBase.call(this, paramId); +}; + +Game_Actor.prototype.changeClass = function (classId, keepExp) { + if (keepExp) { + this._exp[classId] = this._exp[this._classId]; + } + this._classId = classId; + this.changeExp(this._exp[this._classId] || 0, false); + this.refresh(); +}; + +Game_Actor.prototype.learnSkill = function (skillId) { + if (!this._skills.contains(skillId)) { + this._skills.push(skillId); + this._skills.sort(function (a, b) { + return a - b; + }); + } +}; + +if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') { + + Game_Actor.prototype.meetsUsableItemConditions = function (item) { + if ($gameParty.inBattle() && !BattleManager.canEscape() && + this.testEscape(item)) { + return false; + } + return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item); + }; + +}; // Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4' + +//============================================================================= +// Game_Party +//============================================================================= + +Game_Party.prototype.maxGold = function () { + return eval(Yanfly.Param.MaxGold); +}; + +Game_Party.prototype.maxItems = function (item) { + if (!item) return 1; + return item.maxItem; +}; + +Game_Party.prototype.onPlayerWalk = function () { + var group = this.members(); + var length = group.length; + for (var i = 0; i < length; ++i) { + var actor = group[i]; + if (actor) actor.onPlayerWalk(); + } +}; + +//============================================================================= +// Game_Map +//============================================================================= + +Yanfly.isPreventScreenJittering = function () { + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') return false; + return true; +}; + +if (Yanfly.isPreventScreenJittering()) { + + Game_Map.prototype.displayX = function () { + return parseFloat(Math.floor(this._displayX * + this.tileWidth())) / this.tileWidth(); + }; + + Game_Map.prototype.displayY = function () { + return parseFloat(Math.floor(this._displayY * + this.tileHeight())) / this.tileHeight(); + }; + +}; // Yanfly.isPreventScreenJittering + +Game_Map.prototype.adjustX = function (x) { + if (this.isLoopHorizontal() && x < this.displayX() - + (this.width() - this.screenTileX()) / 2) { + return x - this.displayX() + $dataMap.width; + } else { + return x - this.displayX(); + } +}; + +Game_Map.prototype.adjustY = function (y) { + if (this.isLoopVertical() && y < this.displayY() - + (this.height() - this.screenTileY()) / 2) { + return y - this.displayY() + $dataMap.height; + } else { + return y - this.displayY(); + } +}; + +Game_Map.prototype.updateEvents = function () { + var group = this.events(); + var length = group.length; + for (var i = 0; i < length; ++i) { + var ev = group[i]; + if (ev) ev.update(); + } + var group = this._commonEvents; + var length = group.length; + for (var i = 0; i < length; ++i) { + var ev = group[i]; + if (ev) ev.update(); + } +}; + +Game_Map.prototype.updateVehicles = function () { + var group = this._vehicles; + var length = group.length; + for (var i = 0; i < length; ++i) { + var vehicle = group[i]; + if (vehicle) vehicle.update(); + } +}; + +//============================================================================= +// Game_Character +//============================================================================= + +Game_Character.prototype.queueMoveRoute = function (moveRoute) { + this._originalMoveRoute = moveRoute; + this._originalMoveRouteIndex = 0; +}; + +Yanfly.Core.Game_Event_setMoveRoute = + Game_Event.prototype.setMoveRoute; +Game_Character.prototype.setMoveRoute = function (moveRoute) { + if (!this._moveRouteForcing) { + Yanfly.Core.Game_Event_setMoveRoute.call(this, moveRoute); + } else { + this.queueMoveRoute(moveRoute); + } +}; + +Yanfly.Core.Game_Character_processMoveCommand = + Game_Character.prototype.processMoveCommand; +Game_Character.prototype.processMoveCommand = function (command) { + var gc = Game_Character; + var params = command.parameters; + switch (command.code) { + case gc.ROUTE_SCRIPT: + try { + eval(params[0]); + } catch (e) { + Yanfly.Util.displayError(e, params[0], 'MOVE ROUTE SCRIPT ERROR'); + } + return; + break; + } + return Yanfly.Core.Game_Character_processMoveCommand.call(this, command); +}; + +//============================================================================= +// Game_Event +//============================================================================= + +Game_Event.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y).filter(function (ev) { + return ev.isNormalPriority(); + }); + if (events.length <= 0) return false; + return this.isNormalPriority(); +}; + +//============================================================================= +// Game_Screen +//============================================================================= + +Game_Screen.prototype.updatePictures = function () { + var group = this._pictures; + var length = group.length; + for (var i = 0; i < length; ++i) { + var picture = group[i]; + if (picture) picture.update(); + } +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Yanfly.Core.Game_Action_testItemEffect = Game_Action.prototype.testItemEffect; +Game_Action.prototype.testItemEffect = function (target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_LEARN_SKILL: + return target.isActor() && !target._skills.contains(effect.dataId); + default: + return Yanfly.Core.Game_Action_testItemEffect.call(this, target, effect); + } +}; + +Game_Action.prototype.evalDamageFormula = function (target) { + var item = this.item(); + var a = this.subject(); + var b = target; + var v = $gameVariables._data; + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + try { + var value = Math.max(eval(item.damage.formula), 0) * sign; + if (isNaN(value)) value = 0; + return value; + } catch (e) { + Yanfly.Util.displayError(e, item.damage.formula, 'DAMAGE FORMULA ERROR'); + return 0; + } +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +// Conditional Branch +Yanfly.Core.Game_Interpreter_command111 = + Game_Interpreter.prototype.command111; +Game_Interpreter.prototype.command111 = function () { + var result = false; + switch (this._params[0]) { + case 0: // Switch + if (this._params[2] === 0) { + result = $gameSwitches.value(this._params[1]); + } else { + result = !$gameSwitches.value(this._params[1]); + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) this.skipBranch(); + return true + break; + case 2: // Self Switch + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[1]]; + if (this._params[2] === 0) { + result = $gameSelfSwitches.value(key); + } else { + result = !$gameSelfSwitches.value(key); + } + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) this.skipBranch(); + return true + break; + case 12: // Script + var code = this._params[1]; + try { + result = !!eval(code); + } catch (e) { + result = false; + Yanfly.Util.displayError(e, code, 'CONDITIONAL BRANCH SCRIPT ERROR'); + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) this.skipBranch(); + return true + break; + } + return Yanfly.Core.Game_Interpreter_command111.call(this); +}; + +// Control Variables +Yanfly.Core.Game_Interpreter_command122 = + Game_Interpreter.prototype.command122; +Game_Interpreter.prototype.command122 = function () { + switch (this._params[3]) { + case 4: // Script + var value = 0; + var code = this._params[4]; + try { + value = eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'CONTROL VARIABLE SCRIPT ERROR'); + } + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], value); + } + return true; + break; + } + return Yanfly.Core.Game_Interpreter_command122.call(this); +}; + +// Script +Game_Interpreter.prototype.command355 = function () { + var script = this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + try { + eval(script); + } catch (e) { + Yanfly.Util.displayError(e, script, 'SCRIPT CALL ERROR'); + } + return true; +}; + +Yanfly.Core.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function (command, args) { + Yanfly.Core.Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'GainGold') { + $gameParty.gainGold(parseInt(args[0])); + } + if (command === 'LoseGold') { + $gameParty.loseGold(parseInt(args[0])); + } +}; + +//============================================================================= +// Scene_Base +//============================================================================= + +Scene_Base.prototype.clearChildren = function () { + while (this.children.length > 0) { + this.removeChild(this.children[0]); + } +}; + +if (Yanfly.Param.CollectionClear) { + + Yanfly.Core.Scene_Base_terminate = Scene_Base.prototype.terminate; + Scene_Base.prototype.terminate = function () { + Yanfly.Core.Scene_Base_terminate.call(this); + if (this._bypassFirstClear) return; + this.clearChildren(); + }; + + Yanfly.Core.Scene_Title_terminate = Scene_Title.prototype.terminate; + Scene_Title.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Title_terminate.call(this); + this.clearChildren(); + }; + + Yanfly.Core.Scene_Map_terminate = Scene_Map.prototype.terminate; + Scene_Map.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Map_terminate.call(this); + this.clearChildren(); + }; + + Yanfly.Core.Scene_Battle_terminate = Scene_Battle.prototype.terminate; + Scene_Battle.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Battle_terminate.call(this); + this.clearChildren(); + }; + + Yanfly.Core.Scene_Options_terminate = Scene_Options.prototype.terminate; + Scene_Options.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Options_terminate.call(this); + this.clearChildren(); + }; + + Yanfly.Core.Scene_Load_terminate = Scene_Load.prototype.terminate; + Scene_Load.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Load_terminate.call(this); + this.clearChildren(); + }; + + Yanfly.Core.Scene_Gameover_terminate = Scene_Gameover.prototype.terminate; + Scene_Gameover.prototype.terminate = function () { + this._bypassFirstClear = true; + Yanfly.Core.Scene_Gameover_terminate.call(this); + this.clearChildren(); + }; + +}; // Yanfly.Param.CollectionClear + +//============================================================================= +// Scene_Boot +//============================================================================= + +Scene_Boot.prototype.isGameFontLoaded = function () { + if (Graphics.isFontLoaded('GameFont')) { + return true; + } else if (Yanfly.Param.GameFontTimer <= 0) { + return false; + } else { + var elapsed = Date.now() - this._startDate; + if (elapsed >= Yanfly.Param.GameFontTimer) { + throw new Error('Failed to load GameFont'); + } else { + return false; + } + } +}; + +//============================================================================= +// Scene_Item +//============================================================================= + +if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") { + + Scene_Item.prototype.update = function () { + Scene_ItemBase.prototype.update.call(this); + }; + +}; // Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0" + +//============================================================================= +// Scene_Title +//============================================================================= + +Yanfly.Core.Scene_Title_start = Scene_Title.prototype.start; +Scene_Title.prototype.start = function () { + Yanfly.Core.Scene_Title_start.call(this); + if (eval(Yanfly.Param.ScaleTitle)) this.rescaleTitle(); +}; + +Scene_Title.prototype.rescaleTitle = function () { + this.rescaleTitleSprite(this._backSprite1); + this.rescaleTitleSprite(this._backSprite2); +}; + +Scene_Title.prototype.rescaleTitleSprite = function (sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) { + return setTimeout(this.rescaleTitleSprite.bind(this, sprite), 5); + } + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) sprite.scale.x = ratioX; + if (ratioY > 1.0) sprite.scale.y = ratioY; + this.centerSprite(sprite); +}; + +//============================================================================= +// Scene_Map +//============================================================================= + +if (Yanfly.Param.ShowEvTrans) { + + Scene_Map.prototype.startEncounterEffect = function () { + this._encounterEffectDuration = this.encounterEffectSpeed(); + }; + +}; // Yanfly.Param.ShowEvTrans + +Yanfly.Core.Scene_Map_snapForBattleBackground = + Scene_Map.prototype.snapForBattleBackground; +Scene_Map.prototype.snapForBattleBackground = function () { + if (!Yanfly.Param.ShowEvSnap) this._spriteset.hideCharacters(); + Yanfly.Core.Scene_Map_snapForBattleBackground.call(this); + if (Yanfly.Param.ShowEvTrans) this._spriteset.showCharacters(); +}; + +//============================================================================= +// Scene_Gameover +//============================================================================= + +Yanfly.Core.Scene_Gameover_start = Scene_Gameover.prototype.start; +Scene_Gameover.prototype.start = function () { + Yanfly.Core.Scene_Gameover_start.call(this); + if (eval(Yanfly.Param.ScaleGameOver)) this.rescaleBackground(); +}; + +Scene_Gameover.prototype.rescaleBackground = function () { + this.rescaleImageSprite(this._backSprite); +}; + +Scene_Gameover.prototype.rescaleImageSprite = function (sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) { + return setTimeout(this.rescaleImageSprite.bind(this, sprite), 5); + } + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) sprite.scale.x = ratioX; + if (ratioY > 1.0) sprite.scale.y = ratioY; + this.centerSprite(sprite); +}; + +Scene_Gameover.prototype.centerSprite = function (sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; +}; + +//============================================================================= +// Sprite_Animation +//============================================================================= + +Sprite_Animation.prototype.setupRate = function () { + this._rate = Yanfly.Param.AnimationRate; +}; + +//============================================================================= +// Sprite_Battler +//============================================================================= + +if (!Yanfly.Param.FlashTarget) { + + Yanfly.Core.Sprite_Battler_updateSelectionEffect = + Sprite_Battler.prototype.updateSelectionEffect; + Sprite_Battler.prototype.updateSelectionEffect = function () { + if (this._battler.isActor()) { + Yanfly.Core.Sprite_Battler_updateSelectionEffect.call(this); + } else { + if (this._battler.isSelected()) this.startEffect('whiten'); + } + }; + +}; // Yanfly.Param.FlashTarget + +//============================================================================= +// Sprite_Actor +//============================================================================= + +if (Yanfly.Param.ReposBattlers) { + Yanfly.Core.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome; + Sprite_Actor.prototype.setActorHome = function (index) { + Yanfly.Core.Sprite_Actor_setActorHome.call(this, index); + this._homeX += Graphics.boxWidth - 816; + this._homeY += Graphics.boxHeight - 624; + }; +}; + +Sprite_Actor.prototype.retreat = function () { + this.startMove(1200, 0, 120); +}; + +//============================================================================= +// Sprite_Enemy +//============================================================================= + +if (Yanfly.Param.ReposBattlers) { + + Yanfly.Core.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler; + Sprite_Enemy.prototype.setBattler = function (battler) { + Yanfly.Core.Sprite_Enemy_setBattler.call(this, battler); + if (!this._enemy._alteredScreenY) { + this._homeY += Graphics.boxHeight - 624; + this._enemy._screenY = this._homeY; + this._enemy._alteredScreenY = true; + } + if ($gameSystem.isSideView()) return; + if (!this._enemy._alteredScreenX) { + this._homeX += (Graphics.boxWidth - 816) / 2; + this._enemy._screenX = this._homeX; + this._enemy._alteredScreenX = true; + } + }; + +}; // Yanfly.Param.ReposBattlers + +//============================================================================= +// Sprite_StateIcon +//============================================================================= + +Sprite_StateIcon._iconWidth = Yanfly.Param.IconWidth; +Sprite_StateIcon._iconHeight = Yanfly.Param.IconHeight; + +//============================================================================= +// Sprite_Button +//============================================================================= + +Sprite_Button.prototype.isButtonTouched = function () { + var x = this.canvasToLocalX(TouchInput.x) + (this.anchor.x * this.width); + var y = this.canvasToLocalY(TouchInput.y) + (this.anchor.y * this.height); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +//============================================================================= +// Sprite_Battleback +//============================================================================= + +function Sprite_Battleback() { + this.initialize.apply(this, arguments); +} + +Sprite_Battleback.prototype = Object.create(Sprite.prototype); +Sprite_Battleback.prototype.constructor = Sprite_Battleback; + +Sprite_Battleback.prototype.initialize = function (bitmapName, type) { + Sprite.prototype.initialize.call(this); + this._bitmapName = bitmapName; + this._battlebackType = type; + this.createBitmap(); +}; + +Sprite_Battleback.prototype.createBitmap = function () { + if (this._bitmapName === '') { + this.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight); + } else { + if (this._battlebackType === 1) { + this.bitmap = ImageManager.loadBattleback1(this._bitmapName); + } else { + this.bitmap = ImageManager.loadBattleback2(this._bitmapName); + } + this.scaleSprite(); + } +}; + +Sprite_Battleback.prototype.scaleSprite = function () { + if (this.bitmap.width <= 0) return setTimeout(this.scaleSprite.bind(this), 5); + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + if (this.bitmap.width < width) { + this.scale.x = width / this.bitmap.width; + } + if (this.bitmap.height < height) { + this.scale.y = height / this.bitmap.height; + } + this.anchor.x = 0.5; + this.x = Graphics.boxWidth / 2; + if ($gameSystem.isSideView()) { + this.anchor.y = 1; + this.y = Graphics.boxHeight; + } else { + this.anchor.y = 0.5; + this.y = Graphics.boxHeight / 2; + } +}; + +//============================================================================= +// Spriteset_Map +//============================================================================= + +Spriteset_Map.prototype.hideCharacters = function () { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) sprite.hide(); + } +}; + +Spriteset_Map.prototype.showCharacters = function () { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) sprite.show(); + } +}; + +//============================================================================= +// Spriteset_Battle +//============================================================================= + +if (Yanfly.Param.ScaleBattleback) { + + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.2') { + + // Rewriting the battlebacks + Spriteset_Battle.prototype.createBattleback = function () { + this._back1Sprite = new Sprite_Battleback(this.battleback1Name(), 1); + this._back2Sprite = new Sprite_Battleback(this.battleback2Name(), 2); + this._battleField.addChild(this._back1Sprite); + this._battleField.addChild(this._back2Sprite); + }; + + // No more updateBattleback + Spriteset_Battle.prototype.updateBattleback = function () { + }; + + } else { // Version 1.3.0 and below + + Yanfly.Core.Spriteset_Battle_locateBattleback = + Spriteset_Battle.prototype.locateBattleback; + Spriteset_Battle.prototype.locateBattleback = function () { + var sprite1 = this._back1Sprite; + var sprite2 = this._back2Sprite; + if (sprite1.bitmap.width <= 0) return; + if (sprite2.bitmap.width <= 0) return; + if (this._rescaledBattlebackSprite) return; + this._rescaledBattlebackSprite = true; + Yanfly.Core.Spriteset_Battle_locateBattleback.call(this); + var height = this._battleField.height; + sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height; + sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height; + this.rescaleBattlebacks(); + }; + + Spriteset_Battle.prototype.rescaleBattlebacks = function () { + this.rescaleBattlebackSprite(this._back1Sprite, 'fnord'); + this.rescaleBattlebackSprite(this._back2Sprite, 'blah'); + }; + + Spriteset_Battle.prototype.rescaleBattlebackSprite = function (sprite) { + if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) return; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var ratioX = width / sprite.bitmap.width; + var ratioY = height / sprite.bitmap.height; + if (ratioX > 1.0) { + sprite.scale.x = ratioX; + sprite.anchor.x = 0.5; + sprite.x = width / 2; + } + if (ratioY > 1.0) { + sprite.scale.y = ratioY; + sprite.origin.y = 0; + sprite.y = 0; + } + }; + + } // Version 1.3.0 and below + +} // Yanfly.Param.ScaleBattleback + +//============================================================================= +// Window_Base +//============================================================================= + +Window_Base._iconWidth = Yanfly.Param.IconWidth; +Window_Base._iconHeight = Yanfly.Param.IconHeight; +Window_Base._faceWidth = Yanfly.Param.FaceWidth; +Window_Base._faceHeight = Yanfly.Param.FaceHeight; + +Window_Base.prototype.lineHeight = function () { + return Yanfly.Param.LineHeight; +}; + +Window_Base.prototype.drawTextEx = function (text, x, y) { + if (text) { + this.resetFontSettings(); + var textState = { index: 0, x: x, y: y, left: x }; + textState.text = this.convertEscapeCharacters(text); + textState.height = this.calcTextHeight(textState, false); + while (textState.index < textState.text.length) { + this.processCharacter(textState); + } + return textState.x - x; + } else { + return 0; + } +}; + +Window_Base.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height + this.lineHeight()); +}; + +Window_Base.prototype.standardFontFace = function () { + if ($gameSystem.isChinese()) { + return Yanfly.Param.ChineseFont; + } else if ($gameSystem.isKorean()) { + return Yanfly.Param.KoreanFont; + } else { + return Yanfly.Param.DefaultFont; + } +}; + +Window_Base.prototype.standardFontSize = function () { + return Yanfly.Param.FontSize; +}; + +Window_Base.prototype.standardPadding = function () { + return Yanfly.Param.WindowPadding; +}; + +Window_Base.prototype.textPadding = function () { + return Yanfly.Param.TextPadding; +}; + +Window_Base.prototype.standardBackOpacity = function () { + return Yanfly.Param.WindowOpacity; +}; + +Window_Base.prototype.normalColor = function () { + return this.textColor(Yanfly.Param.ColorNormal); +}; +Window_Base.prototype.systemColor = function () { + return this.textColor(Yanfly.Param.ColorSystem); +}; + +Window_Base.prototype.crisisColor = function () { + return this.textColor(Yanfly.Param.ColorCrisis); +}; + +Window_Base.prototype.deathColor = function () { + return this.textColor(Yanfly.Param.ColorDeath); +}; + +Window_Base.prototype.gaugeBackColor = function () { + return this.textColor(Yanfly.Param.ColorGaugeBack); +}; + +Window_Base.prototype.hpGaugeColor1 = function () { + return this.textColor(Yanfly.Param.ColorHpGauge1); +}; + +Window_Base.prototype.hpGaugeColor2 = function () { + return this.textColor(Yanfly.Param.ColorHpGauge2); +}; + +Window_Base.prototype.mpGaugeColor1 = function () { + return this.textColor(Yanfly.Param.ColorMpGauge1); +}; + +Window_Base.prototype.mpGaugeColor2 = function () { + return this.textColor(Yanfly.Param.ColorMpGauge2); +}; + +Window_Base.prototype.mpCostColor = function () { + return this.textColor(Yanfly.Param.ColorMpCost); +}; + +Window_Base.prototype.powerUpColor = function () { + return this.textColor(Yanfly.Param.ColorPowerUp); +}; + +Window_Base.prototype.powerDownColor = function () { + return this.textColor(Yanfly.Param.ColorPowerDown); +}; + +Window_Base.prototype.tpGaugeColor1 = function () { + return this.textColor(Yanfly.Param.ColorTpGauge1); +}; + +Window_Base.prototype.tpGaugeColor2 = function () { + return this.textColor(Yanfly.Param.ColorTpGauge2); +}; + +Window_Base.prototype.tpCostColor = function () { + return this.textColor(Yanfly.Param.ColorTpCost); +}; + +Window_Base.prototype.drawGauge = function (dx, dy, dw, rate, color1, color2) { + var color3 = this.gaugeBackColor(); + var fillW = Math.floor(dw * rate).clamp(0, dw); + var gaugeH = this.gaugeHeight(); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + if (eval(Yanfly.Param.GaugeOutline)) { + color3.paintOpacity = this.translucentOpacity(); + this.contents.fillRect(dx, gaugeY - 1, dw, gaugeH, color3); + fillW = Math.max(fillW - 2, 0); + gaugeH -= 2; + dx += 1; + } else { + var fillW = Math.floor(dw * rate); + var gaugeY = dy + this.lineHeight() - gaugeH - 2; + this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); + } + this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2); +}; + +Window_Base.prototype.gaugeHeight = function () { + return Yanfly.Param.GaugeHeight; +}; + +Window_Base.prototype.drawActorLevel = function (actor, x, y) { + this.changeTextColor(this.systemColor()); + var dw1 = this.textWidth(TextManager.levelA); + this.drawText(TextManager.levelA, x, y, dw1); + this.resetTextColor(); + var level = Yanfly.Util.toGroup(actor.level); + var dw2 = this.textWidth(Yanfly.Util.toGroup(actor.maxLevel())); + this.drawText(level, x + dw1, y, dw2, 'right'); +}; + +Window_Base.prototype.drawCurrentAndMax = function (current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth(Yanfly.Util.toGroup(max)); + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + var x2 = x1 - slashWidth; + var x3 = x2 - valueWidth; + if (x3 >= x + labelWidth) { + this.changeTextColor(color1); + this.drawText(Yanfly.Util.toGroup(current), x3, y, valueWidth, + 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(Yanfly.Util.toGroup(max), x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, + 'right'); + } +}; + +Window_Base.prototype.drawActorTp = function (actor, x, y, width) { + width = width || 96; + var color1 = this.tpGaugeColor1(); + var color2 = this.tpGaugeColor2(); + this.drawGauge(x, y, width, actor.tpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.tpA, x, y, 44); + this.changeTextColor(this.tpColor(actor)); + this.drawText(Yanfly.Util.toGroup(actor.tp), x + width - 64, y, 64, + 'right'); +}; + +Window_Base.prototype.drawActorSimpleStatus = function (actor, x, y, width) { + var lineHeight = this.lineHeight(); + var xpad = Window_Base._faceWidth + (2 * Yanfly.Param.TextPadding); + var x2 = x + xpad; + var width2 = Math.max(180, width - xpad - this.textPadding()); + this.drawActorName(actor, x, y); + this.drawActorLevel(actor, x, y + lineHeight * 1); + this.drawActorIcons(actor, x, y + lineHeight * 2); + this.drawActorClass(actor, x2, y, width2); + this.drawActorHp(actor, x2, y + lineHeight * 1, width2); + this.drawActorMp(actor, x2, y + lineHeight * 2, width2); + if (eval(Yanfly.Param.MenuTpGauge)) { + this.drawActorTp(actor, x2, y + lineHeight * 3, width2); + } +}; + +Window_Base.prototype.drawCurrencyValue = function (value, unit, wx, wy, ww) { + this.resetTextColor(); + this.contents.fontSize = Yanfly.Param.GoldFontSize; + if (this.usingGoldIcon(unit)) { + var cx = Window_Base._iconWidth; + } else { + var cx = this.textWidth(unit); + } + var text = Yanfly.Util.toGroup(value); + if (this.textWidth(text) > ww - cx) { + text = Yanfly.Param.GoldOverlap; + } + this.drawText(text, wx, wy, ww - cx - 4, 'right'); + if (this.usingGoldIcon(unit)) { + this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2); + } else { + this.changeTextColor(this.systemColor()); + this.drawText(unit, wx, wy, ww, 'right'); + } + this.resetFontSettings(); +}; + +Window_Base.prototype.usingGoldIcon = function (unit) { + if (unit !== TextManager.currencyUnit) return false; + return Yanfly.Icon.Gold > 0; +}; + +Window_Base.prototype.drawItemName = function (item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = this.lineHeight(); + var padding = (iconBoxWidth - Window_Base._iconWidth) / 2; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + padding, y + padding); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +//============================================================================= +// Window_Command +//============================================================================= + +Window_Command.prototype.itemTextAlign = function () { + return Yanfly.Param.TextAlign; +}; + +//============================================================================= +// Window_MenuStatus +//============================================================================= + +Window_MenuStatus.prototype.drawItemImage = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + this.changePaintOpacity(actor.isBattleMember()); + var fw = Window_Base._faceWidth; + this.drawActorFace(actor, rect.x + 1, rect.y + 1, fw, rect.height - 2); + this.changePaintOpacity(true); +}; + +Window_MenuStatus.prototype.drawItemStatus = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth; + var x = rect.x + xpad; + if (!eval(Yanfly.Param.MenuTpGauge)) { + var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; + } else { + var y = rect.y; + } + var width = rect.width - x - this.textPadding(); + this.drawActorSimpleStatus(actor, x, y, width); +}; + +//============================================================================= +// Window_ItemList +//============================================================================= + +Window_ItemList.prototype.numberWidth = function () { + return this.textWidth('\u00d70,000'); +}; + +Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) { + if (!this.needsNumber()) return; + var numItems = Yanfly.Util.toGroup($gameParty.numItems(item)); + this.contents.fontSize = Yanfly.Param.ItemQuantitySize; + this.drawText('\u00d7' + numItems, x, y, width, 'right'); + this.resetFontSettings(); +}; + +//============================================================================= +// Window_SkillStatus +//============================================================================= + +Window_SkillStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + if (!eval(Yanfly.Param.MenuTpGauge)) { + var y = h / 2 - this.lineHeight() * 1.5; + } else { + var y = 0; + } + var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth; + var width = w - xpad - this.textPadding(); + this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h); + this.drawActorSimpleStatus(this._actor, xpad, y, width); + } +}; + +Window_SkillList.prototype.drawSkillCost = function (skill, x, y, width) { + if (this._actor.skillTpCost(skill) > 0) { + this.changeTextColor(this.tpCostColor()); + var skillcost = Yanfly.Util.toGroup(this._actor.skillTpCost(skill)); + this.drawText(skillcost, x, y, width, 'right'); + } else if (this._actor.skillMpCost(skill) > 0) { + this.changeTextColor(this.mpCostColor()); + var skillcost = Yanfly.Util.toGroup(this._actor.skillMpCost(skill)); + this.drawText(skillcost, x, y, width, 'right'); + } +}; + +//============================================================================= +// Window_EquipStatus +//============================================================================= + +Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) { + this.resetTextColor(); + var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId)); + this.drawText(actorparam, x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) { + var newValue = this._tempActor.param(paramId); + var diffvalue = newValue - this._actor.param(paramId); + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(actorparam, x, y, 48, 'right'); +}; + +//============================================================================= +// Window_SkillType +//============================================================================= + +Window_SkillType.prototype.makeCommandList = function () { + if (this._actor) { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { return a - b }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); + } +}; + +//============================================================================= +// Window_ActorCommand +//============================================================================= + +Window_ActorCommand.prototype.addSkillCommands = function () { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { return a - b }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); +}; + +//============================================================================= +// Window_Status +//============================================================================= + +Window_Status.prototype.drawParameters = function (x, y) { + var lineHeight = this.lineHeight(); + for (var i = 0; i < 6; i++) { + var paramId = i + 2; + var y2 = y + lineHeight * i; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y2, 160); + this.resetTextColor(); + var actorParam = Yanfly.Util.toGroup(this._actor.param(paramId)); + var dw = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i + 2))); + this.drawText(actorParam, x + 160, y2, dw, 'right'); + } +}; + +Window_Status.prototype.drawExpInfo = function (x, y) { + var lineHeight = this.lineHeight(); + var expTotal = TextManager.expTotal.format(TextManager.exp); + var expNext = TextManager.expNext.format(TextManager.level); + var value1 = this._actor.currentExp(); + var value2 = this._actor.nextRequiredExp(); + if (this._actor.isMaxLevel()) { + value1 = '-------'; + value2 = '-------'; + } else { + value1 = Yanfly.Util.toGroup(value1); + value2 = Yanfly.Util.toGroup(value2); + } + this.changeTextColor(this.systemColor()); + this.drawText(expTotal, x, y + lineHeight * 0, 270); + this.drawText(expNext, x, y + lineHeight * 2, 270); + this.resetTextColor(); + this.drawText(value1, x, y + lineHeight * 1, 270, 'right'); + this.drawText(value2, x, y + lineHeight * 3, 270, 'right'); +}; + +//============================================================================= +// Window_ShopBuy +//============================================================================= + +Window_ShopBuy.prototype.drawItem = function (index) { + var item = this._data[index]; + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width); + this.contents.fontSize = Yanfly.Param.GoldFontSize; + var itemPrice = Yanfly.Util.toGroup(this.price(item)); + this.drawText(itemPrice, rect.x, rect.y, rect.width, 'right'); + this.changePaintOpacity(true); + this.resetFontSettings(); +}; + +//============================================================================= +// Window_ShopNumber +//============================================================================= + +Window_ShopNumber.prototype.drawNumber = function () { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + var itemNumber = Yanfly.Util.toGroup(this._number); + this.drawText(itemNumber, x, y, width, 'right'); +}; + +//============================================================================= +// Window_NameEdit +//============================================================================= + +Window_NameEdit.prototype.faceWidth = function () { + return Window_Base._faceWidth; +}; + +//============================================================================= +// Window_BattleStatus +//============================================================================= + +Window_BattleStatus.prototype.gaugeAreaWidth = function () { + return this.width / 2 + this.standardPadding(); +}; + +Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) { + var minIconArea = Window_Base._iconWidth * 2; + var nameLength = this.textWidth('0') * 16 + 6; + var iconWidth = Math.max(rect.width - nameLength, minIconArea); + var nameWidth = rect.width - iconWidth; + this.drawActorName(actor, rect.x + 0, rect.y, nameWidth); + this.drawActorIcons(actor, rect.x + nameWidth, rect.y, iconWidth); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) { + var totalArea = this.gaugeAreaWidth() - 30; + var hpW = parseInt(totalArea * 108 / 300); + var otW = parseInt(totalArea * 96 / 300); + this.drawActorHp(actor, rect.x + 0, rect.y, hpW); + this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW); + this.drawActorTp(actor, rect.x + hpW + otW + 30, rect.y, otW); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) { + var totalArea = this.gaugeAreaWidth() - 15; + var hpW = parseInt(totalArea * 201 / 315); + var otW = parseInt(totalArea * 114 / 315); + this.drawActorHp(actor, rect.x + 0, rect.y, hpW); + this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW); +}; + +//============================================================================= +// Window_BattleLog +//============================================================================= + +Window_BattleLog.prototype.showNormalAnimation = function (targets, + animationId, mirror) { + var animation = $dataAnimations[animationId]; + if (animation) { + if (animation.position === 3) { + targets.forEach(function (target) { + target.startAnimation(animationId, mirror, 0); + }); + } else { + var delay = this.animationBaseDelay(); + var nextDelay = this.animationNextDelay(); + targets.forEach(function (target) { + target.startAnimation(animationId, mirror, delay); + delay += nextDelay; + }); + } + } +}; + +//============================================================================= +// New Function +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.toGroup = function (inVal) { + if (typeof inVal !== 'string') { inVal = String(inVal); } + if (!eval(Yanfly.Param.DigitGroup)) return inVal; + return inVal.replace(/(^|[^\w.])(\d{4,})/g, function ($0, $1, $2) { + return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,"); + }); +}; + +Yanfly.Util.displayError = function (e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/www/js/plugins/YEP_MessageCore.js b/www/js/plugins/YEP_MessageCore.js new file mode 100644 index 0000000..564f57a --- /dev/null +++ b/www/js/plugins/YEP_MessageCore.js @@ -0,0 +1,1435 @@ +//============================================================================= +// Yanfly Engine Plugins - Message Core +// YEP_MessageCore.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_MessageCore = true; + +var Yanfly = Yanfly || {}; +Yanfly.Message = Yanfly.Message || {}; +Yanfly.Message.version = 1.19; + +//============================================================================= +/*: +* @plugindesc v1.19 Adds more features to the Message Window to customized +* the way your messages appear and functions. +* @author Yanfly Engine Plugins +* +* @param ---General--- +* @default +* +* @param Default Rows +* @parent ---General--- +* @type number +* @min 0 +* @desc This is default amount of rows the message box will have. +* Default: 4 +* @default 4 +* +* @param Default Width +* @parent ---General--- +* @desc This is default width for the message box in pixels. +* Default: Graphics.boxWidth +* @default Graphics.boxWidth +* +* @param Face Indent +* @parent ---General--- +* @desc If using a face graphic, this is how much text indents by. +* Default: Window_Base._faceWidth + 24 +* @default Window_Base._faceWidth + 24 +* +* @param Fast Forward Key +* @parent ---General--- +* @desc This is the key used for fast forwarding. +* @default pagedown +* +* @param Enable Fast Forward +* @parent ---General--- +* @type boolean +* @on YES +* @off NO +* @desc Enable fast forward button for your messages by default? +* NO - false YES - true +* @default true +* +* @param Word Wrapping +* @parent ---General--- +* @type boolean +* @on YES +* @off NO +* @desc Use this to enable or disable word wrapping by default. +* OFF - false ON - true +* @default false +* +* @param Description Wrap +* @parent ---General--- +* @type boolean +* @on YES +* @off NO +* @desc Enable or disable word wrapping for descriptions. +* OFF - false ON - true +* @default false +* +* @param Word Wrap Space +* @parent ---General--- +* @type boolean +* @on YES +* @off NO +* @desc Insert a space with manual line breaks? +* NO - false YES - true +* @default false +* +* @param Tight Wrap +* @parent ---General--- +* @type boolean +* @on YES +* @off NO +* @desc If true and using a face for the message, the message will +* wrap tighter. NO - false YES - true +* @default false +* +* @param ---Font--- +* @default +* +* @param Font Name +* @parent ---Font--- +* @desc This is the default font used for the Message Window. +* Default: GameFont +* @default GameFont +* +* @param Font Name CH +* @parent ---Font--- +* @desc This is the default font used for the Message Window for Chinese. +* Default: SimHei, Heiti TC, sans-serif +* @default SimHei, Heiti TC, sans-serif +* +* @param Font Name KR +* @parent ---Font--- +* @desc This is the default font used for the Message Window for Korean. +* Default: Dotum, AppleGothic, sans-serif +* @default Dotum, AppleGothic, sans-serif +* +* @param Font Size +* @parent ---Font--- +* @type number +* @min 1 +* @desc This is the default font size used for the Message Window. +* Default: 28 +* @default 28 +* +* @param Font Size Change +* @parent ---Font--- +* @type number +* @min 1 +* @desc Whenever \{ and \} are used, they adjust by this value. +* Default: 12 +* @default 12 +* +* @param Font Changed Max +* @parent ---Font--- +* @type number +* @min 1 +* @desc This is the maximum size achieved by \{. +* Default: 96 +* @default 96 +* +* @param Font Changed Min +* @parent ---Font--- +* @type number +* @min 1 +* @desc This is the minimum size achieved by \{. +* Default: 12 +* @default 12 +* +* @param Font Outline +* @parent ---Font--- +* @type number +* @min 0 +* @desc This is the default font outline width for messages. +* Default: 4 +* @default 4 +* +* @param Maintain Font +* @parent ---Font--- +* @type boolean +* @on YES +* @off NO +* @desc When changing the font name or size, maintain for following +* messages. NO - false YES - true +* @default false +* +* @param ---Name Box--- +* @default +* +* @param Name Box Buffer X +* @parent ---Name Box--- +* @type number +* @desc This is the buffer for the x location of the Name Box. +* @default -28 +* +* @param Name Box Buffer Y +* @parent ---Name Box--- +* @type number +* @desc This is the buffer for the y location of the Name Box. +* @default 0 +* +* @param Name Box Padding +* @parent ---Name Box--- +* @desc This is the value for the padding of the Name Box. +* @default this.standardPadding() * 4 +* +* @param Name Box Color +* @parent ---Name Box--- +* @type number +* @min 0 +* @max 31 +* @desc This is the text color used for the Name Box. +* @default 0 +* +* @param Name Box Clear +* @parent ---Name Box--- +* @type boolean +* @on YES +* @off NO +* @desc Do you wish for the Name Box window to be clear? +* NO - false YES - true +* @default false +* +* @param Name Box Added Text +* @parent ---Name Box--- +* @desc This text is always added whenever the name box is used. +* This can be used to automatically set up colors. +* @default \c[6] +* +* @param Name Box Auto Close +* @parent ---Name Box--- +* @type boolean +* @on YES +* @off NO +* @desc Close the message window each time the namebox displays a +* different name? YES - true NO - false +* @default false +* +* @help +* ============================================================================ +* Introduction +* ============================================================================ +* +* While RPG Maker MV Ace certainly improved the message system a whole lot, it +* wouldn't hurt to add in a few more features, such as name windows, +* converting textcodes to write out the icons and/or names of items, weapons, +* armours, and* more in quicker fashion. This script also gives the developer +* the ability to adjust the size of the message window during the game, give +* it a separate font, and to give the player a text fast-forward feature. +* +* ============================================================================ +* Word Wrapping +* ============================================================================ +* +* Word wrapping is now possible through the message system. You can enable and +* disable Word wrap using Plugin Commands. While using word wrap, if the word +* is to extend past the message window's area, it will automatically go to the +* following line. That said, word wrap will disable the editor's line breaks +* and will require you to use the ones provided by the plugin: +* +*
or is text code to apply a line break. Use this before or +* after a part in which you wish to start a new line. +* +* Keep in mind word wrapping is mostly for message windows. However, in other +* places that you'd like to see word wrapping, such as item descriptions, +* insert at the beginning of the text to enable it. +* +* ============================================================================ +* Text Codes +* ============================================================================ +* +* By using certain text codes in your messages, you can have the game replace +* them with the following: +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Text Code Function +* \V[n] Replaced by the value of the nth variable. +* \N[n] Replaced by the name of the nth actor. +* \P[n] Replaced by the name of the nth party member. +* \G Replaced by the currency unit. +* \C[n] Draw the subsequent text in the nth color. +* \I[n] Draw the nth icon. +* \{ Increases the text size by one step. +* \} Decreases the text size by one step. +* \\ Replaced with the backslash character. +* \$ Opens the gold window. +* \. Waits 1/4th seconds. +* \| Waits 1 second. +* \! Waits for button input. +* \> Display remaining text on same line all at once. +* \< Cancel the effect that displays text all at once. +* \^ Do not wait for input after displaying text. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Wait: Effect: +* \w[x] - Waits x frames (60 frames = 1 second). Message window only. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* NameWindow: Effect: +* \n - Creates a name box with x string. Left side. *Note +* \nc - Creates a name box with x string. Centered. *Note +* \nr - Creates a name box with x string. Right side. *Note +* +* *Note: Works for message window only. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Line Break Effect: +*
- If using word wrap mode, this will cause a line break. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Position: Effect: +* \px[x] - Sets x position of text to x. +* \py[x] - Sets y position of text to y. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Outline: Effect: +* \oc[x] - Sets outline colour to x. +* \ow[x] - Sets outline width to x. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Font: Effect: +* \fr - Resets all font changes. +* \fs[x] - Changes font size to x. +* \fn - Changes font name to x. +* \fb - Toggles font boldness. +* \fi - Toggles font italic. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Actor: Effect: +* \af[x] - Shows face of actor x. *Note +* \ac[x] - Writes out actor's class name. +* \an[x] - Writes out actor's nickname. +* +* *Note: Works for message window only. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Party: Effect: +* \pf[x] - Shows face of party member x. *Note +* \pc[x] - Writes out party member x's class name. +* \pn[x] - Writes out party member x's nickname. +* +* *Note: Works for message window only. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Names: Effect: +* \nc[x] - Writes out class x's name. +* \ni[x] - Writes out item x's name. +* \nw[x] - Writes out weapon x's name. +* \na[x] - Writes out armour x's name. +* \ns[x] - Writes out skill x's name. +* \nt[x] - Writes out state x's name. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* Icon Names: Effect: +* \ii[x] - Writes out item x's name including icon. +* \iw[x] - Writes out weapon x's name including icon. +* \ia[x] - Writes out armour x's name including icon. +* \is[x] - Writes out skill x's name including icon. +* \it[x] - Writes out state x's name including icon. +* +* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +* +* And those are the text codes added with this script. Keep in mind that some +* of these text codes only work for the Message Window. Otherwise, they'll +* work for help descriptions, actor biographies, and others. +* +* ============================================================================ +* Plugin Commands +* ============================================================================ +* +* The following are some plugin commands you can use through the Event Editor +* to change various aspects about the Message system. +* +* Plugin Comand +* MessageRows 6 +* - Changes the Message Rows displayed to 6. If you are using continuous +* Show Text events, this will continue displaying the following lines's +* texts until it hits the row limit. Anything after that is cut off until +* the next message starts to avoid accidental overlap. +* +* MessageWidth 400 +* - Changes the Message Window Width to 400 pixels. This will cut off any +* words that are shown too far to the right so adjust accordingly! +* +* EnableWordWrap +* - Enables wordwrapping. If a word extends past the window size, it will +* automatically move onto the next line. Keep in mind, you will need to use +* \br to perform line breaks. +* +* DisableWordWrap +* - This disables wordwrapping. Line breaks will be automatic at points +* where a new line is started in the editor. +* +* EnableFastForward +* - Enables Fast Forward key from working with messages. +* +* DisableFastForward +* - Disables Fast Forward key from working with messages. +* +* ============================================================================ +* Changelog +* ============================================================================ +* +* Version 1.19: +* - Updated for RPG Maker MV version 1.5.0. +* +* Version 1.18: +* - Added new plugin parameters: 'Font Name CH' and 'Font Name KR'. +* +* Version 1.17: +* - Compatibility update with Message Macros for 'Name Box Auto Close' option. +* +* Version 1.16: +* - Added 'Tight Wrap' plugin parameter as a word wrap option to make the +* word wrap tighter when using faces. +* +* Version 1.15: +* - Added a failsafe where if the name box window would be off the screen, it +* will automatically reposition itself to under the main message window. +* +* Version 1.14: +* - Added 'Name Box Close' plugin parameter. If this is enabled, the message +* window will check for the Name Window speaker each time a follow up message +* occurs. If the name in the currently Name Window matches the name in the +* following Name Window, the message window will remain open. If it doesn't, +* the Name Window will close and reopen to indicate a new speaker. +* +* Version 1.13: +* - Added 'Maintain Font' plugin parameter under the Font category. This will +* allow you to use text codes \fn and \fs[x] to permanently change the font +* of your messages until you use it again. \fr will reset them to the plugin's +* default parameter settings. +* +* Version 1.12: +* - 'Word Wrap Space' parameter no longer leaves a space at the beginning of +* each message. +* +* Version 1.11: +* - Added 'Font Outline' parameter for the plugin parameters. This adjusts the +* font outline width used by default for only message fonts. +* +* Version 1.10: +* - Updated the Message Row system for Extended Message Pack 1's Autosizing +* feature to work with extended heights. +* +* Version 1.09: +* - Replaced 'Fast Forward' parameter with the 'Fast Forward Key' parameter +* and 'Enable Fast Forward' parameter. Two new Plugin Commands are added. They +* are 'EnableFastForward' and 'DisableFastForward' for control over when fast +* forwarding is allowed as to not cause timed cutscenes to desynch. +* +* Version 1.08: +* - Fixed a bug regarding Input Number positioning when the Message Window's +* position was middle. +* +* Version 1.07: +* - Added 'Word Wrap Space' for word wrap users. This parameter will leave a +* space behind for those who want a space left behind. +* +* Version 1.06: +* - Fixed a bug that would cause masking problems with mobile devices. +* +* Version 1.05: +* - Fixed a bug that would cause the namebox window to appear distorted. +* +* Version 1.04: +* - Fixed a bug that captured too many text codes with the namebox window. +* - Timed Name Window's closing speed with main window's closing speed. +* +* Verison 1.03: +* - Fixed a bug with textcodes that messed up wordwrapping. +* - Fixed a bug with font reset, italic, and bold textcodes. +* +* Version 1.02: +* - Namebox Window's overlap feature that's in every MV window is now disabled +* to allow for overlapping with main message window. +* - Updated window positioning for Branch Choices, Number Input, and Item +* Selection windows. +* +* Version 1.01: +* - Added 'Description Wrap' into the parameters to allow for all item +* descriptions to be automatically processed with word wrapping. +* +* Version 1.00: +* - Finished plugin! +*/ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_MessageCore'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.MSGDefaultRows = String(Yanfly.Parameters['Default Rows']); +Yanfly.Param.MSGDefaultWidth = String(Yanfly.Parameters['Default Width']); +Yanfly.Param.MSGFaceIndent = String(Yanfly.Parameters['Face Indent']); +Yanfly.Param.MSGFastForwardKey = String(Yanfly.Parameters['Fast Forward Key']); +Yanfly.Param.MSGFFOn = eval(String(Yanfly.Parameters['Enable Fast Forward'])); +Yanfly.Param.MSGWordWrap = String(Yanfly.Parameters['Word Wrapping']); +Yanfly.Param.MSGWordWrap = eval(Yanfly.Param.MSGWordWrap); +Yanfly.Param.MSGDescWrap = String(Yanfly.Parameters['Description Wrap']); +Yanfly.Param.MSGWrapSpace = eval(String(Yanfly.Parameters['Word Wrap Space'])); +Yanfly.Param.MSGTightWrap = eval(String(Yanfly.Parameters['Tight Wrap'])); + +Yanfly.Param.MSGFontName = String(Yanfly.Parameters['Font Name']); +Yanfly.Param.MSGCNFontName = String(Yanfly.Parameters['Font Name CH']); +Yanfly.Param.MSGKRFontName = String(Yanfly.Parameters['Font Name KR']); +Yanfly.Param.MSGFontSize = Number(Yanfly.Parameters['Font Size']); +Yanfly.Param.MSGFontSizeChange = String(Yanfly.Parameters['Font Size Change']); +Yanfly.Param.MSGFontChangeMax = String(Yanfly.Parameters['Font Changed Max']); +Yanfly.Param.MSGFontChangeMin = String(Yanfly.Parameters['Font Changed Min']); +Yanfly.Param.MSGFontOutline = Number(Yanfly.Parameters['Font Outline']) || 4; +Yanfly.Param.MSGFontMaintain = eval(String(Yanfly.Parameters['Maintain Font'])); + +Yanfly.Param.MSGNameBoxBufferX = String(Yanfly.Parameters['Name Box Buffer X']); +Yanfly.Param.MSGNameBoxBufferY = String(Yanfly.Parameters['Name Box Buffer Y']); +Yanfly.Param.MSGNameBoxPadding = String(Yanfly.Parameters['Name Box Padding']); +Yanfly.Param.MSGNameBoxColor = Number(Yanfly.Parameters['Name Box Color']); +Yanfly.Param.MSGNameBoxClear = String(Yanfly.Parameters['Name Box Clear']); +Yanfly.Param.MSGNameBoxText = String(Yanfly.Parameters['Name Box Added Text']); +Yanfly.Param.MSGNameBoxClose = String(Yanfly.Parameters['Name Box Auto Close']); +Yanfly.Param.MSGNameBoxClose = eval(Yanfly.Param.MSGNameBoxClose); + +//============================================================================= +// Bitmap +//============================================================================= + +Yanfly.Message.Bitmap_initialize = Bitmap.prototype.initialize; +Bitmap.prototype.initialize = function (width, height) { + Yanfly.Message.Bitmap_initialize.call(this, width, height); + this.fontBold = false; +}; + +Yanfly.Message.Bitmap_makeFontNameText = Bitmap.prototype._makeFontNameText; +Bitmap.prototype._makeFontNameText = function () { + if (this.fontBold) return 'Bold ' + this.fontSize + 'px ' + this.fontFace; + return Yanfly.Message.Bitmap_makeFontNameText.call(this); +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.Message.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function () { + Yanfly.Message.Game_System_initialize.call(this); + this.initMessageSystem(); + this.initMessageFontSettings(); +}; + +Game_System.prototype.initMessageSystem = function () { + this._wordWrap = Yanfly.Param.MSGWordWrap; + this._fastForward = Yanfly.Param.MSGFFOn; +}; + +Game_System.prototype.initMessageFontSettings = function () { + if ($dataSystem.locale.match(/^zh/)) { + this._msgFontName = Yanfly.Param.MSGCNFontName; + } else if ($dataSystem.locale.match(/^ko/)) { + this._msgFontName = Yanfly.Param.MSGKRFontName; + } else { + this._msgFontName = Yanfly.Param.MSGFontName; + } + this._msgFontSize = Yanfly.Param.MSGFontSize; + this._msgFontOutline = Yanfly.Param.MSGFontOutline; +}; + +Game_System.prototype.messageRows = function () { + var rows = eval(this._messageRows) || eval(Yanfly.Param.MSGDefaultRows); + return Math.max(1, Number(rows)); +}; + +Game_System.prototype.messageWidth = function () { + return eval(this._messageWidth) || eval(Yanfly.Param.MSGDefaultWidth); +}; + +Game_System.prototype.wordWrap = function () { + if (this._wordWrap === undefined) this.initMessageSystem(); + return this._wordWrap; +}; + +Game_System.prototype.setWordWrap = function (state) { + if (this._wordWrap === undefined) this.initMessageSystem(); + this._wordWrap = state; +}; + +Game_System.prototype.isFastFowardEnabled = function () { + if (this._fastForward === undefined) this.initMessageSystem(); + return this._fastForward; +}; + +Game_System.prototype.setFastFoward = function (state) { + if (this._fastForward === undefined) this.initMessageSystem(); + this._fastForward = state; +}; + +Game_System.prototype.getMessageFontName = function () { + if (this._msgFontName === undefined) this.initMessageFontSettings(); + return this._msgFontName; +}; + +Game_System.prototype.setMessageFontName = function (value) { + if (this._msgFontName === undefined) this.initMessageFontSettings(); + this._msgFontName = value; +}; + +Game_System.prototype.getMessageFontSize = function () { + if (this._msgFontSize === undefined) this.initMessageFontSettings(); + return this._msgFontSize; +}; + +Game_System.prototype.setMessageFontSize = function (value) { + if (this._msgFontSize === undefined) this.initMessageFontSettings(); + this._msgFontSize = value; +}; + +Game_System.prototype.getMessageFontOutline = function () { + if (this._msgFontOutline === undefined) this.initMessageFontSettings(); + return this._msgFontOutline; +}; + +Game_System.prototype.setMessageFontOutline = function (value) { + if (this._msgFontOutline === undefined) this.initMessageFontSettings(); + this._msgFontOutline = value; +}; + +//============================================================================= +// Game_Message +//============================================================================= + +Game_Message.prototype.addText = function (text) { + if ($gameSystem.wordWrap()) text = '' + text; + this.add(text); +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.Message.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function (command, args) { + Yanfly.Message.Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'MessageRows') $gameSystem._messageRows = args[0]; + if (command === 'MessageWidth') $gameSystem._messageWidth = args[0]; + if (command === 'EnableWordWrap') $gameSystem.setWordWrap(true); + if (command === 'DisableWordWrap') $gameSystem.setWordWrap(false); + if (command === 'EnableFastForward') $gameSystem.setFastFoward(true); + if (command === 'DisableFastForward') $gameSystem.setFastFoward(false); +}; + +Game_Interpreter.prototype.command101 = function () { + if (!$gameMessage.isBusy()) { + $gameMessage.setFaceImage(this._params[0], this._params[1]); + $gameMessage.setBackground(this._params[2]); + $gameMessage.setPositionType(this._params[3]); + while (this.isContinueMessageString()) { + this._index++; + if (this._list[this._index].code === 401) { + $gameMessage.addText(this.currentCommand().parameters[0]); + } + if ($gameMessage._texts.length >= $gameSystem.messageRows()) break; + } + switch (this.nextEventCode()) { + case 102: + this._index++; + this.setupChoices(this.currentCommand().parameters); + break; + case 103: + this._index++; + this.setupNumInput(this.currentCommand().parameters); + break; + case 104: + this._index++; + this.setupItemChoice(this.currentCommand().parameters); + break; + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.isContinueMessageString = function () { + if (this.nextEventCode() === 101 && $gameSystem.messageRows() > 4) { + return true; + } else { + return this.nextEventCode() === 401; + } +}; + +//============================================================================= +// Window_Base +//============================================================================= + +Yanfly.Message.Window_Base_resetFontSettings = + Window_Base.prototype.resetFontSettings; +Window_Base.prototype.resetFontSettings = function () { + Yanfly.Message.Window_Base_resetFontSettings.call(this); + this.contents.fontBold = false; + this.contents.fontItalic = false; + this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)'; + this.contents.outlineWidth = $gameSystem.getMessageFontOutline(); +}; + +Window_Base.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height + this.lineHeight()); +}; + +Yanfly.Message.Window_Base_convertEscapeCharacters = + Window_Base.prototype.convertEscapeCharacters; +Window_Base.prototype.convertEscapeCharacters = function (text) { + text = this.setWordWrap(text); + text = Yanfly.Message.Window_Base_convertEscapeCharacters.call(this, text); + text = this.convertExtraEscapeCharacters(text); + return text; +}; + +Window_Base.prototype.setWordWrap = function (text) { + this._wordWrap = false; + if (text.match(/<(?:WordWrap)>/i)) { + this._wordWrap = true; + text = text.replace(/<(?:WordWrap)>/gi, ''); + } + if (this._wordWrap) { + var replace = Yanfly.Param.MSGWrapSpace ? ' ' : ''; + text = text.replace(/[\n\r]+/g, replace); + } + if (this._wordWrap) { + text = text.replace(/<(?:BR|line break)>/gi, '\n'); + } else { + text = text.replace(/<(?:BR|line break)>/gi, ''); + } + return text; +}; + +Window_Base.prototype.convertExtraEscapeCharacters = function (text) { + // Font Codes + text = text.replace(/\x1bFR/gi, '\x1bMSGCORE[0]'); + text = text.replace(/\x1bFB/gi, '\x1bMSGCORE[1]'); + text = text.replace(/\x1bFI/gi, '\x1bMSGCORE[2]'); + // \AC[n] + text = text.replace(/\x1bAC\[(\d+)\]/gi, function () { + return this.actorClassName(parseInt(arguments[1])); + }.bind(this)); + // \AN[n] + text = text.replace(/\x1bAN\[(\d+)\]/gi, function () { + return this.actorNickname(parseInt(arguments[1])); + }.bind(this)); + // \PC[n] + text = text.replace(/\x1bPC\[(\d+)\]/gi, function () { + return this.partyClassName(parseInt(arguments[1])); + }.bind(this)); + // \PN[n] + text = text.replace(/\x1bPN\[(\d+)\]/gi, function () { + return this.partyNickname(parseInt(arguments[1])); + }.bind(this)); + // \NC[n] + text = text.replace(/\x1bNC\[(\d+)\]/gi, function () { + return $dataClasses[parseInt(arguments[1])].name; + }.bind(this)); + // \NI[n] + text = text.replace(/\x1bNI\[(\d+)\]/gi, function () { + return $dataItems[parseInt(arguments[1])].name; + }.bind(this)); + // \NW[n] + text = text.replace(/\x1bNW\[(\d+)\]/gi, function () { + return $dataWeapons[parseInt(arguments[1])].name; + }.bind(this)); + // \NA[n] + text = text.replace(/\x1bNA\[(\d+)\]/gi, function () { + return $dataArmors[parseInt(arguments[1])].name; + }.bind(this)); + // \NE[n] + text = text.replace(/\x1bNE\[(\d+)\]/gi, function () { + return $dataEnemies[parseInt(arguments[1])].name; + }.bind(this)); + // \NS[n] + text = text.replace(/\x1bNS\[(\d+)\]/gi, function () { + return $dataSkills[parseInt(arguments[1])].name; + }.bind(this)); + // \NT[n] + text = text.replace(/\x1bNT\[(\d+)\]/gi, function () { + return $dataStates[parseInt(arguments[1])].name; + }.bind(this)); + // \II[n] + text = text.replace(/\x1bII\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataItems); + }.bind(this)); + // \IW[n] + text = text.replace(/\x1bIW\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataWeapons); + }.bind(this)); + // \IA[n] + text = text.replace(/\x1bIA\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataArmors); + }.bind(this)); + // \IS[n] + text = text.replace(/\x1bIS\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataSkills); + }.bind(this)); + text = text.replace(/\x1bISD\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataSkills, 1); + }.bind(this)); + // \IT[n] + text = text.replace(/\x1bIT\[(\d+)\]/gi, function () { + return this.escapeIconItem(arguments[1], $dataStates); + }.bind(this)); + // jݒlj + // \WHP[n] + text = text.replace(/\x1bWHP\[(\d+)\]/gi, function () { + return $dataWeapons[parseInt(arguments[1])].params[0]; + }.bind(this)); + // \WAT[n] + text = text.replace(/\x1bWAT\[(\d+)\]/gi, function () { + return $dataWeapons[parseInt(arguments[1])].params[2]; + }.bind(this)); + // Finish + return text; +}; + +Window_Base.prototype.actorClassName = function (n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.currentClass().name : ''; +}; + +Window_Base.prototype.actorNickname = function (n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.nickname() : ''; +}; + +Window_Base.prototype.partyClassName = function (n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.currentClass().name : ''; +}; + +Window_Base.prototype.partyNickname = function (n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.nickname() : ''; +}; + +Window_Base.prototype.escapeIconItem = function (n, database, d) { + if (d == 1) { + return '\x1bI[' + database[n].iconIndex + ']' + database[n].name + " : " + database[n].description; + } else { + return '\x1bI[' + database[n].iconIndex + ']' + database[n].name + } +}; + +Window_Base.prototype.obtainEscapeString = function (textState) { + var arr = /^\<(.*?)\>/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return String(arr[0].slice(1, arr[0].length - 1)); + } else { + return ''; + } +}; + +Yanfly.Message.Window_Base_processEscapeCharacter = + Window_Base.prototype.processEscapeCharacter; +Window_Base.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'MSGCORE': + var id = this.obtainEscapeParam(textState); + if (id === 0) { + $gameSystem.initMessageFontSettings(); + this.resetFontSettings(); + } + if (id === 1) this.contents.fontBold = !this.contents.fontBold; + if (id === 2) this.contents.fontItalic = !this.contents.fontItalic; + break; + case 'FS': + var size = this.obtainEscapeParam(textState); + this.contents.fontSize = size; + if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontSize(size); + break; + case 'FN': + var name = this.obtainEscapeString(textState); + this.contents.fontFace = name; + if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontName(name); + break; + case 'OC': + var id = this.obtainEscapeParam(textState); + this.contents.outlineColor = this.textColor(id); + break; + case 'OW': + this.contents.outlineWidth = this.obtainEscapeParam(textState); + break; + case 'PX': + textState.x = this.obtainEscapeParam(textState); + break; + case 'PY': + textState.y = this.obtainEscapeParam(textState); + break; + default: + Yanfly.Message.Window_Base_processEscapeCharacter.call(this, + code, textState); + break; + } +}; + +Window_Base.prototype.makeFontBigger = function () { + var size = this.contents.fontSize + eval(Yanfly.Param.MSGFontSizeChange); + this.contents.fontSize = Math.min(size, Yanfly.Param.MSGFontChangeMax); +}; + +Window_Base.prototype.makeFontSmaller = function () { + var size = this.contents.fontSize - eval(Yanfly.Param.MSGFontSizeChange); + this.contents.fontSize = Math.max(size, Yanfly.Param.MSGFontChangeMin); +}; + +Yanfly.Message.Window_Base_processNormalCharacter = + Window_Base.prototype.processNormalCharacter; +Window_Base.prototype.processNormalCharacter = function (textState) { + if (this.checkWordWrap(textState)) return this.processNewLine(textState); + Yanfly.Message.Window_Base_processNormalCharacter.call(this, textState); +}; + +Window_Base.prototype.checkWordWrap = function (textState) { + if (!textState) return false; + if (!this._wordWrap) return false; + if (textState.text[textState.index] === ' ') { + var nextSpace = textState.text.indexOf(' ', textState.index + 1); + var nextBreak = textState.text.indexOf('\n', textState.index + 1); + if (nextSpace < 0) nextSpace = textState.text.length + 1; + if (nextBreak > 0) nextSpace = Math.min(nextSpace, nextBreak); + var word = textState.text.substring(textState.index, nextSpace); + var size = this.textWidthExCheck(word); + } + return (size + textState.x > this.wordwrapWidth()); +}; + +Window_Base.prototype.wordwrapWidth = function () { + return this.contents.width; +}; + +Window_Base.prototype.saveCurrentWindowSettings = function () { + this._saveFontFace = this.contents.fontFace; + this._saveFontSize = this.contents.fontSize; + this._savetextColor = this.contents.textColor; + this._saveFontBold = this.contents.fontBold; + this._saveFontItalic = this.contents.fontItalic; + this._saveOutlineColor = this.contents.outlineColor; + this._saveOutlineWidth = this.contents.outlineWidth; +}; + +Window_Base.prototype.restoreCurrentWindowSettings = function () { + this.contents.fontFace = this._saveFontFace; + this.contents.fontSize = this._saveFontSize; + this.contents.textColor = this._savetextColor; + this.contents.fontBold = this._saveFontBold; + this.contents.fontItalic = this._saveFontItalic; + this.contents.outlineColor = this._saveOutlineColor; + this.contents.outlineWidth = this._saveOutlineWidth; +}; + +Window_Base.prototype.clearCurrentWindowSettings = function () { + this._saveFontFace = undefined; + this._saveFontSize = undefined; + this._savetextColor = undefined; + this._saveFontBold = undefined; + this._saveFontItalic = undefined; + this._saveOutlineColor = undefined; + this._saveOutlineWidth = undefined; +}; + +Window_Base.prototype.textWidthExCheck = function (text) { + var setting = this._wordWrap; + this._wordWrap = false; + this.saveCurrentWindowSettings(); + this._checkWordWrapMode = true; + var value = this.drawTextEx(text, 0, this.contents.height); + this._checkWordWrapMode = false; + this.restoreCurrentWindowSettings(); + this.clearCurrentWindowSettings(); + this._wordWrap = setting; + return value; +}; + +//============================================================================= +// Window_Help +//============================================================================= + +Yanfly.Message.Window_Help_setItem = Window_Help.prototype.setItem; +Window_Help.prototype.setItem = function (item) { + if (eval(Yanfly.Param.MSGDescWrap)) { + this.setText(item ? '' + item.description : ''); + } else { + Yanfly.Message.Window_Help_setItem.call(this, item); + } +}; + +//============================================================================= +// Window_ChoiceList +//============================================================================= + +Window_ChoiceList.prototype.standardFontFace = function () { + return $gameSystem.getMessageFontName(); +}; + +Window_ChoiceList.prototype.standardFontSize = function () { + return $gameSystem.getMessageFontSize(); +}; + +Yanfly.Message.Window_ChoiceList_updatePlacement = + Window_ChoiceList.prototype.updatePlacement; +Window_ChoiceList.prototype.updatePlacement = function () { + Yanfly.Message.Window_ChoiceList_updatePlacement.call(this); + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = this._messageWindow.height; + } else if (messagePosType === 2) { + this.y = Graphics.boxHeight - this._messageWindow.height - this.height; + } +}; + +//============================================================================= +// Window_NumberInput +//============================================================================= + +Yanfly.Message.Window_NumberInput_updatePlacement = + Window_NumberInput.prototype.updatePlacement; +Window_NumberInput.prototype.updatePlacement = function () { + Yanfly.Message.Window_NumberInput_updatePlacement.call(this); + var messageY = this._messageWindow.y; + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = this._messageWindow.height; + } else if (messagePosType === 1) { + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height; + } else { + this.y = messageY + this._messageWindow.height; + } + } else if (messagePosType === 2) { + this.y = Graphics.boxHeight - this._messageWindow.height - this.height; + } +}; + +//============================================================================= +// Window_EventItem +//============================================================================= + +Yanfly.Message.Window_EventItem_updatePlacement = + Window_EventItem.prototype.updatePlacement; +Window_EventItem.prototype.updatePlacement = function () { + Yanfly.Message.Window_EventItem_updatePlacement.call(this); + var messagePosType = $gameMessage.positionType(); + if (messagePosType === 0) { + this.y = Graphics.boxHeight - this.height; + } else if (messagePosType === 2) { + this.y = 0; + } +}; + +//============================================================================= +// Window_ScrollText +//============================================================================= + +Window_ScrollText.prototype.standardFontFace = function () { + return $gameSystem.getMessageFontName(); +}; + +Window_ScrollText.prototype.standardFontSize = function () { + return $gameSystem.getMessageFontSize(); +}; + +//============================================================================= +// Window_NameBox +//============================================================================= + +Yanfly.DisableWebGLMask = false; + +function Window_NameBox() { + this.initialize.apply(this, arguments); +} + +Window_NameBox.prototype = Object.create(Window_Base.prototype); +Window_NameBox.prototype.constructor = Window_NameBox; + +Window_NameBox.prototype.initialize = function (parentWindow) { + this._parentWindow = parentWindow; + Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight()); + this._text = ''; + this._lastNameText = ''; + this._openness = 0; + this._closeCounter = 0; + this.deactivate(); + if (eval(Yanfly.Param.MSGNameBoxClear)) { + this.backOpacity = 0; + this.opacity = 0; + } + this.hide(); +}; + +Window_NameBox.prototype.windowWidth = function () { + this.resetFontSettings(); + var dw = this.textWidthEx(this._text); + dw += this.padding * 2; + var width = dw + eval(Yanfly.Param.MSGNameBoxPadding) + return Math.ceil(width); +}; + +Window_NameBox.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_NameBox.prototype.calcNormalCharacter = function (textState) { + return this.textWidth(textState.text[textState.index++]); +}; + +Window_NameBox.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_NameBox.prototype.standardFontFace = function () { + return $gameSystem.getMessageFontName(); +}; + +Window_NameBox.prototype.standardFontSize = function () { + return $gameSystem.getMessageFontSize(); +}; + +Window_NameBox.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this.active) return; + if (this.isClosed()) return; + if (this.isClosing()) return; + if (this._closeCounter-- > 0) return; + if (this._parentWindow.isClosing()) { + this._openness = this._parentWindow.openness; + } + this.close(); +}; + +Window_NameBox.prototype.refresh = function (text, position) { + this.show(); + this._lastNameText = text; + this._text = Yanfly.Param.MSGNameBoxText + text; + this._position = position; + this.width = this.windowWidth(); + this.createContents(); + this.contents.clear(); + this.resetFontSettings(); + this.changeTextColor(this.textColor(Yanfly.Param.MSGNameBoxColor)); + var padding = eval(Yanfly.Param.MSGNameBoxPadding) / 2; + this.drawTextEx(this._text, padding, 0, this.contents.width); + this._parentWindow.adjustWindowSettings(); + this._parentWindow.updatePlacement(); + this.adjustPositionX(); + this.adjustPositionY(); + this.open(); + this.activate(); + this._closeCounter = 4; + return ''; +}; + +Window_NameBox.prototype.adjustPositionX = function () { + if (this._position === 1) { + this.x = this._parentWindow.x; + this.x += eval(Yanfly.Param.MSGNameBoxBufferX); + } else if (this._position === 2) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width * 3 / 10; + this.x -= this.width / 2; + } else if (this._position === 3) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width / 2; + this.x -= this.width / 2; + } else if (this._position === 4) { + this.x = this._parentWindow.x; + this.x += this._parentWindow.width * 7 / 10; + this.x -= this.width / 2; + } else { + this.x = this._parentWindow.x + this._parentWindow.width; + this.x -= this.width; + this.x -= eval(Yanfly.Param.MSGNameBoxBufferX); + } + this.x = this.x.clamp(0, Graphics.boxWidth - this.width); +}; + +Window_NameBox.prototype.adjustPositionY = function () { + if ($gameMessage.positionType() === 0) { + this.y = this._parentWindow.y + this._parentWindow.height; + this.y -= eval(Yanfly.Param.MSGNameBoxBufferY); + } else { + this.y = this._parentWindow.y; + this.y -= this.height; + this.y += eval(Yanfly.Param.MSGNameBoxBufferY); + } + if (this.y < 0) { + this.y = this._parentWindow.y + this._parentWindow.height; + this.y -= eval(Yanfly.Param.MSGNameBoxBufferY); + } +}; + +//============================================================================= +// Window_Message +//============================================================================= + +Yanfly.Message.Window_Message_createSubWindows = + Window_Message.prototype.createSubWindows; +Window_Message.prototype.createSubWindows = function () { + Yanfly.Message.Window_Message_createSubWindows.call(this); + this._nameWindow = new Window_NameBox(this); + Yanfly.nameWindow = this._nameWindow; + var scene = SceneManager._scene; + scene.addChild(this._nameWindow); +}; + +Window_Message.prototype.numVisibleRows = function () { + return $gameSystem.messageRows(); +}; + +Window_Message.prototype.windowWidth = function () { + return $gameSystem.messageWidth(); +}; + +Window_Message.prototype.wordwrapWidth = function () { + if (Yanfly.Param.MSGTightWrap && $gameMessage.faceName() !== '') { + return this.contents.width - this.newLineX(); + } + return Window_Base.prototype.wordwrapWidth.call(this); +}; + +Window_Message.prototype.adjustWindowSettings = function () { + this.width = this.windowWidth(); + this.height = Math.min(this.windowHeight(), Graphics.boxHeight); + if (Math.abs(Graphics.boxHeight - this.height) < this.lineHeight()) { + this.height = Graphics.boxHeight; + } + this.createContents(); + this.x = (Graphics.boxWidth - this.width) / 2; +}; + +Yanfly.Message.Window_Message_startMessage = + Window_Message.prototype.startMessage; +Window_Message.prototype.startMessage = function () { + this._nameWindow.deactivate(); + Yanfly.Message.Window_Message_startMessage.call(this); +}; + +Yanfly.Message.Window_Message_terminateMessage = + Window_Message.prototype.terminateMessage; +Window_Message.prototype.terminateMessage = function () { + this._nameWindow.deactivate(); + Yanfly.Message.Window_Message_terminateMessage.call(this); +}; + +Yanfly.Message.Window_Message_newPage = + Window_Message.prototype.newPage; +Window_Message.prototype.newPage = function (textState) { + this.adjustWindowSettings(); + Yanfly.Message.Window_Message_newPage.call(this, textState); +}; + +Window_Message.prototype.standardFontFace = function () { + return $gameSystem.getMessageFontName(); +}; + +Window_Message.prototype.standardFontSize = function () { + return $gameSystem.getMessageFontSize(); +}; + +Window_Message.prototype.newLineX = function () { + if ($gameMessage.faceName() === '') { + return 0; + } else { + return eval(Yanfly.Param.MSGFaceIndent); + } +}; + +Window_Message.prototype.isFastForward = function () { + if (!$gameSystem.isFastFowardEnabled()) return false; + return Input.isPressed(Yanfly.Param.MSGFastForwardKey); +}; + +Yanfly.Message.Window_Message_updateInput = + Window_Message.prototype.updateInput; +Window_Message.prototype.updateInput = function () { + if (this.pause && this.isFastForward()) { + if (!this._textState) { + this.pause = false; + this.terminateMessage(); + } + } + return Yanfly.Message.Window_Message_updateInput.call(this); +}; + +Yanfly.Message.Window_Message_updateShowFast = + Window_Message.prototype.updateShowFast; +Window_Message.prototype.updateShowFast = function () { + if (this.isFastForward()) this._showFast = true; + Yanfly.Message.Window_Message_updateShowFast.call(this); +}; + +Yanfly.Message.Window_Message_updateWait = + Window_Message.prototype.updateWait; +Window_Message.prototype.updateWait = function () { + if (this.isFastForward()) return false; + return Yanfly.Message.Window_Message_updateWait.call(this); +}; + +Yanfly.Message.Window_Message_startWait = + Window_Message.prototype.startWait; +Window_Message.prototype.startWait = function (count) { + if (this._checkWordWrapMode) return; + Yanfly.Message.Window_Message_startWait.call(this, count); + if (this.isFastForward()) this._waitCount = 0; +}; + +Yanfly.Message.Window_Message_startPause = + Window_Message.prototype.startPause; +Window_Message.prototype.startPause = function () { + if (this._checkWordWrapMode) return; + Yanfly.Message.Window_Message_startPause.call(this); +}; + +Window_Message.prototype.convertEscapeCharacters = function (text) { + text = Window_Base.prototype.convertEscapeCharacters.call(this, text); + text = this.convertNameBox(text); + text = this.convertMessageCharacters(text); + return text; +}; + +Window_Message.prototype.convertNameBox = function (text) { + text = text.replace(/\x1bN\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 1); + }, this); + text = text.replace(/\x1bN1\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 1); + }, this); + text = text.replace(/\x1bN2\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 2); + }, this); + text = text.replace(/\x1bN3\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 3); + }, this); + text = text.replace(/\x1bNC\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 3); + }, this); + text = text.replace(/\x1bN4\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 4); + }, this); + text = text.replace(/\x1bN5\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 5); + }, this); + text = text.replace(/\x1bNR\<(.*?)\>/gi, function () { + return Yanfly.nameWindow.refresh(arguments[1], 5); + }, this); + return text; +}; + +Window_Message.prototype.convertMessageCharacters = function (text) { + text = text.replace(/\x1bAF\[(\d+)\]/gi, function () { + var i = parseInt(arguments[1]); + return this.convertActorFace($gameActors.actor(i)); + }.bind(this)); + text = text.replace(/\x1bPF\[(\d+)\]/gi, function () { + var i = parseInt(arguments[1]); + return this.convertActorFace($gameParty.members()[i - 1]); + }.bind(this)); + return text; +}; + +Window_Message.prototype.convertActorFace = function (actor) { + $gameMessage.setFaceImage(actor.faceName(), actor.faceIndex()); + return ''; +}; + +Yanfly.Message.Window_Message_processEscapeCharacter = + Window_Message.prototype.processEscapeCharacter; +Window_Message.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case '!': + if (!this.isFastForward()) this.startPause(); + break; + case 'W': + this.startWait(this.obtainEscapeParam(textState)); + default: + Yanfly.Message.Window_Message_processEscapeCharacter.call(this, + code, textState); + break; + } +}; + +if (Yanfly.Param.MSGNameBoxClose) { + + Yanfly.Message.Window_Message_doesContinue = + Window_Message.prototype.doesContinue; + Window_Message.prototype.doesContinue = function () { + var value = Yanfly.Message.Window_Message_doesContinue.call(this); + if (!value) return false; + if (this.hasDifferentNameBoxText()) { + return false; + } + return true; + }; + + Window_Message.prototype.hasDifferentNameBoxText = function () { + var texts = $gameMessage._texts; + var length = texts.length; + var open = this._nameWindow.isOpen(); + for (var i = 0; i < length; ++i) { + var text = texts[i]; + if (text.length <= 0) continue; + if (Yanfly.MsgMacro) { + text = this.convertMacroText(text); + text = text.replace(/\x1b/gi, '\\'); + } + if (text.match(/\\(?:N|N1|N2|N3|N4|N5|NC|NR)<(.*)>/i)) { + var name = String(RegExp.$1); + } else if (text.match(/\\(?:ND|ND1|ND2|ND3|ND4|ND5|NDC|NDR)<(.*)>/i)) { + var name = String(RegExp.$1); + } else if (text.match(/\\(?:NT|NT1|NT2|NT3|NT4|NT5|NTC|NTR)<(.*)>/i)) { + var name = String(RegExp.$1); + } + if (name) { + name = name.replace(/\\V\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + name = name.replace(/\\V\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + name = name.replace(/\\N\[(\d+)\]/gi, function () { + return this.actorName(parseInt(arguments[1])); + }.bind(this)); + name = name.replace(/\\P\[(\d+)\]/gi, function () { + return this.partyMemberName(parseInt(arguments[1])); + }.bind(this)); + name = name.replace(/\\/gi, '\x1b'); + } + if (name && !open) return true; + if (name && name !== this._nameWindow._lastNameText) { + return true; + } + } + if (open && !name) return true; + return false; + }; + +} // Yanfly.Param.MSGNameBoxClose + +//============================================================================= +// End of File +//============================================================================= diff --git a/www/js/plugins/YEP_RegionRestrictions.js b/www/js/plugins/YEP_RegionRestrictions.js new file mode 100644 index 0000000..9d1ccd3 --- /dev/null +++ b/www/js/plugins/YEP_RegionRestrictions.js @@ -0,0 +1,453 @@ +//============================================================================= +// Yanfly Engine Plugins - Region Restrictions +// YEP_RegionRestrictions.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_RegionRestrictions = true; + +var Yanfly = Yanfly || {}; +Yanfly.RR = Yanfly.RR || {}; +Yanfly.RR.version = 1.04 + +//============================================================================= +/*: +* @plugindesc v1.04 Use regions to block out Events and/or the player from +* being able to venture into those spots. +* @author Yanfly Engine Plugins +* +* @param Player Restrict +* @desc This region ID will restrict the player from entering. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @param Event Restrict +* @desc This region ID will restrict all events from entering. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @param All Restrict +* @desc This region ID will restrict players and events. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @param Player Allow +* @desc This region ID will always allow player passability. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @param Event Allow +* @desc This region ID will always allow events passability. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @param All Allow +* @desc This region ID will always allow both passability. +* To use multiple regions, separate them by spaces. +* @default 0 +* +* @help +* ============================================================================ +* Introduction and Instructions +* ============================================================================ +* +* Not everybody wants NPC's to travel all over the place. With this plugin, +* you can set NPC's to be unable to move pass tiles marked by a specified +* Region ID. Simply draw out the area you want to enclose NPC's in on and +* they'll be unable to move past it unless they have Through on. Likewise, +* there are regions that you can prevent the player from moving onto, too! +* +* A new change from the RPG Maker VX Ace version is that now there exist +* Regions that can allow players and events to always travel through. +* +* ============================================================================ +* Notetags +* ============================================================================ +* +* You can use this notetag inside of your maps. +* +* Map Notetags: +* +* +* +* +* Restricts region x for the player on this particular map. Use multiple x +* to mark more regions. From x to y, you can mark a multitude of regions. +* +* +* +* +* Restricts region x for all events on this particular map. Use multiple x +* to mark more regions. From x to y, you can mark a multitude of regions. +* +* +* +* +* Restricts region x for the player and all events on this particular map. +* Use multiple x to mark more regions. From x to y, you can mark a multitude +* of regions. +* +* +* +* +* Allows region x for the player on this particular map. Use multiple x +* to mark more regions. From x to y, you can mark a multitude of regions. +* +* +* +* +* Allows region x for all events on this particular map. Use multiple x +* to mark more regions. From x to y, you can mark a multitude of regions. +* +* +* +* +* Allows region x for the player and all events on this particular map. +* Use multiple x to mark more regions. From x to y, you can mark a multitude +* of regions. +* +* ============================================================================ +* Changelog +* ============================================================================ +* +* Version 1.04: +* - Updated for RPG Maker MV version 1.5.0. +* +* Version 1.03: +* - Fixed an issue with vehicles being capable of landing the player in region +* restricted zones. +* +* Version 1.02: +* - Plugin parameters have been upgraded to now accept multiple region ID's. +* Insert a space in between them to add more than one region ID. +* +* Version 1.01: +* - Added new notetags to allow for more region restriction settings! +* +* Version 1.00: +* - Finished plugin! +*/ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.SetupParameters = function () { + var parameters = PluginManager.parameters('YEP_RegionRestrictions'); + Yanfly.Param.RRAllAllow = String(parameters['All Allow']); + Yanfly.Param.RRAllAllow = Yanfly.Param.RRAllAllow.split(' '); + for (var i = 0; i < Yanfly.Param.RRAllAllow.length; ++i) { + Yanfly.Param.RRAllAllow[i] = Number(Yanfly.Param.RRAllAllow[i]); + } + Yanfly.Param.RRAllRestrict = String(parameters['All Restrict']); + Yanfly.Param.RRAllRestrict = Yanfly.Param.RRAllRestrict.split(' '); + for (var i = 0; i < Yanfly.Param.RRAllRestrict.length; ++i) { + Yanfly.Param.RRAllRestrict[i] = Number(Yanfly.Param.RRAllRestrict[i]); + } + Yanfly.Param.RREventAllow = String(parameters['Event Allow']); + Yanfly.Param.RREventAllow = Yanfly.Param.RREventAllow.split(' '); + for (var i = 0; i < Yanfly.Param.RREventAllow.length; ++i) { + Yanfly.Param.RREventAllow[i] = Number(Yanfly.Param.RREventAllow[i]); + } + Yanfly.Param.RREventRestrict = String(parameters['Event Restrict']); + Yanfly.Param.RREventRestrict = Yanfly.Param.RREventRestrict.split(' '); + for (var i = 0; i < Yanfly.Param.RREventRestrict.length; ++i) { + Yanfly.Param.RREventRestrict[i] = Number(Yanfly.Param.RREventRestrict[i]); + } + Yanfly.Param.RRPlayerAllow = String(parameters['Player Allow']); + Yanfly.Param.RRPlayerAllow = Yanfly.Param.RRPlayerAllow.split(' '); + for (var i = 0; i < Yanfly.Param.RRPlayerAllow.length; ++i) { + Yanfly.Param.RRPlayerAllow[i] = Number(Yanfly.Param.RRPlayerAllow[i]); + } + Yanfly.Param.RRPlayerRestrict = String(parameters['Player Restrict']); + Yanfly.Param.RRPlayerRestrict = Yanfly.Param.RRPlayerRestrict.split(' '); + for (var i = 0; i < Yanfly.Param.RRPlayerRestrict.length; ++i) { + Yanfly.Param.RRPlayerRestrict[i] = Number(Yanfly.Param.RRPlayerRestrict[i]); + } +}; +Yanfly.SetupParameters(); + +//============================================================================= +// DataManager +//============================================================================= + +DataManager.processRRNotetags = function () { + if (!$dataMap) return; + $dataMap.restrictPlayerRegions = Yanfly.Param.RRAllRestrict.concat( + Yanfly.Param.RRPlayerRestrict); + $dataMap.restrictEventRegions = Yanfly.Param.RRAllRestrict.concat( + Yanfly.Param.RREventRestrict); + $dataMap.allowPlayerRegions = Yanfly.Param.RRAllAllow.concat( + Yanfly.Param.RRPlayerAllow); + $dataMap.allowEventRegions = Yanfly.Param.RRAllAllow.concat( + Yanfly.Param.RREventAllow); + if (!$dataMap.note) return; + + var note1a = /<(?:PLAYER RESTRICT REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note1b = /<(?:PLAYER RESTRICT REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + var note2a = /<(?:EVENT RESTRICT REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note2b = /<(?:EVENT RESTRICT REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + var note3a = /<(?:ALL RESTRICT REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note3b = /<(?:ALL RESTRICT REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + + var note4a = /<(?:PLAYER ALLOW REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note4b = /<(?:PLAYER ALLOW REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + var note5a = /<(?:EVENT ALLOW REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note5b = /<(?:EVENT ALLOW REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + var note6a = /<(?:ALL ALLOW REGION):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note6b = /<(?:ALL ALLOW REGION):[ ](\d+)[ ](?:TO)[ ](\d+)>/i; + + var notedata = $dataMap.note.split(/[\r\n]+/); + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(note1a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.restrictPlayerRegions = + $dataMap.restrictPlayerRegions.concat(array); + } else if (line.match(note1b)) { + var mainArray = $dataMap.restrictPlayerRegions; + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.restrictPlayerRegions = + $dataMap.restrictPlayerRegions.concat(range); + } else if (line.match(note2a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.restrictEventRegions = + $dataMap.restrictEventRegions.concat(array); + } else if (line.match(note2b)) { + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.restrictEventRegions = + $dataMap.restrictEventRegions.concat(range); + } else if (line.match(note3a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.restrictPlayerRegions = + $dataMap.restrictPlayerRegions.concat(array); + $dataMap.restrictEventRegions = + $dataMap.restrictEventRegions.concat(array); + } else if (line.match(note3b)) { + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.restrictPlayerRegions = + $dataMap.restrictPlayerRegions.concat(array); + $dataMap.restrictEventRegions = + $dataMap.restrictEventRegions.concat(array); + } else if (line.match(note4a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.allowPlayerRegions = + $dataMap.allowPlayerRegions.concat(array); + } else if (line.match(note4b)) { + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.allowPlayerRegions = $dataMap.allowPlayerRegions.concat(range); + } else if (line.match(note5a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.allowEventRegions = $dataMap.allowEventRegions.concat(array); + } else if (line.match(note5b)) { + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.allowEventRegions = $dataMap.allowEventRegions.concat(range); + } else if (line.match(note6a)) { + array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + $dataMap.allowPlayerRegions = $dataMap.allowPlayerRegions.concat(array); + $dataMap.allowEventRegions = $dataMap.allowEventRegions.concat(array); + } else if (line.match(note6b)) { + var range = Yanfly.Util.getRange(Number(RegExp.$1), + Number(RegExp.$2)); + $dataMap.allowPlayerRegions = $dataMap.allowPlayerRegions.concat(array); + $dataMap.allowEventRegions = $dataMap.allowEventRegions.concat(array); + } + } +}; + +//============================================================================= +// Game_Map +//============================================================================= + +Yanfly.RR.Game_Map_setup = Game_Map.prototype.setup; +Game_Map.prototype.setup = function (mapId) { + Yanfly.RR.Game_Map_setup.call(this, mapId); + if ($dataMap) DataManager.processRRNotetags(); +}; + +Game_Map.prototype.restrictEventRegions = function () { + if ($dataMap.restrictEventRegions === undefined) { + DataManager.processRRNotetags(); + } + return $dataMap.restrictEventRegions || []; +}; + +Game_Map.prototype.restrictPlayerRegions = function () { + if ($dataMap.restrictPlayerRegions === undefined) { + DataManager.processRRNotetags(); + } + return $dataMap.restrictPlayerRegions || []; +}; + +Game_Map.prototype.allowEventRegions = function () { + if ($dataMap.allowEventRegions === undefined) { + DataManager.processRRNotetags(); + } + return $dataMap.allowEventRegions || []; +}; + +Game_Map.prototype.allowPlayerRegions = function () { + if ($dataMap.allowPlayerRegions === undefined) { + DataManager.processRRNotetags(); + } + return $dataMap.allowPlayerRegions || []; +}; + +//============================================================================= +// Game_CharacterBase +//============================================================================= + +Yanfly.RR.Game_CharacterBase_isMapPassable = + Game_CharacterBase.prototype.isMapPassable; +Game_CharacterBase.prototype.isMapPassable = function (x, y, d) { + if (this.isEventRegionForbid(x, y, d)) return false; + if (this.isPlayerRegionForbid(x, y, d)) return false; + if (this.isEventRegionAllow(x, y, d)) return true; + if (this.isPlayerRegionAllow(x, y, d)) return true; + return Yanfly.RR.Game_CharacterBase_isMapPassable.call(this, x, y, d); +}; + +Game_CharacterBase.prototype.isEvent = function () { + return false; +}; + +Game_CharacterBase.prototype.isPlayer = function () { + return false; +}; + +Game_CharacterBase.prototype.processRRNotetags = function () { + DataManager.processRRNotetags(); +}; + +Game_CharacterBase.prototype.isEventRegionForbid = function (x, y, d) { + if (this.isPlayer()) return false; + if (this.isThrough()) return false; + var regionId = this.getRegionId(x, y, d); + if (regionId === 0) return false; + if ($gameMap.restrictEventRegions().contains(regionId)) return true; + return false; +}; + +Game_CharacterBase.prototype.isPlayerRegionForbid = function (x, y, d) { + if (this.isEvent()) return false; + if (this.isThrough()) return false; + var regionId = this.getRegionId(x, y, d); + if (regionId === 0) return false; + if ($gameMap.restrictPlayerRegions().contains(regionId)) return true; + return false; +}; + +Game_CharacterBase.prototype.isEventRegionAllow = function (x, y, d) { + if (this.isPlayer()) return false; + var regionId = this.getRegionId(x, y, d); + if (regionId === 0) return false; + if ($gameMap.allowEventRegions().contains(regionId)) return true; + return false; +}; + +Game_CharacterBase.prototype.isPlayerRegionAllow = function (x, y, d) { + if (this.isEvent()) return false; + var regionId = this.getRegionId(x, y, d); + if (regionId === 0) return false; + if ($gameMap.allowPlayerRegions().contains(regionId)) return true; + return false +}; + +Game_CharacterBase.prototype.getRegionId = function (x, y, d) { + switch (d) { + case 1: + return $gameMap.regionId(x - 1, y + 1); + break; + case 2: + return $gameMap.regionId(x + 0, y + 1); + break; + case 3: + return $gameMap.regionId(x + 1, y + 1); + break; + case 4: + return $gameMap.regionId(x - 1, y + 0); + break; + case 5: + return $gameMap.regionId(x + 0, y + 0); + break; + case 6: + return $gameMap.regionId(x + 1, y + 0); + break; + case 7: + return $gameMap.regionId(x - 1, y - 1); + break; + case 8: + return $gameMap.regionId(x + 0, y - 1); + break; + case 9: + return $gameMap.regionId(x + 1, y - 1); + break; + default: + return $gameMap.regionId(x, y); + break; + } +}; + +//============================================================================= +// Game_Event +//============================================================================= + +Game_Event.prototype.isEvent = function () { + return true; +}; + +//============================================================================= +// Game_Player +//============================================================================= + +Game_Player.prototype.isPlayer = function () { + return true; +}; + +//============================================================================= +// Game_Vehicle +//============================================================================= + +Yanfly.RR.Game_Vehicle_isLandOk = Game_Vehicle.prototype.isLandOk; +Game_Vehicle.prototype.isLandOk = function (x, y, d) { + var value = Yanfly.RR.Game_Vehicle_isLandOk.call(this, x, y, d); + if (!value) return false; + if (this.isAirship()) { + d = 5; + $gamePlayer._through = false; + } + if ($gamePlayer.isPlayerRegionForbid(x, y, d)) { + if (this.isAirship()) $gamePlayer._through = true; + return false; + } + if ($gamePlayer.isPlayerRegionAllow(x, y, d)) { + if (this.isAirship()) $gamePlayer._through = true; + return true; + } + return true; +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.getRange = function (n, m) { + var result = []; + for (var i = n; i <= m; ++i) result.push(i); + return result; +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/www/js/plugins/YEP_StopMapMovement.js b/www/js/plugins/YEP_StopMapMovement.js new file mode 100644 index 0000000..5af1a9f --- /dev/null +++ b/www/js/plugins/YEP_StopMapMovement.js @@ -0,0 +1,177 @@ +//============================================================================= +// Yanfly Engine Plugins - Stop Map Movement +// YEP_StopMapMovement.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_StopMapMovement = true; + +var Yanfly = Yanfly || {}; +Yanfly.Stop = Yanfly.Stop || {}; + +//============================================================================= +/*: +* @plugindesc v1.01 A utility plugin to stop events from automatically +* moving by themselves all across your map. +* @author Yanfly Engine Plugins +* +* @param Stop During Events +* @desc Stop automatic movement during events? +* NO - false YES - true +* @default true +* +* @param Stop During Message +* @desc Stop automatic movement during message displaying? +* NO - false YES - true +* @default true +* +* @help +* ============================================================================ +* Introduction +* ============================================================================ +* +* A feature that was removed from RPG Maker 2000 and RPG Maker 2003 was the +* Stop Event Movement event. This event prevented events from automatically +* moving by themselves, so they don't intrude on cutscenes, catch up to the +* player during messages, etc. +* +* This plugin recreates that feature in the form of a plugin command for you +* to use with RPG Maker MV! +* +* ============================================================================ +* Plugin Commands +* ============================================================================ +* +* You can use the following plugin commands to produce the following effects: +* +* Plugin Command +* +* StopEventMovement +* Stops events from automatically moving by themselves. You can still move +* events through movement routes set by your active event. +* +* AllowEventMovement +* Allows events to move automatically by themselves again. If you have any +* of the plugin parameters disabling events from moving during either events +* or messages, this will not bypass it. +* +* StopPlayerMovement +* Stops player from being able to move via input. You can still move the +* player through movement routes set by your active event. +* +* AllowPlayerMovement +* Allows player to move again via input. +* +* ============================================================================ +* Changelog +* ============================================================================ +* +* Version 1.01: +* - Optimized updating performance to reduce lag on maps with many events. +* +* Version 1.00: +* - Finished Plugin! +*/ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_StopMapMovement'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.StopEvent = eval(String(Yanfly.Parameters['Stop During Events'])); +Yanfly.Param.StopMsg = eval(String(Yanfly.Parameters['Stop During Message'])); + +//============================================================================= +// Game_Temp +//============================================================================= + +Game_Temp.prototype.stopMapEventMovement = function () { + this._stopMapEvents = true; +}; + +Game_Temp.prototype.stopMapPlayerMovement = function () { + this._stopMapPlayer = true; +}; + +Game_Temp.prototype.allowMapEventMovement = function () { + this._stopMapEvents = false; +}; + +Game_Temp.prototype.allowMapPlayerMovement = function () { + this._stopMapPlayer = false; +}; + +Game_Temp.prototype.isStopMapEventMovement = function () { + return this._stopMapEvents; +}; + +Game_Temp.prototype.isStopMapPlayerMovement = function () { + return this._stopMapPlayer; +}; + +//============================================================================= +// Game_Player +//============================================================================= + +Yanfly.Stop.Game_Player_canMove = Game_Player.prototype.canMove; +Game_Player.prototype.canMove = function () { + if ($gameTemp.isStopMapPlayerMovement()) return false; + return Yanfly.Stop.Game_Player_canMove.call(this); +}; + +//============================================================================= +// Game_Event +//============================================================================= + +Yanfly.Stop.Game_Event_updateSelfMovement = + Game_Event.prototype.updateSelfMovement; +Game_Event.prototype.updateSelfMovement = function () { + if (this.preventSelfMovement()) return; + Yanfly.Stop.Game_Event_updateSelfMovement.call(this); +}; + +Game_Event.prototype.preventSelfMovement = function () { + if (this._moveType === 0) return true; + if ($gameTemp.isStopMapEventMovement()) return true; + if (Yanfly.Param.StopMsg && $gameMessage.isBusy()) return true; + if (Yanfly.Param.StopEvent && $gameMap.isEventRunQuick()) return true; + return false; +}; + +//============================================================================= +// Game_Map +//============================================================================= + +Game_Map.prototype.isEventRunQuick = function () { + return this._interpreter.isRunning() || this.isAnyEventStartingQuick(); +}; + +Game_Map.prototype.isAnyEventStartingQuick = function () { + var max = this._events.length; + for (var i = 0; i < max; ++i) { + var ev = this._events[i]; + if (ev && ev.isStarting()) return true; + } + return false; +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.Stop.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function (command, args) { + Yanfly.Stop.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'StopEventMovement') $gameTemp.stopMapEventMovement(); + if (command === 'AllowEventMovement') $gameTemp.allowMapEventMovement(); + if (command === 'StopPlayerMovement') $gameTemp.stopMapPlayerMovement(); + if (command === 'AllowPlayerMovement') $gameTemp.allowMapPlayerMovement(); +}; + +//============================================================================= +// End of File +//============================================================================= diff --git a/www/js/plugins/category_plus.js b/www/js/plugins/category_plus.js new file mode 100644 index 0000000..2444c87 --- /dev/null +++ b/www/js/plugins/category_plus.js @@ -0,0 +1,74 @@ +//============================================================================= +// アイテムカテゴリー追加.js +//============================================================================= +/*: + * @plugindesc アイテムのカテゴリーを追加する + * @author Trb + * + * @help アイテムのカテゴリーを追加するプラグインの土台です。 + * 編集が必要な部分は中に書いてあるので、ファイルを直接編集してください。 + * + */ +(function () { + + //rpg_windows.js 1872行目より + //アイテムカテゴリーの表示数を変更 + //(オリジナルのメニューにしている場合はそれに合わせて上手く調整してください) + Window_ItemCategory.prototype.maxCols = function () { + return 3; + }; + + + //rpg_windows.js 1883行目より + //カテゴリーの追加 + Window_ItemCategory.prototype.makeCommandList = function () { + this.addCommand(TextManager.weapon, 'weapon'); + // this.addCommand(TextManager.armor, 'armor'); + // this.addCommand(TextManager.item, 'item'); + this.addCommand('アーティファクト', 'tsuika1');//引数1がメニューでの表示名、引数2がデータ上の分類名 + this.addCommand(TextManager.keyItem, 'keyItem'); + }; + //(もし追加カテゴリーを一番後ろ以外に持ってきたい場合は↑の並び順を入れ替えるとそれがそのまま反映されます) + + + //rpg_windows.js 1942行目より + //アイテムのカテゴリ分類の判定式 + Window_ItemList.prototype.includes = function (item) { + // console.log(item); + switch (this._category) { + case 'item': + return DataManager.isItem(item) && item.itypeId === 1; + case 'weapon': + return DataManager.isWeapon(item); + case 'armor': + return DataManager.isArmor(item); + case 'keyItem': + return DataManager.isItem(item) && item.itypeId === 2; + case 'tsuika1'://← 上の引数2で指定した名前 + return DataManager.isItem(item) && item.itypeId === 1;//この条件を満たしたアイテムが新しいカテゴリに入る + default: + return false; + } + }; + + /*↑の説明 + とりあえず DataManager.isItem(item) && item.itypeId === 3 としましたが、 + この式ではデータベースでアイテムの分類を隠しアイテムAに設定したものが入ります。 + アイコンIDで分けたい場合は + DataManager.isItem(item) && item.iconIndex > 50; + にすればアイコンID50より大きいアイテムが入ります。 + ただしこれだと通常のアイテムと追加カテゴリの両方に重複して表示されてしまうので + 通常のアイテムには含めたくない場合はそちらに + && item.iconIndex <= 50;という条件を追加するといいです。 + + console.logをコメントアウトしてありますが、あれでitemの中身を見れば + どういう値が入っているのか分かるので + 変わった分け方をしたい場合はそれを見ると参考になると思います。 + + 6つ目、7つ目の項目を追加したい場合も同じ要領で増やしていけます。 + コマンドの並び順を決めるのはaddCommandの順番だけなので、 + こちらの並び順はそれに合わせる必要ありません。 + + */ + +})(); \ No newline at end of file diff --git a/www/js/plugins/dsScreenScrollEx.js b/www/js/plugins/dsScreenScrollEx.js new file mode 100644 index 0000000..34b2bca --- /dev/null +++ b/www/js/plugins/dsScreenScrollEx.js @@ -0,0 +1,345 @@ +//============================================================================== +// dsScreenScrollEx.js +// Copyright (c) 2015 - 2018 DOURAKU +// Released under the MIT License. +// http://opensource.org/licenses/mit-license.php +//============================================================================== + +/*: + * @plugindesc 画面スクロール拡張プラグイン ver1.0.0 + * @author 道楽 + * + * @help + * 画面スクロール系の拡張機能を提供します。 + * 以下のプラグインコマンドを指定することができます。 + * また、プラグインのパラメータには文章表示と同じ制御文字が指定ができます。 + * + * ---------------------------------------------------------------------------- + * プラグインコマンド + * ○ イーズインアウト画面のスクロール + * SCROLL_EX [位置指定種類] [X座標] [Y座標] [所要時間] [ウェイトフラグ] + * [位置指定種類] - スクロール座標の指定する種類 (文字列) + * RELATIVE 現在の画面からの相対位置 + * LEFTTOP 画面左上を基準とした絶対位置 + * CENTER 画面中央を基準とした絶対位置 + * [X座標] - スクロール先のX座標 (数字) + * [Y座標] - スクロール先のY座標 (数字) + * [所要時間] - スクロールに必要なフレーム数 (数字) + * [ウェイトフラグ] - 次のコマンドの実行を待つかフラグ (true / false) + * + * 例: SCROLL_EX RELATIVE -3 4 30 false + * SCROLL_EX LEFTTOP 0 0 60 true + * + * ○ スクロール範囲のロック + * SCROLL_LOCK [左端] [上端] [右端] [下端] [リセットフラグ] + * [左端] - スクロール範囲の画面左端。-1ならマップの端 (数字) + * [上端] - スクロール範囲の画面上端。-1ならマップの端 (数字) + * [右端] - スクロール範囲の画面右端。-1ならマップの端 (数字) + * [下端] - スクロール範囲の画面下端。-1ならマップの端 (数字) + * [リセットフラグ] - スクロール位置リセットフラグ (true / false) + * ※マップ左上から1画面分の指定なら[0 0 17 13]となります + * + * 例: SCROLL_LOCK 0 0 17 13 true + * SCROLL_LOCK -1 -1 -1 -1 false + */ + +var Imported = Imported || {}; +Imported.dsScreenScrollEx = true; + +(function (exports) { + 'use strict'; + + //-------------------------------------------------------------------------- + /** Utility */ + function Utility() { } + + Utility.easeInOut = function (src, dst, t) { + var range = dst - src; + t /= 0.5; + if (t < 1) { + return range / 2.0 * t * t + src; + } + t = t - 1; + return -range / 2.0 * (t * (t - 2) - 1) + src; + }; + + Utility.convertEscapeCharacters = function (text) { + if (text == null) { text = ''; } + var window = SceneManager._scene._windowLayer.children[0]; + return window ? window.convertEscapeCharacters(text) : text; + }; + + Utility.getArgNumber = function (arg) { + return Number(Utility.convertEscapeCharacters(arg)); + }; + + //------------------------------------------------------------------------------ + /** Game_Map */ + var _Game_Map_initialize = Game_Map.prototype.initialize; + Game_Map.prototype.initialize = function () { + this.initScrollLock(); + this.initScrollEx(); + _Game_Map_initialize.apply(this, arguments); + }; + + Game_Map.prototype.initScrollLock = function () { + this._scrollXMin = -1; + this._scrollYMin = -1; + this._scrollXMax = -1; + this._scrollYMax = -1; + }; + + Game_Map.prototype.initScrollEx = function () { + this._scrollSrcX = 0; + this._scrollSrcY = 0; + this._scrollDstX = 0; + this._scrollDstY = 0; + this._scrollCount = 0; + this._scrollDuration = 0; + }; + + Game_Map.prototype.startScrollEx = function (x, y, duration) { + this._scrollSrcX = this._displayX; + this._scrollSrcY = this._displayY; + this._scrollDstX = x; + this._scrollDstY = y; + this._scrollCount = 0; + this._scrollDuration = duration; + }; + + Game_Map.prototype.isScrollingEx = function () { + return this._scrollCount < this._scrollDuration; + }; + + Game_Map.prototype.update = function (sceneActive) { + this.refreshIfNeeded(); + if (sceneActive) { + this.updateInterpreter(); + } + this.updateScroll(); + this.updateScrollEx(); + this.updateEvents(); + this.updateVehicles(); + this.updateParallax(); + }; + + Game_Map.prototype.updateScrollEx = function () { + if (this.isScrollingEx()) { + var rate = (++this._scrollCount / this._scrollDuration).clamp(0.0, 1.0); + var lastX = this._displayX; + var lastY = this._displayY; + this._displayX = Utility.easeInOut(this._scrollSrcX, this._scrollDstX, rate); + this._displayY = Utility.easeInOut(this._scrollSrcY, this._scrollDstY, rate); + this._displayX = this.clampScrollX(this._displayX); + this._displayY = this.clampScrollY(this._displayY); + this._parallaxX += this._displayX - lastX; + this._parallaxY += this._displayY - lastY; + } + }; + + Game_Map.prototype.scrollXMin = function () { + return (this._scrollXMin >= 0) ? this._scrollXMin : 0; + }; + + Game_Map.prototype.scrollXMax = function () { + return (this._scrollXMax >= 0) ? this._scrollXMax : this.width() - this.screenTileX(); + }; + + Game_Map.prototype.scrollYMin = function () { + return (this._scrollYMin >= 0) ? this._scrollYMin : 0; + }; + + Game_Map.prototype.scrollYMax = function () { + return (this._scrollYMax >= 0) ? this._scrollYMax : this.height() - this.screenTileY(); + }; + + Game_Map.prototype.setDisplayPos = function (x, y) { + if (this.isLoopHorizontal()) { + this._displayX = x.mod(this.width()); + this._parallaxX = x; + } + else { + var endX = this.width() - this.screenTileX(); + this._displayX = endX < 0 ? endX / 2 : this.clampScrollX(x); + this._parallaxX = this._displayX; + } + if (this.isLoopVertical()) { + this._displayY = y.mod(this.height()); + this._parallaxY = y; + } + else { + var endY = this.height() - this.screenTileY(); + this._displayY = endY < 0 ? endY / 2 : this.clampScrollY(y); + this._parallaxY = this._displayY; + } + }; + + Game_Map.prototype.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()) { + var lastY = this._displayY; + this._displayY = this.clampScrollY(this._displayY + distance); + this._parallaxY += this._displayY - lastY; + } + }; + + Game_Map.prototype.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()) { + var lastX = this._displayX; + this._displayX = this.clampScrollX(this._displayX - distance); + this._parallaxX += this._displayX - lastX; + } + }; + + Game_Map.prototype.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()) { + var lastX = this._displayX; + this._displayX = this.clampScrollX(this._displayX + distance); + this._parallaxX += this._displayX - lastX; + } + }; + + Game_Map.prototype.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()) { + var lastY = this._displayY; + this._displayY = this.clampScrollY(this._displayY - distance); + this._parallaxY += this._displayY - lastY; + } + }; + + Game_Map.prototype.setScrollLock = function (minX, minY, maxX, maxY) { + this._scrollXMin = minX; + this._scrollYMin = minY; + this._scrollXMax = maxX; + this._scrollYMax = maxY; + }; + + Game_Map.prototype.clampScrollX = function (x) { + return x.clamp(this.scrollXMin(), this.scrollXMax()); + }; + + Game_Map.prototype.clampScrollY = function (y) { + return y.clamp(this.scrollYMin(), this.scrollYMax()); + }; + + Game_Map.prototype.checkScrollRange = function (x, y) { + if (this._scrollXMin > 0 && x < this._scrollXMin) { + return false; + } + if (this._scrollXMax > 0 && this._scrollXMax + this.screenTileX() <= x) { + return false; + } + if (this._scrollYMin > 0 && y < this._scrollYMin) { + return false; + } + if (this._scrollYMax > 0 && this._scrollYMax + this.screenTileY() <= y) { + return false; + } + return true; + }; + + //-------------------------------------------------------------------------- + /** Game_Player */ + var _Game_Player_canPass = Game_Player.prototype.canPass; + Game_Player.prototype.canPass = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.checkScrollRange(x2, y2)) { + return false; + } + return _Game_Player_canPass.apply(this, arguments); + }; + + //-------------------------------------------------------------------------- + /** Game_Interpreter */ + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.apply(this, arguments); + var cmd = command.toUpperCase(); + if (cmd === 'SCROLL_EX') { + this.scrollEx(args); + } + else if (cmd === 'SCROLL_LOCK') { + this.scrollLock(args); + } + }; + + Game_Interpreter.prototype.scrollEx = function (args) { + var mode = String(args[0]); + var x = Utility.getArgNumber(args[1]); + var y = Utility.getArgNumber(args[2]); + var duration = Utility.getArgNumber(args[3]); + var wait = Boolean(args[4] === 'true' || false); + switch (mode) { + case 'RELATIVE': + x += $gameMap.displayX(); + y += $gameMap.displayY(); + break; + case 'LEFTTOP': + break; + case 'CENTER': + x -= $gamePlayer.centerX(); + y -= $gamePlayer.centerY(); + break; + } + $gameMap.startScrollEx(x, y, duration); + if (wait) { + this.setWaitMode('scrollex'); + } + }; + + Game_Interpreter.prototype.scrollLock = function (args) { + var xMin = Utility.getArgNumber(args[0]); + var yMin = Utility.getArgNumber(args[1]); + var xMax = Utility.getArgNumber(args[2]) - ($gameMap.screenTileX() - 1); + var yMax = Utility.getArgNumber(args[3]) - ($gameMap.screenTileY() - 1); + var reset = Boolean(args[4] === 'true' || false); + $gameMap.setScrollLock(xMin, yMin, xMax, yMax); + if (reset) { + $gameMap.setDisplayPos($gameMap.displayX(), $gameMap.displayY()); + } + }; + + var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode; + Game_Interpreter.prototype.updateWaitMode = function () { + var waiting = false; + if (this._waitMode === 'scrollex') { + waiting = $gameMap.isScrollingEx(); + if (!waiting) { + this._waitMode = ''; + } + } + else { + waiting = _Game_Interpreter_updateWaitMode.apply(this, arguments); + } + return waiting; + }; + +}((this.dsScreenScrollEx = this.dsScreenScrollEx || {}))); diff --git a/www/js/plugins/fuku_OptSpriteTint.js b/www/js/plugins/fuku_OptSpriteTint.js new file mode 100644 index 0000000..8fd69c3 --- /dev/null +++ b/www/js/plugins/fuku_OptSpriteTint.js @@ -0,0 +1,108 @@ +// Copyright (c) 2018-2020 fuku +// This software is released under the MIT License. +// http://opensource.org/licenses/mit-license.php +// + +// 最新版は↓から +// http://www5f.biglobe.ne.jp/~fuku-labo/library/etc/ + +/*: + * @plugindesc スプライト色変換効率化 + * @author fuku + * + * @help スプライトのフラッシュや色調変更の処理を効率化します。 + * このプラグインはコアスクリプトの一部を上書きします。 + * コアスクリプトのバージョンによっては適用できない可能性が高いです。 + * (「色調変更スプライトが正常に描画できないことがある問題の修正」を統合済み) + */ +var Fuku_Plugins = (Fuku_Plugins || {}); +Fuku_Plugins.OptSpriteTint = { version: 3 }; + +(function () { + 'use strict'; + + Sprite.prototype._createTinter = function (w, h) { + if (!this._canvas) { + this._canvas = document.createElement('canvas'); + this._context = this._canvas.getContext('2d'); + } + + if (this._canvas.width !== w) this._canvas.width = w; + if (this._canvas.height !== h) this._canvas.height = h; + + if (!this._tintTexture) { + this._tintTexture = new PIXI.BaseTexture(this._canvas); + this._tintTexture.mipmap = false; + } + + if (this._tintTexture.width !== w) this._tintTexture.width = w; + if (this._tintTexture.height !== h) this._tintTexture.height = h; + this._tintTexture.scaleMode = this._bitmap.baseTexture.scaleMode; + }; + + Sprite.prototype._executeTint = function (x, y, w, h) { + var context = this._context; + var tone = this._colorTone; + var color = this._blendColor; + + context.globalCompositeOperation = 'copy'; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); + + var need_mul = false; + if (Graphics.canUseSaturationBlend()) { + var gray = Math.max(0, tone[3]); + if (gray > 0) { + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'rgba(255,255,255,' + gray / 255 + ')'; + context.fillRect(0, 0, w, h); + } + } + + var r1 = Math.max(0, tone[0]); + var g1 = Math.max(0, tone[1]); + var b1 = Math.max(0, tone[2]); + if ((r1 > 0) || (g1 > 0) || (b1 > 0)) { + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, w, h); + need_mul = true; + } + + if (Graphics.canUseDifferenceBlend()) { + var r2 = Math.max(0, -tone[0]); + var g2 = Math.max(0, -tone[1]); + var b2 = Math.max(0, -tone[2]); + if ((r2 > 0) || (g2 > 0) || (b2 > 0)) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + need_mul = true; + } + } + var a3 = Math.max(0, color[3]); + if (a3 > 0) { + var r3 = Math.max(0, color[0]); + var g3 = Math.max(0, color[1]); + var b3 = Math.max(0, color[2]); + context.globalCompositeOperation = 'source-atop'; + context.fillStyle = Utils.rgbToCssColor(r3, g3, b3); + context.globalAlpha = a3 / 255; + context.fillRect(0, 0, w, h); + context.globalAlpha = 1; + } + + if (need_mul) { + context.globalCompositeOperation = 'destination-in'; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); + } + }; + +})(); diff --git a/www/js/plugins/setItemMax.js b/www/js/plugins/setItemMax.js new file mode 100644 index 0000000..3e4f8b0 --- /dev/null +++ b/www/js/plugins/setItemMax.js @@ -0,0 +1,144 @@ +//============================================================================= +// アイテム最大所持個数指定プラグイン +// setItemMax.js +// Copyright (c) 2018 村人A +//============================================================================= + +/*:ja + * @plugindesc アイテムの最大所持個数をアイテムIdごとに指定できます。 + * @author 村人A + * + * @help + * + * アイテムのメモ欄に「itemMaxNum:個数」と入力することによりそのアイテムのデフォルトの最大所持数を設定することが出来ます。 + * コマンド例 + * itemMaxNum:1010 #入力したアイテムの最大所持数を1010個に設定 + * + * アイテムの所持上限数をゲーム中に変更したい場合は「アイテム上限設定変更」とプラグインコマンドを入力後、指定したいアイテムidと最大所持数を入力 + * 別のアイテムも変更したい場合続けて入力してください + * デフォルトの最大所持数(99個)を変更したい場合はidを0と入力し、その後に個数を指定してください。 + * + * プラグインコマンド例: + * アイテム上限設定変更 3 35 + * #アイテムidが3のアイテムの最大所持数を35個に設定 + * アイテム上限設定変更 1 20 4 8 7 15 9 100 0 200 + * #idが1のアイテムの最大個数を20個に、idが4のアイテムの最大個数を8個に以下、7を15、9を100、デフォルトの最大個数を200個に変更 + * + * 変更したときにアイテムの所持数が指定した最大所持数より多かった場合、自動的に最大所数に直されます。 + * + * 値の優先度としては + * プラグインコマンドによる変更 > データベースでの指定 > 変更したデフォルトの最大個数 > デフォルトの最大個数(99個) + * となります。 + */ + +(function () { + villaA_itemIdMaxArray = []; + villaA_itemSeachNum = 1; + villaA_itemMaxNum = 2; + + var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; + Game_Interpreter.prototype.pluginCommand = function (command, args) { + _Game_Interpreter_pluginCommand.call(this, command, args); + if (command === 'アイテム上限設定変更') { + for (var i = 0; i < args.length; i += 2) { + villaA_itemIdMaxArray.push([args[i], args[i + 1]]); + if (String(args[i + 1]).length > villaA_itemMaxNum) { + villaA_itemMaxNum = String(args[i + 1]).length; + } + } + + for (var i = 1; i < $dataItems.length; i++) { + if (villaA_itemSeachNum < String($gameParty.maxItems($dataItems[i])).length) { + villaA_itemSeachNum = String($gameParty.maxItems($dataItems[i])).length; + } + } + villaA_itemMaxNum = villaA_itemSeachNum; + villaA_itemSeachNum = 1; + + for (var i = 1; i < $dataItems.length; i++) { + if ($gameParty.numItems($dataItems[i]) > $gameParty.maxItems($dataItems[i])) { + $gameParty.loseItem($dataItems[i], $gameParty.numItems($dataItems[i])) + $gameParty.gainItem($dataItems[i], parseInt($gameParty.maxItems($dataItems[i]))) + } + + if (villaA_itemIdMaxArray[villaA_itemIdMaxArray.length - 1][0] == 0) { + if ($gameParty.numItems($dataItems[i]) > villaA_itemIdMaxArray[villaA_itemIdMaxArray.length - 1][1]) { + $gameParty.loseItem($dataItems[i], $gameParty.numItems($dataItems[i])) + $gameParty.gainItem($dataItems[i], parseInt($gameParty.maxItems($dataItems[i]))) + } + } + } + } + } + + var _Game_Party_gainItem = Game_Party.prototype.gainItem; + Game_Party.prototype.gainItem = function (item, amount, includeEquip) { + _Game_Party_gainItem.call(this, item, amount, includeEquip); + for (var i = 1; i < $dataItems.length; i++) { + if (villaA_itemSeachNum < String(this.maxItems($dataItems[i])).length) { + villaA_itemSeachNum = String(this.maxItems($dataItems[i])).length; + } + } + villaA_itemMaxNum = villaA_itemSeachNum; + villaA_itemSeachNum = 1; + }; + + Game_Party.prototype.maxItems = function (item) { + for (var i = 0; i < villaA_itemIdMaxArray.length; i++) { + if (villaA_itemIdMaxArray[i][0] == item.id) { + return villaA_itemIdMaxArray[i][1] + } + } + + if (item.note != "") { + var itemNoteArray = [] + itemNoteArray = item.note.split(/\r\n|\r|\n/); + + for (var i = 0; i < itemNoteArray.length; i++) { + if (itemNoteArray[i].indexOf('itemMaxNum') != -1) { + var MaxNum = itemNoteArray[i].split(":"); + return parseInt(MaxNum[1]); + } + } + } + + for (var i = 0; i < villaA_itemIdMaxArray.length; i++) { + if (villaA_itemIdMaxArray[i][0] == 0) { + return villaA_itemIdMaxArray[i][1] + } + } + + return 99; + }; + + Window_ItemList.prototype.drawItem = function (index) { + var item = this._data[index]; + if (item) { + var textWid1 = "0"; + var textWid2 = ""; + for (var i = 1; i <= villaA_itemMaxNum; i++) { + textWid1 += 0; + textWid2 += 0; + } + + var numberWidth = this.numberWidth(textWid1); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(item, rect.x, rect.y, rect.width, textWid2); + this.changePaintOpacity(1); + } + }; + + Window_ItemList.prototype.numberWidth = function (textWid) { + return this.textWidth(textWid); + }; + + Window_ItemList.prototype.drawItemNumber = function (item, x, y, width, textWid) { + if (this.needsNumber()) { + this.drawText(':', x, y, width - this.textWidth(textWid), 'right'); + this.drawText($gameParty.numItems(item), x, y, width, 'right'); + } + }; +})(); \ No newline at end of file diff --git a/www/js/plugins/stbvorbis_stream.js b/www/js/plugins/stbvorbis_stream.js new file mode 100644 index 0000000..db11629 --- /dev/null +++ b/www/js/plugins/stbvorbis_stream.js @@ -0,0 +1 @@ +var stbvorbis = typeof stbvorbis !== "undefined" ? stbvorbis : {}; (function () { function decodeWorker() { var Module = typeof Module !== "undefined" ? Module : {}; var useWasm = true; Module["wasmBinary"] = 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function (c) { return c.charCodeAt(0) }); var Module = typeof Module !== "undefined" ? Module : {}; var moduleOverrides = {}; var key; for (key in Module) { if (Module.hasOwnProperty(key)) { moduleOverrides[key] = Module[key] } } Module["arguments"] = []; Module["thisProgram"] = "./this.program"; Module["quit"] = function (status, toThrow) { throw toThrow }; Module["preRun"] = []; Module["postRun"] = []; var ENVIRONMENT_IS_WEB = false; var ENVIRONMENT_IS_WORKER = false; var ENVIRONMENT_IS_NODE = false; var ENVIRONMENT_IS_SHELL = false; ENVIRONMENT_IS_WEB = typeof window === "object"; ENVIRONMENT_IS_WORKER = typeof importScripts === "function"; ENVIRONMENT_IS_NODE = typeof process === "object" && typeof require === "function" && !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_WORKER; ENVIRONMENT_IS_SHELL = !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_NODE && !ENVIRONMENT_IS_WORKER; var scriptDirectory = ""; function locateFile(path) { if (Module["locateFile"]) { return Module["locateFile"](path, scriptDirectory) } else { return scriptDirectory + path } } if (ENVIRONMENT_IS_NODE) { scriptDirectory = __dirname + "/"; var nodeFS; var nodePath; Module["read"] = function shell_read(filename, binary) { var ret; if (!nodeFS) nodeFS = require("fs"); if (!nodePath) nodePath = require("path"); filename = nodePath["normalize"](filename); ret = nodeFS["readFileSync"](filename); return binary ? ret : ret.toString() }; Module["readBinary"] = function readBinary(filename) { var ret = Module["read"](filename, true); if (!ret.buffer) { ret = new Uint8Array(ret) } assert(ret.buffer); return ret }; if (process["argv"].length > 1) { Module["thisProgram"] = process["argv"][1].replace(/\\/g, "/") } Module["arguments"] = process["argv"].slice(2); if (typeof module !== "undefined") { module["exports"] = Module } process["on"]("uncaughtException", function (ex) { if (!(ex instanceof ExitStatus)) { throw ex } }); process["on"]("unhandledRejection", function (reason, p) { process["exit"](1) }); Module["quit"] = function (status) { process["exit"](status) }; Module["inspect"] = function () { return "[Emscripten Module object]" } } else if (ENVIRONMENT_IS_SHELL) { if (typeof read != "undefined") { Module["read"] = function shell_read(f) { return read(f) } } Module["readBinary"] = function readBinary(f) { var data; if (typeof readbuffer === "function") { return new Uint8Array(readbuffer(f)) } data = read(f, "binary"); assert(typeof data === "object"); return data }; if (typeof scriptArgs != "undefined") { Module["arguments"] = scriptArgs } else if (typeof arguments != "undefined") { Module["arguments"] = arguments } if (typeof quit === "function") { Module["quit"] = function (status) { quit(status) } } } else if (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER) { if (ENVIRONMENT_IS_WEB) { if (document.currentScript) { scriptDirectory = document.currentScript.src } } else { scriptDirectory = self.location.href } if (scriptDirectory.indexOf("blob:") !== 0) { scriptDirectory = scriptDirectory.split("/").slice(0, -1).join("/") + "/" } else { scriptDirectory = "" } Module["read"] = function shell_read(url) { var xhr = new XMLHttpRequest; xhr.open("GET", url, false); xhr.send(null); return xhr.responseText }; if (ENVIRONMENT_IS_WORKER) { Module["readBinary"] = function readBinary(url) { var xhr = new XMLHttpRequest; xhr.open("GET", url, false); xhr.responseType = "arraybuffer"; xhr.send(null); return new Uint8Array(xhr.response) } } Module["readAsync"] = function readAsync(url, onload, onerror) { var xhr = new XMLHttpRequest; xhr.open("GET", url, true); xhr.responseType = "arraybuffer"; xhr.onload = function xhr_onload() { if (xhr.status == 200 || xhr.status == 0 && xhr.response) { onload(xhr.response); return } onerror() }; xhr.onerror = onerror; xhr.send(null) }; Module["setWindowTitle"] = function (title) { document.title = title } } else { } var out = Module["print"] || (typeof console !== "undefined" ? console.log.bind(console) : typeof print !== "undefined" ? print : null); var err = Module["printErr"] || (typeof printErr !== "undefined" ? printErr : typeof console !== "undefined" && console.warn.bind(console) || out); for (key in moduleOverrides) { if (moduleOverrides.hasOwnProperty(key)) { Module[key] = moduleOverrides[key] } } moduleOverrides = undefined; var STACK_ALIGN = 16; function staticAlloc(size) { var ret = STATICTOP; STATICTOP = STATICTOP + size + 15 & -16; return ret } function dynamicAlloc(size) { var ret = HEAP32[DYNAMICTOP_PTR >> 2]; var end = ret + size + 15 & -16; HEAP32[DYNAMICTOP_PTR >> 2] = end; if (end >= TOTAL_MEMORY) { var success = enlargeMemory(); if (!success) { HEAP32[DYNAMICTOP_PTR >> 2] = ret; return 0 } } return ret } function alignMemory(size, factor) { if (!factor) factor = STACK_ALIGN; var ret = size = Math.ceil(size / factor) * factor; return ret } function getNativeTypeSize(type) { switch (type) { case "i1": case "i8": return 1; case "i16": return 2; case "i32": return 4; case "i64": return 8; case "float": return 4; case "double": return 8; default: { if (type[type.length - 1] === "*") { return 4 } else if (type[0] === "i") { var bits = parseInt(type.substr(1)); assert(bits % 8 === 0); return bits / 8 } else { return 0 } } } } function warnOnce(text) { if (!warnOnce.shown) warnOnce.shown = {}; if (!warnOnce.shown[text]) { warnOnce.shown[text] = 1; err(text) } } var asm2wasmImports = { "f64-rem": function (x, y) { return x % y }, debugger: function () { debugger } }; var jsCallStartIndex = 1; var functionPointers = new Array(0); function addFunction(func, sig) { var base = 0; for (var i = base; i < base + 0; i++) { if (!functionPointers[i]) { functionPointers[i] = func; return jsCallStartIndex + i } } throw "Finished up all reserved function pointers. Use a higher value for RESERVED_FUNCTION_POINTERS." } function removeFunction(index) { functionPointers[index - jsCallStartIndex] = null } var funcWrappers = {}; function getFuncWrapper(func, sig) { if (!func) return; assert(sig); if (!funcWrappers[sig]) { funcWrappers[sig] = {} } var sigCache = funcWrappers[sig]; if (!sigCache[func]) { if (sig.length === 1) { sigCache[func] = function dynCall_wrapper() { return dynCall(sig, func) } } else if (sig.length === 2) { sigCache[func] = function dynCall_wrapper(arg) { return dynCall(sig, func, [arg]) } } else { sigCache[func] = function dynCall_wrapper() { return dynCall(sig, func, Array.prototype.slice.call(arguments)) } } } return sigCache[func] } function makeBigInt(low, high, unsigned) { return unsigned ? +(low >>> 0) + +(high >>> 0) * 4294967296 : +(low >>> 0) + +(high | 0) * 4294967296 } function dynCall(sig, ptr, args) { if (args && args.length) { return Module["dynCall_" + sig].apply(null, [ptr].concat(args)) } else { return Module["dynCall_" + sig].call(null, ptr) } } var Runtime = { dynCall: dynCall }; var GLOBAL_BASE = 1024; var ABORT = 0; var EXITSTATUS = 0; function assert(condition, text) { if (!condition) { abort("Assertion failed: " + text) } } var globalScope = this; function getCFunc(ident) { var func = Module["_" + ident]; assert(func, "Cannot call unknown function " + ident + ", make sure it is exported"); return func } var JSfuncs = { stackSave: function () { stackSave() }, stackRestore: function () { stackRestore() }, arrayToC: function (arr) { var ret = stackAlloc(arr.length); writeArrayToMemory(arr, ret); return ret }, stringToC: function (str) { var ret = 0; if (str !== null && str !== undefined && str !== 0) { var len = (str.length << 2) + 1; ret = stackAlloc(len); stringToUTF8(str, ret, len) } return ret } }; var toC = { string: JSfuncs["stringToC"], array: JSfuncs["arrayToC"] }; function ccall(ident, returnType, argTypes, args, opts) { function convertReturnValue(ret) { if (returnType === "string") return Pointer_stringify(ret); if (returnType === "boolean") return Boolean(ret); return ret } var func = getCFunc(ident); var cArgs = []; var stack = 0; if (args) { for (var i = 0; i < args.length; i++) { var converter = toC[argTypes[i]]; if (converter) { if (stack === 0) stack = stackSave(); cArgs[i] = converter(args[i]) } else { cArgs[i] = args[i] } } } var ret = func.apply(null, cArgs); ret = convertReturnValue(ret); if (stack !== 0) stackRestore(stack); return ret } function cwrap(ident, returnType, argTypes, opts) { argTypes = argTypes || []; var numericArgs = argTypes.every(function (type) { return type === "number" }); var numericRet = returnType !== "string"; if (numericRet && numericArgs && !opts) { return getCFunc(ident) } return function () { return ccall(ident, returnType, argTypes, arguments, opts) } } function setValue(ptr, value, type, noSafe) { type = type || "i8"; if (type.charAt(type.length - 1) === "*") type = "i32"; switch (type) { case "i1": HEAP8[ptr >> 0] = value; break; case "i8": HEAP8[ptr >> 0] = value; break; case "i16": HEAP16[ptr >> 1] = value; break; case "i32": HEAP32[ptr >> 2] = value; break; case "i64": tempI64 = [value >>> 0, (tempDouble = value, +Math_abs(tempDouble) >= 1 ? tempDouble > 0 ? (Math_min(+Math_floor(tempDouble / 4294967296), 4294967295) | 0) >>> 0 : ~~+Math_ceil((tempDouble - +(~~tempDouble >>> 0)) / 4294967296) >>> 0 : 0)], HEAP32[ptr >> 2] = tempI64[0], HEAP32[ptr + 4 >> 2] = tempI64[1]; break; case "float": HEAPF32[ptr >> 2] = value; break; case "double": HEAPF64[ptr >> 3] = value; break; default: abort("invalid type for setValue: " + type) } } function getValue(ptr, type, noSafe) { type = type || "i8"; if (type.charAt(type.length - 1) === "*") type = "i32"; switch (type) { case "i1": return HEAP8[ptr >> 0]; case "i8": return HEAP8[ptr >> 0]; case "i16": return HEAP16[ptr >> 1]; case "i32": return HEAP32[ptr >> 2]; case "i64": return HEAP32[ptr >> 2]; case "float": return HEAPF32[ptr >> 2]; case "double": return HEAPF64[ptr >> 3]; default: abort("invalid type for getValue: " + type) }return null } var ALLOC_NORMAL = 0; var ALLOC_STACK = 1; var ALLOC_STATIC = 2; var ALLOC_DYNAMIC = 3; var ALLOC_NONE = 4; function allocate(slab, types, allocator, ptr) { var zeroinit, size; if (typeof slab === "number") { zeroinit = true; size = slab } else { zeroinit = false; size = slab.length } var singleType = typeof types === "string" ? types : null; var ret; if (allocator == ALLOC_NONE) { ret = ptr } else { ret = [typeof _malloc === "function" ? _malloc : staticAlloc, stackAlloc, staticAlloc, dynamicAlloc][allocator === undefined ? ALLOC_STATIC : allocator](Math.max(size, singleType ? 1 : types.length)) } if (zeroinit) { var stop; ptr = ret; assert((ret & 3) == 0); stop = ret + (size & ~3); for (; ptr < stop; ptr += 4) { HEAP32[ptr >> 2] = 0 } stop = ret + size; while (ptr < stop) { HEAP8[ptr++ >> 0] = 0 } return ret } if (singleType === "i8") { if (slab.subarray || slab.slice) { HEAPU8.set(slab, ret) } else { HEAPU8.set(new Uint8Array(slab), ret) } return ret } var i = 0, type, typeSize, previousType; while (i < size) { var curr = slab[i]; type = singleType || types[i]; if (type === 0) { i++; continue } if (type == "i64") type = "i32"; setValue(ret + i, curr, type); if (previousType !== type) { typeSize = getNativeTypeSize(type); previousType = type } i += typeSize } return ret } function getMemory(size) { if (!staticSealed) return staticAlloc(size); if (!runtimeInitialized) return dynamicAlloc(size); return _malloc(size) } function Pointer_stringify(ptr, length) { if (length === 0 || !ptr) return ""; var hasUtf = 0; var t; var i = 0; while (1) { t = HEAPU8[ptr + i >> 0]; hasUtf |= t; if (t == 0 && !length) break; i++; if (length && i == length) break } if (!length) length = i; var ret = ""; if (hasUtf < 128) { var MAX_CHUNK = 1024; var curr; while (length > 0) { curr = String.fromCharCode.apply(String, HEAPU8.subarray(ptr, ptr + Math.min(length, MAX_CHUNK))); ret = ret ? ret + curr : curr; ptr += MAX_CHUNK; length -= MAX_CHUNK } return ret } return UTF8ToString(ptr) } function AsciiToString(ptr) { var str = ""; while (1) { var ch = HEAP8[ptr++ >> 0]; if (!ch) return str; str += String.fromCharCode(ch) } } function stringToAscii(str, outPtr) { return writeAsciiToMemory(str, outPtr, false) } var UTF8Decoder = typeof TextDecoder !== "undefined" ? new TextDecoder("utf8") : undefined; function UTF8ArrayToString(u8Array, idx) { var endPtr = idx; while (u8Array[endPtr]) ++endPtr; if (endPtr - idx > 16 && u8Array.subarray && UTF8Decoder) { return UTF8Decoder.decode(u8Array.subarray(idx, endPtr)) } else { var u0, u1, u2, u3, u4, u5; var str = ""; while (1) { u0 = u8Array[idx++]; if (!u0) return str; if (!(u0 & 128)) { str += String.fromCharCode(u0); continue } u1 = u8Array[idx++] & 63; if ((u0 & 224) == 192) { str += String.fromCharCode((u0 & 31) << 6 | u1); continue } u2 = u8Array[idx++] & 63; if ((u0 & 240) == 224) { u0 = (u0 & 15) << 12 | u1 << 6 | u2 } else { u3 = u8Array[idx++] & 63; if ((u0 & 248) == 240) { u0 = (u0 & 7) << 18 | u1 << 12 | u2 << 6 | u3 } else { u4 = u8Array[idx++] & 63; if ((u0 & 252) == 248) { u0 = (u0 & 3) << 24 | u1 << 18 | u2 << 12 | u3 << 6 | u4 } else { u5 = u8Array[idx++] & 63; u0 = (u0 & 1) << 30 | u1 << 24 | u2 << 18 | u3 << 12 | u4 << 6 | u5 } } } if (u0 < 65536) { str += String.fromCharCode(u0) } else { var ch = u0 - 65536; str += String.fromCharCode(55296 | ch >> 10, 56320 | ch & 1023) } } } } function UTF8ToString(ptr) { return UTF8ArrayToString(HEAPU8, ptr) } function stringToUTF8Array(str, outU8Array, outIdx, maxBytesToWrite) { if (!(maxBytesToWrite > 0)) return 0; var startIdx = outIdx; var endIdx = outIdx + maxBytesToWrite - 1; for (var i = 0; i < str.length; ++i) { var u = str.charCodeAt(i); if (u >= 55296 && u <= 57343) { var u1 = str.charCodeAt(++i); u = 65536 + ((u & 1023) << 10) | u1 & 1023 } if (u <= 127) { if (outIdx >= endIdx) break; outU8Array[outIdx++] = u } else if (u <= 2047) { if (outIdx + 1 >= endIdx) break; outU8Array[outIdx++] = 192 | u >> 6; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 65535) { if (outIdx + 2 >= endIdx) break; outU8Array[outIdx++] = 224 | u >> 12; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 2097151) { if (outIdx + 3 >= endIdx) break; outU8Array[outIdx++] = 240 | u >> 18; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 67108863) { if (outIdx + 4 >= endIdx) break; outU8Array[outIdx++] = 248 | u >> 24; outU8Array[outIdx++] = 128 | u >> 18 & 63; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else { if (outIdx + 5 >= endIdx) break; outU8Array[outIdx++] = 252 | u >> 30; outU8Array[outIdx++] = 128 | u >> 24 & 63; outU8Array[outIdx++] = 128 | u >> 18 & 63; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } } outU8Array[outIdx] = 0; return outIdx - startIdx } function stringToUTF8(str, outPtr, maxBytesToWrite) { return stringToUTF8Array(str, HEAPU8, outPtr, maxBytesToWrite) } function lengthBytesUTF8(str) { var len = 0; for (var i = 0; i < str.length; ++i) { var u = str.charCodeAt(i); if (u >= 55296 && u <= 57343) u = 65536 + ((u & 1023) << 10) | str.charCodeAt(++i) & 1023; if (u <= 127) { ++len } else if (u <= 2047) { len += 2 } else if (u <= 65535) { len += 3 } else if (u <= 2097151) { len += 4 } else if (u <= 67108863) { len += 5 } else { len += 6 } } return len } var UTF16Decoder = typeof TextDecoder !== "undefined" ? new TextDecoder("utf-16le") : undefined; function UTF16ToString(ptr) { var endPtr = ptr; var idx = endPtr >> 1; while (HEAP16[idx]) ++idx; endPtr = idx << 1; if (endPtr - ptr > 32 && UTF16Decoder) { return UTF16Decoder.decode(HEAPU8.subarray(ptr, endPtr)) } else { var i = 0; var str = ""; while (1) { var codeUnit = HEAP16[ptr + i * 2 >> 1]; if (codeUnit == 0) return str; ++i; str += String.fromCharCode(codeUnit) } } } function stringToUTF16(str, outPtr, maxBytesToWrite) { if (maxBytesToWrite === undefined) { maxBytesToWrite = 2147483647 } if (maxBytesToWrite < 2) return 0; maxBytesToWrite -= 2; var startPtr = outPtr; var numCharsToWrite = maxBytesToWrite < str.length * 2 ? maxBytesToWrite / 2 : str.length; for (var i = 0; i < numCharsToWrite; ++i) { var codeUnit = str.charCodeAt(i); HEAP16[outPtr >> 1] = codeUnit; outPtr += 2 } HEAP16[outPtr >> 1] = 0; return outPtr - startPtr } function lengthBytesUTF16(str) { return str.length * 2 } function UTF32ToString(ptr) { var i = 0; var str = ""; while (1) { var utf32 = HEAP32[ptr + i * 4 >> 2]; if (utf32 == 0) return str; ++i; if (utf32 >= 65536) { var ch = utf32 - 65536; str += String.fromCharCode(55296 | ch >> 10, 56320 | ch & 1023) } else { str += String.fromCharCode(utf32) } } } function stringToUTF32(str, outPtr, maxBytesToWrite) { if (maxBytesToWrite === undefined) { maxBytesToWrite = 2147483647 } if (maxBytesToWrite < 4) return 0; var startPtr = outPtr; var endPtr = startPtr + maxBytesToWrite - 4; for (var i = 0; i < str.length; ++i) { var codeUnit = str.charCodeAt(i); if (codeUnit >= 55296 && codeUnit <= 57343) { var trailSurrogate = str.charCodeAt(++i); codeUnit = 65536 + ((codeUnit & 1023) << 10) | trailSurrogate & 1023 } HEAP32[outPtr >> 2] = codeUnit; outPtr += 4; if (outPtr + 4 > endPtr) break } HEAP32[outPtr >> 2] = 0; return outPtr - startPtr } function lengthBytesUTF32(str) { var len = 0; for (var i = 0; i < str.length; ++i) { var codeUnit = str.charCodeAt(i); if (codeUnit >= 55296 && codeUnit <= 57343) ++i; len += 4 } return len } function allocateUTF8(str) { var size = lengthBytesUTF8(str) + 1; var ret = _malloc(size); if (ret) stringToUTF8Array(str, HEAP8, ret, size); return ret } function allocateUTF8OnStack(str) { var size = lengthBytesUTF8(str) + 1; var ret = stackAlloc(size); stringToUTF8Array(str, HEAP8, ret, size); return ret } function demangle(func) { return func } function demangleAll(text) { var regex = /__Z[\w\d_]+/g; return text.replace(regex, function (x) { var y = demangle(x); return x === y ? x : x + " [" + y + "]" }) } function jsStackTrace() { var err = new Error; if (!err.stack) { try { throw new Error(0) } catch (e) { err = e } if (!err.stack) { return "(no stack trace available)" } } return err.stack.toString() } function stackTrace() { var js = jsStackTrace(); if (Module["extraStackTrace"]) js += "\n" + Module["extraStackTrace"](); return demangleAll(js) } var PAGE_SIZE = 16384; var WASM_PAGE_SIZE = 65536; var ASMJS_PAGE_SIZE = 16777216; var MIN_TOTAL_MEMORY = 16777216; function alignUp(x, multiple) { if (x % multiple > 0) { x += multiple - x % multiple } return x } var HEAP, buffer, HEAP8, HEAPU8, HEAP16, HEAPU16, HEAP32, HEAPU32, HEAPF32, HEAPF64; function updateGlobalBuffer(buf) { Module["buffer"] = buffer = buf } function updateGlobalBufferViews() { Module["HEAP8"] = HEAP8 = new Int8Array(buffer); Module["HEAP16"] = HEAP16 = new Int16Array(buffer); Module["HEAP32"] = HEAP32 = new Int32Array(buffer); Module["HEAPU8"] = HEAPU8 = new Uint8Array(buffer); Module["HEAPU16"] = HEAPU16 = new Uint16Array(buffer); Module["HEAPU32"] = HEAPU32 = new Uint32Array(buffer); Module["HEAPF32"] = HEAPF32 = new Float32Array(buffer); Module["HEAPF64"] = HEAPF64 = new Float64Array(buffer) } var STATIC_BASE, STATICTOP, staticSealed; var STACK_BASE, STACKTOP, STACK_MAX; var DYNAMIC_BASE, DYNAMICTOP_PTR; STATIC_BASE = STATICTOP = STACK_BASE = STACKTOP = STACK_MAX = DYNAMIC_BASE = DYNAMICTOP_PTR = 0; staticSealed = false; function abortOnCannotGrowMemory() { abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value " + TOTAL_MEMORY + ", (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 ") } if (!Module["reallocBuffer"]) Module["reallocBuffer"] = function (size) { var ret; try { if (ArrayBuffer.transfer) { ret = ArrayBuffer.transfer(buffer, size) } else { var oldHEAP8 = HEAP8; ret = new ArrayBuffer(size); var temp = new Int8Array(ret); temp.set(oldHEAP8) } } catch (e) { return false } var success = _emscripten_replace_memory(ret); if (!success) return false; return ret }; function enlargeMemory() { var PAGE_MULTIPLE = Module["usingWasm"] ? WASM_PAGE_SIZE : ASMJS_PAGE_SIZE; var LIMIT = 2147483648 - PAGE_MULTIPLE; if (HEAP32[DYNAMICTOP_PTR >> 2] > LIMIT) { return false } var OLD_TOTAL_MEMORY = TOTAL_MEMORY; TOTAL_MEMORY = Math.max(TOTAL_MEMORY, MIN_TOTAL_MEMORY); while (TOTAL_MEMORY < HEAP32[DYNAMICTOP_PTR >> 2]) { if (TOTAL_MEMORY <= 536870912) { TOTAL_MEMORY = alignUp(2 * TOTAL_MEMORY, PAGE_MULTIPLE) } else { TOTAL_MEMORY = Math.min(alignUp((3 * TOTAL_MEMORY + 2147483648) / 4, PAGE_MULTIPLE), LIMIT) } } var replacement = Module["reallocBuffer"](TOTAL_MEMORY); if (!replacement || replacement.byteLength != TOTAL_MEMORY) { TOTAL_MEMORY = OLD_TOTAL_MEMORY; return false } updateGlobalBuffer(replacement); updateGlobalBufferViews(); return true } var byteLength; try { byteLength = Function.prototype.call.bind(Object.getOwnPropertyDescriptor(ArrayBuffer.prototype, "byteLength").get); byteLength(new ArrayBuffer(4)) } catch (e) { byteLength = function (buffer) { return buffer.byteLength } } var TOTAL_STACK = Module["TOTAL_STACK"] || 5242880; var TOTAL_MEMORY = Module["TOTAL_MEMORY"] || 16777216; if (TOTAL_MEMORY < TOTAL_STACK) err("TOTAL_MEMORY should be larger than TOTAL_STACK, was " + TOTAL_MEMORY + "! (TOTAL_STACK=" + TOTAL_STACK + ")"); if (Module["buffer"]) { buffer = Module["buffer"] } else { if (typeof WebAssembly === "object" && typeof WebAssembly.Memory === "function") { Module["wasmMemory"] = new WebAssembly.Memory({ initial: TOTAL_MEMORY / WASM_PAGE_SIZE }); buffer = Module["wasmMemory"].buffer } else { buffer = new ArrayBuffer(TOTAL_MEMORY) } Module["buffer"] = buffer } updateGlobalBufferViews(); function getTotalMemory() { return TOTAL_MEMORY } function callRuntimeCallbacks(callbacks) { while (callbacks.length > 0) { var callback = callbacks.shift(); if (typeof callback == "function") { callback(); continue } var func = callback.func; if (typeof func === "number") { if (callback.arg === undefined) { Module["dynCall_v"](func) } else { Module["dynCall_vi"](func, callback.arg) } } else { func(callback.arg === undefined ? null : callback.arg) } } } var __ATPRERUN__ = []; var __ATINIT__ = []; var __ATMAIN__ = []; var __ATEXIT__ = []; var __ATPOSTRUN__ = []; var runtimeInitialized = false; var runtimeExited = false; function preRun() { if (Module["preRun"]) { if (typeof Module["preRun"] == "function") Module["preRun"] = [Module["preRun"]]; while (Module["preRun"].length) { addOnPreRun(Module["preRun"].shift()) } } callRuntimeCallbacks(__ATPRERUN__) } function ensureInitRuntime() { if (runtimeInitialized) return; runtimeInitialized = true; callRuntimeCallbacks(__ATINIT__) } function preMain() { callRuntimeCallbacks(__ATMAIN__) } function exitRuntime() { callRuntimeCallbacks(__ATEXIT__); runtimeExited = true } function postRun() { if (Module["postRun"]) { if (typeof Module["postRun"] == "function") Module["postRun"] = [Module["postRun"]]; while (Module["postRun"].length) { addOnPostRun(Module["postRun"].shift()) } } callRuntimeCallbacks(__ATPOSTRUN__) } function addOnPreRun(cb) { __ATPRERUN__.unshift(cb) } function addOnInit(cb) { __ATINIT__.unshift(cb) } function addOnPreMain(cb) { __ATMAIN__.unshift(cb) } function addOnExit(cb) { __ATEXIT__.unshift(cb) } function addOnPostRun(cb) { __ATPOSTRUN__.unshift(cb) } function writeStringToMemory(string, buffer, dontAddNull) { warnOnce("writeStringToMemory is deprecated and should not be called! Use stringToUTF8() instead!"); var lastChar, end; if (dontAddNull) { end = buffer + lengthBytesUTF8(string); lastChar = HEAP8[end] } stringToUTF8(string, buffer, Infinity); if (dontAddNull) HEAP8[end] = lastChar } function writeArrayToMemory(array, buffer) { HEAP8.set(array, buffer) } function writeAsciiToMemory(str, buffer, dontAddNull) { for (var i = 0; i < str.length; ++i) { HEAP8[buffer++ >> 0] = str.charCodeAt(i) } if (!dontAddNull) HEAP8[buffer >> 0] = 0 } function unSign(value, bits, ignore) { if (value >= 0) { return value } return bits <= 32 ? 2 * Math.abs(1 << bits - 1) + value : Math.pow(2, bits) + value } function reSign(value, bits, ignore) { if (value <= 0) { return value } var half = bits <= 32 ? Math.abs(1 << bits - 1) : Math.pow(2, bits - 1); if (value >= half && (bits <= 32 || value > half)) { value = -2 * half + value } return value } var Math_abs = Math.abs; var Math_cos = Math.cos; var Math_sin = Math.sin; var Math_tan = Math.tan; var Math_acos = Math.acos; var Math_asin = Math.asin; var Math_atan = Math.atan; var Math_atan2 = Math.atan2; var Math_exp = Math.exp; var Math_log = Math.log; var Math_sqrt = Math.sqrt; var Math_ceil = Math.ceil; var Math_floor = Math.floor; var Math_pow = Math.pow; var Math_imul = Math.imul; var Math_fround = Math.fround; var Math_round = Math.round; var Math_min = Math.min; var Math_max = Math.max; var Math_clz32 = Math.clz32; var Math_trunc = Math.trunc; var runDependencies = 0; var runDependencyWatcher = null; var dependenciesFulfilled = null; function getUniqueRunDependency(id) { return id } function addRunDependency(id) { runDependencies++; if (Module["monitorRunDependencies"]) { Module["monitorRunDependencies"](runDependencies) } } function removeRunDependency(id) { runDependencies--; if (Module["monitorRunDependencies"]) { Module["monitorRunDependencies"](runDependencies) } if (runDependencies == 0) { if (runDependencyWatcher !== null) { clearInterval(runDependencyWatcher); runDependencyWatcher = null } if (dependenciesFulfilled) { var callback = dependenciesFulfilled; dependenciesFulfilled = null; callback() } } } Module["preloadedImages"] = {}; Module["preloadedAudios"] = {}; var memoryInitializer = null; var dataURIPrefix = "data:application/octet-stream;base64,"; function isDataURI(filename) { return String.prototype.startsWith ? filename.startsWith(dataURIPrefix) : filename.indexOf(dataURIPrefix) === 0 } function integrateWasmJS() { var method = "native-wasm"; var wasmTextFile = "main.wast"; var wasmBinaryFile = "main.wasm"; var asmjsCodeFile = "main.temp.asm.js"; if (!isDataURI(wasmTextFile)) { wasmTextFile = locateFile(wasmTextFile) } if (!isDataURI(wasmBinaryFile)) { wasmBinaryFile = locateFile(wasmBinaryFile) } if (!isDataURI(asmjsCodeFile)) { asmjsCodeFile = locateFile(asmjsCodeFile) } var wasmPageSize = 64 * 1024; var info = { global: null, env: null, asm2wasm: asm2wasmImports, parent: Module }; var exports = null; function mergeMemory(newBuffer) { var oldBuffer = Module["buffer"]; if (newBuffer.byteLength < oldBuffer.byteLength) { err("the new buffer in mergeMemory is smaller than the previous one. in native wasm, we should grow memory here") } var oldView = new Int8Array(oldBuffer); var newView = new Int8Array(newBuffer); newView.set(oldView); updateGlobalBuffer(newBuffer); updateGlobalBufferViews() } function fixImports(imports) { return imports } function getBinary() { try { if (Module["wasmBinary"]) { return new Uint8Array(Module["wasmBinary"]) } if (Module["readBinary"]) { return Module["readBinary"](wasmBinaryFile) } else { throw "both async and sync fetching of the wasm failed" } } catch (err) { abort(err) } } function getBinaryPromise() { if (!Module["wasmBinary"] && (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER) && typeof fetch === "function") { return fetch(wasmBinaryFile, { credentials: "same-origin" }).then(function (response) { if (!response["ok"]) { throw "failed to load wasm binary file at '" + wasmBinaryFile + "'" } return response["arrayBuffer"]() }).catch(function () { return getBinary() }) } return new Promise(function (resolve, reject) { resolve(getBinary()) }) } function doNativeWasm(global, env, providedBuffer) { if (typeof WebAssembly !== "object") { err("no native wasm support detected"); return false } if (!(Module["wasmMemory"] instanceof WebAssembly.Memory)) { err("no native wasm Memory in use"); return false } env["memory"] = Module["wasmMemory"]; info["global"] = { NaN: NaN, Infinity: Infinity }; info["global.Math"] = Math; info["env"] = env; function receiveInstance(instance, module) { exports = instance.exports; if (exports.memory) mergeMemory(exports.memory); Module["asm"] = exports; Module["usingWasm"] = true; removeRunDependency("wasm-instantiate") } addRunDependency("wasm-instantiate"); if (Module["instantiateWasm"]) { try { return Module["instantiateWasm"](info, receiveInstance) } catch (e) { err("Module.instantiateWasm callback failed with error: " + e); return false } } function receiveInstantiatedSource(output) { receiveInstance(output["instance"], output["module"]) } function instantiateArrayBuffer(receiver) { getBinaryPromise().then(function (binary) { return WebAssembly.instantiate(binary, info) }).then(receiver).catch(function (reason) { err("failed to asynchronously prepare wasm: " + reason); abort(reason) }) } if (!Module["wasmBinary"] && typeof WebAssembly.instantiateStreaming === "function" && !isDataURI(wasmBinaryFile) && typeof fetch === "function") { WebAssembly.instantiateStreaming(fetch(wasmBinaryFile, { credentials: "same-origin" }), info).then(receiveInstantiatedSource).catch(function (reason) { err("wasm streaming compile failed: " + reason); err("falling back to ArrayBuffer instantiation"); instantiateArrayBuffer(receiveInstantiatedSource) }) } else { instantiateArrayBuffer(receiveInstantiatedSource) } return {} } Module["asmPreload"] = Module["asm"]; var asmjsReallocBuffer = Module["reallocBuffer"]; var wasmReallocBuffer = function (size) { var PAGE_MULTIPLE = Module["usingWasm"] ? WASM_PAGE_SIZE : ASMJS_PAGE_SIZE; size = alignUp(size, PAGE_MULTIPLE); var old = Module["buffer"]; var oldSize = old.byteLength; if (Module["usingWasm"]) { try { var result = Module["wasmMemory"].grow((size - oldSize) / wasmPageSize); if (result !== (-1 | 0)) { return Module["buffer"] = Module["wasmMemory"].buffer } else { return null } } catch (e) { return null } } }; Module["reallocBuffer"] = function (size) { if (finalMethod === "asmjs") { return asmjsReallocBuffer(size) } else { return wasmReallocBuffer(size) } }; var finalMethod = ""; Module["asm"] = function (global, env, providedBuffer) { env = fixImports(env); if (!env["table"]) { var TABLE_SIZE = Module["wasmTableSize"]; if (TABLE_SIZE === undefined) TABLE_SIZE = 1024; var MAX_TABLE_SIZE = Module["wasmMaxTableSize"]; if (typeof WebAssembly === "object" && typeof WebAssembly.Table === "function") { if (MAX_TABLE_SIZE !== undefined) { env["table"] = new WebAssembly.Table({ initial: TABLE_SIZE, maximum: MAX_TABLE_SIZE, element: "anyfunc" }) } else { env["table"] = new WebAssembly.Table({ initial: TABLE_SIZE, element: "anyfunc" }) } } else { env["table"] = new Array(TABLE_SIZE) } Module["wasmTable"] = env["table"] } if (!env["memoryBase"]) { env["memoryBase"] = Module["STATIC_BASE"] } if (!env["tableBase"]) { env["tableBase"] = 0 } var exports; exports = doNativeWasm(global, env, providedBuffer); assert(exports, "no binaryen method succeeded."); return exports }; var methodHandler = Module["asm"] } integrateWasmJS(); var ASM_CONSTS = []; STATIC_BASE = GLOBAL_BASE; STATICTOP = STATIC_BASE + 4816; __ATINIT__.push(); var STATIC_BUMP = 4816; Module["STATIC_BASE"] = STATIC_BASE; Module["STATIC_BUMP"] = STATIC_BUMP; var tempDoublePtr = STATICTOP; STATICTOP += 16; function copyTempFloat(ptr) { HEAP8[tempDoublePtr] = HEAP8[ptr]; HEAP8[tempDoublePtr + 1] = HEAP8[ptr + 1]; HEAP8[tempDoublePtr + 2] = HEAP8[ptr + 2]; HEAP8[tempDoublePtr + 3] = HEAP8[ptr + 3] } function copyTempDouble(ptr) { HEAP8[tempDoublePtr] = HEAP8[ptr]; HEAP8[tempDoublePtr + 1] = HEAP8[ptr + 1]; HEAP8[tempDoublePtr + 2] = HEAP8[ptr + 2]; HEAP8[tempDoublePtr + 3] = HEAP8[ptr + 3]; HEAP8[tempDoublePtr + 4] = HEAP8[ptr + 4]; HEAP8[tempDoublePtr + 5] = HEAP8[ptr + 5]; HEAP8[tempDoublePtr + 6] = HEAP8[ptr + 6]; HEAP8[tempDoublePtr + 7] = HEAP8[ptr + 7] } function ___assert_fail(condition, filename, line, func) { abort("Assertion failed: " + Pointer_stringify(condition) + ", at: " + [filename ? Pointer_stringify(filename) : "unknown filename", line, func ? Pointer_stringify(func) : "unknown function"]) } function _abort() { Module["abort"]() } var _llvm_floor_f64 = Math_floor; function _emscripten_memcpy_big(dest, src, num) { HEAPU8.set(HEAPU8.subarray(src, src + num), dest); return dest } function ___setErrNo(value) { if (Module["___errno_location"]) HEAP32[Module["___errno_location"]() >> 2] = value; return value } DYNAMICTOP_PTR = staticAlloc(4); STACK_BASE = STACKTOP = alignMemory(STATICTOP); STACK_MAX = STACK_BASE + TOTAL_STACK; DYNAMIC_BASE = alignMemory(STACK_MAX); HEAP32[DYNAMICTOP_PTR >> 2] = DYNAMIC_BASE; staticSealed = true; var ASSERTIONS = false; function intArrayFromString(stringy, dontAddNull, length) { var len = length > 0 ? length : lengthBytesUTF8(stringy) + 1; var u8array = new Array(len); var numBytesWritten = stringToUTF8Array(stringy, u8array, 0, u8array.length); if (dontAddNull) u8array.length = numBytesWritten; return u8array } function intArrayToString(array) { var ret = []; for (var i = 0; i < array.length; i++) { var chr = array[i]; if (chr > 255) { if (ASSERTIONS) { assert(false, "Character code " + chr + " (" + String.fromCharCode(chr) + ") at offset " + i + " not in 0x00-0xFF.") } chr &= 255 } ret.push(String.fromCharCode(chr)) } return ret.join("") } Module["wasmTableSize"] = 4; Module["wasmMaxTableSize"] = 4; function invoke_iii(index, a1, a2) { var sp = stackSave(); try { return Module["dynCall_iii"](index, a1, a2) } catch (e) { stackRestore(sp); if (typeof e !== "number" && e !== "longjmp") throw e; Module["setThrew"](1, 0) } } Module.asmGlobalArg = {}; Module.asmLibraryArg = { abort: abort, assert: assert, enlargeMemory: enlargeMemory, getTotalMemory: getTotalMemory, abortOnCannotGrowMemory: abortOnCannotGrowMemory, invoke_iii: invoke_iii, ___assert_fail: ___assert_fail, ___setErrNo: ___setErrNo, _abort: _abort, _emscripten_memcpy_big: _emscripten_memcpy_big, _llvm_floor_f64: _llvm_floor_f64, DYNAMICTOP_PTR: DYNAMICTOP_PTR, tempDoublePtr: tempDoublePtr, ABORT: ABORT, STACKTOP: STACKTOP, STACK_MAX: STACK_MAX }; var asm = Module["asm"](Module.asmGlobalArg, Module.asmLibraryArg, buffer); Module["asm"] = asm; var ___errno_location = Module["___errno_location"] = function () { return Module["asm"]["___errno_location"].apply(null, arguments) }; var _emscripten_replace_memory = Module["_emscripten_replace_memory"] = function () { return Module["asm"]["_emscripten_replace_memory"].apply(null, arguments) }; var _free = Module["_free"] = function () { return Module["asm"]["_free"].apply(null, arguments) }; var _malloc = Module["_malloc"] = function () { return Module["asm"]["_malloc"].apply(null, arguments) }; var _memcpy = Module["_memcpy"] = function () { return Module["asm"]["_memcpy"].apply(null, arguments) }; var _memset = Module["_memset"] = function () { return Module["asm"]["_memset"].apply(null, arguments) }; var _sbrk = Module["_sbrk"] = function () { return Module["asm"]["_sbrk"].apply(null, arguments) }; var _stb_vorbis_js_channels = Module["_stb_vorbis_js_channels"] = function () { return Module["asm"]["_stb_vorbis_js_channels"].apply(null, arguments) }; var _stb_vorbis_js_close = Module["_stb_vorbis_js_close"] = function () { return Module["asm"]["_stb_vorbis_js_close"].apply(null, arguments) }; var _stb_vorbis_js_decode = Module["_stb_vorbis_js_decode"] = function () { return Module["asm"]["_stb_vorbis_js_decode"].apply(null, arguments) }; var _stb_vorbis_js_open = Module["_stb_vorbis_js_open"] = function () { return Module["asm"]["_stb_vorbis_js_open"].apply(null, arguments) }; var _stb_vorbis_js_sample_rate = Module["_stb_vorbis_js_sample_rate"] = function () { return Module["asm"]["_stb_vorbis_js_sample_rate"].apply(null, arguments) }; var establishStackSpace = Module["establishStackSpace"] = function () { return Module["asm"]["establishStackSpace"].apply(null, arguments) }; var getTempRet0 = Module["getTempRet0"] = function () { return Module["asm"]["getTempRet0"].apply(null, arguments) }; var runPostSets = Module["runPostSets"] = function () { return Module["asm"]["runPostSets"].apply(null, arguments) }; var setTempRet0 = Module["setTempRet0"] = function () { return Module["asm"]["setTempRet0"].apply(null, arguments) }; var setThrew = Module["setThrew"] = function () { return Module["asm"]["setThrew"].apply(null, arguments) }; var stackAlloc = Module["stackAlloc"] = function () { return Module["asm"]["stackAlloc"].apply(null, arguments) }; var stackRestore = Module["stackRestore"] = function () { return Module["asm"]["stackRestore"].apply(null, arguments) }; var stackSave = Module["stackSave"] = function () { return Module["asm"]["stackSave"].apply(null, arguments) }; var dynCall_iii = Module["dynCall_iii"] = function () { return Module["asm"]["dynCall_iii"].apply(null, arguments) }; Module["asm"] = asm; Module["ccall"] = ccall; Module["cwrap"] = cwrap; function ExitStatus(status) { this.name = "ExitStatus"; this.message = "Program terminated with exit(" + status + ")"; this.status = status } ExitStatus.prototype = new Error; ExitStatus.prototype.constructor = ExitStatus; var initialStackTop; var calledMain = false; dependenciesFulfilled = function runCaller() { if (!Module["calledRun"]) run(); if (!Module["calledRun"]) dependenciesFulfilled = runCaller }; function run(args) { args = args || Module["arguments"]; if (runDependencies > 0) { return } preRun(); if (runDependencies > 0) return; if (Module["calledRun"]) return; function doRun() { if (Module["calledRun"]) return; Module["calledRun"] = true; if (ABORT) return; ensureInitRuntime(); preMain(); if (Module["onRuntimeInitialized"]) Module["onRuntimeInitialized"](); postRun() } if (Module["setStatus"]) { Module["setStatus"]("Running..."); setTimeout(function () { setTimeout(function () { Module["setStatus"]("") }, 1); doRun() }, 1) } else { doRun() } } Module["run"] = run; function exit(status, implicit) { if (implicit && Module["noExitRuntime"] && status === 0) { return } if (Module["noExitRuntime"]) { } else { ABORT = true; EXITSTATUS = status; STACKTOP = initialStackTop; exitRuntime(); if (Module["onExit"]) Module["onExit"](status) } Module["quit"](status, new ExitStatus(status)) } var abortDecorators = []; function abort(what) { if (Module["onAbort"]) { Module["onAbort"](what) } if (what !== undefined) { out(what); err(what); what = JSON.stringify(what) } else { what = "" } ABORT = true; EXITSTATUS = 1; throw "abort(" + what + "). Build with -s ASSERTIONS=1 for more info." } Module["abort"] = abort; if (Module["preInit"]) { if (typeof Module["preInit"] == "function") Module["preInit"] = [Module["preInit"]]; while (Module["preInit"].length > 0) { Module["preInit"].pop()() } } Module["noExitRuntime"] = true; run(); (function (Module) { var initializeP = new Promise(function (resolve) { if (typeof useWasm !== "undefined") { Module.onRuntimeInitialized = function () { var fs = {}; fs.open = Module.cwrap("stb_vorbis_js_open", "number", []); fs.close = Module.cwrap("stb_vorbis_js_close", "void", ["number"]); fs.channels = Module.cwrap("stb_vorbis_js_channels", "number", ["number"]); fs.sampleRate = Module.cwrap("stb_vorbis_js_sample_rate", "number", ["number"]); fs.decode = Module.cwrap("stb_vorbis_js_decode", "number", ["number", "number", "number", "number", "number"]); resolve(fs) }; return } var fs = {}; fs.open = Module["_stb_vorbis_js_open"]; fs.close = Module["_stb_vorbis_js_close"]; fs.channels = Module["_stb_vorbis_js_channels"]; fs.sampleRate = Module["_stb_vorbis_js_sample_rate"]; fs.decode = Module["_stb_vorbis_js_decode"]; resolve(fs) }); function arrayBufferToHeap(buffer, byteOffset, byteLength) { var ptr = Module._malloc(byteLength); var heapBytes = new Uint8Array(Module.HEAPU8.buffer, ptr, byteLength); heapBytes.set(new Uint8Array(buffer, byteOffset, byteLength)); return heapBytes } function ptrToInt32(ptr) { var a = new Int32Array(Module.HEAPU8.buffer, ptr, 1); return a[0] } function ptrToFloat32(ptr) { var a = new Float32Array(Module.HEAPU8.buffer, ptr, 1); return a[0] } function ptrToInt32s(ptr, length) { var buf = new ArrayBuffer(length * Int32Array.BYTES_PER_ELEMENT); var copied = new Int32Array(buf); copied.set(new Int32Array(Module.HEAPU8.buffer, ptr, length)); return copied } function ptrToFloat32s(ptr, length) { var buf = new ArrayBuffer(length * Float32Array.BYTES_PER_ELEMENT); var copied = new Float32Array(buf); copied.set(new Float32Array(Module.HEAPU8.buffer, ptr, length)); return copied } function concatArrays(arr1, arr2) { if (!arr1) { arr1 = new ArrayBuffer } if (!arr2) { arr2 = new ArrayBuffer } var newArr = new Uint8Array(arr1.byteLength + arr2.byteLength); if (arr1 instanceof ArrayBuffer) { newArr.set(new Uint8Array(arr1), 0) } else if (arr1 instanceof Uint8Array) { newArr.set(arr1, 0) } else { throw "not reached" } if (arr2 instanceof ArrayBuffer) { newArr.set(new Uint8Array(arr2), arr1.byteLength) } else if (arr2 instanceof Uint8Array) { newArr.set(arr2, arr1.byteLength) } else { throw "not reached" } return newArr } var sessions = {}; self.addEventListener("message", function (event) { initializeP.then(function (funcs) { var statePtr = null; if (event.data.id in sessions) { statePtr = sessions[event.data.id].state } else { statePtr = funcs.open(); sessions[event.data.id] = { state: statePtr, input: null } } sessions[event.data.id].input = concatArrays(sessions[event.data.id].input, event.data.buf); while (sessions[event.data.id].input.byteLength > 0) { var input = sessions[event.data.id].input; var copiedInput = null; var chunkLength = Math.min(65536, input.byteLength); if (input instanceof ArrayBuffer) { copiedInput = arrayBufferToHeap(input, 0, chunkLength) } else if (input instanceof Uint8Array) { copiedInput = arrayBufferToHeap(input.buffer, input.byteOffset, chunkLength) } var outputPtr = Module._malloc(4); var readPtr = Module._malloc(4); var length = funcs.decode(statePtr, copiedInput.byteOffset, copiedInput.byteLength, outputPtr, readPtr); Module._free(copiedInput.byteOffset); var read = ptrToInt32(readPtr); Module._free(readPtr); sessions[event.data.id].input = input.slice(read); var result = { id: event.data.id, data: null, sampleRate: 0, eof: false, error: null }; if (length < 0) { result.error = "stbvorbis decode failed: " + length; postMessage(result); funcs.close(statePtr); delete sessions[event.data.id]; Module._free(outputPtr); return } var channels = funcs.channels(statePtr); if (channels > 0) { var dataPtrs = ptrToInt32s(ptrToInt32(outputPtr), channels); result.data = new Array(dataPtrs.length); for (var i = 0; i < dataPtrs.length; i++) { result.data[i] = ptrToFloat32s(dataPtrs[i], length); Module._free(dataPtrs[i]) } } Module._free(ptrToInt32(outputPtr)); Module._free(outputPtr); if (read === 0) { break } if (result.sampleRate === 0) { result.sampleRate = funcs.sampleRate(statePtr) } postMessage(result, result.data.map(function (array) { return array.buffer })) } if (event.data.eof) { var len = sessions[event.data.id].input.length; if (len) { console.warn("not all the input data was decoded. remaining: " + len + "[bytes]") } var result = { id: event.data.id, data: null, sampleRate: 0, eof: true, error: null }; postMessage(result); funcs.close(statePtr); delete sessions[event.data.id] } }) }) })(Module) } function httpGet(url) { return new Promise(function (resolve, reject) { var xhr = new XMLHttpRequest; xhr.open("GET", url); xhr.addEventListener("load", function () { var status = xhr.status; if (status < 200 || status >= 300) { reject({ status: status }); return } resolve(xhr.response) }); xhr.addEventListener("error", function () { reject({ status: xhr.status }) }); xhr.send() }) } var initializeWorkerP = new Promise(function (resolve, reject) { if (typeof WebAssembly === "object") { var workerURL = URL.createObjectURL(new Blob(["(" + decodeWorker.toString() + ")();"], { type: "text/javascript" })); resolve(new Worker(workerURL)); return } var scriptPath = document.currentScript.src; var directoryPath = scriptPath.slice(0, scriptPath.lastIndexOf("/") + 1); httpGet(directoryPath + "stbvorbis_stream_asm.js").then(function (script) { workerURL = URL.createObjectURL(new Blob([script], { type: "text/javascript" })); resolve(new Worker(workerURL)) }).catch(function (err) { reject(new Error("asmjs version is not available (HTTP status: " + err.status + " on stbvorbis_stream_asm.js). Deploy stbvorbis_stream_asm.js at the same place as stbvorbis.js.")) }) }); initializeWorkerP.catch(function (e) { }); stbvorbis.decode = function (buf, outCallback) { var inCallback = stbvorbis.decodeStream(outCallback); inCallback({ data: buf, eof: false }); inCallback({ data: null, eof: true }) }; var sessionId = 0; var outCallbacks = {}; stbvorbis.decodeStream = function (outCallback) { var inCallbackImpl = null; var inputQueue = []; var inCallback = function (input) { if (!inCallbackImpl) { inputQueue.push(input); return } inCallbackImpl(input) }; initializeWorkerP.then(function (worker) { var currentId = sessionId; sessionId++; var sampleRate = 0; var data = []; var onmessage = function (event) { var result = event.data; if (result.id !== currentId) { return } if (result.error) { outCallback({ data: null, sampleRate: 0, eof: false, error: result.error }); worker.removeEventListener("message", onmessage); return } if (result.eof) { outCallback({ data: null, sampleRate: 0, eof: true, error: null }); worker.removeEventListener("message", onmessage); return } outCallback({ data: result.data, sampleRate: result.sampleRate, eof: false, error: null }) }; worker.addEventListener("message", onmessage); inCallbackImpl = function (input) { if (input.eof) { worker.postMessage({ id: currentId, buf: null, eof: true }); return } var buf = input.data; worker.postMessage({ id: currentId, buf: buf, eof: false }, [buf instanceof Uint8Array ? buf.buffer : buf]) }; for (var i = 0; i < inputQueue.length; i++) { inCallbackImpl(inputQueue[i]) } inputQueue = null }); return inCallback } })(); diff --git a/www/js/plugins/stbvorbis_stream_asm.js b/www/js/plugins/stbvorbis_stream_asm.js new file mode 100644 index 0000000..5a4effc --- /dev/null +++ b/www/js/plugins/stbvorbis_stream_asm.js @@ -0,0 +1 @@ +var Module = typeof Module !== "undefined" ? Module : {}; var moduleOverrides = {}; var key; for (key in Module) { if (Module.hasOwnProperty(key)) { moduleOverrides[key] = Module[key] } } Module["arguments"] = []; Module["thisProgram"] = "./this.program"; Module["quit"] = function (status, toThrow) { throw toThrow }; Module["preRun"] = []; Module["postRun"] = []; var ENVIRONMENT_IS_WEB = false; var ENVIRONMENT_IS_WORKER = false; var ENVIRONMENT_IS_NODE = false; var ENVIRONMENT_IS_SHELL = false; ENVIRONMENT_IS_WEB = typeof window === "object"; ENVIRONMENT_IS_WORKER = typeof importScripts === "function"; ENVIRONMENT_IS_NODE = typeof process === "object" && typeof require === "function" && !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_WORKER; ENVIRONMENT_IS_SHELL = !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_NODE && !ENVIRONMENT_IS_WORKER; var scriptDirectory = ""; function locateFile(path) { if (Module["locateFile"]) { return Module["locateFile"](path, scriptDirectory) } else { return scriptDirectory + path } } if (ENVIRONMENT_IS_NODE) { scriptDirectory = __dirname + "/"; var nodeFS; var nodePath; Module["read"] = function shell_read(filename, binary) { var ret; ret = tryParseAsDataURI(filename); if (!ret) { if (!nodeFS) nodeFS = require("fs"); if (!nodePath) nodePath = require("path"); filename = nodePath["normalize"](filename); ret = nodeFS["readFileSync"](filename) } return binary ? ret : ret.toString() }; Module["readBinary"] = function readBinary(filename) { var ret = Module["read"](filename, true); if (!ret.buffer) { ret = new Uint8Array(ret) } assert(ret.buffer); return ret }; if (process["argv"].length > 1) { Module["thisProgram"] = process["argv"][1].replace(/\\/g, "/") } Module["arguments"] = process["argv"].slice(2); if (typeof module !== "undefined") { module["exports"] = Module } process["on"]("uncaughtException", function (ex) { if (!(ex instanceof ExitStatus)) { throw ex } }); process["on"]("unhandledRejection", function (reason, p) { process["exit"](1) }); Module["quit"] = function (status) { process["exit"](status) }; Module["inspect"] = function () { return "[Emscripten Module object]" } } else if (ENVIRONMENT_IS_SHELL) { if (typeof read != "undefined") { Module["read"] = function shell_read(f) { var data = tryParseAsDataURI(f); if (data) { return intArrayToString(data) } return read(f) } } Module["readBinary"] = function readBinary(f) { var data; data = tryParseAsDataURI(f); if (data) { return data } if (typeof readbuffer === "function") { return new Uint8Array(readbuffer(f)) } data = read(f, "binary"); assert(typeof data === "object"); return data }; if (typeof scriptArgs != "undefined") { Module["arguments"] = scriptArgs } else if (typeof arguments != "undefined") { Module["arguments"] = arguments } if (typeof quit === "function") { Module["quit"] = function (status) { quit(status) } } } else if (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER) { if (ENVIRONMENT_IS_WEB) { if (document.currentScript) { scriptDirectory = document.currentScript.src } } else { scriptDirectory = self.location.href } if (scriptDirectory.indexOf("blob:") !== 0) { scriptDirectory = scriptDirectory.split("/").slice(0, -1).join("/") + "/" } else { scriptDirectory = "" } Module["read"] = function shell_read(url) { try { var xhr = new XMLHttpRequest; xhr.open("GET", url, false); xhr.send(null); return xhr.responseText } catch (err) { var data = tryParseAsDataURI(url); if (data) { return intArrayToString(data) } throw err } }; if (ENVIRONMENT_IS_WORKER) { Module["readBinary"] = function readBinary(url) { try { var xhr = new XMLHttpRequest; xhr.open("GET", url, false); xhr.responseType = "arraybuffer"; xhr.send(null); return new Uint8Array(xhr.response) } catch (err) { var data = tryParseAsDataURI(url); if (data) { return data } throw err } } } Module["readAsync"] = function readAsync(url, onload, onerror) { var xhr = new XMLHttpRequest; xhr.open("GET", url, true); xhr.responseType = "arraybuffer"; xhr.onload = function xhr_onload() { if (xhr.status == 200 || xhr.status == 0 && xhr.response) { onload(xhr.response); return } var data = tryParseAsDataURI(url); if (data) { onload(data.buffer); return } onerror() }; xhr.onerror = onerror; xhr.send(null) }; Module["setWindowTitle"] = function (title) { document.title = title } } else { } var out = Module["print"] || (typeof console !== "undefined" ? console.log.bind(console) : typeof print !== "undefined" ? print : null); var err = Module["printErr"] || (typeof printErr !== "undefined" ? printErr : typeof console !== "undefined" && console.warn.bind(console) || out); for (key in moduleOverrides) { if (moduleOverrides.hasOwnProperty(key)) { Module[key] = moduleOverrides[key] } } moduleOverrides = undefined; var STACK_ALIGN = 16; function staticAlloc(size) { var ret = STATICTOP; STATICTOP = STATICTOP + size + 15 & -16; return ret } function dynamicAlloc(size) { var ret = HEAP32[DYNAMICTOP_PTR >> 2]; var end = ret + size + 15 & -16; HEAP32[DYNAMICTOP_PTR >> 2] = end; if (end >= TOTAL_MEMORY) { var success = enlargeMemory(); if (!success) { HEAP32[DYNAMICTOP_PTR >> 2] = ret; return 0 } } return ret } function alignMemory(size, factor) { if (!factor) factor = STACK_ALIGN; var ret = size = Math.ceil(size / factor) * factor; return ret } function getNativeTypeSize(type) { switch (type) { case "i1": case "i8": return 1; case "i16": return 2; case "i32": return 4; case "i64": return 8; case "float": return 4; case "double": return 8; default: { if (type[type.length - 1] === "*") { return 4 } else if (type[0] === "i") { var bits = parseInt(type.substr(1)); assert(bits % 8 === 0); return bits / 8 } else { return 0 } } } } function warnOnce(text) { if (!warnOnce.shown) warnOnce.shown = {}; if (!warnOnce.shown[text]) { warnOnce.shown[text] = 1; err(text) } } var asm2wasmImports = { "f64-rem": function (x, y) { return x % y }, debugger: function () { debugger } }; var jsCallStartIndex = 1; var functionPointers = new Array(0); function addFunction(func, sig) { var base = 0; for (var i = base; i < base + 0; i++) { if (!functionPointers[i]) { functionPointers[i] = func; return jsCallStartIndex + i } } throw "Finished up all reserved function pointers. Use a higher value for RESERVED_FUNCTION_POINTERS." } function removeFunction(index) { functionPointers[index - jsCallStartIndex] = null } var funcWrappers = {}; function getFuncWrapper(func, sig) { if (!func) return; assert(sig); if (!funcWrappers[sig]) { funcWrappers[sig] = {} } var sigCache = funcWrappers[sig]; if (!sigCache[func]) { if (sig.length === 1) { sigCache[func] = function dynCall_wrapper() { return dynCall(sig, func) } } else if (sig.length === 2) { sigCache[func] = function dynCall_wrapper(arg) { return dynCall(sig, func, [arg]) } } else { sigCache[func] = function dynCall_wrapper() { return dynCall(sig, func, Array.prototype.slice.call(arguments)) } } } return sigCache[func] } function makeBigInt(low, high, unsigned) { return unsigned ? +(low >>> 0) + +(high >>> 0) * 4294967296 : +(low >>> 0) + +(high | 0) * 4294967296 } function dynCall(sig, ptr, args) { if (args && args.length) { return Module["dynCall_" + sig].apply(null, [ptr].concat(args)) } else { return Module["dynCall_" + sig].call(null, ptr) } } var Runtime = { dynCall: dynCall }; var GLOBAL_BASE = 8; var ABORT = 0; var EXITSTATUS = 0; function assert(condition, text) { if (!condition) { abort("Assertion failed: " + text) } } var globalScope = this; function getCFunc(ident) { var func = Module["_" + ident]; assert(func, "Cannot call unknown function " + ident + ", make sure it is exported"); return func } var JSfuncs = { stackSave: function () { stackSave() }, stackRestore: function () { stackRestore() }, arrayToC: function (arr) { var ret = stackAlloc(arr.length); writeArrayToMemory(arr, ret); return ret }, stringToC: function (str) { var ret = 0; if (str !== null && str !== undefined && str !== 0) { var len = (str.length << 2) + 1; ret = stackAlloc(len); stringToUTF8(str, ret, len) } return ret } }; var toC = { string: JSfuncs["stringToC"], array: JSfuncs["arrayToC"] }; function ccall(ident, returnType, argTypes, args, opts) { function convertReturnValue(ret) { if (returnType === "string") return Pointer_stringify(ret); if (returnType === "boolean") return Boolean(ret); return ret } var func = getCFunc(ident); var cArgs = []; var stack = 0; if (args) { for (var i = 0; i < args.length; i++) { var converter = toC[argTypes[i]]; if (converter) { if (stack === 0) stack = stackSave(); cArgs[i] = converter(args[i]) } else { cArgs[i] = args[i] } } } var ret = func.apply(null, cArgs); ret = convertReturnValue(ret); if (stack !== 0) stackRestore(stack); return ret } function cwrap(ident, returnType, argTypes, opts) { argTypes = argTypes || []; var numericArgs = argTypes.every(function (type) { return type === "number" }); var numericRet = returnType !== "string"; if (numericRet && numericArgs && !opts) { return getCFunc(ident) } return function () { return ccall(ident, returnType, argTypes, arguments, opts) } } function setValue(ptr, value, type, noSafe) { type = type || "i8"; if (type.charAt(type.length - 1) === "*") type = "i32"; switch (type) { case "i1": HEAP8[ptr >> 0] = value; break; case "i8": HEAP8[ptr >> 0] = value; break; case "i16": HEAP16[ptr >> 1] = value; break; case "i32": HEAP32[ptr >> 2] = value; break; case "i64": tempI64 = [value >>> 0, (tempDouble = value, +Math_abs(tempDouble) >= +1 ? tempDouble > +0 ? (Math_min(+Math_floor(tempDouble / +4294967296), +4294967295) | 0) >>> 0 : ~~+Math_ceil((tempDouble - +(~~tempDouble >>> 0)) / +4294967296) >>> 0 : 0)], HEAP32[ptr >> 2] = tempI64[0], HEAP32[ptr + 4 >> 2] = tempI64[1]; break; case "float": HEAPF32[ptr >> 2] = value; break; case "double": HEAPF64[ptr >> 3] = value; break; default: abort("invalid type for setValue: " + type) } } function getValue(ptr, type, noSafe) { type = type || "i8"; if (type.charAt(type.length - 1) === "*") type = "i32"; switch (type) { case "i1": return HEAP8[ptr >> 0]; case "i8": return HEAP8[ptr >> 0]; case "i16": return HEAP16[ptr >> 1]; case "i32": return HEAP32[ptr >> 2]; case "i64": return HEAP32[ptr >> 2]; case "float": return HEAPF32[ptr >> 2]; case "double": return HEAPF64[ptr >> 3]; default: abort("invalid type for getValue: " + type) }return null } var ALLOC_NORMAL = 0; var ALLOC_STACK = 1; var ALLOC_STATIC = 2; var ALLOC_DYNAMIC = 3; var ALLOC_NONE = 4; function allocate(slab, types, allocator, ptr) { var zeroinit, size; if (typeof slab === "number") { zeroinit = true; size = slab } else { zeroinit = false; size = slab.length } var singleType = typeof types === "string" ? types : null; var ret; if (allocator == ALLOC_NONE) { ret = ptr } else { ret = [typeof _malloc === "function" ? _malloc : staticAlloc, stackAlloc, staticAlloc, dynamicAlloc][allocator === undefined ? ALLOC_STATIC : allocator](Math.max(size, singleType ? 1 : types.length)) } if (zeroinit) { var stop; ptr = ret; assert((ret & 3) == 0); stop = ret + (size & ~3); for (; ptr < stop; ptr += 4) { HEAP32[ptr >> 2] = 0 } stop = ret + size; while (ptr < stop) { HEAP8[ptr++ >> 0] = 0 } return ret } if (singleType === "i8") { if (slab.subarray || slab.slice) { HEAPU8.set(slab, ret) } else { HEAPU8.set(new Uint8Array(slab), ret) } return ret } var i = 0, type, typeSize, previousType; while (i < size) { var curr = slab[i]; type = singleType || types[i]; if (type === 0) { i++; continue } if (type == "i64") type = "i32"; setValue(ret + i, curr, type); if (previousType !== type) { typeSize = getNativeTypeSize(type); previousType = type } i += typeSize } return ret } function getMemory(size) { if (!staticSealed) return staticAlloc(size); if (!runtimeInitialized) return dynamicAlloc(size); return _malloc(size) } function Pointer_stringify(ptr, length) { if (length === 0 || !ptr) return ""; var hasUtf = 0; var t; var i = 0; while (1) { t = HEAPU8[ptr + i >> 0]; hasUtf |= t; if (t == 0 && !length) break; i++; if (length && i == length) break } if (!length) length = i; var ret = ""; if (hasUtf < 128) { var MAX_CHUNK = 1024; var curr; while (length > 0) { curr = String.fromCharCode.apply(String, HEAPU8.subarray(ptr, ptr + Math.min(length, MAX_CHUNK))); ret = ret ? ret + curr : curr; ptr += MAX_CHUNK; length -= MAX_CHUNK } return ret } return UTF8ToString(ptr) } function AsciiToString(ptr) { var str = ""; while (1) { var ch = HEAP8[ptr++ >> 0]; if (!ch) return str; str += String.fromCharCode(ch) } } function stringToAscii(str, outPtr) { return writeAsciiToMemory(str, outPtr, false) } var UTF8Decoder = typeof TextDecoder !== "undefined" ? new TextDecoder("utf8") : undefined; function UTF8ArrayToString(u8Array, idx) { var endPtr = idx; while (u8Array[endPtr]) ++endPtr; if (endPtr - idx > 16 && u8Array.subarray && UTF8Decoder) { return UTF8Decoder.decode(u8Array.subarray(idx, endPtr)) } else { var u0, u1, u2, u3, u4, u5; var str = ""; while (1) { u0 = u8Array[idx++]; if (!u0) return str; if (!(u0 & 128)) { str += String.fromCharCode(u0); continue } u1 = u8Array[idx++] & 63; if ((u0 & 224) == 192) { str += String.fromCharCode((u0 & 31) << 6 | u1); continue } u2 = u8Array[idx++] & 63; if ((u0 & 240) == 224) { u0 = (u0 & 15) << 12 | u1 << 6 | u2 } else { u3 = u8Array[idx++] & 63; if ((u0 & 248) == 240) { u0 = (u0 & 7) << 18 | u1 << 12 | u2 << 6 | u3 } else { u4 = u8Array[idx++] & 63; if ((u0 & 252) == 248) { u0 = (u0 & 3) << 24 | u1 << 18 | u2 << 12 | u3 << 6 | u4 } else { u5 = u8Array[idx++] & 63; u0 = (u0 & 1) << 30 | u1 << 24 | u2 << 18 | u3 << 12 | u4 << 6 | u5 } } } if (u0 < 65536) { str += String.fromCharCode(u0) } else { var ch = u0 - 65536; str += String.fromCharCode(55296 | ch >> 10, 56320 | ch & 1023) } } } } function UTF8ToString(ptr) { return UTF8ArrayToString(HEAPU8, ptr) } function stringToUTF8Array(str, outU8Array, outIdx, maxBytesToWrite) { if (!(maxBytesToWrite > 0)) return 0; var startIdx = outIdx; var endIdx = outIdx + maxBytesToWrite - 1; for (var i = 0; i < str.length; ++i) { var u = str.charCodeAt(i); if (u >= 55296 && u <= 57343) { var u1 = str.charCodeAt(++i); u = 65536 + ((u & 1023) << 10) | u1 & 1023 } if (u <= 127) { if (outIdx >= endIdx) break; outU8Array[outIdx++] = u } else if (u <= 2047) { if (outIdx + 1 >= endIdx) break; outU8Array[outIdx++] = 192 | u >> 6; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 65535) { if (outIdx + 2 >= endIdx) break; outU8Array[outIdx++] = 224 | u >> 12; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 2097151) { if (outIdx + 3 >= endIdx) break; outU8Array[outIdx++] = 240 | u >> 18; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else if (u <= 67108863) { if (outIdx + 4 >= endIdx) break; outU8Array[outIdx++] = 248 | u >> 24; outU8Array[outIdx++] = 128 | u >> 18 & 63; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } else { if (outIdx + 5 >= endIdx) break; outU8Array[outIdx++] = 252 | u >> 30; outU8Array[outIdx++] = 128 | u >> 24 & 63; outU8Array[outIdx++] = 128 | u >> 18 & 63; outU8Array[outIdx++] = 128 | u >> 12 & 63; outU8Array[outIdx++] = 128 | u >> 6 & 63; outU8Array[outIdx++] = 128 | u & 63 } } outU8Array[outIdx] = 0; return outIdx - startIdx } function stringToUTF8(str, outPtr, maxBytesToWrite) { return stringToUTF8Array(str, HEAPU8, outPtr, maxBytesToWrite) } function lengthBytesUTF8(str) { var len = 0; for (var i = 0; i < str.length; ++i) { var u = str.charCodeAt(i); if (u >= 55296 && u <= 57343) u = 65536 + ((u & 1023) << 10) | str.charCodeAt(++i) & 1023; if (u <= 127) { ++len } else if (u <= 2047) { len += 2 } else if (u <= 65535) { len += 3 } else if (u <= 2097151) { len += 4 } else if (u <= 67108863) { len += 5 } else { len += 6 } } return len } var UTF16Decoder = typeof TextDecoder !== "undefined" ? new TextDecoder("utf-16le") : undefined; function UTF16ToString(ptr) { var endPtr = ptr; var idx = endPtr >> 1; while (HEAP16[idx]) ++idx; endPtr = idx << 1; if (endPtr - ptr > 32 && UTF16Decoder) { return UTF16Decoder.decode(HEAPU8.subarray(ptr, endPtr)) } else { var i = 0; var str = ""; while (1) { var codeUnit = HEAP16[ptr + i * 2 >> 1]; if (codeUnit == 0) return str; ++i; str += String.fromCharCode(codeUnit) } } } function stringToUTF16(str, outPtr, maxBytesToWrite) { if (maxBytesToWrite === undefined) { maxBytesToWrite = 2147483647 } if (maxBytesToWrite < 2) return 0; maxBytesToWrite -= 2; var startPtr = outPtr; var numCharsToWrite = maxBytesToWrite < str.length * 2 ? maxBytesToWrite / 2 : str.length; for (var i = 0; i < numCharsToWrite; ++i) { var codeUnit = str.charCodeAt(i); HEAP16[outPtr >> 1] = codeUnit; outPtr += 2 } HEAP16[outPtr >> 1] = 0; return outPtr - startPtr } function lengthBytesUTF16(str) { return str.length * 2 } function UTF32ToString(ptr) { var i = 0; var str = ""; while (1) { var utf32 = HEAP32[ptr + i * 4 >> 2]; if (utf32 == 0) return str; ++i; if (utf32 >= 65536) { var ch = utf32 - 65536; str += String.fromCharCode(55296 | ch >> 10, 56320 | ch & 1023) } else { str += String.fromCharCode(utf32) } } } function stringToUTF32(str, outPtr, maxBytesToWrite) { if (maxBytesToWrite === undefined) { maxBytesToWrite = 2147483647 } if (maxBytesToWrite < 4) return 0; var startPtr = outPtr; var endPtr = startPtr + maxBytesToWrite - 4; for (var i = 0; i < str.length; ++i) { var codeUnit = str.charCodeAt(i); if (codeUnit >= 55296 && codeUnit <= 57343) { var trailSurrogate = str.charCodeAt(++i); codeUnit = 65536 + ((codeUnit & 1023) << 10) | trailSurrogate & 1023 } HEAP32[outPtr >> 2] = codeUnit; outPtr += 4; if (outPtr + 4 > endPtr) break } HEAP32[outPtr >> 2] = 0; return outPtr - startPtr } function lengthBytesUTF32(str) { var len = 0; for (var i = 0; i < str.length; ++i) { var codeUnit = str.charCodeAt(i); if (codeUnit >= 55296 && codeUnit <= 57343) ++i; len += 4 } return len } function allocateUTF8(str) { var size = lengthBytesUTF8(str) + 1; var ret = _malloc(size); if (ret) stringToUTF8Array(str, HEAP8, ret, size); return ret } function allocateUTF8OnStack(str) { var size = lengthBytesUTF8(str) + 1; var ret = stackAlloc(size); stringToUTF8Array(str, HEAP8, ret, size); return ret } function demangle(func) { return func } function demangleAll(text) { var regex = /__Z[\w\d_]+/g; return text.replace(regex, function (x) { var y = demangle(x); return x === y ? x : x + " [" + y + "]" }) } function jsStackTrace() { var err = new Error; if (!err.stack) { try { throw new Error(0) } catch (e) { err = e } if (!err.stack) { return "(no stack trace available)" } } return err.stack.toString() } function stackTrace() { var js = jsStackTrace(); if (Module["extraStackTrace"]) js += "\n" + Module["extraStackTrace"](); return demangleAll(js) } var PAGE_SIZE = 16384; var WASM_PAGE_SIZE = 65536; var ASMJS_PAGE_SIZE = 16777216; var MIN_TOTAL_MEMORY = 16777216; function alignUp(x, multiple) { if (x % multiple > 0) { x += multiple - x % multiple } return x } var HEAP, buffer, HEAP8, HEAPU8, HEAP16, HEAPU16, HEAP32, HEAPU32, HEAPF32, HEAPF64; function updateGlobalBuffer(buf) { Module["buffer"] = buffer = buf } function updateGlobalBufferViews() { Module["HEAP8"] = HEAP8 = new Int8Array(buffer); Module["HEAP16"] = HEAP16 = new Int16Array(buffer); Module["HEAP32"] = HEAP32 = new Int32Array(buffer); Module["HEAPU8"] = HEAPU8 = new Uint8Array(buffer); Module["HEAPU16"] = HEAPU16 = new Uint16Array(buffer); Module["HEAPU32"] = HEAPU32 = new Uint32Array(buffer); Module["HEAPF32"] = HEAPF32 = new Float32Array(buffer); Module["HEAPF64"] = HEAPF64 = new Float64Array(buffer) } var STATIC_BASE, STATICTOP, staticSealed; var STACK_BASE, STACKTOP, STACK_MAX; var DYNAMIC_BASE, DYNAMICTOP_PTR; STATIC_BASE = STATICTOP = STACK_BASE = STACKTOP = STACK_MAX = DYNAMIC_BASE = DYNAMICTOP_PTR = 0; staticSealed = false; function abortOnCannotGrowMemory() { abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value " + TOTAL_MEMORY + ", (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 ") } if (!Module["reallocBuffer"]) Module["reallocBuffer"] = function (size) { var ret; try { if (ArrayBuffer.transfer) { ret = ArrayBuffer.transfer(buffer, size) } else { var oldHEAP8 = HEAP8; ret = new ArrayBuffer(size); var temp = new Int8Array(ret); temp.set(oldHEAP8) } } catch (e) { return false } var success = _emscripten_replace_memory(ret); if (!success) return false; return ret }; function enlargeMemory() { var PAGE_MULTIPLE = Module["usingWasm"] ? WASM_PAGE_SIZE : ASMJS_PAGE_SIZE; var LIMIT = 2147483648 - PAGE_MULTIPLE; if (HEAP32[DYNAMICTOP_PTR >> 2] > LIMIT) { return false } var OLD_TOTAL_MEMORY = TOTAL_MEMORY; TOTAL_MEMORY = Math.max(TOTAL_MEMORY, MIN_TOTAL_MEMORY); while (TOTAL_MEMORY < HEAP32[DYNAMICTOP_PTR >> 2]) { if (TOTAL_MEMORY <= 536870912) { TOTAL_MEMORY = alignUp(2 * TOTAL_MEMORY, PAGE_MULTIPLE) } else { TOTAL_MEMORY = Math.min(alignUp((3 * TOTAL_MEMORY + 2147483648) / 4, PAGE_MULTIPLE), LIMIT) } } var replacement = Module["reallocBuffer"](TOTAL_MEMORY); if (!replacement || replacement.byteLength != TOTAL_MEMORY) { TOTAL_MEMORY = OLD_TOTAL_MEMORY; return false } updateGlobalBuffer(replacement); updateGlobalBufferViews(); return true } var byteLength; try { byteLength = Function.prototype.call.bind(Object.getOwnPropertyDescriptor(ArrayBuffer.prototype, "byteLength").get); byteLength(new ArrayBuffer(4)) } catch (e) { byteLength = function (buffer) { return buffer.byteLength } } var TOTAL_STACK = Module["TOTAL_STACK"] || 5242880; var TOTAL_MEMORY = Module["TOTAL_MEMORY"] || 16777216; if (TOTAL_MEMORY < TOTAL_STACK) err("TOTAL_MEMORY should be larger than TOTAL_STACK, was " + TOTAL_MEMORY + "! (TOTAL_STACK=" + TOTAL_STACK + ")"); if (Module["buffer"]) { buffer = Module["buffer"] } else { { buffer = new ArrayBuffer(TOTAL_MEMORY) } Module["buffer"] = buffer } updateGlobalBufferViews(); function getTotalMemory() { return TOTAL_MEMORY } function callRuntimeCallbacks(callbacks) { while (callbacks.length > 0) { var callback = callbacks.shift(); if (typeof callback == "function") { callback(); continue } var func = callback.func; if (typeof func === "number") { if (callback.arg === undefined) { Module["dynCall_v"](func) } else { Module["dynCall_vi"](func, callback.arg) } } else { func(callback.arg === undefined ? null : callback.arg) } } } var __ATPRERUN__ = []; var __ATINIT__ = []; var __ATMAIN__ = []; var __ATEXIT__ = []; var __ATPOSTRUN__ = []; var runtimeInitialized = false; var runtimeExited = false; function preRun() { if (Module["preRun"]) { if (typeof Module["preRun"] == "function") Module["preRun"] = [Module["preRun"]]; while (Module["preRun"].length) { addOnPreRun(Module["preRun"].shift()) } } callRuntimeCallbacks(__ATPRERUN__) } function ensureInitRuntime() { if (runtimeInitialized) return; runtimeInitialized = true; callRuntimeCallbacks(__ATINIT__) } function preMain() { callRuntimeCallbacks(__ATMAIN__) } function exitRuntime() { callRuntimeCallbacks(__ATEXIT__); runtimeExited = true } function postRun() { if (Module["postRun"]) { if (typeof Module["postRun"] == "function") Module["postRun"] = [Module["postRun"]]; while (Module["postRun"].length) { addOnPostRun(Module["postRun"].shift()) } } callRuntimeCallbacks(__ATPOSTRUN__) } function addOnPreRun(cb) { __ATPRERUN__.unshift(cb) } function addOnInit(cb) { __ATINIT__.unshift(cb) } function addOnPreMain(cb) { __ATMAIN__.unshift(cb) } function addOnExit(cb) { __ATEXIT__.unshift(cb) } function addOnPostRun(cb) { __ATPOSTRUN__.unshift(cb) } function writeStringToMemory(string, buffer, dontAddNull) { warnOnce("writeStringToMemory is deprecated and should not be called! Use stringToUTF8() instead!"); var lastChar, end; if (dontAddNull) { end = buffer + lengthBytesUTF8(string); lastChar = HEAP8[end] } stringToUTF8(string, buffer, Infinity); if (dontAddNull) HEAP8[end] = lastChar } function writeArrayToMemory(array, buffer) { HEAP8.set(array, buffer) } function writeAsciiToMemory(str, buffer, dontAddNull) { for (var i = 0; i < str.length; ++i) { HEAP8[buffer++ >> 0] = str.charCodeAt(i) } if (!dontAddNull) HEAP8[buffer >> 0] = 0 } function unSign(value, bits, ignore) { if (value >= 0) { return value } return bits <= 32 ? 2 * Math.abs(1 << bits - 1) + value : Math.pow(2, bits) + value } function reSign(value, bits, ignore) { if (value <= 0) { return value } var half = bits <= 32 ? Math.abs(1 << bits - 1) : Math.pow(2, bits - 1); if (value >= half && (bits <= 32 || value > half)) { value = -2 * half + value } return value } var Math_abs = Math.abs; var Math_cos = Math.cos; var Math_sin = Math.sin; var Math_tan = Math.tan; var Math_acos = Math.acos; var Math_asin = Math.asin; var Math_atan = Math.atan; var Math_atan2 = Math.atan2; var Math_exp = Math.exp; var Math_log = Math.log; var Math_sqrt = Math.sqrt; var Math_ceil = Math.ceil; var Math_floor = Math.floor; var Math_pow = Math.pow; var Math_imul = Math.imul; var Math_fround = Math.fround; var Math_round = Math.round; var Math_min = Math.min; var Math_max = Math.max; var Math_clz32 = Math.clz32; var Math_trunc = Math.trunc; var runDependencies = 0; var runDependencyWatcher = null; var dependenciesFulfilled = null; function getUniqueRunDependency(id) { return id } function addRunDependency(id) { runDependencies++; if (Module["monitorRunDependencies"]) { Module["monitorRunDependencies"](runDependencies) } } function removeRunDependency(id) { runDependencies--; if (Module["monitorRunDependencies"]) { Module["monitorRunDependencies"](runDependencies) } if (runDependencies == 0) { if (runDependencyWatcher !== null) { clearInterval(runDependencyWatcher); runDependencyWatcher = null } if (dependenciesFulfilled) { var callback = dependenciesFulfilled; dependenciesFulfilled = null; callback() } } } Module["preloadedImages"] = {}; Module["preloadedAudios"] = {}; var memoryInitializer = null; var dataURIPrefix = "data:application/octet-stream;base64,"; function isDataURI(filename) { return String.prototype.startsWith ? filename.startsWith(dataURIPrefix) : filename.indexOf(dataURIPrefix) === 0 } var ASM_CONSTS = []; STATIC_BASE = GLOBAL_BASE; STATICTOP = STATIC_BASE + 3392; __ATINIT__.push(); memoryInitializer = "data:application/octet-stream;base64,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"; var tempDoublePtr = STATICTOP; STATICTOP += 16; function copyTempFloat(ptr) { HEAP8[tempDoublePtr] = HEAP8[ptr]; HEAP8[tempDoublePtr + 1] = HEAP8[ptr + 1]; HEAP8[tempDoublePtr + 2] = HEAP8[ptr + 2]; HEAP8[tempDoublePtr + 3] = HEAP8[ptr + 3] } function copyTempDouble(ptr) { HEAP8[tempDoublePtr] = HEAP8[ptr]; HEAP8[tempDoublePtr + 1] = HEAP8[ptr + 1]; HEAP8[tempDoublePtr + 2] = HEAP8[ptr + 2]; HEAP8[tempDoublePtr + 3] = HEAP8[ptr + 3]; HEAP8[tempDoublePtr + 4] = HEAP8[ptr + 4]; HEAP8[tempDoublePtr + 5] = HEAP8[ptr + 5]; HEAP8[tempDoublePtr + 6] = HEAP8[ptr + 6]; HEAP8[tempDoublePtr + 7] = HEAP8[ptr + 7] } function ___assert_fail(condition, filename, line, func) { abort("Assertion failed: " + Pointer_stringify(condition) + ", at: " + [filename ? Pointer_stringify(filename) : "unknown filename", line, func ? Pointer_stringify(func) : "unknown function"]) } function _abort() { Module["abort"]() } var _llvm_floor_f64 = Math_floor; function _emscripten_memcpy_big(dest, src, num) { HEAPU8.set(HEAPU8.subarray(src, src + num), dest); return dest } function ___setErrNo(value) { if (Module["___errno_location"]) HEAP32[Module["___errno_location"]() >> 2] = value; return value } DYNAMICTOP_PTR = staticAlloc(4); STACK_BASE = STACKTOP = alignMemory(STATICTOP); STACK_MAX = STACK_BASE + TOTAL_STACK; DYNAMIC_BASE = alignMemory(STACK_MAX); HEAP32[DYNAMICTOP_PTR >> 2] = DYNAMIC_BASE; staticSealed = true; var ASSERTIONS = false; function intArrayFromString(stringy, dontAddNull, length) { var len = length > 0 ? length : lengthBytesUTF8(stringy) + 1; var u8array = new Array(len); var numBytesWritten = stringToUTF8Array(stringy, u8array, 0, u8array.length); if (dontAddNull) u8array.length = numBytesWritten; return u8array } function intArrayToString(array) { var ret = []; for (var i = 0; i < array.length; i++) { var chr = array[i]; if (chr > 255) { if (ASSERTIONS) { assert(false, "Character code " + chr + " (" + String.fromCharCode(chr) + ") at offset " + i + " not in 0x00-0xFF.") } chr &= 255 } ret.push(String.fromCharCode(chr)) } return ret.join("") } var decodeBase64 = typeof atob === "function" ? atob : function (input) { var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="; var output = ""; var chr1, chr2, chr3; var enc1, enc2, enc3, enc4; var i = 0; input = input.replace(/[^A-Za-z0-9\+\/\=]/g, ""); do { enc1 = keyStr.indexOf(input.charAt(i++)); enc2 = keyStr.indexOf(input.charAt(i++)); enc3 = keyStr.indexOf(input.charAt(i++)); enc4 = keyStr.indexOf(input.charAt(i++)); chr1 = enc1 << 2 | enc2 >> 4; chr2 = (enc2 & 15) << 4 | enc3 >> 2; chr3 = (enc3 & 3) << 6 | enc4; output = output + String.fromCharCode(chr1); if (enc3 !== 64) { output = output + String.fromCharCode(chr2) } if (enc4 !== 64) { output = output + String.fromCharCode(chr3) } } while (i < input.length); return output }; function intArrayFromBase64(s) { if (typeof ENVIRONMENT_IS_NODE === "boolean" && ENVIRONMENT_IS_NODE) { var buf; try { buf = Buffer.from(s, "base64") } catch (_) { buf = new Buffer(s, "base64") } return new Uint8Array(buf.buffer, buf.byteOffset, buf.byteLength) } try { var decoded = decodeBase64(s); var bytes = new Uint8Array(decoded.length); for (var i = 0; i < decoded.length; ++i) { bytes[i] = decoded.charCodeAt(i) } return bytes } catch (_) { throw new Error("Converting base64 string to bytes failed.") } } function tryParseAsDataURI(filename) { if (!isDataURI(filename)) { return } return intArrayFromBase64(filename.slice(dataURIPrefix.length)) } function invoke_iii(index, a1, a2) { var sp = stackSave(); try { return Module["dynCall_iii"](index, a1, a2) } catch (e) { stackRestore(sp); if (typeof e !== "number" && e !== "longjmp") throw e; Module["setThrew"](1, 0) } } Module.asmGlobalArg = { Math: Math, Int8Array: Int8Array, Int16Array: Int16Array, Int32Array: Int32Array, Uint8Array: Uint8Array, Uint16Array: Uint16Array, Uint32Array: Uint32Array, Float32Array: Float32Array, Float64Array: Float64Array, NaN: NaN, Infinity: Infinity, byteLength: byteLength }; Module.asmLibraryArg = { abort: abort, assert: assert, enlargeMemory: enlargeMemory, getTotalMemory: getTotalMemory, abortOnCannotGrowMemory: abortOnCannotGrowMemory, invoke_iii: invoke_iii, ___assert_fail: ___assert_fail, ___setErrNo: ___setErrNo, _abort: _abort, _emscripten_memcpy_big: _emscripten_memcpy_big, _llvm_floor_f64: _llvm_floor_f64, DYNAMICTOP_PTR: DYNAMICTOP_PTR, tempDoublePtr: tempDoublePtr, ABORT: ABORT, STACKTOP: STACKTOP, STACK_MAX: STACK_MAX }; var asm = function (global, env, buffer) { "almost asm"; var Int8View = global.Int8Array; var HEAP8 = new Int8View(buffer); var Int16View = global.Int16Array; var HEAP16 = new Int16View(buffer); var Int32View = global.Int32Array; var HEAP32 = new Int32View(buffer); var Uint8View = global.Uint8Array; var HEAPU8 = new Uint8View(buffer); var Uint16View = global.Uint16Array; var HEAPU16 = new Uint16View(buffer); var Uint32View = global.Uint32Array; var HEAPU32 = new Uint32View(buffer); var Float32View = global.Float32Array; var HEAPF32 = new Float32View(buffer); var Float64View = global.Float64Array; var HEAPF64 = new Float64View(buffer); var byteLength = global.byteLength; var DYNAMICTOP_PTR = env.DYNAMICTOP_PTR | 0; var tempDoublePtr = env.tempDoublePtr | 0; var ABORT = env.ABORT | 0; var STACKTOP = env.STACKTOP | 0; var STACK_MAX = env.STACK_MAX | 0; var __THREW__ = 0; var threwValue = 0; var setjmpId = 0; var undef = 0; var nan = global.NaN, inf = global.Infinity; var tempInt = 0, tempBigInt = 0, tempBigIntS = 0, tempValue = 0, tempDouble = 0; var tempRet0 = 0; var Math_floor = global.Math.floor; var Math_abs = global.Math.abs; var Math_sqrt = global.Math.sqrt; var Math_pow = global.Math.pow; var Math_cos = global.Math.cos; var Math_sin = global.Math.sin; var Math_tan = global.Math.tan; var Math_acos = global.Math.acos; var Math_asin = global.Math.asin; var Math_atan = global.Math.atan; var Math_atan2 = global.Math.atan2; var Math_exp = global.Math.exp; var Math_log = global.Math.log; var Math_ceil = global.Math.ceil; var Math_imul = global.Math.imul; var Math_min = global.Math.min; var Math_max = global.Math.max; var Math_clz32 = global.Math.clz32; var abort = env.abort; var assert = env.assert; var enlargeMemory = env.enlargeMemory; var getTotalMemory = env.getTotalMemory; var abortOnCannotGrowMemory = env.abortOnCannotGrowMemory; var invoke_iii = env.invoke_iii; var ___assert_fail = env.___assert_fail; var ___setErrNo = env.___setErrNo; var _abort = env._abort; var _emscripten_memcpy_big = env._emscripten_memcpy_big; var _llvm_floor_f64 = env._llvm_floor_f64; var tempFloat = 0; function _emscripten_replace_memory(newBuffer) { if (byteLength(newBuffer) & 16777215 || byteLength(newBuffer) <= 16777215 || byteLength(newBuffer) > 2147483648) return false; HEAP8 = new Int8View(newBuffer); HEAP16 = new Int16View(newBuffer); HEAP32 = new Int32View(newBuffer); HEAPU8 = new Uint8View(newBuffer); HEAPU16 = new Uint16View(newBuffer); HEAPU32 = new Uint32View(newBuffer); HEAPF32 = new Float32View(newBuffer); HEAPF64 = new Float64View(newBuffer); buffer = newBuffer; return true } function _start_decoder($0) { $0 = $0 | 0; var $$09051277 = 0, $$09131233 = 0, $$09311258 = 0, $$0940$lcssa = 0, $$09401127 = 0, $$09421126 = 0, $$0943$lcssa = 0, $$09431221 = 0, $$0964 = 0, $$0967$lcssa = 0, $$09671242 = 0, $$09701232 = 0, $$097411701468 = 0, $$0975 = 0, $$09771238 = 0, $$0979 = 0, $$09801239$in = 0, $$09821263 = 0, $$09861184 = 0, $$09881256 = 0, $$09911252 = 0, $$109231212 = 0, $$119241216 = 0, $$129251158 = 0, $$139261165 = 0, $$149271175 = 0, $$159281145 = 0, $$169291142 = 0, $$179301148 = 0, $$19061269 = 0, $$19141243 = 0, $$19321190 = 0, $$1968 = 0, $$197610191022 = 0, $$19761020 = 0, $$1983$lcssa = 0, $$19831257 = 0, $$29071228 = 0, $$29151247 = 0, $$29331199 = 0, $$2966 = 0, $$2972$ph = 0, $$2990$ph = 0, $$34 = 0, $$39081222 = 0, $$39161264 = 0, $$39341164 = 0, $$3973 = 0, $$49091180 = 0, $$49171253 = 0, $$493511711467 = 0, $$493511711469 = 0, $$59101153 = 0, $$59181125 = 0, $$59361139 = 0, $$69111135 = 0, $$69191185 = 0, $$79121131 = 0, $$79201194 = 0, $$89211203 = 0, $$99221207 = 0, $$lcssa = 0, $$lcssa1069 = 0, $$lcssa1081 = 0, $$sink = 0, $$sink1331 = 0, $$sink1476 = 0, $1 = 0, $100 = 0, $102 = 0, $103 = 0, $109 = 0, $110 = 0, $111 = 0, $121 = 0, $125 = 0, $126 = 0, $127 = 0, $134 = 0, $135 = 0, $137 = 0, $139 = 0, $140 = 0, $141 = 0, $144 = 0, $147 = 0, $149 = 0, $152 = 0, $153 = 0, $156 = 0, $158 = 0, $164 = 0, $166 = 0, $173 = 0, $181 = 0, $186 = 0, $190 = 0, $191 = 0, $195 = 0, $196 = 0, $198 = 0, $2 = 0, $201 = 0, $208 = 0, $210 = 0, $213 = 0, $218 = 0, $22 = 0, $223 = 0, $226 = 0, $227 = 0, $228 = 0, $231 = 0, $236 = 0, $237 = 0, $238 = 0, $242 = 0, $248 = 0, $249 = 0, $256 = 0, $261 = 0, $263 = 0, $264 = 0, $268 = 0, $269 = 0, $271 = 0, $272 = 0, $275 = 0, $276 = 0, $278 = 0, $279 = 0, $282 = 0, $283 = 0, $286 = 0, $289 = 0, $291 = 0, $295 = 0, $3 = 0, $302 = 0, $307 = 0, $308 = 0, $314 = 0, $319 = 0, $321 = 0, $322 = 0, $323 = 0, $327 = 0, $329 = 0, $330 = 0, $332 = 0, $341 = 0, $345 = 0, $353 = 0, $356 = 0, $359 = 0, $367 = 0, $373 = 0, $379 = 0, $386 = 0, $387 = 0, $389 = 0, $390 = 0, $394 = 0, $397 = 0, $4 = 0, $400 = 0, $402 = 0, $405 = 0, $408 = 0, $411 = 0, $414 = 0, $417 = 0, $419 = 0, $422 = 0, $424 = 0, $430 = 0, $431 = 0, $433 = 0, $436 = 0, $439 = 0, $447 = 0, $450 = 0, $451 = 0, $453 = 0, $466 = 0, $476 = 0, $478 = 0, $480 = 0, $481 = 0, $486 = 0, $487 = 0, $492 = 0, $498 = 0, $499 = 0, $501 = 0, $508 = 0, $510 = 0, $519 = 0, $52 = 0, $520 = 0, $521 = 0, $528 = 0, $538 = 0, $54 = 0, $541 = 0, $545 = 0, $546 = 0, $548 = 0, $549 = 0, $555 = 0, $556 = 0, $561 = 0, $562 = 0, $563 = 0, $568 = 0, $57 = 0, $572 = 0, $573 = 0, $574 = 0, $576 = 0, $582 = 0, $59 = 0, $591 = 0, $596 = 0, $597 = 0, $60 = 0, $603 = 0, $607 = 0, $609 = 0, $61 = 0, $615 = 0, $62 = 0, $628 = 0, $629 = 0, $637 = 0, $639 = 0, $64 = 0, $644 = 0, $645 = 0, $646 = 0, $647 = 0, $652 = 0, $66 = 0, $660 = 0, $679 = 0, $680 = 0, $682 = 0, $683 = 0, $689 = 0, $690 = 0, $695 = 0, $696 = 0, $703 = 0, $707 = 0, $716 = 0, $719 = 0, $725 = 0, $726 = 0, $727 = 0, $730 = 0, $739 = 0, $741 = 0, $742 = 0, $747 = 0, $752 = 0, $762 = 0, $763 = 0, $764 = 0, $77 = 0, $778 = 0, $779 = 0, $78 = 0, $785 = 0, $788 = 0, $789 = 0, $791 = 0, $792 = 0, $793 = 0, $808 = 0, $809 = 0, $813 = 0, $814 = 0, $815 = 0, $817 = 0, $835 = 0, $838 = 0, $839 = 0, $841 = 0, $842 = 0, $844 = 0, $847 = 0, $853 = 0, $858 = 0, $866 = 0, $87 = 0, $875 = 0, $877 = 0, $878 = 0, $879 = 0, $880 = 0, $881 = 0, $9 = 0, $93 = 0, $99 = 0, $spec$select = 0, $spec$select1009 = 0, label = 0, sp = 0, $$09771238$looptemp = 0, $$493511711469$looptemp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 1024 | 0; $1 = sp + 1008 | 0; $2 = sp; $3 = sp + 1004 | 0; $4 = sp + 1e3 | 0; L1: do { if (!(_start_page($0) | 0)) $$34 = 0; else { $9 = HEAPU8[$0 + 1363 >> 0] | 0; if (!($9 & 2)) { _error($0, 34); $$34 = 0; break } if ($9 & 4 | 0) { _error($0, 34); $$34 = 0; break } if ($9 & 1 | 0) { _error($0, 34); $$34 = 0; break } if ((HEAP32[$0 + 1104 >> 2] | 0) != 1) { _error($0, 34); $$34 = 0; break } switch (HEAP8[$0 + 1108 >> 0] | 0) { case 30: { if ((_get8($0) | 0) << 24 >> 24 != 1) { _error($0, 34); $$34 = 0; break L1 } if (!(_getn($0, $1, 6) | 0)) { _error($0, 10); $$34 = 0; break L1 } if (!(_vorbis_validate($1) | 0)) { _error($0, 34); $$34 = 0; break L1 } if (_get32($0) | 0) { _error($0, 34); $$34 = 0; break L1 } $52 = _get8($0) | 0; $54 = $0 + 4 | 0; HEAP32[$54 >> 2] = $52 & 255; if (!($52 << 24 >> 24)) { _error($0, 34); $$34 = 0; break L1 } if (($52 & 255) > 16) { _error($0, 5); $$34 = 0; break L1 } $57 = _get32($0) | 0; HEAP32[$0 >> 2] = $57; if (!$57) { _error($0, 34); $$34 = 0; break L1 } _get32($0) | 0; _get32($0) | 0; _get32($0) | 0; $59 = _get8($0) | 0; $60 = $59 & 255; $61 = $60 & 15; $62 = $60 >>> 4; $64 = $0 + 100 | 0; HEAP32[$64 >> 2] = 1 << $61; $66 = $0 + 104 | 0; HEAP32[$66 >> 2] = 1 << $62; if (($61 + -6 | 0) >>> 0 > 7) { _error($0, 20); $$34 = 0; break L1 } if ($59 + -96 << 24 >> 24 << 24 >> 24 < 0) { _error($0, 20); $$34 = 0; break L1 } if ($61 >>> 0 > $62 >>> 0) { _error($0, 20); $$34 = 0; break L1 } if (!((_get8($0) | 0) & 1)) { _error($0, 34); $$34 = 0; break L1 } if (!(_start_page($0) | 0)) { $$34 = 0; break L1 } if (!(_start_packet($0) | 0)) { $$34 = 0; break L1 } $77 = $0 + 1364 | 0; do { $78 = _next_segment($0) | 0; _skip($0, $78); HEAP8[$77 >> 0] = 0 } while (($78 | 0) != 0); if (!(_start_packet($0) | 0)) { $$34 = 0; break L1 } do { if (HEAP8[$0 + 36 >> 0] | 0) { if (_is_whole_packet_present($0, 1) | 0) break; $87 = $0 + 88 | 0; if ((HEAP32[$87 >> 2] | 0) != 21) { $$34 = 0; break L1 } HEAP32[$87 >> 2] = 20; $$34 = 0; break L1 } } while (0); _crc32_init(); if ((_get8_packet($0) | 0) != 5) { _error($0, 20); $$34 = 0; break L1 } $$09051277 = 0; do { $93 = (_get8_packet($0) | 0) & 255; HEAP8[$1 + $$09051277 >> 0] = $93; $$09051277 = $$09051277 + 1 | 0 } while (($$09051277 | 0) != 6); if (!(_vorbis_validate($1) | 0)) { _error($0, 20); $$34 = 0; break L1 } $99 = (_get_bits($0, 8) | 0) + 1 | 0; $100 = $0 + 108 | 0; HEAP32[$100 >> 2] = $99; $102 = _setup_malloc($0, $99 * 2096 | 0) | 0; $103 = $0 + 112 | 0; HEAP32[$103 >> 2] = $102; if (!$102) { _error($0, 3); $$34 = 0; break L1 } _memset($102 | 0, 0, (HEAP32[$100 >> 2] | 0) * 2096 | 0) | 0; L73: do { if ((HEAP32[$100 >> 2] | 0) > 0) { $109 = $0 + 16 | 0; $$19061269 = 0; L75: while (1) { $110 = HEAP32[$103 >> 2] | 0; $111 = $110 + ($$19061269 * 2096 | 0) | 0; if (((_get_bits($0, 8) | 0) & 255 | 0) != 66) { label = 63; break } if (((_get_bits($0, 8) | 0) & 255 | 0) != 67) { label = 65; break } if (((_get_bits($0, 8) | 0) & 255 | 0) != 86) { label = 67; break } $121 = _get_bits($0, 8) | 0; $125 = (_get_bits($0, 8) | 0) << 8 | $121 & 255; HEAP32[$111 >> 2] = $125; $126 = _get_bits($0, 8) | 0; $127 = _get_bits($0, 8) | 0; $134 = $127 << 8 & 65280 | $126 & 255 | (_get_bits($0, 8) | 0) << 16; $135 = $110 + ($$19061269 * 2096 | 0) + 4 | 0; HEAP32[$135 >> 2] = $134; $137 = (_get_bits($0, 1) | 0) != 0; if ($137) $140 = 0; else $140 = _get_bits($0, 1) | 0; $139 = $140 & 255; $141 = $110 + ($$19061269 * 2096 | 0) + 23 | 0; HEAP8[$141 >> 0] = $139; $144 = HEAP32[$135 >> 2] | 0; if (!(HEAP32[$111 >> 2] | 0)) if (!$144) $147 = 0; else { label = 72; break } else $147 = $144; if (!($139 << 24 >> 24)) { $149 = _setup_malloc($0, $147) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 8 >> 2] = $149; $$0975 = $149 } else $$0975 = _setup_temp_malloc($0, $147) | 0; if (!$$0975) { label = 77; break } do { if ($137) { $152 = _get_bits($0, 5) | 0; $153 = HEAP32[$135 >> 2] | 0; if (($153 | 0) <= 0) { $$3973 = 0; $186 = $153; break } $$09771238 = 0; $$09801239$in = $152; $156 = $153; while (1) { $$09801239$in = $$09801239$in + 1 | 0; $158 = _get_bits($0, _ilog($156 - $$09771238 | 0) | 0) | 0; $$09771238$looptemp = $$09771238; $$09771238 = $158 + $$09771238 | 0; if (($$09771238 | 0) > (HEAP32[$135 >> 2] | 0)) { label = 83; break L75 } _memset($$0975 + $$09771238$looptemp | 0, $$09801239$in & 255 | 0, $158 | 0) | 0; $164 = HEAP32[$135 >> 2] | 0; if (($164 | 0) <= ($$09771238 | 0)) { $$3973 = 0; $186 = $164; break } else $156 = $164 } } else { $166 = HEAP32[$135 >> 2] | 0; if (($166 | 0) <= 0) { $$3973 = 0; $186 = $166; break } $$09131233 = 0; $$09701232 = 0; while (1) { do { if (!(HEAP8[$141 >> 0] | 0)) label = 88; else { if (_get_bits($0, 1) | 0) { label = 88; break } HEAP8[$$0975 + $$09131233 >> 0] = -1; $$2972$ph = $$09701232 } } while (0); if ((label | 0) == 88) { label = 0; $173 = (_get_bits($0, 5) | 0) + 1 | 0; HEAP8[$$0975 + $$09131233 >> 0] = $173; if (($173 & 255 | 0) == 32) { label = 90; break L75 } else $$2972$ph = $$09701232 + 1 | 0 } $$09131233 = $$09131233 + 1 | 0; $181 = HEAP32[$135 >> 2] | 0; if (($$09131233 | 0) >= ($181 | 0)) { $$3973 = $$2972$ph; $186 = $181; break } else $$09701232 = $$2972$ph } } } while (0); do { if (!(HEAP8[$141 >> 0] | 0)) { $$19761020 = $$0975; $198 = $186; label = 100 } else { if (($$3973 | 0) >= ($186 >> 2 | 0)) { if (($186 | 0) > (HEAP32[$109 >> 2] | 0)) HEAP32[$109 >> 2] = $186; $190 = _setup_malloc($0, $186) | 0; $191 = $110 + ($$19061269 * 2096 | 0) + 8 | 0; HEAP32[$191 >> 2] = $190; if (!$190) { label = 97; break L75 } _memcpy($190 | 0, $$0975 | 0, HEAP32[$135 >> 2] | 0) | 0; _setup_temp_free($0, $$0975, HEAP32[$135 >> 2] | 0); $195 = HEAP32[$191 >> 2] | 0; HEAP8[$141 >> 0] = 0; $$19761020 = $195; $198 = HEAP32[$135 >> 2] | 0; label = 100; break } $196 = $110 + ($$19061269 * 2096 | 0) + 2092 | 0; HEAP32[$196 >> 2] = $$3973; if (!$$3973) { $$0964 = 0; $226 = 0; $228 = $186; $877 = 0 } else { $213 = _setup_malloc($0, $$3973) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 8 >> 2] = $213; if (!$213) { label = 107; break L75 } $218 = _setup_temp_malloc($0, HEAP32[$196 >> 2] << 2) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 32 >> 2] = $218; if (!$218) { label = 109; break L75 } $223 = _setup_temp_malloc($0, HEAP32[$196 >> 2] << 2) | 0; if (!$223) { label = 112; break L75 } $$0964 = $223; $226 = HEAP32[$196 >> 2] | 0; $228 = HEAP32[$135 >> 2] | 0; $877 = $223 } $227 = ($226 << 3) + $228 | 0; if ($227 >>> 0 <= (HEAP32[$109 >> 2] | 0) >>> 0) { $$197610191022 = $$0975; $$2966 = $$0964; $231 = $228; $236 = $877; $238 = $196; break } HEAP32[$109 >> 2] = $227; $$197610191022 = $$0975; $$2966 = $$0964; $231 = $228; $236 = $877; $238 = $196 } } while (0); if ((label | 0) == 100) { label = 0; if (($198 | 0) > 0) { $$09671242 = 0; $$19141243 = 0; while (1) { $201 = HEAP8[$$19761020 + $$19141243 >> 0] | 0; $$1968 = $$09671242 + (($201 & 255) > 10 & $201 << 24 >> 24 != -1 & 1) | 0; $$19141243 = $$19141243 + 1 | 0; if (($$19141243 | 0) >= ($198 | 0)) { $$0967$lcssa = $$1968; break } else $$09671242 = $$1968 } } else $$0967$lcssa = 0; $208 = $110 + ($$19061269 * 2096 | 0) + 2092 | 0; HEAP32[$208 >> 2] = $$0967$lcssa; $210 = _setup_malloc($0, $198 << 2) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 32 >> 2] = $210; if (!$210) { label = 105; break } $$197610191022 = $$19761020; $$2966 = 0; $231 = HEAP32[$135 >> 2] | 0; $236 = 0; $238 = $208 } if (!(_compute_codewords($111, $$197610191022, $231, $$2966) | 0)) { label = 116; break } $237 = HEAP32[$238 >> 2] | 0; if ($237 | 0) { $242 = _setup_malloc($0, ($237 << 2) + 4 | 0) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 2084 >> 2] = $242; if (!$242) { label = 121; break } $248 = _setup_malloc($0, (HEAP32[$238 >> 2] << 2) + 4 | 0) | 0; $249 = $110 + ($$19061269 * 2096 | 0) + 2088 | 0; HEAP32[$249 >> 2] = $248; if (!$248) { label = 123; break } HEAP32[$249 >> 2] = $248 + 4; HEAP32[$248 >> 2] = -1; _compute_sorted_huffman($111, $$197610191022, $$2966) } if (HEAP8[$141 >> 0] | 0) { _setup_temp_free($0, $236, HEAP32[$238 >> 2] << 2); $256 = $110 + ($$19061269 * 2096 | 0) + 32 | 0; _setup_temp_free($0, HEAP32[$256 >> 2] | 0, HEAP32[$238 >> 2] << 2); _setup_temp_free($0, $$197610191022, HEAP32[$135 >> 2] | 0); HEAP32[$256 >> 2] = 0 } _compute_accelerated_huffman($111); $261 = _get_bits($0, 4) | 0; $263 = $110 + ($$19061269 * 2096 | 0) + 21 | 0; HEAP8[$263 >> 0] = $261; $264 = $261 & 255; if ($264 >>> 0 > 2) { label = 128; break } if ($264 | 0) { $268 = +_float32_unpack(_get_bits($0, 32) | 0); $269 = $110 + ($$19061269 * 2096 | 0) + 12 | 0; HEAPF32[$269 >> 2] = $268; $271 = +_float32_unpack(_get_bits($0, 32) | 0); $272 = $110 + ($$19061269 * 2096 | 0) + 16 | 0; HEAPF32[$272 >> 2] = $271; $275 = (_get_bits($0, 4) | 0) + 1 & 255; $276 = $110 + ($$19061269 * 2096 | 0) + 20 | 0; HEAP8[$276 >> 0] = $275; $278 = (_get_bits($0, 1) | 0) & 255; $279 = $110 + ($$19061269 * 2096 | 0) + 22 | 0; HEAP8[$279 >> 0] = $278; $282 = HEAP32[$135 >> 2] | 0; $283 = HEAP32[$111 >> 2] | 0; if ((HEAP8[$263 >> 0] | 0) == 1) $$sink = _lookup1_values($282, $283) | 0; else $$sink = Math_imul($283, $282) | 0; $286 = $110 + ($$19061269 * 2096 | 0) + 24 | 0; HEAP32[$286 >> 2] = $$sink; if (!$$sink) { label = 134; break } $289 = _setup_temp_malloc($0, $$sink << 1) | 0; if (!$289) { label = 136; break } $291 = HEAP32[$286 >> 2] | 0; if (($291 | 0) > 0) { $$29151247 = 0; while (1) { $295 = _get_bits($0, HEAPU8[$276 >> 0] | 0) | 0; if (($295 | 0) == -1) { label = 140; break L75 } HEAP16[$289 + ($$29151247 << 1) >> 1] = $295; $$29151247 = $$29151247 + 1 | 0; $302 = HEAP32[$286 >> 2] | 0; if (($$29151247 | 0) >= ($302 | 0)) { $$lcssa1081 = $302; break } } } else $$lcssa1081 = $291; do { if ((HEAP8[$263 >> 0] | 0) == 1) { $307 = (HEAP8[$141 >> 0] | 0) != 0; if ($307) { $308 = HEAP32[$238 >> 2] | 0; if (!$308) { $373 = $$lcssa1081; break } else $$sink1476 = $308 } else $$sink1476 = HEAP32[$135 >> 2] | 0; $314 = _setup_malloc($0, Math_imul($$sink1476 << 2, HEAP32[$111 >> 2] | 0) | 0) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 28 >> 2] = $314; if (!$314) { label = 147; break L75 } $319 = HEAP32[($307 ? $238 : $135) >> 2] | 0; if (($319 | 0) > 0) { $321 = $110 + ($$19061269 * 2096 | 0) + 2088 | 0; $322 = HEAP32[$111 >> 2] | 0; $323 = ($322 | 0) > 0; $$09821263 = 0; $$39161264 = 0; while (1) { if ($307) $332 = HEAP32[(HEAP32[$321 >> 2] | 0) + ($$39161264 << 2) >> 2] | 0; else $332 = $$39161264; if ($323) { $327 = HEAP32[$286 >> 2] | 0; $329 = (HEAP8[$279 >> 0] | 0) == 0; $330 = Math_imul($322, $$39161264) | 0; $$09311258 = 0; $$09881256 = 1; $$19831257 = $$09821263; while (1) { $341 = $$19831257 + (+HEAPF32[$272 >> 2] * +(HEAPU16[$289 + ((((($332 >>> 0) / ($$09881256 >>> 0) | 0) >>> 0) % ($327 >>> 0) | 0) << 1) >> 1] | 0) + +HEAPF32[$269 >> 2]); HEAPF32[$314 + ($330 + $$09311258 << 2) >> 2] = $341; $spec$select = $329 ? $$19831257 : $341; $$09311258 = $$09311258 + 1 | 0; $345 = ($$09311258 | 0) < ($322 | 0); if ($345) { if ($$09881256 >>> 0 > (4294967295 / ($327 >>> 0) | 0) >>> 0) { label = 158; break L75 } $$2990$ph = Math_imul($327, $$09881256) | 0 } else $$2990$ph = $$09881256; if (!$345) { $$1983$lcssa = $spec$select; break } else { $$09881256 = $$2990$ph; $$19831257 = $spec$select } } } else $$1983$lcssa = $$09821263; $$39161264 = $$39161264 + 1 | 0; if (($$39161264 | 0) >= ($319 | 0)) break; else $$09821263 = $$1983$lcssa } } HEAP8[$263 >> 0] = 2; $373 = HEAP32[$286 >> 2] | 0 } else { $353 = _setup_malloc($0, $$lcssa1081 << 2) | 0; HEAP32[$110 + ($$19061269 * 2096 | 0) + 28 >> 2] = $353; $356 = HEAP32[$286 >> 2] | 0; if (!$353) { label = 165; break L75 } if (($356 | 0) <= 0) { $373 = $356; break } $359 = (HEAP8[$279 >> 0] | 0) == 0; $$09911252 = 0; $$49171253 = 0; while (1) { $367 = $$09911252 + (+HEAPF32[$272 >> 2] * +(HEAPU16[$289 + ($$49171253 << 1) >> 1] | 0) + +HEAPF32[$269 >> 2]); HEAPF32[$353 + ($$49171253 << 2) >> 2] = $367; $$49171253 = $$49171253 + 1 | 0; if (($$49171253 | 0) >= ($356 | 0)) { $373 = $356; break } else $$09911252 = $359 ? $$09911252 : $367 } } } while (0); _setup_temp_free($0, $289, $373 << 1) } $$19061269 = $$19061269 + 1 | 0; if (($$19061269 | 0) >= (HEAP32[$100 >> 2] | 0)) break L73 } switch (label | 0) { case 63: { _error($0, 20); $$34 = 0; break L1; break } case 65: { _error($0, 20); $$34 = 0; break L1; break } case 67: { _error($0, 20); $$34 = 0; break L1; break } case 72: { _error($0, 20); $$34 = 0; break L1; break } case 77: { _error($0, 3); $$34 = 0; break L1; break } case 83: { _error($0, 20); $$34 = 0; break L1; break } case 90: { _error($0, 20); $$34 = 0; break L1; break } case 97: { _error($0, 3); $$34 = 0; break L1; break } case 105: { _error($0, 3); $$34 = 0; break L1; break } case 107: { _error($0, 3); $$34 = 0; break L1; break } case 109: { _error($0, 3); $$34 = 0; break L1; break } case 112: { _error($0, 3); $$34 = 0; break L1; break } case 116: { if (HEAP8[$141 >> 0] | 0) _setup_temp_free($0, $236, 0); _error($0, 20); $$34 = 0; break L1; break } case 121: { _error($0, 3); $$34 = 0; break L1; break } case 123: { _error($0, 3); $$34 = 0; break L1; break } case 128: { _error($0, 20); $$34 = 0; break L1; break } case 134: { _error($0, 20); $$34 = 0; break L1; break } case 136: { _error($0, 3); $$34 = 0; break L1; break } case 140: { _setup_temp_free($0, $289, HEAP32[$286 >> 2] << 1); _error($0, 20); $$34 = 0; break L1; break } case 147: { _setup_temp_free($0, $289, HEAP32[$286 >> 2] << 1); _error($0, 3); $$34 = 0; break L1; break } case 158: { _setup_temp_free($0, $289, $327 << 1); _error($0, 20); $$34 = 0; break L1; break } case 165: { _setup_temp_free($0, $289, $356 << 1); _error($0, 3); $$34 = 0; break L1; break } } } } while (0); $379 = (_get_bits($0, 6) | 0) + 1 & 255; L215: do { if ($379 | 0) { $$29071228 = 0; while (1) { $$29071228 = $$29071228 + 1 | 0; if (_get_bits($0, 16) | 0) break; if ($$29071228 >>> 0 >= $379 >>> 0) break L215 } _error($0, 20); $$34 = 0; break L1 } } while (0); $386 = (_get_bits($0, 6) | 0) + 1 | 0; $387 = $0 + 116 | 0; HEAP32[$387 >> 2] = $386; $389 = _setup_malloc($0, $386 * 1596 | 0) | 0; $390 = $0 + 248 | 0; HEAP32[$390 >> 2] = $389; if (!$389) { _error($0, 3); $$34 = 0; break L1 } do { if ((HEAP32[$387 >> 2] | 0) > 0) { $$09431221 = 0; $$39081222 = 0; L227: while (1) { $394 = _get_bits($0, 16) | 0; HEAP16[$0 + 120 + ($$39081222 << 1) >> 1] = $394; $397 = $394 & 65535; if ($397 >>> 0 > 1) { label = 178; break } if (!$397) { label = 180; break } $430 = HEAP32[$390 >> 2] | 0; $431 = _get_bits($0, 5) | 0; $433 = $430 + ($$39081222 * 1596 | 0) | 0; HEAP8[$433 >> 0] = $431; if ($431 & 255 | 0) { $$09861184 = -1; $$69191185 = 0; do { $436 = _get_bits($0, 4) | 0; HEAP8[$430 + ($$39081222 * 1596 | 0) + 1 + $$69191185 >> 0] = $436; $439 = $436 & 255; $$09861184 = ($439 | 0) > ($$09861184 | 0) ? $439 : $$09861184; $$69191185 = $$69191185 + 1 | 0 } while ($$69191185 >>> 0 < (HEAPU8[$433 >> 0] | 0) >>> 0); $$79201194 = 0; while (1) { $447 = (_get_bits($0, 3) | 0) + 1 & 255; HEAP8[$430 + ($$39081222 * 1596 | 0) + 33 + $$79201194 >> 0] = $447; $450 = (_get_bits($0, 2) | 0) & 255; $451 = $430 + ($$39081222 * 1596 | 0) + 49 + $$79201194 | 0; HEAP8[$451 >> 0] = $450; if (!($450 << 24 >> 24)) label = 192; else { $453 = _get_bits($0, 8) | 0; HEAP8[$430 + ($$39081222 * 1596 | 0) + 65 + $$79201194 >> 0] = $453; if (($453 & 255 | 0) >= (HEAP32[$100 >> 2] | 0)) { label = 190; break L227 } if ((HEAP8[$451 >> 0] | 0) != 31) label = 192 } if ((label | 0) == 192) { label = 0; $$19321190 = 0; do { $466 = (_get_bits($0, 8) | 0) + 65535 | 0; HEAP16[$430 + ($$39081222 * 1596 | 0) + 82 + ($$79201194 << 4) + ($$19321190 << 1) >> 1] = $466; $$19321190 = $$19321190 + 1 | 0; if (($466 << 16 >> 16 | 0) >= (HEAP32[$100 >> 2] | 0)) { label = 195; break L227 } } while (($$19321190 | 0) < (1 << HEAPU8[$451 >> 0] | 0)) } if (($$79201194 | 0) < ($$09861184 | 0)) $$79201194 = $$79201194 + 1 | 0; else break } } $476 = (_get_bits($0, 2) | 0) + 1 & 255; HEAP8[$430 + ($$39081222 * 1596 | 0) + 1588 >> 0] = $476; $478 = _get_bits($0, 4) | 0; $480 = $430 + ($$39081222 * 1596 | 0) + 1589 | 0; HEAP8[$480 >> 0] = $478; $481 = $430 + ($$39081222 * 1596 | 0) + 338 | 0; HEAP16[$481 >> 1] = 0; HEAP16[$430 + ($$39081222 * 1596 | 0) + 340 >> 1] = 1 << ($478 & 255); $486 = $430 + ($$39081222 * 1596 | 0) + 1592 | 0; HEAP32[$486 >> 2] = 2; $487 = HEAP8[$433 >> 0] | 0; if (!($487 << 24 >> 24)) { $519 = 2; label = 205 } else { $$89211203 = 0; $878 = 2; $879 = $487; while (1) { $492 = (HEAPU8[$430 + ($$39081222 * 1596 | 0) + 1 + $$89211203 >> 0] | 0) + ($430 + ($$39081222 * 1596 | 0) + 33) | 0; if (!(HEAP8[$492 >> 0] | 0)) { $508 = $879; $510 = $878 } else { $$29331199 = 0; do { $498 = (_get_bits($0, HEAPU8[$480 >> 0] | 0) | 0) & 65535; $499 = HEAP32[$486 >> 2] | 0; HEAP16[$430 + ($$39081222 * 1596 | 0) + 338 + ($499 << 1) >> 1] = $498; $501 = $499 + 1 | 0; HEAP32[$486 >> 2] = $501; $$29331199 = $$29331199 + 1 | 0 } while ($$29331199 >>> 0 < (HEAPU8[$492 >> 0] | 0) >>> 0); $508 = HEAP8[$433 >> 0] | 0; $510 = $501 } $$89211203 = $$89211203 + 1 | 0; if ($$89211203 >>> 0 >= ($508 & 255) >>> 0) break; else { $878 = $510; $879 = $508 } } if (($510 | 0) > 0) { $519 = $510; label = 205 } else $520 = $510 } if ((label | 0) == 205) { label = 0; $$99221207 = 0; do { HEAP16[$2 + ($$99221207 << 2) >> 1] = HEAP16[$430 + ($$39081222 * 1596 | 0) + 338 + ($$99221207 << 1) >> 1] | 0; HEAP16[$2 + ($$99221207 << 2) + 2 >> 1] = $$99221207; $$99221207 = $$99221207 + 1 | 0 } while (($$99221207 | 0) < ($519 | 0)); $520 = $519 } _qsort($2, $520, 4, 1); $521 = HEAP32[$486 >> 2] | 0; do { if (($521 | 0) > 0) { $$109231212 = 0; do { HEAP8[$430 + ($$39081222 * 1596 | 0) + 838 + $$109231212 >> 0] = HEAP16[$2 + ($$109231212 << 2) + 2 >> 1]; $$109231212 = $$109231212 + 1 | 0; $528 = HEAP32[$486 >> 2] | 0 } while (($$109231212 | 0) < ($528 | 0)); if (($528 | 0) <= 2) { $$lcssa1069 = $528; break } $$119241216 = 2; do { _neighbors($481, $$119241216, $3, $4); HEAP8[$430 + ($$39081222 * 1596 | 0) + 1088 + ($$119241216 << 1) >> 0] = HEAP32[$3 >> 2]; HEAP8[$430 + ($$39081222 * 1596 | 0) + 1088 + ($$119241216 << 1) + 1 >> 0] = HEAP32[$4 >> 2]; $$119241216 = $$119241216 + 1 | 0; $538 = HEAP32[$486 >> 2] | 0 } while (($$119241216 | 0) < ($538 | 0)); $$lcssa1069 = $538 } else $$lcssa1069 = $521 } while (0); $$09431221 = ($$lcssa1069 | 0) > ($$09431221 | 0) ? $$lcssa1069 : $$09431221; $541 = $$39081222 + 1 | 0; if (($541 | 0) >= (HEAP32[$387 >> 2] | 0)) { label = 215; break } else $$39081222 = $541 } if ((label | 0) == 178) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 180) { $400 = HEAP32[$390 >> 2] | 0; $402 = (_get_bits($0, 8) | 0) & 255; HEAP8[$400 + ($$39081222 * 1596 | 0) >> 0] = $402; $405 = (_get_bits($0, 16) | 0) & 65535; HEAP16[$400 + ($$39081222 * 1596 | 0) + 2 >> 1] = $405; $408 = (_get_bits($0, 16) | 0) & 65535; HEAP16[$400 + ($$39081222 * 1596 | 0) + 4 >> 1] = $408; $411 = (_get_bits($0, 6) | 0) & 255; HEAP8[$400 + ($$39081222 * 1596 | 0) + 6 >> 0] = $411; $414 = (_get_bits($0, 8) | 0) & 255; HEAP8[$400 + ($$39081222 * 1596 | 0) + 7 >> 0] = $414; $417 = (_get_bits($0, 4) | 0) + 1 | 0; $419 = $400 + ($$39081222 * 1596 | 0) + 8 | 0; HEAP8[$419 >> 0] = $417; if ($417 & 255 | 0) { $422 = $400 + ($$39081222 * 1596 | 0) + 9 | 0; $$59181125 = 0; do { $424 = (_get_bits($0, 8) | 0) & 255; HEAP8[$422 + $$59181125 >> 0] = $424; $$59181125 = $$59181125 + 1 | 0 } while ($$59181125 >>> 0 < (HEAPU8[$419 >> 0] | 0) >>> 0) } _error($0, 4); $$34 = 0; break L1 } else if ((label | 0) == 190) _error($0, 20); else if ((label | 0) == 195) _error($0, 20); else if ((label | 0) == 215) { $$0943$lcssa = $$09431221 << 1; break } $$34 = 0; break L1 } else $$0943$lcssa = 0 } while (0); $545 = (_get_bits($0, 6) | 0) + 1 | 0; $546 = $0 + 252 | 0; HEAP32[$546 >> 2] = $545; $548 = _setup_malloc($0, $545 * 24 | 0) | 0; $549 = $0 + 384 | 0; HEAP32[$549 >> 2] = $548; if (!$548) { _error($0, 3); $$34 = 0; break L1 } _memset($548 | 0, 0, (HEAP32[$546 >> 2] | 0) * 24 | 0) | 0; L289: do { if ((HEAP32[$546 >> 2] | 0) > 0) { $$49091180 = 0; L291: while (1) { $555 = HEAP32[$549 >> 2] | 0; $556 = _get_bits($0, 16) | 0; HEAP16[$0 + 256 + ($$49091180 << 1) >> 1] = $556; if (($556 & 65535) >>> 0 > 2) { label = 221; break } $561 = _get_bits($0, 24) | 0; $562 = $555 + ($$49091180 * 24 | 0) | 0; HEAP32[$562 >> 2] = $561; $563 = _get_bits($0, 24) | 0; HEAP32[$555 + ($$49091180 * 24 | 0) + 4 >> 2] = $563; if ($563 >>> 0 < (HEAP32[$562 >> 2] | 0) >>> 0) { label = 223; break } $568 = (_get_bits($0, 24) | 0) + 1 | 0; HEAP32[$555 + ($$49091180 * 24 | 0) + 8 >> 2] = $568; $572 = (_get_bits($0, 6) | 0) + 1 & 255; $573 = $555 + ($$49091180 * 24 | 0) + 12 | 0; HEAP8[$573 >> 0] = $572; $574 = _get_bits($0, 8) | 0; $576 = $555 + ($$49091180 * 24 | 0) + 13 | 0; HEAP8[$576 >> 0] = $574; if (($574 & 255 | 0) >= (HEAP32[$100 >> 2] | 0)) { label = 225; break } if (!(HEAP8[$573 >> 0] | 0)) $$lcssa = 0; else { $$129251158 = 0; do { $582 = _get_bits($0, 3) | 0; if (!(_get_bits($0, 1) | 0)) $$0979 = 0; else $$0979 = _get_bits($0, 5) | 0; HEAP8[$2 + $$129251158 >> 0] = ($$0979 << 3) + $582; $$129251158 = $$129251158 + 1 | 0; $591 = HEAP8[$573 >> 0] | 0 } while ($$129251158 >>> 0 < ($591 & 255) >>> 0); $$lcssa = $591 & 255 } $596 = _setup_malloc($0, $$lcssa << 4) | 0; $597 = $555 + ($$49091180 * 24 | 0) + 20 | 0; HEAP32[$597 >> 2] = $596; if (!$596) { label = 233; break } if (HEAP8[$573 >> 0] | 0) { $$139261165 = 0; $880 = $596; while (1) { $603 = HEAPU8[$2 + $$139261165 >> 0] | 0; $$39341164 = 0; $615 = $880; while (1) { if (!(1 << $$39341164 & $603)) { HEAP16[$615 + ($$139261165 << 4) + ($$39341164 << 1) >> 1] = -1; $881 = $615 } else { $607 = _get_bits($0, 8) | 0; $609 = HEAP32[$597 >> 2] | 0; HEAP16[$609 + ($$139261165 << 4) + ($$39341164 << 1) >> 1] = $607; if ((HEAP32[$100 >> 2] | 0) > ($607 << 16 >> 16 | 0)) $881 = $609; else { label = 239; break L291 } } $$39341164 = $$39341164 + 1 | 0; if ($$39341164 >>> 0 >= 8) break; else $615 = $881 } $$139261165 = $$139261165 + 1 | 0; if ($$139261165 >>> 0 >= (HEAPU8[$573 >> 0] | 0) >>> 0) break; else $880 = $881 } } $628 = _setup_malloc($0, HEAP32[(HEAP32[$103 >> 2] | 0) + ((HEAPU8[$576 >> 0] | 0) * 2096 | 0) + 4 >> 2] << 2) | 0; $629 = $555 + ($$49091180 * 24 | 0) + 16 | 0; HEAP32[$629 >> 2] = $628; if (!$628) { label = 244; break } _memset($628 | 0, 0, HEAP32[(HEAP32[$103 >> 2] | 0) + ((HEAPU8[$576 >> 0] | 0) * 2096 | 0) + 4 >> 2] << 2 | 0) | 0; $637 = HEAP32[$103 >> 2] | 0; $639 = HEAPU8[$576 >> 0] | 0; if ((HEAP32[$637 + ($639 * 2096 | 0) + 4 >> 2] | 0) > 0) { $$149271175 = 0; $644 = $637; $645 = $639; do { $646 = HEAP32[$644 + ($645 * 2096 | 0) >> 2] | 0; $647 = _setup_malloc($0, $646) | 0; HEAP32[(HEAP32[$629 >> 2] | 0) + ($$149271175 << 2) >> 2] = $647; $652 = HEAP32[(HEAP32[$629 >> 2] | 0) + ($$149271175 << 2) >> 2] | 0; if (!$652) { label = 252; break L291 } do { if (($646 | 0) > 0) { $$493511711467 = $646 + -1 | 0; HEAP8[$652 + $$493511711467 >> 0] = ($$149271175 >>> 0) % ((HEAPU8[$573 >> 0] | 0) >>> 0) | 0; if (($646 | 0) == 1) break; $$097411701468 = $$149271175; $$493511711469 = $$493511711467; do { $660 = HEAP8[$573 >> 0] | 0; $$097411701468 = ($$097411701468 | 0) / ($660 & 255 | 0) | 0; $$493511711469$looptemp = $$493511711469; $$493511711469 = $$493511711469 + -1 | 0; HEAP8[(HEAP32[(HEAP32[$629 >> 2] | 0) + ($$149271175 << 2) >> 2] | 0) + $$493511711469 >> 0] = ($$097411701468 | 0) % ($660 & 255 | 0) | 0 } while (($$493511711469$looptemp | 0) > 1) } } while (0); $$149271175 = $$149271175 + 1 | 0; $644 = HEAP32[$103 >> 2] | 0; $645 = HEAPU8[$576 >> 0] | 0 } while (($$149271175 | 0) < (HEAP32[$644 + ($645 * 2096 | 0) + 4 >> 2] | 0)) } $$49091180 = $$49091180 + 1 | 0; if (($$49091180 | 0) >= (HEAP32[$546 >> 2] | 0)) break L289 } if ((label | 0) == 221) _error($0, 20); else if ((label | 0) == 223) _error($0, 20); else if ((label | 0) == 225) _error($0, 20); else if ((label | 0) == 233) _error($0, 3); else if ((label | 0) == 239) _error($0, 20); else if ((label | 0) == 244) _error($0, 3); else if ((label | 0) == 252) _error($0, 3); $$34 = 0; break L1 } } while (0); $679 = (_get_bits($0, 6) | 0) + 1 | 0; $680 = $0 + 388 | 0; HEAP32[$680 >> 2] = $679; $682 = _setup_malloc($0, $679 * 40 | 0) | 0; $683 = $0 + 392 | 0; HEAP32[$683 >> 2] = $682; if (!$682) { _error($0, 3); $$34 = 0; break L1 } _memset($682 | 0, 0, (HEAP32[$680 >> 2] | 0) * 40 | 0) | 0; L344: do { if ((HEAP32[$680 >> 2] | 0) > 0) { $$59101153 = 0; L346: while (1) { $689 = HEAP32[$683 >> 2] | 0; $690 = $689 + ($$59101153 * 40 | 0) | 0; if (_get_bits($0, 16) | 0) { label = 261; break } $695 = _setup_malloc($0, (HEAP32[$54 >> 2] | 0) * 3 | 0) | 0; $696 = $689 + ($$59101153 * 40 | 0) + 4 | 0; HEAP32[$696 >> 2] = $695; if (!$695) { label = 263; break } if (!(_get_bits($0, 1) | 0)) $$sink1331 = 1; else $$sink1331 = (_get_bits($0, 4) | 0) + 1 & 255; $703 = $689 + ($$59101153 * 40 | 0) + 8 | 0; HEAP8[$703 >> 0] = $$sink1331; do { if (!(_get_bits($0, 1) | 0)) HEAP16[$690 >> 1] = 0; else { $707 = (_get_bits($0, 8) | 0) + 1 | 0; HEAP16[$690 >> 1] = $707; if (!($707 & 65535)) break; $$59361139 = 0; $716 = HEAP32[$54 >> 2] | 0; do { $719 = (_get_bits($0, _ilog($716 + -1 | 0) | 0) | 0) & 255; HEAP8[(HEAP32[$696 >> 2] | 0) + ($$59361139 * 3 | 0) >> 0] = $719; $725 = _get_bits($0, _ilog((HEAP32[$54 >> 2] | 0) + -1 | 0) | 0) | 0; $726 = $725 & 255; $727 = HEAP32[$696 >> 2] | 0; HEAP8[$727 + ($$59361139 * 3 | 0) + 1 >> 0] = $726; $730 = HEAP8[$727 + ($$59361139 * 3 | 0) >> 0] | 0; $716 = HEAP32[$54 >> 2] | 0; if (($716 | 0) <= ($730 & 255 | 0)) { label = 271; break L346 } if (($716 | 0) <= ($725 & 255 | 0)) { label = 273; break L346 } $$59361139 = $$59361139 + 1 | 0; if ($730 << 24 >> 24 == $726 << 24 >> 24) { label = 275; break L346 } } while ($$59361139 >>> 0 < (HEAPU16[$690 >> 1] | 0) >>> 0) } } while (0); if (_get_bits($0, 2) | 0) { label = 278; break } $739 = HEAP8[$703 >> 0] | 0; $741 = HEAP32[$54 >> 2] | 0; $742 = ($741 | 0) > 0; do { if (($739 & 255) > 1) { if (!$742) { label = 289; break } $$159281145 = 0; while (1) { $747 = (_get_bits($0, 4) | 0) & 255; HEAP8[(HEAP32[$696 >> 2] | 0) + ($$159281145 * 3 | 0) + 2 >> 0] = $747; $$159281145 = $$159281145 + 1 | 0; if ((HEAPU8[$703 >> 0] | 0) <= ($747 & 255)) { label = 284; break L346 } if (($$159281145 | 0) >= (HEAP32[$54 >> 2] | 0)) { label = 289; break } } } else { if ($742) { $752 = HEAP32[$696 >> 2] | 0; $$169291142 = 0; do { HEAP8[$752 + ($$169291142 * 3 | 0) + 2 >> 0] = 0; $$169291142 = $$169291142 + 1 | 0 } while (($$169291142 | 0) < ($741 | 0)) } if ($739 << 24 >> 24) label = 289 } } while (0); if ((label | 0) == 289) { label = 0; $$179301148 = 0; do { _get_bits($0, 8) | 0; $762 = (_get_bits($0, 8) | 0) & 255; $763 = $689 + ($$59101153 * 40 | 0) + 9 + $$179301148 | 0; HEAP8[$763 >> 0] = $762; $764 = _get_bits($0, 8) | 0; HEAP8[$689 + ($$59101153 * 40 | 0) + 24 + $$179301148 >> 0] = $764; if ((HEAP32[$387 >> 2] | 0) <= (HEAPU8[$763 >> 0] | 0)) { label = 292; break L346 } $$179301148 = $$179301148 + 1 | 0; if (($764 & 255 | 0) >= (HEAP32[$546 >> 2] | 0)) { label = 294; break L346 } } while ($$179301148 >>> 0 < (HEAPU8[$703 >> 0] | 0) >>> 0) } $$59101153 = $$59101153 + 1 | 0; if (($$59101153 | 0) >= (HEAP32[$680 >> 2] | 0)) break L344 } if ((label | 0) == 261) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 263) { _error($0, 3); $$34 = 0; break L1 } else if ((label | 0) == 271) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 273) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 275) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 278) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 284) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 292) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 294) { _error($0, 20); $$34 = 0; break L1 } } } while (0); $778 = (_get_bits($0, 6) | 0) + 1 | 0; $779 = $0 + 396 | 0; HEAP32[$779 >> 2] = $778; L394: do { if (($778 | 0) > 0) { $$69111135 = 0; while (1) { $785 = (_get_bits($0, 1) | 0) & 255; HEAP8[$0 + 400 + ($$69111135 * 6 | 0) >> 0] = $785; $788 = (_get_bits($0, 16) | 0) & 65535; $789 = $0 + 400 + ($$69111135 * 6 | 0) + 2 | 0; HEAP16[$789 >> 1] = $788; $791 = (_get_bits($0, 16) | 0) & 65535; $792 = $0 + 400 + ($$69111135 * 6 | 0) + 4 | 0; HEAP16[$792 >> 1] = $791; $793 = _get_bits($0, 8) | 0; HEAP8[$0 + 400 + ($$69111135 * 6 | 0) + 1 >> 0] = $793; if (HEAP16[$789 >> 1] | 0) { label = 300; break } if (HEAP16[$792 >> 1] | 0) { label = 302; break } $$69111135 = $$69111135 + 1 | 0; if (($793 & 255 | 0) >= (HEAP32[$680 >> 2] | 0)) { label = 304; break } if (($$69111135 | 0) >= (HEAP32[$779 >> 2] | 0)) break L394 } if ((label | 0) == 300) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 302) { _error($0, 20); $$34 = 0; break L1 } else if ((label | 0) == 304) { _error($0, 20); $$34 = 0; break L1 } } } while (0); _flush_packet($0); HEAP32[$0 + 980 >> 2] = 0; L406: do { if ((HEAP32[$54 >> 2] | 0) > 0) { $$79121131 = 0; while (1) { $808 = _setup_malloc($0, HEAP32[$66 >> 2] << 2) | 0; $809 = $0 + 788 + ($$79121131 << 2) | 0; HEAP32[$809 >> 2] = $808; $813 = _setup_malloc($0, HEAP32[$66 >> 2] << 1 & 2147483646) | 0; $814 = $0 + 916 + ($$79121131 << 2) | 0; HEAP32[$814 >> 2] = $813; $815 = _setup_malloc($0, $$0943$lcssa) | 0; HEAP32[$0 + 984 + ($$79121131 << 2) >> 2] = $815; $817 = HEAP32[$809 >> 2] | 0; if (!$817) break; if (($815 | 0) == 0 | (HEAP32[$814 >> 2] | 0) == 0) break; _memset($817 | 0, 0, HEAP32[$66 >> 2] << 2 | 0) | 0; $$79121131 = $$79121131 + 1 | 0; if (($$79121131 | 0) >= (HEAP32[$54 >> 2] | 0)) break L406 } _error($0, 3); $$34 = 0; break L1 } } while (0); if (!(_init_blocksize($0, 0, HEAP32[$64 >> 2] | 0) | 0)) { $$34 = 0; break L1 } if (!(_init_blocksize($0, 1, HEAP32[$66 >> 2] | 0) | 0)) { $$34 = 0; break L1 } HEAP32[$0 + 92 >> 2] = HEAP32[$64 >> 2]; $835 = HEAP32[$66 >> 2] | 0; HEAP32[$0 + 96 >> 2] = $835; $838 = $835 << 1 & 2147483646; $839 = HEAP32[$546 >> 2] | 0; if (($839 | 0) > 0) { $841 = HEAP32[$549 >> 2] | 0; $842 = ($835 | 0) / 2 | 0; $$09401127 = 0; $$09421126 = 0; do { $844 = HEAP32[$841 + ($$09421126 * 24 | 0) >> 2] | 0; $847 = HEAP32[$841 + ($$09421126 * 24 | 0) + 4 >> 2] | 0; $853 = ((($847 >>> 0 < $842 >>> 0 ? $847 : $842) - ($844 >>> 0 < $842 >>> 0 ? $844 : $842) | 0) >>> 0) / ((HEAP32[$841 + ($$09421126 * 24 | 0) + 8 >> 2] | 0) >>> 0) | 0; $$09401127 = ($853 | 0) > ($$09401127 | 0) ? $853 : $$09401127; $$09421126 = $$09421126 + 1 | 0 } while (($$09421126 | 0) < ($839 | 0)); $$0940$lcssa = ($$09401127 << 2) + 4 | 0 } else $$0940$lcssa = 4; $858 = Math_imul(HEAP32[$54 >> 2] | 0, $$0940$lcssa) | 0; $spec$select1009 = $838 >>> 0 > $858 >>> 0 ? $838 : $858; HEAP32[$0 + 12 >> 2] = $spec$select1009; HEAP8[$0 + 1365 >> 0] = 1; do { if (HEAP32[$0 + 68 >> 2] | 0) { $866 = HEAP32[$0 + 80 >> 2] | 0; if (($866 | 0) != (HEAP32[$0 + 72 >> 2] | 0)) ___assert_fail(1468, 1076, 4128, 1524); if (($spec$select1009 + 1500 + (HEAP32[$0 + 76 >> 2] | 0) | 0) >>> 0 <= $866 >>> 0) break; _error($0, 3); $$34 = 0; break L1 } } while (0); $875 = _stb_vorbis_get_file_offset($0) | 0; HEAP32[$0 + 40 >> 2] = $875; $$34 = 1; break L1; break } case 64: { $22 = (_getn($0, $1, 6) | 0) != 0; if ($22 & (HEAP8[$1 >> 0] | 0) == 102) if ((HEAP8[$1 + 1 >> 0] | 0) == 105) if ((HEAP8[$1 + 2 >> 0] | 0) == 115) if ((HEAP8[$1 + 3 >> 0] | 0) == 104) if ((HEAP8[$1 + 4 >> 0] | 0) == 101) if ((HEAP8[$1 + 5 >> 0] | 0) == 97) if ((_get8($0) | 0) << 24 >> 24 == 100) if (!((_get8($0) | 0) << 24 >> 24)) { _error($0, 38); $$34 = 0; break L1 } break } default: { } }_error($0, 34); $$34 = 0 } } while (0); STACKTOP = sp; return $$34 | 0 } function _malloc($0) { $0 = $0 | 0; var $$0 = 0, $$0$i$i = 0, $$0$i$i$i = 0, $$0$i16$i = 0, $$0187$i = 0, $$0189$i = 0, $$0190$i = 0, $$0191$i = 0, $$0197 = 0, $$0199 = 0, $$02065$i$i = 0, $$0207$lcssa$i$i = 0, $$02074$i$i = 0, $$0211$i$i = 0, $$0212$i$i = 0, $$024372$i = 0, $$0286$i$i = 0, $$028711$i$i = 0, $$0288$lcssa$i$i = 0, $$028810$i$i = 0, $$0294$i$i = 0, $$0295$i$i = 0, $$0340$i = 0, $$034217$i = 0, $$0343$lcssa$i = 0, $$034316$i = 0, $$0345$i = 0, $$0351$i = 0, $$0357$i = 0, $$0358$i = 0, $$0360$i = 0, $$0361$i = 0, $$0367$i = 0, $$1194$i = 0, $$1194$i$be = 0, $$1194$i$ph = 0, $$1196$i = 0, $$1196$i$be = 0, $$1196$i$ph = 0, $$124471$i = 0, $$1290$i$i = 0, $$1290$i$i$be = 0, $$1290$i$i$ph = 0, $$1292$i$i = 0, $$1292$i$i$be = 0, $$1292$i$i$ph = 0, $$1341$i = 0, $$1346$i = 0, $$1362$i = 0, $$1369$i = 0, $$1369$i$be = 0, $$1369$i$ph = 0, $$1373$i = 0, $$1373$i$be = 0, $$1373$i$ph = 0, $$2234243136$i = 0, $$2247$ph$i = 0, $$2253$ph$i = 0, $$2353$i = 0, $$3$i = 0, $$3$i$i = 0, $$3$i203 = 0, $$3$i203218 = 0, $$3348$i = 0, $$3371$i = 0, $$4$lcssa$i = 0, $$420$i = 0, $$420$i$ph = 0, $$4236$i = 0, $$4349$lcssa$i = 0, $$434919$i = 0, $$434919$i$ph = 0, $$4355$i = 0, $$535618$i = 0, $$535618$i$ph = 0, $$723947$i = 0, $$748$i = 0, $$pre$phi$i$iZ2D = 0, $$pre$phi$i18$iZ2D = 0, $$pre$phi$i209Z2D = 0, $$pre$phi$iZ2D = 0, $$pre$phi17$i$iZ2D = 0, $$pre$phiZ2D = 0, $1 = 0, $1000 = 0, $1003 = 0, $1008 = 0, $101 = 0, $1014 = 0, $1017 = 0, $1018 = 0, $102 = 0, $1025 = 0, $1037 = 0, $1042 = 0, $1049 = 0, $1050 = 0, $1051 = 0, $1060 = 0, $1062 = 0, $1063 = 0, $1064 = 0, $1070 = 0, $108 = 0, $112 = 0, $114 = 0, $115 = 0, $117 = 0, $119 = 0, $121 = 0, $123 = 0, $125 = 0, $127 = 0, $129 = 0, $134 = 0, $14 = 0, $140 = 0, $143 = 0, $146 = 0, $149 = 0, $150 = 0, $151 = 0, $153 = 0, $156 = 0, $158 = 0, $16 = 0, $161 = 0, $163 = 0, $166 = 0, $169 = 0, $17 = 0, $170 = 0, $172 = 0, $173 = 0, $175 = 0, $176 = 0, $178 = 0, $179 = 0, $18 = 0, $184 = 0, $185 = 0, $19 = 0, $193 = 0, $198 = 0, $20 = 0, $202 = 0, $208 = 0, $215 = 0, $219 = 0, $228 = 0, $229 = 0, $231 = 0, $232 = 0, $236 = 0, $237 = 0, $245 = 0, $246 = 0, $247 = 0, $249 = 0, $250 = 0, $255 = 0, $256 = 0, $259 = 0, $261 = 0, $264 = 0, $269 = 0, $27 = 0, $276 = 0, $286 = 0, $290 = 0, $299 = 0, $30 = 0, $302 = 0, $306 = 0, $308 = 0, $309 = 0, $311 = 0, $313 = 0, $315 = 0, $317 = 0, $319 = 0, $321 = 0, $323 = 0, $333 = 0, $334 = 0, $336 = 0, $34 = 0, $340 = 0, $346 = 0, $348 = 0, $351 = 0, $353 = 0, $356 = 0, $358 = 0, $361 = 0, $364 = 0, $365 = 0, $367 = 0, $368 = 0, $37 = 0, $370 = 0, $371 = 0, $373 = 0, $374 = 0, $379 = 0, $380 = 0, $385 = 0, $388 = 0, $393 = 0, $397 = 0, $403 = 0, $41 = 0, $410 = 0, $414 = 0, $422 = 0, $425 = 0, $426 = 0, $427 = 0, $431 = 0, $432 = 0, $438 = 0, $44 = 0, $443 = 0, $444 = 0, $447 = 0, $449 = 0, $452 = 0, $457 = 0, $463 = 0, $465 = 0, $467 = 0, $469 = 0, $47 = 0, $475 = 0, $487 = 0, $49 = 0, $492 = 0, $499 = 0, $50 = 0, $500 = 0, $501 = 0, $510 = 0, $512 = 0, $513 = 0, $515 = 0, $52 = 0, $524 = 0, $528 = 0, $530 = 0, $531 = 0, $532 = 0, $54 = 0, $543 = 0, $544 = 0, $545 = 0, $546 = 0, $547 = 0, $548 = 0, $550 = 0, $552 = 0, $553 = 0, $559 = 0, $56 = 0, $561 = 0, $568 = 0, $570 = 0, $572 = 0, $573 = 0, $574 = 0, $58 = 0, $582 = 0, $583 = 0, $586 = 0, $590 = 0, $593 = 0, $596 = 0, $6 = 0, $60 = 0, $602 = 0, $606 = 0, $610 = 0, $619 = 0, $62 = 0, $620 = 0, $626 = 0, $628 = 0, $632 = 0, $635 = 0, $637 = 0, $64 = 0, $641 = 0, $643 = 0, $648 = 0, $649 = 0, $650 = 0, $656 = 0, $658 = 0, $662 = 0, $664 = 0, $67 = 0, $673 = 0, $675 = 0, $680 = 0, $681 = 0, $682 = 0, $688 = 0, $69 = 0, $690 = 0, $694 = 0, $7 = 0, $70 = 0, $700 = 0, $704 = 0, $71 = 0, $710 = 0, $712 = 0, $718 = 0, $72 = 0, $722 = 0, $723 = 0, $728 = 0, $73 = 0, $734 = 0, $739 = 0, $742 = 0, $743 = 0, $746 = 0, $748 = 0, $750 = 0, $752 = 0, $764 = 0, $769 = 0, $77 = 0, $771 = 0, $774 = 0, $776 = 0, $779 = 0, $782 = 0, $783 = 0, $784 = 0, $786 = 0, $788 = 0, $789 = 0, $791 = 0, $792 = 0, $797 = 0, $798 = 0, $8 = 0, $80 = 0, $807 = 0, $812 = 0, $815 = 0, $816 = 0, $822 = 0, $83 = 0, $830 = 0, $836 = 0, $839 = 0, $84 = 0, $840 = 0, $841 = 0, $845 = 0, $846 = 0, $852 = 0, $857 = 0, $858 = 0, $861 = 0, $863 = 0, $866 = 0, $87 = 0, $871 = 0, $877 = 0, $879 = 0, $881 = 0, $882 = 0, $889 = 0, $9 = 0, $901 = 0, $906 = 0, $913 = 0, $914 = 0, $915 = 0, $92 = 0, $923 = 0, $927 = 0, $93 = 0, $931 = 0, $933 = 0, $939 = 0, $940 = 0, $942 = 0, $943 = 0, $945 = 0, $947 = 0, $95 = 0, $952 = 0, $953 = 0, $954 = 0, $96 = 0, $960 = 0, $962 = 0, $968 = 0, $973 = 0, $976 = 0, $977 = 0, $978 = 0, $98 = 0, $982 = 0, $983 = 0, $989 = 0, $994 = 0, $995 = 0, $998 = 0, $spec$select$i205 = 0, $spec$select3$i = 0, $spec$select49$i = 0, label = 0, sp = 0, $962$looptemp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 16 | 0; $1 = sp; do { if ($0 >>> 0 < 245) { $6 = $0 >>> 0 < 11 ? 16 : $0 + 11 & -8; $7 = $6 >>> 3; $8 = HEAP32[720] | 0; $9 = $8 >>> $7; if ($9 & 3 | 0) { $14 = ($9 & 1 ^ 1) + $7 | 0; $16 = 2920 + ($14 << 1 << 2) | 0; $17 = $16 + 8 | 0; $18 = HEAP32[$17 >> 2] | 0; $19 = $18 + 8 | 0; $20 = HEAP32[$19 >> 2] | 0; do { if (($20 | 0) == ($16 | 0)) HEAP32[720] = $8 & ~(1 << $14); else { if ((HEAP32[724] | 0) >>> 0 > $20 >>> 0) _abort(); $27 = $20 + 12 | 0; if ((HEAP32[$27 >> 2] | 0) == ($18 | 0)) { HEAP32[$27 >> 2] = $16; HEAP32[$17 >> 2] = $20; break } else _abort() } } while (0); $30 = $14 << 3; HEAP32[$18 + 4 >> 2] = $30 | 3; $34 = $18 + $30 + 4 | 0; HEAP32[$34 >> 2] = HEAP32[$34 >> 2] | 1; $$0 = $19; STACKTOP = sp; return $$0 | 0 } $37 = HEAP32[722] | 0; if ($6 >>> 0 > $37 >>> 0) { if ($9 | 0) { $41 = 2 << $7; $44 = $9 << $7 & ($41 | 0 - $41); $47 = ($44 & 0 - $44) + -1 | 0; $49 = $47 >>> 12 & 16; $50 = $47 >>> $49; $52 = $50 >>> 5 & 8; $54 = $50 >>> $52; $56 = $54 >>> 2 & 4; $58 = $54 >>> $56; $60 = $58 >>> 1 & 2; $62 = $58 >>> $60; $64 = $62 >>> 1 & 1; $67 = ($52 | $49 | $56 | $60 | $64) + ($62 >>> $64) | 0; $69 = 2920 + ($67 << 1 << 2) | 0; $70 = $69 + 8 | 0; $71 = HEAP32[$70 >> 2] | 0; $72 = $71 + 8 | 0; $73 = HEAP32[$72 >> 2] | 0; do { if (($73 | 0) == ($69 | 0)) { $77 = $8 & ~(1 << $67); HEAP32[720] = $77; $98 = $77 } else { if ((HEAP32[724] | 0) >>> 0 > $73 >>> 0) _abort(); $80 = $73 + 12 | 0; if ((HEAP32[$80 >> 2] | 0) == ($71 | 0)) { HEAP32[$80 >> 2] = $69; HEAP32[$70 >> 2] = $73; $98 = $8; break } else _abort() } } while (0); $83 = $67 << 3; $84 = $83 - $6 | 0; HEAP32[$71 + 4 >> 2] = $6 | 3; $87 = $71 + $6 | 0; HEAP32[$87 + 4 >> 2] = $84 | 1; HEAP32[$71 + $83 >> 2] = $84; if ($37 | 0) { $92 = HEAP32[725] | 0; $93 = $37 >>> 3; $95 = 2920 + ($93 << 1 << 2) | 0; $96 = 1 << $93; if (!($98 & $96)) { HEAP32[720] = $98 | $96; $$0199 = $95; $$pre$phiZ2D = $95 + 8 | 0 } else { $101 = $95 + 8 | 0; $102 = HEAP32[$101 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $102 >>> 0) _abort(); else { $$0199 = $102; $$pre$phiZ2D = $101 } } HEAP32[$$pre$phiZ2D >> 2] = $92; HEAP32[$$0199 + 12 >> 2] = $92; HEAP32[$92 + 8 >> 2] = $$0199; HEAP32[$92 + 12 >> 2] = $95 } HEAP32[722] = $84; HEAP32[725] = $87; $$0 = $72; STACKTOP = sp; return $$0 | 0 } $108 = HEAP32[721] | 0; if (!$108) $$0197 = $6; else { $112 = ($108 & 0 - $108) + -1 | 0; $114 = $112 >>> 12 & 16; $115 = $112 >>> $114; $117 = $115 >>> 5 & 8; $119 = $115 >>> $117; $121 = $119 >>> 2 & 4; $123 = $119 >>> $121; $125 = $123 >>> 1 & 2; $127 = $123 >>> $125; $129 = $127 >>> 1 & 1; $134 = HEAP32[3184 + (($117 | $114 | $121 | $125 | $129) + ($127 >>> $129) << 2) >> 2] | 0; $$0189$i = $134; $$0190$i = $134; $$0191$i = (HEAP32[$134 + 4 >> 2] & -8) - $6 | 0; while (1) { $140 = HEAP32[$$0189$i + 16 >> 2] | 0; if (!$140) { $143 = HEAP32[$$0189$i + 20 >> 2] | 0; if (!$143) break; else $146 = $143 } else $146 = $140; $149 = (HEAP32[$146 + 4 >> 2] & -8) - $6 | 0; $150 = $149 >>> 0 < $$0191$i >>> 0; $$0189$i = $146; $$0190$i = $150 ? $146 : $$0190$i; $$0191$i = $150 ? $149 : $$0191$i } $151 = HEAP32[724] | 0; if ($151 >>> 0 > $$0190$i >>> 0) _abort(); $153 = $$0190$i + $6 | 0; if ($153 >>> 0 <= $$0190$i >>> 0) _abort(); $156 = HEAP32[$$0190$i + 24 >> 2] | 0; $158 = HEAP32[$$0190$i + 12 >> 2] | 0; do { if (($158 | 0) == ($$0190$i | 0)) { $169 = $$0190$i + 20 | 0; $170 = HEAP32[$169 >> 2] | 0; if (!$170) { $172 = $$0190$i + 16 | 0; $173 = HEAP32[$172 >> 2] | 0; if (!$173) { $$3$i = 0; break } else { $$1194$i$ph = $173; $$1196$i$ph = $172 } } else { $$1194$i$ph = $170; $$1196$i$ph = $169 } $$1194$i = $$1194$i$ph; $$1196$i = $$1196$i$ph; while (1) { $175 = $$1194$i + 20 | 0; $176 = HEAP32[$175 >> 2] | 0; if (!$176) { $178 = $$1194$i + 16 | 0; $179 = HEAP32[$178 >> 2] | 0; if (!$179) break; else { $$1194$i$be = $179; $$1196$i$be = $178 } } else { $$1194$i$be = $176; $$1196$i$be = $175 } $$1194$i = $$1194$i$be; $$1196$i = $$1196$i$be } if ($151 >>> 0 > $$1196$i >>> 0) _abort(); else { HEAP32[$$1196$i >> 2] = 0; $$3$i = $$1194$i; break } } else { $161 = HEAP32[$$0190$i + 8 >> 2] | 0; if ($151 >>> 0 > $161 >>> 0) _abort(); $163 = $161 + 12 | 0; if ((HEAP32[$163 >> 2] | 0) != ($$0190$i | 0)) _abort(); $166 = $158 + 8 | 0; if ((HEAP32[$166 >> 2] | 0) == ($$0190$i | 0)) { HEAP32[$163 >> 2] = $158; HEAP32[$166 >> 2] = $161; $$3$i = $158; break } else _abort() } } while (0); L78: do { if ($156 | 0) { $184 = HEAP32[$$0190$i + 28 >> 2] | 0; $185 = 3184 + ($184 << 2) | 0; do { if (($$0190$i | 0) == (HEAP32[$185 >> 2] | 0)) { HEAP32[$185 >> 2] = $$3$i; if (!$$3$i) { HEAP32[721] = $108 & ~(1 << $184); break L78 } } else if ((HEAP32[724] | 0) >>> 0 > $156 >>> 0) _abort(); else { $193 = $156 + 16 | 0; HEAP32[((HEAP32[$193 >> 2] | 0) == ($$0190$i | 0) ? $193 : $156 + 20 | 0) >> 2] = $$3$i; if (!$$3$i) break L78; else break } } while (0); $198 = HEAP32[724] | 0; if ($198 >>> 0 > $$3$i >>> 0) _abort(); HEAP32[$$3$i + 24 >> 2] = $156; $202 = HEAP32[$$0190$i + 16 >> 2] | 0; do { if ($202 | 0) if ($198 >>> 0 > $202 >>> 0) _abort(); else { HEAP32[$$3$i + 16 >> 2] = $202; HEAP32[$202 + 24 >> 2] = $$3$i; break } } while (0); $208 = HEAP32[$$0190$i + 20 >> 2] | 0; if ($208 | 0) if ((HEAP32[724] | 0) >>> 0 > $208 >>> 0) _abort(); else { HEAP32[$$3$i + 20 >> 2] = $208; HEAP32[$208 + 24 >> 2] = $$3$i; break } } } while (0); if ($$0191$i >>> 0 < 16) { $215 = $$0191$i + $6 | 0; HEAP32[$$0190$i + 4 >> 2] = $215 | 3; $219 = $$0190$i + $215 + 4 | 0; HEAP32[$219 >> 2] = HEAP32[$219 >> 2] | 1 } else { HEAP32[$$0190$i + 4 >> 2] = $6 | 3; HEAP32[$153 + 4 >> 2] = $$0191$i | 1; HEAP32[$153 + $$0191$i >> 2] = $$0191$i; if ($37 | 0) { $228 = HEAP32[725] | 0; $229 = $37 >>> 3; $231 = 2920 + ($229 << 1 << 2) | 0; $232 = 1 << $229; if (!($232 & $8)) { HEAP32[720] = $232 | $8; $$0187$i = $231; $$pre$phi$iZ2D = $231 + 8 | 0 } else { $236 = $231 + 8 | 0; $237 = HEAP32[$236 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $237 >>> 0) _abort(); else { $$0187$i = $237; $$pre$phi$iZ2D = $236 } } HEAP32[$$pre$phi$iZ2D >> 2] = $228; HEAP32[$$0187$i + 12 >> 2] = $228; HEAP32[$228 + 8 >> 2] = $$0187$i; HEAP32[$228 + 12 >> 2] = $231 } HEAP32[722] = $$0191$i; HEAP32[725] = $153 } $$0 = $$0190$i + 8 | 0; STACKTOP = sp; return $$0 | 0 } } else $$0197 = $6 } else if ($0 >>> 0 > 4294967231) $$0197 = -1; else { $245 = $0 + 11 | 0; $246 = $245 & -8; $247 = HEAP32[721] | 0; if (!$247) $$0197 = $246; else { $249 = 0 - $246 | 0; $250 = $245 >>> 8; if (!$250) $$0357$i = 0; else if ($246 >>> 0 > 16777215) $$0357$i = 31; else { $255 = ($250 + 1048320 | 0) >>> 16 & 8; $256 = $250 << $255; $259 = ($256 + 520192 | 0) >>> 16 & 4; $261 = $256 << $259; $264 = ($261 + 245760 | 0) >>> 16 & 2; $269 = 14 - ($259 | $255 | $264) + ($261 << $264 >>> 15) | 0; $$0357$i = $246 >>> ($269 + 7 | 0) & 1 | $269 << 1 } $276 = HEAP32[3184 + ($$0357$i << 2) >> 2] | 0; L122: do { if (!$276) { $$2353$i = 0; $$3$i203 = 0; $$3348$i = $249; label = 85 } else { $$0340$i = 0; $$0345$i = $249; $$0351$i = $276; $$0358$i = $246 << (($$0357$i | 0) == 31 ? 0 : 25 - ($$0357$i >>> 1) | 0); $$0361$i = 0; while (1) { $286 = (HEAP32[$$0351$i + 4 >> 2] & -8) - $246 | 0; if ($286 >>> 0 < $$0345$i >>> 0) if (!$286) { $$420$i$ph = $$0351$i; $$434919$i$ph = 0; $$535618$i$ph = $$0351$i; label = 89; break L122 } else { $$1341$i = $$0351$i; $$1346$i = $286 } else { $$1341$i = $$0340$i; $$1346$i = $$0345$i } $290 = HEAP32[$$0351$i + 20 >> 2] | 0; $$0351$i = HEAP32[$$0351$i + 16 + ($$0358$i >>> 31 << 2) >> 2] | 0; $$1362$i = ($290 | 0) == 0 | ($290 | 0) == ($$0351$i | 0) ? $$0361$i : $290; if (!$$0351$i) { $$2353$i = $$1362$i; $$3$i203 = $$1341$i; $$3348$i = $$1346$i; label = 85; break } else { $$0340$i = $$1341$i; $$0345$i = $$1346$i; $$0358$i = $$0358$i << 1; $$0361$i = $$1362$i } } } } while (0); if ((label | 0) == 85) { if (($$2353$i | 0) == 0 & ($$3$i203 | 0) == 0) { $299 = 2 << $$0357$i; $302 = ($299 | 0 - $299) & $247; if (!$302) { $$0197 = $246; break } $306 = ($302 & 0 - $302) + -1 | 0; $308 = $306 >>> 12 & 16; $309 = $306 >>> $308; $311 = $309 >>> 5 & 8; $313 = $309 >>> $311; $315 = $313 >>> 2 & 4; $317 = $313 >>> $315; $319 = $317 >>> 1 & 2; $321 = $317 >>> $319; $323 = $321 >>> 1 & 1; $$3$i203218 = 0; $$4355$i = HEAP32[3184 + (($311 | $308 | $315 | $319 | $323) + ($321 >>> $323) << 2) >> 2] | 0 } else { $$3$i203218 = $$3$i203; $$4355$i = $$2353$i } if (!$$4355$i) { $$4$lcssa$i = $$3$i203218; $$4349$lcssa$i = $$3348$i } else { $$420$i$ph = $$3$i203218; $$434919$i$ph = $$3348$i; $$535618$i$ph = $$4355$i; label = 89 } } if ((label | 0) == 89) { $$420$i = $$420$i$ph; $$434919$i = $$434919$i$ph; $$535618$i = $$535618$i$ph; while (1) { $333 = (HEAP32[$$535618$i + 4 >> 2] & -8) - $246 | 0; $334 = $333 >>> 0 < $$434919$i >>> 0; $spec$select$i205 = $334 ? $333 : $$434919$i; $spec$select3$i = $334 ? $$535618$i : $$420$i; $336 = HEAP32[$$535618$i + 16 >> 2] | 0; if (!$336) $340 = HEAP32[$$535618$i + 20 >> 2] | 0; else $340 = $336; if (!$340) { $$4$lcssa$i = $spec$select3$i; $$4349$lcssa$i = $spec$select$i205; break } else { $$420$i = $spec$select3$i; $$434919$i = $spec$select$i205; $$535618$i = $340 } } } if (!$$4$lcssa$i) $$0197 = $246; else if ($$4349$lcssa$i >>> 0 < ((HEAP32[722] | 0) - $246 | 0) >>> 0) { $346 = HEAP32[724] | 0; if ($346 >>> 0 > $$4$lcssa$i >>> 0) _abort(); $348 = $$4$lcssa$i + $246 | 0; if ($348 >>> 0 <= $$4$lcssa$i >>> 0) _abort(); $351 = HEAP32[$$4$lcssa$i + 24 >> 2] | 0; $353 = HEAP32[$$4$lcssa$i + 12 >> 2] | 0; do { if (($353 | 0) == ($$4$lcssa$i | 0)) { $364 = $$4$lcssa$i + 20 | 0; $365 = HEAP32[$364 >> 2] | 0; if (!$365) { $367 = $$4$lcssa$i + 16 | 0; $368 = HEAP32[$367 >> 2] | 0; if (!$368) { $$3371$i = 0; break } else { $$1369$i$ph = $368; $$1373$i$ph = $367 } } else { $$1369$i$ph = $365; $$1373$i$ph = $364 } $$1369$i = $$1369$i$ph; $$1373$i = $$1373$i$ph; while (1) { $370 = $$1369$i + 20 | 0; $371 = HEAP32[$370 >> 2] | 0; if (!$371) { $373 = $$1369$i + 16 | 0; $374 = HEAP32[$373 >> 2] | 0; if (!$374) break; else { $$1369$i$be = $374; $$1373$i$be = $373 } } else { $$1369$i$be = $371; $$1373$i$be = $370 } $$1369$i = $$1369$i$be; $$1373$i = $$1373$i$be } if ($346 >>> 0 > $$1373$i >>> 0) _abort(); else { HEAP32[$$1373$i >> 2] = 0; $$3371$i = $$1369$i; break } } else { $356 = HEAP32[$$4$lcssa$i + 8 >> 2] | 0; if ($346 >>> 0 > $356 >>> 0) _abort(); $358 = $356 + 12 | 0; if ((HEAP32[$358 >> 2] | 0) != ($$4$lcssa$i | 0)) _abort(); $361 = $353 + 8 | 0; if ((HEAP32[$361 >> 2] | 0) == ($$4$lcssa$i | 0)) { HEAP32[$358 >> 2] = $353; HEAP32[$361 >> 2] = $356; $$3371$i = $353; break } else _abort() } } while (0); L176: do { if (!$351) $469 = $247; else { $379 = HEAP32[$$4$lcssa$i + 28 >> 2] | 0; $380 = 3184 + ($379 << 2) | 0; do { if (($$4$lcssa$i | 0) == (HEAP32[$380 >> 2] | 0)) { HEAP32[$380 >> 2] = $$3371$i; if (!$$3371$i) { $385 = $247 & ~(1 << $379); HEAP32[721] = $385; $469 = $385; break L176 } } else if ((HEAP32[724] | 0) >>> 0 > $351 >>> 0) _abort(); else { $388 = $351 + 16 | 0; HEAP32[((HEAP32[$388 >> 2] | 0) == ($$4$lcssa$i | 0) ? $388 : $351 + 20 | 0) >> 2] = $$3371$i; if (!$$3371$i) { $469 = $247; break L176 } else break } } while (0); $393 = HEAP32[724] | 0; if ($393 >>> 0 > $$3371$i >>> 0) _abort(); HEAP32[$$3371$i + 24 >> 2] = $351; $397 = HEAP32[$$4$lcssa$i + 16 >> 2] | 0; do { if ($397 | 0) if ($393 >>> 0 > $397 >>> 0) _abort(); else { HEAP32[$$3371$i + 16 >> 2] = $397; HEAP32[$397 + 24 >> 2] = $$3371$i; break } } while (0); $403 = HEAP32[$$4$lcssa$i + 20 >> 2] | 0; if (!$403) $469 = $247; else if ((HEAP32[724] | 0) >>> 0 > $403 >>> 0) _abort(); else { HEAP32[$$3371$i + 20 >> 2] = $403; HEAP32[$403 + 24 >> 2] = $$3371$i; $469 = $247; break } } } while (0); L200: do { if ($$4349$lcssa$i >>> 0 < 16) { $410 = $$4349$lcssa$i + $246 | 0; HEAP32[$$4$lcssa$i + 4 >> 2] = $410 | 3; $414 = $$4$lcssa$i + $410 + 4 | 0; HEAP32[$414 >> 2] = HEAP32[$414 >> 2] | 1 } else { HEAP32[$$4$lcssa$i + 4 >> 2] = $246 | 3; HEAP32[$348 + 4 >> 2] = $$4349$lcssa$i | 1; HEAP32[$348 + $$4349$lcssa$i >> 2] = $$4349$lcssa$i; $422 = $$4349$lcssa$i >>> 3; if ($$4349$lcssa$i >>> 0 < 256) { $425 = 2920 + ($422 << 1 << 2) | 0; $426 = HEAP32[720] | 0; $427 = 1 << $422; if (!($426 & $427)) { HEAP32[720] = $426 | $427; $$0367$i = $425; $$pre$phi$i209Z2D = $425 + 8 | 0 } else { $431 = $425 + 8 | 0; $432 = HEAP32[$431 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $432 >>> 0) _abort(); else { $$0367$i = $432; $$pre$phi$i209Z2D = $431 } } HEAP32[$$pre$phi$i209Z2D >> 2] = $348; HEAP32[$$0367$i + 12 >> 2] = $348; HEAP32[$348 + 8 >> 2] = $$0367$i; HEAP32[$348 + 12 >> 2] = $425; break } $438 = $$4349$lcssa$i >>> 8; if (!$438) $$0360$i = 0; else if ($$4349$lcssa$i >>> 0 > 16777215) $$0360$i = 31; else { $443 = ($438 + 1048320 | 0) >>> 16 & 8; $444 = $438 << $443; $447 = ($444 + 520192 | 0) >>> 16 & 4; $449 = $444 << $447; $452 = ($449 + 245760 | 0) >>> 16 & 2; $457 = 14 - ($447 | $443 | $452) + ($449 << $452 >>> 15) | 0; $$0360$i = $$4349$lcssa$i >>> ($457 + 7 | 0) & 1 | $457 << 1 } $463 = 3184 + ($$0360$i << 2) | 0; HEAP32[$348 + 28 >> 2] = $$0360$i; $465 = $348 + 16 | 0; HEAP32[$465 + 4 >> 2] = 0; HEAP32[$465 >> 2] = 0; $467 = 1 << $$0360$i; if (!($469 & $467)) { HEAP32[721] = $469 | $467; HEAP32[$463 >> 2] = $348; HEAP32[$348 + 24 >> 2] = $463; HEAP32[$348 + 12 >> 2] = $348; HEAP32[$348 + 8 >> 2] = $348; break } $475 = HEAP32[$463 >> 2] | 0; L218: do { if ((HEAP32[$475 + 4 >> 2] & -8 | 0) == ($$4349$lcssa$i | 0)) $$0343$lcssa$i = $475; else { $$034217$i = $$4349$lcssa$i << (($$0360$i | 0) == 31 ? 0 : 25 - ($$0360$i >>> 1) | 0); $$034316$i = $475; while (1) { $492 = $$034316$i + 16 + ($$034217$i >>> 31 << 2) | 0; $487 = HEAP32[$492 >> 2] | 0; if (!$487) break; if ((HEAP32[$487 + 4 >> 2] & -8 | 0) == ($$4349$lcssa$i | 0)) { $$0343$lcssa$i = $487; break L218 } else { $$034217$i = $$034217$i << 1; $$034316$i = $487 } } if ((HEAP32[724] | 0) >>> 0 > $492 >>> 0) _abort(); else { HEAP32[$492 >> 2] = $348; HEAP32[$348 + 24 >> 2] = $$034316$i; HEAP32[$348 + 12 >> 2] = $348; HEAP32[$348 + 8 >> 2] = $348; break L200 } } } while (0); $499 = $$0343$lcssa$i + 8 | 0; $500 = HEAP32[$499 >> 2] | 0; $501 = HEAP32[724] | 0; if ($501 >>> 0 <= $500 >>> 0 & $501 >>> 0 <= $$0343$lcssa$i >>> 0) { HEAP32[$500 + 12 >> 2] = $348; HEAP32[$499 >> 2] = $348; HEAP32[$348 + 8 >> 2] = $500; HEAP32[$348 + 12 >> 2] = $$0343$lcssa$i; HEAP32[$348 + 24 >> 2] = 0; break } else _abort() } } while (0); $$0 = $$4$lcssa$i + 8 | 0; STACKTOP = sp; return $$0 | 0 } else $$0197 = $246 } } } while (0); $510 = HEAP32[722] | 0; if ($510 >>> 0 >= $$0197 >>> 0) { $512 = $510 - $$0197 | 0; $513 = HEAP32[725] | 0; if ($512 >>> 0 > 15) { $515 = $513 + $$0197 | 0; HEAP32[725] = $515; HEAP32[722] = $512; HEAP32[$515 + 4 >> 2] = $512 | 1; HEAP32[$513 + $510 >> 2] = $512; HEAP32[$513 + 4 >> 2] = $$0197 | 3 } else { HEAP32[722] = 0; HEAP32[725] = 0; HEAP32[$513 + 4 >> 2] = $510 | 3; $524 = $513 + $510 + 4 | 0; HEAP32[$524 >> 2] = HEAP32[$524 >> 2] | 1 } $$0 = $513 + 8 | 0; STACKTOP = sp; return $$0 | 0 } $528 = HEAP32[723] | 0; if ($528 >>> 0 > $$0197 >>> 0) { $530 = $528 - $$0197 | 0; HEAP32[723] = $530; $531 = HEAP32[726] | 0; $532 = $531 + $$0197 | 0; HEAP32[726] = $532; HEAP32[$532 + 4 >> 2] = $530 | 1; HEAP32[$531 + 4 >> 2] = $$0197 | 3; $$0 = $531 + 8 | 0; STACKTOP = sp; return $$0 | 0 } if (!(HEAP32[838] | 0)) { HEAP32[840] = 4096; HEAP32[839] = 4096; HEAP32[841] = -1; HEAP32[842] = -1; HEAP32[843] = 0; HEAP32[831] = 0; HEAP32[838] = $1 & -16 ^ 1431655768; $546 = 4096 } else $546 = HEAP32[840] | 0; $543 = $$0197 + 48 | 0; $544 = $$0197 + 47 | 0; $545 = $546 + $544 | 0; $547 = 0 - $546 | 0; $548 = $545 & $547; if ($548 >>> 0 <= $$0197 >>> 0) { $$0 = 0; STACKTOP = sp; return $$0 | 0 } $550 = HEAP32[830] | 0; if ($550 | 0) { $552 = HEAP32[828] | 0; $553 = $552 + $548 | 0; if ($553 >>> 0 <= $552 >>> 0 | $553 >>> 0 > $550 >>> 0) { $$0 = 0; STACKTOP = sp; return $$0 | 0 } } L257: do { if (!(HEAP32[831] & 4)) { $559 = HEAP32[726] | 0; L259: do { if (!$559) label = 173; else { $$0$i$i = 3328; while (1) { $561 = HEAP32[$$0$i$i >> 2] | 0; if ($561 >>> 0 <= $559 >>> 0) if (($561 + (HEAP32[$$0$i$i + 4 >> 2] | 0) | 0) >>> 0 > $559 >>> 0) break; $568 = HEAP32[$$0$i$i + 8 >> 2] | 0; if (!$568) { label = 173; break L259 } else $$0$i$i = $568 } $593 = $545 - $528 & $547; if ($593 >>> 0 < 2147483647) { $596 = _sbrk($593 | 0) | 0; if (($596 | 0) == ((HEAP32[$$0$i$i >> 2] | 0) + (HEAP32[$$0$i$i + 4 >> 2] | 0) | 0)) if (($596 | 0) == (-1 | 0)) $$2234243136$i = $593; else { $$723947$i = $593; $$748$i = $596; label = 190; break L257 } else { $$2247$ph$i = $596; $$2253$ph$i = $593; label = 181 } } else $$2234243136$i = 0 } } while (0); do { if ((label | 0) == 173) { $570 = _sbrk(0) | 0; if (($570 | 0) == (-1 | 0)) $$2234243136$i = 0; else { $572 = $570; $573 = HEAP32[839] | 0; $574 = $573 + -1 | 0; $spec$select49$i = (($574 & $572 | 0) == 0 ? 0 : ($574 + $572 & 0 - $573) - $572 | 0) + $548 | 0; $582 = HEAP32[828] | 0; $583 = $spec$select49$i + $582 | 0; if ($spec$select49$i >>> 0 > $$0197 >>> 0 & $spec$select49$i >>> 0 < 2147483647) { $586 = HEAP32[830] | 0; if ($586 | 0) if ($583 >>> 0 <= $582 >>> 0 | $583 >>> 0 > $586 >>> 0) { $$2234243136$i = 0; break } $590 = _sbrk($spec$select49$i | 0) | 0; if (($590 | 0) == ($570 | 0)) { $$723947$i = $spec$select49$i; $$748$i = $570; label = 190; break L257 } else { $$2247$ph$i = $590; $$2253$ph$i = $spec$select49$i; label = 181 } } else $$2234243136$i = 0 } } } while (0); do { if ((label | 0) == 181) { $602 = 0 - $$2253$ph$i | 0; if (!($543 >>> 0 > $$2253$ph$i >>> 0 & ($$2253$ph$i >>> 0 < 2147483647 & ($$2247$ph$i | 0) != (-1 | 0)))) if (($$2247$ph$i | 0) == (-1 | 0)) { $$2234243136$i = 0; break } else { $$723947$i = $$2253$ph$i; $$748$i = $$2247$ph$i; label = 190; break L257 } $606 = HEAP32[840] | 0; $610 = $544 - $$2253$ph$i + $606 & 0 - $606; if ($610 >>> 0 >= 2147483647) { $$723947$i = $$2253$ph$i; $$748$i = $$2247$ph$i; label = 190; break L257 } if ((_sbrk($610 | 0) | 0) == (-1 | 0)) { _sbrk($602 | 0) | 0; $$2234243136$i = 0; break } else { $$723947$i = $610 + $$2253$ph$i | 0; $$748$i = $$2247$ph$i; label = 190; break L257 } } } while (0); HEAP32[831] = HEAP32[831] | 4; $$4236$i = $$2234243136$i; label = 188 } else { $$4236$i = 0; label = 188 } } while (0); if ((label | 0) == 188) if ($548 >>> 0 < 2147483647) { $619 = _sbrk($548 | 0) | 0; $620 = _sbrk(0) | 0; $626 = $620 - $619 | 0; $628 = $626 >>> 0 > ($$0197 + 40 | 0) >>> 0; if (!(($619 | 0) == (-1 | 0) | $628 ^ 1 | $619 >>> 0 < $620 >>> 0 & (($619 | 0) != (-1 | 0) & ($620 | 0) != (-1 | 0)) ^ 1)) { $$723947$i = $628 ? $626 : $$4236$i; $$748$i = $619; label = 190 } } if ((label | 0) == 190) { $632 = (HEAP32[828] | 0) + $$723947$i | 0; HEAP32[828] = $632; if ($632 >>> 0 > (HEAP32[829] | 0) >>> 0) HEAP32[829] = $632; $635 = HEAP32[726] | 0; L294: do { if (!$635) { $637 = HEAP32[724] | 0; if (($637 | 0) == 0 | $$748$i >>> 0 < $637 >>> 0) HEAP32[724] = $$748$i; HEAP32[832] = $$748$i; HEAP32[833] = $$723947$i; HEAP32[835] = 0; HEAP32[729] = HEAP32[838]; HEAP32[728] = -1; HEAP32[733] = 2920; HEAP32[732] = 2920; HEAP32[735] = 2928; HEAP32[734] = 2928; HEAP32[737] = 2936; HEAP32[736] = 2936; HEAP32[739] = 2944; HEAP32[738] = 2944; HEAP32[741] = 2952; HEAP32[740] = 2952; HEAP32[743] = 2960; HEAP32[742] = 2960; HEAP32[745] = 2968; HEAP32[744] = 2968; HEAP32[747] = 2976; HEAP32[746] = 2976; HEAP32[749] = 2984; HEAP32[748] = 2984; HEAP32[751] = 2992; HEAP32[750] = 2992; HEAP32[753] = 3e3; HEAP32[752] = 3e3; HEAP32[755] = 3008; HEAP32[754] = 3008; HEAP32[757] = 3016; HEAP32[756] = 3016; HEAP32[759] = 3024; HEAP32[758] = 3024; HEAP32[761] = 3032; HEAP32[760] = 3032; HEAP32[763] = 3040; HEAP32[762] = 3040; HEAP32[765] = 3048; HEAP32[764] = 3048; HEAP32[767] = 3056; HEAP32[766] = 3056; HEAP32[769] = 3064; HEAP32[768] = 3064; HEAP32[771] = 3072; HEAP32[770] = 3072; HEAP32[773] = 3080; HEAP32[772] = 3080; HEAP32[775] = 3088; HEAP32[774] = 3088; HEAP32[777] = 3096; HEAP32[776] = 3096; HEAP32[779] = 3104; HEAP32[778] = 3104; HEAP32[781] = 3112; HEAP32[780] = 3112; HEAP32[783] = 3120; HEAP32[782] = 3120; HEAP32[785] = 3128; HEAP32[784] = 3128; HEAP32[787] = 3136; HEAP32[786] = 3136; HEAP32[789] = 3144; HEAP32[788] = 3144; HEAP32[791] = 3152; HEAP32[790] = 3152; HEAP32[793] = 3160; HEAP32[792] = 3160; HEAP32[795] = 3168; HEAP32[794] = 3168; $641 = $$723947$i + -40 | 0; $643 = $$748$i + 8 | 0; $648 = ($643 & 7 | 0) == 0 ? 0 : 0 - $643 & 7; $649 = $$748$i + $648 | 0; $650 = $641 - $648 | 0; HEAP32[726] = $649; HEAP32[723] = $650; HEAP32[$649 + 4 >> 2] = $650 | 1; HEAP32[$$748$i + $641 + 4 >> 2] = 40; HEAP32[727] = HEAP32[842] } else { $$024372$i = 3328; while (1) { $656 = HEAP32[$$024372$i >> 2] | 0; $658 = HEAP32[$$024372$i + 4 >> 2] | 0; if (($$748$i | 0) == ($656 + $658 | 0)) { label = 199; break } $662 = HEAP32[$$024372$i + 8 >> 2] | 0; if (!$662) break; else $$024372$i = $662 } if ((label | 0) == 199) { $664 = $$024372$i + 4 | 0; if (!(HEAP32[$$024372$i + 12 >> 2] & 8)) if ($$748$i >>> 0 > $635 >>> 0 & $656 >>> 0 <= $635 >>> 0) { HEAP32[$664 >> 2] = $658 + $$723947$i; $673 = (HEAP32[723] | 0) + $$723947$i | 0; $675 = $635 + 8 | 0; $680 = ($675 & 7 | 0) == 0 ? 0 : 0 - $675 & 7; $681 = $635 + $680 | 0; $682 = $673 - $680 | 0; HEAP32[726] = $681; HEAP32[723] = $682; HEAP32[$681 + 4 >> 2] = $682 | 1; HEAP32[$635 + $673 + 4 >> 2] = 40; HEAP32[727] = HEAP32[842]; break } } $688 = HEAP32[724] | 0; if ($$748$i >>> 0 < $688 >>> 0) { HEAP32[724] = $$748$i; $752 = $$748$i } else $752 = $688; $690 = $$748$i + $$723947$i | 0; $$124471$i = 3328; while (1) { if ((HEAP32[$$124471$i >> 2] | 0) == ($690 | 0)) { label = 207; break } $694 = HEAP32[$$124471$i + 8 >> 2] | 0; if (!$694) break; else $$124471$i = $694 } if ((label | 0) == 207) if (!(HEAP32[$$124471$i + 12 >> 2] & 8)) { HEAP32[$$124471$i >> 2] = $$748$i; $700 = $$124471$i + 4 | 0; HEAP32[$700 >> 2] = (HEAP32[$700 >> 2] | 0) + $$723947$i; $704 = $$748$i + 8 | 0; $710 = $$748$i + (($704 & 7 | 0) == 0 ? 0 : 0 - $704 & 7) | 0; $712 = $690 + 8 | 0; $718 = $690 + (($712 & 7 | 0) == 0 ? 0 : 0 - $712 & 7) | 0; $722 = $710 + $$0197 | 0; $723 = $718 - $710 - $$0197 | 0; HEAP32[$710 + 4 >> 2] = $$0197 | 3; L317: do { if (($635 | 0) == ($718 | 0)) { $728 = (HEAP32[723] | 0) + $723 | 0; HEAP32[723] = $728; HEAP32[726] = $722; HEAP32[$722 + 4 >> 2] = $728 | 1 } else { if ((HEAP32[725] | 0) == ($718 | 0)) { $734 = (HEAP32[722] | 0) + $723 | 0; HEAP32[722] = $734; HEAP32[725] = $722; HEAP32[$722 + 4 >> 2] = $734 | 1; HEAP32[$722 + $734 >> 2] = $734; break } $739 = HEAP32[$718 + 4 >> 2] | 0; if (($739 & 3 | 0) == 1) { $742 = $739 & -8; $743 = $739 >>> 3; L325: do { if ($739 >>> 0 < 256) { $746 = HEAP32[$718 + 8 >> 2] | 0; $748 = HEAP32[$718 + 12 >> 2] | 0; $750 = 2920 + ($743 << 1 << 2) | 0; do { if (($746 | 0) != ($750 | 0)) { if ($752 >>> 0 > $746 >>> 0) _abort(); if ((HEAP32[$746 + 12 >> 2] | 0) == ($718 | 0)) break; _abort() } } while (0); if (($748 | 0) == ($746 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $743); break } do { if (($748 | 0) == ($750 | 0)) $$pre$phi17$i$iZ2D = $748 + 8 | 0; else { if ($752 >>> 0 > $748 >>> 0) _abort(); $764 = $748 + 8 | 0; if ((HEAP32[$764 >> 2] | 0) == ($718 | 0)) { $$pre$phi17$i$iZ2D = $764; break } _abort() } } while (0); HEAP32[$746 + 12 >> 2] = $748; HEAP32[$$pre$phi17$i$iZ2D >> 2] = $746 } else { $769 = HEAP32[$718 + 24 >> 2] | 0; $771 = HEAP32[$718 + 12 >> 2] | 0; do { if (($771 | 0) == ($718 | 0)) { $782 = $718 + 16 | 0; $783 = $782 + 4 | 0; $784 = HEAP32[$783 >> 2] | 0; if (!$784) { $786 = HEAP32[$782 >> 2] | 0; if (!$786) { $$3$i$i = 0; break } else { $$1290$i$i$ph = $786; $$1292$i$i$ph = $782 } } else { $$1290$i$i$ph = $784; $$1292$i$i$ph = $783 } $$1290$i$i = $$1290$i$i$ph; $$1292$i$i = $$1292$i$i$ph; while (1) { $788 = $$1290$i$i + 20 | 0; $789 = HEAP32[$788 >> 2] | 0; if (!$789) { $791 = $$1290$i$i + 16 | 0; $792 = HEAP32[$791 >> 2] | 0; if (!$792) break; else { $$1290$i$i$be = $792; $$1292$i$i$be = $791 } } else { $$1290$i$i$be = $789; $$1292$i$i$be = $788 } $$1290$i$i = $$1290$i$i$be; $$1292$i$i = $$1292$i$i$be } if ($752 >>> 0 > $$1292$i$i >>> 0) _abort(); else { HEAP32[$$1292$i$i >> 2] = 0; $$3$i$i = $$1290$i$i; break } } else { $774 = HEAP32[$718 + 8 >> 2] | 0; if ($752 >>> 0 > $774 >>> 0) _abort(); $776 = $774 + 12 | 0; if ((HEAP32[$776 >> 2] | 0) != ($718 | 0)) _abort(); $779 = $771 + 8 | 0; if ((HEAP32[$779 >> 2] | 0) == ($718 | 0)) { HEAP32[$776 >> 2] = $771; HEAP32[$779 >> 2] = $774; $$3$i$i = $771; break } else _abort() } } while (0); if (!$769) break; $797 = HEAP32[$718 + 28 >> 2] | 0; $798 = 3184 + ($797 << 2) | 0; do { if ((HEAP32[$798 >> 2] | 0) == ($718 | 0)) { HEAP32[$798 >> 2] = $$3$i$i; if ($$3$i$i | 0) break; HEAP32[721] = HEAP32[721] & ~(1 << $797); break L325 } else if ((HEAP32[724] | 0) >>> 0 > $769 >>> 0) _abort(); else { $807 = $769 + 16 | 0; HEAP32[((HEAP32[$807 >> 2] | 0) == ($718 | 0) ? $807 : $769 + 20 | 0) >> 2] = $$3$i$i; if (!$$3$i$i) break L325; else break } } while (0); $812 = HEAP32[724] | 0; if ($812 >>> 0 > $$3$i$i >>> 0) _abort(); HEAP32[$$3$i$i + 24 >> 2] = $769; $815 = $718 + 16 | 0; $816 = HEAP32[$815 >> 2] | 0; do { if ($816 | 0) if ($812 >>> 0 > $816 >>> 0) _abort(); else { HEAP32[$$3$i$i + 16 >> 2] = $816; HEAP32[$816 + 24 >> 2] = $$3$i$i; break } } while (0); $822 = HEAP32[$815 + 4 >> 2] | 0; if (!$822) break; if ((HEAP32[724] | 0) >>> 0 > $822 >>> 0) _abort(); else { HEAP32[$$3$i$i + 20 >> 2] = $822; HEAP32[$822 + 24 >> 2] = $$3$i$i; break } } } while (0); $$0$i16$i = $718 + $742 | 0; $$0286$i$i = $742 + $723 | 0 } else { $$0$i16$i = $718; $$0286$i$i = $723 } $830 = $$0$i16$i + 4 | 0; HEAP32[$830 >> 2] = HEAP32[$830 >> 2] & -2; HEAP32[$722 + 4 >> 2] = $$0286$i$i | 1; HEAP32[$722 + $$0286$i$i >> 2] = $$0286$i$i; $836 = $$0286$i$i >>> 3; if ($$0286$i$i >>> 0 < 256) { $839 = 2920 + ($836 << 1 << 2) | 0; $840 = HEAP32[720] | 0; $841 = 1 << $836; do { if (!($840 & $841)) { HEAP32[720] = $840 | $841; $$0294$i$i = $839; $$pre$phi$i18$iZ2D = $839 + 8 | 0 } else { $845 = $839 + 8 | 0; $846 = HEAP32[$845 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 <= $846 >>> 0) { $$0294$i$i = $846; $$pre$phi$i18$iZ2D = $845; break } _abort() } } while (0); HEAP32[$$pre$phi$i18$iZ2D >> 2] = $722; HEAP32[$$0294$i$i + 12 >> 2] = $722; HEAP32[$722 + 8 >> 2] = $$0294$i$i; HEAP32[$722 + 12 >> 2] = $839; break } $852 = $$0286$i$i >>> 8; do { if (!$852) $$0295$i$i = 0; else { if ($$0286$i$i >>> 0 > 16777215) { $$0295$i$i = 31; break } $857 = ($852 + 1048320 | 0) >>> 16 & 8; $858 = $852 << $857; $861 = ($858 + 520192 | 0) >>> 16 & 4; $863 = $858 << $861; $866 = ($863 + 245760 | 0) >>> 16 & 2; $871 = 14 - ($861 | $857 | $866) + ($863 << $866 >>> 15) | 0; $$0295$i$i = $$0286$i$i >>> ($871 + 7 | 0) & 1 | $871 << 1 } } while (0); $877 = 3184 + ($$0295$i$i << 2) | 0; HEAP32[$722 + 28 >> 2] = $$0295$i$i; $879 = $722 + 16 | 0; HEAP32[$879 + 4 >> 2] = 0; HEAP32[$879 >> 2] = 0; $881 = HEAP32[721] | 0; $882 = 1 << $$0295$i$i; if (!($881 & $882)) { HEAP32[721] = $881 | $882; HEAP32[$877 >> 2] = $722; HEAP32[$722 + 24 >> 2] = $877; HEAP32[$722 + 12 >> 2] = $722; HEAP32[$722 + 8 >> 2] = $722; break } $889 = HEAP32[$877 >> 2] | 0; L410: do { if ((HEAP32[$889 + 4 >> 2] & -8 | 0) == ($$0286$i$i | 0)) $$0288$lcssa$i$i = $889; else { $$028711$i$i = $$0286$i$i << (($$0295$i$i | 0) == 31 ? 0 : 25 - ($$0295$i$i >>> 1) | 0); $$028810$i$i = $889; while (1) { $906 = $$028810$i$i + 16 + ($$028711$i$i >>> 31 << 2) | 0; $901 = HEAP32[$906 >> 2] | 0; if (!$901) break; if ((HEAP32[$901 + 4 >> 2] & -8 | 0) == ($$0286$i$i | 0)) { $$0288$lcssa$i$i = $901; break L410 } else { $$028711$i$i = $$028711$i$i << 1; $$028810$i$i = $901 } } if ((HEAP32[724] | 0) >>> 0 > $906 >>> 0) _abort(); else { HEAP32[$906 >> 2] = $722; HEAP32[$722 + 24 >> 2] = $$028810$i$i; HEAP32[$722 + 12 >> 2] = $722; HEAP32[$722 + 8 >> 2] = $722; break L317 } } } while (0); $913 = $$0288$lcssa$i$i + 8 | 0; $914 = HEAP32[$913 >> 2] | 0; $915 = HEAP32[724] | 0; if ($915 >>> 0 <= $914 >>> 0 & $915 >>> 0 <= $$0288$lcssa$i$i >>> 0) { HEAP32[$914 + 12 >> 2] = $722; HEAP32[$913 >> 2] = $722; HEAP32[$722 + 8 >> 2] = $914; HEAP32[$722 + 12 >> 2] = $$0288$lcssa$i$i; HEAP32[$722 + 24 >> 2] = 0; break } else _abort() } } while (0); $$0 = $710 + 8 | 0; STACKTOP = sp; return $$0 | 0 } $$0$i$i$i = 3328; while (1) { $923 = HEAP32[$$0$i$i$i >> 2] | 0; if ($923 >>> 0 <= $635 >>> 0) { $927 = $923 + (HEAP32[$$0$i$i$i + 4 >> 2] | 0) | 0; if ($927 >>> 0 > $635 >>> 0) break } $$0$i$i$i = HEAP32[$$0$i$i$i + 8 >> 2] | 0 } $931 = $927 + -47 | 0; $933 = $931 + 8 | 0; $939 = $931 + (($933 & 7 | 0) == 0 ? 0 : 0 - $933 & 7) | 0; $940 = $635 + 16 | 0; $942 = $939 >>> 0 < $940 >>> 0 ? $635 : $939; $943 = $942 + 8 | 0; $945 = $$723947$i + -40 | 0; $947 = $$748$i + 8 | 0; $952 = ($947 & 7 | 0) == 0 ? 0 : 0 - $947 & 7; $953 = $$748$i + $952 | 0; $954 = $945 - $952 | 0; HEAP32[726] = $953; HEAP32[723] = $954; HEAP32[$953 + 4 >> 2] = $954 | 1; HEAP32[$$748$i + $945 + 4 >> 2] = 40; HEAP32[727] = HEAP32[842]; $960 = $942 + 4 | 0; HEAP32[$960 >> 2] = 27; HEAP32[$943 >> 2] = HEAP32[832]; HEAP32[$943 + 4 >> 2] = HEAP32[833]; HEAP32[$943 + 8 >> 2] = HEAP32[834]; HEAP32[$943 + 12 >> 2] = HEAP32[835]; HEAP32[832] = $$748$i; HEAP32[833] = $$723947$i; HEAP32[835] = 0; HEAP32[834] = $943; $962 = $942 + 24 | 0; do { $962$looptemp = $962; $962 = $962 + 4 | 0; HEAP32[$962 >> 2] = 7 } while (($962$looptemp + 8 | 0) >>> 0 < $927 >>> 0); if (($942 | 0) != ($635 | 0)) { $968 = $942 - $635 | 0; HEAP32[$960 >> 2] = HEAP32[$960 >> 2] & -2; HEAP32[$635 + 4 >> 2] = $968 | 1; HEAP32[$942 >> 2] = $968; $973 = $968 >>> 3; if ($968 >>> 0 < 256) { $976 = 2920 + ($973 << 1 << 2) | 0; $977 = HEAP32[720] | 0; $978 = 1 << $973; if (!($977 & $978)) { HEAP32[720] = $977 | $978; $$0211$i$i = $976; $$pre$phi$i$iZ2D = $976 + 8 | 0 } else { $982 = $976 + 8 | 0; $983 = HEAP32[$982 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $983 >>> 0) _abort(); else { $$0211$i$i = $983; $$pre$phi$i$iZ2D = $982 } } HEAP32[$$pre$phi$i$iZ2D >> 2] = $635; HEAP32[$$0211$i$i + 12 >> 2] = $635; HEAP32[$635 + 8 >> 2] = $$0211$i$i; HEAP32[$635 + 12 >> 2] = $976; break } $989 = $968 >>> 8; if (!$989) $$0212$i$i = 0; else if ($968 >>> 0 > 16777215) $$0212$i$i = 31; else { $994 = ($989 + 1048320 | 0) >>> 16 & 8; $995 = $989 << $994; $998 = ($995 + 520192 | 0) >>> 16 & 4; $1000 = $995 << $998; $1003 = ($1000 + 245760 | 0) >>> 16 & 2; $1008 = 14 - ($998 | $994 | $1003) + ($1000 << $1003 >>> 15) | 0; $$0212$i$i = $968 >>> ($1008 + 7 | 0) & 1 | $1008 << 1 } $1014 = 3184 + ($$0212$i$i << 2) | 0; HEAP32[$635 + 28 >> 2] = $$0212$i$i; HEAP32[$635 + 20 >> 2] = 0; HEAP32[$940 >> 2] = 0; $1017 = HEAP32[721] | 0; $1018 = 1 << $$0212$i$i; if (!($1017 & $1018)) { HEAP32[721] = $1017 | $1018; HEAP32[$1014 >> 2] = $635; HEAP32[$635 + 24 >> 2] = $1014; HEAP32[$635 + 12 >> 2] = $635; HEAP32[$635 + 8 >> 2] = $635; break } $1025 = HEAP32[$1014 >> 2] | 0; L451: do { if ((HEAP32[$1025 + 4 >> 2] & -8 | 0) == ($968 | 0)) $$0207$lcssa$i$i = $1025; else { $$02065$i$i = $968 << (($$0212$i$i | 0) == 31 ? 0 : 25 - ($$0212$i$i >>> 1) | 0); $$02074$i$i = $1025; while (1) { $1042 = $$02074$i$i + 16 + ($$02065$i$i >>> 31 << 2) | 0; $1037 = HEAP32[$1042 >> 2] | 0; if (!$1037) break; if ((HEAP32[$1037 + 4 >> 2] & -8 | 0) == ($968 | 0)) { $$0207$lcssa$i$i = $1037; break L451 } else { $$02065$i$i = $$02065$i$i << 1; $$02074$i$i = $1037 } } if ((HEAP32[724] | 0) >>> 0 > $1042 >>> 0) _abort(); else { HEAP32[$1042 >> 2] = $635; HEAP32[$635 + 24 >> 2] = $$02074$i$i; HEAP32[$635 + 12 >> 2] = $635; HEAP32[$635 + 8 >> 2] = $635; break L294 } } } while (0); $1049 = $$0207$lcssa$i$i + 8 | 0; $1050 = HEAP32[$1049 >> 2] | 0; $1051 = HEAP32[724] | 0; if ($1051 >>> 0 <= $1050 >>> 0 & $1051 >>> 0 <= $$0207$lcssa$i$i >>> 0) { HEAP32[$1050 + 12 >> 2] = $635; HEAP32[$1049 >> 2] = $635; HEAP32[$635 + 8 >> 2] = $1050; HEAP32[$635 + 12 >> 2] = $$0207$lcssa$i$i; HEAP32[$635 + 24 >> 2] = 0; break } else _abort() } } } while (0); $1060 = HEAP32[723] | 0; if ($1060 >>> 0 > $$0197 >>> 0) { $1062 = $1060 - $$0197 | 0; HEAP32[723] = $1062; $1063 = HEAP32[726] | 0; $1064 = $1063 + $$0197 | 0; HEAP32[726] = $1064; HEAP32[$1064 + 4 >> 2] = $1062 | 1; HEAP32[$1063 + 4 >> 2] = $$0197 | 3; $$0 = $1063 + 8 | 0; STACKTOP = sp; return $$0 | 0 } } $1070 = ___errno_location() | 0; HEAP32[$1070 >> 2] = 12; $$0 = 0; STACKTOP = sp; return $$0 | 0 } function _decode_residue($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$0450$lcssa = 0, $$0450597 = 0, $$0453593 = 0, $$0455578 = 0, $$0460576 = 0, $$0481620 = 0, $$0482619 = 0, $$0626 = 0, $$1451604 = 0, $$1454624 = 0, $$1456$lcssa = 0, $$1456570 = 0, $$1467 = 0, $$1479 = 0, $$1483$lcssa = 0, $$1483613 = 0, $$1485 = 0, $$1488 = 0, $$1571 = 0, $$2452608 = 0, $$2462564 = 0, $$2468 = 0, $$2480 = 0, $$2486 = 0, $$2489 = 0, $$2563 = 0, $$3458566 = 0, $$3583 = 0, $$4459$lcssa = 0, $$4459562 = 0, $$4464588 = 0, $$4615 = 0, $$6590 = 0, $$7$lcssa = 0, $$7582 = 0, $11 = 0, $113 = 0, $12 = 0, $122 = 0, $13 = 0, $132 = 0, $136 = 0, $141 = 0, $145 = 0, $146 = 0, $148 = 0, $152 = 0, $155 = 0, $156 = 0, $16 = 0, $162 = 0, $165 = 0, $166 = 0, $182 = 0, $19 = 0, $191 = 0, $20 = 0, $201 = 0, $203 = 0, $208 = 0, $212 = 0, $213 = 0, $215 = 0, $216 = 0, $218 = 0, $22 = 0, $222 = 0, $225 = 0, $226 = 0, $23 = 0, $232 = 0, $235 = 0, $236 = 0, $24 = 0, $252 = 0, $261 = 0, $27 = 0, $271 = 0, $272 = 0, $274 = 0, $276 = 0, $283 = 0, $284 = 0, $285 = 0, $286 = 0, $287 = 0, $288 = 0, $289 = 0, $294 = 0, $296 = 0, $300 = 0, $303 = 0, $304 = 0, $31 = 0, $310 = 0, $313 = 0, $314 = 0, $33 = 0, $34 = 0, $345 = 0, $35 = 0, $351 = 0, $353 = 0, $361 = 0, $39 = 0, $40 = 0, $41 = 0, $43 = 0, $44 = 0, $45 = 0, $46 = 0, $47 = 0, $49 = 0, $50 = 0, $6 = 0, $61 = 0, $64 = 0, $65 = 0, $66 = 0, $67 = 0, $68 = 0, $69 = 0, $7 = 0, $70 = 0, $74 = 0, $77 = 0, $79 = 0, $83 = 0, $86 = 0, $87 = 0, $9 = 0, $93 = 0, $96 = 0, $97 = 0, $brmerge = 0, label = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 16 | 0; $6 = sp + 4 | 0; $7 = sp; $9 = HEAP32[$0 + 384 >> 2] | 0; $11 = HEAP16[$0 + 256 + ($4 << 1) >> 1] | 0; $12 = $11 & 65535; $13 = $9 + ($4 * 24 | 0) + 13 | 0; $16 = $0 + 112 | 0; $19 = HEAP32[(HEAP32[$16 >> 2] | 0) + ((HEAPU8[$13 >> 0] | 0) * 2096 | 0) >> 2] | 0; $20 = $11 << 16 >> 16 == 2; $22 = $3 << ($20 & 1); $23 = $9 + ($4 * 24 | 0) | 0; $24 = HEAP32[$23 >> 2] | 0; $27 = HEAP32[$9 + ($4 * 24 | 0) + 4 >> 2] | 0; $31 = $9 + ($4 * 24 | 0) + 8 | 0; $33 = ((($27 >>> 0 < $22 >>> 0 ? $27 : $22) - ($24 >>> 0 < $22 >>> 0 ? $24 : $22) | 0) >>> 0) / ((HEAP32[$31 >> 2] | 0) >>> 0) | 0; $34 = $0 + 80 | 0; $35 = HEAP32[$34 >> 2] | 0; $39 = $0 + 4 | 0; $40 = HEAP32[$39 >> 2] | 0; $41 = $33 << 2; $43 = Math_imul($40, $41 + 4 | 0) | 0; if (!(HEAP32[$0 + 68 >> 2] | 0)) { $45 = STACKTOP; STACKTOP = STACKTOP + ((1 * $43 | 0) + 15 & -16) | 0; $46 = $45; $47 = $40 } else { $44 = _setup_temp_malloc($0, $43) | 0; $46 = $44; $47 = HEAP32[$39 >> 2] | 0 } _make_block_array($46, $47, $41) | 0; $49 = ($2 | 0) > 0; if ($49) { $50 = $3 << 2; $$0626 = 0; do { if (!(HEAP8[$5 + $$0626 >> 0] | 0)) _memset(HEAP32[$1 + ($$0626 << 2) >> 2] | 0, 0, $50 | 0) | 0; $$0626 = $$0626 + 1 | 0 } while (($$0626 | 0) != ($2 | 0)) } L13: do { if (($2 | 0) != 1 & $20) { L15: do { if ($49) { $$0450597 = 0; while (1) { if (!(HEAP8[$5 + $$0450597 >> 0] | 0)) { $$0450$lcssa = $$0450597; break L15 } $61 = $$0450597 + 1 | 0; if (($61 | 0) < ($2 | 0)) $$0450597 = $61; else { $$0450$lcssa = $61; break } } } else $$0450$lcssa = 0 } while (0); if (($$0450$lcssa | 0) != ($2 | 0)) { $64 = ($33 | 0) > 0; $65 = $0 + 1384 | 0; $66 = ($19 | 0) > 0; $67 = $0 + 1380 | 0; $68 = $9 + ($4 * 24 | 0) + 20 | 0; $69 = $9 + ($4 * 24 | 0) + 16 | 0; $$0453593 = 0; L22: while (1) { switch ($2 | 0) { case 2: { if ($64) { $70 = ($$0453593 | 0) == 0; $$0455578 = 0; $$0460576 = 0; while (1) { $74 = (Math_imul(HEAP32[$31 >> 2] | 0, $$0455578) | 0) + (HEAP32[$23 >> 2] | 0) | 0; HEAP32[$6 >> 2] = $74 & 1; HEAP32[$7 >> 2] = $74 >> 1; if ($70) { $77 = HEAP32[$16 >> 2] | 0; $79 = HEAPU8[$13 >> 0] | 0; if ((HEAP32[$65 >> 2] | 0) < 10) _prep_huffman($0); $83 = HEAP32[$67 >> 2] | 0; $86 = HEAP16[$77 + ($79 * 2096 | 0) + 36 + (($83 & 1023) << 1) >> 1] | 0; $87 = $86 << 16 >> 16; if ($86 << 16 >> 16 > -1) { $93 = HEAPU8[(HEAP32[$77 + ($79 * 2096 | 0) + 8 >> 2] | 0) + $87 >> 0] | 0; HEAP32[$67 >> 2] = $83 >>> $93; $96 = (HEAP32[$65 >> 2] | 0) - $93 | 0; $97 = ($96 | 0) < 0; HEAP32[$65 >> 2] = $97 ? 0 : $96; $$1467 = $97 ? -1 : $87 } else $$1467 = _codebook_decode_scalar_raw($0, $77 + ($79 * 2096 | 0) | 0) | 0; if (!(HEAP8[$77 + ($79 * 2096 | 0) + 23 >> 0] | 0)) $$2468 = $$1467; else $$2468 = HEAP32[(HEAP32[$77 + ($79 * 2096 | 0) + 2088 >> 2] | 0) + ($$1467 << 2) >> 2] | 0; if (($$2468 | 0) == -1) { label = 35; break L22 } HEAP32[(HEAP32[$46 >> 2] | 0) + ($$0460576 << 2) >> 2] = HEAP32[(HEAP32[$69 >> 2] | 0) + ($$2468 << 2) >> 2] } if (($$0455578 | 0) < ($33 | 0) & $66) { $$1456570 = $$0455578; $$1571 = 0; while (1) { $113 = HEAP32[$31 >> 2] | 0; $122 = HEAP16[(HEAP32[$68 >> 2] | 0) + (HEAPU8[(HEAP32[(HEAP32[$46 >> 2] | 0) + ($$0460576 << 2) >> 2] | 0) + $$1571 >> 0] << 4) + ($$0453593 << 1) >> 1] | 0; if ($122 << 16 >> 16 > -1) { if (!(_codebook_decode_deinterleave_repeat($0, (HEAP32[$16 >> 2] | 0) + (($122 << 16 >> 16) * 2096 | 0) | 0, $1, 2, $6, $7, $3, $113) | 0)) { label = 35; break L22 } } else { $132 = (Math_imul($113, $$1456570) | 0) + $113 + (HEAP32[$23 >> 2] | 0) | 0; HEAP32[$6 >> 2] = $132 & 1; HEAP32[$7 >> 2] = $132 >> 1 } $$1571 = $$1571 + 1 | 0; $136 = $$1456570 + 1 | 0; if (!(($136 | 0) < ($33 | 0) & ($$1571 | 0) < ($19 | 0))) { $$1456$lcssa = $136; break } else $$1456570 = $136 } } else $$1456$lcssa = $$0455578; if (($$1456$lcssa | 0) < ($33 | 0)) { $$0455578 = $$1456$lcssa; $$0460576 = $$0460576 + 1 | 0 } else break } } break } case 1: { if ($64) { $141 = ($$0453593 | 0) == 0; $$2462564 = 0; $$3458566 = 0; while (1) { $145 = (Math_imul(HEAP32[$31 >> 2] | 0, $$3458566) | 0) + (HEAP32[$23 >> 2] | 0) | 0; HEAP32[$6 >> 2] = 0; HEAP32[$7 >> 2] = $145; if ($141) { $146 = HEAP32[$16 >> 2] | 0; $148 = HEAPU8[$13 >> 0] | 0; if ((HEAP32[$65 >> 2] | 0) < 10) _prep_huffman($0); $152 = HEAP32[$67 >> 2] | 0; $155 = HEAP16[$146 + ($148 * 2096 | 0) + 36 + (($152 & 1023) << 1) >> 1] | 0; $156 = $155 << 16 >> 16; if ($155 << 16 >> 16 > -1) { $162 = HEAPU8[(HEAP32[$146 + ($148 * 2096 | 0) + 8 >> 2] | 0) + $156 >> 0] | 0; HEAP32[$67 >> 2] = $152 >>> $162; $165 = (HEAP32[$65 >> 2] | 0) - $162 | 0; $166 = ($165 | 0) < 0; HEAP32[$65 >> 2] = $166 ? 0 : $165; $$1485 = $166 ? -1 : $156 } else $$1485 = _codebook_decode_scalar_raw($0, $146 + ($148 * 2096 | 0) | 0) | 0; if (!(HEAP8[$146 + ($148 * 2096 | 0) + 23 >> 0] | 0)) $$2486 = $$1485; else $$2486 = HEAP32[(HEAP32[$146 + ($148 * 2096 | 0) + 2088 >> 2] | 0) + ($$1485 << 2) >> 2] | 0; if (($$2486 | 0) == -1) { label = 55; break L22 } HEAP32[(HEAP32[$46 >> 2] | 0) + ($$2462564 << 2) >> 2] = HEAP32[(HEAP32[$69 >> 2] | 0) + ($$2486 << 2) >> 2] } if (($$3458566 | 0) < ($33 | 0) & $66) { $$2563 = 0; $$4459562 = $$3458566; while (1) { $182 = HEAP32[$31 >> 2] | 0; $191 = HEAP16[(HEAP32[$68 >> 2] | 0) + (HEAPU8[(HEAP32[(HEAP32[$46 >> 2] | 0) + ($$2462564 << 2) >> 2] | 0) + $$2563 >> 0] << 4) + ($$0453593 << 1) >> 1] | 0; if ($191 << 16 >> 16 > -1) { if (!(_codebook_decode_deinterleave_repeat($0, (HEAP32[$16 >> 2] | 0) + (($191 << 16 >> 16) * 2096 | 0) | 0, $1, 1, $6, $7, $3, $182) | 0)) { label = 55; break L22 } } else { $201 = (Math_imul($182, $$4459562) | 0) + $182 + (HEAP32[$23 >> 2] | 0) | 0; HEAP32[$6 >> 2] = 0; HEAP32[$7 >> 2] = $201 } $$2563 = $$2563 + 1 | 0; $203 = $$4459562 + 1 | 0; if (!(($203 | 0) < ($33 | 0) & ($$2563 | 0) < ($19 | 0))) { $$4459$lcssa = $203; break } else $$4459562 = $203 } } else $$4459$lcssa = $$3458566; if (($$4459$lcssa | 0) < ($33 | 0)) { $$2462564 = $$2462564 + 1 | 0; $$3458566 = $$4459$lcssa } else break } } break } default: if ($64) { $208 = ($$0453593 | 0) == 0; $$4464588 = 0; $$6590 = 0; while (1) { $212 = (Math_imul(HEAP32[$31 >> 2] | 0, $$6590) | 0) + (HEAP32[$23 >> 2] | 0) | 0; $213 = ($212 | 0) / ($2 | 0) | 0; $215 = $212 - (Math_imul($213, $2) | 0) | 0; HEAP32[$6 >> 2] = $215; HEAP32[$7 >> 2] = $213; if ($208) { $216 = HEAP32[$16 >> 2] | 0; $218 = HEAPU8[$13 >> 0] | 0; if ((HEAP32[$65 >> 2] | 0) < 10) _prep_huffman($0); $222 = HEAP32[$67 >> 2] | 0; $225 = HEAP16[$216 + ($218 * 2096 | 0) + 36 + (($222 & 1023) << 1) >> 1] | 0; $226 = $225 << 16 >> 16; if ($225 << 16 >> 16 > -1) { $232 = HEAPU8[(HEAP32[$216 + ($218 * 2096 | 0) + 8 >> 2] | 0) + $226 >> 0] | 0; HEAP32[$67 >> 2] = $222 >>> $232; $235 = (HEAP32[$65 >> 2] | 0) - $232 | 0; $236 = ($235 | 0) < 0; HEAP32[$65 >> 2] = $236 ? 0 : $235; $$1488 = $236 ? -1 : $226 } else $$1488 = _codebook_decode_scalar_raw($0, $216 + ($218 * 2096 | 0) | 0) | 0; if (!(HEAP8[$216 + ($218 * 2096 | 0) + 23 >> 0] | 0)) $$2489 = $$1488; else $$2489 = HEAP32[(HEAP32[$216 + ($218 * 2096 | 0) + 2088 >> 2] | 0) + ($$1488 << 2) >> 2] | 0; if (($$2489 | 0) == -1) { label = 75; break L22 } HEAP32[(HEAP32[$46 >> 2] | 0) + ($$4464588 << 2) >> 2] = HEAP32[(HEAP32[$69 >> 2] | 0) + ($$2489 << 2) >> 2] } if (($$6590 | 0) < ($33 | 0) & $66) { $$3583 = 0; $$7582 = $$6590; while (1) { $252 = HEAP32[$31 >> 2] | 0; $261 = HEAP16[(HEAP32[$68 >> 2] | 0) + (HEAPU8[(HEAP32[(HEAP32[$46 >> 2] | 0) + ($$4464588 << 2) >> 2] | 0) + $$3583 >> 0] << 4) + ($$0453593 << 1) >> 1] | 0; if ($261 << 16 >> 16 > -1) { if (!(_codebook_decode_deinterleave_repeat($0, (HEAP32[$16 >> 2] | 0) + (($261 << 16 >> 16) * 2096 | 0) | 0, $1, $2, $6, $7, $3, $252) | 0)) { label = 75; break L22 } } else { $271 = (Math_imul($252, $$7582) | 0) + $252 + (HEAP32[$23 >> 2] | 0) | 0; $272 = ($271 | 0) / ($2 | 0) | 0; $274 = $271 - (Math_imul($272, $2) | 0) | 0; HEAP32[$6 >> 2] = $274; HEAP32[$7 >> 2] = $272 } $$3583 = $$3583 + 1 | 0; $276 = $$7582 + 1 | 0; if (!(($276 | 0) < ($33 | 0) & ($$3583 | 0) < ($19 | 0))) { $$7$lcssa = $276; break } else $$7582 = $276 } } else $$7$lcssa = $$6590; if (($$7$lcssa | 0) < ($33 | 0)) { $$4464588 = $$4464588 + 1 | 0; $$6590 = $$7$lcssa } else break } } }$$0453593 = $$0453593 + 1 | 0; if ($$0453593 >>> 0 >= 8) break L13 } if ((label | 0) == 35) break; else if ((label | 0) == 55) break; else if ((label | 0) == 75) break } } else { $283 = ($33 | 0) > 0; $284 = ($2 | 0) < 1; $285 = ($19 | 0) > 0; $286 = $0 + 1384 | 0; $287 = $0 + 1380 | 0; $288 = $9 + ($4 * 24 | 0) + 16 | 0; $289 = $9 + ($4 * 24 | 0) + 20 | 0; $$1454624 = 0; do { if ($283) { $brmerge = ($$1454624 | 0) != 0 | $284; $$0481620 = 0; $$0482619 = 0; while (1) { if (!$brmerge) { $$1451604 = 0; do { if (!(HEAP8[$5 + $$1451604 >> 0] | 0)) { $294 = HEAP32[$16 >> 2] | 0; $296 = HEAPU8[$13 >> 0] | 0; if ((HEAP32[$286 >> 2] | 0) < 10) _prep_huffman($0); $300 = HEAP32[$287 >> 2] | 0; $303 = HEAP16[$294 + ($296 * 2096 | 0) + 36 + (($300 & 1023) << 1) >> 1] | 0; $304 = $303 << 16 >> 16; if ($303 << 16 >> 16 > -1) { $310 = HEAPU8[(HEAP32[$294 + ($296 * 2096 | 0) + 8 >> 2] | 0) + $304 >> 0] | 0; HEAP32[$287 >> 2] = $300 >>> $310; $313 = (HEAP32[$286 >> 2] | 0) - $310 | 0; $314 = ($313 | 0) < 0; HEAP32[$286 >> 2] = $314 ? 0 : $313; $$1479 = $314 ? -1 : $304 } else $$1479 = _codebook_decode_scalar_raw($0, $294 + ($296 * 2096 | 0) | 0) | 0; if (!(HEAP8[$294 + ($296 * 2096 | 0) + 23 >> 0] | 0)) $$2480 = $$1479; else $$2480 = HEAP32[(HEAP32[$294 + ($296 * 2096 | 0) + 2088 >> 2] | 0) + ($$1479 << 2) >> 2] | 0; if (($$2480 | 0) == -1) break L13; HEAP32[(HEAP32[$46 + ($$1451604 << 2) >> 2] | 0) + ($$0481620 << 2) >> 2] = HEAP32[(HEAP32[$288 >> 2] | 0) + ($$2480 << 2) >> 2] } $$1451604 = $$1451604 + 1 | 0 } while (($$1451604 | 0) < ($2 | 0)) } if (($$0482619 | 0) < ($33 | 0) & $285) { $$1483613 = $$0482619; $$4615 = 0; while (1) { if ($49) { $$2452608 = 0; do { if (!(HEAP8[$5 + $$2452608 >> 0] | 0)) { $345 = HEAP16[(HEAP32[$289 >> 2] | 0) + (HEAPU8[(HEAP32[(HEAP32[$46 + ($$2452608 << 2) >> 2] | 0) + ($$0481620 << 2) >> 2] | 0) + $$4615 >> 0] << 4) + ($$1454624 << 1) >> 1] | 0; if ($345 << 16 >> 16 > -1) { $351 = HEAP32[$31 >> 2] | 0; $353 = (Math_imul($351, $$1483613) | 0) + (HEAP32[$23 >> 2] | 0) | 0; if (!(_residue_decode($0, (HEAP32[$16 >> 2] | 0) + (($345 << 16 >> 16) * 2096 | 0) | 0, HEAP32[$1 + ($$2452608 << 2) >> 2] | 0, $353, $351, $12) | 0)) break L13 } } $$2452608 = $$2452608 + 1 | 0 } while (($$2452608 | 0) < ($2 | 0)) } $$4615 = $$4615 + 1 | 0; $361 = $$1483613 + 1 | 0; if (!(($361 | 0) < ($33 | 0) & ($$4615 | 0) < ($19 | 0))) { $$1483$lcssa = $361; break } else $$1483613 = $361 } } else $$1483$lcssa = $$0482619; if (($$1483$lcssa | 0) < ($33 | 0)) { $$0481620 = $$0481620 + 1 | 0; $$0482619 = $$1483$lcssa } else break } } $$1454624 = $$1454624 + 1 | 0 } while ($$1454624 >>> 0 < 8) } } while (0); HEAP32[$34 >> 2] = $35; STACKTOP = sp; return } function _vorbis_decode_packet_rest($0, $1, $2, $3, $4, $5, $6) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; $6 = $6 | 0; var $$0401 = 0, $$0402 = 0, $$0403 = 0, $$040465 = 0, $$040852 = 0, $$0413$lcssa = 0, $$041328 = 0, $$041546 = 0, $$042051 = 0, $$140538 = 0, $$140956 = 0, $$1414 = 0, $$1421$lcssa = 0, $$142145 = 0, $$1424 = 0, $$1429 = 0, $$240633 = 0, $$241061 = 0, $$2430 = 0, $$3 = 0, $$340724$in = 0, $$341129 = 0, $$3426 = 0, $$415 = 0, $$441219 = 0, $$442744 = 0, $$514 = 0, $$lcssa10 = 0, $$pre$phi8087Z2D = 0, $$pre84 = 0, $$sink = 0, $$sink92 = 0, $10 = 0, $109 = 0, $112 = 0, $113 = 0, $117 = 0, $120 = 0, $121 = 0, $127 = 0, $130 = 0, $131 = 0, $14 = 0, $151 = 0, $153 = 0, $156 = 0, $159 = 0, $16 = 0, $175 = 0, $176 = 0, $177 = 0, $178 = 0, $179 = 0, $19 = 0, $20 = 0, $206 = 0, $208 = 0, $209 = 0, $21 = 0, $217 = 0, $22 = 0, $220 = 0, $221 = 0, $225 = 0, $23 = 0, $232 = 0, $235 = 0, $236 = 0, $238 = 0, $24 = 0, $246 = 0, $257 = 0, $26 = 0, $261 = 0, $268 = 0, $27 = 0, $272 = 0, $273 = 0, $278 = 0, $28 = 0, $283 = 0, $284 = 0, $285 = 0, $287 = 0, $288 = 0, $289 = 0, $29 = 0, $299 = 0, $30 = 0, $303 = 0, $309 = 0, $31 = 0, $319 = 0, $326 = 0, $327 = 0, $329 = 0, $332 = 0, $338 = 0, $339 = 0, $346 = 0, $347 = 0, $348 = 0, $35 = 0, $354 = 0, $36 = 0, $362 = 0, $39 = 0, $43 = 0, $51 = 0, $53 = 0, $55 = 0, $57 = 0, $59 = 0, $61 = 0, $66 = 0, $68 = 0, $69 = 0, $7 = 0, $71 = 0, $72 = 0, $74 = 0, $76 = 0, $79 = 0, $8 = 0, $83 = 0, $86 = 0, $87 = 0, $9 = 0, $93 = 0, $96 = 0, $97 = 0, $spec$select8 = 0, label = 0, sp = 0, $$340724$in$looptemp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 2560 | 0; $7 = sp + 1536 | 0; $8 = sp + 512 | 0; $9 = sp + 256 | 0; $10 = sp; $14 = HEAP32[$0 + 92 + (HEAPU8[$2 >> 0] << 2) >> 2] | 0; $16 = HEAP32[$0 + 392 >> 2] | 0; $19 = HEAPU8[$2 + 1 >> 0] | 0; $20 = $16 + ($19 * 40 | 0) | 0; $21 = $14 >> 1; $22 = 0 - $21 | 0; $23 = $0 + 4 | 0; $24 = HEAP32[$23 >> 2] | 0; L1: do { if (($24 | 0) > 0) { $26 = $16 + ($19 * 40 | 0) + 4 | 0; $27 = $0 + 248 | 0; $28 = $0 + 112 | 0; $29 = $0 + 1384 | 0; $30 = $0 + 1380 | 0; $31 = $9 + 1 | 0; $$040465 = 0; while (1) { $35 = HEAPU8[(HEAP32[$26 >> 2] | 0) + ($$040465 * 3 | 0) + 2 >> 0] | 0; $36 = $7 + ($$040465 << 2) | 0; HEAP32[$36 >> 2] = 0; $39 = HEAPU8[$16 + ($19 * 40 | 0) + 9 + $35 >> 0] | 0; if (!(HEAP16[$0 + 120 + ($39 << 1) >> 1] | 0)) break; $43 = HEAP32[$27 >> 2] | 0; do { if (!(_get_bits($0, 1) | 0)) label = 50; else { $51 = HEAP32[32 + ((HEAPU8[$43 + ($39 * 1596 | 0) + 1588 >> 0] | 0) + -1 << 2) >> 2] | 0; $53 = HEAP32[$0 + 984 + ($$040465 << 2) >> 2] | 0; $55 = (_ilog($51) | 0) + -1 | 0; $57 = (_get_bits($0, $55) | 0) & 65535; HEAP16[$53 >> 1] = $57; $59 = (_get_bits($0, $55) | 0) & 65535; HEAP16[$53 + 2 >> 1] = $59; $61 = $43 + ($39 * 1596 | 0) | 0; if (HEAP8[$61 >> 0] | 0) { $$040852 = 0; $$042051 = 2; while (1) { $66 = HEAPU8[$43 + ($39 * 1596 | 0) + 1 + $$040852 >> 0] | 0; $68 = HEAP8[$43 + ($39 * 1596 | 0) + 33 + $66 >> 0] | 0; $69 = $68 & 255; $71 = HEAP8[$43 + ($39 * 1596 | 0) + 49 + $66 >> 0] | 0; $72 = $71 & 255; $74 = (1 << $72) + -1 | 0; if (!($71 << 24 >> 24)) $$3426 = 0; else { $76 = HEAP32[$28 >> 2] | 0; $79 = HEAPU8[$43 + ($39 * 1596 | 0) + 65 + $66 >> 0] | 0; if ((HEAP32[$29 >> 2] | 0) < 10) _prep_huffman($0); $83 = HEAP32[$30 >> 2] | 0; $86 = HEAP16[$76 + ($79 * 2096 | 0) + 36 + (($83 & 1023) << 1) >> 1] | 0; $87 = $86 << 16 >> 16; if ($86 << 16 >> 16 > -1) { $93 = HEAPU8[(HEAP32[$76 + ($79 * 2096 | 0) + 8 >> 2] | 0) + $87 >> 0] | 0; HEAP32[$30 >> 2] = $83 >>> $93; $96 = (HEAP32[$29 >> 2] | 0) - $93 | 0; $97 = ($96 | 0) < 0; HEAP32[$29 >> 2] = $97 ? 0 : $96; $$1424 = $97 ? -1 : $87 } else $$1424 = _codebook_decode_scalar_raw($0, $76 + ($79 * 2096 | 0) | 0) | 0; if (!(HEAP8[$76 + ($79 * 2096 | 0) + 23 >> 0] | 0)) $$3426 = $$1424; else $$3426 = HEAP32[(HEAP32[$76 + ($79 * 2096 | 0) + 2088 >> 2] | 0) + ($$1424 << 2) >> 2] | 0 } if (!($68 << 24 >> 24)) $$1421$lcssa = $$042051; else { $$041546 = 0; $$142145 = $$042051; $$442744 = $$3426; while (1) { $109 = HEAP16[$43 + ($39 * 1596 | 0) + 82 + ($66 << 4) + (($$442744 & $74) << 1) >> 1] | 0; $$442744 = $$442744 >> $72; if ($109 << 16 >> 16 > -1) { $112 = $109 << 16 >> 16; $113 = HEAP32[$28 >> 2] | 0; if ((HEAP32[$29 >> 2] | 0) < 10) _prep_huffman($0); $117 = HEAP32[$30 >> 2] | 0; $120 = HEAP16[$113 + ($112 * 2096 | 0) + 36 + (($117 & 1023) << 1) >> 1] | 0; $121 = $120 << 16 >> 16; if ($120 << 16 >> 16 > -1) { $127 = HEAPU8[(HEAP32[$113 + ($112 * 2096 | 0) + 8 >> 2] | 0) + $121 >> 0] | 0; HEAP32[$30 >> 2] = $117 >>> $127; $130 = (HEAP32[$29 >> 2] | 0) - $127 | 0; $131 = ($130 | 0) < 0; HEAP32[$29 >> 2] = $131 ? 0 : $130; $$1429 = $131 ? -1 : $121 } else $$1429 = _codebook_decode_scalar_raw($0, $113 + ($112 * 2096 | 0) | 0) | 0; if (!(HEAP8[$113 + ($112 * 2096 | 0) + 23 >> 0] | 0)) $$2430 = $$1429; else $$2430 = HEAP32[(HEAP32[$113 + ($112 * 2096 | 0) + 2088 >> 2] | 0) + ($$1429 << 2) >> 2] | 0; $$sink = $$2430 & 65535 } else $$sink = 0; HEAP16[$53 + ($$142145 << 1) >> 1] = $$sink; $$041546 = $$041546 + 1 | 0; if (($$041546 | 0) == ($69 | 0)) break; else $$142145 = $$142145 + 1 | 0 } $$1421$lcssa = $$042051 + $69 | 0 } $$040852 = $$040852 + 1 | 0; if ($$040852 >>> 0 >= (HEAPU8[$61 >> 0] | 0) >>> 0) break; else $$042051 = $$1421$lcssa } } if ((HEAP32[$29 >> 2] | 0) == -1) { label = 50; break } HEAP8[$31 >> 0] = 1; HEAP8[$9 >> 0] = 1; $151 = HEAP32[$43 + ($39 * 1596 | 0) + 1592 >> 2] | 0; if (($151 | 0) > 2) { $153 = $51 + 65535 | 0; $$140956 = 2; do { $156 = HEAPU8[$43 + ($39 * 1596 | 0) + 1088 + ($$140956 << 1) >> 0] | 0; $159 = HEAPU8[$43 + ($39 * 1596 | 0) + 1088 + ($$140956 << 1) + 1 >> 0] | 0; $175 = _predict_point(HEAPU16[$43 + ($39 * 1596 | 0) + 338 + ($$140956 << 1) >> 1] | 0, HEAPU16[$43 + ($39 * 1596 | 0) + 338 + ($156 << 1) >> 1] | 0, HEAPU16[$43 + ($39 * 1596 | 0) + 338 + ($159 << 1) >> 1] | 0, HEAP16[$53 + ($156 << 1) >> 1] | 0, HEAP16[$53 + ($159 << 1) >> 1] | 0) | 0; $176 = $53 + ($$140956 << 1) | 0; $177 = HEAP16[$176 >> 1] | 0; $178 = $177 << 16 >> 16; $179 = $51 - $175 | 0; do { if (!($177 << 16 >> 16)) { HEAP8[$9 + $$140956 >> 0] = 0; $$sink92 = $175; label = 41 } else { HEAP8[$9 + $159 >> 0] = 1; HEAP8[$9 + $156 >> 0] = 1; HEAP8[$9 + $$140956 >> 0] = 1; if (((($179 | 0) < ($175 | 0) ? $179 : $175) << 1 | 0) <= ($178 | 0)) { if (($179 | 0) > ($175 | 0)) break; $$sink92 = $153 - $178 | 0; label = 41; break } if (!($178 & 1)) { $$sink92 = ($178 >> 1) + $175 | 0; label = 41; break } else { $$sink92 = $175 - (($178 + 1 | 0) >>> 1) | 0; label = 41; break } } } while (0); if ((label | 0) == 41) { label = 0; HEAP16[$176 >> 1] = $$sink92 } $$140956 = $$140956 + 1 | 0 } while (($$140956 | 0) < ($151 | 0)) } if (($151 | 0) > 0) { $$241061 = 0; do { if (!(HEAP8[$9 + $$241061 >> 0] | 0)) HEAP16[$53 + ($$241061 << 1) >> 1] = -1; $$241061 = $$241061 + 1 | 0 } while (($$241061 | 0) != ($151 | 0)) } } } while (0); if ((label | 0) == 50) { label = 0; HEAP32[$36 >> 2] = 1 } $$040465 = $$040465 + 1 | 0; $206 = HEAP32[$23 >> 2] | 0; if (($$040465 | 0) >= ($206 | 0)) { $$lcssa10 = $206; label = 52; break L1 } } _error($0, 21); $$3 = 0 } else { $$lcssa10 = $24; label = 52 } } while (0); do { if ((label | 0) == 52) { $208 = $0 + 68 | 0; $209 = HEAP32[$208 >> 2] | 0; if ($209 | 0) if ((HEAP32[$0 + 72 >> 2] | 0) != (HEAP32[$0 + 80 >> 2] | 0)) ___assert_fail(1091, 1076, 3279, 1239); _memcpy($8 | 0, $7 | 0, $$lcssa10 << 2 | 0) | 0; $217 = HEAP16[$20 >> 1] | 0; if ($217 << 16 >> 16) { $220 = HEAP32[$16 + ($19 * 40 | 0) + 4 >> 2] | 0; $221 = $217 & 65535; $$140538 = 0; do { $225 = $7 + (HEAPU8[$220 + ($$140538 * 3 | 0) >> 0] << 2) | 0; $$pre84 = $7 + (HEAPU8[$220 + ($$140538 * 3 | 0) + 1 >> 0] << 2) | 0; if (!(HEAP32[$225 >> 2] | 0)) label = 59; else if (!(HEAP32[$$pre84 >> 2] | 0)) label = 59; if ((label | 0) == 59) { label = 0; HEAP32[$$pre84 >> 2] = 0; HEAP32[$225 >> 2] = 0 } $$140538 = $$140538 + 1 | 0 } while ($$140538 >>> 0 < $221 >>> 0) } $232 = $16 + ($19 * 40 | 0) + 8 | 0; if (!(HEAP8[$232 >> 0] | 0)) $261 = $209; else { $235 = $16 + ($19 * 40 | 0) + 4 | 0; $$240633 = 0; $236 = $$lcssa10; while (1) { if (($236 | 0) > 0) { $238 = HEAP32[$235 >> 2] | 0; $$041328 = 0; $$341129 = 0; while (1) { if (($$240633 | 0) == (HEAPU8[$238 + ($$341129 * 3 | 0) + 2 >> 0] | 0)) { $246 = $10 + $$041328 | 0; if (!(HEAP32[$7 + ($$341129 << 2) >> 2] | 0)) { HEAP8[$246 >> 0] = 0; HEAP32[$9 + ($$041328 << 2) >> 2] = HEAP32[$0 + 788 + ($$341129 << 2) >> 2] } else { HEAP8[$246 >> 0] = 1; HEAP32[$9 + ($$041328 << 2) >> 2] = 0 } $$1414 = $$041328 + 1 | 0 } else $$1414 = $$041328; $$341129 = $$341129 + 1 | 0; if (($$341129 | 0) >= ($236 | 0)) { $$0413$lcssa = $$1414; break } else $$041328 = $$1414 } } else $$0413$lcssa = 0; _decode_residue($0, $9, $$0413$lcssa, $21, HEAPU8[$16 + ($19 * 40 | 0) + 24 + $$240633 >> 0] | 0, $10); $257 = $$240633 + 1 | 0; if ($257 >>> 0 >= (HEAPU8[$232 >> 0] | 0) >>> 0) break; $$240633 = $257; $236 = HEAP32[$23 >> 2] | 0 } $261 = HEAP32[$208 >> 2] | 0 } if ($261 | 0) if ((HEAP32[$0 + 72 >> 2] | 0) != (HEAP32[$0 + 80 >> 2] | 0)) ___assert_fail(1091, 1076, 3312, 1239); $268 = HEAP16[$20 >> 1] | 0; if ($268 << 16 >> 16) { $272 = HEAP32[$16 + ($19 * 40 | 0) + 4 >> 2] | 0; $273 = ($14 | 0) > 1; $$340724$in = $268 & 65535; do { $$340724$in$looptemp = $$340724$in; $$340724$in = $$340724$in + -1 | 0; $278 = HEAP32[$0 + 788 + (HEAPU8[$272 + ($$340724$in * 3 | 0) >> 0] << 2) >> 2] | 0; $283 = HEAP32[$0 + 788 + (HEAPU8[$272 + ($$340724$in * 3 | 0) + 1 >> 0] << 2) >> 2] | 0; if ($273) { $$441219 = 0; do { $284 = $278 + ($$441219 << 2) | 0; $285 = +HEAPF32[$284 >> 2]; $287 = $283 + ($$441219 << 2) | 0; $288 = +HEAPF32[$287 >> 2]; $289 = $288 > 0; do { if ($285 > 0) if ($289) { $$0401 = $285; $$0402 = $285 - $288; break } else { $$0401 = $285 + $288; $$0402 = $285; break } else if ($289) { $$0401 = $285; $$0402 = $285 + $288; break } else { $$0401 = $285 - $288; $$0402 = $285; break } } while (0); HEAPF32[$284 >> 2] = $$0401; HEAPF32[$287 >> 2] = $$0402; $$441219 = $$441219 + 1 | 0 } while (($$441219 | 0) < ($21 | 0)) } } while (($$340724$in$looptemp | 0) > 1) } if ((HEAP32[$23 >> 2] | 0) > 0) { $299 = $21 << 2; $$415 = 0; do { $303 = $0 + 788 + ($$415 << 2) | 0; if (!(HEAP32[$8 + ($$415 << 2) >> 2] | 0)) _do_floor($0, $20, $$415, $14, HEAP32[$303 >> 2] | 0, HEAP32[$0 + 984 + ($$415 << 2) >> 2] | 0); else _memset(HEAP32[$303 >> 2] | 0, 0, $299 | 0) | 0; $$415 = $$415 + 1 | 0; $309 = HEAP32[$23 >> 2] | 0 } while (($$415 | 0) < ($309 | 0)); if (($309 | 0) > 0) { $$514 = 0; do { _inverse_mdct(HEAP32[$0 + 788 + ($$514 << 2) >> 2] | 0, $14, $0, HEAPU8[$2 >> 0] | 0); $$514 = $$514 + 1 | 0 } while (($$514 | 0) < (HEAP32[$23 >> 2] | 0)) } } _flush_packet($0); $319 = $0 + 1365 | 0; do { if (!(HEAP8[$319 >> 0] | 0)) { $326 = $0 + 1400 | 0; $327 = HEAP32[$326 >> 2] | 0; if (!$327) $$0403 = $3; else { $329 = $4 - $3 | 0; if (($327 | 0) < ($329 | 0)) { $332 = $327 + $3 | 0; HEAP32[$6 >> 2] = $332; HEAP32[$326 >> 2] = 0; $$0403 = $332; break } else { HEAP32[$326 >> 2] = $327 - $329; HEAP32[$6 >> 2] = $4; $$0403 = $4; break } } } else { HEAP32[$0 + 1048 >> 2] = $22; HEAP32[$0 + 1400 >> 2] = $14 - $5; HEAP32[$0 + 1052 >> 2] = 1; HEAP8[$319 >> 0] = 0; $$0403 = $3 } } while (0); $338 = $0 + 1052 | 0; $339 = HEAP32[$338 >> 2] | 0; if ((HEAP32[$0 + 1376 >> 2] | 0) == (HEAP32[$0 + 1392 >> 2] | 0)) { if ($339 | 0) if (HEAP8[$0 + 1363 >> 0] & 4) { $346 = HEAP32[$0 + 1396 >> 2] | 0; $347 = $0 + 1048 | 0; $348 = HEAP32[$347 >> 2] | 0; $354 = ($346 >>> 0 < $348 >>> 0 ? 0 : $346 - $348 | 0) + $$0403 | 0; $spec$select8 = ($354 | 0) > ($5 | 0) ? $5 : $354; if ($346 >>> 0 < ($5 - $$0403 + $348 | 0) >>> 0) { HEAP32[$1 >> 2] = $spec$select8; HEAP32[$347 >> 2] = (HEAP32[$347 >> 2] | 0) + $spec$select8; $$3 = 1; break } } $362 = $0 + 1048 | 0; HEAP32[$362 >> 2] = $$0403 - $21 + (HEAP32[$0 + 1396 >> 2] | 0); HEAP32[$338 >> 2] = 1; $$pre$phi8087Z2D = $362; label = 112 } else if ($339 | 0) { $$pre$phi8087Z2D = $0 + 1048 | 0; label = 112 } if ((label | 0) == 112) HEAP32[$$pre$phi8087Z2D >> 2] = $4 - $$0403 + (HEAP32[$$pre$phi8087Z2D >> 2] | 0); if (HEAP32[$208 >> 2] | 0) if ((HEAP32[$0 + 72 >> 2] | 0) != (HEAP32[$0 + 80 >> 2] | 0)) ___assert_fail(1091, 1076, 3428, 1239); HEAP32[$1 >> 2] = $5; $$3 = 1 } } while (0); STACKTOP = sp; return $$3 | 0 } function _free($0) { $0 = $0 | 0; var $$0211$i = 0, $$0211$in$i = 0, $$0381438 = 0, $$0382$lcssa = 0, $$0382437 = 0, $$0394 = 0, $$0401 = 0, $$1 = 0, $$1380 = 0, $$1385 = 0, $$1385$be = 0, $$1385$ph = 0, $$1388 = 0, $$1388$be = 0, $$1388$ph = 0, $$1396 = 0, $$1396$be = 0, $$1396$ph = 0, $$1400 = 0, $$1400$be = 0, $$1400$ph = 0, $$2 = 0, $$3 = 0, $$3398 = 0, $$pre$phi444Z2D = 0, $$pre$phi446Z2D = 0, $$pre$phiZ2D = 0, $10 = 0, $105 = 0, $106 = 0, $113 = 0, $115 = 0, $116 = 0, $124 = 0, $13 = 0, $132 = 0, $137 = 0, $138 = 0, $141 = 0, $143 = 0, $145 = 0, $16 = 0, $160 = 0, $165 = 0, $167 = 0, $17 = 0, $170 = 0, $173 = 0, $176 = 0, $179 = 0, $180 = 0, $181 = 0, $183 = 0, $185 = 0, $186 = 0, $188 = 0, $189 = 0, $195 = 0, $196 = 0, $2 = 0, $205 = 0, $21 = 0, $210 = 0, $213 = 0, $214 = 0, $220 = 0, $235 = 0, $238 = 0, $239 = 0, $24 = 0, $240 = 0, $244 = 0, $245 = 0, $251 = 0, $256 = 0, $257 = 0, $26 = 0, $260 = 0, $262 = 0, $265 = 0, $270 = 0, $276 = 0, $28 = 0, $280 = 0, $281 = 0, $288 = 0, $3 = 0, $300 = 0, $305 = 0, $312 = 0, $313 = 0, $314 = 0, $323 = 0, $41 = 0, $46 = 0, $48 = 0, $51 = 0, $53 = 0, $56 = 0, $59 = 0, $6 = 0, $60 = 0, $61 = 0, $63 = 0, $65 = 0, $66 = 0, $68 = 0, $69 = 0, $7 = 0, $74 = 0, $75 = 0, $84 = 0, $89 = 0, $9 = 0, $92 = 0, $93 = 0, $99 = 0; if (!$0) return; $2 = $0 + -8 | 0; $3 = HEAP32[724] | 0; if ($2 >>> 0 < $3 >>> 0) _abort(); $6 = HEAP32[$0 + -4 >> 2] | 0; $7 = $6 & 3; if (($7 | 0) == 1) _abort(); $9 = $6 & -8; $10 = $2 + $9 | 0; L10: do { if (!($6 & 1)) { $13 = HEAP32[$2 >> 2] | 0; if (!$7) return; $16 = $2 + (0 - $13) | 0; $17 = $13 + $9 | 0; if ($16 >>> 0 < $3 >>> 0) _abort(); if ((HEAP32[725] | 0) == ($16 | 0)) { $105 = $10 + 4 | 0; $106 = HEAP32[$105 >> 2] | 0; if (($106 & 3 | 0) != 3) { $$1 = $16; $$1380 = $17; $113 = $16; break } HEAP32[722] = $17; HEAP32[$105 >> 2] = $106 & -2; HEAP32[$16 + 4 >> 2] = $17 | 1; HEAP32[$16 + $17 >> 2] = $17; return } $21 = $13 >>> 3; if ($13 >>> 0 < 256) { $24 = HEAP32[$16 + 8 >> 2] | 0; $26 = HEAP32[$16 + 12 >> 2] | 0; $28 = 2920 + ($21 << 1 << 2) | 0; if (($24 | 0) != ($28 | 0)) { if ($3 >>> 0 > $24 >>> 0) _abort(); if ((HEAP32[$24 + 12 >> 2] | 0) != ($16 | 0)) _abort() } if (($26 | 0) == ($24 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $21); $$1 = $16; $$1380 = $17; $113 = $16; break } if (($26 | 0) == ($28 | 0)) $$pre$phi446Z2D = $26 + 8 | 0; else { if ($3 >>> 0 > $26 >>> 0) _abort(); $41 = $26 + 8 | 0; if ((HEAP32[$41 >> 2] | 0) == ($16 | 0)) $$pre$phi446Z2D = $41; else _abort() } HEAP32[$24 + 12 >> 2] = $26; HEAP32[$$pre$phi446Z2D >> 2] = $24; $$1 = $16; $$1380 = $17; $113 = $16; break } $46 = HEAP32[$16 + 24 >> 2] | 0; $48 = HEAP32[$16 + 12 >> 2] | 0; do { if (($48 | 0) == ($16 | 0)) { $59 = $16 + 16 | 0; $60 = $59 + 4 | 0; $61 = HEAP32[$60 >> 2] | 0; if (!$61) { $63 = HEAP32[$59 >> 2] | 0; if (!$63) { $$3 = 0; break } else { $$1385$ph = $63; $$1388$ph = $59 } } else { $$1385$ph = $61; $$1388$ph = $60 } $$1385 = $$1385$ph; $$1388 = $$1388$ph; while (1) { $65 = $$1385 + 20 | 0; $66 = HEAP32[$65 >> 2] | 0; if (!$66) { $68 = $$1385 + 16 | 0; $69 = HEAP32[$68 >> 2] | 0; if (!$69) break; else { $$1385$be = $69; $$1388$be = $68 } } else { $$1385$be = $66; $$1388$be = $65 } $$1385 = $$1385$be; $$1388 = $$1388$be } if ($3 >>> 0 > $$1388 >>> 0) _abort(); else { HEAP32[$$1388 >> 2] = 0; $$3 = $$1385; break } } else { $51 = HEAP32[$16 + 8 >> 2] | 0; if ($3 >>> 0 > $51 >>> 0) _abort(); $53 = $51 + 12 | 0; if ((HEAP32[$53 >> 2] | 0) != ($16 | 0)) _abort(); $56 = $48 + 8 | 0; if ((HEAP32[$56 >> 2] | 0) == ($16 | 0)) { HEAP32[$53 >> 2] = $48; HEAP32[$56 >> 2] = $51; $$3 = $48; break } else _abort() } } while (0); if (!$46) { $$1 = $16; $$1380 = $17; $113 = $16 } else { $74 = HEAP32[$16 + 28 >> 2] | 0; $75 = 3184 + ($74 << 2) | 0; do { if ((HEAP32[$75 >> 2] | 0) == ($16 | 0)) { HEAP32[$75 >> 2] = $$3; if (!$$3) { HEAP32[721] = HEAP32[721] & ~(1 << $74); $$1 = $16; $$1380 = $17; $113 = $16; break L10 } } else if ((HEAP32[724] | 0) >>> 0 > $46 >>> 0) _abort(); else { $84 = $46 + 16 | 0; HEAP32[((HEAP32[$84 >> 2] | 0) == ($16 | 0) ? $84 : $46 + 20 | 0) >> 2] = $$3; if (!$$3) { $$1 = $16; $$1380 = $17; $113 = $16; break L10 } else break } } while (0); $89 = HEAP32[724] | 0; if ($89 >>> 0 > $$3 >>> 0) _abort(); HEAP32[$$3 + 24 >> 2] = $46; $92 = $16 + 16 | 0; $93 = HEAP32[$92 >> 2] | 0; do { if ($93 | 0) if ($89 >>> 0 > $93 >>> 0) _abort(); else { HEAP32[$$3 + 16 >> 2] = $93; HEAP32[$93 + 24 >> 2] = $$3; break } } while (0); $99 = HEAP32[$92 + 4 >> 2] | 0; if (!$99) { $$1 = $16; $$1380 = $17; $113 = $16 } else if ((HEAP32[724] | 0) >>> 0 > $99 >>> 0) _abort(); else { HEAP32[$$3 + 20 >> 2] = $99; HEAP32[$99 + 24 >> 2] = $$3; $$1 = $16; $$1380 = $17; $113 = $16; break } } } else { $$1 = $2; $$1380 = $9; $113 = $2 } } while (0); if ($113 >>> 0 >= $10 >>> 0) _abort(); $115 = $10 + 4 | 0; $116 = HEAP32[$115 >> 2] | 0; if (!($116 & 1)) _abort(); if (!($116 & 2)) { if ((HEAP32[726] | 0) == ($10 | 0)) { $124 = (HEAP32[723] | 0) + $$1380 | 0; HEAP32[723] = $124; HEAP32[726] = $$1; HEAP32[$$1 + 4 >> 2] = $124 | 1; if (($$1 | 0) != (HEAP32[725] | 0)) return; HEAP32[725] = 0; HEAP32[722] = 0; return } if ((HEAP32[725] | 0) == ($10 | 0)) { $132 = (HEAP32[722] | 0) + $$1380 | 0; HEAP32[722] = $132; HEAP32[725] = $113; HEAP32[$$1 + 4 >> 2] = $132 | 1; HEAP32[$113 + $132 >> 2] = $132; return } $137 = ($116 & -8) + $$1380 | 0; $138 = $116 >>> 3; L111: do { if ($116 >>> 0 < 256) { $141 = HEAP32[$10 + 8 >> 2] | 0; $143 = HEAP32[$10 + 12 >> 2] | 0; $145 = 2920 + ($138 << 1 << 2) | 0; if (($141 | 0) != ($145 | 0)) { if ((HEAP32[724] | 0) >>> 0 > $141 >>> 0) _abort(); if ((HEAP32[$141 + 12 >> 2] | 0) != ($10 | 0)) _abort() } if (($143 | 0) == ($141 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $138); break } if (($143 | 0) == ($145 | 0)) $$pre$phi444Z2D = $143 + 8 | 0; else { if ((HEAP32[724] | 0) >>> 0 > $143 >>> 0) _abort(); $160 = $143 + 8 | 0; if ((HEAP32[$160 >> 2] | 0) == ($10 | 0)) $$pre$phi444Z2D = $160; else _abort() } HEAP32[$141 + 12 >> 2] = $143; HEAP32[$$pre$phi444Z2D >> 2] = $141 } else { $165 = HEAP32[$10 + 24 >> 2] | 0; $167 = HEAP32[$10 + 12 >> 2] | 0; do { if (($167 | 0) == ($10 | 0)) { $179 = $10 + 16 | 0; $180 = $179 + 4 | 0; $181 = HEAP32[$180 >> 2] | 0; if (!$181) { $183 = HEAP32[$179 >> 2] | 0; if (!$183) { $$3398 = 0; break } else { $$1396$ph = $183; $$1400$ph = $179 } } else { $$1396$ph = $181; $$1400$ph = $180 } $$1396 = $$1396$ph; $$1400 = $$1400$ph; while (1) { $185 = $$1396 + 20 | 0; $186 = HEAP32[$185 >> 2] | 0; if (!$186) { $188 = $$1396 + 16 | 0; $189 = HEAP32[$188 >> 2] | 0; if (!$189) break; else { $$1396$be = $189; $$1400$be = $188 } } else { $$1396$be = $186; $$1400$be = $185 } $$1396 = $$1396$be; $$1400 = $$1400$be } if ((HEAP32[724] | 0) >>> 0 > $$1400 >>> 0) _abort(); else { HEAP32[$$1400 >> 2] = 0; $$3398 = $$1396; break } } else { $170 = HEAP32[$10 + 8 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $170 >>> 0) _abort(); $173 = $170 + 12 | 0; if ((HEAP32[$173 >> 2] | 0) != ($10 | 0)) _abort(); $176 = $167 + 8 | 0; if ((HEAP32[$176 >> 2] | 0) == ($10 | 0)) { HEAP32[$173 >> 2] = $167; HEAP32[$176 >> 2] = $170; $$3398 = $167; break } else _abort() } } while (0); if ($165 | 0) { $195 = HEAP32[$10 + 28 >> 2] | 0; $196 = 3184 + ($195 << 2) | 0; do { if ((HEAP32[$196 >> 2] | 0) == ($10 | 0)) { HEAP32[$196 >> 2] = $$3398; if (!$$3398) { HEAP32[721] = HEAP32[721] & ~(1 << $195); break L111 } } else if ((HEAP32[724] | 0) >>> 0 > $165 >>> 0) _abort(); else { $205 = $165 + 16 | 0; HEAP32[((HEAP32[$205 >> 2] | 0) == ($10 | 0) ? $205 : $165 + 20 | 0) >> 2] = $$3398; if (!$$3398) break L111; else break } } while (0); $210 = HEAP32[724] | 0; if ($210 >>> 0 > $$3398 >>> 0) _abort(); HEAP32[$$3398 + 24 >> 2] = $165; $213 = $10 + 16 | 0; $214 = HEAP32[$213 >> 2] | 0; do { if ($214 | 0) if ($210 >>> 0 > $214 >>> 0) _abort(); else { HEAP32[$$3398 + 16 >> 2] = $214; HEAP32[$214 + 24 >> 2] = $$3398; break } } while (0); $220 = HEAP32[$213 + 4 >> 2] | 0; if ($220 | 0) if ((HEAP32[724] | 0) >>> 0 > $220 >>> 0) _abort(); else { HEAP32[$$3398 + 20 >> 2] = $220; HEAP32[$220 + 24 >> 2] = $$3398; break } } } } while (0); HEAP32[$$1 + 4 >> 2] = $137 | 1; HEAP32[$113 + $137 >> 2] = $137; if (($$1 | 0) == (HEAP32[725] | 0)) { HEAP32[722] = $137; return } else $$2 = $137 } else { HEAP32[$115 >> 2] = $116 & -2; HEAP32[$$1 + 4 >> 2] = $$1380 | 1; HEAP32[$113 + $$1380 >> 2] = $$1380; $$2 = $$1380 } $235 = $$2 >>> 3; if ($$2 >>> 0 < 256) { $238 = 2920 + ($235 << 1 << 2) | 0; $239 = HEAP32[720] | 0; $240 = 1 << $235; if (!($239 & $240)) { HEAP32[720] = $239 | $240; $$0401 = $238; $$pre$phiZ2D = $238 + 8 | 0 } else { $244 = $238 + 8 | 0; $245 = HEAP32[$244 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $245 >>> 0) _abort(); else { $$0401 = $245; $$pre$phiZ2D = $244 } } HEAP32[$$pre$phiZ2D >> 2] = $$1; HEAP32[$$0401 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$0401; HEAP32[$$1 + 12 >> 2] = $238; return } $251 = $$2 >>> 8; if (!$251) $$0394 = 0; else if ($$2 >>> 0 > 16777215) $$0394 = 31; else { $256 = ($251 + 1048320 | 0) >>> 16 & 8; $257 = $251 << $256; $260 = ($257 + 520192 | 0) >>> 16 & 4; $262 = $257 << $260; $265 = ($262 + 245760 | 0) >>> 16 & 2; $270 = 14 - ($260 | $256 | $265) + ($262 << $265 >>> 15) | 0; $$0394 = $$2 >>> ($270 + 7 | 0) & 1 | $270 << 1 } $276 = 3184 + ($$0394 << 2) | 0; HEAP32[$$1 + 28 >> 2] = $$0394; HEAP32[$$1 + 20 >> 2] = 0; HEAP32[$$1 + 16 >> 2] = 0; $280 = HEAP32[721] | 0; $281 = 1 << $$0394; L197: do { if (!($280 & $281)) { HEAP32[721] = $280 | $281; HEAP32[$276 >> 2] = $$1; HEAP32[$$1 + 24 >> 2] = $276; HEAP32[$$1 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$1 } else { $288 = HEAP32[$276 >> 2] | 0; L200: do { if ((HEAP32[$288 + 4 >> 2] & -8 | 0) == ($$2 | 0)) $$0382$lcssa = $288; else { $$0381438 = $$2 << (($$0394 | 0) == 31 ? 0 : 25 - ($$0394 >>> 1) | 0); $$0382437 = $288; while (1) { $305 = $$0382437 + 16 + ($$0381438 >>> 31 << 2) | 0; $300 = HEAP32[$305 >> 2] | 0; if (!$300) break; if ((HEAP32[$300 + 4 >> 2] & -8 | 0) == ($$2 | 0)) { $$0382$lcssa = $300; break L200 } else { $$0381438 = $$0381438 << 1; $$0382437 = $300 } } if ((HEAP32[724] | 0) >>> 0 > $305 >>> 0) _abort(); else { HEAP32[$305 >> 2] = $$1; HEAP32[$$1 + 24 >> 2] = $$0382437; HEAP32[$$1 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$1; break L197 } } } while (0); $312 = $$0382$lcssa + 8 | 0; $313 = HEAP32[$312 >> 2] | 0; $314 = HEAP32[724] | 0; if ($314 >>> 0 <= $313 >>> 0 & $314 >>> 0 <= $$0382$lcssa >>> 0) { HEAP32[$313 + 12 >> 2] = $$1; HEAP32[$312 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $313; HEAP32[$$1 + 12 >> 2] = $$0382$lcssa; HEAP32[$$1 + 24 >> 2] = 0; break } else _abort() } } while (0); $323 = (HEAP32[728] | 0) + -1 | 0; HEAP32[728] = $323; if ($323 | 0) return; $$0211$in$i = 3336; while (1) { $$0211$i = HEAP32[$$0211$in$i >> 2] | 0; if (!$$0211$i) break; else $$0211$in$i = $$0211$i + 8 | 0 } HEAP32[728] = -1; return } function _inverse_mdct($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$0$lcssa = 0, $$0492$lcssa = 0, $$0492579 = 0, $$0494 = 0, $$0494521 = 0, $$0494529 = 0, $$0496526 = 0, $$0497525 = 0, $$0498524 = 0, $$0499523 = 0, $$0500578 = 0, $$0502$lcssa = 0, $$0502577 = 0, $$0504567 = 0, $$0505566 = 0, $$0506565 = 0, $$0507564 = 0, $$0508 = 0, $$0508531 = 0, $$0508535 = 0, $$0509533 = 0, $$0510532 = 0, $$0511563 = 0, $$0512541 = 0, $$0513540 = 0, $$0514539 = 0, $$0515547 = 0, $$0516546 = 0, $$0517555 = 0, $$0518545 = 0, $$0559 = 0, $$1493573 = 0, $$1501572 = 0, $$1503571 = 0, $$1551 = 0, $$pn = 0, $$pn520528 = 0, $$pn520528$phi = 0, $$pn534 = 0, $$pn534$phi = 0, $106 = 0, $108 = 0, $109 = 0, $110 = 0, $112 = 0, $114 = 0, $12 = 0, $123 = 0, $14 = 0, $140 = 0, $141 = 0, $142 = 0, $143 = 0, $145 = 0, $146 = 0, $153 = 0, $156 = 0, $157 = 0, $158 = 0, $16 = 0, $162 = 0, $163 = 0, $164 = 0, $169 = 0, $172 = 0, $173 = 0, $175 = 0, $177 = 0, $18 = 0, $180 = 0, $181 = 0, $187 = 0, $188 = 0, $19 = 0, $194 = 0, $20 = 0, $212 = 0, $22 = 0, $23 = 0, $230 = 0, $234 = 0, $235 = 0, $236 = 0, $237 = 0, $238 = 0, $239 = 0, $240 = 0, $241 = 0, $242 = 0, $244 = 0, $246 = 0, $248 = 0, $251 = 0, $252 = 0, $253 = 0, $258 = 0, $259 = 0, $260 = 0, $261 = 0, $262 = 0, $263 = 0, $264 = 0, $265 = 0, $266 = 0, $268 = 0, $27 = 0, $271 = 0, $273 = 0, $276 = 0, $277 = 0, $278 = 0, $294 = 0, $296 = 0, $299 = 0, $301 = 0, $303 = 0, $307 = 0, $31 = 0, $312 = 0, $314 = 0, $317 = 0, $319 = 0, $321 = 0, $325 = 0, $33 = 0, $332 = 0, $334 = 0, $337 = 0, $339 = 0, $341 = 0, $345 = 0, $351 = 0, $353 = 0, $356 = 0, $357 = 0, $359 = 0, $363 = 0, $4 = 0, $5 = 0, $52 = 0, $57 = 0, $6 = 0, $7 = 0, $8 = 0, $80 = 0, $82 = 0, $83 = 0, $86 = 0, $92 = 0, $95 = 0, $scevgep = 0, sp = 0; sp = STACKTOP; $4 = $1 >> 1; $5 = $1 >> 2; $6 = $1 >> 3; $7 = $2 + 80 | 0; $8 = HEAP32[$7 >> 2] | 0; $12 = $4 << 2; if (!(HEAP32[$2 + 68 >> 2] | 0)) { $14 = STACKTOP; STACKTOP = STACKTOP + ((1 * $12 | 0) + 15 & -16) | 0; $19 = $14 } else $19 = _setup_temp_malloc($2, $12) | 0; $16 = HEAP32[$2 + 1056 + ($3 << 2) >> 2] | 0; $18 = $19 + ($4 + -2 << 2) | 0; $20 = $0 + ($4 << 2) | 0; if (!$4) { $$0492$lcssa = $18; $$0502$lcssa = $16 } else { $22 = $12 + -16 | 0; $23 = $22 >>> 4; $scevgep = $19 + ($22 - ($23 << 3)) | 0; $27 = ($23 << 1) + 2 | 0; $$0492579 = $18; $$0500578 = $0; $$0502577 = $16; while (1) { $31 = $$0500578 + 8 | 0; $33 = $$0502577 + 4 | 0; HEAPF32[$$0492579 + 4 >> 2] = +HEAPF32[$$0500578 >> 2] * +HEAPF32[$$0502577 >> 2] - +HEAPF32[$31 >> 2] * +HEAPF32[$33 >> 2]; HEAPF32[$$0492579 >> 2] = +HEAPF32[$$0500578 >> 2] * +HEAPF32[$33 >> 2] + +HEAPF32[$31 >> 2] * +HEAPF32[$$0502577 >> 2]; $$0500578 = $$0500578 + 16 | 0; if (($$0500578 | 0) == ($20 | 0)) break; else { $$0492579 = $$0492579 + -8 | 0; $$0502577 = $$0502577 + 8 | 0 } } $$0492$lcssa = $scevgep; $$0502$lcssa = $16 + ($27 << 2) | 0 } if ($$0492$lcssa >>> 0 >= $19 >>> 0) { $$1493573 = $$0492$lcssa; $$1501572 = $0 + ($4 + -3 << 2) | 0; $$1503571 = $$0502$lcssa; while (1) { $52 = $$1501572 + 8 | 0; $57 = $$1503571 + 4 | 0; HEAPF32[$$1493573 + 4 >> 2] = +HEAPF32[$$1501572 >> 2] * +HEAPF32[$57 >> 2] - +HEAPF32[$52 >> 2] * +HEAPF32[$$1503571 >> 2]; HEAPF32[$$1493573 >> 2] = -(+HEAPF32[$$1501572 >> 2] * +HEAPF32[$$1503571 >> 2]) - +HEAPF32[$52 >> 2] * +HEAPF32[$57 >> 2]; $$1493573 = $$1493573 + -8 | 0; if ($$1493573 >>> 0 < $19 >>> 0) break; else { $$1501572 = $$1501572 + -16 | 0; $$1503571 = $$1503571 + 8 | 0 } } } if (($1 | 0) >= 16) { $$0504567 = $16 + ($4 + -8 << 2) | 0; $$0505566 = $0 + ($5 << 2) | 0; $$0506565 = $0; $$0507564 = $19 + ($5 << 2) | 0; $$0511563 = $19; while (1) { $80 = +HEAPF32[$$0507564 + 4 >> 2]; $82 = +HEAPF32[$$0511563 + 4 >> 2]; $83 = $80 - $82; $86 = +HEAPF32[$$0507564 >> 2] - +HEAPF32[$$0511563 >> 2]; HEAPF32[$$0505566 + 4 >> 2] = $80 + $82; HEAPF32[$$0505566 >> 2] = +HEAPF32[$$0507564 >> 2] + +HEAPF32[$$0511563 >> 2]; $92 = $$0504567 + 16 | 0; $95 = $$0504567 + 20 | 0; HEAPF32[$$0506565 + 4 >> 2] = $83 * +HEAPF32[$92 >> 2] - $86 * +HEAPF32[$95 >> 2]; HEAPF32[$$0506565 >> 2] = $86 * +HEAPF32[$92 >> 2] + $83 * +HEAPF32[$95 >> 2]; $106 = +HEAPF32[$$0507564 + 12 >> 2]; $108 = +HEAPF32[$$0511563 + 12 >> 2]; $109 = $106 - $108; $110 = $$0507564 + 8 | 0; $112 = $$0511563 + 8 | 0; $114 = +HEAPF32[$110 >> 2] - +HEAPF32[$112 >> 2]; HEAPF32[$$0505566 + 12 >> 2] = $106 + $108; HEAPF32[$$0505566 + 8 >> 2] = +HEAPF32[$110 >> 2] + +HEAPF32[$112 >> 2]; $123 = $$0504567 + 4 | 0; HEAPF32[$$0506565 + 12 >> 2] = $109 * +HEAPF32[$$0504567 >> 2] - $114 * +HEAPF32[$123 >> 2]; HEAPF32[$$0506565 + 8 >> 2] = $114 * +HEAPF32[$$0504567 >> 2] + $109 * +HEAPF32[$123 >> 2]; $$0504567 = $$0504567 + -32 | 0; if ($$0504567 >>> 0 < $16 >>> 0) break; else { $$0505566 = $$0505566 + 16 | 0; $$0506565 = $$0506565 + 16 | 0; $$0507564 = $$0507564 + 16 | 0; $$0511563 = $$0511563 + 16 | 0 } } } $140 = _ilog($1) | 0; $141 = $1 >> 4; $142 = $4 + -1 | 0; $143 = 0 - $6 | 0; _imdct_step3_iter0_loop($141, $0, $142, $143, $16); _imdct_step3_iter0_loop($141, $0, $142 - $5 | 0, $143, $16); $145 = $1 >> 5; $146 = 0 - $141 | 0; _imdct_step3_inner_r_loop($145, $0, $142, $146, $16, 16); _imdct_step3_inner_r_loop($145, $0, $142 - $6 | 0, $146, $16, 16); _imdct_step3_inner_r_loop($145, $0, $142 - ($6 << 1) | 0, $146, $16, 16); _imdct_step3_inner_r_loop($145, $0, $142 + (Math_imul($6, -3) | 0) | 0, $146, $16, 16); $153 = $140 + -4 >> 1; if (($140 | 0) > 9) { $$0559 = 2; while (1) { $156 = $1 >> $$0559 + 2; $157 = $$0559 + 1 | 0; $158 = 2 << $$0559; if (($158 | 0) > 0) { $162 = $1 >> $$0559 + 4; $163 = 0 - ($156 >> 1) | 0; $164 = 8 << $$0559; $$0517555 = 0; do { _imdct_step3_inner_r_loop($162, $0, $142 - (Math_imul($$0517555, $156) | 0) | 0, $163, $16, $164); $$0517555 = $$0517555 + 1 | 0 } while (($$0517555 | 0) != ($158 | 0)) } if (($157 | 0) < ($153 | 0)) $$0559 = $157; else { $$0$lcssa = $157; break } } } else $$0$lcssa = 2; $169 = $140 + -7 | 0; if (($$0$lcssa | 0) < ($169 | 0)) { $$1551 = $$0$lcssa; do { $172 = $1 >> $$1551 + 2; $173 = 8 << $$1551; $175 = $1 >> $$1551 + 6; $177 = 2 << $$1551; $$1551 = $$1551 + 1 | 0; if (($175 | 0) > 0) { $180 = 0 - ($172 >> 1) | 0; $181 = $173 << 2; $$0515547 = $16; $$0516546 = $142; $$0518545 = $175; while (1) { _imdct_step3_inner_s_loop($177, $0, $$0516546, $180, $$0515547, $173, $172); if (($$0518545 | 0) > 1) { $$0515547 = $$0515547 + ($181 << 2) | 0; $$0516546 = $$0516546 + -8 | 0; $$0518545 = $$0518545 + -1 | 0 } else break } } } while (($$1551 | 0) != ($169 | 0)) } _imdct_step3_inner_s_loop_ld654($145, $0, $142, $16, $1); $187 = $19 + ($5 + -4 << 2) | 0; $188 = $4 + -4 | 0; if ($187 >>> 0 >= $19 >>> 0) { $$0512541 = $19 + ($188 << 2) | 0; $$0513540 = $187; $$0514539 = HEAP32[$2 + 1088 + ($3 << 2) >> 2] | 0; while (1) { $194 = HEAPU16[$$0514539 >> 1] | 0; HEAP32[$$0512541 + 12 >> 2] = HEAP32[$0 + ($194 << 2) >> 2]; HEAP32[$$0512541 + 8 >> 2] = HEAP32[$0 + ($194 + 1 << 2) >> 2]; HEAP32[$$0513540 + 12 >> 2] = HEAP32[$0 + ($194 + 2 << 2) >> 2]; HEAP32[$$0513540 + 8 >> 2] = HEAP32[$0 + ($194 + 3 << 2) >> 2]; $212 = HEAPU16[$$0514539 + 2 >> 1] | 0; HEAP32[$$0512541 + 4 >> 2] = HEAP32[$0 + ($212 << 2) >> 2]; HEAP32[$$0512541 >> 2] = HEAP32[$0 + ($212 + 1 << 2) >> 2]; HEAP32[$$0513540 + 4 >> 2] = HEAP32[$0 + ($212 + 2 << 2) >> 2]; HEAP32[$$0513540 >> 2] = HEAP32[$0 + ($212 + 3 << 2) >> 2]; $$0513540 = $$0513540 + -16 | 0; if ($$0513540 >>> 0 < $19 >>> 0) break; else { $$0512541 = $$0512541 + -16 | 0; $$0514539 = $$0514539 + 4 | 0 } } } $230 = $19 + ($4 << 2) | 0; $$0508531 = $230 + -16 | 0; if ($$0508531 >>> 0 > $19 >>> 0) { $$0508535 = $$0508531; $$0509533 = $19; $$0510532 = HEAP32[$2 + 1072 + ($3 << 2) >> 2] | 0; $$pn534 = $230; while (1) { $234 = +HEAPF32[$$0509533 >> 2]; $235 = $$pn534 + -8 | 0; $236 = +HEAPF32[$235 >> 2]; $237 = $234 - $236; $238 = $$0509533 + 4 | 0; $239 = +HEAPF32[$238 >> 2]; $240 = $$pn534 + -4 | 0; $241 = +HEAPF32[$240 >> 2]; $242 = $239 + $241; $244 = +HEAPF32[$$0510532 + 4 >> 2]; $246 = +HEAPF32[$$0510532 >> 2]; $248 = $237 * $244 + $242 * $246; $251 = $244 * $242 - $237 * $246; $252 = $234 + $236; $253 = $239 - $241; HEAPF32[$$0509533 >> 2] = $252 + $248; HEAPF32[$238 >> 2] = $253 + $251; HEAPF32[$235 >> 2] = $252 - $248; HEAPF32[$240 >> 2] = $251 - $253; $258 = $$0509533 + 8 | 0; $259 = +HEAPF32[$258 >> 2]; $260 = +HEAPF32[$$0508535 >> 2]; $261 = $259 - $260; $262 = $$0509533 + 12 | 0; $263 = +HEAPF32[$262 >> 2]; $264 = $$pn534 + -12 | 0; $265 = +HEAPF32[$264 >> 2]; $266 = $263 + $265; $268 = +HEAPF32[$$0510532 + 12 >> 2]; $271 = +HEAPF32[$$0510532 + 8 >> 2]; $273 = $261 * $268 + $266 * $271; $276 = $268 * $266 - $261 * $271; $277 = $259 + $260; $278 = $263 - $265; HEAPF32[$258 >> 2] = $277 + $273; HEAPF32[$262 >> 2] = $278 + $276; HEAPF32[$$0508535 >> 2] = $277 - $273; HEAPF32[$264 >> 2] = $276 - $278; $$0509533 = $$0509533 + 16 | 0; $$0508 = $$0508535 + -16 | 0; if ($$0509533 >>> 0 >= $$0508 >>> 0) break; else { $$pn534$phi = $$0508535; $$0508535 = $$0508; $$0510532 = $$0510532 + 16 | 0; $$pn534 = $$pn534$phi } } } $$0494521 = $230 + -32 | 0; if ($$0494521 >>> 0 >= $19 >>> 0) { $$0494529 = $$0494521; $$0496526 = $0 + ($1 + -4 << 2) | 0; $$0497525 = $20; $$0498524 = $0 + ($188 << 2) | 0; $$0499523 = $0; $$pn = (HEAP32[$2 + 1064 + ($3 << 2) >> 2] | 0) + ($4 << 2) | 0; $$pn520528 = $230; while (1) { $294 = +HEAPF32[$$pn520528 + -8 >> 2]; $296 = +HEAPF32[$$pn + -4 >> 2]; $299 = +HEAPF32[$$pn520528 + -4 >> 2]; $301 = +HEAPF32[$$pn + -8 >> 2]; $303 = $294 * $296 - $299 * $301; $307 = -($294 * $301) - $296 * $299; HEAPF32[$$0499523 >> 2] = $303; HEAPF32[$$0498524 + 12 >> 2] = -$303; HEAPF32[$$0497525 >> 2] = $307; HEAPF32[$$0496526 + 12 >> 2] = $307; $312 = +HEAPF32[$$pn520528 + -16 >> 2]; $314 = +HEAPF32[$$pn + -12 >> 2]; $317 = +HEAPF32[$$pn520528 + -12 >> 2]; $319 = +HEAPF32[$$pn + -16 >> 2]; $321 = $312 * $314 - $317 * $319; $325 = -($312 * $319) - $314 * $317; HEAPF32[$$0499523 + 4 >> 2] = $321; HEAPF32[$$0498524 + 8 >> 2] = -$321; HEAPF32[$$0497525 + 4 >> 2] = $325; HEAPF32[$$0496526 + 8 >> 2] = $325; $332 = +HEAPF32[$$pn520528 + -24 >> 2]; $334 = +HEAPF32[$$pn + -20 >> 2]; $337 = +HEAPF32[$$pn520528 + -20 >> 2]; $339 = +HEAPF32[$$pn + -24 >> 2]; $341 = $332 * $334 - $337 * $339; $345 = -($332 * $339) - $334 * $337; HEAPF32[$$0499523 + 8 >> 2] = $341; HEAPF32[$$0498524 + 4 >> 2] = -$341; HEAPF32[$$0497525 + 8 >> 2] = $345; HEAPF32[$$0496526 + 4 >> 2] = $345; $351 = +HEAPF32[$$0494529 >> 2]; $353 = +HEAPF32[$$pn + -28 >> 2]; $$pn = $$pn + -32 | 0; $356 = +HEAPF32[$$pn520528 + -28 >> 2]; $357 = +HEAPF32[$$pn >> 2]; $359 = $351 * $353 - $356 * $357; $363 = -($351 * $357) - $353 * $356; HEAPF32[$$0499523 + 12 >> 2] = $359; HEAPF32[$$0498524 >> 2] = -$359; HEAPF32[$$0497525 + 12 >> 2] = $363; HEAPF32[$$0496526 >> 2] = $363; $$0494 = $$0494529 + -32 | 0; if ($$0494 >>> 0 < $19 >>> 0) break; else { $$pn520528$phi = $$0494529; $$0494529 = $$0494; $$0496526 = $$0496526 + -16 | 0; $$0497525 = $$0497525 + 16 | 0; $$0498524 = $$0498524 + -16 | 0; $$0499523 = $$0499523 + 16 | 0; $$pn520528 = $$pn520528$phi } } } HEAP32[$7 >> 2] = $8; STACKTOP = sp; return } function _dispose_chunk($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$041722 = 0, $$0418$lcssa = 0, $$041821 = 0, $$0429 = 0, $$0436 = 0, $$1 = 0, $$1416 = 0, $$1424 = 0, $$1424$be = 0, $$1424$ph = 0, $$1427 = 0, $$1427$be = 0, $$1427$ph = 0, $$1431 = 0, $$1431$be = 0, $$1431$ph = 0, $$1435 = 0, $$1435$be = 0, $$1435$ph = 0, $$2 = 0, $$3 = 0, $$3433 = 0, $$pre$phi28Z2D = 0, $$pre$phi30Z2D = 0, $$pre$phiZ2D = 0, $101 = 0, $102 = 0, $108 = 0, $11 = 0, $110 = 0, $111 = 0, $117 = 0, $12 = 0, $125 = 0, $13 = 0, $130 = 0, $131 = 0, $134 = 0, $136 = 0, $138 = 0, $151 = 0, $156 = 0, $158 = 0, $161 = 0, $163 = 0, $166 = 0, $169 = 0, $17 = 0, $170 = 0, $171 = 0, $173 = 0, $175 = 0, $176 = 0, $178 = 0, $179 = 0, $184 = 0, $185 = 0, $194 = 0, $199 = 0, $2 = 0, $20 = 0, $202 = 0, $203 = 0, $209 = 0, $22 = 0, $224 = 0, $227 = 0, $228 = 0, $229 = 0, $233 = 0, $234 = 0, $24 = 0, $240 = 0, $245 = 0, $246 = 0, $249 = 0, $251 = 0, $254 = 0, $259 = 0, $265 = 0, $269 = 0, $270 = 0, $277 = 0, $289 = 0, $294 = 0, $301 = 0, $302 = 0, $303 = 0, $37 = 0, $4 = 0, $42 = 0, $44 = 0, $47 = 0, $49 = 0, $52 = 0, $55 = 0, $56 = 0, $57 = 0, $59 = 0, $61 = 0, $62 = 0, $64 = 0, $65 = 0, $7 = 0, $70 = 0, $71 = 0, $80 = 0, $85 = 0, $88 = 0, $89 = 0, $95 = 0; $2 = $0 + $1 | 0; $4 = HEAP32[$0 + 4 >> 2] | 0; L1: do { if (!($4 & 1)) { $7 = HEAP32[$0 >> 2] | 0; if (!($4 & 3)) return; $11 = $0 + (0 - $7) | 0; $12 = $7 + $1 | 0; $13 = HEAP32[724] | 0; if ($11 >>> 0 < $13 >>> 0) _abort(); if ((HEAP32[725] | 0) == ($11 | 0)) { $101 = $2 + 4 | 0; $102 = HEAP32[$101 >> 2] | 0; if (($102 & 3 | 0) != 3) { $$1 = $11; $$1416 = $12; break } HEAP32[722] = $12; HEAP32[$101 >> 2] = $102 & -2; HEAP32[$11 + 4 >> 2] = $12 | 1; HEAP32[$2 >> 2] = $12; return } $17 = $7 >>> 3; if ($7 >>> 0 < 256) { $20 = HEAP32[$11 + 8 >> 2] | 0; $22 = HEAP32[$11 + 12 >> 2] | 0; $24 = 2920 + ($17 << 1 << 2) | 0; if (($20 | 0) != ($24 | 0)) { if ($13 >>> 0 > $20 >>> 0) _abort(); if ((HEAP32[$20 + 12 >> 2] | 0) != ($11 | 0)) _abort() } if (($22 | 0) == ($20 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $17); $$1 = $11; $$1416 = $12; break } if (($22 | 0) == ($24 | 0)) $$pre$phi30Z2D = $22 + 8 | 0; else { if ($13 >>> 0 > $22 >>> 0) _abort(); $37 = $22 + 8 | 0; if ((HEAP32[$37 >> 2] | 0) == ($11 | 0)) $$pre$phi30Z2D = $37; else _abort() } HEAP32[$20 + 12 >> 2] = $22; HEAP32[$$pre$phi30Z2D >> 2] = $20; $$1 = $11; $$1416 = $12; break } $42 = HEAP32[$11 + 24 >> 2] | 0; $44 = HEAP32[$11 + 12 >> 2] | 0; do { if (($44 | 0) == ($11 | 0)) { $55 = $11 + 16 | 0; $56 = $55 + 4 | 0; $57 = HEAP32[$56 >> 2] | 0; if (!$57) { $59 = HEAP32[$55 >> 2] | 0; if (!$59) { $$3 = 0; break } else { $$1424$ph = $59; $$1427$ph = $55 } } else { $$1424$ph = $57; $$1427$ph = $56 } $$1424 = $$1424$ph; $$1427 = $$1427$ph; while (1) { $61 = $$1424 + 20 | 0; $62 = HEAP32[$61 >> 2] | 0; if (!$62) { $64 = $$1424 + 16 | 0; $65 = HEAP32[$64 >> 2] | 0; if (!$65) break; else { $$1424$be = $65; $$1427$be = $64 } } else { $$1424$be = $62; $$1427$be = $61 } $$1424 = $$1424$be; $$1427 = $$1427$be } if ($13 >>> 0 > $$1427 >>> 0) _abort(); else { HEAP32[$$1427 >> 2] = 0; $$3 = $$1424; break } } else { $47 = HEAP32[$11 + 8 >> 2] | 0; if ($13 >>> 0 > $47 >>> 0) _abort(); $49 = $47 + 12 | 0; if ((HEAP32[$49 >> 2] | 0) != ($11 | 0)) _abort(); $52 = $44 + 8 | 0; if ((HEAP32[$52 >> 2] | 0) == ($11 | 0)) { HEAP32[$49 >> 2] = $44; HEAP32[$52 >> 2] = $47; $$3 = $44; break } else _abort() } } while (0); if (!$42) { $$1 = $11; $$1416 = $12 } else { $70 = HEAP32[$11 + 28 >> 2] | 0; $71 = 3184 + ($70 << 2) | 0; do { if ((HEAP32[$71 >> 2] | 0) == ($11 | 0)) { HEAP32[$71 >> 2] = $$3; if (!$$3) { HEAP32[721] = HEAP32[721] & ~(1 << $70); $$1 = $11; $$1416 = $12; break L1 } } else if ((HEAP32[724] | 0) >>> 0 > $42 >>> 0) _abort(); else { $80 = $42 + 16 | 0; HEAP32[((HEAP32[$80 >> 2] | 0) == ($11 | 0) ? $80 : $42 + 20 | 0) >> 2] = $$3; if (!$$3) { $$1 = $11; $$1416 = $12; break L1 } else break } } while (0); $85 = HEAP32[724] | 0; if ($85 >>> 0 > $$3 >>> 0) _abort(); HEAP32[$$3 + 24 >> 2] = $42; $88 = $11 + 16 | 0; $89 = HEAP32[$88 >> 2] | 0; do { if ($89 | 0) if ($85 >>> 0 > $89 >>> 0) _abort(); else { HEAP32[$$3 + 16 >> 2] = $89; HEAP32[$89 + 24 >> 2] = $$3; break } } while (0); $95 = HEAP32[$88 + 4 >> 2] | 0; if (!$95) { $$1 = $11; $$1416 = $12 } else if ((HEAP32[724] | 0) >>> 0 > $95 >>> 0) _abort(); else { HEAP32[$$3 + 20 >> 2] = $95; HEAP32[$95 + 24 >> 2] = $$3; $$1 = $11; $$1416 = $12; break } } } else { $$1 = $0; $$1416 = $1 } } while (0); $108 = HEAP32[724] | 0; if ($2 >>> 0 < $108 >>> 0) _abort(); $110 = $2 + 4 | 0; $111 = HEAP32[$110 >> 2] | 0; if (!($111 & 2)) { if ((HEAP32[726] | 0) == ($2 | 0)) { $117 = (HEAP32[723] | 0) + $$1416 | 0; HEAP32[723] = $117; HEAP32[726] = $$1; HEAP32[$$1 + 4 >> 2] = $117 | 1; if (($$1 | 0) != (HEAP32[725] | 0)) return; HEAP32[725] = 0; HEAP32[722] = 0; return } if ((HEAP32[725] | 0) == ($2 | 0)) { $125 = (HEAP32[722] | 0) + $$1416 | 0; HEAP32[722] = $125; HEAP32[725] = $$1; HEAP32[$$1 + 4 >> 2] = $125 | 1; HEAP32[$$1 + $125 >> 2] = $125; return } $130 = ($111 & -8) + $$1416 | 0; $131 = $111 >>> 3; L99: do { if ($111 >>> 0 < 256) { $134 = HEAP32[$2 + 8 >> 2] | 0; $136 = HEAP32[$2 + 12 >> 2] | 0; $138 = 2920 + ($131 << 1 << 2) | 0; if (($134 | 0) != ($138 | 0)) { if ($108 >>> 0 > $134 >>> 0) _abort(); if ((HEAP32[$134 + 12 >> 2] | 0) != ($2 | 0)) _abort() } if (($136 | 0) == ($134 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $131); break } if (($136 | 0) == ($138 | 0)) $$pre$phi28Z2D = $136 + 8 | 0; else { if ($108 >>> 0 > $136 >>> 0) _abort(); $151 = $136 + 8 | 0; if ((HEAP32[$151 >> 2] | 0) == ($2 | 0)) $$pre$phi28Z2D = $151; else _abort() } HEAP32[$134 + 12 >> 2] = $136; HEAP32[$$pre$phi28Z2D >> 2] = $134 } else { $156 = HEAP32[$2 + 24 >> 2] | 0; $158 = HEAP32[$2 + 12 >> 2] | 0; do { if (($158 | 0) == ($2 | 0)) { $169 = $2 + 16 | 0; $170 = $169 + 4 | 0; $171 = HEAP32[$170 >> 2] | 0; if (!$171) { $173 = HEAP32[$169 >> 2] | 0; if (!$173) { $$3433 = 0; break } else { $$1431$ph = $173; $$1435$ph = $169 } } else { $$1431$ph = $171; $$1435$ph = $170 } $$1431 = $$1431$ph; $$1435 = $$1435$ph; while (1) { $175 = $$1431 + 20 | 0; $176 = HEAP32[$175 >> 2] | 0; if (!$176) { $178 = $$1431 + 16 | 0; $179 = HEAP32[$178 >> 2] | 0; if (!$179) break; else { $$1431$be = $179; $$1435$be = $178 } } else { $$1431$be = $176; $$1435$be = $175 } $$1431 = $$1431$be; $$1435 = $$1435$be } if ($108 >>> 0 > $$1435 >>> 0) _abort(); else { HEAP32[$$1435 >> 2] = 0; $$3433 = $$1431; break } } else { $161 = HEAP32[$2 + 8 >> 2] | 0; if ($108 >>> 0 > $161 >>> 0) _abort(); $163 = $161 + 12 | 0; if ((HEAP32[$163 >> 2] | 0) != ($2 | 0)) _abort(); $166 = $158 + 8 | 0; if ((HEAP32[$166 >> 2] | 0) == ($2 | 0)) { HEAP32[$163 >> 2] = $158; HEAP32[$166 >> 2] = $161; $$3433 = $158; break } else _abort() } } while (0); if ($156 | 0) { $184 = HEAP32[$2 + 28 >> 2] | 0; $185 = 3184 + ($184 << 2) | 0; do { if ((HEAP32[$185 >> 2] | 0) == ($2 | 0)) { HEAP32[$185 >> 2] = $$3433; if (!$$3433) { HEAP32[721] = HEAP32[721] & ~(1 << $184); break L99 } } else if ((HEAP32[724] | 0) >>> 0 > $156 >>> 0) _abort(); else { $194 = $156 + 16 | 0; HEAP32[((HEAP32[$194 >> 2] | 0) == ($2 | 0) ? $194 : $156 + 20 | 0) >> 2] = $$3433; if (!$$3433) break L99; else break } } while (0); $199 = HEAP32[724] | 0; if ($199 >>> 0 > $$3433 >>> 0) _abort(); HEAP32[$$3433 + 24 >> 2] = $156; $202 = $2 + 16 | 0; $203 = HEAP32[$202 >> 2] | 0; do { if ($203 | 0) if ($199 >>> 0 > $203 >>> 0) _abort(); else { HEAP32[$$3433 + 16 >> 2] = $203; HEAP32[$203 + 24 >> 2] = $$3433; break } } while (0); $209 = HEAP32[$202 + 4 >> 2] | 0; if ($209 | 0) if ((HEAP32[724] | 0) >>> 0 > $209 >>> 0) _abort(); else { HEAP32[$$3433 + 20 >> 2] = $209; HEAP32[$209 + 24 >> 2] = $$3433; break } } } } while (0); HEAP32[$$1 + 4 >> 2] = $130 | 1; HEAP32[$$1 + $130 >> 2] = $130; if (($$1 | 0) == (HEAP32[725] | 0)) { HEAP32[722] = $130; return } else $$2 = $130 } else { HEAP32[$110 >> 2] = $111 & -2; HEAP32[$$1 + 4 >> 2] = $$1416 | 1; HEAP32[$$1 + $$1416 >> 2] = $$1416; $$2 = $$1416 } $224 = $$2 >>> 3; if ($$2 >>> 0 < 256) { $227 = 2920 + ($224 << 1 << 2) | 0; $228 = HEAP32[720] | 0; $229 = 1 << $224; if (!($228 & $229)) { HEAP32[720] = $228 | $229; $$0436 = $227; $$pre$phiZ2D = $227 + 8 | 0 } else { $233 = $227 + 8 | 0; $234 = HEAP32[$233 >> 2] | 0; if ((HEAP32[724] | 0) >>> 0 > $234 >>> 0) _abort(); else { $$0436 = $234; $$pre$phiZ2D = $233 } } HEAP32[$$pre$phiZ2D >> 2] = $$1; HEAP32[$$0436 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$0436; HEAP32[$$1 + 12 >> 2] = $227; return } $240 = $$2 >>> 8; if (!$240) $$0429 = 0; else if ($$2 >>> 0 > 16777215) $$0429 = 31; else { $245 = ($240 + 1048320 | 0) >>> 16 & 8; $246 = $240 << $245; $249 = ($246 + 520192 | 0) >>> 16 & 4; $251 = $246 << $249; $254 = ($251 + 245760 | 0) >>> 16 & 2; $259 = 14 - ($249 | $245 | $254) + ($251 << $254 >>> 15) | 0; $$0429 = $$2 >>> ($259 + 7 | 0) & 1 | $259 << 1 } $265 = 3184 + ($$0429 << 2) | 0; HEAP32[$$1 + 28 >> 2] = $$0429; HEAP32[$$1 + 20 >> 2] = 0; HEAP32[$$1 + 16 >> 2] = 0; $269 = HEAP32[721] | 0; $270 = 1 << $$0429; if (!($269 & $270)) { HEAP32[721] = $269 | $270; HEAP32[$265 >> 2] = $$1; HEAP32[$$1 + 24 >> 2] = $265; HEAP32[$$1 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$1; return } $277 = HEAP32[$265 >> 2] | 0; L189: do { if ((HEAP32[$277 + 4 >> 2] & -8 | 0) == ($$2 | 0)) $$0418$lcssa = $277; else { $$041722 = $$2 << (($$0429 | 0) == 31 ? 0 : 25 - ($$0429 >>> 1) | 0); $$041821 = $277; while (1) { $294 = $$041821 + 16 + ($$041722 >>> 31 << 2) | 0; $289 = HEAP32[$294 >> 2] | 0; if (!$289) break; if ((HEAP32[$289 + 4 >> 2] & -8 | 0) == ($$2 | 0)) { $$0418$lcssa = $289; break L189 } else { $$041722 = $$041722 << 1; $$041821 = $289 } } if ((HEAP32[724] | 0) >>> 0 > $294 >>> 0) _abort(); HEAP32[$294 >> 2] = $$1; HEAP32[$$1 + 24 >> 2] = $$041821; HEAP32[$$1 + 12 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $$1; return } } while (0); $301 = $$0418$lcssa + 8 | 0; $302 = HEAP32[$301 >> 2] | 0; $303 = HEAP32[724] | 0; if (!($303 >>> 0 <= $302 >>> 0 & $303 >>> 0 <= $$0418$lcssa >>> 0)) _abort(); HEAP32[$302 + 12 >> 2] = $$1; HEAP32[$301 >> 2] = $$1; HEAP32[$$1 + 8 >> 2] = $302; HEAP32[$$1 + 12 >> 2] = $$0418$lcssa; HEAP32[$$1 + 24 >> 2] = 0; return } function _try_realloc_chunk($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$1271 = 0, $$1271$be = 0, $$1271$ph = 0, $$1274 = 0, $$1274$be = 0, $$1274$ph = 0, $$2 = 0, $$3 = 0, $$pre$phiZ2D = 0, $101 = 0, $103 = 0, $106 = 0, $108 = 0, $11 = 0, $111 = 0, $114 = 0, $115 = 0, $116 = 0, $118 = 0, $12 = 0, $120 = 0, $121 = 0, $123 = 0, $124 = 0, $129 = 0, $130 = 0, $139 = 0, $144 = 0, $147 = 0, $148 = 0, $154 = 0, $165 = 0, $168 = 0, $175 = 0, $2 = 0, $24 = 0, $26 = 0, $3 = 0, $37 = 0, $39 = 0, $4 = 0, $40 = 0, $49 = 0, $5 = 0, $51 = 0, $53 = 0, $54 = 0, $6 = 0, $60 = 0, $67 = 0, $73 = 0, $75 = 0, $76 = 0, $79 = 0, $8 = 0, $81 = 0, $83 = 0, $96 = 0, $storemerge = 0, $storemerge3 = 0; $2 = $0 + 4 | 0; $3 = HEAP32[$2 >> 2] | 0; $4 = $3 & -8; $5 = $0 + $4 | 0; $6 = HEAP32[724] | 0; $8 = $3 & 3; if (!(($8 | 0) != 1 & $6 >>> 0 <= $0 >>> 0 & $5 >>> 0 > $0 >>> 0)) _abort(); $11 = $5 + 4 | 0; $12 = HEAP32[$11 >> 2] | 0; if (!($12 & 1)) _abort(); if (!$8) { if ($1 >>> 0 < 256) { $$2 = 0; return $$2 | 0 } if ($4 >>> 0 >= ($1 + 4 | 0) >>> 0) if (($4 - $1 | 0) >>> 0 <= HEAP32[840] << 1 >>> 0) { $$2 = $0; return $$2 | 0 } $$2 = 0; return $$2 | 0 } if ($4 >>> 0 >= $1 >>> 0) { $24 = $4 - $1 | 0; if ($24 >>> 0 <= 15) { $$2 = $0; return $$2 | 0 } $26 = $0 + $1 | 0; HEAP32[$2 >> 2] = $3 & 1 | $1 | 2; HEAP32[$26 + 4 >> 2] = $24 | 3; HEAP32[$11 >> 2] = HEAP32[$11 >> 2] | 1; _dispose_chunk($26, $24); $$2 = $0; return $$2 | 0 } if ((HEAP32[726] | 0) == ($5 | 0)) { $37 = (HEAP32[723] | 0) + $4 | 0; $39 = $37 - $1 | 0; $40 = $0 + $1 | 0; if ($37 >>> 0 <= $1 >>> 0) { $$2 = 0; return $$2 | 0 } HEAP32[$2 >> 2] = $3 & 1 | $1 | 2; HEAP32[$40 + 4 >> 2] = $39 | 1; HEAP32[726] = $40; HEAP32[723] = $39; $$2 = $0; return $$2 | 0 } if ((HEAP32[725] | 0) == ($5 | 0)) { $49 = (HEAP32[722] | 0) + $4 | 0; if ($49 >>> 0 < $1 >>> 0) { $$2 = 0; return $$2 | 0 } $51 = $49 - $1 | 0; if ($51 >>> 0 > 15) { $53 = $0 + $1 | 0; $54 = $0 + $49 | 0; HEAP32[$2 >> 2] = $3 & 1 | $1 | 2; HEAP32[$53 + 4 >> 2] = $51 | 1; HEAP32[$54 >> 2] = $51; $60 = $54 + 4 | 0; HEAP32[$60 >> 2] = HEAP32[$60 >> 2] & -2; $storemerge = $53; $storemerge3 = $51 } else { HEAP32[$2 >> 2] = $3 & 1 | $49 | 2; $67 = $0 + $49 + 4 | 0; HEAP32[$67 >> 2] = HEAP32[$67 >> 2] | 1; $storemerge = 0; $storemerge3 = 0 } HEAP32[722] = $storemerge3; HEAP32[725] = $storemerge; $$2 = $0; return $$2 | 0 } if ($12 & 2 | 0) { $$2 = 0; return $$2 | 0 } $73 = ($12 & -8) + $4 | 0; if ($73 >>> 0 < $1 >>> 0) { $$2 = 0; return $$2 | 0 } $75 = $73 - $1 | 0; $76 = $12 >>> 3; L49: do { if ($12 >>> 0 < 256) { $79 = HEAP32[$5 + 8 >> 2] | 0; $81 = HEAP32[$5 + 12 >> 2] | 0; $83 = 2920 + ($76 << 1 << 2) | 0; if (($79 | 0) != ($83 | 0)) { if ($6 >>> 0 > $79 >>> 0) _abort(); if ((HEAP32[$79 + 12 >> 2] | 0) != ($5 | 0)) _abort() } if (($81 | 0) == ($79 | 0)) { HEAP32[720] = HEAP32[720] & ~(1 << $76); break } if (($81 | 0) == ($83 | 0)) $$pre$phiZ2D = $81 + 8 | 0; else { if ($6 >>> 0 > $81 >>> 0) _abort(); $96 = $81 + 8 | 0; if ((HEAP32[$96 >> 2] | 0) == ($5 | 0)) $$pre$phiZ2D = $96; else _abort() } HEAP32[$79 + 12 >> 2] = $81; HEAP32[$$pre$phiZ2D >> 2] = $79 } else { $101 = HEAP32[$5 + 24 >> 2] | 0; $103 = HEAP32[$5 + 12 >> 2] | 0; do { if (($103 | 0) == ($5 | 0)) { $114 = $5 + 16 | 0; $115 = $114 + 4 | 0; $116 = HEAP32[$115 >> 2] | 0; if (!$116) { $118 = HEAP32[$114 >> 2] | 0; if (!$118) { $$3 = 0; break } else { $$1271$ph = $118; $$1274$ph = $114 } } else { $$1271$ph = $116; $$1274$ph = $115 } $$1271 = $$1271$ph; $$1274 = $$1274$ph; while (1) { $120 = $$1271 + 20 | 0; $121 = HEAP32[$120 >> 2] | 0; if (!$121) { $123 = $$1271 + 16 | 0; $124 = HEAP32[$123 >> 2] | 0; if (!$124) break; else { $$1271$be = $124; $$1274$be = $123 } } else { $$1271$be = $121; $$1274$be = $120 } $$1271 = $$1271$be; $$1274 = $$1274$be } if ($6 >>> 0 > $$1274 >>> 0) _abort(); else { HEAP32[$$1274 >> 2] = 0; $$3 = $$1271; break } } else { $106 = HEAP32[$5 + 8 >> 2] | 0; if ($6 >>> 0 > $106 >>> 0) _abort(); $108 = $106 + 12 | 0; if ((HEAP32[$108 >> 2] | 0) != ($5 | 0)) _abort(); $111 = $103 + 8 | 0; if ((HEAP32[$111 >> 2] | 0) == ($5 | 0)) { HEAP32[$108 >> 2] = $103; HEAP32[$111 >> 2] = $106; $$3 = $103; break } else _abort() } } while (0); if ($101 | 0) { $129 = HEAP32[$5 + 28 >> 2] | 0; $130 = 3184 + ($129 << 2) | 0; do { if ((HEAP32[$130 >> 2] | 0) == ($5 | 0)) { HEAP32[$130 >> 2] = $$3; if (!$$3) { HEAP32[721] = HEAP32[721] & ~(1 << $129); break L49 } } else if ((HEAP32[724] | 0) >>> 0 > $101 >>> 0) _abort(); else { $139 = $101 + 16 | 0; HEAP32[((HEAP32[$139 >> 2] | 0) == ($5 | 0) ? $139 : $101 + 20 | 0) >> 2] = $$3; if (!$$3) break L49; else break } } while (0); $144 = HEAP32[724] | 0; if ($144 >>> 0 > $$3 >>> 0) _abort(); HEAP32[$$3 + 24 >> 2] = $101; $147 = $5 + 16 | 0; $148 = HEAP32[$147 >> 2] | 0; do { if ($148 | 0) if ($144 >>> 0 > $148 >>> 0) _abort(); else { HEAP32[$$3 + 16 >> 2] = $148; HEAP32[$148 + 24 >> 2] = $$3; break } } while (0); $154 = HEAP32[$147 + 4 >> 2] | 0; if ($154 | 0) if ((HEAP32[724] | 0) >>> 0 > $154 >>> 0) _abort(); else { HEAP32[$$3 + 20 >> 2] = $154; HEAP32[$154 + 24 >> 2] = $$3; break } } } } while (0); if ($75 >>> 0 < 16) { HEAP32[$2 >> 2] = $3 & 1 | $73 | 2; $165 = $0 + $73 + 4 | 0; HEAP32[$165 >> 2] = HEAP32[$165 >> 2] | 1; $$2 = $0; return $$2 | 0 } else { $168 = $0 + $1 | 0; HEAP32[$2 >> 2] = $3 & 1 | $1 | 2; HEAP32[$168 + 4 >> 2] = $75 | 3; $175 = $0 + $73 + 4 | 0; HEAP32[$175 >> 2] = HEAP32[$175 >> 2] | 1; _dispose_chunk($168, $75); $$2 = $0; return $$2 | 0 } return 0 } function _stb_vorbis_js_decode($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$0 = 0, $$0103143 = 0, $$0105 = 0, $$0109 = 0, $$0112161 = 0, $$0118 = 0, $$0121160 = 0, $$095148 = 0, $$096152 = 0, $$097163 = 0, $$098145 = 0, $$099162 = 0, $$1 = 0, $$1100 = 0, $$1106 = 0, $$1113 = 0, $$2107 = 0, $$2107171 = 0, $$2123 = 0, $$3 = 0, $$3102 = 0, $$3115 = 0, $$4 = 0, $$4116 = 0, $$lcssa = 0, $$pre = 0, $13 = 0, $15 = 0, $20 = 0, $21 = 0, $24 = 0, $26 = 0, $30 = 0, $31 = 0, $36 = 0, $41 = 0, $42 = 0, $43 = 0, $44 = 0, $48 = 0, $5 = 0, $52 = 0, $53 = 0, $55 = 0, $58 = 0, $6 = 0, $60 = 0, $62 = 0, $64 = 0, $65 = 0, $67 = 0, $69 = 0, $7 = 0, $73 = 0, $79 = 0, $80 = 0, $9 = 0, $spec$select = 0, $spec$select124142 = 0, $spec$select124144 = 0, label = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 16 | 0; $5 = sp + 4 | 0; $6 = sp; HEAP32[$4 >> 2] = 0; $7 = HEAP32[$0 >> 2] | 0; L1: do { if (!$7) { $$0112161 = $2; $$0121160 = 32; $$097163 = 0; $$099162 = $1; L3: while (1) { HEAP32[$5 >> 2] = 0; HEAP32[$6 >> 2] = 0; $spec$select = ($$0121160 | 0) > ($$0112161 | 0) ? $$0112161 : $$0121160; $9 = _stb_vorbis_open_pushdata($$099162, $spec$select, $5, $6, 0) | 0; HEAP32[$0 >> 2] = $9; switch (HEAP32[$6 >> 2] | 0) { case 1: { $13 = ($$0112161 | 0) <= ($$0121160 | 0); $$0118 = $13 ? 1 : 2; $$1 = $13 ? 0 : $$097163; $$1100 = $$099162; $$1113 = $$0112161; $$2123 = $spec$select << (($13 ^ 1) & 1); break } case 0: { $15 = HEAP32[$5 >> 2] | 0; HEAP32[$4 >> 2] = (HEAP32[$4 >> 2] | 0) + $15; $$0118 = 0; $$1 = $$097163; $$1100 = $$099162 + $15 | 0; $$1113 = $$0112161 - $15 | 0; $$2123 = $spec$select; break } default: { $$0118 = 1; $$1 = -1; $$1100 = $$099162; $$1113 = $$0112161; $$2123 = $spec$select } }switch ($$0118 & 3) { case 2: case 0: break; default: break L3 }if (!$9) { $$0112161 = $$1113; $$0121160 = $$2123; $$097163 = $$1; $$099162 = $$1100 } else { $$3102 = $$1100; $$3115 = $$1113; $21 = $9; label = 9; break L1 } } if (!$$0118) { $$3102 = $$1100; $$3115 = $$1113; $21 = $9; label = 9 } else $$3 = $$1 } else { $$3102 = $1; $$3115 = $2; $21 = $7; label = 9 } } while (0); do { if ((label | 0) == 9) { $20 = $21 + 4 | 0; $24 = _malloc(HEAP32[$20 >> 2] << 2) | 0; if (!$24) _abort(); $26 = HEAP32[$20 >> 2] | 0; if (($26 | 0) > 0) _memset($24 | 0, 0, $26 << 2 | 0) | 0; $$0105 = 0; $$0109 = 0; $$4 = $$3102; $$4116 = $$3115; $30 = $21; L19: while (1) { HEAP32[$5 >> 2] = 0; HEAP32[$6 >> 2] = 0; $spec$select124142 = ($$4116 | 0) < 32 ? $$4116 : 32; $31 = _stb_vorbis_decode_frame_pushdata($30, $$4, $spec$select124142, 0, $5, $6) | 0; if (!$31) { $$0103143 = 32; $spec$select124144 = $spec$select124142; while (1) { if (($$4116 | 0) <= ($$0103143 | 0)) { label = 35; break L19 } $$0103143 = $spec$select124144 << 1; $spec$select124144 = ($$0103143 | 0) > ($$4116 | 0) ? $$4116 : $$0103143; $36 = _stb_vorbis_decode_frame_pushdata(HEAP32[$0 >> 2] | 0, $$4, $spec$select124144, 0, $5, $6) | 0; if ($36 | 0) { $$lcssa = $36; break } } } else $$lcssa = $31; HEAP32[$4 >> 2] = (HEAP32[$4 >> 2] | 0) + $$lcssa; $41 = $$4 + $$lcssa | 0; $42 = $$4116 - $$lcssa | 0; $43 = HEAP32[$6 >> 2] | 0; $44 = $43 + $$0109 | 0; if (($$0105 | 0) < ($44 | 0)) { $$1106 = ($$0105 | 0) == 0 ? 4096 : $$0105 << 1; $48 = HEAP32[$0 >> 2] | 0; if ((HEAP32[$48 + 4 >> 2] | 0) > 0) { $52 = $$1106 << 2; $$098145 = 0; while (1) { $53 = $24 + ($$098145 << 2) | 0; $55 = _realloc(HEAP32[$53 >> 2] | 0, $52) | 0; if (!$55) { label = 23; break L19 } HEAP32[$53 >> 2] = $55; $$098145 = $$098145 + 1 | 0; $58 = HEAP32[$0 >> 2] | 0; $60 = HEAP32[$58 + 4 >> 2] | 0; if (($$098145 | 0) >= ($60 | 0)) { $$2107 = $$1106; $62 = $60; $79 = $58; label = 25; break } } } else { $$2107171 = $$1106; $80 = $48 } } else { $$pre = HEAP32[$0 >> 2] | 0; $$2107 = $$0105; $62 = HEAP32[$$pre + 4 >> 2] | 0; $79 = $$pre; label = 25 } if ((label | 0) == 25) { label = 0; if (($62 | 0) > 0) { $64 = ($43 | 0) > 0; $65 = HEAP32[$5 >> 2] | 0; $$096152 = 0; do { if ($64) { $67 = HEAP32[$65 + ($$096152 << 2) >> 2] | 0; $69 = HEAP32[$24 + ($$096152 << 2) >> 2] | 0; $$095148 = 0; do { $73 = +HEAPF32[$67 + ($$095148 << 2) >> 2]; if ($73 > 1) $$0 = 1; else if ($73 < -1) $$0 = -1; else $$0 = $73; HEAPF32[$69 + ($$095148 + $$0109 << 2) >> 2] = $$0; $$095148 = $$095148 + 1 | 0 } while (($$095148 | 0) != ($43 | 0)) } $$096152 = $$096152 + 1 | 0 } while (($$096152 | 0) < ($62 | 0)); $$2107171 = $$2107; $80 = $79 } else { $$2107171 = $$2107; $80 = $79 } } $$0105 = $$2107171; $$0109 = $44; $$4 = $41; $$4116 = $42; $30 = $80 } if ((label | 0) == 23) _abort(); else if ((label | 0) == 35) { HEAP32[$3 >> 2] = $24; $$3 = $$0109; break } } } while (0); STACKTOP = sp; return $$3 | 0 } function _vorbis_search_for_page_pushdata($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$0148175 = 0, $$0149$lcssa = 0, $$0149174 = 0, $$0150185 = 0, $$0152$lcssa = 0, $$0152179 = 0, $$0153178 = 0, $$0161204 = 0, $$1151187 = 0, $$1154184 = 0, $$1162193 = 0, $$2 = 0, $$2155186 = 0, $$2163176 = 0, $$3$ph = 0, $$3222 = 0, $$4165$ph = 0, $$pre = 0, $$sink = 0, $102 = 0, $104 = 0, $105 = 0, $106 = 0, $107 = 0, $109 = 0, $11 = 0, $110 = 0, $115 = 0, $118 = 0, $12 = 0, $122 = 0, $123 = 0, $124 = 0, $130 = 0, $136 = 0, $137 = 0, $17 = 0, $19 = 0, $20 = 0, $21 = 0, $22 = 0, $25 = 0, $3 = 0, $31 = 0, $4 = 0, $40 = 0, $41 = 0, $spec$select = 0, label = 0; $3 = $0 + 1408 | 0; $4 = HEAP32[$3 >> 2] | 0; if (($4 | 0) > 0) { $$0161204 = 0; do { HEAP32[$0 + 1412 + ($$0161204 * 20 | 0) + 12 >> 2] = 0; $$0161204 = $$0161204 + 1 | 0 } while (($$0161204 | 0) < ($4 | 0)); if (($4 | 0) < 4) label = 5; else { $$3222 = $2; $137 = $4; label = 23 } } else label = 5; if ((label | 0) == 5) if (($2 | 0) < 4) $$2 = 0; else { $11 = $2 + -3 | 0; $$1162193 = 0; while (1) { $12 = $1 + $$1162193 | 0; if ((HEAP8[$12 >> 0] | 0) == 79) if (!(_memcmp($12, 1072, 4) | 0)) { $17 = $$1162193 + 26 | 0; if (($17 | 0) >= ($11 | 0)) { $$3$ph = $$1162193; break } $19 = $$1162193 + 27 | 0; $20 = $1 + $17 | 0; $21 = HEAP8[$20 >> 0] | 0; $22 = $21 & 255; if (($19 + $22 | 0) >= ($11 | 0)) { $$3$ph = $$1162193; break } $25 = $22 + 27 | 0; if (!($21 << 24 >> 24)) $$0152$lcssa = $25; else { $$0152179 = $25; $$0153178 = 0; while (1) { $31 = $$0152179 + (HEAPU8[$1 + ($$0153178 + $19) >> 0] | 0) | 0; $$0153178 = $$0153178 + 1 | 0; if (($$0153178 | 0) == ($22 | 0)) { $$0152$lcssa = $31; break } else $$0152179 = $31 } } $$0150185 = 0; $$1154184 = 0; do { $$0150185 = _crc32_update($$0150185, HEAP8[$1 + ($$1154184 + $$1162193) >> 0] | 0) | 0; $$1154184 = $$1154184 + 1 | 0 } while (($$1154184 | 0) != 22); $$1151187 = $$0150185; $$2155186 = 22; do { $$1151187 = _crc32_update($$1151187, 0) | 0; $$2155186 = $$2155186 + 1 | 0 } while (($$2155186 | 0) != 26); $40 = HEAP32[$3 >> 2] | 0; $41 = $40 + 1 | 0; HEAP32[$3 >> 2] = $41; HEAP32[$0 + 1412 + ($40 * 20 | 0) + 4 >> 2] = $$0152$lcssa + -26; HEAP32[$0 + 1412 + ($40 * 20 | 0) + 8 >> 2] = $$1151187; HEAP32[$0 + 1412 + ($40 * 20 | 0) >> 2] = HEAPU8[$1 + ($$1162193 + 23) >> 0] << 8 | HEAPU8[$1 + ($$1162193 + 22) >> 0] | HEAPU8[$1 + ($$1162193 + 24) >> 0] << 16 | HEAPU8[$1 + ($$1162193 + 25) >> 0] << 24; if ((HEAP8[$1 + ($17 + (HEAPU8[$20 >> 0] | 0)) >> 0] | 0) == -1) $$sink = -1; else $$sink = HEAPU8[$1 + ($$1162193 + 7) >> 0] << 8 | HEAPU8[$1 + ($$1162193 + 6) >> 0] | HEAPU8[$1 + ($$1162193 + 8) >> 0] << 16 | HEAPU8[$1 + ($$1162193 + 9) >> 0] << 24; HEAP32[$0 + 1412 + ($40 * 20 | 0) + 16 >> 2] = $$sink; HEAP32[$0 + 1412 + ($40 * 20 | 0) + 12 >> 2] = $17; if (($41 | 0) == 4) { $$3$ph = $11; break } } $$1162193 = $$1162193 + 1 | 0; if (($$1162193 | 0) >= ($11 | 0)) { $$3$ph = $11; break } } $$pre = HEAP32[$3 >> 2] | 0; if (($$pre | 0) > 0) { $$3222 = $$3$ph; $137 = $$pre; label = 23 } else $$2 = $$3$ph } L32: do { if ((label | 0) == 23) { $$2163176 = 0; $123 = $137; while (1) { $102 = $0 + 1412 + ($$2163176 * 20 | 0) | 0; $104 = HEAP32[$0 + 1412 + ($$2163176 * 20 | 0) + 12 >> 2] | 0; $105 = $0 + 1412 + ($$2163176 * 20 | 0) + 4 | 0; $106 = HEAP32[$105 >> 2] | 0; $107 = $$3222 - $104 | 0; $spec$select = ($106 | 0) > ($107 | 0) ? $107 : $106; $109 = $0 + 1412 + ($$2163176 * 20 | 0) + 8 | 0; $110 = HEAP32[$109 >> 2] | 0; if (($spec$select | 0) > 0) { $$0148175 = 0; $$0149174 = $110; while (1) { $115 = _crc32_update($$0149174, HEAP8[$1 + ($$0148175 + $104) >> 0] | 0) | 0; $$0148175 = $$0148175 + 1 | 0; if (($$0148175 | 0) >= ($spec$select | 0)) { $$0149$lcssa = $115; break } else $$0149174 = $115 } } else $$0149$lcssa = $110; $118 = $106 - $spec$select | 0; HEAP32[$105 >> 2] = $118; HEAP32[$109 >> 2] = $$0149$lcssa; if (!$118) { if (($$0149$lcssa | 0) == (HEAP32[$102 >> 2] | 0)) break; $122 = $123 + -1 | 0; HEAP32[$3 >> 2] = $122; $124 = $0 + 1412 + ($122 * 20 | 0) | 0; HEAP32[$102 >> 2] = HEAP32[$124 >> 2]; HEAP32[$102 + 4 >> 2] = HEAP32[$124 + 4 >> 2]; HEAP32[$102 + 8 >> 2] = HEAP32[$124 + 8 >> 2]; HEAP32[$102 + 12 >> 2] = HEAP32[$124 + 12 >> 2]; HEAP32[$102 + 16 >> 2] = HEAP32[$124 + 16 >> 2]; $$4165$ph = $$2163176; $136 = HEAP32[$3 >> 2] | 0 } else { $$4165$ph = $$2163176 + 1 | 0; $136 = $123 } if (($$4165$ph | 0) < ($136 | 0)) { $$2163176 = $$4165$ph; $123 = $136 } else { $$2 = $$3222; break L32 } } HEAP32[$3 >> 2] = -1; HEAP32[$0 + 980 >> 2] = 0; HEAP32[$0 + 1368 >> 2] = -1; $130 = HEAP32[$0 + 1412 + ($$2163176 * 20 | 0) + 16 >> 2] | 0; HEAP32[$0 + 1048 >> 2] = $130; HEAP32[$0 + 1052 >> 2] = ($130 | 0) != -1 & 1; $$2 = $spec$select + $104 | 0 } } while (0); return $$2 | 0 } function _codebook_decode_deinterleave_repeat($0, $1, $2, $3, $4, $5, $6, $7) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; $6 = $6 | 0; $7 = $7 | 0; var $$0100145 = 0, $$0102$lcssa = 0, $$0102144 = 0, $$0105133 = 0, $$0107143 = 0, $$0112132 = 0, $$0114$lcssa = 0, $$0114142 = 0, $$1103134 = 0, $$1111 = 0, $$1113137 = 0, $$1115131 = 0, $$2 = 0, $$3117136 = 0, $$3138 = 0, $$5 = 0, $$5119 = 0, $11 = 0, $12 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $20 = 0, $21 = 0, $22 = 0, $25 = 0, $28 = 0, $29 = 0, $34 = 0, $37 = 0, $38 = 0, $51 = 0, $58 = 0, $61 = 0, $62 = 0, $68 = 0, $70 = 0, $73 = 0, $74 = 0, $78 = 0, $85 = 0, $88 = 0, $89 = 0, $spec$select122 = 0, $spec$select123 = 0, $spec$select124 = 0, $spec$select125 = 0, label = 0; L1: do { if (!(HEAP8[$1 + 21 >> 0] | 0)) { _error($0, 21); $$2 = 0 } else { $11 = HEAP32[$5 >> 2] | 0; $12 = HEAP32[$4 >> 2] | 0; L4: do { if (($7 | 0) > 0) { $15 = $0 + 1384 | 0; $16 = $0 + 1380 | 0; $17 = $1 + 8 | 0; $18 = $1 + 23 | 0; $19 = $1 + 2092 | 0; $20 = Math_imul($6, $3) | 0; $21 = $1 + 22 | 0; $22 = $1 + 28 | 0; $$0100145 = $7; $$0102144 = $12; $$0107143 = HEAP32[$1 >> 2] | 0; $$0114142 = $11; while (1) { if ((HEAP32[$15 >> 2] | 0) < 10) _prep_huffman($0); $25 = HEAP32[$16 >> 2] | 0; $28 = HEAP16[$1 + 36 + (($25 & 1023) << 1) >> 1] | 0; $29 = $28 << 16 >> 16; if ($28 << 16 >> 16 > -1) { $34 = HEAPU8[(HEAP32[$17 >> 2] | 0) + $29 >> 0] | 0; HEAP32[$16 >> 2] = $25 >>> $34; $37 = (HEAP32[$15 >> 2] | 0) - $34 | 0; $38 = ($37 | 0) < 0; HEAP32[$15 >> 2] = $38 ? 0 : $37; $$1111 = $38 ? -1 : $29 } else $$1111 = _codebook_decode_scalar_raw($0, $1) | 0; if (HEAP8[$18 >> 0] | 0) if (($$1111 | 0) >= (HEAP32[$19 >> 2] | 0)) { label = 12; break } if (($$1111 | 0) < 0) break; $51 = Math_imul($$0114142, $3) | 0; $$0107143 = ($$0107143 + $51 + $$0102144 | 0) > ($20 | 0) ? $20 - $51 + $$0102144 | 0 : $$0107143; $58 = Math_imul(HEAP32[$1 >> 2] | 0, $$1111) | 0; $61 = ($$0107143 | 0) > 0; if (!(HEAP8[$21 >> 0] | 0)) if ($61) { $$1113137 = 0; $$3117136 = $$0114142; $$3138 = $$0102144; while (1) { $78 = HEAP32[$2 + ($$3138 << 2) >> 2] | 0; if ($78 | 0) { $85 = $78 + ($$3117136 << 2) | 0; HEAPF32[$85 >> 2] = +HEAPF32[$85 >> 2] + (+HEAPF32[(HEAP32[$22 >> 2] | 0) + ($$1113137 + $58 << 2) >> 2] + 0) } $88 = $$3138 + 1 | 0; $89 = ($88 | 0) == ($3 | 0); $spec$select124 = $$3117136 + ($89 & 1) | 0; $spec$select125 = $89 ? 0 : $88; $$1113137 = $$1113137 + 1 | 0; if (($$1113137 | 0) == ($$0107143 | 0)) { $$5 = $spec$select125; $$5119 = $spec$select124; break } else { $$3117136 = $spec$select124; $$3138 = $spec$select125 } } } else { $$5 = $$0102144; $$5119 = $$0114142 } else if ($61) { $62 = HEAP32[$22 >> 2] | 0; $$0105133 = 0; $$0112132 = 0; $$1103134 = $$0102144; $$1115131 = $$0114142; while (1) { $$0105133 = $$0105133 + +HEAPF32[$62 + ($$0112132 + $58 << 2) >> 2]; $68 = HEAP32[$2 + ($$1103134 << 2) >> 2] | 0; $70 = $68 + ($$1115131 << 2) | 0; if ($68 | 0) HEAPF32[$70 >> 2] = $$0105133 + +HEAPF32[$70 >> 2]; $73 = $$1103134 + 1 | 0; $74 = ($73 | 0) == ($3 | 0); $spec$select122 = $$1115131 + ($74 & 1) | 0; $spec$select123 = $74 ? 0 : $73; $$0112132 = $$0112132 + 1 | 0; if (($$0112132 | 0) == ($$0107143 | 0)) { $$5 = $spec$select123; $$5119 = $spec$select122; break } else { $$1103134 = $spec$select123; $$1115131 = $spec$select122 } } } else { $$5 = $$0102144; $$5119 = $$0114142 } $$0100145 = $$0100145 - $$0107143 | 0; if (($$0100145 | 0) <= 0) { $$0102$lcssa = $$5; $$0114$lcssa = $$5119; break L4 } else { $$0102144 = $$5; $$0114142 = $$5119 } } if ((label | 0) == 12) ___assert_fail(1303, 1076, 1824, 1339); if (!(HEAP8[$0 + 1364 >> 0] | 0)) if (HEAP32[$0 + 1372 >> 2] | 0) { $$2 = 0; break L1 } _error($0, 21); $$2 = 0; break L1 } else { $$0102$lcssa = $12; $$0114$lcssa = $11 } } while (0); HEAP32[$4 >> 2] = $$0102$lcssa; HEAP32[$5 >> 2] = $$0114$lcssa; $$2 = 1 } } while (0); return $$2 | 0 } function _is_whole_packet_present($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$068$lcssa = 0, $$06897 = 0, $$07296 = 0, $$079111 = 0, $$173 = 0, $$18092 = 0, $$2 = 0, $$274112 = 0, $$37593 = 0, $$4$lcssa = 0, $$47686 = 0, $$487 = 0, $$577 = 0, $11 = 0, $13 = 0, $15 = 0, $27 = 0, $28 = 0, $29 = 0, $3 = 0, $30 = 0, $48 = 0, $49 = 0, $5 = 0, $50 = 0, $51 = 0, $55 = 0, $57 = 0, $59 = 0, $8 = 0, label = 0; $3 = HEAP32[$0 + 1368 >> 2] | 0; $5 = HEAP32[$0 + 20 >> 2] | 0; do { if (($3 | 0) == -1) { $$079111 = 1; $$274112 = $5; label = 11 } else { $8 = HEAP32[$0 + 1104 >> 2] | 0; L3: do { if (($3 | 0) < ($8 | 0)) { $$06897 = $3; $$07296 = $5; while (1) { $11 = HEAP8[$0 + 1108 + $$06897 >> 0] | 0; $13 = $$07296 + ($11 & 255) | 0; if ($11 << 24 >> 24 != -1) { $$068$lcssa = $$06897; $$173 = $13; break L3 } $15 = $$06897 + 1 | 0; if (($15 | 0) < ($8 | 0)) { $$06897 = $15; $$07296 = $13 } else { $$068$lcssa = $15; $$173 = $13; break } } } else { $$068$lcssa = $3; $$173 = $5 } } while (0); if (($1 | 0) != 0 & ($$068$lcssa | 0) < ($8 + -1 | 0)) { _error($0, 21); $$2 = 0; break } if ($$173 >>> 0 > (HEAP32[$0 + 28 >> 2] | 0) >>> 0) { _error($0, 1); $$2 = 0; break } else if (($$068$lcssa | 0) == ($8 | 0) | ($$068$lcssa | 0) == -1) { $$079111 = 0; $$274112 = $$173; label = 11; break } else { $$2 = 1; break } } } while (0); L15: do { if ((label | 0) == 11) { $27 = HEAP32[$0 + 28 >> 2] | 0; $28 = $0 + 980 | 0; $29 = ($1 | 0) != 0; $$18092 = $$079111; $$37593 = $$274112; while (1) { $30 = $$37593 + 26 | 0; if ($30 >>> 0 >= $27 >>> 0) { label = 13; break } if (_memcmp($$37593, 1072, 4) | 0) { label = 15; break } if (HEAP8[$$37593 + 4 >> 0] | 0) { label = 17; break } if (!$$18092) { if (!(HEAP8[$$37593 + 5 >> 0] & 1)) { label = 23; break } } else if (HEAP32[$28 >> 2] | 0) if (HEAP8[$$37593 + 5 >> 0] & 1) { label = 21; break } $48 = HEAP8[$30 >> 0] | 0; $49 = $48 & 255; $50 = $$37593 + 27 | 0; $51 = $50 + $49 | 0; if ($51 >>> 0 > $27 >>> 0) { label = 25; break } L28: do { if (!($48 << 24 >> 24)) { $$4$lcssa = 0; $$577 = $51 } else { $$47686 = $51; $$487 = 0; while (1) { $55 = HEAP8[$50 + $$487 >> 0] | 0; $57 = $$47686 + ($55 & 255) | 0; if ($55 << 24 >> 24 != -1) { $$4$lcssa = $$487; $$577 = $57; break L28 } $59 = $$487 + 1 | 0; if ($59 >>> 0 < $49 >>> 0) { $$47686 = $57; $$487 = $59 } else { $$4$lcssa = $59; $$577 = $57; break } } } } while (0); if ($29 & ($$4$lcssa | 0) < ($49 + -1 | 0)) { label = 31; break } if ($$577 >>> 0 > $27 >>> 0) { label = 33; break } if (($$4$lcssa | 0) == ($49 | 0)) { $$18092 = 0; $$37593 = $$577 } else { $$2 = 1; break L15 } } if ((label | 0) == 13) { _error($0, 1); $$2 = 0; break } else if ((label | 0) == 15) { _error($0, 21); $$2 = 0; break } else if ((label | 0) == 17) { _error($0, 21); $$2 = 0; break } else if ((label | 0) == 21) { _error($0, 21); $$2 = 0; break } else if ((label | 0) == 23) { _error($0, 21); $$2 = 0; break } else if ((label | 0) == 25) { _error($0, 1); $$2 = 0; break } else if ((label | 0) == 31) { _error($0, 21); $$2 = 0; break } else if ((label | 0) == 33) { _error($0, 1); $$2 = 0; break } } } while (0); return $$2 | 0 } function _compute_sorted_huffman($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$07784 = 0, $$079$lcssa = 0, $$07983 = 0, $$081$lcssa = 0, $$08190 = 0, $$091 = 0, $$180 = 0, $$182 = 0, $$196 = 0, $$285 = 0, $$285$sink = 0, $$pre$phiZ2D = 0, $10 = 0, $18 = 0, $25 = 0, $28 = 0, $29 = 0, $3 = 0, $32 = 0, $34 = 0, $37 = 0, $40 = 0, $42 = 0, $44 = 0, $48 = 0, $51 = 0, $53 = 0, $54 = 0, $55 = 0, $56 = 0, $6 = 0, $61 = 0, $67 = 0, $68 = 0, $70 = 0, $71 = 0, $72 = 0, $75 = 0, $9 = 0, $91 = 0; $3 = $0 + 23 | 0; if (!(HEAP8[$3 >> 0] | 0)) { $6 = $0 + 4 | 0; if ((HEAP32[$6 >> 2] | 0) > 0) { $9 = $0 + 32 | 0; $10 = $0 + 2084 | 0; $$08190 = 0; $$091 = 0; while (1) { if (!(_include_in_sort($0, HEAP8[$1 + $$091 >> 0] | 0) | 0)) $$182 = $$08190; else { $18 = _bit_reverse(HEAP32[(HEAP32[$9 >> 2] | 0) + ($$091 << 2) >> 2] | 0) | 0; HEAP32[(HEAP32[$10 >> 2] | 0) + ($$08190 << 2) >> 2] = $18; $$182 = $$08190 + 1 | 0 } $$091 = $$091 + 1 | 0; if (($$091 | 0) >= (HEAP32[$6 >> 2] | 0)) { $$081$lcssa = $$182; break } else $$08190 = $$182 } } else $$081$lcssa = 0; $25 = $0 + 2092 | 0; if (($$081$lcssa | 0) == (HEAP32[$25 >> 2] | 0)) { $$pre$phiZ2D = $25; $44 = $$081$lcssa } else ___assert_fail(1647, 1076, 1150, 1670) } else { $28 = $0 + 2092 | 0; $29 = HEAP32[$28 >> 2] | 0; if (($29 | 0) > 0) { $32 = HEAP32[$0 + 32 >> 2] | 0; $34 = HEAP32[$0 + 2084 >> 2] | 0; $$196 = 0; do { $37 = _bit_reverse(HEAP32[$32 + ($$196 << 2) >> 2] | 0) | 0; HEAP32[$34 + ($$196 << 2) >> 2] = $37; $$196 = $$196 + 1 | 0; $40 = HEAP32[$28 >> 2] | 0 } while (($$196 | 0) < ($40 | 0)); $$pre$phiZ2D = $28; $44 = $40 } else { $$pre$phiZ2D = $28; $44 = $29 } } $42 = $0 + 2084 | 0; _qsort(HEAP32[$42 >> 2] | 0, $44, 4, 2); HEAP32[(HEAP32[$42 >> 2] | 0) + (HEAP32[$$pre$phiZ2D >> 2] << 2) >> 2] = -1; $48 = HEAP8[$3 >> 0] | 0; $51 = HEAP32[($48 << 24 >> 24 == 0 ? $0 + 4 | 0 : $$pre$phiZ2D) >> 2] | 0; L17: do { if (($51 | 0) > 0) { $53 = $0 + 32 | 0; $54 = $0 + 2088 | 0; $55 = $0 + 8 | 0; $$285 = 0; $56 = $48; L19: while (1) { if (!($56 << 24 >> 24)) $$285$sink = $$285; else $$285$sink = HEAP32[$2 + ($$285 << 2) >> 2] | 0; $61 = HEAP8[$1 + $$285$sink >> 0] | 0; do { if (_include_in_sort($0, $61) | 0) { $67 = _bit_reverse(HEAP32[(HEAP32[$53 >> 2] | 0) + ($$285 << 2) >> 2] | 0) | 0; $68 = HEAP32[$$pre$phiZ2D >> 2] | 0; $70 = HEAP32[$42 >> 2] | 0; if (($68 | 0) > 1) { $$07784 = $68; $$07983 = 0; while (1) { $71 = $$07784 >>> 1; $72 = $71 + $$07983 | 0; $75 = (HEAP32[$70 + ($72 << 2) >> 2] | 0) >>> 0 > $67 >>> 0; $$180 = $75 ? $$07983 : $72; $$07784 = $75 ? $71 : $$07784 - $71 | 0; if (($$07784 | 0) <= 1) { $$079$lcssa = $$180; break } else $$07983 = $$180 } } else $$079$lcssa = 0; if ((HEAP32[$70 + ($$079$lcssa << 2) >> 2] | 0) != ($67 | 0)) break L19; if (!(HEAP8[$3 >> 0] | 0)) { HEAP32[(HEAP32[$54 >> 2] | 0) + ($$079$lcssa << 2) >> 2] = $$285; break } else { HEAP32[(HEAP32[$54 >> 2] | 0) + ($$079$lcssa << 2) >> 2] = HEAP32[$2 + ($$285 << 2) >> 2]; HEAP8[(HEAP32[$55 >> 2] | 0) + $$079$lcssa >> 0] = $61; break } } } while (0); $91 = $$285 + 1 | 0; if (($91 | 0) >= ($51 | 0)) break L17; $$285 = $91; $56 = HEAP8[$3 >> 0] | 0 } ___assert_fail(1693, 1076, 1180, 1670) } } while (0); return } function _vorbis_deinit($0) { $0 = $0 | 0; var $$08294 = 0, $$099 = 0, $$190 = 0, $$286 = 0, $$385 = 0, $$484 = 0, $$lcssa = 0, $$lcssa83 = 0, $1 = 0, $10 = 0, $13 = 0, $2 = 0, $20 = 0, $29 = 0, $32 = 0, $35 = 0, $36 = 0, $38 = 0, $4 = 0, $42 = 0, $51 = 0, $55 = 0, $58 = 0, $62 = 0, $63 = 0, $65 = 0, $69 = 0, $7 = 0, $74 = 0, $75 = 0, $8 = 0, $9 = 0; $1 = $0 + 384 | 0; $2 = HEAP32[$1 >> 2] | 0; L1: do { if ($2 | 0) { $4 = $0 + 252 | 0; if ((HEAP32[$4 >> 2] | 0) > 0) { $7 = $0 + 112 | 0; $$099 = 0; $9 = $2; while (1) { $8 = $9 + ($$099 * 24 | 0) + 16 | 0; $10 = HEAP32[$8 >> 2] | 0; if ($10 | 0) { $13 = $9 + ($$099 * 24 | 0) + 13 | 0; if ((HEAP32[(HEAP32[$7 >> 2] | 0) + ((HEAPU8[$13 >> 0] | 0) * 2096 | 0) + 4 >> 2] | 0) > 0) { $$08294 = 0; $20 = $10; while (1) { _setup_free($0, HEAP32[$20 + ($$08294 << 2) >> 2] | 0); $$08294 = $$08294 + 1 | 0; $29 = HEAP32[$8 >> 2] | 0; if (($$08294 | 0) >= (HEAP32[(HEAP32[$7 >> 2] | 0) + ((HEAPU8[$13 >> 0] | 0) * 2096 | 0) + 4 >> 2] | 0)) { $$lcssa83 = $29; break } else $20 = $29 } } else $$lcssa83 = $10; _setup_free($0, $$lcssa83) } _setup_free($0, HEAP32[$9 + ($$099 * 24 | 0) + 20 >> 2] | 0); $32 = $$099 + 1 | 0; if (($32 | 0) >= (HEAP32[$4 >> 2] | 0)) break L1; $$099 = $32; $9 = HEAP32[$1 >> 2] | 0 } } } } while (0); $35 = $0 + 112 | 0; $36 = HEAP32[$35 >> 2] | 0; if ($36 | 0) { $38 = $0 + 108 | 0; if ((HEAP32[$38 >> 2] | 0) > 0) { $$190 = 0; $42 = $36; while (1) { _setup_free($0, HEAP32[$42 + ($$190 * 2096 | 0) + 8 >> 2] | 0); _setup_free($0, HEAP32[$42 + ($$190 * 2096 | 0) + 28 >> 2] | 0); _setup_free($0, HEAP32[$42 + ($$190 * 2096 | 0) + 32 >> 2] | 0); _setup_free($0, HEAP32[$42 + ($$190 * 2096 | 0) + 2084 >> 2] | 0); $51 = HEAP32[$42 + ($$190 * 2096 | 0) + 2088 >> 2] | 0; _setup_free($0, ($51 | 0) == 0 ? 0 : $51 + -4 | 0); $55 = $$190 + 1 | 0; if (($55 | 0) >= (HEAP32[$38 >> 2] | 0)) break; $$190 = $55; $42 = HEAP32[$35 >> 2] | 0 } $58 = HEAP32[$35 >> 2] | 0 } else $58 = $36; _setup_free($0, $58) } _setup_free($0, HEAP32[$0 + 248 >> 2] | 0); _setup_free($0, HEAP32[$1 >> 2] | 0); $62 = $0 + 392 | 0; $63 = HEAP32[$62 >> 2] | 0; if ($63 | 0) { $65 = $0 + 388 | 0; if ((HEAP32[$65 >> 2] | 0) > 0) { $$286 = 0; $69 = $63; while (1) { _setup_free($0, HEAP32[$69 + ($$286 * 40 | 0) + 4 >> 2] | 0); $$286 = $$286 + 1 | 0; $74 = HEAP32[$62 >> 2] | 0; if (($$286 | 0) >= (HEAP32[$65 >> 2] | 0)) { $$lcssa = $74; break } else $69 = $74 } } else $$lcssa = $63; _setup_free($0, $$lcssa) } $75 = $0 + 4 | 0; if ((HEAP32[$75 >> 2] | 0) > 0) { $$385 = 0; do { _setup_free($0, HEAP32[$0 + 788 + ($$385 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 916 + ($$385 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 984 + ($$385 << 2) >> 2] | 0); $$385 = $$385 + 1 | 0 } while ($$385 >>> 0 < 16 ? ($$385 | 0) < (HEAP32[$75 >> 2] | 0) : 0) } $$484 = 0; do { _setup_free($0, HEAP32[$0 + 1056 + ($$484 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 1064 + ($$484 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 1072 + ($$484 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 1080 + ($$484 << 2) >> 2] | 0); _setup_free($0, HEAP32[$0 + 1088 + ($$484 << 2) >> 2] | 0); $$484 = $$484 + 1 | 0 } while (($$484 | 0) != 2); return } function _compute_codewords($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$06981 = 0, $$07286 = 0, $$074$lcssa = 0, $$07491 = 0, $$07589 = 0, $$083 = 0, $$173$ph = 0, $$17685 = 0, $$17687 = 0, $$2 = 0, $15 = 0, $18 = 0, $20 = 0, $27 = 0, $28 = 0, $30 = 0, $32 = 0, $33 = 0, $39 = 0, $4 = 0, $40 = 0, $41 = 0, $45 = 0, $9 = 0, dest = 0, label = 0, sp = 0, stop = 0; sp = STACKTOP; STACKTOP = STACKTOP + 128 | 0; $4 = sp; dest = $4; stop = dest + 128 | 0; do { HEAP32[dest >> 2] = 0; dest = dest + 4 | 0 } while ((dest | 0) < (stop | 0)); L1: do { if (($2 | 0) > 0) { $$07491 = 0; while (1) { if ((HEAP8[$1 + $$07491 >> 0] | 0) != -1) { $$074$lcssa = $$07491; break L1 } $9 = $$07491 + 1 | 0; if (($9 | 0) < ($2 | 0)) $$07491 = $9; else { $$074$lcssa = $9; break } } } else $$074$lcssa = 0 } while (0); L7: do { if (($$074$lcssa | 0) == ($2 | 0)) if (!(HEAP32[$0 + 2092 >> 2] | 0)) $$2 = 1; else ___assert_fail(1544, 1076, 1053, 1567); else { $15 = $1 + $$074$lcssa | 0; _add_entry($0, 0, $$074$lcssa, 0, HEAPU8[$15 >> 0] | 0, $3); $18 = HEAP8[$15 >> 0] | 0; if ($18 << 24 >> 24) { $20 = $18 & 255; $$07589 = 1; while (1) { HEAP32[$4 + ($$07589 << 2) >> 2] = 1 << 32 - $$07589; if ($$07589 >>> 0 < $20 >>> 0) $$07589 = $$07589 + 1 | 0; else break } } $$17685 = $$074$lcssa + 1 | 0; if (($$17685 | 0) < ($2 | 0)) { $$07286 = 1; $$17687 = $$17685; L17: while (1) { $27 = $1 + $$17687 | 0; $28 = HEAP8[$27 >> 0] | 0; if ($28 << 24 >> 24 == -1) $$173$ph = $$07286; else { $30 = $28 & 255; if (!($28 << 24 >> 24)) { $$2 = 0; break L7 } $$06981 = $30; while (1) { $32 = $4 + ($$06981 << 2) | 0; $33 = HEAP32[$32 >> 2] | 0; if ($33 | 0) break; if (($$06981 | 0) > 1) $$06981 = $$06981 + -1 | 0; else { $$2 = 0; break L7 } } if ($$06981 >>> 0 >= 32) { label = 19; break } HEAP32[$32 >> 2] = 0; $39 = $$07286 + 1 | 0; _add_entry($0, _bit_reverse($33) | 0, $$17687, $$07286, $30, $3); $40 = HEAP8[$27 >> 0] | 0; $41 = $40 & 255; if (($$06981 | 0) == ($41 | 0)) $$173$ph = $39; else { if (($40 & 255) >= 32) { label = 22; break } if (($$06981 | 0) < ($41 | 0)) { $$083 = $41; while (1) { $45 = $4 + ($$083 << 2) | 0; if (HEAP32[$45 >> 2] | 0) { label = 26; break L17 } HEAP32[$45 >> 2] = (1 << 32 - $$083) + $33; $$083 = $$083 + -1 | 0; if (($$083 | 0) <= ($$06981 | 0)) { $$173$ph = $39; break } } } else $$173$ph = $39 } } $$17687 = $$17687 + 1 | 0; if (($$17687 | 0) >= ($2 | 0)) { $$2 = 1; break L7 } else $$07286 = $$173$ph } if ((label | 0) == 19) ___assert_fail(1585, 1076, 1076, 1567); else if ((label | 0) == 22) ___assert_fail(1602, 1076, 1081, 1567); else if ((label | 0) == 26) ___assert_fail(1629, 1076, 1083, 1567) } else $$2 = 1 } } while (0); STACKTOP = sp; return $$2 | 0 } function _imdct_step3_iter0_loop($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$0100 = 0, $$09499 = 0, $$09598 = 0, $$09697 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $18 = 0, $24 = 0, $33 = 0, $34 = 0, $35 = 0, $36 = 0, $37 = 0, $38 = 0, $39 = 0, $40 = 0, $41 = 0, $43 = 0, $49 = 0, $5 = 0, $58 = 0, $59 = 0, $60 = 0, $61 = 0, $62 = 0, $63 = 0, $64 = 0, $65 = 0, $66 = 0, $68 = 0, $74 = 0, $83 = 0, $84 = 0, $85 = 0, $86 = 0, $87 = 0, $88 = 0, $89 = 0, $90 = 0, $91 = 0, $93 = 0, $99 = 0; $5 = $1 + ($2 << 2) | 0; if ($0 & 3 | 0) ___assert_fail(1419, 1076, 2400, 1432); if (($0 | 0) > 3) { $$0100 = $4; $$09499 = $5; $$09598 = $0 >>> 2; $$09697 = $5 + ($3 << 2) | 0; while (1) { $11 = +HEAPF32[$$09499 >> 2]; $12 = +HEAPF32[$$09697 >> 2]; $13 = $11 - $12; $14 = $$09499 + -4 | 0; $15 = +HEAPF32[$14 >> 2]; $16 = $$09697 + -4 | 0; $18 = $15 - +HEAPF32[$16 >> 2]; HEAPF32[$$09499 >> 2] = $11 + $12; HEAPF32[$14 >> 2] = $15 + +HEAPF32[$16 >> 2]; $24 = $$0100 + 4 | 0; HEAPF32[$$09697 >> 2] = $13 * +HEAPF32[$$0100 >> 2] - $18 * +HEAPF32[$24 >> 2]; HEAPF32[$16 >> 2] = $18 * +HEAPF32[$$0100 >> 2] + $13 * +HEAPF32[$24 >> 2]; $33 = $$0100 + 32 | 0; $34 = $$09499 + -8 | 0; $35 = +HEAPF32[$34 >> 2]; $36 = $$09697 + -8 | 0; $37 = +HEAPF32[$36 >> 2]; $38 = $35 - $37; $39 = $$09499 + -12 | 0; $40 = +HEAPF32[$39 >> 2]; $41 = $$09697 + -12 | 0; $43 = $40 - +HEAPF32[$41 >> 2]; HEAPF32[$34 >> 2] = $35 + $37; HEAPF32[$39 >> 2] = $40 + +HEAPF32[$41 >> 2]; $49 = $$0100 + 36 | 0; HEAPF32[$36 >> 2] = $38 * +HEAPF32[$33 >> 2] - $43 * +HEAPF32[$49 >> 2]; HEAPF32[$41 >> 2] = $43 * +HEAPF32[$33 >> 2] + $38 * +HEAPF32[$49 >> 2]; $58 = $$0100 + 64 | 0; $59 = $$09499 + -16 | 0; $60 = +HEAPF32[$59 >> 2]; $61 = $$09697 + -16 | 0; $62 = +HEAPF32[$61 >> 2]; $63 = $60 - $62; $64 = $$09499 + -20 | 0; $65 = +HEAPF32[$64 >> 2]; $66 = $$09697 + -20 | 0; $68 = $65 - +HEAPF32[$66 >> 2]; HEAPF32[$59 >> 2] = $60 + $62; HEAPF32[$64 >> 2] = $65 + +HEAPF32[$66 >> 2]; $74 = $$0100 + 68 | 0; HEAPF32[$61 >> 2] = $63 * +HEAPF32[$58 >> 2] - $68 * +HEAPF32[$74 >> 2]; HEAPF32[$66 >> 2] = $68 * +HEAPF32[$58 >> 2] + $63 * +HEAPF32[$74 >> 2]; $83 = $$0100 + 96 | 0; $84 = $$09499 + -24 | 0; $85 = +HEAPF32[$84 >> 2]; $86 = $$09697 + -24 | 0; $87 = +HEAPF32[$86 >> 2]; $88 = $85 - $87; $89 = $$09499 + -28 | 0; $90 = +HEAPF32[$89 >> 2]; $91 = $$09697 + -28 | 0; $93 = $90 - +HEAPF32[$91 >> 2]; HEAPF32[$84 >> 2] = $85 + $87; HEAPF32[$89 >> 2] = $90 + +HEAPF32[$91 >> 2]; $99 = $$0100 + 100 | 0; HEAPF32[$86 >> 2] = $88 * +HEAPF32[$83 >> 2] - $93 * +HEAPF32[$99 >> 2]; HEAPF32[$91 >> 2] = $93 * +HEAPF32[$83 >> 2] + $88 * +HEAPF32[$99 >> 2]; if (($$09598 | 0) > 1) { $$0100 = $$0100 + 128 | 0; $$09499 = $$09499 + -32 | 0; $$09598 = $$09598 + -1 | 0; $$09697 = $$09697 + -32 | 0 } else break } } return } function _imdct_step3_inner_r_loop($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$0103 = 0, $$097102 = 0, $$098101 = 0, $$099100 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $17 = 0, $23 = 0, $32 = 0, $33 = 0, $34 = 0, $35 = 0, $36 = 0, $37 = 0, $38 = 0, $39 = 0, $40 = 0, $42 = 0, $48 = 0, $57 = 0, $58 = 0, $59 = 0, $6 = 0, $60 = 0, $61 = 0, $62 = 0, $63 = 0, $64 = 0, $65 = 0, $67 = 0, $73 = 0, $82 = 0, $83 = 0, $84 = 0, $85 = 0, $86 = 0, $87 = 0, $88 = 0, $89 = 0, $90 = 0, $92 = 0, $98 = 0; $6 = $1 + ($2 << 2) | 0; if (($0 | 0) > 3) { $$0103 = $6 + ($3 << 2) | 0; $$097102 = $6; $$098101 = $4; $$099100 = $0 >>> 2; while (1) { $10 = +HEAPF32[$$097102 >> 2]; $11 = +HEAPF32[$$0103 >> 2]; $12 = $10 - $11; $13 = $$097102 + -4 | 0; $14 = +HEAPF32[$13 >> 2]; $15 = $$0103 + -4 | 0; $17 = $14 - +HEAPF32[$15 >> 2]; HEAPF32[$$097102 >> 2] = $10 + $11; HEAPF32[$13 >> 2] = $14 + +HEAPF32[$15 >> 2]; $23 = $$098101 + 4 | 0; HEAPF32[$$0103 >> 2] = $12 * +HEAPF32[$$098101 >> 2] - $17 * +HEAPF32[$23 >> 2]; HEAPF32[$15 >> 2] = $17 * +HEAPF32[$$098101 >> 2] + $12 * +HEAPF32[$23 >> 2]; $32 = $$098101 + ($5 << 2) | 0; $33 = $$097102 + -8 | 0; $34 = +HEAPF32[$33 >> 2]; $35 = $$0103 + -8 | 0; $36 = +HEAPF32[$35 >> 2]; $37 = $34 - $36; $38 = $$097102 + -12 | 0; $39 = +HEAPF32[$38 >> 2]; $40 = $$0103 + -12 | 0; $42 = $39 - +HEAPF32[$40 >> 2]; HEAPF32[$33 >> 2] = $34 + $36; HEAPF32[$38 >> 2] = $39 + +HEAPF32[$40 >> 2]; $48 = $32 + 4 | 0; HEAPF32[$35 >> 2] = $37 * +HEAPF32[$32 >> 2] - $42 * +HEAPF32[$48 >> 2]; HEAPF32[$40 >> 2] = $42 * +HEAPF32[$32 >> 2] + $37 * +HEAPF32[$48 >> 2]; $57 = $32 + ($5 << 2) | 0; $58 = $$097102 + -16 | 0; $59 = +HEAPF32[$58 >> 2]; $60 = $$0103 + -16 | 0; $61 = +HEAPF32[$60 >> 2]; $62 = $59 - $61; $63 = $$097102 + -20 | 0; $64 = +HEAPF32[$63 >> 2]; $65 = $$0103 + -20 | 0; $67 = $64 - +HEAPF32[$65 >> 2]; HEAPF32[$58 >> 2] = $59 + $61; HEAPF32[$63 >> 2] = $64 + +HEAPF32[$65 >> 2]; $73 = $57 + 4 | 0; HEAPF32[$60 >> 2] = $62 * +HEAPF32[$57 >> 2] - $67 * +HEAPF32[$73 >> 2]; HEAPF32[$65 >> 2] = $67 * +HEAPF32[$57 >> 2] + $62 * +HEAPF32[$73 >> 2]; $82 = $57 + ($5 << 2) | 0; $83 = $$097102 + -24 | 0; $84 = +HEAPF32[$83 >> 2]; $85 = $$0103 + -24 | 0; $86 = +HEAPF32[$85 >> 2]; $87 = $84 - $86; $88 = $$097102 + -28 | 0; $89 = +HEAPF32[$88 >> 2]; $90 = $$0103 + -28 | 0; $92 = $89 - +HEAPF32[$90 >> 2]; HEAPF32[$83 >> 2] = $84 + $86; HEAPF32[$88 >> 2] = $89 + +HEAPF32[$90 >> 2]; $98 = $82 + 4 | 0; HEAPF32[$85 >> 2] = $87 * +HEAPF32[$82 >> 2] - $92 * +HEAPF32[$98 >> 2]; HEAPF32[$90 >> 2] = $92 * +HEAPF32[$82 >> 2] + $87 * +HEAPF32[$98 >> 2]; if (($$099100 | 0) > 1) { $$0103 = $$0103 + -32 | 0; $$097102 = $$097102 + -32 | 0; $$098101 = $82 + ($5 << 2) | 0; $$099100 = $$099100 + -1 | 0 } else break } } return } function _imdct_step3_inner_s_loop($0, $1, $2, $3, $4, $5, $6) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; $6 = $6 | 0; var $$0129132 = 0, $$0130131 = 0, $$0133 = 0, $11 = 0, $14 = 0, $15 = 0, $17 = 0, $20 = 0, $21 = 0, $23 = 0, $26 = 0, $27 = 0, $30 = 0, $31 = 0, $32 = 0, $33 = 0, $34 = 0, $35 = 0, $36 = 0, $38 = 0, $48 = 0, $49 = 0, $50 = 0, $51 = 0, $52 = 0, $53 = 0, $54 = 0, $55 = 0, $57 = 0, $67 = 0, $68 = 0, $69 = 0, $7 = 0, $70 = 0, $71 = 0, $72 = 0, $73 = 0, $74 = 0, $76 = 0, $86 = 0, $87 = 0, $88 = 0, $89 = 0, $9 = 0, $90 = 0, $91 = 0, $92 = 0, $93 = 0, $95 = 0; $7 = +HEAPF32[$4 >> 2]; $9 = +HEAPF32[$4 + 4 >> 2]; $11 = +HEAPF32[$4 + ($5 << 2) >> 2]; $14 = +HEAPF32[$4 + ($5 + 1 << 2) >> 2]; $15 = $5 << 1; $17 = +HEAPF32[$4 + ($15 << 2) >> 2]; $20 = +HEAPF32[$4 + (($15 | 1) << 2) >> 2]; $21 = $5 * 3 | 0; $23 = +HEAPF32[$4 + ($21 << 2) >> 2]; $26 = +HEAPF32[$4 + ($21 + 1 << 2) >> 2]; $27 = $1 + ($2 << 2) | 0; if (($0 | 0) > 0) { $30 = 0 - $6 | 0; $$0129132 = $27; $$0130131 = $0; $$0133 = $27 + ($3 << 2) | 0; while (1) { $31 = +HEAPF32[$$0129132 >> 2]; $32 = +HEAPF32[$$0133 >> 2]; $33 = $31 - $32; $34 = $$0129132 + -4 | 0; $35 = +HEAPF32[$34 >> 2]; $36 = $$0133 + -4 | 0; $38 = $35 - +HEAPF32[$36 >> 2]; HEAPF32[$$0129132 >> 2] = $31 + $32; HEAPF32[$34 >> 2] = $35 + +HEAPF32[$36 >> 2]; HEAPF32[$$0133 >> 2] = $7 * $33 - $9 * $38; HEAPF32[$36 >> 2] = $9 * $33 + $7 * $38; $48 = $$0129132 + -8 | 0; $49 = +HEAPF32[$48 >> 2]; $50 = $$0133 + -8 | 0; $51 = +HEAPF32[$50 >> 2]; $52 = $49 - $51; $53 = $$0129132 + -12 | 0; $54 = +HEAPF32[$53 >> 2]; $55 = $$0133 + -12 | 0; $57 = $54 - +HEAPF32[$55 >> 2]; HEAPF32[$48 >> 2] = $49 + $51; HEAPF32[$53 >> 2] = $54 + +HEAPF32[$55 >> 2]; HEAPF32[$50 >> 2] = $11 * $52 - $14 * $57; HEAPF32[$55 >> 2] = $14 * $52 + $11 * $57; $67 = $$0129132 + -16 | 0; $68 = +HEAPF32[$67 >> 2]; $69 = $$0133 + -16 | 0; $70 = +HEAPF32[$69 >> 2]; $71 = $68 - $70; $72 = $$0129132 + -20 | 0; $73 = +HEAPF32[$72 >> 2]; $74 = $$0133 + -20 | 0; $76 = $73 - +HEAPF32[$74 >> 2]; HEAPF32[$67 >> 2] = $68 + $70; HEAPF32[$72 >> 2] = $73 + +HEAPF32[$74 >> 2]; HEAPF32[$69 >> 2] = $17 * $71 - $20 * $76; HEAPF32[$74 >> 2] = $20 * $71 + $17 * $76; $86 = $$0129132 + -24 | 0; $87 = +HEAPF32[$86 >> 2]; $88 = $$0133 + -24 | 0; $89 = +HEAPF32[$88 >> 2]; $90 = $87 - $89; $91 = $$0129132 + -28 | 0; $92 = +HEAPF32[$91 >> 2]; $93 = $$0133 + -28 | 0; $95 = $92 - +HEAPF32[$93 >> 2]; HEAPF32[$86 >> 2] = $87 + $89; HEAPF32[$91 >> 2] = $92 + +HEAPF32[$93 >> 2]; HEAPF32[$88 >> 2] = $23 * $90 - $26 * $95; HEAPF32[$93 >> 2] = $26 * $90 + $23 * $95; if (($$0130131 | 0) > 1) { $$0129132 = $$0129132 + ($30 << 2) | 0; $$0130131 = $$0130131 + -1 | 0; $$0133 = $$0133 + ($30 << 2) | 0 } else break } } return } function _qsort($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$0 = 0, $$067$lcssa = 0, $$06772 = 0, $$068$lcssa = 0, $$06871 = 0, $$1 = 0, $$169 = 0, $$169$be = 0, $$2 = 0, $$2$be = 0, $$be = 0, $12 = 0, $15 = 0, $15$phi = 0, $16 = 0, $17 = 0, $22 = 0, $24 = 0, $26 = 0, $29 = 0, $37 = 0, $38 = 0, $4 = 0, $40 = 0, $42 = 0, $47 = 0, $49 = 0, $5 = 0, $59 = 0, $6 = 0, $60 = 0, $61 = 0, $7 = 0, label = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 208 | 0; $4 = sp; $5 = sp + 192 | 0; $6 = Math_imul($2, $1) | 0; $7 = $5; HEAP32[$7 >> 2] = 1; HEAP32[$7 + 4 >> 2] = 0; L1: do { if ($6 | 0) { $12 = 0 - $2 | 0; HEAP32[$4 + 4 >> 2] = $2; HEAP32[$4 >> 2] = $2; $$0 = 2; $15 = $2; $17 = $2; while (1) { $16 = $15 + $2 + $17 | 0; HEAP32[$4 + ($$0 << 2) >> 2] = $16; if ($16 >>> 0 < $6 >>> 0) { $15$phi = $17; $$0 = $$0 + 1 | 0; $17 = $16; $15 = $15$phi } else break } $22 = $0 + $6 + $12 | 0; if ($22 >>> 0 > $0 >>> 0) { $24 = $22; $$06772 = 1; $$06871 = $0; $26 = 1; while (1) { do { if (($26 & 3 | 0) == 3) { _sift($$06871, $2, $3, $$06772, $4); _shr($5, 2); $$1 = $$06772 + 2 | 0 } else { $29 = $$06772 + -1 | 0; if ((HEAP32[$4 + ($29 << 2) >> 2] | 0) >>> 0 < ($24 - $$06871 | 0) >>> 0) _sift($$06871, $2, $3, $$06772, $4); else _trinkle($$06871, $2, $3, $5, $$06772, 0, $4); if (($$06772 | 0) == 1) { _shl($5, 1); $$1 = 0; break } else { _shl($5, $29); $$1 = 1; break } } } while (0); $37 = HEAP32[$5 >> 2] | 1; HEAP32[$5 >> 2] = $37; $38 = $$06871 + $2 | 0; if ($38 >>> 0 < $22 >>> 0) { $$06772 = $$1; $$06871 = $38; $26 = $37 } else { $$067$lcssa = $$1; $$068$lcssa = $38; $61 = $37; break } } } else { $$067$lcssa = 1; $$068$lcssa = $0; $61 = 1 } _trinkle($$068$lcssa, $2, $3, $5, $$067$lcssa, 0, $4); $40 = $5 + 4 | 0; $$169 = $$068$lcssa; $$2 = $$067$lcssa; $42 = $61; while (1) { if (($$2 | 0) == 1 & ($42 | 0) == 1) if (!(HEAP32[$40 >> 2] | 0)) break L1; else label = 19; else if (($$2 | 0) < 2) label = 19; else { _shl($5, 2); $49 = $$2 + -2 | 0; HEAP32[$5 >> 2] = HEAP32[$5 >> 2] ^ 7; _shr($5, 1); _trinkle($$169 + (0 - (HEAP32[$4 + ($49 << 2) >> 2] | 0)) + $12 | 0, $2, $3, $5, $$2 + -1 | 0, 1, $4); _shl($5, 1); $59 = HEAP32[$5 >> 2] | 1; HEAP32[$5 >> 2] = $59; $60 = $$169 + $12 | 0; _trinkle($60, $2, $3, $5, $49, 1, $4); $$169$be = $60; $$2$be = $49; $$be = $59 } if ((label | 0) == 19) { label = 0; $47 = _pntz($5) | 0; _shr($5, $47); $$169$be = $$169 + $12 | 0; $$2$be = $47 + $$2 | 0; $$be = HEAP32[$5 >> 2] | 0 } $$169 = $$169$be; $$2 = $$2$be; $42 = $$be } } } while (0); STACKTOP = sp; return } function _trinkle($0, $1, $2, $3, $4, $5, $6) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; $6 = $6 | 0; var $$0$lcssa = 0, $$045$lcssa = 0, $$04551 = 0, $$0455780 = 0, $$046$lcssa = 0, $$04653 = 0, $$0465681 = 0, $$047$lcssa = 0, $$0475582 = 0, $$049 = 0, $$05879 = 0, $$05879$phi = 0, $11 = 0, $12 = 0, $16 = 0, $20 = 0, $24 = 0, $27 = 0, $28 = 0, $35 = 0, $37 = 0, $38 = 0, $47 = 0, $7 = 0, $8 = 0, $9 = 0, label = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 240 | 0; $7 = sp + 232 | 0; $8 = sp; $9 = HEAP32[$3 >> 2] | 0; HEAP32[$7 >> 2] = $9; $11 = HEAP32[$3 + 4 >> 2] | 0; $12 = $7 + 4 | 0; HEAP32[$12 >> 2] = $11; HEAP32[$8 >> 2] = $0; L1: do { if (($9 | 0) != 1 | ($11 | 0) != 0) { $16 = 0 - $1 | 0; $20 = $0 + (0 - (HEAP32[$6 + ($4 << 2) >> 2] | 0)) | 0; if ((FUNCTION_TABLE_iii[$2 & 3]($20, $0) | 0) < 1) { $$0$lcssa = $0; $$045$lcssa = 1; $$046$lcssa = $4; $$047$lcssa = $5; label = 9 } else { $$0455780 = 1; $$0465681 = $4; $$0475582 = ($5 | 0) == 0; $$05879 = $0; $28 = $20; while (1) { if ($$0475582 & ($$0465681 | 0) > 1) { $24 = $$05879 + $16 | 0; $27 = HEAP32[$6 + ($$0465681 + -2 << 2) >> 2] | 0; if ((FUNCTION_TABLE_iii[$2 & 3]($24, $28) | 0) > -1) { $$04551 = $$0455780; $$04653 = $$0465681; $$049 = $$05879; label = 10; break L1 } if ((FUNCTION_TABLE_iii[$2 & 3]($24 + (0 - $27) | 0, $28) | 0) > -1) { $$04551 = $$0455780; $$04653 = $$0465681; $$049 = $$05879; label = 10; break L1 } } $35 = $$0455780 + 1 | 0; HEAP32[$8 + ($$0455780 << 2) >> 2] = $28; $37 = _pntz($7) | 0; _shr($7, $37); $38 = $37 + $$0465681 | 0; if (!((HEAP32[$7 >> 2] | 0) != 1 | (HEAP32[$12 >> 2] | 0) != 0)) { $$04551 = $35; $$04653 = $38; $$049 = $28; label = 10; break L1 } $47 = $28 + (0 - (HEAP32[$6 + ($38 << 2) >> 2] | 0)) | 0; if ((FUNCTION_TABLE_iii[$2 & 3]($47, HEAP32[$8 >> 2] | 0) | 0) < 1) { $$0$lcssa = $28; $$045$lcssa = $35; $$046$lcssa = $38; $$047$lcssa = 0; label = 9; break } else { $$05879$phi = $28; $$0455780 = $35; $$0465681 = $38; $$0475582 = 1; $28 = $47; $$05879 = $$05879$phi } } } } else { $$0$lcssa = $0; $$045$lcssa = 1; $$046$lcssa = $4; $$047$lcssa = $5; label = 9 } } while (0); if ((label | 0) == 9) if (!$$047$lcssa) { $$04551 = $$045$lcssa; $$04653 = $$046$lcssa; $$049 = $$0$lcssa; label = 10 } if ((label | 0) == 10) { _cycle($1, $8, $$04551); _sift($$049, $1, $2, $$04653, $6) } STACKTOP = sp; return } function _codebook_decode_scalar_raw($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0 = 0, $$06574 = 0, $$06677 = 0, $$068$lcssa = 0, $$06876 = 0, $$1 = 0, $$169 = 0, $$2 = 0, $14 = 0, $15 = 0, $16 = 0, $18 = 0, $21 = 0, $22 = 0, $23 = 0, $26 = 0, $3 = 0, $4 = 0, $40 = 0, $41 = 0, $42 = 0, $51 = 0, $52 = 0, $54 = 0, $55 = 0, $59 = 0, $64 = 0, $65 = 0, $72 = 0, $9 = 0, $storemerge = 0, label = 0; _prep_huffman($0); $3 = HEAP32[$1 + 32 >> 2] | 0; $4 = ($3 | 0) == 0; if ($4) if (!(HEAP32[$1 + 2084 >> 2] | 0)) $$1 = -1; else label = 3; else label = 3; L3: do { if ((label | 0) == 3) { $9 = HEAP32[$1 + 4 >> 2] | 0; if (($9 | 0) > 8) { if (HEAP32[$1 + 2084 >> 2] | 0) label = 6 } else if ($4) label = 6; if ((label | 0) == 6) { $14 = $0 + 1380 | 0; $15 = HEAP32[$14 >> 2] | 0; $16 = _bit_reverse($15) | 0; $18 = HEAP32[$1 + 2092 >> 2] | 0; if (($18 | 0) > 1) { $21 = HEAP32[$1 + 2084 >> 2] | 0; $$06677 = $18; $$06876 = 0; while (1) { $22 = $$06677 >>> 1; $23 = $22 + $$06876 | 0; $26 = (HEAP32[$21 + ($23 << 2) >> 2] | 0) >>> 0 > $16 >>> 0; $$169 = $26 ? $$06876 : $23; $$06677 = $26 ? $22 : $$06677 - $22 | 0; if (($$06677 | 0) <= 1) { $$068$lcssa = $$169; break } else $$06876 = $$169 } } else $$068$lcssa = 0; if (!(HEAP8[$1 + 23 >> 0] | 0)) $$2 = HEAP32[(HEAP32[$1 + 2088 >> 2] | 0) + ($$068$lcssa << 2) >> 2] | 0; else $$2 = $$068$lcssa; $40 = HEAPU8[(HEAP32[$1 + 8 >> 2] | 0) + $$2 >> 0] | 0; $41 = $0 + 1384 | 0; $42 = HEAP32[$41 >> 2] | 0; if (($42 | 0) < ($40 | 0)) { $$0 = -1; $storemerge = 0 } else { HEAP32[$14 >> 2] = $15 >>> $40; $$0 = $$2; $storemerge = $42 - $40 | 0 } HEAP32[$41 >> 2] = $storemerge; $$1 = $$0; break } if (HEAP8[$1 + 23 >> 0] | 0) ___assert_fail(1265, 1076, 1642, 1276); L25: do { if (($9 | 0) > 0) { $51 = HEAP32[$1 + 8 >> 2] | 0; $52 = $0 + 1380 | 0; $$06574 = 0; while (1) { $54 = HEAP8[$51 + $$06574 >> 0] | 0; $55 = $54 & 255; if ($54 << 24 >> 24 != -1) { $59 = HEAP32[$52 >> 2] | 0; if ((HEAP32[$3 + ($$06574 << 2) >> 2] | 0) == ($59 & (1 << $55) + -1 | 0)) break } $72 = $$06574 + 1 | 0; if (($72 | 0) < ($9 | 0)) $$06574 = $72; else break L25 } $64 = $0 + 1384 | 0; $65 = HEAP32[$64 >> 2] | 0; if (($65 | 0) < ($55 | 0)) { HEAP32[$64 >> 2] = 0; $$1 = -1; break L3 } else { HEAP32[$52 >> 2] = $59 >>> $55; HEAP32[$64 >> 2] = $65 - (HEAPU8[$51 + $$06574 >> 0] | 0); $$1 = $$06574; break L3 } } } while (0); _error($0, 21); HEAP32[$0 + 1384 >> 2] = 0; $$1 = -1 } } while (0); return $$1 | 0 } function _vorbis_decode_initial($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$0 = 0, $$06271 = 0, $$06272 = 0, $$06469 = 0, $$06470 = 0, $11 = 0, $30 = 0, $34 = 0, $38 = 0, $42 = 0, $45 = 0, $46 = 0, $47 = 0, $48 = 0, $49 = 0, $57 = 0, $58 = 0, $59 = 0, $66 = 0, $67 = 0, $68 = 0, $8 = 0, $phitmp67 = 0, $storemerge = 0, $storemerge65 = 0, label = 0; HEAP32[$0 + 1496 >> 2] = 0; HEAP32[$0 + 1492 >> 2] = 0; $8 = $0 + 84 | 0; L1: do { if (!(HEAP32[$8 >> 2] | 0)) { $11 = $0 + 36 | 0; while (1) { if (!(_maybe_start_packet($0) | 0)) { $$0 = 0; break L1 } if (!(_get_bits($0, 1) | 0)) break; if (HEAP8[$11 >> 0] | 0) { label = 7; break } do { } while ((_get8_packet($0) | 0) != -1); if (HEAP32[$8 >> 2] | 0) { $$0 = 0; break L1 } } if ((label | 0) == 7) { _error($0, 35); $$0 = 0; break } if (HEAP32[$0 + 68 >> 2] | 0) if ((HEAP32[$0 + 72 >> 2] | 0) != (HEAP32[$0 + 80 >> 2] | 0)) ___assert_fail(1091, 1076, 3130, 1147); $30 = $0 + 396 | 0; $34 = _get_bits($0, _ilog((HEAP32[$30 >> 2] | 0) + -1 | 0) | 0) | 0; if (($34 | 0) == -1) $$0 = 0; else if (($34 | 0) < (HEAP32[$30 >> 2] | 0)) { HEAP32[$5 >> 2] = $34; $38 = $0 + 400 + ($34 * 6 | 0) | 0; if (!(HEAP8[$38 >> 0] | 0)) { $42 = HEAP32[$0 + 100 >> 2] | 0; $$06272 = 0; $$06470 = $42; $67 = $42 >> 1; $68 = 1; label = 19 } else { $45 = HEAP32[$0 + 104 >> 2] | 0; $46 = _get_bits($0, 1) | 0; $47 = _get_bits($0, 1) | 0; $phitmp67 = (HEAP8[$38 >> 0] | 0) == 0; $48 = $45 >> 1; if (($46 | 0) != 0 | $phitmp67) { $$06272 = $47; $$06470 = $45; $67 = $48; $68 = $phitmp67; label = 19 } else { $49 = $0 + 100 | 0; HEAP32[$1 >> 2] = $45 - (HEAP32[$49 >> 2] | 0) >> 2; $$06271 = $47; $$06469 = $45; $57 = $phitmp67; $66 = $48; $storemerge = (HEAP32[$49 >> 2] | 0) + $45 >> 2 } } if ((label | 0) == 19) { HEAP32[$1 >> 2] = 0; $$06271 = $$06272; $$06469 = $$06470; $57 = $68; $66 = $67; $storemerge = $67 } HEAP32[$2 >> 2] = $storemerge; if (($$06271 | 0) != 0 | $57) { HEAP32[$3 >> 2] = $66; $storemerge65 = $$06469 } else { $58 = $$06469 * 3 | 0; $59 = $0 + 100 | 0; HEAP32[$3 >> 2] = $58 - (HEAP32[$59 >> 2] | 0) >> 2; $storemerge65 = (HEAP32[$59 >> 2] | 0) + $58 >> 2 } HEAP32[$4 >> 2] = $storemerge65; $$0 = 1 } else $$0 = 0 } else $$0 = 0 } while (0); return $$0 | 0 } function _imdct_step3_inner_s_loop_ld654($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$086 = 0, $10 = 0, $11 = 0, $13 = 0, $14 = 0, $15 = 0, $17 = 0, $18 = 0, $19 = 0, $20 = 0, $24 = 0, $25 = 0, $26 = 0, $27 = 0, $28 = 0, $29 = 0, $30 = 0, $31 = 0, $32 = 0, $33 = 0, $40 = 0, $41 = 0, $42 = 0, $43 = 0, $45 = 0, $46 = 0, $47 = 0, $48 = 0, $52 = 0, $53 = 0, $54 = 0, $55 = 0, $56 = 0, $57 = 0, $58 = 0, $59 = 0, $60 = 0, $61 = 0, $7 = 0, $8 = 0; $7 = +HEAPF32[$3 + ($4 >> 3 << 2) >> 2]; $8 = $1 + ($2 << 2) | 0; $10 = 0 - ($0 << 4) | 0; $11 = $8 + ($10 << 2) | 0; if (($10 | 0) < 0) { $$086 = $8; do { $13 = +HEAPF32[$$086 >> 2]; $14 = $$086 + -32 | 0; $15 = +HEAPF32[$14 >> 2]; $17 = $$086 + -4 | 0; $18 = +HEAPF32[$17 >> 2]; $19 = $$086 + -36 | 0; $20 = +HEAPF32[$19 >> 2]; HEAPF32[$$086 >> 2] = $13 + $15; HEAPF32[$17 >> 2] = $18 + $20; HEAPF32[$14 >> 2] = $13 - $15; HEAPF32[$19 >> 2] = $18 - $20; $24 = $$086 + -8 | 0; $25 = +HEAPF32[$24 >> 2]; $26 = $$086 + -40 | 0; $27 = +HEAPF32[$26 >> 2]; $28 = $25 - $27; $29 = $$086 + -12 | 0; $30 = +HEAPF32[$29 >> 2]; $31 = $$086 + -44 | 0; $32 = +HEAPF32[$31 >> 2]; $33 = $30 - $32; HEAPF32[$24 >> 2] = $25 + $27; HEAPF32[$29 >> 2] = $30 + $32; HEAPF32[$26 >> 2] = $7 * ($28 + $33); HEAPF32[$31 >> 2] = $7 * ($33 - $28); $40 = $$086 + -48 | 0; $41 = +HEAPF32[$40 >> 2]; $42 = $$086 + -16 | 0; $43 = +HEAPF32[$42 >> 2]; $45 = $$086 + -20 | 0; $46 = +HEAPF32[$45 >> 2]; $47 = $$086 + -52 | 0; $48 = +HEAPF32[$47 >> 2]; HEAPF32[$42 >> 2] = $41 + $43; HEAPF32[$45 >> 2] = $46 + $48; HEAPF32[$40 >> 2] = $46 - $48; HEAPF32[$47 >> 2] = $41 - $43; $52 = $$086 + -56 | 0; $53 = +HEAPF32[$52 >> 2]; $54 = $$086 + -24 | 0; $55 = +HEAPF32[$54 >> 2]; $56 = $53 - $55; $57 = $$086 + -28 | 0; $58 = +HEAPF32[$57 >> 2]; $59 = $$086 + -60 | 0; $60 = +HEAPF32[$59 >> 2]; $61 = $58 - $60; HEAPF32[$54 >> 2] = $53 + $55; HEAPF32[$57 >> 2] = $58 + $60; HEAPF32[$52 >> 2] = $7 * ($56 + $61); HEAPF32[$59 >> 2] = $7 * ($56 - $61); _iter_54($$086); _iter_54($14); $$086 = $$086 + -64 | 0 } while ($$086 >>> 0 > $11 >>> 0) } return } function _stb_vorbis_decode_frame_pushdata($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$05460 = 0, $$1 = 0, $16 = 0, $19 = 0, $24 = 0, $25 = 0, $38 = 0, $49 = 0, $51 = 0, $53 = 0, $6 = 0, $7 = 0, $8 = 0, label = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 16 | 0; $6 = sp + 8 | 0; $7 = sp + 4 | 0; $8 = sp; L1: do { if (!(HEAP8[$0 + 36 >> 0] | 0)) { _error($0, 2); $$1 = 0 } else { if ((HEAP32[$0 + 1408 >> 2] | 0) > -1) { HEAP32[$5 >> 2] = 0; $$1 = _vorbis_search_for_page_pushdata($0, $1, $2) | 0; break } $16 = $0 + 20 | 0; HEAP32[$16 >> 2] = $1; HEAP32[$0 + 28 >> 2] = $1 + $2; $19 = $0 + 88 | 0; HEAP32[$19 >> 2] = 0; if (!(_is_whole_packet_present($0, 0) | 0)) { HEAP32[$5 >> 2] = 0; $$1 = 0; break } if (_vorbis_decode_packet($0, $6, $8, $7) | 0) { $49 = HEAP32[$8 >> 2] | 0; $51 = _vorbis_finish_frame($0, HEAP32[$6 >> 2] | 0, $49, HEAP32[$7 >> 2] | 0) | 0; HEAP32[$6 >> 2] = $51; $53 = HEAP32[$0 + 4 >> 2] | 0; if (($53 | 0) > 0) { $$05460 = 0; do { HEAP32[$0 + 852 + ($$05460 << 2) >> 2] = (HEAP32[$0 + 788 + ($$05460 << 2) >> 2] | 0) + ($49 << 2); $$05460 = $$05460 + 1 | 0 } while (($$05460 | 0) < ($53 | 0)) } if ($3 | 0) HEAP32[$3 >> 2] = $53; HEAP32[$5 >> 2] = $51; HEAP32[$4 >> 2] = $0 + 852; $$1 = (HEAP32[$16 >> 2] | 0) - $1 | 0; break } $24 = HEAP32[$19 >> 2] | 0; switch ($24 | 0) { case 35: { HEAP32[$19 >> 2] = 0; $25 = $0 + 84 | 0; L23: do { if ((_get8_packet($0) | 0) != -1) do { if (HEAP32[$25 >> 2] | 0) break L23 } while ((_get8_packet($0) | 0) != -1) } while (0); HEAP32[$5 >> 2] = 0; $$1 = (HEAP32[$16 >> 2] | 0) - $1 | 0; break L1; break } case 32: { label = 14; break } default: { } }if ((label | 0) == 14) if (!(HEAP32[$0 + 980 >> 2] | 0)) { HEAP32[$19 >> 2] = 0; $38 = $0 + 84 | 0; L32: do { if ((_get8_packet($0) | 0) != -1) do { if (HEAP32[$38 >> 2] | 0) break L32 } while ((_get8_packet($0) | 0) != -1) } while (0); HEAP32[$5 >> 2] = 0; $$1 = (HEAP32[$16 >> 2] | 0) - $1 | 0; break } _stb_vorbis_flush_pushdata($0); HEAP32[$19 >> 2] = $24; HEAP32[$5 >> 2] = 0; $$1 = 1 } } while (0); STACKTOP = sp; return $$1 | 0 } function _memcpy(dest, src, num) { dest = dest | 0; src = src | 0; num = num | 0; var ret = 0, aligned_dest_end = 0, block_aligned_dest_end = 0, dest_end = 0; if ((num | 0) >= 8192) return _emscripten_memcpy_big(dest | 0, src | 0, num | 0) | 0; ret = dest | 0; dest_end = dest + num | 0; if ((dest & 3) == (src & 3)) { while (dest & 3) { if (!num) return ret | 0; HEAP8[dest >> 0] = HEAP8[src >> 0] | 0; dest = dest + 1 | 0; src = src + 1 | 0; num = num - 1 | 0 } aligned_dest_end = dest_end & -4 | 0; block_aligned_dest_end = aligned_dest_end - 64 | 0; while ((dest | 0) <= (block_aligned_dest_end | 0)) { HEAP32[dest >> 2] = HEAP32[src >> 2]; HEAP32[dest + 4 >> 2] = HEAP32[src + 4 >> 2]; HEAP32[dest + 8 >> 2] = HEAP32[src + 8 >> 2]; HEAP32[dest + 12 >> 2] = HEAP32[src + 12 >> 2]; HEAP32[dest + 16 >> 2] = HEAP32[src + 16 >> 2]; HEAP32[dest + 20 >> 2] = HEAP32[src + 20 >> 2]; HEAP32[dest + 24 >> 2] = HEAP32[src + 24 >> 2]; HEAP32[dest + 28 >> 2] = HEAP32[src + 28 >> 2]; HEAP32[dest + 32 >> 2] = HEAP32[src + 32 >> 2]; HEAP32[dest + 36 >> 2] = HEAP32[src + 36 >> 2]; HEAP32[dest + 40 >> 2] = HEAP32[src + 40 >> 2]; HEAP32[dest + 44 >> 2] = HEAP32[src + 44 >> 2]; HEAP32[dest + 48 >> 2] = HEAP32[src + 48 >> 2]; HEAP32[dest + 52 >> 2] = HEAP32[src + 52 >> 2]; HEAP32[dest + 56 >> 2] = HEAP32[src + 56 >> 2]; HEAP32[dest + 60 >> 2] = HEAP32[src + 60 >> 2]; dest = dest + 64 | 0; src = src + 64 | 0 } while ((dest | 0) < (aligned_dest_end | 0)) { HEAP32[dest >> 2] = HEAP32[src >> 2]; dest = dest + 4 | 0; src = src + 4 | 0 } } else { aligned_dest_end = dest_end - 4 | 0; while ((dest | 0) < (aligned_dest_end | 0)) { HEAP8[dest >> 0] = HEAP8[src >> 0] | 0; HEAP8[dest + 1 >> 0] = HEAP8[src + 1 >> 0] | 0; HEAP8[dest + 2 >> 0] = HEAP8[src + 2 >> 0] | 0; HEAP8[dest + 3 >> 0] = HEAP8[src + 3 >> 0] | 0; dest = dest + 4 | 0; src = src + 4 | 0 } } while ((dest | 0) < (dest_end | 0)) { HEAP8[dest >> 0] = HEAP8[src >> 0] | 0; dest = dest + 1 | 0; src = src + 1 | 0 } return ret | 0 } function _do_floor($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$062$lcssa = 0, $$0624 = 0, $$063$lcssa = 0, $$0633 = 0, $$0652 = 0, $$0661 = 0, $$1 = 0, $$164 = 0, $14 = 0, $19 = 0, $22 = 0, $25 = 0, $26 = 0, $27 = 0, $31 = 0, $33 = 0, $38 = 0, $41 = 0, $45 = 0, $48 = 0, $49 = 0, $53 = 0, $6 = 0; $6 = $3 >> 1; $14 = HEAPU8[(HEAPU8[(HEAP32[$1 + 4 >> 2] | 0) + ($2 * 3 | 0) + 2 >> 0] | 0) + ($1 + 9) >> 0] | 0; if (!(HEAP16[$0 + 120 + ($14 << 1) >> 1] | 0)) _error($0, 21); else { $19 = HEAP32[$0 + 248 >> 2] | 0; $22 = $19 + ($14 * 1596 | 0) + 1588 | 0; $25 = Math_imul(HEAPU8[$22 >> 0] | 0, HEAP16[$5 >> 1] | 0) | 0; $26 = $19 + ($14 * 1596 | 0) + 1592 | 0; $27 = HEAP32[$26 >> 2] | 0; if (($27 | 0) > 1) { $$0624 = $25; $$0633 = 0; $$0652 = 1; $53 = $27; while (1) { $31 = HEAPU8[$19 + ($14 * 1596 | 0) + 838 + $$0652 >> 0] | 0; $33 = HEAP16[$5 + ($31 << 1) >> 1] | 0; if ($33 << 16 >> 16 > -1) { $38 = Math_imul(HEAPU8[$22 >> 0] | 0, $33 << 16 >> 16) | 0; $41 = HEAPU16[$19 + ($14 * 1596 | 0) + 338 + ($31 << 1) >> 1] | 0; if (($$0633 | 0) == ($41 | 0)) { $$1 = $38; $$164 = $$0633; $45 = $53 } else { _draw_line($4, $$0633, $$0624, $41, $38, $6); $$1 = $38; $$164 = $41; $45 = HEAP32[$26 >> 2] | 0 } } else { $$1 = $$0624; $$164 = $$0633; $45 = $53 } $$0652 = $$0652 + 1 | 0; if (($$0652 | 0) >= ($45 | 0)) { $$062$lcssa = $$1; $$063$lcssa = $$164; break } else { $$0624 = $$1; $$0633 = $$164; $53 = $45 } } } else { $$062$lcssa = $25; $$063$lcssa = 0 } if (($$063$lcssa | 0) < ($6 | 0)) { $48 = +HEAPF32[48 + ($$062$lcssa << 2) >> 2]; $$0661 = $$063$lcssa; do { $49 = $4 + ($$0661 << 2) | 0; HEAPF32[$49 >> 2] = $48 * +HEAPF32[$49 >> 2]; $$0661 = $$0661 + 1 | 0 } while (($$0661 | 0) != ($6 | 0)) } } return } function _vorbis_finish_frame($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$0 = 0, $$06776 = 0, $$06880 = 0, $$06971 = 0, $$07072 = 0, $11 = 0, $12 = 0, $14 = 0, $16 = 0, $18 = 0, $33 = 0, $34 = 0, $36 = 0, $38 = 0, $4 = 0, $40 = 0, $42 = 0, $45 = 0, $49 = 0, $5 = 0, $52 = 0, $53 = 0, $7 = 0, $9 = 0; $4 = $0 + 980 | 0; $5 = HEAP32[$4 >> 2] | 0; if (!$5) { $34 = HEAP32[$0 + 4 >> 2] | 0; $49 = 0 } else { $7 = _get_window($0, $5) | 0; $9 = HEAP32[$0 + 4 >> 2] | 0; if (($9 | 0) > 0) { $11 = ($5 | 0) > 0; $12 = $5 + -1 | 0; $$06880 = 0; do { if ($11) { $14 = HEAP32[$0 + 788 + ($$06880 << 2) >> 2] | 0; $16 = HEAP32[$0 + 916 + ($$06880 << 2) >> 2] | 0; $$06776 = 0; do { $18 = $14 + ($$06776 + $2 << 2) | 0; HEAPF32[$18 >> 2] = +HEAPF32[$18 >> 2] * +HEAPF32[$7 + ($$06776 << 2) >> 2] + +HEAPF32[$16 + ($$06776 << 2) >> 2] * +HEAPF32[$7 + ($12 - $$06776 << 2) >> 2]; $$06776 = $$06776 + 1 | 0 } while (($$06776 | 0) != ($5 | 0)) } $$06880 = $$06880 + 1 | 0 } while (($$06880 | 0) < ($9 | 0)) } $34 = $9; $49 = HEAP32[$4 >> 2] | 0 } $33 = $1 - $3 | 0; HEAP32[$4 >> 2] = $33; if (($34 | 0) > 0) { $36 = ($1 | 0) > ($3 | 0); $$07072 = 0; do { if ($36) { $38 = HEAP32[$0 + 788 + ($$07072 << 2) >> 2] | 0; $40 = HEAP32[$0 + 916 + ($$07072 << 2) >> 2] | 0; $$06971 = 0; $42 = $3; while (1) { HEAP32[$40 + ($$06971 << 2) >> 2] = HEAP32[$38 + ($42 << 2) >> 2]; $45 = $$06971 + 1 | 0; if (($45 | 0) == ($33 | 0)) break; else { $$06971 = $45; $42 = $45 + $3 | 0 } } } $$07072 = $$07072 + 1 | 0 } while (($$07072 | 0) < ($34 | 0)) } $52 = (($1 | 0) < ($3 | 0) ? $1 : $3) - $2 | 0; $53 = $0 + 1404 | 0; if (!$49) $$0 = 0; else { HEAP32[$53 >> 2] = (HEAP32[$53 >> 2] | 0) + $52; $$0 = $52 } return $$0 | 0 } function _start_page_no_capturepattern($0) { $0 = $0 | 0; var $$0 = 0, $$05866$in = 0, $$059$lcssa = 0, $$05963 = 0, $$06062 = 0, $10 = 0, $11 = 0, $15 = 0, $18 = 0, $28 = 0, $3 = 0, $37 = 0, $5 = 0, $6 = 0, $7 = 0, $$05866$in$looptemp = 0; do { if (!((_get8($0) | 0) << 24 >> 24)) { $3 = _get8($0) | 0; HEAP8[$0 + 1363 >> 0] = $3; $5 = _get32($0) | 0; $6 = _get32($0) | 0; _get32($0) | 0; $7 = _get32($0) | 0; HEAP32[$0 + 1100 >> 2] = $7; _get32($0) | 0; $10 = (_get8($0) | 0) & 255; $11 = $0 + 1104 | 0; HEAP32[$11 >> 2] = $10; if (!(_getn($0, $0 + 1108 | 0, $10) | 0)) { _error($0, 10); $$0 = 0; break } $15 = $0 + 1392 | 0; HEAP32[$15 >> 2] = -2; L6: do { if (($6 & $5 | 0) != -1) { $18 = HEAP32[$11 >> 2] | 0; if (($18 | 0) > 0) { $$05866$in = $18; while (1) { $$05866$in$looptemp = $$05866$in; $$05866$in = $$05866$in + -1 | 0; if ((HEAP8[$0 + 1108 + $$05866$in >> 0] | 0) != -1) break; if (($$05866$in$looptemp | 0) <= 1) break L6 } HEAP32[$15 >> 2] = $$05866$in; HEAP32[$0 + 1396 >> 2] = $5 } } } while (0); if (HEAP8[$0 + 1365 >> 0] | 0) { $28 = HEAP32[$11 >> 2] | 0; if (($28 | 0) > 0) { $$05963 = 0; $$06062 = 0; do { $$05963 = $$05963 + (HEAPU8[$0 + 1108 + $$06062 >> 0] | 0) | 0; $$06062 = $$06062 + 1 | 0 } while (($$06062 | 0) < ($28 | 0)); $$059$lcssa = $$05963 + 27 | 0 } else $$059$lcssa = 27; $37 = HEAP32[$0 + 40 >> 2] | 0; HEAP32[$0 + 44 >> 2] = $37; HEAP32[$0 + 48 >> 2] = $$059$lcssa + $28 + $37; HEAP32[$0 + 52 >> 2] = $5 } HEAP32[$0 + 1368 >> 2] = 0; $$0 = 1 } else { _error($0, 31); $$0 = 0 } } while (0); return $$0 | 0 } function _compute_twiddle_factors($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$04044 = 0, $$045 = 0, $$14142 = 0, $$143 = 0, $11 = 0, $13 = 0, $17 = 0, $18 = 0, $23 = 0, $26 = 0, $30 = 0, $36 = 0, $37 = 0, $4 = 0, $41 = 0, $43 = 0, $47 = 0, $5 = 0, $7 = 0; $4 = $0 >> 2; $5 = $0 >> 3; if (($0 | 0) > 3) { $7 = +($0 | 0); $$04044 = 0; $$045 = 0; while (1) { $11 = +($$04044 << 2 | 0) * 3.141592653589793 / $7; $13 = +Math_cos(+$11); HEAPF32[$1 + ($$045 << 2) >> 2] = $13; $17 = -+Math_sin(+$11); $18 = $$045 | 1; HEAPF32[$1 + ($18 << 2) >> 2] = $17; $23 = +($18 | 0) * 3.141592653589793 / $7 * .5; $26 = +Math_cos(+$23) * .5; HEAPF32[$2 + ($$045 << 2) >> 2] = $26; $30 = +Math_sin(+$23) * .5; HEAPF32[$2 + ($18 << 2) >> 2] = $30; $$04044 = $$04044 + 1 | 0; if (($$04044 | 0) >= ($4 | 0)) break; else $$045 = $$045 + 2 | 0 } if (($0 | 0) > 7) { $36 = +($0 | 0); $$14142 = 0; $$143 = 0; while (1) { $37 = $$143 | 1; $41 = +($37 << 1 | 0) * 3.141592653589793 / $36; $43 = +Math_cos(+$41); HEAPF32[$3 + ($$143 << 2) >> 2] = $43; $47 = -+Math_sin(+$41); HEAPF32[$3 + ($37 << 2) >> 2] = $47; $$14142 = $$14142 + 1 | 0; if (($$14142 | 0) >= ($5 | 0)) break; else $$143 = $$143 + 2 | 0 } } } return } function _codebook_decode($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$0 = 0, $$04045 = 0, $$04144 = 0, $$143 = 0, $12 = 0, $14 = 0, $15 = 0, $19 = 0, $20 = 0, $28 = 0, $33 = 0, $4 = 0, $6 = 0, $8 = 0, $spec$select = 0; $4 = _codebook_decode_start($0, $1) | 0; do { if (($4 | 0) < 0) $$0 = 0; else { $6 = HEAP32[$1 >> 2] | 0; $spec$select = ($6 | 0) < ($3 | 0) ? $6 : $3; $8 = Math_imul($6, $4) | 0; $12 = ($spec$select | 0) > 0; if (!(HEAP8[$1 + 22 >> 0] | 0)) { if (!$12) { $$0 = 1; break } $28 = HEAP32[$1 + 28 >> 2] | 0; $$143 = 0; do { $33 = $2 + ($$143 << 2) | 0; HEAPF32[$33 >> 2] = +HEAPF32[$33 >> 2] + (+HEAPF32[$28 + ($$143 + $8 << 2) >> 2] + 0); $$143 = $$143 + 1 | 0 } while (($$143 | 0) < ($spec$select | 0)); $$0 = 1 } else { if (!$12) { $$0 = 1; break } $14 = HEAP32[$1 + 28 >> 2] | 0; $15 = $1 + 12 | 0; $$04045 = 0; $$04144 = 0; while (1) { $19 = $$04045 + +HEAPF32[$14 + ($$04144 + $8 << 2) >> 2]; $20 = $2 + ($$04144 << 2) | 0; HEAPF32[$20 >> 2] = +HEAPF32[$20 >> 2] + $19; $$04144 = $$04144 + 1 | 0; if (($$04144 | 0) >= ($spec$select | 0)) { $$0 = 1; break } else $$04045 = $19 + +HEAPF32[$15 >> 2] } } } } while (0); return $$0 | 0 } function _memset(ptr, value, num) { ptr = ptr | 0; value = value | 0; num = num | 0; var end = 0, aligned_end = 0, block_aligned_end = 0, value4 = 0; end = ptr + num | 0; value = value & 255; if ((num | 0) >= 67) { while (ptr & 3) { HEAP8[ptr >> 0] = value; ptr = ptr + 1 | 0 } aligned_end = end & -4 | 0; block_aligned_end = aligned_end - 64 | 0; value4 = value | value << 8 | value << 16 | value << 24; while ((ptr | 0) <= (block_aligned_end | 0)) { HEAP32[ptr >> 2] = value4; HEAP32[ptr + 4 >> 2] = value4; HEAP32[ptr + 8 >> 2] = value4; HEAP32[ptr + 12 >> 2] = value4; HEAP32[ptr + 16 >> 2] = value4; HEAP32[ptr + 20 >> 2] = value4; HEAP32[ptr + 24 >> 2] = value4; HEAP32[ptr + 28 >> 2] = value4; HEAP32[ptr + 32 >> 2] = value4; HEAP32[ptr + 36 >> 2] = value4; HEAP32[ptr + 40 >> 2] = value4; HEAP32[ptr + 44 >> 2] = value4; HEAP32[ptr + 48 >> 2] = value4; HEAP32[ptr + 52 >> 2] = value4; HEAP32[ptr + 56 >> 2] = value4; HEAP32[ptr + 60 >> 2] = value4; ptr = ptr + 64 | 0 } while ((ptr | 0) < (aligned_end | 0)) { HEAP32[ptr >> 2] = value4; ptr = ptr + 4 | 0 } } while ((ptr | 0) < (end | 0)) { HEAP8[ptr >> 0] = value; ptr = ptr + 1 | 0 } return end - num | 0 } function _sift($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$0$lcssa = 0, $$02934 = 0, $$03133 = 0, $$035 = 0, $$1 = 0, $$130 = 0, $$132 = 0, $13 = 0, $14 = 0, $21 = 0, $5 = 0, $7 = 0, $8 = 0, $9 = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 240 | 0; $5 = sp; HEAP32[$5 >> 2] = $0; L1: do { if (($3 | 0) > 1) { $7 = 0 - $1 | 0; $$02934 = $0; $$03133 = $3; $$035 = 1; $14 = $0; while (1) { $8 = $$02934 + $7 | 0; $9 = $$03133 + -2 | 0; $13 = $8 + (0 - (HEAP32[$4 + ($9 << 2) >> 2] | 0)) | 0; if ((FUNCTION_TABLE_iii[$2 & 3]($14, $13) | 0) > -1) if ((FUNCTION_TABLE_iii[$2 & 3]($14, $8) | 0) > -1) { $$0$lcssa = $$035; break L1 } $21 = $5 + ($$035 << 2) | 0; if ((FUNCTION_TABLE_iii[$2 & 3]($13, $8) | 0) > -1) { HEAP32[$21 >> 2] = $13; $$130 = $13; $$132 = $$03133 + -1 | 0 } else { HEAP32[$21 >> 2] = $8; $$130 = $8; $$132 = $9 } $$1 = $$035 + 1 | 0; if (($$132 | 0) <= 1) { $$0$lcssa = $$1; break L1 } $$02934 = $$130; $$03133 = $$132; $$035 = $$1; $14 = HEAP32[$5 >> 2] | 0 } } else $$0$lcssa = 1 } while (0); _cycle($1, $5, $$0$lcssa); STACKTOP = sp; return } function _get_bits($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$2 = 0, $14 = 0, $15 = 0, $17 = 0, $2 = 0, $21 = 0, $24 = 0, $25 = 0, $3 = 0, $31 = 0, $7 = 0, label = 0; $2 = $0 + 1384 | 0; $3 = HEAP32[$2 >> 2] | 0; L1: do { if (($3 | 0) < 0) $$2 = 0; else { do { if (($3 | 0) < ($1 | 0)) { if (($1 | 0) > 24) { $7 = _get_bits($0, 24) | 0; return ((_get_bits($0, $1 + -24 | 0) | 0) << 24) + $7 | 0 } if (!$3) HEAP32[$0 + 1380 >> 2] = 0; $14 = $0 + 1380 | 0; while (1) { $15 = _get8_packet_raw($0) | 0; if (($15 | 0) == -1) { label = 10; break } $17 = HEAP32[$2 >> 2] | 0; HEAP32[$14 >> 2] = (HEAP32[$14 >> 2] | 0) + ($15 << $17); $21 = $17 + 8 | 0; HEAP32[$2 >> 2] = $21; if (($21 | 0) >= ($1 | 0)) { label = 11; break } } if ((label | 0) == 10) { HEAP32[$2 >> 2] = -1; $$2 = 0; break L1 } else if ((label | 0) == 11) if (($17 | 0) < -8) { $$2 = 0; break L1 } else { $31 = $21; break } } else $31 = $3 } while (0); $24 = $0 + 1380 | 0; $25 = HEAP32[$24 >> 2] | 0; HEAP32[$24 >> 2] = $25 >>> $1; HEAP32[$2 >> 2] = $31 - $1; $$2 = $25 & (1 << $1) + -1 } } while (0); return $$2 | 0 } function _init_blocksize($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$0 = 0, $10 = 0, $11 = 0, $13 = 0, $15 = 0, $18 = 0, $22 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0, label = 0; $5 = $2 >> 3; $6 = $2 >>> 1 << 2; $7 = _setup_malloc($0, $6) | 0; $8 = $0 + 1056 + ($1 << 2) | 0; HEAP32[$8 >> 2] = $7; $9 = _setup_malloc($0, $6) | 0; $10 = $0 + 1064 + ($1 << 2) | 0; HEAP32[$10 >> 2] = $9; $11 = _setup_malloc($0, $2 & -4) | 0; HEAP32[$0 + 1072 + ($1 << 2) >> 2] = $11; $13 = HEAP32[$8 >> 2] | 0; do { if (!$13) label = 3; else { $15 = HEAP32[$10 >> 2] | 0; if (($11 | 0) == 0 | ($15 | 0) == 0) label = 3; else { _compute_twiddle_factors($2, $13, $15, $11); $18 = _setup_malloc($0, $6) | 0; HEAP32[$0 + 1080 + ($1 << 2) >> 2] = $18; if (!$18) { _error($0, 3); $$0 = 0; break } _compute_window($2, $18); $22 = _setup_malloc($0, $5 << 1) | 0; HEAP32[$0 + 1088 + ($1 << 2) >> 2] = $22; if (!$22) { _error($0, 3); $$0 = 0; break } else { _compute_bitreverse($2, $22); $$0 = 1; break } } } } while (0); if ((label | 0) == 3) { _error($0, 3); $$0 = 0 } return $$0 | 0 } function _draw_line($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$05362 = 0, $$05461 = 0, $$05660 = 0, $$05663 = 0, $11 = 0, $14 = 0, $19 = 0, $23 = 0, $24 = 0, $28 = 0, $6 = 0, $7 = 0, $9 = 0, $spec$select = 0; $6 = $4 - $2 | 0; $7 = $3 - $1 | 0; $9 = ($6 | 0) / ($7 | 0) | 0; $11 = $6 >> 31 | 1; $14 = (($6 | 0) > -1 ? $6 : 0 - $6 | 0) - (Math_imul(($9 | 0) > -1 ? $9 : 0 - $9 | 0, $7) | 0) | 0; $spec$select = ($3 | 0) > ($5 | 0) ? $5 : $3; if (($spec$select | 0) > ($1 | 0)) { $19 = $0 + ($1 << 2) | 0; HEAPF32[$19 >> 2] = +HEAPF32[48 + ($2 << 2) >> 2] * +HEAPF32[$19 >> 2]; $$05660 = $1 + 1 | 0; if (($$05660 | 0) < ($spec$select | 0)) { $$05362 = 0; $$05461 = $2; $$05663 = $$05660; while (1) { $23 = $$05362 + $14 | 0; $24 = ($23 | 0) < ($7 | 0); $$05461 = $$05461 + $9 + ($24 ? 0 : $11) | 0; $28 = $0 + ($$05663 << 2) | 0; HEAPF32[$28 >> 2] = +HEAPF32[48 + ($$05461 << 2) >> 2] * +HEAPF32[$28 >> 2]; $$05663 = $$05663 + 1 | 0; if (($$05663 | 0) >= ($spec$select | 0)) break; else $$05362 = $23 - ($24 ? 0 : $7) | 0 } } } return } function _codebook_decode_start($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0 = 0, $$1 = 0, $12 = 0, $13 = 0, $19 = 0, $22 = 0, $23 = 0, $5 = 0, $8 = 0, $9 = 0; do { if (!(HEAP8[$1 + 21 >> 0] | 0)) { _error($0, 21); $$0 = -1 } else { $5 = $0 + 1384 | 0; if ((HEAP32[$5 >> 2] | 0) < 10) _prep_huffman($0); $8 = $0 + 1380 | 0; $9 = HEAP32[$8 >> 2] | 0; $12 = HEAP16[$1 + 36 + (($9 & 1023) << 1) >> 1] | 0; $13 = $12 << 16 >> 16; if ($12 << 16 >> 16 > -1) { $19 = HEAPU8[(HEAP32[$1 + 8 >> 2] | 0) + $13 >> 0] | 0; HEAP32[$8 >> 2] = $9 >>> $19; $22 = (HEAP32[$5 >> 2] | 0) - $19 | 0; $23 = ($22 | 0) < 0; HEAP32[$5 >> 2] = $23 ? 0 : $22; $$1 = $23 ? -1 : $13 } else $$1 = _codebook_decode_scalar_raw($0, $1) | 0; if (HEAP8[$1 + 23 >> 0] | 0) if (($$1 | 0) >= (HEAP32[$1 + 2092 >> 2] | 0)) ___assert_fail(1375, 1076, 1730, 1397); if (($$1 | 0) < 0) { if (!(HEAP8[$0 + 1364 >> 0] | 0)) if (HEAP32[$0 + 1372 >> 2] | 0) { $$0 = $$1; break } _error($0, 21); $$0 = $$1 } else $$0 = $$1 } } while (0); return $$0 | 0 } function _residue_decode($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$03237 = 0, $$03440 = 0, $$1 = 0, $$13341 = 0, $11 = 0, $23 = 0, $8 = 0, $9 = 0; L1: do { if (!$5) { $8 = ($4 | 0) / (HEAP32[$1 >> 2] | 0) | 0; $9 = $2 + ($3 << 2) | 0; if (($8 | 0) > 0) { $11 = $4 - $3 | 0; $$03237 = 0; while (1) { if (!(_codebook_decode_step($0, $1, $9 + ($$03237 << 2) | 0, $11 - $$03237 | 0, $8) | 0)) { $$1 = 0; break L1 } $$03237 = $$03237 + 1 | 0; if (($$03237 | 0) >= ($8 | 0)) { $$1 = 1; break } } } else $$1 = 1 } else if (($4 | 0) > 0) { $$03440 = $3; $$13341 = 0; while (1) { if (!(_codebook_decode($0, $1, $2 + ($$03440 << 2) | 0, $4 - $$13341 | 0) | 0)) { $$1 = 0; break L1 } $23 = HEAP32[$1 >> 2] | 0; $$13341 = $23 + $$13341 | 0; if (($$13341 | 0) >= ($4 | 0)) { $$1 = 1; break } else $$03440 = $23 + $$03440 | 0 } } else $$1 = 1 } while (0); return $$1 | 0 } function _next_segment($0) { $0 = $0 | 0; var $$0 = 0, $1 = 0, $17 = 0, $18 = 0, $20 = 0, $27 = 0, $4 = 0, $5 = 0; $1 = $0 + 1372 | 0; L1: do { if (!(HEAP32[$1 >> 2] | 0)) { $4 = $0 + 1368 | 0; $5 = HEAP32[$4 >> 2] | 0; do { if (($5 | 0) == -1) { HEAP32[$0 + 1376 >> 2] = (HEAP32[$0 + 1104 >> 2] | 0) + -1; if (!(_start_page($0) | 0)) { HEAP32[$1 >> 2] = 1; $$0 = 0; break L1 } if (!(HEAP8[$0 + 1363 >> 0] & 1)) { _error($0, 32); $$0 = 0; break L1 } else { $18 = HEAP32[$4 >> 2] | 0; break } } else $18 = $5 } while (0); $17 = $18 + 1 | 0; HEAP32[$4 >> 2] = $17; $20 = HEAP8[$0 + 1108 + $18 >> 0] | 0; if ($20 << 24 >> 24 != -1) { HEAP32[$1 >> 2] = 1; HEAP32[$0 + 1376 >> 2] = $18 } if (($17 | 0) >= (HEAP32[$0 + 1104 >> 2] | 0)) HEAP32[$4 >> 2] = -1; $27 = $0 + 1364 | 0; if (!(HEAP8[$27 >> 0] | 0)) { HEAP8[$27 >> 0] = $20; $$0 = $20 & 255; break } else ___assert_fail(1205, 1076, 1512, 1226) } else $$0 = 0 } while (0); return $$0 | 0 } function _compute_accelerated_huffman($0) { $0 = $0 | 0; var $$027 = 0, $$128 = 0, $$pre = 0, $10 = 0, $11 = 0, $12 = 0, $22 = 0, $24 = 0, $3 = 0, $6 = 0, $spec$store$select = 0; _memset($0 + 36 | 0, -1, 2048) | 0; $3 = (HEAP8[$0 + 23 >> 0] | 0) == 0; $6 = HEAP32[($3 ? $0 + 4 | 0 : $0 + 2092 | 0) >> 2] | 0; $spec$store$select = ($6 | 0) < 32767 ? $6 : 32767; if (($6 | 0) > 0) { $10 = $0 + 32 | 0; $11 = $0 + 2084 | 0; $$pre = HEAP32[$0 + 8 >> 2] | 0; $$128 = 0; do { $12 = $$pre + $$128 | 0; if ((HEAPU8[$12 >> 0] | 0) < 11) { if ($3) $22 = HEAP32[(HEAP32[$10 >> 2] | 0) + ($$128 << 2) >> 2] | 0; else $22 = _bit_reverse(HEAP32[(HEAP32[$11 >> 2] | 0) + ($$128 << 2) >> 2] | 0) | 0; if ($22 >>> 0 < 1024) { $24 = $$128 & 65535; $$027 = $22; do { HEAP16[$0 + 36 + ($$027 << 1) >> 1] = $24; $$027 = (1 << HEAPU8[$12 >> 0]) + $$027 | 0 } while ($$027 >>> 0 < 1024) } } $$128 = $$128 + 1 | 0 } while (($$128 | 0) < ($spec$store$select | 0)) } return } function _iter_54($0) { $0 = $0 | 0; var $1 = 0, $10 = 0, $11 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $2 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $25 = 0, $26 = 0, $27 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0; $1 = +HEAPF32[$0 >> 2]; $2 = $0 + -16 | 0; $3 = +HEAPF32[$2 >> 2]; $4 = $1 - $3; $5 = $1 + $3; $6 = $0 + -8 | 0; $7 = +HEAPF32[$6 >> 2]; $8 = $0 + -24 | 0; $9 = +HEAPF32[$8 >> 2]; $10 = $7 + $9; $11 = $7 - $9; HEAPF32[$0 >> 2] = $5 + $10; HEAPF32[$6 >> 2] = $5 - $10; $14 = $0 + -12 | 0; $15 = +HEAPF32[$14 >> 2]; $16 = $0 + -28 | 0; $17 = +HEAPF32[$16 >> 2]; $18 = $15 - $17; HEAPF32[$2 >> 2] = $4 + $18; HEAPF32[$8 >> 2] = $4 - $18; $21 = $0 + -4 | 0; $22 = +HEAPF32[$21 >> 2]; $23 = $0 + -20 | 0; $24 = +HEAPF32[$23 >> 2]; $25 = $22 - $24; $26 = $22 + $24; $27 = $15 + $17; HEAPF32[$21 >> 2] = $27 + $26; HEAPF32[$14 >> 2] = $26 - $27; HEAPF32[$23 >> 2] = $25 - $11; HEAPF32[$16 >> 2] = $11 + $25; return } function _codebook_decode_step($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$0 = 0, $$02833 = 0, $$02932 = 0, $12 = 0, $15 = 0, $19 = 0, $21 = 0, $5 = 0, $7 = 0, $9 = 0, $spec$select = 0; $5 = _codebook_decode_start($0, $1) | 0; if (($5 | 0) < 0) $$0 = 0; else { $7 = HEAP32[$1 >> 2] | 0; $spec$select = ($7 | 0) < ($3 | 0) ? $7 : $3; $9 = Math_imul($7, $5) | 0; if (($spec$select | 0) > 0) { $12 = HEAP32[$1 + 28 >> 2] | 0; $15 = (HEAP8[$1 + 22 >> 0] | 0) == 0; $$02833 = 0; $$02932 = 0; while (1) { $19 = $$02833 + +HEAPF32[$12 + ($$02932 + $9 << 2) >> 2]; $21 = $2 + ((Math_imul($$02932, $4) | 0) << 2) | 0; HEAPF32[$21 >> 2] = +HEAPF32[$21 >> 2] + $19; $$02932 = $$02932 + 1 | 0; if (($$02932 | 0) >= ($spec$select | 0)) { $$0 = 1; break } else $$02833 = $15 ? $$02833 : $19 } } else $$0 = 1 } return $$0 | 0 } function _maybe_start_packet($0) { $0 = $0 | 0; var $$1 = 0, $4 = 0, label = 0; do { if ((HEAP32[$0 + 1368 >> 2] | 0) == -1) { $4 = _get8($0) | 0; if (!(HEAP32[$0 + 84 >> 2] | 0)) { if ($4 << 24 >> 24 != 79) { _error($0, 30); $$1 = 0; break } if ((_get8($0) | 0) << 24 >> 24 != 103) { _error($0, 30); $$1 = 0; break } if ((_get8($0) | 0) << 24 >> 24 != 103) { _error($0, 30); $$1 = 0; break } if ((_get8($0) | 0) << 24 >> 24 != 83) { _error($0, 30); $$1 = 0; break } if (!(_start_page_no_capturepattern($0) | 0)) $$1 = 0; else if (!(HEAP8[$0 + 1363 >> 0] & 1)) label = 14; else { HEAP32[$0 + 1372 >> 2] = 0; HEAP8[$0 + 1364 >> 0] = 0; _error($0, 32); $$1 = 0 } } else $$1 = 0 } else label = 14 } while (0); if ((label | 0) == 14) $$1 = _start_packet($0) | 0; return $$1 | 0 } function _cycle($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$02527 = 0, $$026 = 0, $10 = 0, $11 = 0, $18 = 0, $3 = 0, $5 = 0, $8 = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 256 | 0; $3 = sp; L1: do { if (($2 | 0) >= 2) { $5 = $1 + ($2 << 2) | 0; HEAP32[$5 >> 2] = $3; if ($0 | 0) { $$02527 = $0; $10 = $3; while (1) { $8 = $$02527 >>> 0 < 256 ? $$02527 : 256; _memcpy($10 | 0, HEAP32[$1 >> 2] | 0, $8 | 0) | 0; $$026 = 0; do { $11 = $1 + ($$026 << 2) | 0; $$026 = $$026 + 1 | 0; _memcpy(HEAP32[$11 >> 2] | 0, HEAP32[$1 + ($$026 << 2) >> 2] | 0, $8 | 0) | 0; HEAP32[$11 >> 2] = (HEAP32[$11 >> 2] | 0) + $8 } while (($$026 | 0) != ($2 | 0)); $18 = $$02527 - $8 | 0; if (!$18) break L1; $$02527 = $18; $10 = HEAP32[$5 >> 2] | 0 } } } } while (0); STACKTOP = sp; return } function _scalbn($0, $1) { $0 = +$0; $1 = $1 | 0; var $$0 = 0, $$020 = 0, $10 = 0, $12 = 0, $14 = 0, $17 = 0, $18 = 0, $3 = 0, $5 = 0, $7 = 0; if (($1 | 0) > 1023) { $3 = $0 * 898846567431158e293; $5 = ($1 | 0) > 2046; $7 = $1 + -2046 | 0; $$0 = $5 ? $3 * 898846567431158e293 : $3; $$020 = $5 ? ($7 | 0) < 1023 ? $7 : 1023 : $1 + -1023 | 0 } else if (($1 | 0) < -1022) { $10 = $0 * 22250738585072014e-324; $12 = ($1 | 0) < -2044; $14 = $1 + 2044 | 0; $$0 = $12 ? $10 * 22250738585072014e-324 : $10; $$020 = $12 ? ($14 | 0) > -1022 ? $14 : -1022 : $1 + 1022 | 0 } else { $$0 = $0; $$020 = $1 } $17 = _bitshift64Shl($$020 + 1023 | 0, 0, 52) | 0; $18 = tempRet0; HEAP32[tempDoublePtr >> 2] = $17; HEAP32[tempDoublePtr + 4 >> 2] = $18; return +($$0 * +HEAPF64[tempDoublePtr >> 3]) } function _neighbors($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$02933 = 0, $$03032 = 0, $$034 = 0, $$1 = 0, $$131 = 0, $5 = 0, $7 = 0, $8 = 0; if (($1 | 0) > 0) { $5 = $0 + ($1 << 1) | 0; $$02933 = 65536; $$03032 = -1; $$034 = 0; while (1) { $7 = HEAP16[$0 + ($$034 << 1) >> 1] | 0; $8 = $7 & 65535; if (($$03032 | 0) < ($8 | 0)) if (($7 & 65535) < (HEAPU16[$5 >> 1] | 0)) { HEAP32[$2 >> 2] = $$034; $$131 = $8 } else $$131 = $$03032; else $$131 = $$03032; if (($$02933 | 0) > ($8 | 0)) if (($7 & 65535) > (HEAPU16[$5 >> 1] | 0)) { HEAP32[$3 >> 2] = $$034; $$1 = $8 } else $$1 = $$02933; else $$1 = $$02933; $$034 = $$034 + 1 | 0; if (($$034 | 0) == ($1 | 0)) break; else { $$02933 = $$1; $$03032 = $$131 } } } return } function _stb_vorbis_open_pushdata($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $$0 = 0, $17 = 0, $5 = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 1504 | 0; $5 = sp; _vorbis_init($5, $4); HEAP32[$5 + 20 >> 2] = $0; HEAP32[$5 + 28 >> 2] = $0 + $1; HEAP8[$5 + 36 >> 0] = 1; do { if (!(_start_decoder($5) | 0)) { HEAP32[$3 >> 2] = (HEAP32[$5 + 84 >> 2] | 0) == 0 ? HEAP32[$5 + 88 >> 2] | 0 : 1; $$0 = 0 } else { $17 = _vorbis_alloc($5) | 0; if (!$17) { _vorbis_deinit($5); $$0 = 0; break } else { _memcpy($17 | 0, $5 | 0, 1500) | 0; HEAP32[$2 >> 2] = (HEAP32[$17 + 20 >> 2] | 0) - $0; HEAP32[$3 >> 2] = 0; $$0 = $17; break } } } while (0); STACKTOP = sp; return $$0 | 0 } function _ilog($0) { $0 = $0 | 0; var $$0 = 0; do { if (($0 | 0) < 0) $$0 = 0; else { if (($0 | 0) < 16384) { if (($0 | 0) < 16) { $$0 = HEAP8[16 + $0 >> 0] | 0; break } if (($0 | 0) < 512) { $$0 = (HEAP8[16 + ($0 >>> 5) >> 0] | 0) + 5 | 0; break } else { $$0 = (HEAP8[16 + ($0 >>> 10) >> 0] | 0) + 10 | 0; break } } if (($0 | 0) < 16777216) if (($0 | 0) < 524288) { $$0 = (HEAP8[16 + ($0 >>> 15) >> 0] | 0) + 15 | 0; break } else { $$0 = (HEAP8[16 + ($0 >>> 20) >> 0] | 0) + 20 | 0; break } else if (($0 | 0) < 536870912) { $$0 = (HEAP8[16 + ($0 >>> 25) >> 0] | 0) + 25 | 0; break } else { $$0 = (HEAP8[16 + ($0 >>> 30) >> 0] | 0) + 30 | 0; break } } } while (0); return $$0 | 0 } function _realloc($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$1 = 0, $11 = 0, $14 = 0, $17 = 0, $22 = 0, $5 = 0; if (!$0) { $$1 = _malloc($1) | 0; return $$1 | 0 } if ($1 >>> 0 > 4294967231) { $5 = ___errno_location() | 0; HEAP32[$5 >> 2] = 12; $$1 = 0; return $$1 | 0 } $11 = _try_realloc_chunk($0 + -8 | 0, $1 >>> 0 < 11 ? 16 : $1 + 11 & -8) | 0; if ($11 | 0) { $$1 = $11 + 8 | 0; return $$1 | 0 } $14 = _malloc($1) | 0; if (!$14) { $$1 = 0; return $$1 | 0 } $17 = HEAP32[$0 + -4 >> 2] | 0; $22 = ($17 & -8) - (($17 & 3 | 0) == 0 ? 8 : 4) | 0; _memcpy($14 | 0, $0 | 0, ($22 >>> 0 < $1 >>> 0 ? $22 : $1) | 0) | 0; _free($0); $$1 = $14; return $$1 | 0 } function _get8_packet_raw($0) { $0 = $0 | 0; var $$0 = 0, $$pr = 0, $1 = 0, $11 = 0, $12 = 0, $2 = 0, label = 0; $1 = $0 + 1364 | 0; $2 = HEAP8[$1 >> 0] | 0; if (!($2 << 24 >> 24)) if (!(HEAP32[$0 + 1372 >> 2] | 0)) if (!(_next_segment($0) | 0)) $$0 = -1; else { $$pr = HEAP8[$1 >> 0] | 0; if (!($$pr << 24 >> 24)) ___assert_fail(1169, 1076, 1526, 1189); else { $11 = $$pr; label = 6 } } else $$0 = -1; else { $11 = $2; label = 6 } if ((label | 0) == 6) { HEAP8[$1 >> 0] = $11 + -1 << 24 >> 24; $12 = $0 + 1388 | 0; HEAP32[$12 >> 2] = (HEAP32[$12 >> 2] | 0) + 1; $$0 = (_get8($0) | 0) & 255 } return $$0 | 0 } function _sbrk(increment) { increment = increment | 0; var oldDynamicTop = 0, newDynamicTop = 0; oldDynamicTop = HEAP32[DYNAMICTOP_PTR >> 2] | 0; newDynamicTop = oldDynamicTop + increment | 0; if ((increment | 0) > 0 & (newDynamicTop | 0) < (oldDynamicTop | 0) | (newDynamicTop | 0) < 0) { abortOnCannotGrowMemory() | 0; ___setErrNo(12); return -1 } HEAP32[DYNAMICTOP_PTR >> 2] = newDynamicTop; if ((newDynamicTop | 0) > (getTotalMemory() | 0)) if (!(enlargeMemory() | 0)) { HEAP32[DYNAMICTOP_PTR >> 2] = oldDynamicTop; ___setErrNo(12); return -1 } return oldDynamicTop | 0 } function _start_packet($0) { $0 = $0 | 0; var $$0 = 0, $1 = 0, $4 = 0, label = 0; $1 = $0 + 1368 | 0; L1: do { if ((HEAP32[$1 >> 2] | 0) == -1) { $4 = $0 + 1363 | 0; while (1) { if (!(_start_page($0) | 0)) { $$0 = 0; break L1 } if (HEAP8[$4 >> 0] & 1) break; if ((HEAP32[$1 >> 2] | 0) != -1) { label = 7; break L1 } } _error($0, 32); $$0 = 0 } else label = 7 } while (0); if ((label | 0) == 7) { HEAP32[$0 + 1372 >> 2] = 0; HEAP32[$0 + 1384 >> 2] = 0; HEAP32[$0 + 1388 >> 2] = 0; HEAP8[$0 + 1364 >> 0] = 0; $$0 = 1 } return $$0 | 0 } function _prep_huffman($0) { $0 = $0 | 0; var $1 = 0, $12 = 0, $14 = 0, $2 = 0, $5 = 0, $6 = 0, $7 = 0; $1 = $0 + 1384 | 0; $2 = HEAP32[$1 >> 2] | 0; L1: do { if (($2 | 0) < 25) { $5 = $0 + 1380 | 0; if (!$2) HEAP32[$5 >> 2] = 0; $6 = $0 + 1364 | 0; $7 = $0 + 1372 | 0; do { if (HEAP32[$7 >> 2] | 0) if (!(HEAP8[$6 >> 0] | 0)) break L1; $12 = _get8_packet_raw($0) | 0; if (($12 | 0) == -1) break L1; $14 = HEAP32[$1 >> 2] | 0; HEAP32[$5 >> 2] = (HEAP32[$5 >> 2] | 0) + ($12 << $14); HEAP32[$1 >> 2] = $14 + 8 } while (($14 | 0) < 17) } } while (0); return } function _lookup1_values($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $11 = 0, $15 = 0, $21 = 0, $spec$select = 0; $11 = ~~+Math_floor(+ +Math_exp(+(+Math_log(+ +($0 | 0)) / +($1 | 0)))); $15 = +($1 | 0); $spec$select = ((~~+Math_floor(+ +Math_pow(+(+($11 | 0) + 1), +$15)) | 0) <= ($0 | 0) & 1) + $11 | 0; $21 = +($spec$select | 0); if (!(+Math_pow(+($21 + 1), +$15) > +($0 | 0))) ___assert_fail(1755, 1076, 1205, 1787); if ((~~+Math_floor(+ +Math_pow(+$21, +$15)) | 0) > ($0 | 0)) ___assert_fail(1802, 1076, 1206, 1787); else return $spec$select | 0; return 0 } function _memcmp($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$01318 = 0, $$01417 = 0, $$019 = 0, $14 = 0, $4 = 0, $5 = 0; L1: do { if (!$2) $14 = 0; else { $$01318 = $0; $$01417 = $2; $$019 = $1; while (1) { $4 = HEAP8[$$01318 >> 0] | 0; $5 = HEAP8[$$019 >> 0] | 0; if ($4 << 24 >> 24 != $5 << 24 >> 24) break; $$01417 = $$01417 + -1 | 0; if (!$$01417) { $14 = 0; break L1 } else { $$01318 = $$01318 + 1 | 0; $$019 = $$019 + 1 | 0 } } $14 = ($4 & 255) - ($5 & 255) | 0 } } while (0); return $14 | 0 } function _setup_malloc($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$1 = 0, $10 = 0, $11 = 0, $12 = 0, $3 = 0, $4 = 0, $8 = 0; $3 = $1 + 3 & -4; $4 = $0 + 8 | 0; HEAP32[$4 >> 2] = (HEAP32[$4 >> 2] | 0) + $3; $8 = HEAP32[$0 + 68 >> 2] | 0; if (!$8) if (!$3) $$1 = 0; else $$1 = _malloc($3) | 0; else { $10 = $0 + 76 | 0; $11 = HEAP32[$10 >> 2] | 0; $12 = $11 + $3 | 0; if (($12 | 0) > (HEAP32[$0 + 80 >> 2] | 0)) $$1 = 0; else { HEAP32[$10 >> 2] = $12; $$1 = $8 + $11 | 0 } } return $$1 | 0 } function _vorbis_init($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $10 = 0, $16 = 0, $4 = 0, $9 = 0; _memset($0 | 0, 0, 1500) | 0; if ($1 | 0) { $4 = $1; $9 = HEAP32[$4 + 4 >> 2] | 0; $10 = $0 + 68 | 0; HEAP32[$10 >> 2] = HEAP32[$4 >> 2]; HEAP32[$10 + 4 >> 2] = $9; $16 = $9 + 3 & -4; HEAP32[$0 + 72 >> 2] = $16; HEAP32[$0 + 80 >> 2] = $16 } HEAP32[$0 + 84 >> 2] = 0; HEAP32[$0 + 88 >> 2] = 0; HEAP32[$0 + 20 >> 2] = 0; HEAP32[$0 + 112 >> 2] = 0; HEAP32[$0 + 1408 >> 2] = -1; return } function _vorbis_decode_packet($0, $1, $2, $3) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; var $$0 = 0, $4 = 0, $6 = 0, sp = 0; sp = STACKTOP; STACKTOP = STACKTOP + 16 | 0; $4 = sp + 8 | 0; $6 = sp; if (!(_vorbis_decode_initial($0, $2, sp + 4 | 0, $3, $6, $4) | 0)) $$0 = 0; else $$0 = _vorbis_decode_packet_rest($0, $1, $0 + 400 + ((HEAP32[$4 >> 2] | 0) * 6 | 0) | 0, HEAP32[$2 >> 2] | 0, HEAP32[$3 >> 2] | 0, HEAP32[$6 >> 2] | 0, $2) | 0; STACKTOP = sp; return $$0 | 0 } function _add_entry($0, $1, $2, $3, $4, $5) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; $5 = $5 | 0; var $$sink = 0, $$sink10 = 0, $10 = 0; $10 = HEAP32[$0 + 32 >> 2] | 0; if (!(HEAP8[$0 + 23 >> 0] | 0)) { $$sink = $1; $$sink10 = $10 + ($2 << 2) | 0 } else { HEAP32[$10 + ($3 << 2) >> 2] = $1; HEAP8[(HEAP32[$0 + 8 >> 2] | 0) + $3 >> 0] = $4; $$sink = $2; $$sink10 = $5 + ($3 << 2) | 0 } HEAP32[$$sink10 >> 2] = $$sink; return } function _shl($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0 = 0, $10 = 0, $3 = 0, $5 = 0, $7 = 0; $3 = $0 + 4 | 0; if ($1 >>> 0 > 31) { $5 = HEAP32[$0 >> 2] | 0; HEAP32[$3 >> 2] = $5; HEAP32[$0 >> 2] = 0; $$0 = $1 + -32 | 0; $10 = 0; $7 = $5 } else { $$0 = $1; $10 = HEAP32[$0 >> 2] | 0; $7 = HEAP32[$3 >> 2] | 0 } HEAP32[$3 >> 2] = $10 >>> (32 - $$0 | 0) | $7 << $$0; HEAP32[$0 >> 2] = $10 << $$0; return } function _shr($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0 = 0, $10 = 0, $3 = 0, $5 = 0, $7 = 0; $3 = $0 + 4 | 0; if ($1 >>> 0 > 31) { $5 = HEAP32[$3 >> 2] | 0; HEAP32[$0 >> 2] = $5; HEAP32[$3 >> 2] = 0; $$0 = $1 + -32 | 0; $10 = 0; $7 = $5 } else { $$0 = $1; $10 = HEAP32[$3 >> 2] | 0; $7 = HEAP32[$0 >> 2] | 0 } HEAP32[$0 >> 2] = $10 << 32 - $$0 | $7 >>> $$0; HEAP32[$3 >> 2] = $10 >>> $$0; return } function _compute_window($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$010 = 0, $16 = 0, $2 = 0, $4 = 0; $2 = $0 >> 1; if (($0 | 0) > 1) { $4 = +($2 | 0); $$010 = 0; do { $16 = +Math_sin(+(+_square(+Math_sin(+((+($$010 | 0) + .5) / $4 * .5 * 3.141592653589793))) * 1.5707963267948966)); HEAPF32[$1 + ($$010 << 2) >> 2] = $16; $$010 = $$010 + 1 | 0 } while (($$010 | 0) < ($2 | 0)) } return } function _setup_temp_malloc($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0 = 0, $3 = 0, $5 = 0, $7 = 0, $9 = 0; $3 = $1 + 3 & -4; $5 = HEAP32[$0 + 68 >> 2] | 0; if (!$5) $$0 = _malloc($3) | 0; else { $7 = $0 + 80 | 0; $9 = (HEAP32[$7 >> 2] | 0) - $3 | 0; if (($9 | 0) < (HEAP32[$0 + 76 >> 2] | 0)) $$0 = 0; else { HEAP32[$7 >> 2] = $9; $$0 = $5 + $9 | 0 } } return $$0 | 0 } function _getn($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$0 = 0, $3 = 0, $4 = 0; $3 = $0 + 20 | 0; $4 = HEAP32[$3 >> 2] | 0; if (($4 + $2 | 0) >>> 0 > (HEAP32[$0 + 28 >> 2] | 0) >>> 0) { HEAP32[$0 + 84 >> 2] = 1; $$0 = 0 } else { _memcpy($1 | 0, $4 | 0, $2 | 0) | 0; HEAP32[$3 >> 2] = (HEAP32[$3 >> 2] | 0) + $2; $$0 = 1 } return $$0 | 0 } function _compute_bitreverse($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$013 = 0, $2 = 0, $5 = 0, $9 = 0; $2 = $0 >> 3; if (($0 | 0) > 7) { $5 = 36 - (_ilog($0) | 0) | 0; $$013 = 0; do { $9 = (_bit_reverse($$013) | 0) >>> $5 << 2 & 65535; HEAP16[$1 + ($$013 << 1) >> 1] = $9; $$013 = $$013 + 1 | 0 } while (($$013 | 0) < ($2 | 0)) } return } function _crc32_init() { var $$01315 = 0, $$01417 = 0, $$016 = 0; $$01417 = 0; do { $$01315 = 0; $$016 = $$01417 << 24; do { $$016 = $$016 >> 31 & 79764919 ^ $$016 << 1; $$01315 = $$01315 + 1 | 0 } while (($$01315 | 0) != 8); HEAP32[1856 + ($$01417 << 2) >> 2] = $$016; $$01417 = $$01417 + 1 | 0 } while (($$01417 | 0) != 256); return } function _make_block_array($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $$01617 = 0, $$018 = 0; if (($1 | 0) > 0) { $$01617 = 0; $$018 = $0 + ($1 << 2) | 0; while (1) { HEAP32[$0 + ($$01617 << 2) >> 2] = $$018; $$01617 = $$01617 + 1 | 0; if (($$01617 | 0) == ($1 | 0)) break; else $$018 = $$018 + $2 | 0 } } return $0 | 0 } function _get_window($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $$0$in = 0, $2 = 0; $2 = $1 << 1; do { if (($2 | 0) == (HEAP32[$0 + 100 >> 2] | 0)) $$0$in = $0 + 1080 | 0; else if (($2 | 0) == (HEAP32[$0 + 104 >> 2] | 0)) { $$0$in = $0 + 1084 | 0; break } else ___assert_fail(1455, 1076, 3051, 1457) } while (0); return HEAP32[$$0$in >> 2] | 0 } function _a_ctz_l($0) { $0 = $0 | 0; var $$068 = 0, $$07 = 0, $$09 = 0, $4 = 0; if (!$0) $$07 = 32; else if (!($0 & 1)) { $$068 = $0; $$09 = 0; while (1) { $4 = $$09 + 1 | 0; if (!($$068 & 2)) { $$068 = $$068 >>> 1; $$09 = $4 } else { $$07 = $4; break } } } else $$07 = 0; return $$07 | 0 } function _bit_reverse($0) { $0 = $0 | 0; var $10 = 0, $15 = 0, $20 = 0, $5 = 0; $5 = $0 >>> 1 & 1431655765 | $0 << 1 & -1431655766; $10 = $5 >>> 2 & 858993459 | $5 << 2 & -858993460; $15 = $10 >>> 4 & 252645135 | $10 << 4 & -252645136; $20 = $15 >>> 8 & 16711935 | $15 << 8 & -16711936; return $20 >>> 16 | $20 << 16 | 0 } function _predict_point($0, $1, $2, $3, $4) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; $3 = $3 | 0; $4 = $4 | 0; var $10 = 0, $5 = 0; $5 = $4 - $3 | 0; $10 = (Math_imul(($5 | 0) > -1 ? $5 : 0 - $5 | 0, $0 - $1 | 0) | 0) / ($2 - $1 | 0) | 0; return (($5 | 0) < 0 ? 0 - $10 | 0 : $10) + $3 | 0 } function _stb_vorbis_flush_pushdata($0) { $0 = $0 | 0; HEAP32[$0 + 980 >> 2] = 0; HEAP32[$0 + 1408 >> 2] = 0; HEAP32[$0 + 1400 >> 2] = 0; HEAP32[$0 + 1052 >> 2] = 0; HEAP8[$0 + 1365 >> 0] = 0; HEAP32[$0 + 1404 >> 2] = 0; HEAP32[$0 + 1492 >> 2] = 0; HEAP32[$0 + 1496 >> 2] = 0; return } function runPostSets() { } function _bitshift64Shl(low, high, bits) { low = low | 0; high = high | 0; bits = bits | 0; if ((bits | 0) < 32) { tempRet0 = high << bits | (low & (1 << bits) - 1 << 32 - bits) >>> 32 - bits; return low << bits } tempRet0 = low << bits - 32; return 0 } function _get8($0) { $0 = $0 | 0; var $$0 = 0, $1 = 0, $2 = 0; $1 = $0 + 20 | 0; $2 = HEAP32[$1 >> 2] | 0; if ($2 >>> 0 < (HEAP32[$0 + 28 >> 2] | 0) >>> 0) { HEAP32[$1 >> 2] = $2 + 1; $$0 = HEAP8[$2 >> 0] | 0 } else { HEAP32[$0 + 84 >> 2] = 1; $$0 = 0 } return $$0 | 0 } function _capture_pattern($0) { $0 = $0 | 0; var $$0 = 0; if ((_get8($0) | 0) << 24 >> 24 == 79) if ((_get8($0) | 0) << 24 >> 24 == 103) if ((_get8($0) | 0) << 24 >> 24 == 103) $$0 = (_get8($0) | 0) << 24 >> 24 == 83 & 1; else $$0 = 0; else $$0 = 0; else $$0 = 0; return $$0 | 0 } function _include_in_sort($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $5 = 0; $5 = $1 << 24 >> 24 == -1; if (!(HEAP8[$0 + 23 >> 0] | 0)) return ($5 ^ ($1 & 255) > 10) & 1 | 0; if ($5) ___assert_fail(1724, 1076, 1130, 1739); else return 1; return 0 } function _pntz($0) { $0 = $0 | 0; var $3 = 0, $7 = 0; $3 = _a_ctz_l((HEAP32[$0 >> 2] | 0) + -1 | 0) | 0; if (!$3) { $7 = _a_ctz_l(HEAP32[$0 + 4 >> 2] | 0) | 0; return (($7 | 0) == 0 ? 0 : $7 + 32 | 0) | 0 } else return $3 | 0; return 0 } function _skip($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $2 = 0, $4 = 0; $2 = $0 + 20 | 0; $4 = (HEAP32[$2 >> 2] | 0) + $1 | 0; HEAP32[$2 >> 2] = $4; if ($4 >>> 0 >= (HEAP32[$0 + 28 >> 2] | 0) >>> 0) HEAP32[$0 + 84 >> 2] = 1; return } function _setup_temp_free($0, $1, $2) { $0 = $0 | 0; $1 = $1 | 0; $2 = $2 | 0; var $8 = 0; if (!(HEAP32[$0 + 68 >> 2] | 0)) _free($1); else { $8 = $0 + 80 | 0; HEAP32[$8 >> 2] = (HEAP32[$8 >> 2] | 0) + ($2 + 3 & -4) } return } function _get32($0) { $0 = $0 | 0; var $10 = 0, $2 = 0, $6 = 0; $2 = (_get8($0) | 0) & 255; $6 = ((_get8($0) | 0) & 255) << 8 | $2; $10 = $6 | ((_get8($0) | 0) & 255) << 16; return $10 | ((_get8($0) | 0) & 255) << 24 | 0 } function _point_compare($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $2 = 0, $3 = 0; $2 = HEAP16[$0 >> 1] | 0; $3 = HEAP16[$1 >> 1] | 0; return (($2 & 65535) < ($3 & 65535) ? -1 : ($2 & 65535) > ($3 & 65535) & 1) | 0 } function _uint32_compare($0, $1) { $0 = $0 | 0; $1 = $1 | 0; var $2 = 0, $3 = 0; $2 = HEAP32[$0 >> 2] | 0; $3 = HEAP32[$1 >> 2] | 0; return ($2 >>> 0 < $3 >>> 0 ? -1 : $2 >>> 0 > $3 >>> 0 & 1) | 0 } function _stb_vorbis_get_file_offset($0) { $0 = $0 | 0; var $$0 = 0; if (!(HEAP8[$0 + 36 >> 0] | 0)) $$0 = (HEAP32[$0 + 20 >> 2] | 0) - (HEAP32[$0 + 24 >> 2] | 0) | 0; else $$0 = 0; return $$0 | 0 } function _start_page($0) { $0 = $0 | 0; var $$0 = 0; if (!(_capture_pattern($0) | 0)) { _error($0, 30); $$0 = 0 } else $$0 = _start_page_no_capturepattern($0) | 0; return $$0 | 0 } function _stb_vorbis_js_channels($0) { $0 = $0 | 0; var $$0 = 0, $1 = 0; $1 = HEAP32[$0 >> 2] | 0; if (!$1) $$0 = 0; else $$0 = HEAP32[$1 + 4 >> 2] | 0; return $$0 | 0 } function _stb_vorbis_js_sample_rate($0) { $0 = $0 | 0; var $$0 = 0, $1 = 0; $1 = HEAP32[$0 >> 2] | 0; if (!$1) $$0 = 0; else $$0 = HEAP32[$1 >> 2] | 0; return $$0 | 0 } function _float32_unpack($0) { $0 = $0 | 0; var $5 = 0; $5 = +(($0 & 2097151) >>> 0); return + +_ldexp(($0 | 0) < 0 ? -$5 : $5, ($0 >>> 21 & 1023) + -788 | 0) } function stackAlloc(size) { size = size | 0; var ret = 0; ret = STACKTOP; STACKTOP = STACKTOP + size | 0; STACKTOP = STACKTOP + 15 & -16; return ret | 0 } function establishStackSpace(stackBase, stackMax) { stackBase = stackBase | 0; stackMax = stackMax | 0; STACKTOP = stackBase; STACK_MAX = stackMax } function dynCall_iii(index, a1, a2) { index = index | 0; a1 = a1 | 0; a2 = a2 | 0; return FUNCTION_TABLE_iii[index & 3](a1 | 0, a2 | 0) | 0 } function setThrew(threw, value) { threw = threw | 0; value = value | 0; if (!__THREW__) { __THREW__ = threw; threwValue = value } } function _crc32_update($0, $1) { $0 = $0 | 0; $1 = $1 | 0; return HEAP32[1856 + (($0 >>> 24 ^ $1 & 255) << 2) >> 2] ^ $0 << 8 | 0 } function _get8_packet($0) { $0 = $0 | 0; var $1 = 0; $1 = _get8_packet_raw($0) | 0; HEAP32[$0 + 1384 >> 2] = 0; return $1 | 0 } function _stb_vorbis_close($0) { $0 = $0 | 0; if ($0 | 0) { _vorbis_deinit($0); _setup_free($0, $0) } return } function _setup_free($0, $1) { $0 = $0 | 0; $1 = $1 | 0; if (!(HEAP32[$0 + 68 >> 2] | 0)) _free($1); return } function _stb_vorbis_js_close($0) { $0 = $0 | 0; _stb_vorbis_close(HEAP32[$0 >> 2] | 0); _free($0); return } function _stb_vorbis_js_open() { var $0 = 0; $0 = _malloc(4) | 0; HEAP32[$0 >> 2] = 0; return $0 | 0 } function _flush_packet($0) { $0 = $0 | 0; do { } while ((_get8_packet_raw($0) | 0) != -1); return } function _vorbis_validate($0) { $0 = $0 | 0; return (_memcmp($0, 1538, 6) | 0) == 0 | 0 } function _error($0, $1) { $0 = $0 | 0; $1 = $1 | 0; HEAP32[$0 + 88 >> 2] = $1; return } function _vorbis_alloc($0) { $0 = $0 | 0; return _setup_malloc($0, 1500) | 0 } function _ldexp($0, $1) { $0 = +$0; $1 = $1 | 0; return + +_scalbn($0, $1) } function b0(p0, p1) { p0 = p0 | 0; p1 = p1 | 0; abort(0); return 0 } function setTempRet0(value) { value = value | 0; tempRet0 = value } function stackRestore(top) { top = top | 0; STACKTOP = top } function _square($0) { $0 = +$0; return +($0 * $0) } function getTempRet0() { return tempRet0 | 0 } function stackSave() { return STACKTOP | 0 } function ___errno_location() { return 3376 } var FUNCTION_TABLE_iii = [b0, _point_compare, _uint32_compare, b0]; return { ___errno_location: ___errno_location, _bitshift64Shl: _bitshift64Shl, _emscripten_replace_memory: _emscripten_replace_memory, _free: _free, _malloc: _malloc, _memcpy: _memcpy, _memset: _memset, _sbrk: _sbrk, _stb_vorbis_js_channels: _stb_vorbis_js_channels, _stb_vorbis_js_close: _stb_vorbis_js_close, _stb_vorbis_js_decode: _stb_vorbis_js_decode, _stb_vorbis_js_open: _stb_vorbis_js_open, _stb_vorbis_js_sample_rate: _stb_vorbis_js_sample_rate, dynCall_iii: dynCall_iii, establishStackSpace: establishStackSpace, getTempRet0: getTempRet0, runPostSets: runPostSets, setTempRet0: setTempRet0, setThrew: setThrew, stackAlloc: stackAlloc, stackRestore: stackRestore, stackSave: stackSave } }(Module.asmGlobalArg, Module.asmLibraryArg, buffer); var ___errno_location = Module["___errno_location"] = asm["___errno_location"]; var _bitshift64Shl = Module["_bitshift64Shl"] = asm["_bitshift64Shl"]; var _emscripten_replace_memory = Module["_emscripten_replace_memory"] = asm["_emscripten_replace_memory"]; var _free = Module["_free"] = asm["_free"]; var _malloc = Module["_malloc"] = asm["_malloc"]; var _memcpy = Module["_memcpy"] = asm["_memcpy"]; var _memset = Module["_memset"] = asm["_memset"]; var _sbrk = Module["_sbrk"] = asm["_sbrk"]; var _stb_vorbis_js_channels = Module["_stb_vorbis_js_channels"] = asm["_stb_vorbis_js_channels"]; var _stb_vorbis_js_close = Module["_stb_vorbis_js_close"] = asm["_stb_vorbis_js_close"]; var _stb_vorbis_js_decode = Module["_stb_vorbis_js_decode"] = asm["_stb_vorbis_js_decode"]; var _stb_vorbis_js_open = Module["_stb_vorbis_js_open"] = asm["_stb_vorbis_js_open"]; var _stb_vorbis_js_sample_rate = Module["_stb_vorbis_js_sample_rate"] = asm["_stb_vorbis_js_sample_rate"]; var establishStackSpace = Module["establishStackSpace"] = asm["establishStackSpace"]; var getTempRet0 = Module["getTempRet0"] = asm["getTempRet0"]; var runPostSets = Module["runPostSets"] = asm["runPostSets"]; var setTempRet0 = Module["setTempRet0"] = asm["setTempRet0"]; var setThrew = Module["setThrew"] = asm["setThrew"]; var stackAlloc = Module["stackAlloc"] = asm["stackAlloc"]; var stackRestore = Module["stackRestore"] = asm["stackRestore"]; var stackSave = Module["stackSave"] = asm["stackSave"]; var dynCall_iii = Module["dynCall_iii"] = asm["dynCall_iii"]; Module["asm"] = asm; if (memoryInitializer) { if (!isDataURI(memoryInitializer)) { memoryInitializer = locateFile(memoryInitializer) } if (ENVIRONMENT_IS_NODE || ENVIRONMENT_IS_SHELL) { var data = Module["readBinary"](memoryInitializer); HEAPU8.set(data, GLOBAL_BASE) } else { addRunDependency("memory initializer"); var applyMemoryInitializer = function (data) { if (data.byteLength) data = new Uint8Array(data); HEAPU8.set(data, GLOBAL_BASE); if (Module["memoryInitializerRequest"]) delete Module["memoryInitializerRequest"].response; removeRunDependency("memory initializer") }; function doBrowserLoad() { Module["readAsync"](memoryInitializer, applyMemoryInitializer, function () { throw "could not load memory initializer " + memoryInitializer }) } var memoryInitializerBytes = tryParseAsDataURI(memoryInitializer); if (memoryInitializerBytes) { applyMemoryInitializer(memoryInitializerBytes.buffer) } else if (Module["memoryInitializerRequest"]) { function useRequest() { var request = Module["memoryInitializerRequest"]; var response = request.response; if (request.status !== 200 && request.status !== 0) { var data = tryParseAsDataURI(Module["memoryInitializerRequestURL"]); if (data) { response = data.buffer } else { console.warn("a problem seems to have happened with Module.memoryInitializerRequest, status: " + request.status + ", retrying " + memoryInitializer); doBrowserLoad(); return } } applyMemoryInitializer(response) } if (Module["memoryInitializerRequest"].response) { setTimeout(useRequest, 0) } else { Module["memoryInitializerRequest"].addEventListener("load", useRequest) } } else { doBrowserLoad() } } } function ExitStatus(status) { this.name = "ExitStatus"; this.message = "Program terminated with exit(" + status + ")"; this.status = status } ExitStatus.prototype = new Error; ExitStatus.prototype.constructor = ExitStatus; var initialStackTop; var calledMain = false; dependenciesFulfilled = function runCaller() { if (!Module["calledRun"]) run(); if (!Module["calledRun"]) dependenciesFulfilled = runCaller }; function run(args) { args = args || Module["arguments"]; if (runDependencies > 0) { return } preRun(); if (runDependencies > 0) return; if (Module["calledRun"]) return; function doRun() { if (Module["calledRun"]) return; Module["calledRun"] = true; if (ABORT) return; ensureInitRuntime(); preMain(); if (Module["onRuntimeInitialized"]) Module["onRuntimeInitialized"](); postRun() } if (Module["setStatus"]) { Module["setStatus"]("Running..."); setTimeout(function () { setTimeout(function () { Module["setStatus"]("") }, 1); doRun() }, 1) } else { doRun() } } Module["run"] = run; function exit(status, implicit) { if (implicit && Module["noExitRuntime"] && status === 0) { return } if (Module["noExitRuntime"]) { } else { ABORT = true; EXITSTATUS = status; STACKTOP = initialStackTop; exitRuntime(); if (Module["onExit"]) Module["onExit"](status) } Module["quit"](status, new ExitStatus(status)) } var abortDecorators = []; function abort(what) { if (Module["onAbort"]) { Module["onAbort"](what) } if (what !== undefined) { out(what); err(what); what = JSON.stringify(what) } else { what = "" } ABORT = true; EXITSTATUS = 1; throw "abort(" + what + "). Build with -s ASSERTIONS=1 for more info." } Module["abort"] = abort; if (Module["preInit"]) { if (typeof Module["preInit"] == "function") Module["preInit"] = [Module["preInit"]]; while (Module["preInit"].length > 0) { Module["preInit"].pop()() } } Module["noExitRuntime"] = true; run(); (function (Module) { var initializeP = new Promise(function (resolve) { if (typeof useWasm !== "undefined") { Module.onRuntimeInitialized = function () { var fs = {}; fs.open = Module.cwrap("stb_vorbis_js_open", "number", []); fs.close = Module.cwrap("stb_vorbis_js_close", "void", ["number"]); fs.channels = Module.cwrap("stb_vorbis_js_channels", "number", ["number"]); fs.sampleRate = Module.cwrap("stb_vorbis_js_sample_rate", "number", ["number"]); fs.decode = Module.cwrap("stb_vorbis_js_decode", "number", ["number", "number", "number", "number", "number"]); resolve(fs) }; return } var fs = {}; fs.open = Module["_stb_vorbis_js_open"]; fs.close = Module["_stb_vorbis_js_close"]; fs.channels = Module["_stb_vorbis_js_channels"]; fs.sampleRate = Module["_stb_vorbis_js_sample_rate"]; fs.decode = Module["_stb_vorbis_js_decode"]; resolve(fs) }); function arrayBufferToHeap(buffer, byteOffset, byteLength) { var ptr = Module._malloc(byteLength); var heapBytes = new Uint8Array(Module.HEAPU8.buffer, ptr, byteLength); heapBytes.set(new Uint8Array(buffer, byteOffset, byteLength)); return heapBytes } function ptrToInt32(ptr) { var a = new Int32Array(Module.HEAPU8.buffer, ptr, 1); return a[0] } function ptrToFloat32(ptr) { var a = new Float32Array(Module.HEAPU8.buffer, ptr, 1); return a[0] } function ptrToInt32s(ptr, length) { var buf = new ArrayBuffer(length * Int32Array.BYTES_PER_ELEMENT); var copied = new Int32Array(buf); copied.set(new Int32Array(Module.HEAPU8.buffer, ptr, length)); return copied } function ptrToFloat32s(ptr, length) { var buf = new ArrayBuffer(length * Float32Array.BYTES_PER_ELEMENT); var copied = new Float32Array(buf); copied.set(new Float32Array(Module.HEAPU8.buffer, ptr, length)); return copied } function concatArrays(arr1, arr2) { if (!arr1) { arr1 = new ArrayBuffer } if (!arr2) { arr2 = new ArrayBuffer } var newArr = new Uint8Array(arr1.byteLength + arr2.byteLength); if (arr1 instanceof ArrayBuffer) { newArr.set(new Uint8Array(arr1), 0) } else if (arr1 instanceof Uint8Array) { newArr.set(arr1, 0) } else { throw "not reached" } if (arr2 instanceof ArrayBuffer) { newArr.set(new Uint8Array(arr2), arr1.byteLength) } else if (arr2 instanceof Uint8Array) { newArr.set(arr2, arr1.byteLength) } else { throw "not reached" } return newArr } var sessions = {}; self.addEventListener("message", function (event) { initializeP.then(function (funcs) { var statePtr = null; if (event.data.id in sessions) { statePtr = sessions[event.data.id].state } else { statePtr = funcs.open(); sessions[event.data.id] = { state: statePtr, input: null } } sessions[event.data.id].input = concatArrays(sessions[event.data.id].input, event.data.buf); while (sessions[event.data.id].input.byteLength > 0) { var input = sessions[event.data.id].input; var copiedInput = null; var chunkLength = Math.min(65536, input.byteLength); if (input instanceof ArrayBuffer) { copiedInput = arrayBufferToHeap(input, 0, chunkLength) } else if (input instanceof Uint8Array) { copiedInput = arrayBufferToHeap(input.buffer, input.byteOffset, chunkLength) } var outputPtr = Module._malloc(4); var readPtr = Module._malloc(4); var length = funcs.decode(statePtr, copiedInput.byteOffset, copiedInput.byteLength, outputPtr, readPtr); Module._free(copiedInput.byteOffset); var read = ptrToInt32(readPtr); Module._free(readPtr); sessions[event.data.id].input = input.slice(read); var result = { id: event.data.id, data: null, sampleRate: 0, eof: false, error: null }; if (length < 0) { result.error = "stbvorbis decode failed: " + length; postMessage(result); funcs.close(statePtr); delete sessions[event.data.id]; Module._free(outputPtr); return } var channels = funcs.channels(statePtr); if (channels > 0) { var dataPtrs = ptrToInt32s(ptrToInt32(outputPtr), channels); result.data = new Array(dataPtrs.length); for (var i = 0; i < dataPtrs.length; i++) { result.data[i] = ptrToFloat32s(dataPtrs[i], length); Module._free(dataPtrs[i]) } } Module._free(ptrToInt32(outputPtr)); Module._free(outputPtr); if (read === 0) { break } if (result.sampleRate === 0) { result.sampleRate = funcs.sampleRate(statePtr) } postMessage(result, result.data.map(function (array) { return array.buffer })) } if (event.data.eof) { var len = sessions[event.data.id].input.length; if (len) { console.warn("not all the input data was decoded. remaining: " + len + "[bytes]") } var result = { id: event.data.id, data: null, sampleRate: 0, eof: true, error: null }; postMessage(result); funcs.close(statePtr); delete sessions[event.data.id] } }) }) })(Module); diff --git a/www/js/rpg_core.js b/www/js/rpg_core.js new file mode 100644 index 0000000..6a03050 --- /dev/null +++ b/www/js/rpg_core.js @@ -0,0 +1,9321 @@ +//============================================================================= +// rpg_core.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +/** + * This is not a class, but contains some methods that will be added to the + * standard Javascript objects. + * + * @class JsExtensions + */ +function JsExtensions() { + throw new Error('This is not a class'); +} + +/** + * Returns a number whose value is limited to the given range. + * + * @method Number.prototype.clamp + * @param {Number} min The lower boundary + * @param {Number} max The upper boundary + * @return {Number} A number in the range (min, max) + */ +Number.prototype.clamp = function (min, max) { + return Math.min(Math.max(this, min), max); +}; + +/** + * Returns a modulo value which is always positive. + * + * @method Number.prototype.mod + * @param {Number} n The divisor + * @return {Number} A modulo value + */ +Number.prototype.mod = function (n) { + return ((this % n) + n) % n; +}; + +/** + * Replaces %1, %2 and so on in the string to the arguments. + * + * @method String.prototype.format + * @param {Any} ...args The objects to format + * @return {String} A formatted string + */ +String.prototype.format = function () { + var args = arguments; + return this.replace(/%([0-9]+)/g, function (s, n) { + return args[Number(n) - 1]; + }); +}; + +/** + * Makes a number string with leading zeros. + * + * @method String.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +String.prototype.padZero = function (length) { + var s = this; + while (s.length < length) { + s = '0' + s; + } + return s; +}; + +/** + * Makes a number string with leading zeros. + * + * @method Number.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +Number.prototype.padZero = function (length) { + return String(this).padZero(length); +}; + +Object.defineProperties(Array.prototype, { + /** + * Checks whether the two arrays are same. + * + * @method Array.prototype.equals + * @param {Array} array The array to compare to + * @return {Boolean} True if the two arrays are same + */ + equals: { + enumerable: false, + value: function (array) { + if (!array || this.length !== array.length) { + return false; + } + for (var i = 0; i < this.length; i++) { + if (this[i] instanceof Array && array[i] instanceof Array) { + if (!this[i].equals(array[i])) { + return false; + } + } else if (this[i] !== array[i]) { + return false; + } + } + return true; + } + }, + /** + * Makes a shallow copy of the array. + * + * @method Array.prototype.clone + * @return {Array} A shallow copy of the array + */ + clone: { + enumerable: false, + value: function () { + return this.slice(0); + } + }, + /** + * Checks whether the array contains a given element. + * + * @method Array.prototype.contains + * @param {Any} element The element to search for + * @return {Boolean} True if the array contains a given element + */ + contains: { + enumerable: false, + value: function (element) { + return this.indexOf(element) >= 0; + } + } +}); + +/** + * Checks whether the string contains a given string. + * + * @method String.prototype.contains + * @param {String} string The string to search for + * @return {Boolean} True if the string contains a given string + */ +String.prototype.contains = function (string) { + return this.indexOf(string) >= 0; +}; + +/** + * Generates a random integer in the range (0, max-1). + * + * @static + * @method Math.randomInt + * @param {Number} max The upper boundary (excluded) + * @return {Number} A random integer + */ +Math.randomInt = function (max) { + return Math.floor(max * Math.random()); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that defines utility methods. + * + * @class Utils + */ +function Utils() { + throw new Error('This is a static class'); +} + +/** + * The name of the RPG Maker. 'MV' in the current version. + * + * @static + * @property RPGMAKER_NAME + * @type String + * @final + */ +Utils.RPGMAKER_NAME = 'MV'; + +/** + * The version of the RPG Maker. + * + * @static + * @property RPGMAKER_VERSION + * @type String + * @final + */ +Utils.RPGMAKER_VERSION = "1.6.1"; + +/** + * Checks whether the option is in the query string. + * + * @static + * @method isOptionValid + * @param {String} name The option name + * @return {Boolean} True if the option is in the query string + */ +Utils.isOptionValid = function (name) { + if (location.search.slice(1).split('&').contains(name)) { return 1; }; + if (typeof nw !== "undefined" && nw.App.argv.length > 0 && nw.App.argv[0].split('&').contains(name)) { return 1; }; + return 0; +}; + +/** + * Checks whether the platform is NW.js. + * + * @static + * @method isNwjs + * @return {Boolean} True if the platform is NW.js + */ +Utils.isNwjs = function () { + return typeof require === 'function' && typeof process === 'object'; +}; + +/** + * Checks whether the platform is a mobile device. + * + * @static + * @method isMobileDevice + * @return {Boolean} True if the platform is a mobile device + */ +Utils.isMobileDevice = function () { + var r = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i; + return !!navigator.userAgent.match(r); +}; + +/** + * Checks whether the browser is Mobile Safari. + * + * @static + * @method isMobileSafari + * @return {Boolean} True if the browser is Mobile Safari + */ +Utils.isMobileSafari = function () { + var agent = navigator.userAgent; + return !!(agent.match(/iPhone|iPad|iPod/) && agent.match(/AppleWebKit/) && + !agent.match('CriOS')); +}; + +/** + * Checks whether the browser is Android Chrome. + * + * @static + * @method isAndroidChrome + * @return {Boolean} True if the browser is Android Chrome + */ +Utils.isAndroidChrome = function () { + var agent = navigator.userAgent; + return !!(agent.match(/Android/) && agent.match(/Chrome/)); +}; + +/** + * Checks whether the browser can read files in the game folder. + * + * @static + * @method canReadGameFiles + * @return {Boolean} True if the browser can read files in the game folder + */ +Utils.canReadGameFiles = function () { + var scripts = document.getElementsByTagName('script'); + var lastScript = scripts[scripts.length - 1]; + var xhr = new XMLHttpRequest(); + try { + xhr.open('GET', lastScript.src); + xhr.overrideMimeType('text/javascript'); + xhr.send(); + return true; + } catch (e) { + return false; + } +}; + +/** + * Makes a CSS color string from RGB values. + * + * @static + * @method rgbToCssColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + * @return {String} CSS color string + */ +Utils.rgbToCssColor = function (r, g, b) { + r = Math.round(r); + g = Math.round(g); + b = Math.round(b); + return 'rgb(' + r + ',' + g + ',' + b + ')'; +}; + +Utils._id = 1; +Utils.generateRuntimeId = function () { + return Utils._id++; +}; + +Utils._supportPassiveEvent = null; +/** + * Test this browser support passive event feature + * + * @static + * @method isSupportPassiveEvent + * @return {Boolean} this browser support passive event or not + */ +Utils.isSupportPassiveEvent = function () { + if (typeof Utils._supportPassiveEvent === "boolean") { + return Utils._supportPassiveEvent; + } + // test support passive event + // https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md#feature-detection + var passive = false; + var options = Object.defineProperty({}, "passive", { + get: function () { passive = true; } + }); + window.addEventListener("test", null, options); + Utils._supportPassiveEvent = passive; + return passive; +} + +//----------------------------------------------------------------------------- +/** + * The resource class. Allows to be collected as a garbage if not use for some time or ticks + * + * @class CacheEntry + * @constructor + * @param {ResourceManager} resource manager + * @param {string} key, url of the resource + * @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache + */ +function CacheEntry(cache, key, item) { + this.cache = cache; + this.key = key; + this.item = item; + this.cached = false; + this.touchTicks = 0; + this.touchSeconds = 0; + this.ttlTicks = 0; + this.ttlSeconds = 0; + this.freedByTTL = false; +} + +/** + * frees the resource + */ +CacheEntry.prototype.free = function (byTTL) { + this.freedByTTL = byTTL || false; + if (this.cached) { + this.cached = false; + delete this.cache._inner[this.key]; + } +}; + +/** + * Allocates the resource + * @returns {CacheEntry} + */ +CacheEntry.prototype.allocate = function () { + if (!this.cached) { + this.cache._inner[this.key] = this; + this.cached = true; + } + this.touch(); + return this; +}; + +/** + * Sets the time to live + * @param {number} ticks TTL in ticks, 0 if not set + * @param {number} time TTL in seconds, 0 if not set + * @returns {CacheEntry} + */ +CacheEntry.prototype.setTimeToLive = function (ticks, seconds) { + this.ttlTicks = ticks || 0; + this.ttlSeconds = seconds || 0; + return this; +}; + +CacheEntry.prototype.isStillAlive = function () { + var cache = this.cache; + return ((this.ttlTicks == 0) || (this.touchTicks + this.ttlTicks < cache.updateTicks)) && + ((this.ttlSeconds == 0) || (this.touchSeconds + this.ttlSeconds < cache.updateSeconds)); +}; + +/** + * makes sure that resource wont freed by Time To Live + * if resource was already freed by TTL, put it in cache again + */ +CacheEntry.prototype.touch = function () { + var cache = this.cache; + if (this.cached) { + this.touchTicks = cache.updateTicks; + this.touchSeconds = cache.updateSeconds; + } else if (this.freedByTTL) { + this.freedByTTL = false; + if (!cache._inner[this.key]) { + cache._inner[this.key] = this; + } + } +}; + +/** + * Cache for images, audio, or any other kind of resource + * @param manager + * @constructor + */ +function CacheMap(manager) { + this.manager = manager; + this._inner = {}; + this._lastRemovedEntries = {}; + this.updateTicks = 0; + this.lastCheckTTL = 0; + this.delayCheckTTL = 100.0; + this.updateSeconds = Date.now(); +} + +/** + * checks ttl of all elements and removes dead ones + */ +CacheMap.prototype.checkTTL = function () { + var cache = this._inner; + var temp = this._lastRemovedEntries; + if (!temp) { + temp = []; + this._lastRemovedEntries = temp; + } + for (var key in cache) { + var entry = cache[key]; + if (!entry.isStillAlive()) { + temp.push(entry); + } + } + for (var i = 0; i < temp.length; i++) { + temp[i].free(true); + } + temp.length = 0; +}; + +/** + * cache item + * @param key url of cache element + * @returns {*|null} + */ +CacheMap.prototype.getItem = function (key) { + var entry = this._inner[key]; + if (entry) { + return entry.item; + } + return null; +}; + +CacheMap.prototype.clear = function () { + var keys = Object.keys(this._inner); + for (var i = 0; i < keys.length; i++) { + this._inner[keys[i]].free(); + } +}; + +CacheMap.prototype.setItem = function (key, item) { + return new CacheEntry(this, key, item).allocate(); +}; + +CacheMap.prototype.update = function (ticks, delta) { + this.updateTicks += ticks; + this.updateSeconds += delta; + if (this.updateSeconds >= this.delayCheckTTL + this.lastCheckTTL) { + this.lastCheckTTL = this.updateSeconds; + this.checkTTL(); + } +}; + +function ImageCache() { + this.initialize.apply(this, arguments); +} + +ImageCache.limit = 10 * 1000 * 1000; + +ImageCache.prototype.initialize = function () { + this._items = {}; +}; + +ImageCache.prototype.add = function (key, value) { + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + + this._truncateCache(); +}; + +ImageCache.prototype.get = function (key) { + if (this._items[key]) { + var item = this._items[key]; + item.touch = Date.now(); + return item.bitmap; + } + + return null; +}; + +ImageCache.prototype.reserve = function (key, value, reservationId) { + if (!this._items[key]) { + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + } + + this._items[key].reservationId = reservationId; +}; + +ImageCache.prototype.releaseReservation = function (reservationId) { + var items = this._items; + + Object.keys(items) + .map(function (key) { return items[key]; }) + .forEach(function (item) { + if (item.reservationId === reservationId) { + delete item.reservationId; + } + }); +}; + +ImageCache.prototype._truncateCache = function () { + var items = this._items; + var sizeLeft = ImageCache.limit; + + Object.keys(items).map(function (key) { + return items[key]; + }).sort(function (a, b) { + return b.touch - a.touch; + }).forEach(function (item) { + if (sizeLeft > 0 || this._mustBeHeld(item)) { + var bitmap = item.bitmap; + sizeLeft -= bitmap.width * bitmap.height; + } else { + delete items[item.key]; + } + }.bind(this)); +}; + +ImageCache.prototype._mustBeHeld = function (item) { + // request only is weak so It's purgeable + if (item.bitmap.isRequestOnly()) return false; + // reserved item must be held + if (item.reservationId) return true; + // not ready bitmap must be held (because of checking isReady()) + if (!item.bitmap.isReady()) return true; + // then the item may purgeable + return false; +}; + +ImageCache.prototype.isReady = function () { + var items = this._items; + return !Object.keys(items).some(function (key) { + return !items[key].bitmap.isRequestOnly() && !items[key].bitmap.isReady(); + }); +}; + +ImageCache.prototype.getErrorBitmap = function () { + var items = this._items; + var bitmap = null; + if (Object.keys(items).some(function (key) { + if (items[key].bitmap.isError()) { + bitmap = items[key].bitmap; + return true; + } + return false; + })) { + return bitmap; + } + + return null; +}; +function RequestQueue() { + this.initialize.apply(this, arguments); +} + +RequestQueue.prototype.initialize = function () { + this._queue = []; +}; + +RequestQueue.prototype.enqueue = function (key, value) { + this._queue.push({ + key: key, + value: value, + }); +}; + +RequestQueue.prototype.update = function () { + if (this._queue.length === 0) return; + + var top = this._queue[0]; + if (top.value.isRequestReady()) { + this._queue.shift(); + if (this._queue.length !== 0) { + this._queue[0].value.startRequest(); + } + } else { + top.value.startRequest(); + } +}; + +RequestQueue.prototype.raisePriority = function (key) { + for (var n = 0; n < this._queue.length; n++) { + var item = this._queue[n]; + if (item.key === key) { + this._queue.splice(n, 1); + this._queue.unshift(item); + break; + } + } +}; + +RequestQueue.prototype.clear = function () { + this._queue.splice(0); +}; +//----------------------------------------------------------------------------- +/** + * The point class. + * + * @class Point + * @constructor + * @param {Number} x The x coordinate + * @param {Number} y The y coordinate + */ +function Point() { + this.initialize.apply(this, arguments); +} + +Point.prototype = Object.create(PIXI.Point.prototype); +Point.prototype.constructor = Point; + +Point.prototype.initialize = function (x, y) { + PIXI.Point.call(this, x, y); +}; + +/** + * The x coordinate. + * + * @property x + * @type Number + */ + +/** + * The y coordinate. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The rectangle class. + * + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle + * @param {Number} height The height of the rectangle + */ +function Rectangle() { + this.initialize.apply(this, arguments); +} + +Rectangle.prototype = Object.create(PIXI.Rectangle.prototype); +Rectangle.prototype.constructor = Rectangle; + +Rectangle.prototype.initialize = function (x, y, width, height) { + PIXI.Rectangle.call(this, x, y, width, height); +}; + +/** + * @static + * @property emptyRectangle + * @type Rectangle + * @private + */ +Rectangle.emptyRectangle = new Rectangle(0, 0, 0, 0); + +/** + * The x coordinate for the upper-left corner. + * + * @property x + * @type Number + */ + +/** + * The y coordinate for the upper-left corner. + * + * @property y + * @type Number + */ + +/** + * The width of the rectangle. + * + * @property width + * @type Number + */ + +/** + * The height of the rectangle. + * + * @property height + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The basic object that represents an image. + * + * @class Bitmap + * @constructor + * @param {Number} width The width of the bitmap + * @param {Number} height The height of the bitmap + */ +function Bitmap() { + this.initialize.apply(this, arguments); +} + +//for iOS. img consumes memory. so reuse it. +Bitmap._reuseImages = []; + + +/** + * Bitmap states(Bitmap._loadingState): + * + * none: + * Empty Bitmap + * + * pending: + * Url requested, but pending to load until startRequest called + * + * purged: + * Url request completed and purged. + * + * requesting: + * Requesting supplied URI now. + * + * requestCompleted: + * Request completed + * + * decrypting: + * requesting encrypted data from supplied URI or decrypting it. + * + * decryptCompleted: + * Decrypt completed + * + * loaded: + * loaded. isReady() === true, so It's usable. + * + * error: + * error occurred + * + */ + + +Bitmap.prototype._createCanvas = function (width, height) { + this.__canvas = this.__canvas || document.createElement('canvas'); + this.__context = this.__canvas.getContext('2d'); + + this.__canvas.width = Math.max(width || 0, 1); + this.__canvas.height = Math.max(height || 0, 1); + + if (this._image) { + var w = Math.max(this._image.width || 0, 1); + var h = Math.max(this._image.height || 0, 1); + this.__canvas.width = w; + this.__canvas.height = h; + this._createBaseTexture(this._canvas); + + this.__context.drawImage(this._image, 0, 0); + } + + this._setDirty(); +}; + +Bitmap.prototype._createBaseTexture = function (source) { + this.__baseTexture = new PIXI.BaseTexture(source); + this.__baseTexture.mipmap = false; + this.__baseTexture.width = source.width; + this.__baseTexture.height = source.height; + + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } +}; + +Bitmap.prototype._clearImgInstance = function () { + this._image.src = ""; + this._image.onload = null; + this._image.onerror = null; + this._errorListener = null; + this._loadListener = null; + + Bitmap._reuseImages.push(this._image); + this._image = null; +}; + +// +//We don't want to waste memory, so creating canvas is deferred. +// +Object.defineProperties(Bitmap.prototype, { + _canvas: { + get: function () { + if (!this.__canvas) this._createCanvas(); + return this.__canvas; + } + }, + _context: { + get: function () { + if (!this.__context) this._createCanvas(); + return this.__context; + } + }, + + _baseTexture: { + get: function () { + if (!this.__baseTexture) this._createBaseTexture(this._image || this.__canvas); + return this.__baseTexture; + } + } +}); + +Bitmap.prototype._renewCanvas = function () { + var newImage = this._image; + if (newImage && this.__canvas && (this.__canvas.width < newImage.width || this.__canvas.height < newImage.height)) { + this._createCanvas(); + } +}; + +Bitmap.prototype.initialize = function (width, height) { + if (!this._defer) { + this._createCanvas(width, height); + } + + this._image = null; + this._url = ''; + this._paintOpacity = 255; + this._smooth = false; + this._loadListeners = []; + this._loadingState = 'none'; + this._decodeAfterRequest = false; + + /** + * Cache entry, for images. In all cases _url is the same as cacheEntry.key + * @type CacheEntry + */ + this.cacheEntry = null; + + /** + * The face name of the font. + * + * @property fontFace + * @type String + */ + this.fontFace = 'GameFont'; + + /** + * The size of the font in pixels. + * + * @property fontSize + * @type Number + */ + this.fontSize = 28; + + /** + * Whether the font is italic. + * + * @property fontItalic + * @type Boolean + */ + this.fontItalic = false; + + /** + * The color of the text in CSS format. + * + * @property textColor + * @type String + */ + this.textColor = '#ffffff'; + + /** + * The color of the outline of the text in CSS format. + * + * @property outlineColor + * @type String + */ + this.outlineColor = 'rgba(0, 0, 0, 0.5)'; + + /** + * The width of the outline of the text. + * + * @property outlineWidth + * @type Number + */ + this.outlineWidth = 4; +}; + +/** + * Loads a image file and returns a new bitmap object. + * + * @static + * @method load + * @param {String} url The image url of the texture + * @return Bitmap + */ +Bitmap.load = function (url) { + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._decodeAfterRequest = true; + bitmap._requestImage(url); + + return bitmap; +}; + +/** + * Takes a snapshot of the game screen and returns a new bitmap object. + * + * @static + * @method snap + * @param {Stage} stage The stage object + * @return Bitmap + */ +Bitmap.snap = function (stage) { + var width = Graphics.width; + var height = Graphics.height; + var bitmap = new Bitmap(width, height); + var context = bitmap._context; + var renderTexture = PIXI.RenderTexture.create(width, height); + if (stage) { + Graphics._renderer.render(stage, renderTexture); + stage.worldTransform.identity(); + var canvas = null; + if (Graphics.isWebGL()) { + canvas = Graphics._renderer.extract.canvas(renderTexture); + } else { + canvas = renderTexture.baseTexture._canvasRenderTarget.canvas; + } + context.drawImage(canvas, 0, 0); + } else { + + } + renderTexture.destroy({ destroyBase: true }); + bitmap._setDirty(); + return bitmap; +}; + +/** + * Checks whether the bitmap is ready to render. + * + * @method isReady + * @return {Boolean} True if the bitmap is ready to render + */ +Bitmap.prototype.isReady = function () { + return this._loadingState === 'loaded' || this._loadingState === 'none'; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Bitmap.prototype.isError = function () { + return this._loadingState === 'error'; +}; + +/** + * touch the resource + * @method touch + */ +Bitmap.prototype.touch = function () { + if (this.cacheEntry) { + this.cacheEntry.touch(); + } +}; + +/** + * [read-only] The url of the image file. + * + * @property url + * @type String + */ +Object.defineProperty(Bitmap.prototype, 'url', { + get: function () { + return this._url; + }, + configurable: true +}); + +/** + * [read-only] The base texture that holds the image. + * + * @property baseTexture + * @type PIXI.BaseTexture + */ +Object.defineProperty(Bitmap.prototype, 'baseTexture', { + get: function () { + return this._baseTexture; + }, + configurable: true +}); + +/** + * [read-only] The bitmap canvas. + * + * @property canvas + * @type HTMLCanvasElement + */ +Object.defineProperty(Bitmap.prototype, 'canvas', { + get: function () { + return this._canvas; + }, + configurable: true +}); + +/** + * [read-only] The 2d context of the bitmap canvas. + * + * @property context + * @type CanvasRenderingContext2D + */ +Object.defineProperty(Bitmap.prototype, 'context', { + get: function () { + return this._context; + }, + configurable: true +}); + +/** + * [read-only] The width of the bitmap. + * + * @property width + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'width', { + get: function () { + if (this.isReady()) { + return this._image ? this._image.width : this._canvas.width; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The height of the bitmap. + * + * @property height + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'height', { + get: function () { + if (this.isReady()) { + return this._image ? this._image.height : this._canvas.height; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The rectangle of the bitmap. + * + * @property rect + * @type Rectangle + */ +Object.defineProperty(Bitmap.prototype, 'rect', { + get: function () { + return new Rectangle(0, 0, this.width, this.height); + }, + configurable: true +}); + +/** + * Whether the smooth scaling is applied. + * + * @property smooth + * @type Boolean + */ +Object.defineProperty(Bitmap.prototype, 'smooth', { + get: function () { + return this._smooth; + }, + set: function (value) { + if (this._smooth !== value) { + this._smooth = value; + if (this.__baseTexture) { + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } + } + } + }, + configurable: true +}); + +/** + * The opacity of the drawing object in the range (0, 255). + * + * @property paintOpacity + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'paintOpacity', { + get: function () { + return this._paintOpacity; + }, + set: function (value) { + if (this._paintOpacity !== value) { + this._paintOpacity = value; + this._context.globalAlpha = this._paintOpacity / 255; + } + }, + configurable: true +}); + +/** + * Resizes the bitmap. + * + * @method resize + * @param {Number} width The new width of the bitmap + * @param {Number} height The new height of the bitmap + */ +Bitmap.prototype.resize = function (width, height) { + width = Math.max(width || 0, 1); + height = Math.max(height || 0, 1); + this._canvas.width = width; + this._canvas.height = height; + this._baseTexture.width = width; + this._baseTexture.height = height; +}; + +/** + * Performs a block transfer. + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.blt = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._canvas, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Performs a block transfer, using assumption that original image was not modified (no hue) + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.bltImage = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._image, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Returns pixel color at the specified point. + * + * @method getPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The pixel color (hex format) + */ +Bitmap.prototype.getPixel = function (x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + var result = '#'; + for (var i = 0; i < 3; i++) { + result += data[i].toString(16).padZero(2); + } + return result; +}; + +/** + * Returns alpha pixel value at the specified point. + * + * @method getAlphaPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The alpha value + */ +Bitmap.prototype.getAlphaPixel = function (x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + return data[3]; +}; + +/** + * Clears the specified rectangle. + * + * @method clearRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + */ +Bitmap.prototype.clearRect = function (x, y, width, height) { + this._context.clearRect(x, y, width, height); + this._setDirty(); +}; + +/** + * Clears the entire bitmap. + * + * @method clear + */ +Bitmap.prototype.clear = function () { + this.clearRect(0, 0, this.width, this.height); +}; + +/** + * Fills the specified rectangle. + * + * @method fillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillRect = function (x, y, width, height, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Fills the entire bitmap. + * + * @method fillAll + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillAll = function (color) { + this.fillRect(0, 0, this.width, this.height, color); +}; + +/** + * Draws the rectangle with a gradation. + * + * @method gradientFillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color1 The gradient starting color + * @param {String} color2 The gradient ending color + * @param {Boolean} vertical Wether the gradient should be draw as vertical or not + */ +Bitmap.prototype.gradientFillRect = function (x, y, width, height, color1, + color2, vertical) { + var context = this._context; + var grad; + if (vertical) { + grad = context.createLinearGradient(x, y, x, y + height); + } else { + grad = context.createLinearGradient(x, y, x + width, y); + } + grad.addColorStop(0, color1); + grad.addColorStop(1, color2); + context.save(); + context.fillStyle = grad; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Draw a bitmap in the shape of a circle + * + * @method drawCircle + * @param {Number} x The x coordinate based on the circle center + * @param {Number} y The y coordinate based on the circle center + * @param {Number} radius The radius of the circle + * @param {String} color The color of the circle in CSS format + */ +Bitmap.prototype.drawCircle = function (x, y, radius, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.beginPath(); + context.arc(x, y, radius, 0, Math.PI * 2, false); + context.fill(); + context.restore(); + this._setDirty(); +}; + +/** + * Draws the outline text to the bitmap. + * + * @method drawText + * @param {String} text The text that will be drawn + * @param {Number} x The x coordinate for the left of the text + * @param {Number} y The y coordinate for the top of the text + * @param {Number} maxWidth The maximum allowed width of the text + * @param {Number} lineHeight The height of the text line + * @param {String} align The alignment of the text + */ +Bitmap.prototype.drawText = function (text, x, y, maxWidth, lineHeight, align) { + // Note: Firefox has a bug with textBaseline: Bug 737852 + // So we use 'alphabetic' here. + if (text !== undefined) { + var tx = x; + var ty = y + lineHeight - (lineHeight - this.fontSize * 0.7) / 2; + var context = this._context; + var alpha = context.globalAlpha; + maxWidth = maxWidth || 0xffffffff; + if (align === 'center') { + tx += maxWidth / 2; + } + if (align === 'right') { + tx += maxWidth; + } + context.save(); + context.font = this._makeFontNameText(); + context.textAlign = align; + context.textBaseline = 'alphabetic'; + context.globalAlpha = 1; + this._drawTextOutline(text, tx, ty, maxWidth); + context.globalAlpha = alpha; + this._drawTextBody(text, tx, ty, maxWidth); + context.restore(); + this._setDirty(); + } +}; + +/** + * Returns the width of the specified text. + * + * @method measureTextWidth + * @param {String} text The text to be measured + * @return {Number} The width of the text in pixels + */ +Bitmap.prototype.measureTextWidth = function (text) { + var context = this._context; + context.save(); + context.font = this._makeFontNameText(); + var width = context.measureText(text).width; + context.restore(); + return width; +}; + +/** + * Changes the color tone of the entire bitmap. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +Bitmap.prototype.adjustTone = function (r, g, b) { + if ((r || g || b) && this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] += r; + pixels[i + 1] += g; + pixels[i + 2] += b; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Rotates the hue of the entire bitmap. + * + * @method rotateHue + * @param {Number} offset The hue offset in 360 degrees + */ +Bitmap.prototype.rotateHue = function (offset) { + function rgbToHsl(r, g, b) { + var cmin = Math.min(r, g, b); + var cmax = Math.max(r, g, b); + var h = 0; + var s = 0; + var l = (cmin + cmax) / 2; + var delta = cmax - cmin; + + if (delta > 0) { + if (r === cmax) { + h = 60 * (((g - b) / delta + 6) % 6); + } else if (g === cmax) { + h = 60 * ((b - r) / delta + 2); + } else { + h = 60 * ((r - g) / delta + 4); + } + s = delta / (255 - Math.abs(2 * l - 255)); + } + return [h, s, l]; + } + + function hslToRgb(h, s, l) { + var c = (255 - Math.abs(2 * l - 255)) * s; + var x = c * (1 - Math.abs((h / 60) % 2 - 1)); + var m = l - c / 2; + var cm = c + m; + var xm = x + m; + + if (h < 60) { + return [cm, xm, m]; + } else if (h < 120) { + return [xm, cm, m]; + } else if (h < 180) { + return [m, cm, xm]; + } else if (h < 240) { + return [m, xm, cm]; + } else if (h < 300) { + return [xm, m, cm]; + } else { + return [cm, m, xm]; + } + } + + if (offset && this.width > 0 && this.height > 0) { + offset = ((offset % 360) + 360) % 360; + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + var hsl = rgbToHsl(pixels[i + 0], pixels[i + 1], pixels[i + 2]); + var h = (hsl[0] + offset) % 360; + var s = hsl[1]; + var l = hsl[2]; + var rgb = hslToRgb(h, s, l); + pixels[i + 0] = rgb[0]; + pixels[i + 1] = rgb[1]; + pixels[i + 2] = rgb[2]; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Applies a blur effect to the bitmap. + * + * @method blur + */ +Bitmap.prototype.blur = function () { + for (var i = 0; i < 2; i++) { + var w = this.width; + var h = this.height; + var canvas = this._canvas; + var context = this._context; + var tempCanvas = document.createElement('canvas'); + var tempContext = tempCanvas.getContext('2d'); + tempCanvas.width = w + 2; + tempCanvas.height = h + 2; + tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h); + tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1); + tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h); + tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1); + tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h); + context.save(); + context.fillStyle = 'black'; + context.fillRect(0, 0, w, h); + context.globalCompositeOperation = 'lighter'; + context.globalAlpha = 1 / 9; + for (var y = 0; y < 3; y++) { + for (var x = 0; x < 3; x++) { + context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h); + } + } + context.restore(); + } + this._setDirty(); +}; + +/** + * Add a callback function that will be called when the bitmap is loaded. + * + * @method addLoadListener + * @param {Function} listner The callback function + */ +Bitmap.prototype.addLoadListener = function (listner) { + if (!this.isReady()) { + this._loadListeners.push(listner); + } else { + listner(this); + } +}; + +/** + * @method _makeFontNameText + * @private + */ +Bitmap.prototype._makeFontNameText = function () { + return (this.fontItalic ? 'Italic ' : '') + + this.fontSize + 'px ' + this.fontFace; +}; + +/** + * @method _drawTextOutline + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextOutline = function (text, tx, ty, maxWidth) { + var context = this._context; + context.strokeStyle = this.outlineColor; + context.lineWidth = this.outlineWidth; + context.lineJoin = 'round'; + context.strokeText(text, tx, ty, maxWidth); +}; + +/** + * @method _drawTextBody + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextBody = function (text, tx, ty, maxWidth) { + var context = this._context; + context.fillStyle = this.textColor; + context.fillText(text, tx, ty, maxWidth); +}; + +/** + * @method _onLoad + * @private + */ +Bitmap.prototype._onLoad = function () { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + + this._renewCanvas(); + + switch (this._loadingState) { + case 'requesting': + this._loadingState = 'requestCompleted'; + if (this._decodeAfterRequest) { + this.decode(); + } else { + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + + case 'decrypting': + window.URL.revokeObjectURL(this._image.src); + this._loadingState = 'decryptCompleted'; + if (this._decodeAfterRequest) { + this.decode(); + } else { + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + } +}; + +Bitmap.prototype.decode = function () { + switch (this._loadingState) { + case 'requestCompleted': case 'decryptCompleted': + this._loadingState = 'loaded'; + + if (!this.__canvas) this._createBaseTexture(this._image); + this._setDirty(); + this._callLoadListeners(); + break; + + case 'requesting': case 'decrypting': + this._decodeAfterRequest = true; + if (!this._loader) { + this._loader = ResourceHandler.createLoader(this._url, this._requestImage.bind(this, this._url), this._onError.bind(this)); + this._image.removeEventListener('error', this._errorListener); + this._image.addEventListener('error', this._errorListener = this._loader); + } + break; + + case 'pending': case 'purged': case 'error': + this._decodeAfterRequest = true; + this._requestImage(this._url); + break; + } +}; + +/** + * @method _callLoadListeners + * @private + */ +Bitmap.prototype._callLoadListeners = function () { + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(this); + } +}; + +/** + * @method _onError + * @private + */ +Bitmap.prototype._onError = function () { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + this._loadingState = 'error'; +}; + +/** + * @method _setDirty + * @private + */ +Bitmap.prototype._setDirty = function () { + this._dirty = true; +}; + +/** + * updates texture is bitmap was dirty + * @method checkDirty + */ +Bitmap.prototype.checkDirty = function () { + if (this._dirty) { + this._baseTexture.update(); + this._dirty = false; + } +}; + +Bitmap.request = function (url) { + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._url = url; + bitmap._loadingState = 'pending'; + + return bitmap; +}; + +Bitmap.prototype._requestImage = function (url) { + if (Bitmap._reuseImages.length !== 0) { + this._image = Bitmap._reuseImages.pop(); + } else { + this._image = new Image(); + } + + if (this._decodeAfterRequest && !this._loader) { + this._loader = ResourceHandler.createLoader(url, this._requestImage.bind(this, url), this._onError.bind(this)); + } + + this._image = new Image(); + this._url = url; + this._loadingState = 'requesting'; + + if (!Decrypter.checkImgIgnore(url) && Decrypter.hasEncryptedImages) { + this._loadingState = 'decrypting'; + Decrypter.decryptImg(url, this); + } else { + this._image.src = url; + + this._image.addEventListener('load', this._loadListener = Bitmap.prototype._onLoad.bind(this)); + this._image.addEventListener('error', this._errorListener = this._loader || Bitmap.prototype._onError.bind(this)); + } +}; + +Bitmap.prototype.isRequestOnly = function () { + return !(this._decodeAfterRequest || this.isReady()); +}; + +Bitmap.prototype.isRequestReady = function () { + return this._loadingState !== 'pending' && + this._loadingState !== 'requesting' && + this._loadingState !== 'decrypting'; +}; + +Bitmap.prototype.startRequest = function () { + if (this._loadingState === 'pending') { + this._decodeAfterRequest = false; + this._requestImage(this._url); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that carries out graphics processing. + * + * @class Graphics + */ +function Graphics() { + throw new Error('This is a static class'); +} + +Graphics._cssFontLoading = document.fonts && document.fonts.ready; +Graphics._fontLoaded = null; +Graphics._videoVolume = 1; + +/** + * Initializes the graphics system. + * + * @static + * @method initialize + * @param {Number} width The width of the game screen + * @param {Number} height The height of the game screen + * @param {String} type The type of the renderer. + * 'canvas', 'webgl', or 'auto'. + */ +Graphics.initialize = function (width, height, type) { + this._width = width || 800; + this._height = height || 600; + this._rendererType = type || 'auto'; + this._boxWidth = this._width; + this._boxHeight = this._height; + + this._scale = 1; + this._realScale = 1; + + this._errorShowed = false; + this._errorPrinter = null; + this._canvas = null; + this._video = null; + this._videoUnlocked = false; + this._videoLoading = false; + this._upperCanvas = null; + this._renderer = null; + this._fpsMeter = null; + this._modeBox = null; + this._skipCount = 0; + this._maxSkip = 3; + this._rendered = false; + this._loadingImage = null; + this._loadingCount = 0; + this._fpsMeterToggled = false; + this._stretchEnabled = this._defaultStretchMode(); + + this._canUseDifferenceBlend = false; + this._canUseSaturationBlend = false; + this._hiddenCanvas = null; + + this._testCanvasBlendModes(); + this._modifyExistingElements(); + this._updateRealScale(); + this._createAllElements(); + this._disableTextSelection(); + this._disableContextMenu(); + this._setupEventHandlers(); + this._setupCssFontLoading(); +}; + + +Graphics._setupCssFontLoading = function () { + if (Graphics._cssFontLoading) { + document.fonts.ready.then(function (fonts) { + Graphics._fontLoaded = fonts; + }).catch(function (error) { + SceneManager.onError(error); + }); + } +}; + +Graphics.canUseCssFontLoading = function () { + return !!this._cssFontLoading; +}; + +/** + * The total frame count of the game screen. + * + * @static + * @property frameCount + * @type Number + */ +Graphics.frameCount = 0; + +/** + * The alias of PIXI.blendModes.NORMAL. + * + * @static + * @property BLEND_NORMAL + * @type Number + * @final + */ +Graphics.BLEND_NORMAL = 0; + +/** + * The alias of PIXI.blendModes.ADD. + * + * @static + * @property BLEND_ADD + * @type Number + * @final + */ +Graphics.BLEND_ADD = 1; + +/** + * The alias of PIXI.blendModes.MULTIPLY. + * + * @static + * @property BLEND_MULTIPLY + * @type Number + * @final + */ +Graphics.BLEND_MULTIPLY = 2; + +/** + * The alias of PIXI.blendModes.SCREEN. + * + * @static + * @property BLEND_SCREEN + * @type Number + * @final + */ +Graphics.BLEND_SCREEN = 3; + +/** + * Marks the beginning of each frame for FPSMeter. + * + * @static + * @method tickStart + */ +Graphics.tickStart = function () { + if (this._fpsMeter) { + this._fpsMeter.tickStart(); + } +}; + +/** + * Marks the end of each frame for FPSMeter. + * + * @static + * @method tickEnd + */ +Graphics.tickEnd = function () { + if (this._fpsMeter && this._rendered) { + this._fpsMeter.tick(); + } +}; + +/** + * Renders the stage to the game screen. + * + * @static + * @method render + * @param {Stage} stage The stage object to be rendered + */ +Graphics.render = function (stage) { + if (this._skipCount <= 0) { + var startTime = Date.now(); + if (stage) { + this._renderer.render(stage); + if (this._renderer.gl && this._renderer.gl.flush) { + this._renderer.gl.flush(); + } + } + var endTime = Date.now(); + var elapsed = endTime - startTime; + this._skipCount = Math.min(Math.floor(elapsed / 15), this._maxSkip); + this._rendered = true; + } else { + this._skipCount--; + this._rendered = false; + } + this.frameCount++; +}; + +/** + * Checks whether the renderer type is WebGL. + * + * @static + * @method isWebGL + * @return {Boolean} True if the renderer type is WebGL + */ +Graphics.isWebGL = function () { + return this._renderer && this._renderer.type === PIXI.RENDERER_TYPE.WEBGL; +}; + +/** + * Checks whether the current browser supports WebGL. + * + * @static + * @method hasWebGL + * @return {Boolean} True if the current browser supports WebGL. + */ +Graphics.hasWebGL = function () { + try { + var canvas = document.createElement('canvas'); + return !!(canvas.getContext('webgl') || canvas.getContext('experimental-webgl')); + } catch (e) { + return false; + } +}; + +/** + * Checks whether the canvas blend mode 'difference' is supported. + * + * @static + * @method canUseDifferenceBlend + * @return {Boolean} True if the canvas blend mode 'difference' is supported + */ +Graphics.canUseDifferenceBlend = function () { + return this._canUseDifferenceBlend; +}; + +/** + * Checks whether the canvas blend mode 'saturation' is supported. + * + * @static + * @method canUseSaturationBlend + * @return {Boolean} True if the canvas blend mode 'saturation' is supported + */ +Graphics.canUseSaturationBlend = function () { + return this._canUseSaturationBlend; +}; + +/** + * Sets the source of the "Now Loading" image. + * + * @static + * @method setLoadingImage + */ +Graphics.setLoadingImage = function (src) { + this._loadingImage = new Image(); + this._loadingImage.src = src; +}; + +/** + * Initializes the counter for displaying the "Now Loading" image. + * + * @static + * @method startLoading + */ +Graphics.startLoading = function () { + this._loadingCount = 0; +}; + +/** + * Increments the loading counter and displays the "Now Loading" image if necessary. + * + * @static + * @method updateLoading + */ +Graphics.updateLoading = function () { + this._loadingCount++; + this._paintUpperCanvas(); + this._upperCanvas.style.opacity = 1; +}; + +/** + * Erases the "Now Loading" image. + * + * @static + * @method endLoading + */ +Graphics.endLoading = function () { + this._clearUpperCanvas(); + this._upperCanvas.style.opacity = 0; +}; + +/** + * Displays the loading error text to the screen. + * + * @static + * @method printLoadingError + * @param {String} url The url of the resource failed to load + */ +Graphics.printLoadingError = function (url) { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = this._makeErrorHtml('Loading Error', 'Failed to load: ' + url); + var button = document.createElement('button'); + button.innerHTML = 'Retry'; + button.style.fontSize = '24px'; + button.style.color = '#ffffff'; + button.style.backgroundColor = '#000000'; + button.onmousedown = button.ontouchstart = function (event) { + ResourceHandler.retry(); + event.stopPropagation(); + }; + this._errorPrinter.appendChild(button); + this._loadingCount = -Infinity; + } +}; + +/** + * Erases the loading error text. + * + * @static + * @method eraseLoadingError + */ +Graphics.eraseLoadingError = function () { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = ''; + this.startLoading(); + } +}; + +/** + * Displays the error text to the screen. + * + * @static + * @method printError + * @param {String} name The name of the error + * @param {String} message The message of the error + */ +Graphics.printError = function (name, message) { + this._errorShowed = true; + if (this._errorPrinter) { + this._errorPrinter.innerHTML = this._makeErrorHtml(name, message); + } + this._applyCanvasFilter(); + this._clearUpperCanvas(); +}; + +/** + * Shows the FPSMeter element. + * + * @static + * @method showFps + */ +Graphics.showFps = function () { + if (this._fpsMeter) { + this._fpsMeter.show(); + this._modeBox.style.opacity = 1; + } +}; + +/** + * Hides the FPSMeter element. + * + * @static + * @method hideFps + */ +Graphics.hideFps = function () { + if (this._fpsMeter) { + this._fpsMeter.hide(); + this._modeBox.style.opacity = 0; + } +}; + +/** + * Loads a font file. + * + * @static + * @method loadFont + * @param {String} name The face name of the font + * @param {String} url The url of the font file + */ +Graphics.loadFont = function (name, url) { + var style = document.createElement('style'); + var head = document.getElementsByTagName('head'); + var rule = '@font-face { font-family: "' + name + '"; src: url("' + url + '"); }'; + style.type = 'text/css'; + head.item(0).appendChild(style); + style.sheet.insertRule(rule, 0); + this._createFontLoader(name); +}; + +/** + * Checks whether the font file is loaded. + * + * @static + * @method isFontLoaded + * @param {String} name The face name of the font + * @return {Boolean} True if the font file is loaded + */ +Graphics.isFontLoaded = function (name) { + if (Graphics._cssFontLoading) { + if (Graphics._fontLoaded) { + return Graphics._fontLoaded.check('10px "' + name + '"'); + } + + return false; + } else { + if (!this._hiddenCanvas) { + this._hiddenCanvas = document.createElement('canvas'); + } + var context = this._hiddenCanvas.getContext('2d'); + var text = 'abcdefghijklmnopqrstuvwxyz'; + var width1, width2; + context.font = '40px ' + name + ', sans-serif'; + width1 = context.measureText(text).width; + context.font = '40px sans-serif'; + width2 = context.measureText(text).width; + return width1 !== width2; + } +}; + +/** + * Starts playback of a video. + * + * @static + * @method playVideo + * @param {String} src + */ +Graphics.playVideo = function (src) { + this._videoLoader = ResourceHandler.createLoader(null, this._playVideo.bind(this, src), this._onVideoError.bind(this)); + this._playVideo(src); +}; + +/** + * @static + * @method _playVideo + * @param {String} src + * @private + */ +Graphics._playVideo = function (src) { + this._video.src = src; + this._video.onloadeddata = this._onVideoLoad.bind(this); + this._video.onerror = this._videoLoader; + this._video.onended = this._onVideoEnd.bind(this); + this._video.load(); + this._videoLoading = true; +}; + +/** + * Checks whether the video is playing. + * + * @static + * @method isVideoPlaying + * @return {Boolean} True if the video is playing + */ +Graphics.isVideoPlaying = function () { + return this._videoLoading || this._isVideoVisible(); +}; + +/** + * Checks whether the browser can play the specified video type. + * + * @static + * @method canPlayVideoType + * @param {String} type The video type to test support for + * @return {Boolean} True if the browser can play the specified video type + */ +Graphics.canPlayVideoType = function (type) { + return this._video && this._video.canPlayType(type); +}; + +/** + * Sets volume of a video. + * + * @static + * @method setVideoVolume + * @param {Number} value + */ +Graphics.setVideoVolume = function (value) { + this._videoVolume = value; + if (this._video) { + this._video.volume = this._videoVolume; + } +}; + +/** + * Converts an x coordinate on the page to the corresponding + * x coordinate on the canvas area. + * + * @static + * @method pageToCanvasX + * @param {Number} x The x coordinate on the page to be converted + * @return {Number} The x coordinate on the canvas area + */ +Graphics.pageToCanvasX = function (x) { + if (this._canvas) { + var left = this._canvas.offsetLeft; + return Math.round((x - left) / this._realScale); + } else { + return 0; + } +}; + +/** + * Converts a y coordinate on the page to the corresponding + * y coordinate on the canvas area. + * + * @static + * @method pageToCanvasY + * @param {Number} y The y coordinate on the page to be converted + * @return {Number} The y coordinate on the canvas area + */ +Graphics.pageToCanvasY = function (y) { + if (this._canvas) { + var top = this._canvas.offsetTop; + return Math.round((y - top) / this._realScale); + } else { + return 0; + } +}; + +/** + * Checks whether the specified point is inside the game canvas area. + * + * @static + * @method isInsideCanvas + * @param {Number} x The x coordinate on the canvas area + * @param {Number} y The y coordinate on the canvas area + * @return {Boolean} True if the specified point is inside the game canvas area + */ +Graphics.isInsideCanvas = function (x, y) { + return (x >= 0 && x < this._width && y >= 0 && y < this._height); +}; + +/** + * Calls pixi.js garbage collector + */ +Graphics.callGC = function () { + if (Graphics.isWebGL()) { + Graphics._renderer.textureGC.run(); + } +}; + + +/** + * The width of the game screen. + * + * @static + * @property width + * @type Number + */ +Object.defineProperty(Graphics, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + if (this._width !== value) { + this._width = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The height of the game screen. + * + * @static + * @property height + * @type Number + */ +Object.defineProperty(Graphics, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + if (this._height !== value) { + this._height = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The width of the window display area. + * + * @static + * @property boxWidth + * @type Number + */ +Object.defineProperty(Graphics, 'boxWidth', { + get: function () { + return this._boxWidth; + }, + set: function (value) { + this._boxWidth = value; + }, + configurable: true +}); + +/** + * The height of the window display area. + * + * @static + * @property boxHeight + * @type Number + */ +Object.defineProperty(Graphics, 'boxHeight', { + get: function () { + return this._boxHeight; + }, + set: function (value) { + this._boxHeight = value; + }, + configurable: true +}); + +/** + * The zoom scale of the game screen. + * + * @static + * @property scale + * @type Number + */ +Object.defineProperty(Graphics, 'scale', { + get: function () { + return this._scale; + }, + set: function (value) { + if (this._scale !== value) { + this._scale = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * @static + * @method _createAllElements + * @private + */ +Graphics._createAllElements = function () { + this._createErrorPrinter(); + this._createCanvas(); + this._createVideo(); + this._createUpperCanvas(); + this._createRenderer(); + this._createFPSMeter(); + this._createModeBox(); + this._createGameFontLoader(); +}; + +/** + * @static + * @method _updateAllElements + * @private + */ +Graphics._updateAllElements = function () { + this._updateRealScale(); + this._updateErrorPrinter(); + this._updateCanvas(); + this._updateVideo(); + this._updateUpperCanvas(); + this._updateRenderer(); + this._paintUpperCanvas(); +}; + +/** + * @static + * @method _updateRealScale + * @private + */ +Graphics._updateRealScale = function () { + if (this._stretchEnabled) { + var h = window.innerWidth / this._width; + var v = window.innerHeight / this._height; + if (h >= 1 && h - 0.01 <= 1) h = 1; + if (v >= 1 && v - 0.01 <= 1) v = 1; + this._realScale = Math.min(h, v); + } else { + this._realScale = this._scale; + } +}; + +/** + * @static + * @method _makeErrorHtml + * @param {String} name + * @param {String} message + * @return {String} + * @private + */ +Graphics._makeErrorHtml = function (name, message) { + return ('' + name + '
' + + '' + message + '
'); +}; + +/** + * @static + * @method _defaultStretchMode + * @private + */ +Graphics._defaultStretchMode = function () { + return Utils.isNwjs() || Utils.isMobileDevice(); +}; + +/** + * @static + * @method _testCanvasBlendModes + * @private + */ +Graphics._testCanvasBlendModes = function () { + var canvas, context, imageData1, imageData2; + canvas = document.createElement('canvas'); + canvas.width = 1; + canvas.height = 1; + context = canvas.getContext('2d'); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData1 = context.getImageData(0, 0, 1, 1); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'black'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData2 = context.getImageData(0, 0, 1, 1); + this._canUseDifferenceBlend = imageData1.data[0] === 0; + this._canUseSaturationBlend = imageData2.data[0] === 0; +}; + +/** + * @static + * @method _modifyExistingElements + * @private + */ +Graphics._modifyExistingElements = function () { + var elements = document.getElementsByTagName('*'); + for (var i = 0; i < elements.length; i++) { + if (elements[i].style.zIndex > 0) { + elements[i].style.zIndex = 0; + } + } +}; + +/** + * @static + * @method _createErrorPrinter + * @private + */ +Graphics._createErrorPrinter = function () { + this._errorPrinter = document.createElement('p'); + this._errorPrinter.id = 'ErrorPrinter'; + this._updateErrorPrinter(); + document.body.appendChild(this._errorPrinter); +}; + +/** + * @static + * @method _updateErrorPrinter + * @private + */ +Graphics._updateErrorPrinter = function () { + this._errorPrinter.width = this._width * 0.9; + this._errorPrinter.height = 40; + this._errorPrinter.style.textAlign = 'center'; + this._errorPrinter.style.textShadow = '1px 1px 3px #000'; + this._errorPrinter.style.fontSize = '20px'; + this._errorPrinter.style.zIndex = 99; + this._centerElement(this._errorPrinter); +}; + +/** + * @static + * @method _createCanvas + * @private + */ +Graphics._createCanvas = function () { + this._canvas = document.createElement('canvas'); + this._canvas.id = 'GameCanvas'; + this._updateCanvas(); + document.body.appendChild(this._canvas); +}; + +/** + * @static + * @method _updateCanvas + * @private + */ +Graphics._updateCanvas = function () { + this._canvas.width = this._width; + this._canvas.height = this._height; + this._canvas.style.zIndex = 1; + this._centerElement(this._canvas); +}; + +/** + * @static + * @method _createVideo + * @private + */ +Graphics._createVideo = function () { + this._video = document.createElement('video'); + this._video.id = 'GameVideo'; + this._video.style.opacity = 0; + this._video.setAttribute('playsinline', ''); + this._video.volume = this._videoVolume; + this._updateVideo(); + makeVideoPlayableInline(this._video); + document.body.appendChild(this._video); +}; + +/** + * @static + * @method _updateVideo + * @private + */ +Graphics._updateVideo = function () { + this._video.width = this._width; + this._video.height = this._height; + this._video.style.zIndex = 2; + this._centerElement(this._video); +}; + +/** + * @static + * @method _createUpperCanvas + * @private + */ +Graphics._createUpperCanvas = function () { + this._upperCanvas = document.createElement('canvas'); + this._upperCanvas.id = 'UpperCanvas'; + this._updateUpperCanvas(); + document.body.appendChild(this._upperCanvas); +}; + +/** + * @static + * @method _updateUpperCanvas + * @private + */ +Graphics._updateUpperCanvas = function () { + this._upperCanvas.width = this._width; + this._upperCanvas.height = this._height; + this._upperCanvas.style.zIndex = 3; + this._centerElement(this._upperCanvas); +}; + +/** + * @static + * @method _clearUpperCanvas + * @private + */ +Graphics._clearUpperCanvas = function () { + var context = this._upperCanvas.getContext('2d'); + context.clearRect(0, 0, this._width, this._height); +}; + +/** + * @static + * @method _paintUpperCanvas + * @private + */ +Graphics._paintUpperCanvas = function () { + this._clearUpperCanvas(); + if (this._loadingImage && this._loadingCount >= 20) { + var context = this._upperCanvas.getContext('2d'); + var dx = (this._width - this._loadingImage.width) / 2; + var dy = (this._height - this._loadingImage.height) / 2; + var alpha = ((this._loadingCount - 20) / 30).clamp(0, 1); + context.save(); + context.globalAlpha = alpha; + context.drawImage(this._loadingImage, dx, dy); + context.restore(); + } +}; + +/** + * @static + * @method _createRenderer + * @private + */ +Graphics._createRenderer = function () { + PIXI.dontSayHello = true; + var width = this._width; + var height = this._height; + var options = { view: this._canvas }; + try { + switch (this._rendererType) { + case 'canvas': + this._renderer = new PIXI.CanvasRenderer(width, height, options); + break; + case 'webgl': + this._renderer = new PIXI.WebGLRenderer(width, height, options); + break; + default: + this._renderer = PIXI.autoDetectRenderer(width, height, options); + break; + } + + if (this._renderer && this._renderer.textureGC) + this._renderer.textureGC.maxIdle = 1; + + } catch (e) { + this._renderer = null; + } +}; + +/** + * @static + * @method _updateRenderer + * @private + */ +Graphics._updateRenderer = function () { + if (this._renderer) { + this._renderer.resize(this._width, this._height); + } +}; + +/** + * @static + * @method _createFPSMeter + * @private + */ +Graphics._createFPSMeter = function () { + var options = { graph: 1, decimals: 0, theme: 'transparent', toggleOn: null }; + this._fpsMeter = new FPSMeter(options); + this._fpsMeter.hide(); +}; + +/** + * @static + * @method _createModeBox + * @private + */ +Graphics._createModeBox = function () { + var box = document.createElement('div'); + box.id = 'modeTextBack'; + box.style.position = 'absolute'; + box.style.left = '5px'; + box.style.top = '5px'; + box.style.width = '119px'; + box.style.height = '58px'; + box.style.background = 'rgba(0,0,0,0.2)'; + box.style.zIndex = 9; + box.style.opacity = 0; + + var text = document.createElement('div'); + text.id = 'modeText'; + text.style.position = 'absolute'; + text.style.left = '0px'; + text.style.top = '41px'; + text.style.width = '119px'; + text.style.fontSize = '12px'; + text.style.fontFamily = 'monospace'; + text.style.color = 'white'; + text.style.textAlign = 'center'; + text.style.textShadow = '1px 1px 0 rgba(0,0,0,0.5)'; + text.innerHTML = this.isWebGL() ? 'WebGL mode' : 'Canvas mode'; + + document.body.appendChild(box); + box.appendChild(text); + + this._modeBox = box; +}; + +/** + * @static + * @method _createGameFontLoader + * @private + */ +Graphics._createGameFontLoader = function () { + this._createFontLoader('GameFont'); +}; + +/** + * @static + * @method _createFontLoader + * @param {String} name + * @private + */ +Graphics._createFontLoader = function (name) { + var div = document.createElement('div'); + var text = document.createTextNode('.'); + div.style.fontFamily = name; + div.style.fontSize = '0px'; + div.style.color = 'transparent'; + div.style.position = 'absolute'; + div.style.margin = 'auto'; + div.style.top = '0px'; + div.style.left = '0px'; + div.style.width = '1px'; + div.style.height = '1px'; + div.appendChild(text); + document.body.appendChild(div); +}; + +/** + * @static + * @method _centerElement + * @param {HTMLElement} element + * @private + */ +Graphics._centerElement = function (element) { + var width = element.width * this._realScale; + var height = element.height * this._realScale; + element.style.position = 'absolute'; + element.style.margin = 'auto'; + element.style.top = 0; + element.style.left = 0; + element.style.right = 0; + element.style.bottom = 0; + element.style.width = width + 'px'; + element.style.height = height + 'px'; +}; + +/** + * @static + * @method _disableTextSelection + * @private + */ +Graphics._disableTextSelection = function () { + var body = document.body; + body.style.userSelect = 'none'; + body.style.webkitUserSelect = 'none'; + body.style.msUserSelect = 'none'; + body.style.mozUserSelect = 'none'; +}; + +/** + * @static + * @method _disableContextMenu + * @private + */ +Graphics._disableContextMenu = function () { + var elements = document.body.getElementsByTagName('*'); + var oncontextmenu = function () { return false; }; + for (var i = 0; i < elements.length; i++) { + elements[i].oncontextmenu = oncontextmenu; + } +}; + +/** + * @static + * @method _applyCanvasFilter + * @private + */ +Graphics._applyCanvasFilter = function () { + if (this._canvas) { + this._canvas.style.opacity = 0.5; + this._canvas.style.filter = 'blur(8px)'; + this._canvas.style.webkitFilter = 'blur(8px)'; + } +}; + +/** + * @static + * @method _onVideoLoad + * @private + */ +Graphics._onVideoLoad = function () { + this._video.play(); + this._updateVisibility(true); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoError + * @private + */ +Graphics._onVideoError = function () { + this._updateVisibility(false); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoEnd + * @private + */ +Graphics._onVideoEnd = function () { + this._updateVisibility(false); +}; + +/** + * @static + * @method _updateVisibility + * @param {Boolean} videoVisible + * @private + */ +Graphics._updateVisibility = function (videoVisible) { + this._video.style.opacity = videoVisible ? 1 : 0; + this._canvas.style.opacity = videoVisible ? 0 : 1; +}; + +/** + * @static + * @method _isVideoVisible + * @return {Boolean} + * @private + */ +Graphics._isVideoVisible = function () { + return this._video.style.opacity > 0; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Graphics._setupEventHandlers = function () { + window.addEventListener('resize', this._onWindowResize.bind(this)); + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keydown', this._onTouchEnd.bind(this)); + document.addEventListener('mousedown', this._onTouchEnd.bind(this)); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); +}; + +/** + * @static + * @method _onWindowResize + * @private + */ +Graphics._onWindowResize = function () { + this._updateAllElements(); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Graphics._onKeyDown = function (event) { + if (!event.ctrlKey && !event.altKey) { + switch (event.keyCode) { + case 113: // F2 + event.preventDefault(); + this._switchFPSMeter(); + break; + case 114: // F3 + event.preventDefault(); + this._switchStretchMode(); + break; + case 115: // F4 + event.preventDefault(); + this._switchFullScreen(); + break; + } + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +Graphics._onTouchEnd = function (event) { + if (!this._videoUnlocked) { + this._video.play(); + this._videoUnlocked = true; + } + if (this._isVideoVisible() && this._video.paused) { + this._video.play(); + } +}; + +/** + * @static + * @method _switchFPSMeter + * @private + */ +Graphics._switchFPSMeter = function () { + if (this._fpsMeter.isPaused) { + this.showFps(); + this._fpsMeter.showFps(); + this._fpsMeterToggled = false; + } else if (!this._fpsMeterToggled) { + this._fpsMeter.showDuration(); + this._fpsMeterToggled = true; + } else { + this.hideFps(); + } +}; + +/** + * @static + * @method _switchStretchMode + * @return {Boolean} + * @private + */ +Graphics._switchStretchMode = function () { + this._stretchEnabled = !this._stretchEnabled; + this._updateAllElements(); +}; + +/** + * @static + * @method _switchFullScreen + * @private + */ +Graphics._switchFullScreen = function () { + if (this._isFullScreen()) { + this._requestFullScreen(); + } else { + this._cancelFullScreen(); + } +}; + +/** + * @static + * @method _isFullScreen + * @return {Boolean} + * @private + */ +Graphics._isFullScreen = function () { + return ((document.fullScreenElement && document.fullScreenElement !== null) || + (!document.mozFullScreen && !document.webkitFullscreenElement && + !document.msFullscreenElement)); +}; + +/** + * @static + * @method _requestFullScreen + * @private + */ +Graphics._requestFullScreen = function () { + var element = document.body; + if (element.requestFullScreen) { + element.requestFullScreen(); + } else if (element.mozRequestFullScreen) { + element.mozRequestFullScreen(); + } else if (element.webkitRequestFullScreen) { + element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); + } else if (element.msRequestFullscreen) { + element.msRequestFullscreen(); + } +}; + +/** + * @static + * @method _cancelFullScreen + * @private + */ +Graphics._cancelFullScreen = function () { + if (document.cancelFullScreen) { + document.cancelFullScreen(); + } else if (document.mozCancelFullScreen) { + document.mozCancelFullScreen(); + } else if (document.webkitCancelFullScreen) { + document.webkitCancelFullScreen(); + } else if (document.msExitFullscreen) { + document.msExitFullscreen(); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the keyboard and gamepads. + * + * @class Input + */ +function Input() { + throw new Error('This is a static class'); +} + +/** + * Initializes the input system. + * + * @static + * @method initialize + */ +Input.initialize = function () { + this.clear(); + this._wrapNwjsAlert(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +Input.keyRepeatWait = 24; + +/** + * The interval of the key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +Input.keyRepeatInterval = 6; + +/** + * A hash table to convert from a virtual key code to a mapped key name. + * + * @static + * @property keyMapper + * @type Object + */ +Input.keyMapper = { + 9: 'tab', // tab + 13: 'ok', // enter + 16: 'shift', // shift + 17: 'control', // control + 18: 'control', // alt + 27: 'escape', // escape + 32: 'ok', // space + 33: 'pageup', // pageup + 34: 'pagedown', // pagedown + 37: 'left', // left arrow + 38: 'up', // up arrow + 39: 'right', // right arrow + 40: 'down', // down arrow + 45: 'escape', // insert + 81: 'pageup', // Q + 87: 'pagedown', // W + 88: 'escape', // X + 90: 'ok', // Z + 96: 'escape', // numpad 0 + 98: 'down', // numpad 2 + 100: 'left', // numpad 4 + 102: 'right', // numpad 6 + 104: 'up', // numpad 8 + 120: 'debug' // F9 +}; + +/** + * A hash table to convert from a gamepad button to a mapped key name. + * + * @static + * @property gamepadMapper + * @type Object + */ +Input.gamepadMapper = { + 0: 'ok', // A + 1: 'cancel', // B + 2: 'shift', // X + 3: 'menu', // Y + 4: 'pageup', // LB + 5: 'pagedown', // RB + 12: 'up', // D-pad up + 13: 'down', // D-pad down + 14: 'left', // D-pad left + 15: 'right', // D-pad right +}; + +/** + * Clears all the input data. + * + * @static + * @method clear + */ +Input.clear = function () { + this._currentState = {}; + this._previousState = {}; + this._gamepadStates = []; + this._latestButton = null; + this._pressedTime = 0; + this._dir4 = 0; + this._dir8 = 0; + this._preferredAxis = ''; + this._date = 0; +}; + +/** + * Updates the input data. + * + * @static + * @method update + */ +Input.update = function () { + this._pollGamepads(); + if (this._currentState[this._latestButton]) { + this._pressedTime++; + } else { + this._latestButton = null; + } + for (var name in this._currentState) { + if (this._currentState[name] && !this._previousState[name]) { + this._latestButton = name; + this._pressedTime = 0; + this._date = Date.now(); + } + this._previousState[name] = this._currentState[name]; + } + this._updateDirection(); +}; + +/** + * Checks whether a key is currently pressed down. + * + * @static + * @method isPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is pressed + */ +Input.isPressed = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isPressed('escape')) { + return true; + } else { + return !!this._currentState[keyName]; + } +}; + +/** + * Checks whether a key is just pressed. + * + * @static + * @method isTriggered + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is triggered + */ +Input.isTriggered = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isTriggered('escape')) { + return true; + } else { + return this._latestButton === keyName && this._pressedTime === 0; + } +}; + +/** + * Checks whether a key is just pressed or a key repeat occurred. + * + * @static + * @method isRepeated + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is repeated + */ +Input.isRepeated = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isRepeated('escape')) { + return true; + } else { + return (this._latestButton === keyName && + (this._pressedTime === 0 || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); + } +}; + +/** + * Checks whether a key is kept depressed. + * + * @static + * @method isLongPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is long-pressed + */ +Input.isLongPressed = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isLongPressed('escape')) { + return true; + } else { + return (this._latestButton === keyName && + this._pressedTime >= this.keyRepeatWait); + } +}; + +/** + * [read-only] The four direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir4 + * @type Number + */ +Object.defineProperty(Input, 'dir4', { + get: function () { + return this._dir4; + }, + configurable: true +}); + +/** + * [read-only] The eight direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir8 + * @type Number + */ +Object.defineProperty(Input, 'dir8', { + get: function () { + return this._dir8; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(Input, 'date', { + get: function () { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _wrapNwjsAlert + * @private + */ +Input._wrapNwjsAlert = function () { + if (Utils.isNwjs()) { + var _alert = window.alert; + window.alert = function () { + var gui = require('nw.gui'); + var win = gui.Window.get(); + _alert.apply(this, arguments); + win.focus(); + Input.clear(); + }; + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Input._setupEventHandlers = function () { + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keyup', this._onKeyUp.bind(this)); + window.addEventListener('blur', this._onLostFocus.bind(this)); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyDown = function (event) { + if (this._shouldPreventDefault(event.keyCode)) { + event.preventDefault(); + } + if (event.keyCode === 144) { // Numlock + this.clear(); + } + var buttonName = this.keyMapper[event.keyCode]; + if (ResourceHandler.exists() && buttonName === 'ok') { + ResourceHandler.retry(); + } else if (buttonName) { + this._currentState[buttonName] = true; + } +}; + +/** + * @static + * @method _shouldPreventDefault + * @param {Number} keyCode + * @private + */ +Input._shouldPreventDefault = function (keyCode) { + switch (keyCode) { + case 8: // backspace + case 33: // pageup + case 34: // pagedown + case 37: // left arrow + case 38: // up arrow + case 39: // right arrow + case 40: // down arrow + return true; + } + return false; +}; + +/** + * @static + * @method _onKeyUp + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyUp = function (event) { + var buttonName = this.keyMapper[event.keyCode]; + if (buttonName) { + this._currentState[buttonName] = false; + } + if (event.keyCode === 0) { // For QtWebEngine on OS X + this.clear(); + } +}; + +/** + * @static + * @method _onLostFocus + * @private + */ +Input._onLostFocus = function () { + this.clear(); +}; + +/** + * @static + * @method _pollGamepads + * @private + */ +Input._pollGamepads = function () { + if (navigator.getGamepads) { + var gamepads = navigator.getGamepads(); + if (gamepads) { + for (var i = 0; i < gamepads.length; i++) { + var gamepad = gamepads[i]; + if (gamepad && gamepad.connected) { + this._updateGamepadState(gamepad); + } + } + } + } +}; + +/** + * @static + * @method _updateGamepadState + * @param {Gamepad} gamepad + * @param {Number} index + * @private + */ +Input._updateGamepadState = function (gamepad) { + var lastState = this._gamepadStates[gamepad.index] || []; + var newState = []; + var buttons = gamepad.buttons; + var axes = gamepad.axes; + var threshold = 0.5; + newState[12] = false; + newState[13] = false; + newState[14] = false; + newState[15] = false; + for (var i = 0; i < buttons.length; i++) { + newState[i] = buttons[i].pressed; + } + if (axes[1] < -threshold) { + newState[12] = true; // up + } else if (axes[1] > threshold) { + newState[13] = true; // down + } + if (axes[0] < -threshold) { + newState[14] = true; // left + } else if (axes[0] > threshold) { + newState[15] = true; // right + } + for (var j = 0; j < newState.length; j++) { + if (newState[j] !== lastState[j]) { + var buttonName = this.gamepadMapper[j]; + if (buttonName) { + this._currentState[buttonName] = newState[j]; + } + } + } + this._gamepadStates[gamepad.index] = newState; +}; + +/** + * @static + * @method _updateDirection + * @private + */ +Input._updateDirection = function () { + var x = this._signX(); + var y = this._signY(); + + this._dir8 = this._makeNumpadDirection(x, y); + + if (x !== 0 && y !== 0) { + if (this._preferredAxis === 'x') { + y = 0; + } else { + x = 0; + } + } else if (x !== 0) { + this._preferredAxis = 'y'; + } else if (y !== 0) { + this._preferredAxis = 'x'; + } + + this._dir4 = this._makeNumpadDirection(x, y); +}; + +/** + * @static + * @method _signX + * @private + */ +Input._signX = function () { + var x = 0; + + if (this.isPressed('left')) { + x--; + } + if (this.isPressed('right')) { + x++; + } + return x; +}; + +/** + * @static + * @method _signY + * @private + */ +Input._signY = function () { + var y = 0; + + if (this.isPressed('up')) { + y--; + } + if (this.isPressed('down')) { + y++; + } + return y; +}; + +/** + * @static + * @method _makeNumpadDirection + * @param {Number} x + * @param {Number} y + * @return {Number} + * @private + */ +Input._makeNumpadDirection = function (x, y) { + if (x !== 0 || y !== 0) { + return 5 - y * 3 + x; + } + return 0; +}; + +/** + * @static + * @method _isEscapeCompatible + * @param {String} keyName + * @return {Boolean} + * @private + */ +Input._isEscapeCompatible = function (keyName) { + return keyName === 'cancel' || keyName === 'menu'; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the mouse and touchscreen. + * + * @class TouchInput + */ +function TouchInput() { + throw new Error('This is a static class'); +} + +/** + * Initializes the touch system. + * + * @static + * @method initialize + */ +TouchInput.initialize = function () { + this.clear(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +TouchInput.keyRepeatWait = 24; + +/** + * The interval of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +TouchInput.keyRepeatInterval = 6; + +/** + * Clears all the touch data. + * + * @static + * @method clear + */ +TouchInput.clear = function () { + this._mousePressed = false; + this._screenPressed = false; + this._pressedTime = 0; + this._events = {}; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + this._triggered = false; + this._cancelled = false; + this._moved = false; + this._released = false; + this._wheelX = 0; + this._wheelY = 0; + this._x = 0; + this._y = 0; + this._date = 0; +}; + +/** + * Updates the touch data. + * + * @static + * @method update + */ +TouchInput.update = function () { + this._triggered = this._events.triggered; + this._cancelled = this._events.cancelled; + this._moved = this._events.moved; + this._released = this._events.released; + this._wheelX = this._events.wheelX; + this._wheelY = this._events.wheelY; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + if (this.isPressed()) { + this._pressedTime++; + } +}; + +/** + * Checks whether the mouse button or touchscreen is currently pressed down. + * + * @static + * @method isPressed + * @return {Boolean} True if the mouse button or touchscreen is pressed + */ +TouchInput.isPressed = function () { + return this._mousePressed || this._screenPressed; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed. + * + * @static + * @method isTriggered + * @return {Boolean} True if the mouse button or touchscreen is triggered + */ +TouchInput.isTriggered = function () { + return this._triggered; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed + * or a pseudo key repeat occurred. + * + * @static + * @method isRepeated + * @return {Boolean} True if the mouse button or touchscreen is repeated + */ +TouchInput.isRepeated = function () { + return (this.isPressed() && + (this._triggered || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); +}; + +/** + * Checks whether the left mouse button or touchscreen is kept depressed. + * + * @static + * @method isLongPressed + * @return {Boolean} True if the left mouse button or touchscreen is long-pressed + */ +TouchInput.isLongPressed = function () { + return this.isPressed() && this._pressedTime >= this.keyRepeatWait; +}; + +/** + * Checks whether the right mouse button is just pressed. + * + * @static + * @method isCancelled + * @return {Boolean} True if the right mouse button is just pressed + */ +TouchInput.isCancelled = function () { + return this._cancelled; +}; + +/** + * Checks whether the mouse or a finger on the touchscreen is moved. + * + * @static + * @method isMoved + * @return {Boolean} True if the mouse or a finger on the touchscreen is moved + */ +TouchInput.isMoved = function () { + return this._moved; +}; + +/** + * Checks whether the left mouse button or touchscreen is released. + * + * @static + * @method isReleased + * @return {Boolean} True if the mouse button or touchscreen is released + */ +TouchInput.isReleased = function () { + return this._released; +}; + +/** + * [read-only] The horizontal scroll amount. + * + * @static + * @property wheelX + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelX', { + get: function () { + return this._wheelX; + }, + configurable: true +}); + +/** + * [read-only] The vertical scroll amount. + * + * @static + * @property wheelY + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelY', { + get: function () { + return this._wheelY; + }, + configurable: true +}); + +/** + * [read-only] The x coordinate on the canvas area of the latest touch event. + * + * @static + * @property x + * @type Number + */ +Object.defineProperty(TouchInput, 'x', { + get: function () { + return this._x; + }, + configurable: true +}); + +/** + * [read-only] The y coordinate on the canvas area of the latest touch event. + * + * @static + * @property y + * @type Number + */ +Object.defineProperty(TouchInput, 'y', { + get: function () { + return this._y; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(TouchInput, 'date', { + get: function () { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _setupEventHandlers + * @private + */ +TouchInput._setupEventHandlers = function () { + var isSupportPassive = Utils.isSupportPassiveEvent(); + document.addEventListener('mousedown', this._onMouseDown.bind(this)); + document.addEventListener('mousemove', this._onMouseMove.bind(this)); + document.addEventListener('mouseup', this._onMouseUp.bind(this)); + document.addEventListener('wheel', this._onWheel.bind(this)); + document.addEventListener('touchstart', this._onTouchStart.bind(this), isSupportPassive ? { passive: false } : false); + document.addEventListener('touchmove', this._onTouchMove.bind(this), isSupportPassive ? { passive: false } : false); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); + document.addEventListener('touchcancel', this._onTouchCancel.bind(this)); + document.addEventListener('pointerdown', this._onPointerDown.bind(this)); +}; + +/** + * @static + * @method _onMouseDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseDown = function (event) { + if (event.button === 0) { + this._onLeftButtonDown(event); + } else if (event.button === 1) { + this._onMiddleButtonDown(event); + } else if (event.button === 2) { + this._onRightButtonDown(event); + } +}; + +/** + * @static + * @method _onLeftButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onLeftButtonDown = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._mousePressed = true; + this._pressedTime = 0; + this._onTrigger(x, y); + } +}; + +/** + * @static + * @method _onMiddleButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMiddleButtonDown = function (event) { +}; + +/** + * @static + * @method _onRightButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onRightButtonDown = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._onCancel(x, y); + } +}; + +/** + * @static + * @method _onMouseMove + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseMove = function (event) { + if (this._mousePressed) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onMouseUp + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseUp = function (event) { + if (event.button === 0) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._mousePressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onWheel + * @param {WheelEvent} event + * @private + */ +TouchInput._onWheel = function (event) { + this._events.wheelX += event.deltaX; + this._events.wheelY += event.deltaY; + event.preventDefault(); +}; + +/** + * @static + * @method _onTouchStart + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchStart = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._screenPressed = true; + this._pressedTime = 0; + if (event.touches.length >= 2) { + this._onCancel(x, y); + } else { + this._onTrigger(x, y); + } + event.preventDefault(); + } + } + if (window.cordova || window.navigator.standalone) { + event.preventDefault(); + } +}; + +/** + * @static + * @method _onTouchMove + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchMove = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchEnd = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._screenPressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onTouchCancel + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchCancel = function (event) { + this._screenPressed = false; +}; + +/** + * @static + * @method _onPointerDown + * @param {PointerEvent} event + * @private + */ +TouchInput._onPointerDown = function (event) { + if (event.pointerType === 'touch' && !event.isPrimary) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + // For Microsoft Edge + this._onCancel(x, y); + event.preventDefault(); + } + } +}; + +/** + * @static + * @method _onTrigger + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onTrigger = function (x, y) { + this._events.triggered = true; + this._x = x; + this._y = y; + this._date = Date.now(); +}; + +/** + * @static + * @method _onCancel + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onCancel = function (x, y) { + this._events.cancelled = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onMove + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onMove = function (x, y) { + this._events.moved = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onRelease + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onRelease = function (x, y) { + this._events.released = true; + this._x = x; + this._y = y; +}; + +//----------------------------------------------------------------------------- +/** + * The basic object that is rendered to the game screen. + * + * @class Sprite + * @constructor + * @param {Bitmap} bitmap The image for the sprite + */ +function Sprite() { + this.initialize.apply(this, arguments); +} + +Sprite.prototype = Object.create(PIXI.Sprite.prototype); +Sprite.prototype.constructor = Sprite; + +Sprite.voidFilter = new PIXI.filters.VoidFilter(); + +Sprite.prototype.initialize = function (bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.Sprite.call(this, texture); + + this._bitmap = null; + this._frame = new Rectangle(); + this._realFrame = new Rectangle(); + this._blendColor = [0, 0, 0, 0]; + this._colorTone = [0, 0, 0, 0]; + this._canvas = null; + this._context = null; + this._tintTexture = null; + + /** + * use heavy renderer that will reduce border artifacts and apply advanced blendModes + * @type {boolean} + * @private + */ + this._isPicture = false; + + this.spriteId = Sprite._counter++; + this.opaque = false; + + this.bitmap = bitmap; +}; + +// Number of the created objects. +Sprite._counter = 0; + +/** + * The image for the sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(Sprite.prototype, 'bitmap', { + get: function () { + return this._bitmap; + }, + set: function (value) { + if (this._bitmap !== value) { + this._bitmap = value; + + if (value) { + this._refreshFrame = true; + value.addLoadListener(this._onBitmapLoad.bind(this)); + } else { + this._refreshFrame = false; + this.texture.frame = Rectangle.emptyRectangle; + } + } + }, + configurable: true +}); + +/** + * The width of the sprite without the scale. + * + * @property width + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'width', { + get: function () { + return this._frame.width; + }, + set: function (value) { + this._frame.width = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The height of the sprite without the scale. + * + * @property height + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'height', { + get: function () { + return this._frame.height; + }, + set: function (value) { + this._frame.height = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the sprite for each frame. + * + * @method update + */ +Sprite.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x and y at once. + * + * @method move + * @param {Number} x The x coordinate of the sprite + * @param {Number} y The y coordinate of the sprite + */ +Sprite.prototype.move = function (x, y) { + this.x = x; + this.y = y; +}; + +/** + * Sets the rectagle of the bitmap that the sprite displays. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +Sprite.prototype.setFrame = function (x, y, width, height) { + this._refreshFrame = false; + var frame = this._frame; + if (x !== frame.x || y !== frame.y || + width !== frame.width || height !== frame.height) { + frame.x = x; + frame.y = y; + frame.width = width; + frame.height = height; + this._refresh(); + } +}; + +/** + * Gets the blend color for the sprite. + * + * @method getBlendColor + * @return {Array} The blend color [r, g, b, a] + */ +Sprite.prototype.getBlendColor = function () { + return this._blendColor.clone(); +}; + +/** + * Sets the blend color for the sprite. + * + * @method setBlendColor + * @param {Array} color The blend color [r, g, b, a] + */ +Sprite.prototype.setBlendColor = function (color) { + if (!(color instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._blendColor.equals(color)) { + this._blendColor = color.clone(); + this._refresh(); + } +}; + +/** + * Gets the color tone for the sprite. + * + * @method getColorTone + * @return {Array} The color tone [r, g, b, gray] + */ +Sprite.prototype.getColorTone = function () { + return this._colorTone.clone(); +}; + +/** + * Sets the color tone for the sprite. + * + * @method setColorTone + * @param {Array} tone The color tone [r, g, b, gray] + */ +Sprite.prototype.setColorTone = function (tone) { + if (!(tone instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._colorTone.equals(tone)) { + this._colorTone = tone.clone(); + this._refresh(); + } +}; + +/** + * @method _onBitmapLoad + * @private + */ +Sprite.prototype._onBitmapLoad = function (bitmapLoaded) { + if (bitmapLoaded === this._bitmap) { + if (this._refreshFrame && this._bitmap) { + this._refreshFrame = false; + this._frame.width = this._bitmap.width; + this._frame.height = this._bitmap.height; + } + } + + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +Sprite.prototype._refresh = function () { + var frameX = Math.floor(this._frame.x); + var frameY = Math.floor(this._frame.y); + var frameW = Math.floor(this._frame.width); + var frameH = Math.floor(this._frame.height); + var bitmapW = this._bitmap ? this._bitmap.width : 0; + var bitmapH = this._bitmap ? this._bitmap.height : 0; + var realX = frameX.clamp(0, bitmapW); + var realY = frameY.clamp(0, bitmapH); + var realW = (frameW - realX + frameX).clamp(0, bitmapW - realX); + var realH = (frameH - realY + frameY).clamp(0, bitmapH - realY); + + this._realFrame.x = realX; + this._realFrame.y = realY; + this._realFrame.width = realW; + this._realFrame.height = realH; + this.pivot.x = frameX - realX; + this.pivot.y = frameY - realY; + + if (realW > 0 && realH > 0) { + if (this._needsTint()) { + this._createTinter(realW, realH); + this._executeTint(realX, realY, realW, realH); + this._tintTexture.update(); + this.texture.baseTexture = this._tintTexture; + this.texture.frame = new Rectangle(0, 0, realW, realH); + } else { + if (this._bitmap) { + this.texture.baseTexture = this._bitmap.baseTexture; + } + this.texture.frame = this._realFrame; + } + } else if (this._bitmap) { + this.texture.frame = Rectangle.emptyRectangle; + } else { + this.texture.baseTexture.width = Math.max(this.texture.baseTexture.width, this._frame.x + this._frame.width); + this.texture.baseTexture.height = Math.max(this.texture.baseTexture.height, this._frame.y + this._frame.height); + this.texture.frame = this._frame; + } + this.texture._updateID++; +}; + +/** + * @method _isInBitmapRect + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @return {Boolean} + * @private + */ +Sprite.prototype._isInBitmapRect = function (x, y, w, h) { + return (this._bitmap && x + w > 0 && y + h > 0 && + x < this._bitmap.width && y < this._bitmap.height); +}; + +/** + * @method _needsTint + * @return {Boolean} + * @private + */ +Sprite.prototype._needsTint = function () { + var tone = this._colorTone; + return tone[0] || tone[1] || tone[2] || tone[3] || this._blendColor[3] > 0; +}; + +/** + * @method _createTinter + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._createTinter = function (w, h) { + if (!this._canvas) { + this._canvas = document.createElement('canvas'); + this._context = this._canvas.getContext('2d'); + } + + this._canvas.width = w; + this._canvas.height = h; + + if (!this._tintTexture) { + this._tintTexture = new PIXI.BaseTexture(this._canvas); + } + + this._tintTexture.width = w; + this._tintTexture.height = h; + this._tintTexture.scaleMode = this._bitmap.baseTexture.scaleMode; +}; + +/** + * @method _executeTint + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._executeTint = function (x, y, w, h) { + var context = this._context; + var tone = this._colorTone; + var color = this._blendColor; + + context.globalCompositeOperation = 'copy'; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); + + if (Graphics.canUseSaturationBlend()) { + var gray = Math.max(0, tone[3]); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'rgba(255,255,255,' + gray / 255 + ')'; + context.fillRect(0, 0, w, h); + } + + var r1 = Math.max(0, tone[0]); + var g1 = Math.max(0, tone[1]); + var b1 = Math.max(0, tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, w, h); + + if (Graphics.canUseDifferenceBlend()) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + + var r2 = Math.max(0, -tone[0]); + var g2 = Math.max(0, -tone[1]); + var b2 = Math.max(0, -tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + } + + var r3 = Math.max(0, color[0]); + var g3 = Math.max(0, color[1]); + var b3 = Math.max(0, color[2]); + var a3 = Math.max(0, color[3]); + context.globalCompositeOperation = 'source-atop'; + context.fillStyle = Utils.rgbToCssColor(r3, g3, b3); + context.globalAlpha = a3 / 255; + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'destination-in'; + context.globalAlpha = 1; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); +}; + +Sprite.prototype._renderCanvas_PIXI = PIXI.Sprite.prototype._renderCanvas; +Sprite.prototype._renderWebGL_PIXI = PIXI.Sprite.prototype._renderWebGL; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +Sprite.prototype._renderCanvas = function (renderer) { + if (this.bitmap) { + this.bitmap.touch(); + } + if (this.bitmap && !this.bitmap.isReady()) { + return; + } + + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * checks if we need to speed up custom blendmodes + * @param renderer + * @private + */ +Sprite.prototype._speedUpCustomBlendModes = function (renderer) { + var picture = renderer.plugins.picture; + var blend = this.blendMode; + if (renderer.renderingToScreen && renderer._activeRenderTarget.root) { + if (picture.drawModes[blend]) { + var stage = renderer._lastObjectRendered; + var f = stage._filters; + if (!f || !f[0]) { + setTimeout(function () { + var f = stage._filters; + if (!f || !f[0]) { + stage.filters = [Sprite.voidFilter]; + stage.filterArea = new PIXI.Rectangle(0, 0, Graphics.width, Graphics.height); + } + }, 0); + } + } + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +Sprite.prototype._renderWebGL = function (renderer) { + if (this.bitmap) { + this.bitmap.touch(); + } + if (this.bitmap && !this.bitmap.isReady()) { + return; + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + if (this._bitmap) { + this._bitmap.checkDirty(); + } + + //copy of pixi-v4 internal code + this.calculateVertices(); + + if (this.pluginName === 'sprite' && this._isPicture) { + // use heavy renderer, which reduces artifacts and applies corrent blendMode, + // but does not use multitexture optimization + this._speedUpCustomBlendModes(renderer); + renderer.setObjectRenderer(renderer.plugins.picture); + renderer.plugins.picture.render(this); + } else { + // use pixi super-speed renderer + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + } + } +}; + +// The important members from Pixi.js + +/** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + +/** + * The origin point of the sprite. (0,0) to (1,1). + * + * @property anchor + * @type Point + */ + +/** + * The scale factor of the sprite. + * + * @property scale + * @type Point + */ + +/** + * The rotation of the sprite in radians. + * + * @property rotation + * @type Number + */ + +/** + * The blend mode to be applied to the sprite. + * + * @property blendMode + * @type Number + */ + +/** + * Sets the filters for the sprite. + * + * @property filters + * @type Array + */ + +/** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The tilemap which displays 2D tile-based game map. + * + * @class Tilemap + * @constructor + */ +function Tilemap() { + this.initialize.apply(this, arguments); +} + +Tilemap.prototype = Object.create(PIXI.Container.prototype); +Tilemap.prototype.constructor = Tilemap; + +Tilemap.prototype.initialize = function () { + PIXI.Container.call(this); + + this._margin = 20; + this._width = Graphics.width + this._margin * 2; + this._height = Graphics.height + this._margin * 2; + this._tileWidth = 48; + this._tileHeight = 48; + this._mapWidth = 0; + this._mapHeight = 0; + this._mapData = null; + this._layerWidth = 0; + this._layerHeight = 0; + this._lastTiles = []; + + /** + * The bitmaps used as a tileset. + * + * @property bitmaps + * @type Array + */ + this.bitmaps = []; + + /** + * The origin point of the tilemap for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The tileset flags. + * + * @property flags + * @type Array + */ + this.flags = []; + + /** + * The animation count for autotiles. + * + * @property animationCount + * @type Number + */ + this.animationCount = 0; + + /** + * Whether the tilemap loops horizontal. + * + * @property horizontalWrap + * @type Boolean + */ + this.horizontalWrap = false; + + /** + * Whether the tilemap loops vertical. + * + * @property verticalWrap + * @type Boolean + */ + this.verticalWrap = false; + + this._createLayers(); + this.refresh(); +}; + +/** + * The width of the screen in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + if (this._width !== value) { + this._width = value; + this._createLayers(); + } + } +}); + +/** + * The height of the screen in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + if (this._height !== value) { + this._height = value; + this._createLayers(); + } + } +}); + +/** + * The width of a tile in pixels. + * + * @property tileWidth + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileWidth', { + get: function () { + return this._tileWidth; + }, + set: function (value) { + if (this._tileWidth !== value) { + this._tileWidth = value; + this._createLayers(); + } + } +}); + +/** + * The height of a tile in pixels. + * + * @property tileHeight + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileHeight', { + get: function () { + return this._tileHeight; + }, + set: function (value) { + if (this._tileHeight !== value) { + this._tileHeight = value; + this._createLayers(); + } + } +}); + +/** + * Sets the tilemap data. + * + * @method setData + * @param {Number} width The width of the map in number of tiles + * @param {Number} height The height of the map in number of tiles + * @param {Array} data The one dimensional array for the map data + */ +Tilemap.prototype.setData = function (width, height, data) { + this._mapWidth = width; + this._mapHeight = height; + this._mapData = data; +}; + +/** + * Checks whether the tileset is ready to render. + * + * @method isReady + * @type Boolean + * @return {Boolean} True if the tilemap is ready + */ +Tilemap.prototype.isReady = function () { + for (var i = 0; i < this.bitmaps.length; i++) { + if (this.bitmaps[i] && !this.bitmaps[i].isReady()) { + return false; + } + } + return true; +}; + +/** + * Updates the tilemap for each frame. + * + * @method update + */ +Tilemap.prototype.update = function () { + this.animationCount++; + this.animationFrame = Math.floor(this.animationCount / 30); + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); + for (var i = 0; i < this.bitmaps.length; i++) { + if (this.bitmaps[i]) { + this.bitmaps[i].touch(); + } + } +}; + +/** + * Forces to repaint the entire tilemap. + * + * @method refresh + */ +Tilemap.prototype.refresh = function () { + this._lastTiles.length = 0; +}; + +/** + * Forces to refresh the tileset + * + * @method refresh + */ +Tilemap.prototype.refreshTileset = function () { + +}; + +/** + * @method updateTransform + * @private + */ +Tilemap.prototype.updateTransform = function () { + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + var startX = Math.floor((ox - this._margin) / this._tileWidth); + var startY = Math.floor((oy - this._margin) / this._tileHeight); + this._updateLayerPositions(startX, startY); + if (this._needsRepaint || this._lastAnimationFrame !== this.animationFrame || + this._lastStartX !== startX || this._lastStartY !== startY) { + this._frameUpdated = this._lastAnimationFrame !== this.animationFrame; + this._lastAnimationFrame = this.animationFrame; + this._lastStartX = startX; + this._lastStartY = startY; + this._paintAllTiles(startX, startY); + this._needsRepaint = false; + } + this._sortChildren(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createLayers + * @private + */ +Tilemap.prototype._createLayers = function () { + var width = this._width; + var height = this._height; + var margin = this._margin; + var tileCols = Math.ceil(width / this._tileWidth) + 1; + var tileRows = Math.ceil(height / this._tileHeight) + 1; + var layerWidth = tileCols * this._tileWidth; + var layerHeight = tileRows * this._tileHeight; + this._lowerBitmap = new Bitmap(layerWidth, layerHeight); + this._upperBitmap = new Bitmap(layerWidth, layerHeight); + this._layerWidth = layerWidth; + this._layerHeight = layerHeight; + + /* + * Z coordinate: + * + * 0 : Lower tiles + * 1 : Lower characters + * 3 : Normal characters + * 4 : Upper tiles + * 5 : Upper characters + * 6 : Airship shadow + * 7 : Balloon + * 8 : Animation + * 9 : Destination + */ + + this._lowerLayer = new Sprite(); + this._lowerLayer.move(-margin, -margin, width, height); + this._lowerLayer.z = 0; + + this._upperLayer = new Sprite(); + this._upperLayer.move(-margin, -margin, width, height); + this._upperLayer.z = 4; + + for (var i = 0; i < 4; i++) { + this._lowerLayer.addChild(new Sprite(this._lowerBitmap)); + this._upperLayer.addChild(new Sprite(this._upperBitmap)); + } + + this.addChild(this._lowerLayer); + this.addChild(this._upperLayer); +}; + +/** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ +Tilemap.prototype._updateLayerPositions = function (startX, startY) { + var m = this._margin; + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + var x2 = (ox - m).mod(this._layerWidth); + var y2 = (oy - m).mod(this._layerHeight); + var w1 = this._layerWidth - x2; + var h1 = this._layerHeight - y2; + var w2 = this._width - w1; + var h2 = this._height - h1; + + for (var i = 0; i < 2; i++) { + var children; + if (i === 0) { + children = this._lowerLayer.children; + } else { + children = this._upperLayer.children; + } + children[0].move(0, 0, w1, h1); + children[0].setFrame(x2, y2, w1, h1); + children[1].move(w1, 0, w2, h1); + children[1].setFrame(0, y2, w2, h1); + children[2].move(0, h1, w1, h2); + children[2].setFrame(x2, 0, w1, h2); + children[3].move(w1, h1, w2, h2); + children[3].setFrame(0, 0, w2, h2); + } +}; + +/** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ +Tilemap.prototype._paintAllTiles = function (startX, startY) { + var tileCols = Math.ceil(this._width / this._tileWidth) + 1; + var tileRows = Math.ceil(this._height / this._tileHeight) + 1; + for (var y = 0; y < tileRows; y++) { + for (var x = 0; x < tileCols; x++) { + this._paintTiles(startX, startY, x, y); + } + } +}; + +/** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ +Tilemap.prototype._paintTiles = function (startX, startY, x, y) { + var tableEdgeVirtualId = 10000; + var mx = startX + x; + var my = startY + y; + var dx = (mx * this._tileWidth).mod(this._layerWidth); + var dy = (my * this._tileHeight).mod(this._layerHeight); + var lx = dx / this._tileWidth; + var ly = dy / this._tileHeight; + var tileId0 = this._readMapData(mx, my, 0); + var tileId1 = this._readMapData(mx, my, 1); + var tileId2 = this._readMapData(mx, my, 2); + var tileId3 = this._readMapData(mx, my, 3); + var shadowBits = this._readMapData(mx, my, 4); + var upperTileId1 = this._readMapData(mx, my - 1, 1); + var lowerTiles = []; + var upperTiles = []; + + if (this._isHigherTile(tileId0)) { + upperTiles.push(tileId0); + } else { + lowerTiles.push(tileId0); + } + if (this._isHigherTile(tileId1)) { + upperTiles.push(tileId1); + } else { + lowerTiles.push(tileId1); + } + + lowerTiles.push(-shadowBits); + + if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) { + if (!Tilemap.isShadowingTile(tileId0)) { + lowerTiles.push(tableEdgeVirtualId + upperTileId1); + } + } + + if (this._isOverpassPosition(mx, my)) { + upperTiles.push(tileId2); + upperTiles.push(tileId3); + } else { + if (this._isHigherTile(tileId2)) { + upperTiles.push(tileId2); + } else { + lowerTiles.push(tileId2); + } + if (this._isHigherTile(tileId3)) { + upperTiles.push(tileId3); + } else { + lowerTiles.push(tileId3); + } + } + + var lastLowerTiles = this._readLastTiles(0, lx, ly); + if (!lowerTiles.equals(lastLowerTiles) || + (Tilemap.isTileA1(tileId0) && this._frameUpdated)) { + this._lowerBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight); + for (var i = 0; i < lowerTiles.length; i++) { + var lowerTileId = lowerTiles[i]; + if (lowerTileId < 0) { + this._drawShadow(this._lowerBitmap, shadowBits, dx, dy); + } else if (lowerTileId >= tableEdgeVirtualId) { + this._drawTableEdge(this._lowerBitmap, upperTileId1, dx, dy); + } else { + this._drawTile(this._lowerBitmap, lowerTileId, dx, dy); + } + } + this._writeLastTiles(0, lx, ly, lowerTiles); + } + + var lastUpperTiles = this._readLastTiles(1, lx, ly); + if (!upperTiles.equals(lastUpperTiles)) { + this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight); + for (var j = 0; j < upperTiles.length; j++) { + this._drawTile(this._upperBitmap, upperTiles[j], dx, dy); + } + this._writeLastTiles(1, lx, ly, upperTiles); + } +}; + +/** + * @method _readLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @private + */ +Tilemap.prototype._readLastTiles = function (i, x, y) { + var array1 = this._lastTiles[i]; + if (array1) { + var array2 = array1[y]; + if (array2) { + var tiles = array2[x]; + if (tiles) { + return tiles; + } + } + } + return []; +}; + +/** + * @method _writeLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @param {Array} tiles + * @private + */ +Tilemap.prototype._writeLastTiles = function (i, x, y, tiles) { + var array1 = this._lastTiles[i]; + if (!array1) { + array1 = this._lastTiles[i] = []; + } + var array2 = array1[y]; + if (!array2) { + array2 = array1[y] = []; + } + array2[x] = tiles; +}; + +/** + * @method _drawTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTile = function (bitmap, tileId, dx, dy) { + if (Tilemap.isVisibleTile(tileId)) { + if (Tilemap.isAutotile(tileId)) { + this._drawAutotile(bitmap, tileId, dx, dy); + } else { + this._drawNormalTile(bitmap, tileId, dx, dy); + } + } +}; + +/** + * @method _drawNormalTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawNormalTile = function (bitmap, tileId, dx, dy) { + var setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + var w = this._tileWidth; + var h = this._tileHeight; + var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + var sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + var source = this.bitmaps[setNumber]; + if (source) { + bitmap.bltImage(source, sx, sy, w, h, dx, dy, w, h); + } +}; + +/** + * @method _drawAutotile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawAutotile = function (bitmap, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + + if (Tilemap.isTileA1(tileId)) { + var waterSurfaceIndex = [0, 1, 2, 1][this.animationFrame % 4]; + setNumber = 0; + if (kind === 0) { + bx = waterSurfaceIndex * 2; + by = 0; + } else if (kind === 1) { + bx = waterSurfaceIndex * 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + bx += waterSurfaceIndex * 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + by += this.animationFrame % 3; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var source = this.bitmaps[setNumber]; + + if (table && source) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + qsx2 = [0, 3, 2, 1][qsx]; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + bitmap.bltImage(source, sx2, sy2, w1, h1, dx1, dy1, w1, h1); + dy1 += h1 / 2; + bitmap.bltImage(source, sx1, sy1, w1, h1 / 2, dx1, dy1, w1, h1 / 2); + } else { + bitmap.bltImage(source, sx1, sy1, w1, h1, dx1, dy1, w1, h1); + } + } + } +}; + +/** + * @method _drawTableEdge + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTableEdge = function (bitmap, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + + if (table) { + var source = this.bitmaps[setNumber]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1 / 2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.bltImage(source, sx1, sy1, w1, h1 / 2, dx1, dy1, w1, h1 / 2); + } + } + } +}; + +/** + * @method _drawShadow + * @param {Bitmap} bitmap + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawShadow = function (bitmap, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + var color = 'rgba(0,0,0,0.5)'; + for (var i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.fillRect(dx1, dy1, w1, h1, color); + } + } + } +}; + +/** + * @method _readMapData + * @param {Number} x + * @param {Number} y + * @param {Number} z + * @return {Number} + * @private + */ +Tilemap.prototype._readMapData = function (x, y, z) { + if (this._mapData) { + var width = this._mapWidth; + var height = this._mapHeight; + if (this.horizontalWrap) { + x = x.mod(width); + } + if (this.verticalWrap) { + y = y.mod(height); + } + if (x >= 0 && x < width && y >= 0 && y < height) { + return this._mapData[(z * height + y) * width + x] || 0; + } else { + return 0; + } + } else { + return 0; + } +}; + +/** + * @method _isHigherTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isHigherTile = function (tileId) { + return this.flags[tileId] & 0x10; +}; + +/** + * @method _isTableTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isTableTile = function (tileId) { + return Tilemap.isTileA2(tileId) && (this.flags[tileId] & 0x80); +}; + +/** + * @method _isOverpassPosition + * @param {Number} mx + * @param {Number} my + * @return {Boolean} + * @private + */ +Tilemap.prototype._isOverpassPosition = function (mx, my) { + return false; +}; + +/** + * @method _sortChildren + * @private + */ +Tilemap.prototype._sortChildren = function () { + this.children.sort(this._compareChildOrder.bind(this)); +}; + +/** + * @method _compareChildOrder + * @param {Object} a + * @param {Object} b + * @private + */ +Tilemap.prototype._compareChildOrder = function (a, b) { + if (a.z !== b.z) { + return a.z - b.z; + } else if (a.y !== b.y) { + return a.y - b.y; + } else { + return a.spriteId - b.spriteId; + } +}; + +// Tile type checkers + +Tilemap.TILE_ID_B = 0; +Tilemap.TILE_ID_C = 256; +Tilemap.TILE_ID_D = 512; +Tilemap.TILE_ID_E = 768; +Tilemap.TILE_ID_A5 = 1536; +Tilemap.TILE_ID_A1 = 2048; +Tilemap.TILE_ID_A2 = 2816; +Tilemap.TILE_ID_A3 = 4352; +Tilemap.TILE_ID_A4 = 5888; +Tilemap.TILE_ID_MAX = 8192; + +Tilemap.isVisibleTile = function (tileId) { + return tileId > 0 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isAutotile = function (tileId) { + return tileId >= this.TILE_ID_A1; +}; + +Tilemap.getAutotileKind = function (tileId) { + return Math.floor((tileId - this.TILE_ID_A1) / 48); +}; + +Tilemap.getAutotileShape = function (tileId) { + return (tileId - this.TILE_ID_A1) % 48; +}; + +Tilemap.makeAutotileId = function (kind, shape) { + return this.TILE_ID_A1 + kind * 48 + shape; +}; + +Tilemap.isSameKindTile = function (tileID1, tileID2) { + if (this.isAutotile(tileID1) && this.isAutotile(tileID2)) { + return this.getAutotileKind(tileID1) === this.getAutotileKind(tileID2); + } else { + return tileID1 === tileID2; + } +}; + +Tilemap.isTileA1 = function (tileId) { + return tileId >= this.TILE_ID_A1 && tileId < this.TILE_ID_A2; +}; + +Tilemap.isTileA2 = function (tileId) { + return tileId >= this.TILE_ID_A2 && tileId < this.TILE_ID_A3; +}; + +Tilemap.isTileA3 = function (tileId) { + return tileId >= this.TILE_ID_A3 && tileId < this.TILE_ID_A4; +}; + +Tilemap.isTileA4 = function (tileId) { + return tileId >= this.TILE_ID_A4 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isTileA5 = function (tileId) { + return tileId >= this.TILE_ID_A5 && tileId < this.TILE_ID_A1; +}; + +Tilemap.isWaterTile = function (tileId) { + if (this.isTileA1(tileId)) { + return !(tileId >= this.TILE_ID_A1 + 96 && tileId < this.TILE_ID_A1 + 192); + } else { + return false; + } +}; + +Tilemap.isWaterfallTile = function (tileId) { + if (tileId >= this.TILE_ID_A1 + 192 && tileId < this.TILE_ID_A2) { + return this.getAutotileKind(tileId) % 2 === 1; + } else { + return false; + } +}; + +Tilemap.isGroundTile = function (tileId) { + return this.isTileA1(tileId) || this.isTileA2(tileId) || this.isTileA5(tileId); +}; + +Tilemap.isShadowingTile = function (tileId) { + return this.isTileA3(tileId) || this.isTileA4(tileId); +}; + +Tilemap.isRoofTile = function (tileId) { + return this.isTileA3(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallTopTile = function (tileId) { + return this.isTileA4(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallSideTile = function (tileId) { + return (this.isTileA3(tileId) || this.isTileA4(tileId)) && + this.getAutotileKind(tileId) % 16 >= 8; +}; + +Tilemap.isWallTile = function (tileId) { + return this.isWallTopTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isFloorTypeAutotile = function (tileId) { + return (this.isTileA1(tileId) && !this.isWaterfallTile(tileId)) || + this.isTileA2(tileId) || this.isWallTopTile(tileId); +}; + +Tilemap.isWallTypeAutotile = function (tileId) { + return this.isRoofTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isWaterfallTypeAutotile = function (tileId) { + return this.isWaterfallTile(tileId); +}; + +// Autotile shape number to coordinates of tileset images + +Tilemap.FLOOR_AUTOTILE_TABLE = [ + [[2, 4], [1, 4], [2, 3], [1, 3]], [[2, 0], [1, 4], [2, 3], [1, 3]], + [[2, 4], [3, 0], [2, 3], [1, 3]], [[2, 0], [3, 0], [2, 3], [1, 3]], + [[2, 4], [1, 4], [2, 3], [3, 1]], [[2, 0], [1, 4], [2, 3], [3, 1]], + [[2, 4], [3, 0], [2, 3], [3, 1]], [[2, 0], [3, 0], [2, 3], [3, 1]], + [[2, 4], [1, 4], [2, 1], [1, 3]], [[2, 0], [1, 4], [2, 1], [1, 3]], + [[2, 4], [3, 0], [2, 1], [1, 3]], [[2, 0], [3, 0], [2, 1], [1, 3]], + [[2, 4], [1, 4], [2, 1], [3, 1]], [[2, 0], [1, 4], [2, 1], [3, 1]], + [[2, 4], [3, 0], [2, 1], [3, 1]], [[2, 0], [3, 0], [2, 1], [3, 1]], + [[0, 4], [1, 4], [0, 3], [1, 3]], [[0, 4], [3, 0], [0, 3], [1, 3]], + [[0, 4], [1, 4], [0, 3], [3, 1]], [[0, 4], [3, 0], [0, 3], [3, 1]], + [[2, 2], [1, 2], [2, 3], [1, 3]], [[2, 2], [1, 2], [2, 3], [3, 1]], + [[2, 2], [1, 2], [2, 1], [1, 3]], [[2, 2], [1, 2], [2, 1], [3, 1]], + [[2, 4], [3, 4], [2, 3], [3, 3]], [[2, 4], [3, 4], [2, 1], [3, 3]], + [[2, 0], [3, 4], [2, 3], [3, 3]], [[2, 0], [3, 4], [2, 1], [3, 3]], + [[2, 4], [1, 4], [2, 5], [1, 5]], [[2, 0], [1, 4], [2, 5], [1, 5]], + [[2, 4], [3, 0], [2, 5], [1, 5]], [[2, 0], [3, 0], [2, 5], [1, 5]], + [[0, 4], [3, 4], [0, 3], [3, 3]], [[2, 2], [1, 2], [2, 5], [1, 5]], + [[0, 2], [1, 2], [0, 3], [1, 3]], [[0, 2], [1, 2], [0, 3], [3, 1]], + [[2, 2], [3, 2], [2, 3], [3, 3]], [[2, 2], [3, 2], [2, 1], [3, 3]], + [[2, 4], [3, 4], [2, 5], [3, 5]], [[2, 0], [3, 4], [2, 5], [3, 5]], + [[0, 4], [1, 4], [0, 5], [1, 5]], [[0, 4], [3, 0], [0, 5], [1, 5]], + [[0, 2], [3, 2], [0, 3], [3, 3]], [[0, 2], [1, 2], [0, 5], [1, 5]], + [[0, 4], [3, 4], [0, 5], [3, 5]], [[2, 2], [3, 2], [2, 5], [3, 5]], + [[0, 2], [3, 2], [0, 5], [3, 5]], [[0, 0], [1, 0], [0, 1], [1, 1]] +]; + +Tilemap.WALL_AUTOTILE_TABLE = [ + [[2, 2], [1, 2], [2, 1], [1, 1]], [[0, 2], [1, 2], [0, 1], [1, 1]], + [[2, 0], [1, 0], [2, 1], [1, 1]], [[0, 0], [1, 0], [0, 1], [1, 1]], + [[2, 2], [3, 2], [2, 1], [3, 1]], [[0, 2], [3, 2], [0, 1], [3, 1]], + [[2, 0], [3, 0], [2, 1], [3, 1]], [[0, 0], [3, 0], [0, 1], [3, 1]], + [[2, 2], [1, 2], [2, 3], [1, 3]], [[0, 2], [1, 2], [0, 3], [1, 3]], + [[2, 0], [1, 0], [2, 3], [1, 3]], [[0, 0], [1, 0], [0, 3], [1, 3]], + [[2, 2], [3, 2], [2, 3], [3, 3]], [[0, 2], [3, 2], [0, 3], [3, 3]], + [[2, 0], [3, 0], [2, 3], [3, 3]], [[0, 0], [3, 0], [0, 3], [3, 3]] +]; + +Tilemap.WATERFALL_AUTOTILE_TABLE = [ + [[2, 0], [1, 0], [2, 1], [1, 1]], [[0, 0], [1, 0], [0, 1], [1, 1]], + [[2, 0], [3, 0], [2, 1], [3, 1]], [[0, 0], [3, 0], [0, 1], [3, 1]] +]; + +// The important members from Pixi.js + +/** + * [read-only] The array of children of the tilemap. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the tilemap. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The tilemap which displays 2D tile-based game map using shaders + * + * @class Tilemap + * @constructor + */ +function ShaderTilemap() { + Tilemap.apply(this, arguments); + this.roundPixels = true; +} + +ShaderTilemap.prototype = Object.create(Tilemap.prototype); +ShaderTilemap.prototype.constructor = ShaderTilemap; + +// we need this constant for some platforms (Samsung S4, S5, Tab4, HTC One H8) +PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true; +PIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO; +PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; +PIXI.tilemap.TileRenderer.DO_CLEAR = true; + +/** + * Uploads animation state in renderer + * + * @method _hackRenderer + * @private + */ +ShaderTilemap.prototype._hackRenderer = function (renderer) { + var af = this.animationFrame % 4; + if (af == 3) af = 1; + renderer.plugins.tilemap.tileAnim[0] = af * this._tileWidth; + renderer.plugins.tilemap.tileAnim[1] = (this.animationFrame % 3) * this._tileHeight; + return renderer; +}; + +/** + * PIXI render method + * + * @method renderCanvas + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.renderCanvas = function (renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.renderCanvas.call(this, renderer); +}; + + +/** + * PIXI render method + * + * @method renderWebGL + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.renderWebGL = function (renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.renderWebGL.call(this, renderer); +}; + +/** + * Forces to repaint the entire tilemap AND update bitmaps list if needed + * + * @method refresh + */ +ShaderTilemap.prototype.refresh = function () { + if (this._lastBitmapLength !== this.bitmaps.length) { + this._lastBitmapLength = this.bitmaps.length; + this.refreshTileset(); + }; + this._needsRepaint = true; +}; + +/** + * Call after you update tileset + * + * @method updateBitmaps + */ +ShaderTilemap.prototype.refreshTileset = function () { + var bitmaps = this.bitmaps.map(function (x) { return x._baseTexture ? new PIXI.Texture(x._baseTexture) : x; }); + this.lowerLayer.setBitmaps(bitmaps); + this.upperLayer.setBitmaps(bitmaps); +}; + +/** + * @method updateTransform + * @private + */ +ShaderTilemap.prototype.updateTransform = function () { + if (this.roundPixels) { + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + } else { + ox = this.origin.x; + oy = this.origin.y; + } + var startX = Math.floor((ox - this._margin) / this._tileWidth); + var startY = Math.floor((oy - this._margin) / this._tileHeight); + this._updateLayerPositions(startX, startY); + if (this._needsRepaint || + this._lastStartX !== startX || this._lastStartY !== startY) { + this._lastStartX = startX; + this._lastStartY = startY; + this._paintAllTiles(startX, startY); + this._needsRepaint = false; + } + this._sortChildren(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createLayers + * @private + */ +ShaderTilemap.prototype._createLayers = function () { + var width = this._width; + var height = this._height; + var margin = this._margin; + var tileCols = Math.ceil(width / this._tileWidth) + 1; + var tileRows = Math.ceil(height / this._tileHeight) + 1; + var layerWidth = this._layerWidth = tileCols * this._tileWidth; + var layerHeight = this._layerHeight = tileRows * this._tileHeight; + this._needsRepaint = true; + + if (!this.lowerZLayer) { + //@hackerham: create layers only in initialization. Doesn't depend on width/height + this.addChild(this.lowerZLayer = new PIXI.tilemap.ZLayer(this, 0)); + this.addChild(this.upperZLayer = new PIXI.tilemap.ZLayer(this, 4)); + + var parameters = PluginManager.parameters('ShaderTilemap'); + var useSquareShader = Number(parameters.hasOwnProperty('squareShader') ? parameters['squareShader'] : 0); + + this.lowerZLayer.addChild(this.lowerLayer = new PIXI.tilemap.CompositeRectTileLayer(0, [], useSquareShader)); + this.lowerLayer.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + this.upperZLayer.addChild(this.upperLayer = new PIXI.tilemap.CompositeRectTileLayer(4, [], useSquareShader)); + } +}; + +/** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._updateLayerPositions = function (startX, startY) { + if (this.roundPixels) { + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + } else { + ox = this.origin.x; + oy = this.origin.y; + } + this.lowerZLayer.position.x = startX * this._tileWidth - ox; + this.lowerZLayer.position.y = startY * this._tileHeight - oy; + this.upperZLayer.position.x = startX * this._tileWidth - ox; + this.upperZLayer.position.y = startY * this._tileHeight - oy; +}; + +/** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._paintAllTiles = function (startX, startY) { + this.lowerZLayer.clear(); + this.upperZLayer.clear(); + var tileCols = Math.ceil(this._width / this._tileWidth) + 1; + var tileRows = Math.ceil(this._height / this._tileHeight) + 1; + for (var y = 0; y < tileRows; y++) { + for (var x = 0; x < tileCols; x++) { + this._paintTiles(startX, startY, x, y); + } + } +}; + +/** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ +ShaderTilemap.prototype._paintTiles = function (startX, startY, x, y) { + var mx = startX + x; + var my = startY + y; + var dx = x * this._tileWidth, dy = y * this._tileHeight; + var tileId0 = this._readMapData(mx, my, 0); + var tileId1 = this._readMapData(mx, my, 1); + var tileId2 = this._readMapData(mx, my, 2); + var tileId3 = this._readMapData(mx, my, 3); + var shadowBits = this._readMapData(mx, my, 4); + var upperTileId1 = this._readMapData(mx, my - 1, 1); + var lowerLayer = this.lowerLayer.children[0]; + var upperLayer = this.upperLayer.children[0]; + + if (this._isHigherTile(tileId0)) { + this._drawTile(upperLayer, tileId0, dx, dy); + } else { + this._drawTile(lowerLayer, tileId0, dx, dy); + } + if (this._isHigherTile(tileId1)) { + this._drawTile(upperLayer, tileId1, dx, dy); + } else { + this._drawTile(lowerLayer, tileId1, dx, dy); + } + + this._drawShadow(lowerLayer, shadowBits, dx, dy); + if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) { + if (!Tilemap.isShadowingTile(tileId0)) { + this._drawTableEdge(lowerLayer, upperTileId1, dx, dy); + } + } + + if (this._isOverpassPosition(mx, my)) { + this._drawTile(upperLayer, tileId2, dx, dy); + this._drawTile(upperLayer, tileId3, dx, dy); + } else { + if (this._isHigherTile(tileId2)) { + this._drawTile(upperLayer, tileId2, dx, dy); + } else { + this._drawTile(lowerLayer, tileId2, dx, dy); + } + if (this._isHigherTile(tileId3)) { + this._drawTile(upperLayer, tileId3, dx, dy); + } else { + this._drawTile(lowerLayer, tileId3, dx, dy); + } + } +}; + +/** + * @method _drawTile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawTile = function (layer, tileId, dx, dy) { + if (Tilemap.isVisibleTile(tileId)) { + if (Tilemap.isAutotile(tileId)) { + this._drawAutotile(layer, tileId, dx, dy); + } else { + this._drawNormalTile(layer, tileId, dx, dy); + } + } +}; + +/** + * @method _drawNormalTile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawNormalTile = function (layer, tileId, dx, dy) { + var setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + var w = this._tileWidth; + var h = this._tileHeight; + var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + var sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + layer.addRect(setNumber, sx, sy, dx, dy, w, h); +}; + +/** + * @method _drawAutotile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawAutotile = function (layer, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + var animX = 0, animY = 0; + + if (Tilemap.isTileA1(tileId)) { + setNumber = 0; + if (kind === 0) { + animX = 2; + by = 0; + } else if (kind === 1) { + animX = 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + animX = 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + animY = 1; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + //qsx2 = [0, 3, 2, 1][qsx]; + qsx2 = (4 - qsx) % 4; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + layer.addRect(setNumber, sx2, sy2, dx1, dy1, w1, h1, animX, animY); + layer.addRect(setNumber, sx1, sy1, dx1, dy1 + h1 / 2, w1, h1 / 2, animX, animY); + } else { + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1, animX, animY); + } + } +}; + +/** + * @method _drawTableEdge + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawTableEdge = function (layer, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1 / 2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1 / 2); + } + } +}; + +/** + * @method _drawShadow + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawShadow = function (layer, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(-1, 0, 0, dx1, dy1, w1, h1); + } + } + } +}; +//----------------------------------------------------------------------------- +/** + * The sprite object for a tiling image. + * + * @class TilingSprite + * @constructor + * @param {Bitmap} bitmap The image for the tiling sprite + */ +function TilingSprite() { + this.initialize.apply(this, arguments); +} + +TilingSprite.prototype = Object.create(PIXI.extras.PictureTilingSprite.prototype); +TilingSprite.prototype.constructor = TilingSprite; + +TilingSprite.prototype.initialize = function (bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.extras.PictureTilingSprite.call(this, texture); + + this._bitmap = null; + this._width = 0; + this._height = 0; + this._frame = new Rectangle(); + this.spriteId = Sprite._counter++; + /** + * The origin point of the tiling sprite for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + this.bitmap = bitmap; +}; + +TilingSprite.prototype._renderCanvas_PIXI = PIXI.extras.PictureTilingSprite.prototype._renderCanvas; +TilingSprite.prototype._renderWebGL_PIXI = PIXI.extras.PictureTilingSprite.prototype._renderWebGL; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderCanvas = function (renderer) { + if (this._bitmap) { + this._bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderWebGL = function (renderer) { + if (this._bitmap) { + this._bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + if (this._bitmap) { + this._bitmap.checkDirty(); + } + this._renderWebGL_PIXI(renderer); + } +}; + +/** + * The image for the tiling sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(TilingSprite.prototype, 'bitmap', { + get: function () { + return this._bitmap; + }, + set: function (value) { + if (this._bitmap !== value) { + this._bitmap = value; + if (this._bitmap) { + this._bitmap.addLoadListener(this._onBitmapLoad.bind(this)); + } else { + this.texture.frame = Rectangle.emptyRectangle; + } + } + }, + configurable: true +}); + +/** + * The opacity of the tiling sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(TilingSprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the tiling sprite for each frame. + * + * @method update + */ +TilingSprite.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the tiling sprite + * @param {Number} y The y coordinate of the tiling sprite + * @param {Number} width The width of the tiling sprite + * @param {Number} height The height of the tiling sprite + */ +TilingSprite.prototype.move = function (x, y, width, height) { + this.x = x || 0; + this.y = y || 0; + this._width = width || 0; + this._height = height || 0; +}; + +/** + * Specifies the region of the image that the tiling sprite will use. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +TilingSprite.prototype.setFrame = function (x, y, width, height) { + this._frame.x = x; + this._frame.y = y; + this._frame.width = width; + this._frame.height = height; + this._refresh(); +}; + +/** + * @method updateTransform + * @private + */ +TilingSprite.prototype.updateTransform = function () { + this.tilePosition.x = Math.round(-this.origin.x); + this.tilePosition.y = Math.round(-this.origin.y); + this.updateTransformTS(); +}; + +TilingSprite.prototype.updateTransformTS = PIXI.extras.TilingSprite.prototype.updateTransform; + +/** + * @method _onBitmapLoad + * @private + */ +TilingSprite.prototype._onBitmapLoad = function () { + this.texture.baseTexture = this._bitmap.baseTexture; + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +TilingSprite.prototype._refresh = function () { + var frame = this._frame.clone(); + if (frame.width === 0 && frame.height === 0 && this._bitmap) { + frame.width = this._bitmap.width; + frame.height = this._bitmap.height; + } + this.texture.frame = frame; + this.texture._updateID++; + this.tilingTexture = null; +}; + + +TilingSprite.prototype._speedUpCustomBlendModes = Sprite.prototype._speedUpCustomBlendModes; + +/** + * @method _renderWebGL + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderWebGL = function (renderer) { + if (this._bitmap) { + this._bitmap.touch(); + this._bitmap.checkDirty(); + } + + this._speedUpCustomBlendModes(renderer); + + this._renderWebGL_PIXI(renderer); +}; + +// The important members from Pixi.js + +/** + * The visibility of the tiling sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the tiling sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the tiling sprite. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The sprite which covers the entire game screen. + * + * @class ScreenSprite + * @constructor + */ +function ScreenSprite() { + this.initialize.apply(this, arguments); +} + +ScreenSprite.prototype = Object.create(PIXI.Container.prototype); +ScreenSprite.prototype.constructor = ScreenSprite; + +ScreenSprite.prototype.initialize = function () { + PIXI.Container.call(this); + + this._graphics = new PIXI.Graphics(); + this.addChild(this._graphics); + this.opacity = 0; + + this._red = -1; + this._green = -1; + this._blue = -1; + this._colorText = ''; + this.setBlack(); +}; + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(ScreenSprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +ScreenSprite.YEPWarned = false; +ScreenSprite.warnYep = function () { + if (!ScreenSprite.YEPWarned) { + console.log("Deprecation warning. Please update YEP_CoreEngine. ScreenSprite is not a sprite, it has graphics inside."); + ScreenSprite.YEPWarned = true; + } +}; + +Object.defineProperty(ScreenSprite.prototype, 'anchor', { + get: function () { + ScreenSprite.warnYep(); + this.scale.x = 1; + this.scale.y = 1; + return { x: 0, y: 0 }; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +Object.defineProperty(ScreenSprite.prototype, 'blendMode', { + get: function () { + return this._graphics.blendMode; + }, + set: function (value) { + this._graphics.blendMode = value; + }, + configurable: true +}); + +/** + * Sets black to the color of the screen sprite. + * + * @method setBlack + */ +ScreenSprite.prototype.setBlack = function () { + this.setColor(0, 0, 0); +}; + +/** + * Sets white to the color of the screen sprite. + * + * @method setWhite + */ +ScreenSprite.prototype.setWhite = function () { + this.setColor(255, 255, 255); +}; + +/** + * Sets the color of the screen sprite by values. + * + * @method setColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + */ +ScreenSprite.prototype.setColor = function (r, g, b) { + if (this._red !== r || this._green !== g || this._blue !== b) { + r = Math.round(r || 0).clamp(0, 255); + g = Math.round(g || 0).clamp(0, 255); + b = Math.round(b || 0).clamp(0, 255); + this._red = r; + this._green = g; + this._blue = b; + this._colorText = Utils.rgbToCssColor(r, g, b); + + var graphics = this._graphics; + graphics.clear(); + var intColor = (r << 16) | (g << 8) | b; + graphics.beginFill(intColor, 1); + //whole screen with zoom. BWAHAHAHAHA + graphics.drawRect(-Graphics.width * 5, -Graphics.height * 5, Graphics.width * 10, Graphics.height * 10); + } +}; + +//----------------------------------------------------------------------------- +/** + * The window in the game. + * + * @class Window + * @constructor + */ +function Window() { + this.initialize.apply(this, arguments); +} + +Window.prototype = Object.create(PIXI.Container.prototype); +Window.prototype.constructor = Window; + +Window.prototype.initialize = function () { + PIXI.Container.call(this); + + this._isWindow = true; + this._windowskin = null; + this._width = 0; + this._height = 0; + this._cursorRect = new Rectangle(); + this._openness = 255; + this._animationCount = 0; + + this._padding = 18; + this._margin = 4; + this._colorTone = [0, 0, 0]; + + this._windowSpriteContainer = null; + this._windowBackSprite = null; + this._windowCursorSprite = null; + this._windowFrameSprite = null; + this._windowContentsSprite = null; + this._windowArrowSprites = []; + this._windowPauseSignSprite = null; + + this._createAllParts(); + + /** + * The origin point of the window for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The active state for the window. + * + * @property active + * @type Boolean + */ + this.active = true; + + /** + * The visibility of the down scroll arrow. + * + * @property downArrowVisible + * @type Boolean + */ + this.downArrowVisible = false; + + /** + * The visibility of the up scroll arrow. + * + * @property upArrowVisible + * @type Boolean + */ + this.upArrowVisible = false; + + /** + * The visibility of the pause sign. + * + * @property pause + * @type Boolean + */ + this.pause = false; +}; + +/** + * The image used as a window skin. + * + * @property windowskin + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'windowskin', { + get: function () { + return this._windowskin; + }, + set: function (value) { + if (this._windowskin !== value) { + this._windowskin = value; + this._windowskin.addLoadListener(this._onWindowskinLoad.bind(this)); + } + }, + configurable: true +}); + +/** + * The bitmap used for the window contents. + * + * @property contents + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'contents', { + get: function () { + return this._windowContentsSprite.bitmap; + }, + set: function (value) { + this._windowContentsSprite.bitmap = value; + }, + configurable: true +}); + +/** + * The width of the window in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Window.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The height of the window in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Window.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the padding between the frame and contents. + * + * @property padding + * @type Number + */ +Object.defineProperty(Window.prototype, 'padding', { + get: function () { + return this._padding; + }, + set: function (value) { + this._padding = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the margin for the window background. + * + * @property margin + * @type Number + */ +Object.defineProperty(Window.prototype, 'margin', { + get: function () { + return this._margin; + }, + set: function (value) { + this._margin = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The opacity of the window without contents (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'opacity', { + get: function () { + return this._windowSpriteContainer.alpha * 255; + }, + set: function (value) { + this._windowSpriteContainer.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window background (0 to 255). + * + * @property backOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'backOpacity', { + get: function () { + return this._windowBackSprite.alpha * 255; + }, + set: function (value) { + this._windowBackSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window contents (0 to 255). + * + * @property contentsOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'contentsOpacity', { + get: function () { + return this._windowContentsSprite.alpha * 255; + }, + set: function (value) { + this._windowContentsSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The openness of the window (0 to 255). + * + * @property openness + * @type Number + */ +Object.defineProperty(Window.prototype, 'openness', { + get: function () { + return this._openness; + }, + set: function (value) { + if (this._openness !== value) { + this._openness = value.clamp(0, 255); + this._windowSpriteContainer.scale.y = this._openness / 255; + this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255); + } + }, + configurable: true +}); + +/** + * Updates the window for each frame. + * + * @method update + */ +Window.prototype.update = function () { + if (this.active) { + this._animationCount++; + } + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window + * @param {Number} y The y coordinate of the window + * @param {Number} width The width of the window + * @param {Number} height The height of the window + */ +Window.prototype.move = function (x, y, width, height) { + this.x = x || 0; + this.y = y || 0; + if (this._width !== width || this._height !== height) { + this._width = width || 0; + this._height = height || 0; + this._refreshAllParts(); + } +}; + +/** + * Returns true if the window is completely open (openness == 255). + * + * @method isOpen + */ +Window.prototype.isOpen = function () { + return this._openness >= 255; +}; + +/** + * Returns true if the window is completely closed (openness == 0). + * + * @method isClosed + */ +Window.prototype.isClosed = function () { + return this._openness <= 0; +}; + +/** + * Sets the position of the command cursor. + * + * @method setCursorRect + * @param {Number} x The x coordinate of the cursor + * @param {Number} y The y coordinate of the cursor + * @param {Number} width The width of the cursor + * @param {Number} height The height of the cursor + */ +Window.prototype.setCursorRect = function (x, y, width, height) { + var cx = Math.floor(x || 0); + var cy = Math.floor(y || 0); + var cw = Math.floor(width || 0); + var ch = Math.floor(height || 0); + var rect = this._cursorRect; + if (rect.x !== cx || rect.y !== cy || rect.width !== cw || rect.height !== ch) { + this._cursorRect.x = cx; + this._cursorRect.y = cy; + this._cursorRect.width = cw; + this._cursorRect.height = ch; + this._refreshCursor(); + } +}; + +/** + * Changes the color of the background. + * + * @method setTone + * @param {Number} r The red value in the range (-255, 255) + * @param {Number} g The green value in the range (-255, 255) + * @param {Number} b The blue value in the range (-255, 255) + */ +Window.prototype.setTone = function (r, g, b) { + var tone = this._colorTone; + if (r !== tone[0] || g !== tone[1] || b !== tone[2]) { + this._colorTone = [r, g, b]; + this._refreshBack(); + } +}; + +/** + * Adds a child between the background and contents. + * + * @method addChildToBack + * @param {Object} child The child to add + * @return {Object} The child that was added + */ +Window.prototype.addChildToBack = function (child) { + var containerIndex = this.children.indexOf(this._windowSpriteContainer); + return this.addChildAt(child, containerIndex + 1); +}; + +/** + * @method updateTransform + * @private + */ +Window.prototype.updateTransform = function () { + this._updateCursor(); + this._updateArrows(); + this._updatePauseSign(); + this._updateContents(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createAllParts + * @private + */ +Window.prototype._createAllParts = function () { + this._windowSpriteContainer = new PIXI.Container(); + this._windowBackSprite = new Sprite(); + this._windowCursorSprite = new Sprite(); + this._windowFrameSprite = new Sprite(); + this._windowContentsSprite = new Sprite(); + this._downArrowSprite = new Sprite(); + this._upArrowSprite = new Sprite(); + this._windowPauseSignSprite = new Sprite(); + this._windowBackSprite.bitmap = new Bitmap(1, 1); + this._windowBackSprite.alpha = 192 / 255; + this.addChild(this._windowSpriteContainer); + this._windowSpriteContainer.addChild(this._windowBackSprite); + this._windowSpriteContainer.addChild(this._windowFrameSprite); + this.addChild(this._windowCursorSprite); + this.addChild(this._windowContentsSprite); + this.addChild(this._downArrowSprite); + this.addChild(this._upArrowSprite); + this.addChild(this._windowPauseSignSprite); +}; + +/** + * @method _onWindowskinLoad + * @private + */ +Window.prototype._onWindowskinLoad = function () { + this._refreshAllParts(); +}; + +/** + * @method _refreshAllParts + * @private + */ +Window.prototype._refreshAllParts = function () { + this._refreshBack(); + this._refreshFrame(); + this._refreshCursor(); + this._refreshContents(); + this._refreshArrows(); + this._refreshPauseSign(); +}; + +/** + * @method _refreshBack + * @private + */ +Window.prototype._refreshBack = function () { + var m = this._margin; + var w = this._width - m * 2; + var h = this._height - m * 2; + var bitmap = new Bitmap(w, h); + + this._windowBackSprite.bitmap = bitmap; + this._windowBackSprite.setFrame(0, 0, w, h); + this._windowBackSprite.move(m, m); + + if (w > 0 && h > 0 && this._windowskin) { + var p = 96; + bitmap.blt(this._windowskin, 0, 0, p, p, 0, 0, w, h); + for (var y = 0; y < h; y += p) { + for (var x = 0; x < w; x += p) { + bitmap.blt(this._windowskin, 0, p, p, p, x, y, p, p); + } + } + var tone = this._colorTone; + bitmap.adjustTone(tone[0], tone[1], tone[2]); + } +}; + +/** + * @method _refreshFrame + * @private + */ +Window.prototype._refreshFrame = function () { + var w = this._width; + var h = this._height; + var m = 24; + var bitmap = new Bitmap(w, h); + + this._windowFrameSprite.bitmap = bitmap; + this._windowFrameSprite.setFrame(0, 0, w, h); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 96; + bitmap.blt(skin, p + m, 0 + 0, p - m * 2, m, m, 0, w - m * 2, m); + bitmap.blt(skin, p + m, 0 + q - m, p - m * 2, m, m, h - m, w - m * 2, m); + bitmap.blt(skin, p + 0, 0 + m, m, p - m * 2, 0, m, m, h - m * 2); + bitmap.blt(skin, p + q - m, 0 + m, m, p - m * 2, w - m, m, m, h - m * 2); + bitmap.blt(skin, p + 0, 0 + 0, m, m, 0, 0, m, m); + bitmap.blt(skin, p + q - m, 0 + 0, m, m, w - m, 0, m, m); + bitmap.blt(skin, p + 0, 0 + q - m, m, m, 0, h - m, m, m); + bitmap.blt(skin, p + q - m, 0 + q - m, m, m, w - m, h - m, m, m); + } +}; + +/** + * @method _refreshCursor + * @private + */ +Window.prototype._refreshCursor = function () { + var pad = this._padding; + var x = this._cursorRect.x + pad - this.origin.x; + var y = this._cursorRect.y + pad - this.origin.y; + var w = this._cursorRect.width; + var h = this._cursorRect.height; + var m = 4; + var x2 = Math.max(x, pad); + var y2 = Math.max(y, pad); + var ox = x - x2; + var oy = y - y2; + var w2 = Math.min(w, this._width - pad - x2); + var h2 = Math.min(h, this._height - pad - y2); + var bitmap = new Bitmap(w2, h2); + + this._windowCursorSprite.bitmap = bitmap; + this._windowCursorSprite.setFrame(0, 0, w2, h2); + this._windowCursorSprite.move(x2, y2); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 48; + bitmap.blt(skin, p + m, p + m, q - m * 2, q - m * 2, ox + m, oy + m, w - m * 2, h - m * 2); + bitmap.blt(skin, p + m, p + 0, q - m * 2, m, ox + m, oy + 0, w - m * 2, m); + bitmap.blt(skin, p + m, p + q - m, q - m * 2, m, ox + m, oy + h - m, w - m * 2, m); + bitmap.blt(skin, p + 0, p + m, m, q - m * 2, ox + 0, oy + m, m, h - m * 2); + bitmap.blt(skin, p + q - m, p + m, m, q - m * 2, ox + w - m, oy + m, m, h - m * 2); + bitmap.blt(skin, p + 0, p + 0, m, m, ox + 0, oy + 0, m, m); + bitmap.blt(skin, p + q - m, p + 0, m, m, ox + w - m, oy + 0, m, m); + bitmap.blt(skin, p + 0, p + q - m, m, m, ox + 0, oy + h - m, m, m); + bitmap.blt(skin, p + q - m, p + q - m, m, m, ox + w - m, oy + h - m, m, m); + } +}; + +/** + * @method _refreshContents + * @private + */ +Window.prototype._refreshContents = function () { + this._windowContentsSprite.move(this.padding, this.padding); +}; + +/** + * @method _refreshArrows + * @private + */ +Window.prototype._refreshArrows = function () { + var w = this._width; + var h = this._height; + var p = 24; + var q = p / 2; + var sx = 96 + p; + var sy = 0 + p; + this._downArrowSprite.bitmap = this._windowskin; + this._downArrowSprite.anchor.x = 0.5; + this._downArrowSprite.anchor.y = 0.5; + this._downArrowSprite.setFrame(sx + q, sy + q + p, p, q); + this._downArrowSprite.move(w / 2, h - q); + this._upArrowSprite.bitmap = this._windowskin; + this._upArrowSprite.anchor.x = 0.5; + this._upArrowSprite.anchor.y = 0.5; + this._upArrowSprite.setFrame(sx + q, sy, p, q); + this._upArrowSprite.move(w / 2, q); +}; + +/** + * @method _refreshPauseSign + * @private + */ +Window.prototype._refreshPauseSign = function () { + var sx = 144; + var sy = 96; + var p = 24; + this._windowPauseSignSprite.bitmap = this._windowskin; + this._windowPauseSignSprite.anchor.x = 0.5; + this._windowPauseSignSprite.anchor.y = 1; + this._windowPauseSignSprite.move(this._width / 2, this._height); + this._windowPauseSignSprite.setFrame(sx, sy, p, p); + this._windowPauseSignSprite.alpha = 0; +}; + +/** + * @method _updateCursor + * @private + */ +Window.prototype._updateCursor = function () { + var blinkCount = this._animationCount % 40; + var cursorOpacity = this.contentsOpacity; + if (this.active) { + if (blinkCount < 20) { + cursorOpacity -= blinkCount * 8; + } else { + cursorOpacity -= (40 - blinkCount) * 8; + } + } + this._windowCursorSprite.alpha = cursorOpacity / 255; + this._windowCursorSprite.visible = this.isOpen(); +}; + +/** + * @method _updateContents + * @private + */ +Window.prototype._updateContents = function () { + var w = this._width - this._padding * 2; + var h = this._height - this._padding * 2; + if (w > 0 && h > 0) { + this._windowContentsSprite.setFrame(this.origin.x, this.origin.y, w, h); + this._windowContentsSprite.visible = this.isOpen(); + } else { + this._windowContentsSprite.visible = false; + } +}; + +/** + * @method _updateArrows + * @private + */ +Window.prototype._updateArrows = function () { + this._downArrowSprite.visible = this.isOpen() && this.downArrowVisible; + this._upArrowSprite.visible = this.isOpen() && this.upArrowVisible; +}; + +/** + * @method _updatePauseSign + * @private + */ +Window.prototype._updatePauseSign = function () { + var sprite = this._windowPauseSignSprite; + var x = Math.floor(this._animationCount / 16) % 2; + var y = Math.floor(this._animationCount / 16 / 2) % 2; + var sx = 144; + var sy = 96; + var p = 24; + if (!this.pause) { + sprite.alpha = 0; + } else if (sprite.alpha < 1) { + sprite.alpha = Math.min(sprite.alpha + 0.1, 1); + } + sprite.setFrame(sx + x * p, sy + y * p, p, p); + sprite.visible = this.isOpen(); +}; + +// The important members from Pixi.js + +/** + * The visibility of the window. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the window. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The layer which contains game windows. + * + * @class WindowLayer + * @constructor + */ +function WindowLayer() { + this.initialize.apply(this, arguments); +} + +WindowLayer.prototype = Object.create(PIXI.Container.prototype); +WindowLayer.prototype.constructor = WindowLayer; + +WindowLayer.prototype.initialize = function () { + PIXI.Container.call(this); + this._width = 0; + this._height = 0; + this._tempCanvas = null; + this._translationMatrix = [1, 0, 0, 0, 1, 0, 0, 0, 1]; + + this._windowMask = new PIXI.Graphics(); + this._windowMask.beginFill(0xffffff, 1); + this._windowMask.drawRect(0, 0, 0, 0); + this._windowMask.endFill(); + this._windowRect = this._windowMask.graphicsData[0].shape; + + this._renderSprite = null; + this.filterArea = new PIXI.Rectangle(); + this.filters = [WindowLayer.voidFilter]; + + //temporary fix for memory leak bug + this.on('removed', this.onRemoveAsAChild); +}; + +WindowLayer.prototype.onRemoveAsAChild = function () { + this.removeChildren(); +} + +WindowLayer.voidFilter = new PIXI.filters.VoidFilter(); + +/** + * The width of the window layer in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + configurable: true +}); + +/** + * The height of the window layer in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + configurable: true +}); + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window layer + * @param {Number} y The y coordinate of the window layer + * @param {Number} width The width of the window layer + * @param {Number} height The height of the window layer + */ +WindowLayer.prototype.move = function (x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; +}; + +/** + * Updates the window layer for each frame. + * + * @method update + */ +WindowLayer.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +WindowLayer.prototype.renderCanvas = function (renderer) { + if (!this.visible || !this.renderable) { + return; + } + + if (!this._tempCanvas) { + this._tempCanvas = document.createElement('canvas'); + } + + this._tempCanvas.width = Graphics.width; + this._tempCanvas.height = Graphics.height; + + var realCanvasContext = renderer.context; + var context = this._tempCanvas.getContext('2d'); + + context.save(); + context.clearRect(0, 0, Graphics.width, Graphics.height); + context.beginPath(); + context.rect(this.x, this.y, this.width, this.height); + context.closePath(); + context.clip(); + + renderer.context = context; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child._isWindow && child.visible && child.openness > 0) { + this._canvasClearWindowRect(renderer, child); + context.save(); + child.renderCanvas(renderer); + context.restore(); + } + } + + context.restore(); + + renderer.context = realCanvasContext; + renderer.context.setTransform(1, 0, 0, 1, 0, 0); + renderer.context.globalCompositeOperation = 'source-over'; + renderer.context.globalAlpha = 1; + renderer.context.drawImage(this._tempCanvas, 0, 0); + + for (var j = 0; j < this.children.length; j++) { + if (!this.children[j]._isWindow) { + this.children[j].renderCanvas(renderer); + } + } +}; + +/** + * @method _canvasClearWindowRect + * @param {Object} renderSession + * @param {Window} window + * @private + */ +WindowLayer.prototype._canvasClearWindowRect = function (renderSession, window) { + var rx = this.x + window.x; + var ry = this.y + window.y + window.height / 2 * (1 - window._openness / 255); + var rw = window.width; + var rh = window.height * window._openness / 255; + renderSession.context.clearRect(rx, ry, rw, rh); +}; + +/** + * @method _renderWebGL + * @param {Object} renderSession + * @private + */ +WindowLayer.prototype.renderWebGL = function (renderer) { + if (!this.visible || !this.renderable) { + return; + } + + if (this.children.length == 0) { + return; + } + + renderer.flush(); + this.filterArea.copy(this); + renderer.filterManager.pushFilter(this, this.filters); + renderer.currentRenderer.start(); + + var shift = new PIXI.Point(); + var rt = renderer._activeRenderTarget; + var projectionMatrix = rt.projectionMatrix; + shift.x = Math.round((projectionMatrix.tx + 1) / 2 * rt.sourceFrame.width); + shift.y = Math.round((projectionMatrix.ty + 1) / 2 * rt.sourceFrame.height); + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child._isWindow && child.visible && child.openness > 0) { + this._maskWindow(child, shift); + renderer.maskManager.pushScissorMask(this, this._windowMask); + renderer.clear(); + renderer.maskManager.popScissorMask(); + renderer.currentRenderer.start(); + child.renderWebGL(renderer); + renderer.currentRenderer.flush(); + } + } + + renderer.flush(); + renderer.filterManager.popFilter(); + renderer.maskManager.popScissorMask(); + + for (var j = 0; j < this.children.length; j++) { + if (!this.children[j]._isWindow) { + this.children[j].renderWebGL(renderer); + } + } +}; + +/** + * @method _maskWindow + * @param {Window} window + * @private + */ +WindowLayer.prototype._maskWindow = function (window, shift) { + this._windowMask._currentBounds = null; + this._windowMask.boundsDirty = true; + var rect = this._windowRect; + rect.x = this.x + shift.x + window.x; + rect.y = this.x + shift.y + window.y + window.height / 2 * (1 - window._openness / 255); + rect.width = window.width; + rect.height = window.height * window._openness / 255; +}; + +// The important members from Pixi.js + +/** + * The x coordinate of the window layer. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window layer. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window layer. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window layer. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The weather effect which displays rain, storm, or snow. + * + * @class Weather + * @constructor + */ +function Weather() { + this.initialize.apply(this, arguments); +} + +Weather.prototype = Object.create(PIXI.Container.prototype); +Weather.prototype.constructor = Weather; + +Weather.prototype.initialize = function () { + PIXI.Container.call(this); + + this._width = Graphics.width; + this._height = Graphics.height; + this._sprites = []; + + this._createBitmaps(); + this._createDimmer(); + + /** + * The type of the weather in ['none', 'rain', 'storm', 'snow']. + * + * @property type + * @type String + */ + this.type = 'none'; + + /** + * The power of the weather in the range (0, 9). + * + * @property power + * @type Number + */ + this.power = 0; + + /** + * The origin point of the weather for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); +}; + +/** + * Updates the weather for each frame. + * + * @method update + */ +Weather.prototype.update = function () { + this._updateDimmer(); + this._updateAllSprites(); +}; + +/** + * @method _createBitmaps + * @private + */ +Weather.prototype._createBitmaps = function () { + this._rainBitmap = new Bitmap(1, 60); + this._rainBitmap.fillAll('white'); + this._stormBitmap = new Bitmap(2, 100); + this._stormBitmap.fillAll('white'); + this._snowBitmap = new Bitmap(9, 9); + this._snowBitmap.drawCircle(4, 4, 4, 'white'); +}; + +/** + * @method _createDimmer + * @private + */ +Weather.prototype._createDimmer = function () { + this._dimmerSprite = new ScreenSprite(); + this._dimmerSprite.setColor(80, 80, 80); + this.addChild(this._dimmerSprite); +}; + +/** + * @method _updateDimmer + * @private + */ +Weather.prototype._updateDimmer = function () { + this._dimmerSprite.opacity = Math.floor(this.power * 6); +}; + +/** + * @method _updateAllSprites + * @private + */ +Weather.prototype._updateAllSprites = function () { + var maxSprites = Math.floor(this.power * 10); + while (this._sprites.length < maxSprites) { + this._addSprite(); + } + while (this._sprites.length > maxSprites) { + this._removeSprite(); + } + this._sprites.forEach(function (sprite) { + this._updateSprite(sprite); + sprite.x = sprite.ax - this.origin.x; + sprite.y = sprite.ay - this.origin.y; + }, this); +}; + +/** + * @method _addSprite + * @private + */ +Weather.prototype._addSprite = function () { + var sprite = new Sprite(this.viewport); + sprite.opacity = 0; + this._sprites.push(sprite); + this.addChild(sprite); +}; + +/** + * @method _removeSprite + * @private + */ +Weather.prototype._removeSprite = function () { + this.removeChild(this._sprites.pop()); +}; + +/** + * @method _updateSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSprite = function (sprite) { + switch (this.type) { + case 'rain': + this._updateRainSprite(sprite); + break; + case 'storm': + this._updateStormSprite(sprite); + break; + case 'snow': + this._updateSnowSprite(sprite); + break; + } + if (sprite.opacity < 40) { + this._rebornSprite(sprite); + } +}; + +/** + * @method _updateRainSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateRainSprite = function (sprite) { + sprite.bitmap = this._rainBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 6 * Math.sin(sprite.rotation); + sprite.ay += 6 * Math.cos(sprite.rotation); + sprite.opacity -= 6; +}; + +/** + * @method _updateStormSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateStormSprite = function (sprite) { + sprite.bitmap = this._stormBitmap; + sprite.rotation = Math.PI / 8; + sprite.ax -= 8 * Math.sin(sprite.rotation); + sprite.ay += 8 * Math.cos(sprite.rotation); + sprite.opacity -= 8; +}; + +/** + * @method _updateSnowSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSnowSprite = function (sprite) { + sprite.bitmap = this._snowBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 3 * Math.sin(sprite.rotation); + sprite.ay += 3 * Math.cos(sprite.rotation); + sprite.opacity -= 3; +}; + +/** + * @method _rebornSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._rebornSprite = function (sprite) { + sprite.ax = Math.randomInt(Graphics.width + 100) - 100 + this.origin.x; + sprite.ay = Math.randomInt(Graphics.height + 200) - 200 + this.origin.y; + sprite.opacity = 160 + Math.randomInt(60); +}; + +//----------------------------------------------------------------------------- +/** + * The color matrix filter for WebGL. + * + * @class ToneFilter + * @extends PIXI.Filter + * @constructor + */ +function ToneFilter() { + PIXI.filters.ColorMatrixFilter.call(this); +} + +ToneFilter.prototype = Object.create(PIXI.filters.ColorMatrixFilter.prototype); +ToneFilter.prototype.constructor = ToneFilter; + +/** + * Changes the hue. + * + * @method adjustHue + * @param {Number} value The hue value in the range (-360, 360) + */ +ToneFilter.prototype.adjustHue = function (value) { + this.hue(value, true); +}; + +/** + * Changes the saturation. + * + * @method adjustSaturation + * @param {Number} value The saturation value in the range (-255, 255) + */ +ToneFilter.prototype.adjustSaturation = function (value) { + value = (value || 0).clamp(-255, 255) / 255; + this.saturate(value, true); +}; + +/** + * Changes the tone. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +ToneFilter.prototype.adjustTone = function (r, g, b) { + r = (r || 0).clamp(-255, 255) / 255; + g = (g || 0).clamp(-255, 255) / 255; + b = (b || 0).clamp(-255, 255) / 255; + + if (r !== 0 || g !== 0 || b !== 0) { + var matrix = [ + 1, 0, 0, r, 0, + 0, 1, 0, g, 0, + 0, 0, 1, b, 0, + 0, 0, 0, 1, 0 + ]; + + this._loadMatrix(matrix, true); + } +}; + +//----------------------------------------------------------------------------- +/** + * The sprite which changes the screen color in 2D canvas mode. + * + * @class ToneSprite + * @constructor + */ +function ToneSprite() { + this.initialize.apply(this, arguments); +} + +ToneSprite.prototype = Object.create(PIXI.Container.prototype); +ToneSprite.prototype.constructor = ToneSprite; + +ToneSprite.prototype.initialize = function () { + PIXI.Container.call(this); + this.clear(); +}; + +/** + * Clears the tone. + * + * @method reset + */ +ToneSprite.prototype.clear = function () { + this._red = 0; + this._green = 0; + this._blue = 0; + this._gray = 0; +}; + +/** + * Sets the tone. + * + * @method setTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + * @param {Number} gray The grayscale level in the range (0, 255) + */ +ToneSprite.prototype.setTone = function (r, g, b, gray) { + this._red = Math.round(r || 0).clamp(-255, 255); + this._green = Math.round(g || 0).clamp(-255, 255); + this._blue = Math.round(b || 0).clamp(-255, 255); + this._gray = Math.round(gray || 0).clamp(0, 255); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +ToneSprite.prototype._renderCanvas = function (renderer) { + if (this.visible) { + var context = renderer.context; + var t = this.worldTransform; + var r = renderer.resolution; + var width = Graphics.width; + var height = Graphics.height; + context.save(); + context.setTransform(t.a, t.b, t.c, t.d, t.tx * r, t.ty * r); + if (Graphics.canUseSaturationBlend() && this._gray > 0) { + context.globalCompositeOperation = 'saturation'; + context.globalAlpha = this._gray / 255; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + context.globalAlpha = 1; + var r1 = Math.max(0, this._red); + var g1 = Math.max(0, this._green); + var b1 = Math.max(0, this._blue); + if (r1 || g1 || b1) { + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, width, height); + } + if (Graphics.canUseDifferenceBlend()) { + var r2 = Math.max(0, -this._red); + var g2 = Math.max(0, -this._green); + var b2 = Math.max(0, -this._blue); + if (r2 || g2 || b2) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + } + context.restore(); + } +}; + +/** + * @method _renderWebGL + * @param {Object} renderSession + * @private + */ +ToneSprite.prototype._renderWebGL = function (renderer) { + // Not supported +}; + +//----------------------------------------------------------------------------- +/** + * The root object of the display tree. + * + * @class Stage + * @constructor + */ +function Stage() { + this.initialize.apply(this, arguments); +} + +Stage.prototype = Object.create(PIXI.Container.prototype); +Stage.prototype.constructor = Stage; + +Stage.prototype.initialize = function () { + PIXI.Container.call(this); + + // The interactive flag causes a memory leak. + this.interactive = false; +}; + +/** + * [read-only] The array of children of the stage. + * + * @property children + * @type Array + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The audio object of Web Audio API. + * + * @class WebAudio + * @constructor + * @param {String} url The url of the audio file + */ +function WebAudio() { + this.initialize.apply(this, arguments); +} + +WebAudio._standAlone = (function (top) { + return !top.ResourceHandler; +})(this); + +WebAudio.prototype.initialize = function (url) { + if (!WebAudio._initialized) { + WebAudio.initialize(); + } + this.clear(); + + if (!WebAudio._standAlone) { + this._loader = ResourceHandler.createLoader(url, this._load.bind(this, url), function () { + this._hasError = true; + }.bind(this)); + } + this._load(url); + this._url = url; +}; + +WebAudio._masterVolume = 1; +WebAudio._context = null; +WebAudio._masterGainNode = null; +WebAudio._initialized = false; +WebAudio._unlocked = false; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @param {Boolean} noAudio Flag for the no-audio mode + * @return {Boolean} True if the audio system is available + */ +WebAudio.initialize = function (noAudio) { + if (!this._initialized) { + if (!noAudio) { + this._createContext(); + this._detectCodecs(); + this._createMasterGainNode(); + this._setupEventHandlers(); + } + this._initialized = true; + } + return !!this._context; +}; + +/** + * Checks whether the browser can play ogg files. + * + * @static + * @method canPlayOgg + * @return {Boolean} True if the browser can play ogg files + */ +WebAudio.canPlayOgg = function () { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayOgg; +}; + +/** + * Checks whether the browser can play m4a files. + * + * @static + * @method canPlayM4a + * @return {Boolean} True if the browser can play m4a files + */ +WebAudio.canPlayM4a = function () { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayM4a; +}; + +/** + * Sets the master volume of the all audio. + * + * @static + * @method setMasterVolume + * @param {Number} value Master volume (min: 0, max: 1) + */ +WebAudio.setMasterVolume = function (value) { + this._masterVolume = value; + if (this._masterGainNode) { + this._masterGainNode.gain.setValueAtTime(this._masterVolume, this._context.currentTime); + } +}; + +/** + * @static + * @method _createContext + * @private + */ +WebAudio._createContext = function () { + try { + if (typeof AudioContext !== 'undefined') { + this._context = new AudioContext(); + } else if (typeof webkitAudioContext !== 'undefined') { + this._context = new webkitAudioContext(); + } + } catch (e) { + this._context = null; + } +}; + +/** + * @static + * @method _detectCodecs + * @private + */ +WebAudio._detectCodecs = function () { + var audio = document.createElement('audio'); + if (audio.canPlayType) { + this._canPlayOgg = audio.canPlayType('audio/ogg'); + this._canPlayM4a = audio.canPlayType('audio/mp4'); + } +}; + +/** + * @static + * @method _createMasterGainNode + * @private + */ +WebAudio._createMasterGainNode = function () { + var context = WebAudio._context; + if (context) { + this._masterGainNode = context.createGain(); + this._masterGainNode.gain.setValueAtTime(this._masterVolume, context.currentTime); + this._masterGainNode.connect(context.destination); + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +WebAudio._setupEventHandlers = function () { + var resumeHandler = function () { + var context = WebAudio._context; + if (context && context.state === "suspended" && typeof context.resume === "function") { + context.resume().then(function () { + WebAudio._onTouchStart(); + }) + } else { + WebAudio._onTouchStart(); + } + }; + document.addEventListener("keydown", resumeHandler); + document.addEventListener("mousedown", resumeHandler); + document.addEventListener("touchend", resumeHandler); + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +WebAudio._onTouchStart = function () { + var context = WebAudio._context; + if (context && !this._unlocked) { + // Unlock Web Audio on iOS + var node = context.createBufferSource(); + node.start(0); + this._unlocked = true; + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +WebAudio._onVisibilityChange = function () { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +WebAudio._onHide = function () { + if (this._shouldMuteOnHide()) { + this._fadeOut(1); + } +}; + +/** + * @static + * @method _onShow + * @private + */ +WebAudio._onShow = function () { + if (this._shouldMuteOnHide()) { + this._fadeIn(0.5); + } +}; + +/** + * @static + * @method _shouldMuteOnHide + * @private + */ +WebAudio._shouldMuteOnHide = function () { + return Utils.isMobileDevice(); +}; + +/** + * @static + * @method _fadeIn + * @param {Number} duration + * @private + */ +WebAudio._fadeIn = function (duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._masterVolume, currentTime + duration); + } +}; + +/** + * @static + * @method _fadeOut + * @param {Number} duration + * @private + */ +WebAudio._fadeOut = function (duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._masterVolume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } +}; + +/** + * Clears the audio data. + * + * @method clear + */ +WebAudio.prototype.clear = function () { + this.stop(); + this._buffer = null; + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + this._totalTime = 0; + this._sampleRate = 0; + this._loopStart = 0; + this._loopLength = 0; + this._startTime = 0; + this._volume = 1; + this._pitch = 1; + this._pan = 0; + this._endTimer = null; + this._loadListeners = []; + this._stopListeners = []; + this._hasError = false; + this._autoPlay = false; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(WebAudio.prototype, 'url', { + get: function () { + return this._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'volume', { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + if (this._gainNode) { + this._gainNode.gain.setValueAtTime(this._volume, WebAudio._context.currentTime); + } + }, + configurable: true +}); + +/** + * The pitch of the audio. + * + * @property pitch + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pitch', { + get: function () { + return this._pitch; + }, + set: function (value) { + if (this._pitch !== value) { + this._pitch = value; + if (this.isPlaying()) { + this.play(this._sourceNode.loop, 0); + } + } + }, + configurable: true +}); + +/** + * The pan of the audio. + * + * @property pan + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pan', { + get: function () { + return this._pan; + }, + set: function (value) { + this._pan = value; + this._updatePanner(); + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +WebAudio.prototype.isReady = function () { + return !!this._buffer; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +WebAudio.prototype.isError = function () { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +WebAudio.prototype.isPlaying = function () { + return !!this._sourceNode; +}; + +/** + * Plays the audio. + * + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +WebAudio.prototype.play = function (loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (WebAudio._context) { + this._autoPlay = true; + this.addLoadListener(function () { + if (this._autoPlay) { + this.play(loop, offset); + } + }.bind(this)); + } +}; + +/** + * Stops the audio. + * + * @method stop + */ +WebAudio.prototype.stop = function () { + this._autoPlay = false; + this._removeEndTimer(); + this._removeNodes(); + if (this._stopListeners) { + while (this._stopListeners.length > 0) { + var listner = this._stopListeners.shift(); + listner(); + } + } +}; + +/** + * Performs the audio fade-in. + * + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +WebAudio.prototype.fadeIn = function (duration) { + if (this.isReady()) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._volume, currentTime + duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function () { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +WebAudio.prototype.fadeOut = function (duration) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._volume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } + this._autoPlay = false; +}; + +/** + * Gets the seek position of the audio. + * + * @method seek + */ +WebAudio.prototype.seek = function () { + if (WebAudio._context) { + var pos = (WebAudio._context.currentTime - this._startTime) * this._pitch; + if (this._loopLength > 0) { + while (pos >= this._loopStart + this._loopLength) { + pos -= this._loopLength; + } + } + return pos; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @method addLoadListener + * @param {Function} listner The callback function + */ +WebAudio.prototype.addLoadListener = function (listner) { + this._loadListeners.push(listner); +}; + +/** + * Add a callback function that will be called when the playback is stopped. + * + * @method addStopListener + * @param {Function} listner The callback function + */ +WebAudio.prototype.addStopListener = function (listner) { + this._stopListeners.push(listner); +}; + +/** + * @method _load + * @param {String} url + * @private + */ +WebAudio.prototype._load = function (url) { + if (WebAudio._context) { + var xhr = new XMLHttpRequest(); + if (Decrypter.hasEncryptedAudio) url = Decrypter.extToEncryptExt(url); + xhr.open('GET', url); + xhr.responseType = 'arraybuffer'; + xhr.onload = function () { + if (xhr.status < 400) { + this._onXhrLoad(xhr); + } + }.bind(this); + xhr.onerror = this._loader || function () { this._hasError = true; }.bind(this); + xhr.send(); + } +}; + +/** + * @method _onXhrLoad + * @param {XMLHttpRequest} xhr + * @private + */ +WebAudio.prototype._onXhrLoad = function (xhr) { + var array = xhr.response; + if (Decrypter.hasEncryptedAudio) array = Decrypter.decryptArrayBuffer(array); + this._readLoopComments(new Uint8Array(array)); + WebAudio._context.decodeAudioData(array, function (buffer) { + this._buffer = buffer; + this._totalTime = buffer.duration; + if (this._loopLength > 0 && this._sampleRate > 0) { + this._loopStart /= this._sampleRate; + this._loopLength /= this._sampleRate; + } else { + this._loopStart = 0; + this._loopLength = this._totalTime; + } + this._onLoad(); + }.bind(this)); +}; + +/** + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +WebAudio.prototype._startPlaying = function (loop, offset) { + if (this._loopLength > 0) { + while (offset >= this._loopStart + this._loopLength) { + offset -= this._loopLength; + } + } + this._removeEndTimer(); + this._removeNodes(); + this._createNodes(); + this._connectNodes(); + this._sourceNode.loop = loop; + this._sourceNode.start(0, offset); + this._startTime = WebAudio._context.currentTime - offset / this._pitch; + this._createEndTimer(); +}; + +/** + * @method _createNodes + * @private + */ +WebAudio.prototype._createNodes = function () { + var context = WebAudio._context; + this._sourceNode = context.createBufferSource(); + this._sourceNode.buffer = this._buffer; + this._sourceNode.loopStart = this._loopStart; + this._sourceNode.loopEnd = this._loopStart + this._loopLength; + this._sourceNode.playbackRate.setValueAtTime(this._pitch, context.currentTime); + this._gainNode = context.createGain(); + this._gainNode.gain.setValueAtTime(this._volume, context.currentTime); + this._pannerNode = context.createPanner(); + this._pannerNode.panningModel = 'equalpower'; + this._updatePanner(); +}; + +/** + * @method _connectNodes + * @private + */ +WebAudio.prototype._connectNodes = function () { + this._sourceNode.connect(this._gainNode); + this._gainNode.connect(this._pannerNode); + this._pannerNode.connect(WebAudio._masterGainNode); +}; + +/** + * @method _removeNodes + * @private + */ +WebAudio.prototype._removeNodes = function () { + if (this._sourceNode) { + this._sourceNode.stop(0); + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + } +}; + +/** + * @method _createEndTimer + * @private + */ +WebAudio.prototype._createEndTimer = function () { + if (this._sourceNode && !this._sourceNode.loop) { + var endTime = this._startTime + this._totalTime / this._pitch; + var delay = endTime - WebAudio._context.currentTime; + this._endTimer = setTimeout(function () { + this.stop(); + }.bind(this), delay * 1000); + } +}; + +/** + * @method _removeEndTimer + * @private + */ +WebAudio.prototype._removeEndTimer = function () { + if (this._endTimer) { + clearTimeout(this._endTimer); + this._endTimer = null; + } +}; + +/** + * @method _updatePanner + * @private + */ +WebAudio.prototype._updatePanner = function () { + if (this._pannerNode) { + var x = this._pan; + var z = 1 - Math.abs(x); + this._pannerNode.setPosition(x, 0, z); + } +}; + +/** + * @method _onLoad + * @private + */ +WebAudio.prototype._onLoad = function () { + while (this._loadListeners.length > 0) { + var listner = this._loadListeners.shift(); + listner(); + } +}; + +/** + * @method _readLoopComments + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readLoopComments = function (array) { + this._readOgg(array); + this._readMp4(array); +}; + +/** + * @method _readOgg + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readOgg = function (array) { + var index = 0; + while (index < array.length) { + if (this._readFourCharacters(array, index) === 'OggS') { + index += 26; + var vorbisHeaderFound = false; + var numSegments = array[index++]; + var segments = []; + for (var i = 0; i < numSegments; i++) { + segments.push(array[index++]); + } + for (i = 0; i < numSegments; i++) { + if (this._readFourCharacters(array, index + 1) === 'vorb') { + var headerType = array[index]; + if (headerType === 1) { + this._sampleRate = this._readLittleEndian(array, index + 12); + } else if (headerType === 3) { + this._readMetaData(array, index, segments[i]); + } + vorbisHeaderFound = true; + } + index += segments[i]; + } + if (!vorbisHeaderFound) { + break; + } + } else { + break; + } + } +}; + +/** + * @method _readMp4 + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readMp4 = function (array) { + if (this._readFourCharacters(array, 4) === 'ftyp') { + var index = 0; + while (index < array.length) { + var size = this._readBigEndian(array, index); + var name = this._readFourCharacters(array, index + 4); + if (name === 'moov') { + index += 8; + } else { + if (name === 'mvhd') { + this._sampleRate = this._readBigEndian(array, index + 20); + } + if (name === 'udta' || name === 'meta') { + this._readMetaData(array, index, size); + } + index += size; + if (size <= 1) { + break; + } + } + } + } +}; + +/** + * @method _readMetaData + * @param {Uint8Array} array + * @param {Number} index + * @param {Number} size + * @private + */ +WebAudio.prototype._readMetaData = function (array, index, size) { + for (var i = index; i < index + size - 10; i++) { + if (this._readFourCharacters(array, i) === 'LOOP') { + var text = ''; + while (array[i] > 0) { + text += String.fromCharCode(array[i++]); + } + if (text.match(/LOOPSTART=([0-9]+)/)) { + this._loopStart = parseInt(RegExp.$1); + } + if (text.match(/LOOPLENGTH=([0-9]+)/)) { + this._loopLength = parseInt(RegExp.$1); + } + if (text == 'LOOPSTART' || text == 'LOOPLENGTH') { + var text2 = ''; + i += 16; + while (array[i] > 0) { + text2 += String.fromCharCode(array[i++]); + } + if (text == 'LOOPSTART') { + this._loopStart = parseInt(text2); + } else { + this._loopLength = parseInt(text2); + } + } + } + } +}; + +/** + * @method _readLittleEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readLittleEndian = function (array, index) { + return (array[index + 3] * 0x1000000 + array[index + 2] * 0x10000 + + array[index + 1] * 0x100 + array[index + 0]); +}; + +/** + * @method _readBigEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readBigEndian = function (array, index) { + return (array[index + 0] * 0x1000000 + array[index + 1] * 0x10000 + + array[index + 2] * 0x100 + array[index + 3]); +}; + +/** + * @method _readFourCharacters + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readFourCharacters = function (array, index) { + var string = ''; + for (var i = 0; i < 4; i++) { + string += String.fromCharCode(array[index + i]); + } + return string; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles HTML5 Audio. + * + * @class Html5Audio + * @constructor + */ +function Html5Audio() { + throw new Error('This is a static class'); +} + +Html5Audio._initialized = false; +Html5Audio._unlocked = false; +Html5Audio._audioElement = null; +Html5Audio._gainTweenInterval = null; +Html5Audio._tweenGain = 0; +Html5Audio._tweenTargetGain = 0; +Html5Audio._tweenGainStep = 0; +Html5Audio._staticSePath = null; + +/** + * Sets up the Html5 Audio. + * + * @static + * @method setup + * @param {String} url The url of the audio file + */ +Html5Audio.setup = function (url) { + if (!this._initialized) { + this.initialize(); + } + this.clear(); + + if (Decrypter.hasEncryptedAudio && this._audioElement.src) { + window.URL.revokeObjectURL(this._audioElement.src); + } + this._url = url; +}; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @return {Boolean} True if the audio system is available + */ +Html5Audio.initialize = function () { + if (!this._initialized) { + if (!this._audioElement) { + try { + this._audioElement = new Audio(); + } catch (e) { + this._audioElement = null; + } + } + if (!!this._audioElement) this._setupEventHandlers(); + this._initialized = true; + } + return !!this._audioElement; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Html5Audio._setupEventHandlers = function () { + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); + this._audioElement.addEventListener("loadeddata", this._onLoadedData.bind(this)); + this._audioElement.addEventListener("error", this._onError.bind(this)); + this._audioElement.addEventListener("ended", this._onEnded.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +Html5Audio._onTouchStart = function () { + if (this._audioElement && !this._unlocked) { + if (this._isLoading) { + this._load(this._url); + this._unlocked = true; + } else { + if (this._staticSePath) { + this._audioElement.src = this._staticSePath; + this._audioElement.volume = 0; + this._audioElement.loop = false; + this._audioElement.play(); + this._unlocked = true; + } + } + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +Html5Audio._onVisibilityChange = function () { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onLoadedData + * @private + */ +Html5Audio._onLoadedData = function () { + this._buffered = true; + if (this._unlocked) this._onLoad(); +}; + +/** + * @static + * @method _onError + * @private + */ +Html5Audio._onError = function () { + this._hasError = true; +}; + +/** + * @static + * @method _onEnded + * @private + */ +Html5Audio._onEnded = function () { + if (!this._audioElement.loop) { + this.stop(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +Html5Audio._onHide = function () { + this._audioElement.volume = 0; + this._tweenGain = 0; +}; + +/** + * @static + * @method _onShow + * @private + */ +Html5Audio._onShow = function () { + this.fadeIn(0.5); +}; + +/** + * Clears the audio data. + * + * @static + * @method clear + */ +Html5Audio.clear = function () { + this.stop(); + this._volume = 1; + this._loadListeners = []; + this._hasError = false; + this._autoPlay = false; + this._isLoading = false; + this._buffered = false; +}; + +/** + * Set the URL of static se. + * + * @static + * @param {String} url + */ +Html5Audio.setStaticSe = function (url) { + if (!this._initialized) { + this.initialize(); + this.clear(); + } + this._staticSePath = url; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(Html5Audio, 'url', { + get: function () { + return Html5Audio._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(Html5Audio, 'volume', { + get: function () { + return Html5Audio._volume; + }.bind(this), + set: function (value) { + Html5Audio._volume = value; + if (Html5Audio._audioElement) { + Html5Audio._audioElement.volume = this._volume; + } + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @static + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +Html5Audio.isReady = function () { + return this._buffered; +}; + +/** + * Checks whether a loading error has occurred. + * + * @static + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Html5Audio.isError = function () { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @static + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +Html5Audio.isPlaying = function () { + return !this._audioElement.paused; +}; + +/** + * Plays the audio. + * + * @static + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +Html5Audio.play = function (loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (Html5Audio._audioElement) { + this._autoPlay = true; + this.addLoadListener(function () { + if (this._autoPlay) { + this.play(loop, offset); + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + } + }.bind(this)); + if (!this._isLoading) this._load(this._url); + } +}; + +/** + * Stops the audio. + * + * @static + * @method stop + */ +Html5Audio.stop = function () { + if (this._audioElement) this._audioElement.pause(); + this._autoPlay = false; + if (this._tweenInterval) { + clearInterval(this._tweenInterval); + this._tweenInterval = null; + this._audioElement.volume = 0; + } +}; + +/** + * Performs the audio fade-in. + * + * @static + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +Html5Audio.fadeIn = function (duration) { + if (this.isReady()) { + if (this._audioElement) { + this._tweenTargetGain = this._volume; + this._tweenGain = 0; + this._startGainTween(duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function () { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @static + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +Html5Audio.fadeOut = function (duration) { + if (this._audioElement) { + this._tweenTargetGain = 0; + this._tweenGain = this._volume; + this._startGainTween(duration); + } +}; + +/** + * Gets the seek position of the audio. + * + * @static + * @method seek + */ +Html5Audio.seek = function () { + if (this._audioElement) { + return this._audioElement.currentTime; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @static + * @method addLoadListener + * @param {Function} listner The callback function + */ +Html5Audio.addLoadListener = function (listner) { + this._loadListeners.push(listner); +}; + +/** + * @static + * @method _load + * @param {String} url + * @private + */ +Html5Audio._load = function (url) { + if (this._audioElement) { + this._isLoading = true; + this._audioElement.src = url; + this._audioElement.load(); + } +}; + +/** + * @static + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +Html5Audio._startPlaying = function (loop, offset) { + this._audioElement.loop = loop; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + if (this._audioElement) { + this._audioElement.volume = this._volume; + this._audioElement.currentTime = offset; + this._audioElement.play(); + } +}; + +/** + * @static + * @method _onLoad + * @private + */ +Html5Audio._onLoad = function () { + this._isLoading = false; + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(); + } +}; + +/** + * @static + * @method _startGainTween + * @params {Number} duration + * @private + */ +Html5Audio._startGainTween = function (duration) { + this._audioElement.volume = this._tweenGain; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + this._tweenGainStep = (this._tweenTargetGain - this._tweenGain) / (60 * duration); + this._gainTweenInterval = setInterval(function () { + Html5Audio._applyTweenValue(Html5Audio._tweenTargetGain); + }, 1000 / 60); +}; + +/** + * @static + * @method _applyTweenValue + * @param {Number} volume + * @private + */ +Html5Audio._applyTweenValue = function (volume) { + Html5Audio._tweenGain += Html5Audio._tweenGainStep; + if (Html5Audio._tweenGain < 0 && Html5Audio._tweenGainStep < 0) { + Html5Audio._tweenGain = 0; + } + else if (Html5Audio._tweenGain > volume && Html5Audio._tweenGainStep > 0) { + Html5Audio._tweenGain = volume; + } + + if (Math.abs(Html5Audio._tweenTargetGain - Html5Audio._tweenGain) < 0.01) { + Html5Audio._tweenGain = Html5Audio._tweenTargetGain; + clearInterval(Html5Audio._gainTweenInterval); + Html5Audio._gainTweenInterval = null; + } + + Html5Audio._audioElement.volume = Html5Audio._tweenGain; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +function JsonEx() { + throw new Error('This is a static class'); +} + +/** + * The maximum depth of objects. + * + * @static + * @property maxDepth + * @type Number + * @default 100 + */ +JsonEx.maxDepth = 100; + +JsonEx._id = 1; +JsonEx._generateId = function () { + return JsonEx._id++; +}; + +/** + * Converts an object to a JSON string with object information. + * + * @static + * @method stringify + * @param {Object} object The object to be converted + * @return {String} The JSON string + */ +JsonEx.stringify = function (object) { + var circular = []; + JsonEx._id = 1; + var json = JSON.stringify(this._encode(object, circular, 0)); + this._cleanMetadata(object); + this._restoreCircularReference(circular); + + return json; +}; + +JsonEx._restoreCircularReference = function (circulars) { + circulars.forEach(function (circular) { + var key = circular[0]; + var value = circular[1]; + var content = circular[2]; + + value[key] = content; + }); +}; + +/** + * Parses a JSON string and reconstructs the corresponding object. + * + * @static + * @method parse + * @param {String} json The JSON string + * @return {Object} The reconstructed object + */ +JsonEx.parse = function (json) { + var circular = []; + var registry = {}; + var contents = this._decode(JSON.parse(json), circular, registry); + this._cleanMetadata(contents); + this._linkCircularReference(contents, circular, registry); + + return contents; +}; + +JsonEx._linkCircularReference = function (contents, circulars, registry) { + circulars.forEach(function (circular) { + var key = circular[0]; + var value = circular[1]; + var id = circular[2]; + + value[key] = registry[id]; + }); +}; + +JsonEx._cleanMetadata = function (object) { + if (!object) return; + + delete object['@']; + delete object['@c']; + + if (typeof object === 'object') { + Object.keys(object).forEach(function (key) { + var value = object[key]; + if (typeof value === 'object') { + JsonEx._cleanMetadata(value); + } + }); + } +}; + + +/** + * Makes a deep copy of the specified object. + * + * @static + * @method makeDeepCopy + * @param {Object} object The object to be copied + * @return {Object} The copied object + */ +JsonEx.makeDeepCopy = function (object) { + return this.parse(this.stringify(object)); +}; + +/** + * @static + * @method _encode + * @param {Object} value + * @param {Array} circular + * @param {Number} depth + * @return {Object} + * @private + */ +JsonEx._encode = function (value, circular, depth) { + depth = depth || 0; + if (++depth >= this.maxDepth) { + throw new Error('Object too deep'); + } + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + value['@c'] = JsonEx._generateId(); + + var constructorName = this._getConstructorName(value); + if (constructorName !== 'Object' && constructorName !== 'Array') { + value['@'] = constructorName; + } + for (var key in value) { + if (value.hasOwnProperty(key) && !key.match(/^@./)) { + if (value[key] && typeof value[key] === 'object') { + if (value[key]['@c']) { + circular.push([key, value, value[key]]); + value[key] = { '@r': value[key]['@c'] }; + } else { + value[key] = this._encode(value[key], circular, depth + 1); + + if (value[key] instanceof Array) { + //wrap array + circular.push([key, value, value[key]]); + + value[key] = { + '@c': value[key]['@c'], + '@a': value[key] + }; + } + } + } else { + value[key] = this._encode(value[key], circular, depth + 1); + } + } + } + } + depth--; + return value; +}; + +/** + * @static + * @method _decode + * @param {Object} value + * @param {Array} circular + * @param {Object} registry + * @return {Object} + * @private + */ +JsonEx._decode = function (value, circular, registry) { + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + registry[value['@c']] = value; + + if (value['@']) { + var constructor = window[value['@']]; + if (constructor) { + value = this._resetPrototype(value, constructor.prototype); + } + } + for (var key in value) { + if (value.hasOwnProperty(key)) { + if (value[key] && value[key]['@a']) { + //object is array wrapper + var body = value[key]['@a']; + body['@c'] = value[key]['@c']; + value[key] = body; + } + if (value[key] && value[key]['@r']) { + //object is reference + circular.push([key, value, value[key]['@r']]) + } + value[key] = this._decode(value[key], circular, registry); + } + } + } + return value; +}; + +/** + * @static + * @method _getConstructorName + * @param {Object} value + * @return {String} + * @private + */ +JsonEx._getConstructorName = function (value) { + var name = value.constructor.name; + if (name === undefined) { + var func = /^\s*function\s*([A-Za-z0-9_$]*)/; + name = func.exec(value.constructor)[1]; + } + return name; +}; + +/** + * @static + * @method _resetPrototype + * @param {Object} value + * @param {Object} prototype + * @return {Object} + * @private + */ +JsonEx._resetPrototype = function (value, prototype) { + if (Object.setPrototypeOf !== undefined) { + Object.setPrototypeOf(value, prototype); + } else if ('__proto__' in value) { + value.__proto__ = prototype; + } else { + var newValue = Object.create(prototype); + for (var key in value) { + if (value.hasOwnProperty(key)) { + newValue[key] = value[key]; + } + } + value = newValue; + } + return value; +}; + + +function Decrypter() { + throw new Error('This is a static class'); +} + +Decrypter.hasEncryptedImages = false; +Decrypter.hasEncryptedAudio = false; +Decrypter._requestImgFile = []; +Decrypter._headerlength = 16; +Decrypter._xhrOk = 400; +Decrypter._encryptionKey = ""; +Decrypter._ignoreList = [ + "img/system/Window.png" +]; +Decrypter.SIGNATURE = "5250474d56000000"; +Decrypter.VER = "000301"; +Decrypter.REMAIN = "0000000000"; + +Decrypter.checkImgIgnore = function (url) { + for (var cnt = 0; cnt < this._ignoreList.length; cnt++) { + if (url === this._ignoreList[cnt]) return true; + } + return false; +}; + +Decrypter.decryptImg = function (url, bitmap) { + url = this.extToEncryptExt(url); + + var requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if (this.status < Decrypter._xhrOk) { + var arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response); + bitmap._image.src = Decrypter.createBlobUrl(arrayBuffer); + bitmap._image.addEventListener('load', bitmap._loadListener = Bitmap.prototype._onLoad.bind(bitmap)); + bitmap._image.addEventListener('error', bitmap._errorListener = bitmap._loader || Bitmap.prototype._onError.bind(bitmap)); + } + }; + + requestFile.onerror = function () { + if (bitmap._loader) { + bitmap._loader(); + } else { + bitmap._onError(); + } + }; +}; + +Decrypter.decryptHTML5Audio = function (url, bgm, pos) { + var requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if (this.status < Decrypter._xhrOk) { + var arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response); + var url = Decrypter.createBlobUrl(arrayBuffer); + AudioManager.createDecryptBuffer(url, bgm, pos); + } + }; +}; + +Decrypter.cutArrayHeader = function (arrayBuffer, length) { + return arrayBuffer.slice(length); +}; + +Decrypter.decryptArrayBuffer = function (arrayBuffer) { + if (!arrayBuffer) return null; + var header = new Uint8Array(arrayBuffer, 0, this._headerlength); + + var i; + var ref = this.SIGNATURE + this.VER + this.REMAIN; + var refBytes = new Uint8Array(16); + for (i = 0; i < this._headerlength; i++) { + refBytes[i] = parseInt("0x" + ref.substr(i * 2, 2), 16); + } + for (i = 0; i < this._headerlength; i++) { + if (header[i] !== refBytes[i]) { + throw new Error("Header is wrong"); + } + } + + arrayBuffer = this.cutArrayHeader(arrayBuffer, Decrypter._headerlength); + var view = new DataView(arrayBuffer); + this.readEncryptionkey(); + if (arrayBuffer) { + var byteArray = new Uint8Array(arrayBuffer); + for (i = 0; i < this._headerlength; i++) { + byteArray[i] = byteArray[i] ^ parseInt(Decrypter._encryptionKey[i], 16); + view.setUint8(i, byteArray[i]); + } + } + + return arrayBuffer; +}; + +Decrypter.createBlobUrl = function (arrayBuffer) { + var blob = new Blob([arrayBuffer]); + return window.URL.createObjectURL(blob); +}; + +Decrypter.extToEncryptExt = function (url) { + var ext = url.split('.').pop(); + var encryptedExt = ext; + + if (ext === "ogg") encryptedExt = ".rpgmvo"; + else if (ext === "m4a") encryptedExt = ".rpgmvm"; + else if (ext === "png") encryptedExt = ".rpgmvp"; + else encryptedExt = ext; + + return url.slice(0, url.lastIndexOf(ext) - 1) + encryptedExt; +}; + +Decrypter.readEncryptionkey = function () { + this._encryptionKey = $dataSystem.encryptionKey.split(/(.{2})/).filter(Boolean); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles resource loading. + * + * @class ResourceHandler + */ +function ResourceHandler() { + throw new Error('This is a static class'); +} + +ResourceHandler._reloaders = []; +ResourceHandler._defaultRetryInterval = [500, 1000, 3000]; + +ResourceHandler.createLoader = function (url, retryMethod, resignMethod, retryInterval) { + retryInterval = retryInterval || this._defaultRetryInterval; + var reloaders = this._reloaders; + var retryCount = 0; + return function () { + if (retryCount < retryInterval.length) { + setTimeout(retryMethod, retryInterval[retryCount]); + retryCount++; + } else { + if (resignMethod) { + resignMethod(); + } + if (url) { + if (reloaders.length === 0) { + Graphics.printLoadingError(url); + SceneManager.stop(); + } + reloaders.push(function () { + retryCount = 0; + retryMethod(); + }); + } + } + }; +}; + +ResourceHandler.exists = function () { + return this._reloaders.length > 0; +}; + +ResourceHandler.retry = function () { + if (this._reloaders.length > 0) { + Graphics.eraseLoadingError(); + SceneManager.resume(); + this._reloaders.forEach(function (reloader) { + reloader(); + }); + this._reloaders.length = 0; + } +}; \ No newline at end of file diff --git a/www/js/rpg_managers.js b/www/js/rpg_managers.js new file mode 100644 index 0000000..f167ce0 --- /dev/null +++ b/www/js/rpg_managers.js @@ -0,0 +1,2839 @@ +//============================================================================= +// rpg_managers.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// DataManager +// +// The static class that manages the database and game objects. + +function DataManager() { + throw new Error('This is a static class'); +} + +var $dataActors = null; +var $dataClasses = null; +var $dataSkills = null; +var $dataItems = null; +var $dataWeapons = null; +var $dataArmors = null; +var $dataEnemies = null; +var $dataTroops = null; +var $dataStates = null; +var $dataAnimations = null; +var $dataTilesets = null; +var $dataCommonEvents = null; +var $dataSystem = null; +var $dataMapInfos = null; +var $dataMap = null; +var $gameTemp = null; +var $gameSystem = null; +var $gameScreen = null; +var $gameTimer = null; +var $gameMessage = null; +var $gameSwitches = null; +var $gameVariables = null; +var $gameSelfSwitches = null; +var $gameActors = null; +var $gameParty = null; +var $gameTroop = null; +var $gameMap = null; +var $gamePlayer = null; +var $testEvent = null; + +DataManager._globalId = 'RPGMV'; +DataManager._lastAccessedId = 1; +DataManager._errorUrl = null; + +DataManager._databaseFiles = [ + { name: '$dataActors', src: 'Actors.json' }, + { name: '$dataClasses', src: 'Classes.json' }, + { name: '$dataSkills', src: 'Skills.json' }, + { name: '$dataItems', src: 'Items.json' }, + { name: '$dataWeapons', src: 'Weapons.json' }, + { name: '$dataArmors', src: 'Armors.json' }, + { name: '$dataEnemies', src: 'Enemies.json' }, + { name: '$dataTroops', src: 'Troops.json' }, + { name: '$dataStates', src: 'States.json' }, + { name: '$dataAnimations', src: 'Animations.json' }, + { name: '$dataTilesets', src: 'Tilesets.json' }, + { name: '$dataCommonEvents', src: 'CommonEvents.json' }, + { name: '$dataSystem', src: 'System.json' }, + { name: '$dataMapInfos', src: 'MapInfos.json' } +]; + +DataManager.loadDatabase = function () { + var test = this.isBattleTest() || this.isEventTest(); + var prefix = test ? 'Test_' : ''; + for (var i = 0; i < this._databaseFiles.length; i++) { + var name = this._databaseFiles[i].name; + var src = this._databaseFiles[i].src; + this.loadDataFile(name, prefix + src); + } + if (this.isEventTest()) { + this.loadDataFile('$testEvent', prefix + 'Event.json'); + } +}; + +DataManager.loadDataFile = function (name, src) { + var xhr = new XMLHttpRequest(); + var url = 'data/' + src; + xhr.open('GET', url); + xhr.overrideMimeType('application/json'); + xhr.onload = function () { + if (xhr.status < 400) { + window[name] = JSON.parse(xhr.responseText); + DataManager.onLoad(window[name]); + } + }; + xhr.onerror = this._mapLoader || function () { + DataManager._errorUrl = DataManager._errorUrl || url; + }; + window[name] = null; + xhr.send(); +}; + +DataManager.isDatabaseLoaded = function () { + this.checkError(); + for (var i = 0; i < this._databaseFiles.length; i++) { + if (!window[this._databaseFiles[i].name]) { + return false; + } + } + return true; +}; + +DataManager.loadMapData = function (mapId) { + if (mapId > 0) { + var filename = 'Map%1.json'.format(mapId.padZero(3)); + this._mapLoader = ResourceHandler.createLoader('data/' + filename, this.loadDataFile.bind(this, '$dataMap', filename)); + this.loadDataFile('$dataMap', filename); + } else { + this.makeEmptyMap(); + } +}; + +DataManager.makeEmptyMap = function () { + $dataMap = {}; + $dataMap.data = []; + $dataMap.events = []; + $dataMap.width = 100; + $dataMap.height = 100; + $dataMap.scrollType = 3; +}; + +DataManager.isMapLoaded = function () { + this.checkError(); + return !!$dataMap; +}; + +DataManager.onLoad = function (object) { + var array; + if (object === $dataMap) { + this.extractMetadata(object); + array = object.events; + } else { + array = object; + } + if (Array.isArray(array)) { + for (var i = 0; i < array.length; i++) { + var data = array[i]; + if (data && data.note !== undefined) { + this.extractMetadata(data); + } + } + } + if (object === $dataSystem) { + Decrypter.hasEncryptedImages = !!object.hasEncryptedImages; + Decrypter.hasEncryptedAudio = !!object.hasEncryptedAudio; + Scene_Boot.loadSystemImages(); + } +}; + +DataManager.extractMetadata = function (data) { + var re = /<([^<>:]+)(:?)([^>]*)>/g; + data.meta = {}; + for (; ;) { + var match = re.exec(data.note); + if (match) { + if (match[2] === ':') { + data.meta[match[1]] = match[3]; + } else { + data.meta[match[1]] = true; + } + } else { + break; + } + } +}; + +DataManager.checkError = function () { + if (DataManager._errorUrl) { + throw new Error('Failed to load: ' + DataManager._errorUrl); + } +}; + +DataManager.isBattleTest = function () { + return Utils.isOptionValid('btest'); +}; + +DataManager.isEventTest = function () { + return Utils.isOptionValid('etest'); +}; + +DataManager.isSkill = function (item) { + return item && $dataSkills.contains(item); +}; + +DataManager.isItem = function (item) { + return item && $dataItems.contains(item); +}; + +DataManager.isWeapon = function (item) { + return item && $dataWeapons.contains(item); +}; + +DataManager.isArmor = function (item) { + return item && $dataArmors.contains(item); +}; + +DataManager.createGameObjects = function () { + $gameTemp = new Game_Temp(); + $gameSystem = new Game_System(); + $gameScreen = new Game_Screen(); + $gameTimer = new Game_Timer(); + $gameMessage = new Game_Message(); + $gameSwitches = new Game_Switches(); + $gameVariables = new Game_Variables(); + $gameSelfSwitches = new Game_SelfSwitches(); + $gameActors = new Game_Actors(); + $gameParty = new Game_Party(); + $gameTroop = new Game_Troop(); + $gameMap = new Game_Map(); + $gamePlayer = new Game_Player(); +}; + +DataManager.setupNewGame = function () { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer($dataSystem.startMapId, + $dataSystem.startX, $dataSystem.startY); + Graphics.frameCount = 0; +}; + +DataManager.setupBattleTest = function () { + this.createGameObjects(); + $gameParty.setupBattleTest(); + BattleManager.setup($dataSystem.testTroopId, true, false); + BattleManager.setBattleTest(true); + BattleManager.playBattleBgm(); +}; + +DataManager.setupEventTest = function () { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer(-1, 8, 6); + $gamePlayer.setTransparent(false); +}; + +DataManager.loadGlobalInfo = function () { + var json; + try { + json = StorageManager.load(0); + } catch (e) { + console.error(e); + return []; + } + if (json) { + var globalInfo = JSON.parse(json); + for (var i = 1; i <= this.maxSavefiles(); i++) { + if (!StorageManager.exists(i)) { + delete globalInfo[i]; + } + } + return globalInfo; + } else { + return []; + } +}; + +DataManager.saveGlobalInfo = function (info) { + StorageManager.save(0, JSON.stringify(info)); +}; + +DataManager.isThisGameFile = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo && globalInfo[savefileId]) { + if (StorageManager.isLocalMode()) { + return true; + } else { + var savefile = globalInfo[savefileId]; + return (savefile.globalId === this._globalId && + savefile.title === $dataSystem.gameTitle); + } + } else { + return false; + } +}; + +DataManager.isAnySavefileExists = function () { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + return true; + } + } + } + return false; +}; + +DataManager.latestSavefileId = function () { + var globalInfo = this.loadGlobalInfo(); + var savefileId = 1; + var timestamp = 0; + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i) && globalInfo[i].timestamp > timestamp) { + timestamp = globalInfo[i].timestamp; + savefileId = i; + } + } + } + return savefileId; +}; + +DataManager.loadAllSavefileImages = function () { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + var info = globalInfo[i]; + this.loadSavefileImages(info); + } + } + } +}; + +DataManager.loadSavefileImages = function (info) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + ImageManager.reserveCharacter(info.characters[i][0]); + } + } + if (info.faces) { + for (var j = 0; j < info.faces.length; j++) { + ImageManager.reserveFace(info.faces[j][0]); + } + } +}; + +DataManager.maxSavefiles = function () { + return 20; +}; + +DataManager.saveGame = function (savefileId) { + try { + StorageManager.backup(savefileId); + return this.saveGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + try { + StorageManager.remove(savefileId); + StorageManager.restoreBackup(savefileId); + } catch (e2) { + } + return false; + } +}; + +DataManager.loadGame = function (savefileId) { + try { + return this.loadGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + return false; + } +}; + +DataManager.loadSavefileInfo = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + return (globalInfo && globalInfo[savefileId]) ? globalInfo[savefileId] : null; +}; + +DataManager.lastAccessedSavefileId = function () { + return this._lastAccessedId; +}; + +DataManager.saveGameWithoutRescue = function (savefileId) { + var json = JsonEx.stringify(this.makeSaveContents()); + if (json.length >= 200000) { + console.warn('Save data too big!'); + } + StorageManager.save(savefileId, json); + this._lastAccessedId = savefileId; + var globalInfo = this.loadGlobalInfo() || []; + globalInfo[savefileId] = this.makeSavefileInfo(); + this.saveGlobalInfo(globalInfo); + return true; +}; + +DataManager.loadGameWithoutRescue = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (this.isThisGameFile(savefileId)) { + var json = StorageManager.load(savefileId); + this.createGameObjects(); + this.extractSaveContents(JsonEx.parse(json)); + this._lastAccessedId = savefileId; + return true; + } else { + return false; + } +}; + +DataManager.selectSavefileForNewGame = function () { + var globalInfo = this.loadGlobalInfo(); + this._lastAccessedId = 1; + if (globalInfo) { + var numSavefiles = Math.max(0, globalInfo.length - 1); + if (numSavefiles < this.maxSavefiles()) { + this._lastAccessedId = numSavefiles + 1; + } else { + var timestamp = Number.MAX_VALUE; + for (var i = 1; i < globalInfo.length; i++) { + if (!globalInfo[i]) { + this._lastAccessedId = i; + break; + } + if (globalInfo[i].timestamp < timestamp) { + timestamp = globalInfo[i].timestamp; + this._lastAccessedId = i; + } + } + } + } +}; + +DataManager.makeSavefileInfo = function () { + var info = {}; + info.globalId = this._globalId; + info.title = $dataSystem.gameTitle; + info.characters = $gameParty.charactersForSavefile(); + info.faces = $gameParty.facesForSavefile(); + info.playtime = $gameSystem.playtimeText(); + info.timestamp = Date.now(); + return info; +}; + +DataManager.makeSaveContents = function () { + // A save data does not contain $gameTemp, $gameMessage, and $gameTroop. + var contents = {}; + contents.system = $gameSystem; + contents.screen = $gameScreen; + contents.timer = $gameTimer; + contents.switches = $gameSwitches; + contents.variables = $gameVariables; + contents.selfSwitches = $gameSelfSwitches; + contents.actors = $gameActors; + contents.party = $gameParty; + contents.map = $gameMap; + contents.player = $gamePlayer; + return contents; +}; + +DataManager.extractSaveContents = function (contents) { + $gameSystem = contents.system; + $gameScreen = contents.screen; + $gameTimer = contents.timer; + $gameSwitches = contents.switches; + $gameVariables = contents.variables; + $gameSelfSwitches = contents.selfSwitches; + $gameActors = contents.actors; + $gameParty = contents.party; + $gameMap = contents.map; + $gamePlayer = contents.player; +}; + +//----------------------------------------------------------------------------- +// ConfigManager +// +// The static class that manages the configuration data. + +function ConfigManager() { + throw new Error('This is a static class'); +} + +ConfigManager.alwaysDash = false; +ConfigManager.commandRemember = false; + +Object.defineProperty(ConfigManager, 'bgmVolume', { + get: function () { + return AudioManager._bgmVolume; + }, + set: function (value) { + AudioManager.bgmVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'bgsVolume', { + get: function () { + return AudioManager.bgsVolume; + }, + set: function (value) { + AudioManager.bgsVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'meVolume', { + get: function () { + return AudioManager.meVolume; + }, + set: function (value) { + AudioManager.meVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'seVolume', { + get: function () { + return AudioManager.seVolume; + }, + set: function (value) { + AudioManager.seVolume = value; + }, + configurable: true +}); + +ConfigManager.load = function () { + var json; + var config = {}; + try { + json = StorageManager.load(-1); + } catch (e) { + console.error(e); + } + if (json) { + config = JSON.parse(json); + } + this.applyData(config); +}; + +ConfigManager.save = function () { + StorageManager.save(-1, JSON.stringify(this.makeData())); +}; + +ConfigManager.makeData = function () { + var config = {}; + config.alwaysDash = this.alwaysDash; + config.commandRemember = this.commandRemember; + config.bgmVolume = this.bgmVolume; + config.bgsVolume = this.bgsVolume; + config.meVolume = this.meVolume; + config.seVolume = this.seVolume; + return config; +}; + +ConfigManager.applyData = function (config) { + this.alwaysDash = this.readFlag(config, 'alwaysDash'); + this.commandRemember = this.readFlag(config, 'commandRemember'); + this.bgmVolume = this.readVolume(config, 'bgmVolume'); + this.bgsVolume = this.readVolume(config, 'bgsVolume'); + this.meVolume = this.readVolume(config, 'meVolume'); + this.seVolume = this.readVolume(config, 'seVolume'); +}; + +ConfigManager.readFlag = function (config, name) { + return !!config[name]; +}; + +ConfigManager.readVolume = function (config, name) { + var value = config[name]; + if (value !== undefined) { + return Number(value).clamp(0, 100); + } else { + return 100; + } +}; + +//----------------------------------------------------------------------------- +// StorageManager +// +// The static class that manages storage for saving game data. + +function StorageManager() { + throw new Error('This is a static class'); +} + +StorageManager.save = function (savefileId, json) { + if (this.isLocalMode()) { + this.saveToLocalFile(savefileId, json); + } else { + this.saveToWebStorage(savefileId, json); + } +}; + +StorageManager.load = function (savefileId) { + if (this.isLocalMode()) { + return this.loadFromLocalFile(savefileId); + } else { + return this.loadFromWebStorage(savefileId); + } +}; + +StorageManager.exists = function (savefileId) { + if (this.isLocalMode()) { + return this.localFileExists(savefileId); + } else { + return this.webStorageExists(savefileId); + } +}; + +StorageManager.remove = function (savefileId) { + if (this.isLocalMode()) { + this.removeLocalFile(savefileId); + } else { + this.removeWebStorage(savefileId); + } +}; + +StorageManager.backup = function (savefileId) { + if (this.exists(savefileId)) { + if (this.isLocalMode()) { + var data = this.loadFromLocalFile(savefileId); + var compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + } else { + var data = this.loadFromWebStorage(savefileId); + var compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId) + "bak"; + localStorage.setItem(key, compressed); + } + } +}; + +StorageManager.backupExists = function (savefileId) { + if (this.isLocalMode()) { + return this.localFileBackupExists(savefileId); + } else { + return this.webStorageBackupExists(savefileId); + } +}; + +StorageManager.cleanBackup = function (savefileId) { + if (this.backupExists(savefileId)) { + if (this.isLocalMode()) { + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + fs.unlinkSync(filePath + ".bak"); + } else { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.restoreBackup = function (savefileId) { + if (this.backupExists(savefileId)) { + if (this.isLocalMode()) { + var data = this.loadFromLocalBackupFile(savefileId); + var compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + fs.unlinkSync(filePath + ".bak"); + } else { + var data = this.loadFromWebStorageBackup(savefileId); + var compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId); + localStorage.setItem(key, compressed); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.isLocalMode = function () { + return Utils.isNwjs(); +}; + +StorageManager.saveToLocalFile = function (savefileId, json) { + var data = LZString.compressToBase64(json); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, data); +}; + +StorageManager.loadFromLocalFile = function (savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromLocalBackupFile = function (savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.localFileBackupExists = function (savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId) + ".bak"); +}; + +StorageManager.localFileExists = function (savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId)); +}; + +StorageManager.removeLocalFile = function (savefileId) { + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + fs.unlinkSync(filePath); + } +}; + +StorageManager.saveToWebStorage = function (savefileId, json) { + var key = this.webStorageKey(savefileId); + var data = LZString.compressToBase64(json); + localStorage.setItem(key, data); +}; + +StorageManager.loadFromWebStorage = function (savefileId) { + var key = this.webStorageKey(savefileId); + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromWebStorageBackup = function (savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.webStorageBackupExists = function (savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + return !!localStorage.getItem(key); +}; + +StorageManager.webStorageExists = function (savefileId) { + var key = this.webStorageKey(savefileId); + return !!localStorage.getItem(key); +}; + +StorageManager.removeWebStorage = function (savefileId) { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key); +}; + +StorageManager.localFileDirectoryPath = function () { + var path = require('path'); + + var base = path.dirname(process.mainModule.filename); + return path.join(base, 'save/'); +}; + +StorageManager.localFilePath = function (savefileId) { + var name; + if (savefileId < 0) { + name = 'config.rpgsave'; + } else if (savefileId === 0) { + name = 'global.rpgsave'; + } else { + name = 'file%1.rpgsave'.format(savefileId); + } + return this.localFileDirectoryPath() + name; +}; + +StorageManager.webStorageKey = function (savefileId) { + if (savefileId < 0) { + return 'RPG Config'; + } else if (savefileId === 0) { + return 'RPG Global'; + } else { + return 'RPG File%1'.format(savefileId); + } +}; + +//----------------------------------------------------------------------------- +// ImageManager +// +// The static class that loads images, creates bitmap objects and retains them. + +function ImageManager() { + throw new Error('This is a static class'); +} + +ImageManager.cache = new CacheMap(ImageManager); + +ImageManager._imageCache = new ImageCache(); +ImageManager._requestQueue = new RequestQueue(); +ImageManager._systemReservationId = Utils.generateRuntimeId(); + +ImageManager._generateCacheKey = function (path, hue) { + return path + ':' + hue; +}; + +ImageManager.loadAnimation = function (filename, hue) { + return this.loadBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.loadBattleback1 = function (filename, hue) { + return this.loadBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.loadBattleback2 = function (filename, hue) { + return this.loadBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.loadEnemy = function (filename, hue) { + return this.loadBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.loadCharacter = function (filename, hue) { + return this.loadBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.loadFace = function (filename, hue) { + return this.loadBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.loadParallax = function (filename, hue) { + return this.loadBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.loadPicture = function (filename, hue) { + return this.loadBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.loadSvActor = function (filename, hue) { + return this.loadBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.loadSvEnemy = function (filename, hue) { + return this.loadBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.loadSystem = function (filename, hue) { + return this.loadBitmap('img/system/', filename, hue, false); +}; + +ImageManager.loadTileset = function (filename, hue) { + return this.loadBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.loadTitle1 = function (filename, hue) { + return this.loadBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.loadTitle2 = function (filename, hue) { + return this.loadBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.loadBitmap = function (folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.loadNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.loadEmptyBitmap = function () { + var empty = this._imageCache.get('empty'); + if (!empty) { + empty = new Bitmap(); + this._imageCache.add('empty', empty); + this._imageCache.reserve('empty', empty, this._systemReservationId); + } + + return empty; +}; + +ImageManager.loadNormalBitmap = function (path, hue) { + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if (!bitmap) { + bitmap = Bitmap.load(decodeURIComponent(path)); + bitmap.addLoadListener(function () { + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + } else if (!bitmap.isReady()) { + bitmap.decode(); + } + + return bitmap; +}; + +ImageManager.clear = function () { + this._imageCache = new ImageCache(); +}; + +ImageManager.isReady = function () { + return this._imageCache.isReady(); +}; + +ImageManager.isObjectCharacter = function (filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('!'); +}; + +ImageManager.isBigCharacter = function (filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('$'); +}; + +ImageManager.isZeroParallax = function (filename) { + return filename.charAt(0) === '!'; +}; + + +ImageManager.reserveAnimation = function (filename, hue, reservationId) { + return this.reserveBitmap('img/animations/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback1 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback2 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveEnemy = function (filename, hue, reservationId) { + return this.reserveBitmap('img/enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveCharacter = function (filename, hue, reservationId) { + return this.reserveBitmap('img/characters/', filename, hue, false, reservationId); +}; + +ImageManager.reserveFace = function (filename, hue, reservationId) { + return this.reserveBitmap('img/faces/', filename, hue, true, reservationId); +}; + +ImageManager.reserveParallax = function (filename, hue, reservationId) { + return this.reserveBitmap('img/parallaxes/', filename, hue, true, reservationId); +}; + +ImageManager.reservePicture = function (filename, hue, reservationId) { + return this.reserveBitmap('img/pictures/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSvActor = function (filename, hue, reservationId) { + return this.reserveBitmap('img/sv_actors/', filename, hue, false, reservationId); +}; + +ImageManager.reserveSvEnemy = function (filename, hue, reservationId) { + return this.reserveBitmap('img/sv_enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSystem = function (filename, hue, reservationId) { + return this.reserveBitmap('img/system/', filename, hue, false, reservationId || this._systemReservationId); +}; + +ImageManager.reserveTileset = function (filename, hue, reservationId) { + return this.reserveBitmap('img/tilesets/', filename, hue, false, reservationId); +}; + +ImageManager.reserveTitle1 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/titles1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveTitle2 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/titles2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBitmap = function (folder, filename, hue, smooth, reservationId) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.reserveNormalBitmap(path, hue || 0, reservationId || this._defaultReservationId); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.reserveNormalBitmap = function (path, hue, reservationId) { + var bitmap = this.loadNormalBitmap(path, hue); + this._imageCache.reserve(this._generateCacheKey(path, hue), bitmap, reservationId); + + return bitmap; +}; + +ImageManager.releaseReservation = function (reservationId) { + this._imageCache.releaseReservation(reservationId); +}; + +ImageManager.setDefaultReservationId = function (reservationId) { + this._defaultReservationId = reservationId; +}; + + +ImageManager.requestAnimation = function (filename, hue) { + return this.requestBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.requestBattleback1 = function (filename, hue) { + return this.requestBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.requestBattleback2 = function (filename, hue) { + return this.requestBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.requestEnemy = function (filename, hue) { + return this.requestBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.requestCharacter = function (filename, hue) { + return this.requestBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.requestFace = function (filename, hue) { + return this.requestBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.requestParallax = function (filename, hue) { + return this.requestBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.requestPicture = function (filename, hue) { + return this.requestBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.requestSvActor = function (filename, hue) { + return this.requestBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.requestSvEnemy = function (filename, hue) { + return this.requestBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.requestSystem = function (filename, hue) { + return this.requestBitmap('img/system/', filename, hue, false); +}; + +ImageManager.requestTileset = function (filename, hue) { + return this.requestBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.requestTitle1 = function (filename, hue) { + return this.requestBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.requestTitle2 = function (filename, hue) { + return this.requestBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.requestBitmap = function (folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.requestNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.requestNormalBitmap = function (path, hue) { + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if (!bitmap) { + bitmap = Bitmap.request(path); + bitmap.addLoadListener(function () { + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + this._requestQueue.enqueue(key, bitmap); + } else { + this._requestQueue.raisePriority(key); + } + + return bitmap; +}; + +ImageManager.update = function () { + this._requestQueue.update(); +}; + +ImageManager.clearRequest = function () { + this._requestQueue.clear(); +}; + +//----------------------------------------------------------------------------- +// AudioManager +// +// The static class that handles BGM, BGS, ME and SE. + +function AudioManager() { + throw new Error('This is a static class'); +} + +AudioManager._masterVolume = 1; // (min: 0, max: 1) +AudioManager._bgmVolume = 100; +AudioManager._bgsVolume = 100; +AudioManager._meVolume = 100; +AudioManager._seVolume = 100; +AudioManager._currentBgm = null; +AudioManager._currentBgs = null; +AudioManager._bgmBuffer = null; +AudioManager._bgsBuffer = null; +AudioManager._meBuffer = null; +AudioManager._seBuffers = []; +AudioManager._staticBuffers = []; +AudioManager._replayFadeTime = 0.5; +AudioManager._path = 'audio/'; +AudioManager._blobUrl = null; + +Object.defineProperty(AudioManager, 'masterVolume', { + get: function () { + return this._masterVolume; + }, + set: function (value) { + this._masterVolume = value; + WebAudio.setMasterVolume(this._masterVolume); + Graphics.setVideoVolume(this._masterVolume); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgmVolume', { + get: function () { + return this._bgmVolume; + }, + set: function (value) { + this._bgmVolume = value; + this.updateBgmParameters(this._currentBgm); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgsVolume', { + get: function () { + return this._bgsVolume; + }, + set: function (value) { + this._bgsVolume = value; + this.updateBgsParameters(this._currentBgs); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'meVolume', { + get: function () { + return this._meVolume; + }, + set: function (value) { + this._meVolume = value; + this.updateMeParameters(this._currentMe); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'seVolume', { + get: function () { + return this._seVolume; + }, + set: function (value) { + this._seVolume = value; + }, + configurable: true +}); + +AudioManager.playBgm = function (bgm, pos) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.stopBgm(); + if (bgm.name) { + if (Decrypter.hasEncryptedAudio && this.shouldUseHtml5Audio()) { + this.playEncryptedBgm(bgm, pos); + } + else { + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + } + } + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.playEncryptedBgm = function (bgm, pos) { + var ext = this.audioFileExt(); + var url = this._path + 'bgm/' + encodeURIComponent(bgm.name) + ext; + url = Decrypter.extToEncryptExt(url); + Decrypter.decryptHTML5Audio(url, bgm, pos); +}; + +AudioManager.createDecryptBuffer = function (url, bgm, pos) { + this._blobUrl = url; + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.replayBgm = function (bgm) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.playBgm(bgm, bgm.pos); + if (this._bgmBuffer) { + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgm = function (bgm) { + return (this._currentBgm && this._bgmBuffer && + this._currentBgm.name === bgm.name); +}; + +AudioManager.updateBgmParameters = function (bgm) { + this.updateBufferParameters(this._bgmBuffer, this._bgmVolume, bgm); +}; + +AudioManager.updateCurrentBgm = function (bgm, pos) { + this._currentBgm = { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: pos + }; +}; + +AudioManager.stopBgm = function () { + if (this._bgmBuffer) { + this._bgmBuffer.stop(); + this._bgmBuffer = null; + this._currentBgm = null; + } +}; + +AudioManager.fadeOutBgm = function (duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeOut(duration); + this._currentBgm = null; + } +}; + +AudioManager.fadeInBgm = function (duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeIn(duration); + } +}; + +AudioManager.playBgs = function (bgs, pos) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.stopBgs(); + if (bgs.name) { + this._bgsBuffer = this.createBuffer('bgs', bgs.name); + this.updateBgsParameters(bgs); + this._bgsBuffer.play(true, pos || 0); + } + } + this.updateCurrentBgs(bgs, pos); +}; + +AudioManager.replayBgs = function (bgs) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.playBgs(bgs, bgs.pos); + if (this._bgsBuffer) { + this._bgsBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgs = function (bgs) { + return (this._currentBgs && this._bgsBuffer && + this._currentBgs.name === bgs.name); +}; + +AudioManager.updateBgsParameters = function (bgs) { + this.updateBufferParameters(this._bgsBuffer, this._bgsVolume, bgs); +}; + +AudioManager.updateCurrentBgs = function (bgs, pos) { + this._currentBgs = { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: pos + }; +}; + +AudioManager.stopBgs = function () { + if (this._bgsBuffer) { + this._bgsBuffer.stop(); + this._bgsBuffer = null; + this._currentBgs = null; + } +}; + +AudioManager.fadeOutBgs = function (duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeOut(duration); + this._currentBgs = null; + } +}; + +AudioManager.fadeInBgs = function (duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeIn(duration); + } +}; + +AudioManager.playMe = function (me) { + this.stopMe(); + if (me.name) { + if (this._bgmBuffer && this._currentBgm) { + this._currentBgm.pos = this._bgmBuffer.seek(); + this._bgmBuffer.stop(); + } + this._meBuffer = this.createBuffer('me', me.name); + this.updateMeParameters(me); + this._meBuffer.play(false); + this._meBuffer.addStopListener(this.stopMe.bind(this)); + } +}; + +AudioManager.updateMeParameters = function (me) { + this.updateBufferParameters(this._meBuffer, this._meVolume, me); +}; + +AudioManager.fadeOutMe = function (duration) { + if (this._meBuffer) { + this._meBuffer.fadeOut(duration); + } +}; + +AudioManager.stopMe = function () { + if (this._meBuffer) { + this._meBuffer.stop(); + this._meBuffer = null; + if (this._bgmBuffer && this._currentBgm && !this._bgmBuffer.isPlaying()) { + this._bgmBuffer.play(true, this._currentBgm.pos); + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.playSe = function (se) { + if (se.name) { + this._seBuffers = this._seBuffers.filter(function (audio) { + return audio.isPlaying(); + }); + var buffer = this.createBuffer('se', se.name); + this.updateSeParameters(buffer, se); + buffer.play(false); + this._seBuffers.push(buffer); + } +}; + +AudioManager.updateSeParameters = function (buffer, se) { + this.updateBufferParameters(buffer, this._seVolume, se); +}; + +AudioManager.stopSe = function () { + this._seBuffers.forEach(function (buffer) { + buffer.stop(); + }); + this._seBuffers = []; +}; + +AudioManager.playStaticSe = function (se) { + if (se.name) { + this.loadStaticSe(se); + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + buffer.stop(); + this.updateSeParameters(buffer, se); + buffer.play(false); + break; + } + } + } +}; + +AudioManager.loadStaticSe = function (se) { + if (se.name && !this.isStaticSe(se)) { + var buffer = this.createBuffer('se', se.name); + buffer._reservedSeName = se.name; + this._staticBuffers.push(buffer); + if (this.shouldUseHtml5Audio()) { + Html5Audio.setStaticSe(buffer._url); + } + } +}; + +AudioManager.isStaticSe = function (se) { + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + return true; + } + } + return false; +}; + +AudioManager.stopAll = function () { + this.stopMe(); + this.stopBgm(); + this.stopBgs(); + this.stopSe(); +}; + +AudioManager.saveBgm = function () { + if (this._currentBgm) { + var bgm = this._currentBgm; + return { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: this._bgmBuffer ? this._bgmBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.saveBgs = function () { + if (this._currentBgs) { + var bgs = this._currentBgs; + return { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: this._bgsBuffer ? this._bgsBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.makeEmptyAudioObject = function () { + return { name: '', volume: 0, pitch: 0 }; +}; + +AudioManager.createBuffer = function (folder, name) { + var ext = this.audioFileExt(); + var url = this._path + folder + '/' + encodeURIComponent(name) + ext; + if (this.shouldUseHtml5Audio() && folder === 'bgm') { + if (this._blobUrl) Html5Audio.setup(this._blobUrl); + else Html5Audio.setup(url); + return Html5Audio; + } else { + return new WebAudio(url); + } +}; + +AudioManager.updateBufferParameters = function (buffer, configVolume, audio) { + if (buffer && audio) { + buffer.volume = configVolume * (audio.volume || 0) / 10000; + buffer.pitch = (audio.pitch || 0) / 100; + buffer.pan = (audio.pan || 0) / 100; + } +}; + +AudioManager.audioFileExt = function () { + if (WebAudio.canPlayOgg() && !Utils.isMobileDevice()) { + return '.ogg'; + } else { + return '.m4a'; + } +}; + +AudioManager.shouldUseHtml5Audio = function () { + // The only case where we wanted html5audio was android/ no encrypt + // Atsuma-ru asked to force webaudio there too, so just return false for ALL // return Utils.isAndroidChrome() && !Decrypter.hasEncryptedAudio; + return false; +}; + +AudioManager.checkErrors = function () { + this.checkWebAudioError(this._bgmBuffer); + this.checkWebAudioError(this._bgsBuffer); + this.checkWebAudioError(this._meBuffer); + this._seBuffers.forEach(function (buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); + this._staticBuffers.forEach(function (buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); +}; + +AudioManager.checkWebAudioError = function (webAudio) { + if (webAudio && webAudio.isError()) { + throw new Error('Failed to load: ' + webAudio.url); + } +}; + +//----------------------------------------------------------------------------- +// SoundManager +// +// The static class that plays sound effects defined in the database. + +function SoundManager() { + throw new Error('This is a static class'); +} + +SoundManager.preloadImportantSounds = function () { + this.loadSystemSound(0); + this.loadSystemSound(1); + this.loadSystemSound(2); + this.loadSystemSound(3); +}; + +SoundManager.loadSystemSound = function (n) { + if ($dataSystem) { + AudioManager.loadStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playSystemSound = function (n) { + if ($dataSystem) { + AudioManager.playStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playCursor = function () { + this.playSystemSound(0); +}; + +SoundManager.playOk = function () { + this.playSystemSound(1); +}; + +SoundManager.playCancel = function () { + this.playSystemSound(2); +}; + +SoundManager.playBuzzer = function () { + this.playSystemSound(3); +}; + +SoundManager.playEquip = function () { + this.playSystemSound(4); +}; + +SoundManager.playSave = function () { + this.playSystemSound(5); +}; + +SoundManager.playLoad = function () { + this.playSystemSound(6); +}; + +SoundManager.playBattleStart = function () { + this.playSystemSound(7); +}; + +SoundManager.playEscape = function () { + this.playSystemSound(8); +}; + +SoundManager.playEnemyAttack = function () { + this.playSystemSound(9); +}; + +SoundManager.playEnemyDamage = function () { + this.playSystemSound(10); +}; + +SoundManager.playEnemyCollapse = function () { + this.playSystemSound(11); +}; + +SoundManager.playBossCollapse1 = function () { + this.playSystemSound(12); +}; + +SoundManager.playBossCollapse2 = function () { + this.playSystemSound(13); +}; + +SoundManager.playActorDamage = function () { + this.playSystemSound(14); +}; + +SoundManager.playActorCollapse = function () { + this.playSystemSound(15); +}; + +SoundManager.playRecovery = function () { + this.playSystemSound(16); +}; + +SoundManager.playMiss = function () { + this.playSystemSound(17); +}; + +SoundManager.playEvasion = function () { + this.playSystemSound(18); +}; + +SoundManager.playMagicEvasion = function () { + this.playSystemSound(19); +}; + +SoundManager.playReflection = function () { + this.playSystemSound(20); +}; + +SoundManager.playShop = function () { + this.playSystemSound(21); +}; + +SoundManager.playUseItem = function () { + this.playSystemSound(22); +}; + +SoundManager.playUseSkill = function () { + this.playSystemSound(23); +}; + +//----------------------------------------------------------------------------- +// TextManager +// +// The static class that handles terms and messages. + +function TextManager() { + throw new Error('This is a static class'); +} + +TextManager.basic = function (basicId) { + return $dataSystem.terms.basic[basicId] || ''; +}; + +TextManager.param = function (paramId) { + return $dataSystem.terms.params[paramId] || ''; +}; + +TextManager.command = function (commandId) { + return $dataSystem.terms.commands[commandId] || ''; +}; + +TextManager.message = function (messageId) { + return $dataSystem.terms.messages[messageId] || ''; +}; + +TextManager.getter = function (method, param) { + return { + get: function () { + return this[method](param); + }, + configurable: true + }; +}; + +Object.defineProperty(TextManager, 'currencyUnit', { + get: function () { return $dataSystem.currencyUnit; }, + configurable: true +}); + +Object.defineProperties(TextManager, { + level: TextManager.getter('basic', 0), + levelA: TextManager.getter('basic', 1), + hp: TextManager.getter('basic', 2), + hpA: TextManager.getter('basic', 3), + mp: TextManager.getter('basic', 4), + mpA: TextManager.getter('basic', 5), + tp: TextManager.getter('basic', 6), + tpA: TextManager.getter('basic', 7), + exp: TextManager.getter('basic', 8), + expA: TextManager.getter('basic', 9), + fight: TextManager.getter('command', 0), + escape: TextManager.getter('command', 1), + attack: TextManager.getter('command', 2), + guard: TextManager.getter('command', 3), + item: TextManager.getter('command', 4), + skill: TextManager.getter('command', 5), + equip: TextManager.getter('command', 6), + status: TextManager.getter('command', 7), + formation: TextManager.getter('command', 8), + save: TextManager.getter('command', 9), + gameEnd: TextManager.getter('command', 10), + options: TextManager.getter('command', 11), + weapon: TextManager.getter('command', 12), + armor: TextManager.getter('command', 13), + keyItem: TextManager.getter('command', 14), + equip2: TextManager.getter('command', 15), + optimize: TextManager.getter('command', 16), + clear: TextManager.getter('command', 17), + newGame: TextManager.getter('command', 18), + continue_: TextManager.getter('command', 19), + toTitle: TextManager.getter('command', 21), + cancel: TextManager.getter('command', 22), + buy: TextManager.getter('command', 24), + sell: TextManager.getter('command', 25), + alwaysDash: TextManager.getter('message', 'alwaysDash'), + commandRemember: TextManager.getter('message', 'commandRemember'), + bgmVolume: TextManager.getter('message', 'bgmVolume'), + bgsVolume: TextManager.getter('message', 'bgsVolume'), + meVolume: TextManager.getter('message', 'meVolume'), + seVolume: TextManager.getter('message', 'seVolume'), + possession: TextManager.getter('message', 'possession'), + expTotal: TextManager.getter('message', 'expTotal'), + expNext: TextManager.getter('message', 'expNext'), + saveMessage: TextManager.getter('message', 'saveMessage'), + loadMessage: TextManager.getter('message', 'loadMessage'), + file: TextManager.getter('message', 'file'), + partyName: TextManager.getter('message', 'partyName'), + emerge: TextManager.getter('message', 'emerge'), + preemptive: TextManager.getter('message', 'preemptive'), + surprise: TextManager.getter('message', 'surprise'), + escapeStart: TextManager.getter('message', 'escapeStart'), + escapeFailure: TextManager.getter('message', 'escapeFailure'), + victory: TextManager.getter('message', 'victory'), + defeat: TextManager.getter('message', 'defeat'), + obtainExp: TextManager.getter('message', 'obtainExp'), + obtainGold: TextManager.getter('message', 'obtainGold'), + obtainItem: TextManager.getter('message', 'obtainItem'), + levelUp: TextManager.getter('message', 'levelUp'), + obtainSkill: TextManager.getter('message', 'obtainSkill'), + useItem: TextManager.getter('message', 'useItem'), + criticalToEnemy: TextManager.getter('message', 'criticalToEnemy'), + criticalToActor: TextManager.getter('message', 'criticalToActor'), + actorDamage: TextManager.getter('message', 'actorDamage'), + actorRecovery: TextManager.getter('message', 'actorRecovery'), + actorGain: TextManager.getter('message', 'actorGain'), + actorLoss: TextManager.getter('message', 'actorLoss'), + actorDrain: TextManager.getter('message', 'actorDrain'), + actorNoDamage: TextManager.getter('message', 'actorNoDamage'), + actorNoHit: TextManager.getter('message', 'actorNoHit'), + enemyDamage: TextManager.getter('message', 'enemyDamage'), + enemyRecovery: TextManager.getter('message', 'enemyRecovery'), + enemyGain: TextManager.getter('message', 'enemyGain'), + enemyLoss: TextManager.getter('message', 'enemyLoss'), + enemyDrain: TextManager.getter('message', 'enemyDrain'), + enemyNoDamage: TextManager.getter('message', 'enemyNoDamage'), + enemyNoHit: TextManager.getter('message', 'enemyNoHit'), + evasion: TextManager.getter('message', 'evasion'), + magicEvasion: TextManager.getter('message', 'magicEvasion'), + magicReflection: TextManager.getter('message', 'magicReflection'), + counterAttack: TextManager.getter('message', 'counterAttack'), + substitute: TextManager.getter('message', 'substitute'), + buffAdd: TextManager.getter('message', 'buffAdd'), + debuffAdd: TextManager.getter('message', 'debuffAdd'), + buffRemove: TextManager.getter('message', 'buffRemove'), + actionFailure: TextManager.getter('message', 'actionFailure'), +}); + +//----------------------------------------------------------------------------- +// SceneManager +// +// The static class that manages scene transitions. + +function SceneManager() { + throw new Error('This is a static class'); +} + +/* + * Gets the current time in ms without on iOS Safari. + * @private + */ +SceneManager._getTimeInMsWithoutMobileSafari = function () { + return performance.now(); +}; + +SceneManager._scene = null; +SceneManager._nextScene = null; +SceneManager._stack = []; +SceneManager._stopped = false; +SceneManager._sceneStarted = false; +SceneManager._exiting = false; +SceneManager._previousClass = null; +SceneManager._backgroundBitmap = null; +SceneManager._screenWidth = 816; +SceneManager._screenHeight = 624; +SceneManager._boxWidth = 816; +SceneManager._boxHeight = 624; +SceneManager._deltaTime = 1.0 / 60.0; +if (!Utils.isMobileSafari()) SceneManager._currentTime = SceneManager._getTimeInMsWithoutMobileSafari(); +SceneManager._accumulator = 0.0; + +SceneManager.run = function (sceneClass) { + try { + this.initialize(); + this.goto(sceneClass); + this.requestUpdate(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.initialize = function () { + this.initGraphics(); + this.checkFileAccess(); + this.initAudio(); + this.initInput(); + this.initNwjs(); + this.checkPluginErrors(); + this.setupErrorHandlers(); +}; + +SceneManager.initGraphics = function () { + var type = this.preferableRendererType(); + Graphics.initialize(this._screenWidth, this._screenHeight, type); + Graphics.boxWidth = this._boxWidth; + Graphics.boxHeight = this._boxHeight; + Graphics.setLoadingImage('img/system/Loading.png'); + if (Utils.isOptionValid('showfps')) { + Graphics.showFps(); + } + if (type === 'webgl') { + this.checkWebGL(); + } +}; + +SceneManager.preferableRendererType = function () { + if (Utils.isOptionValid('canvas')) { + return 'canvas'; + } else if (Utils.isOptionValid('webgl')) { + return 'webgl'; + } else { + return 'auto'; + } +}; + +SceneManager.shouldUseCanvasRenderer = function () { + return Utils.isMobileDevice(); +}; + +SceneManager.checkWebGL = function () { + if (!Graphics.hasWebGL()) { + throw new Error('Your browser does not support WebGL.'); + } +}; + +SceneManager.checkFileAccess = function () { + if (!Utils.canReadGameFiles()) { + throw new Error('Your browser does not allow to read local files.'); + } +}; + +SceneManager.initAudio = function () { + var noAudio = Utils.isOptionValid('noaudio'); + if (!WebAudio.initialize(noAudio) && !noAudio) { + throw new Error('Your browser does not support Web Audio API.'); + } +}; + +SceneManager.initInput = function () { + Input.initialize(); + TouchInput.initialize(); +}; + +SceneManager.initNwjs = function () { + if (Utils.isNwjs()) { + var gui = require('nw.gui'); + var win = gui.Window.get(); + if (process.platform === 'darwin' && !win.menu) { + var menubar = new gui.Menu({ type: 'menubar' }); + var option = { hideEdit: true, hideWindow: true }; + menubar.createMacBuiltin('Game', option); + win.menu = menubar; + } + } +}; + +SceneManager.checkPluginErrors = function () { + PluginManager.checkErrors(); +}; + +SceneManager.setupErrorHandlers = function () { + window.addEventListener('error', this.onError.bind(this)); + document.addEventListener('keydown', this.onKeyDown.bind(this)); +}; + +SceneManager.requestUpdate = function () { + if (!this._stopped) { + requestAnimationFrame(this.update.bind(this)); + } +}; + +SceneManager.update = function () { + try { + this.tickStart(); + if (Utils.isMobileSafari()) { + this.updateInputData(); + } + this.updateManagers(); + this.updateMain(); + this.tickEnd(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.terminate = function () { + window.close(); +}; + +SceneManager.onError = function (e) { + console.error(e.message); + console.error(e.filename, e.lineno); + try { + this.stop(); + Graphics.printError('Error', e.message); + AudioManager.stopAll(); + } catch (e2) { + } +}; + +SceneManager.onKeyDown = function (event) { + if (!event.ctrlKey && !event.altKey) { + switch (event.keyCode) { + case 116: // F5 + if (Utils.isNwjs()) { + location.reload(); + } + break; + case 119: // F8 + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + require('nw.gui').Window.get().showDevTools(); + } + break; + } + } +}; + +SceneManager.catchException = function (e) { + if (e instanceof Error) { + Graphics.printError(e.name, e.message); + console.error(e.stack); + } else { + Graphics.printError('UnknownError', e); + } + AudioManager.stopAll(); + this.stop(); +}; + +SceneManager.tickStart = function () { + Graphics.tickStart(); +}; + +SceneManager.tickEnd = function () { + Graphics.tickEnd(); +}; + +SceneManager.updateInputData = function () { + Input.update(); + TouchInput.update(); +}; + +SceneManager.updateMain = function () { + if (Utils.isMobileSafari()) { + this.changeScene(); + this.updateScene(); + } else { + var newTime = this._getTimeInMsWithoutMobileSafari(); + var fTime = (newTime - this._currentTime) / 1000; + if (fTime > 0.25) fTime = 0.25; + this._currentTime = newTime; + this._accumulator += fTime; + while (this._accumulator >= this._deltaTime) { + this.updateInputData(); + this.changeScene(); + this.updateScene(); + this._accumulator -= this._deltaTime; + } + } + this.renderScene(); + this.requestUpdate(); +}; + +SceneManager.updateManagers = function () { + ImageManager.update(); +}; + +SceneManager.changeScene = function () { + if (this.isSceneChanging() && !this.isCurrentSceneBusy()) { + if (this._scene) { + this._scene.terminate(); + this._scene.detachReservation(); + this._previousClass = this._scene.constructor; + } + this._scene = this._nextScene; + if (this._scene) { + this._scene.attachReservation(); + this._scene.create(); + this._nextScene = null; + this._sceneStarted = false; + this.onSceneCreate(); + } + if (this._exiting) { + this.terminate(); + } + } +}; + +SceneManager.updateScene = function () { + if (this._scene) { + if (!this._sceneStarted && this._scene.isReady()) { + this._scene.start(); + this._sceneStarted = true; + this.onSceneStart(); + } + if (this.isCurrentSceneStarted()) { + this._scene.update(); + } + } +}; + +SceneManager.renderScene = function () { + if (this.isCurrentSceneStarted()) { + Graphics.render(this._scene); + } else if (this._scene) { + this.onSceneLoading(); + } +}; + +SceneManager.onSceneCreate = function () { + Graphics.startLoading(); +}; + +SceneManager.onSceneStart = function () { + Graphics.endLoading(); +}; + +SceneManager.onSceneLoading = function () { + Graphics.updateLoading(); +}; + +SceneManager.isSceneChanging = function () { + return this._exiting || !!this._nextScene; +}; + +SceneManager.isCurrentSceneBusy = function () { + return this._scene && this._scene.isBusy(); +}; + +SceneManager.isCurrentSceneStarted = function () { + return this._scene && this._sceneStarted; +}; + +SceneManager.isNextScene = function (sceneClass) { + return this._nextScene && this._nextScene.constructor === sceneClass; +}; + +SceneManager.isPreviousScene = function (sceneClass) { + return this._previousClass === sceneClass; +}; + +SceneManager.goto = function (sceneClass) { + if (sceneClass) { + this._nextScene = new sceneClass(); + } + if (this._scene) { + this._scene.stop(); + } +}; + +SceneManager.push = function (sceneClass) { + this._stack.push(this._scene.constructor); + this.goto(sceneClass); +}; + +SceneManager.pop = function () { + if (this._stack.length > 0) { + this.goto(this._stack.pop()); + } else { + this.exit(); + } +}; + +SceneManager.exit = function () { + this.goto(null); + this._exiting = true; +}; + +SceneManager.clearStack = function () { + this._stack = []; +}; + +SceneManager.stop = function () { + this._stopped = true; +}; + +SceneManager.prepareNextScene = function () { + this._nextScene.prepare.apply(this._nextScene, arguments); +}; + +SceneManager.snap = function () { + return Bitmap.snap(this._scene); +}; + +SceneManager.snapForBackground = function () { + this._backgroundBitmap = this.snap(); + this._backgroundBitmap.blur(); +}; + +SceneManager.backgroundBitmap = function () { + return this._backgroundBitmap; +}; + +SceneManager.resume = function () { + this._stopped = false; + this.requestUpdate(); + if (!Utils.isMobileSafari()) { + this._currentTime = this._getTimeInMsWithoutMobileSafari(); + this._accumulator = 0; + } +}; + +//----------------------------------------------------------------------------- +// BattleManager +// +// The static class that manages battle progress. + +function BattleManager() { + throw new Error('This is a static class'); +} + +BattleManager.setup = function (troopId, canEscape, canLose) { + this.initMembers(); + this._canEscape = canEscape; + this._canLose = canLose; + $gameTroop.setup(troopId); + $gameScreen.onBattleStart(); + this.makeEscapeRatio(); +}; + +BattleManager.initMembers = function () { + this._phase = 'init'; + this._canEscape = false; + this._canLose = false; + this._battleTest = false; + this._eventCallback = null; + this._preemptive = false; + this._surprise = false; + this._actorIndex = -1; + this._actionForcedBattler = null; + this._mapBgm = null; + this._mapBgs = null; + this._actionBattlers = []; + this._subject = null; + this._action = null; + this._targets = []; + this._logWindow = null; + this._statusWindow = null; + this._spriteset = null; + this._escapeRatio = 0; + this._escaped = false; + this._rewards = {}; + this._turnForced = false; +}; + +BattleManager.isBattleTest = function () { + return this._battleTest; +}; + +BattleManager.setBattleTest = function (battleTest) { + this._battleTest = battleTest; +}; + +BattleManager.setEventCallback = function (callback) { + this._eventCallback = callback; +}; + +BattleManager.setLogWindow = function (logWindow) { + this._logWindow = logWindow; +}; + +BattleManager.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; +}; + +BattleManager.setSpriteset = function (spriteset) { + this._spriteset = spriteset; +}; + +BattleManager.onEncounter = function () { + this._preemptive = (Math.random() < this.ratePreemptive()); + this._surprise = (Math.random() < this.rateSurprise() && !this._preemptive); +}; + +BattleManager.ratePreemptive = function () { + return $gameParty.ratePreemptive($gameTroop.agility()); +}; + +BattleManager.rateSurprise = function () { + return $gameParty.rateSurprise($gameTroop.agility()); +}; + +BattleManager.saveBgmAndBgs = function () { + this._mapBgm = AudioManager.saveBgm(); + this._mapBgs = AudioManager.saveBgs(); +}; + +BattleManager.playBattleBgm = function () { + AudioManager.playBgm($gameSystem.battleBgm()); + AudioManager.stopBgs(); +}; + +BattleManager.playVictoryMe = function () { + AudioManager.playMe($gameSystem.victoryMe()); +}; + +BattleManager.playDefeatMe = function () { + AudioManager.playMe($gameSystem.defeatMe()); +}; + +BattleManager.replayBgmAndBgs = function () { + if (this._mapBgm) { + AudioManager.replayBgm(this._mapBgm); + } else { + AudioManager.stopBgm(); + } + if (this._mapBgs) { + AudioManager.replayBgs(this._mapBgs); + } +}; + +BattleManager.makeEscapeRatio = function () { + this._escapeRatio = 0.5 * $gameParty.agility() / $gameTroop.agility(); +}; + +BattleManager.update = function () { + if (!this.isBusy() && !this.updateEvent()) { + switch (this._phase) { + case 'start': + this.startInput(); + break; + case 'turn': + this.updateTurn(); + break; + case 'action': + this.updateAction(); + break; + case 'turnEnd': + this.updateTurnEnd(); + break; + case 'battleEnd': + this.updateBattleEnd(); + break; + } + } +}; + +BattleManager.updateEvent = function () { + switch (this._phase) { + case 'start': + case 'turn': + case 'turnEnd': + if (this.isActionForced()) { + this.processForcedAction(); + return true; + } else { + return this.updateEventMain(); + } + } + return this.checkAbort(); +}; + +BattleManager.updateEventMain = function () { + $gameTroop.updateInterpreter(); + $gameParty.requestMotionRefresh(); + if ($gameTroop.isEventRunning() || this.checkBattleEnd()) { + return true; + } + $gameTroop.setupBattleEvent(); + if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) { + return true; + } + return false; +}; + +BattleManager.isBusy = function () { + return ($gameMessage.isBusy() || this._spriteset.isBusy() || + this._logWindow.isBusy()); +}; + +BattleManager.isInputting = function () { + return this._phase === 'input'; +}; + +BattleManager.isInTurn = function () { + return this._phase === 'turn'; +}; + +BattleManager.isTurnEnd = function () { + return this._phase === 'turnEnd'; +}; + +BattleManager.isAborting = function () { + return this._phase === 'aborting'; +}; + +BattleManager.isBattleEnd = function () { + return this._phase === 'battleEnd'; +}; + +BattleManager.canEscape = function () { + return this._canEscape; +}; + +BattleManager.canLose = function () { + return this._canLose; +}; + +BattleManager.isEscaped = function () { + return this._escaped; +}; + +BattleManager.actor = function () { + return this._actorIndex >= 0 ? $gameParty.members()[this._actorIndex] : null; +}; + +BattleManager.clearActor = function () { + this.changeActor(-1, ''); +}; + +BattleManager.changeActor = function (newActorIndex, lastActorActionState) { + var lastActor = this.actor(); + this._actorIndex = newActorIndex; + var newActor = this.actor(); + if (lastActor) { + lastActor.setActionState(lastActorActionState); + } + if (newActor) { + newActor.setActionState('inputting'); + } +}; + +BattleManager.startBattle = function () { + this._phase = 'start'; + $gameSystem.onBattleStart(); + $gameParty.onBattleStart(); + $gameTroop.onBattleStart(); + this.displayStartMessages(); +}; + +BattleManager.displayStartMessages = function () { + $gameTroop.enemyNames().forEach(function (name) { + $gameMessage.add(TextManager.emerge.format(name)); + }); + if (this._preemptive) { + $gameMessage.add(TextManager.preemptive.format($gameParty.name())); + } else if (this._surprise) { + $gameMessage.add(TextManager.surprise.format($gameParty.name())); + } +}; + +BattleManager.startInput = function () { + this._phase = 'input'; + $gameParty.makeActions(); + $gameTroop.makeActions(); + this.clearActor(); + if (this._surprise || !$gameParty.canInput()) { + this.startTurn(); + } +}; + +BattleManager.inputtingAction = function () { + return this.actor() ? this.actor().inputtingAction() : null; +}; + +BattleManager.selectNextCommand = function () { + do { + if (!this.actor() || !this.actor().selectNextCommand()) { + this.changeActor(this._actorIndex + 1, 'waiting'); + if (this._actorIndex >= $gameParty.size()) { + this.startTurn(); + break; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.selectPreviousCommand = function () { + do { + if (!this.actor() || !this.actor().selectPreviousCommand()) { + this.changeActor(this._actorIndex - 1, 'undecided'); + if (this._actorIndex < 0) { + return; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.refreshStatus = function () { + this._statusWindow.refresh(); +}; + +BattleManager.startTurn = function () { + this._phase = 'turn'; + this.clearActor(); + $gameTroop.increaseTurn(); + this.makeActionOrders(); + $gameParty.requestMotionRefresh(); + this._logWindow.startTurn(); +}; + +BattleManager.updateTurn = function () { + $gameParty.requestMotionRefresh(); + if (!this._subject) { + this._subject = this.getNextSubject(); + } + if (this._subject) { + this.processTurn(); + } else { + this.endTurn(); + } +}; + +BattleManager.processTurn = function () { + var subject = this._subject; + var action = subject.currentAction(); + if (action) { + action.prepare(); + if (action.isValid()) { + this.startAction(); + } + subject.removeCurrentAction(); + } else { + subject.onAllActionsEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(subject); + this._logWindow.displayCurrentState(subject); + this._logWindow.displayRegeneration(subject); + this._subject = this.getNextSubject(); + } +}; + +BattleManager.endTurn = function () { + this._phase = 'turnEnd'; + this._preemptive = false; + this._surprise = false; + this.allBattleMembers().forEach(function (battler) { + battler.onTurnEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(battler); + this._logWindow.displayRegeneration(battler); + }, this); + if (this.isForcedTurn()) { + this._turnForced = false; + } +}; + +BattleManager.isForcedTurn = function () { + return this._turnForced; +}; + +BattleManager.updateTurnEnd = function () { + this.startInput(); +}; + +BattleManager.getNextSubject = function () { + for (; ;) { + var battler = this._actionBattlers.shift(); + if (!battler) { + return null; + } + if (battler.isBattleMember() && battler.isAlive()) { + return battler; + } + } +}; + +BattleManager.allBattleMembers = function () { + return $gameParty.members().concat($gameTroop.members()); +}; + +BattleManager.makeActionOrders = function () { + var battlers = []; + if (!this._surprise) { + battlers = battlers.concat($gameParty.members()); + } + if (!this._preemptive) { + battlers = battlers.concat($gameTroop.members()); + } + battlers.forEach(function (battler) { + battler.makeSpeed(); + }); + battlers.sort(function (a, b) { + return b.speed() - a.speed(); + }); + this._actionBattlers = battlers; +}; + +BattleManager.startAction = function () { + var subject = this._subject; + var action = subject.currentAction(); + var targets = action.makeTargets(); + this._phase = 'action'; + this._action = action; + this._targets = targets; + subject.useItem(action.item()); + this._action.applyGlobal(); + this.refreshStatus(); + this._logWindow.startAction(subject, action, targets); +}; + +BattleManager.updateAction = function () { + var target = this._targets.shift(); + if (target) { + this.invokeAction(this._subject, target); + } else { + this.endAction(); + } +}; + +BattleManager.endAction = function () { + this._logWindow.endAction(this._subject); + this._phase = 'turn'; +}; + +BattleManager.invokeAction = function (subject, target) { + this._logWindow.push('pushBaseLine'); + if (Math.random() < this._action.itemCnt(target)) { + this.invokeCounterAttack(subject, target); + } else if (Math.random() < this._action.itemMrf(target)) { + this.invokeMagicReflection(subject, target); + } else { + this.invokeNormalAction(subject, target); + } + subject.setLastTarget(target); + this._logWindow.push('popBaseLine'); + this.refreshStatus(); +}; + +BattleManager.invokeNormalAction = function (subject, target) { + var realTarget = this.applySubstitute(target); + this._action.apply(realTarget); + this._logWindow.displayActionResults(subject, realTarget); +}; + +BattleManager.invokeCounterAttack = function (subject, target) { + var action = new Game_Action(target); + action.setAttack(); + action.apply(subject); + this._logWindow.displayCounter(target); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.invokeMagicReflection = function (subject, target) { + this._action._reflectionTarget = target; + this._logWindow.displayReflection(target); + this._action.apply(subject); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.applySubstitute = function (target) { + if (this.checkSubstitute(target)) { + var substitute = target.friendsUnit().substituteBattler(); + if (substitute && target !== substitute) { + this._logWindow.displaySubstitute(substitute, target); + return substitute; + } + } + return target; +}; + +BattleManager.checkSubstitute = function (target) { + return target.isDying() && !this._action.isCertainHit(); +}; + +BattleManager.isActionForced = function () { + return !!this._actionForcedBattler; +}; + +BattleManager.forceAction = function (battler) { + this._actionForcedBattler = battler; + var index = this._actionBattlers.indexOf(battler); + if (index >= 0) { + this._actionBattlers.splice(index, 1); + } +}; + +BattleManager.processForcedAction = function () { + if (this._actionForcedBattler) { + this._turnForced = true; + this._subject = this._actionForcedBattler; + this._actionForcedBattler = null; + this.startAction(); + this._subject.removeCurrentAction(); + } +}; + +BattleManager.abort = function () { + this._phase = 'aborting'; +}; + +BattleManager.checkBattleEnd = function () { + if (this._phase) { + if (this.checkAbort()) { + return true; + } else if ($gameParty.isAllDead()) { + this.processDefeat(); + return true; + } else if ($gameTroop.isAllDead()) { + this.processVictory(); + return true; + } + } + return false; +}; + +BattleManager.checkAbort = function () { + if ($gameParty.isEmpty() || this.isAborting()) { + SoundManager.playEscape(); + this._escaped = true; + this.processAbort(); + } + return false; +}; + +BattleManager.processVictory = function () { + $gameParty.removeBattleStates(); + $gameParty.performVictory(); + this.playVictoryMe(); + this.replayBgmAndBgs(); + this.makeRewards(); + this.displayVictoryMessage(); + this.displayRewards(); + this.gainRewards(); + this.endBattle(0); +}; + +BattleManager.processEscape = function () { + $gameParty.performEscape(); + SoundManager.playEscape(); + var success = this._preemptive ? true : (Math.random() < this._escapeRatio); + if (success) { + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } else { + this.displayEscapeFailureMessage(); + this._escapeRatio += 0.1; + $gameParty.clearActions(); + this.startTurn(); + } + return success; +}; + +BattleManager.processAbort = function () { + $gameParty.removeBattleStates(); + this.replayBgmAndBgs(); + this.endBattle(1); +}; + +BattleManager.processDefeat = function () { + this.displayDefeatMessage(); + this.playDefeatMe(); + if (this._canLose) { + this.replayBgmAndBgs(); + } else { + AudioManager.stopBgm(); + } + this.endBattle(2); +}; + +BattleManager.endBattle = function (result) { + this._phase = 'battleEnd'; + if (this._eventCallback) { + this._eventCallback(result); + } + if (result === 0) { + $gameSystem.onBattleWin(); + } else if (this._escaped) { + $gameSystem.onBattleEscape(); + } +}; + +BattleManager.updateBattleEnd = function () { + if (this.isBattleTest()) { + AudioManager.stopBgm(); + SceneManager.exit(); + } else if (!this._escaped && $gameParty.isAllDead()) { + if (this._canLose) { + $gameParty.reviveBattleMembers(); + SceneManager.pop(); + } else { + SceneManager.goto(Scene_Gameover); + } + } else { + SceneManager.pop(); + } + this._phase = null; +}; + +BattleManager.makeRewards = function () { + this._rewards = {}; + this._rewards.gold = $gameTroop.goldTotal(); + this._rewards.exp = $gameTroop.expTotal(); + this._rewards.items = $gameTroop.makeDropItems(); +}; + +BattleManager.displayVictoryMessage = function () { + $gameMessage.add(TextManager.victory.format($gameParty.name())); +}; + +BattleManager.displayDefeatMessage = function () { + $gameMessage.add(TextManager.defeat.format($gameParty.name())); +}; + +BattleManager.displayEscapeSuccessMessage = function () { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); +}; + +BattleManager.displayEscapeFailureMessage = function () { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); + $gameMessage.add('\\.' + TextManager.escapeFailure); +}; + +BattleManager.displayRewards = function () { + this.displayExp(); + this.displayGold(); + this.displayDropItems(); +}; + +BattleManager.displayExp = function () { + var exp = this._rewards.exp; + if (exp > 0) { + var text = TextManager.obtainExp.format(exp, TextManager.exp); + $gameMessage.add('\\.' + text); + } +}; + +BattleManager.displayGold = function () { + var gold = this._rewards.gold; + if (gold > 0) { + $gameMessage.add('\\.' + TextManager.obtainGold.format(gold)); + } +}; + +BattleManager.displayDropItems = function () { + var items = this._rewards.items; + if (items.length > 0) { + $gameMessage.newPage(); + items.forEach(function (item) { + $gameMessage.add(TextManager.obtainItem.format(item.name)); + }); + } +}; + +BattleManager.gainRewards = function () { + this.gainExp(); + this.gainGold(); + this.gainDropItems(); +}; + +BattleManager.gainExp = function () { + var exp = this._rewards.exp; + $gameParty.allMembers().forEach(function (actor) { + actor.gainExp(exp); + }); +}; + +BattleManager.gainGold = function () { + $gameParty.gainGold(this._rewards.gold); +}; + +BattleManager.gainDropItems = function () { + var items = this._rewards.items; + items.forEach(function (item) { + $gameParty.gainItem(item, 1); + }); +}; + +//----------------------------------------------------------------------------- +// PluginManager +// +// The static class that manages the plugins. + +function PluginManager() { + throw new Error('This is a static class'); +} + +PluginManager._path = 'js/plugins/'; +PluginManager._scripts = []; +PluginManager._errorUrls = []; +PluginManager._parameters = {}; + +PluginManager.setup = function (plugins) { + plugins.forEach(function (plugin) { + if (plugin.status && !this._scripts.contains(plugin.name)) { + this.setParameters(plugin.name, plugin.parameters); + this.loadScript(plugin.name + '.js'); + this._scripts.push(plugin.name); + } + }, this); +}; + +PluginManager.checkErrors = function () { + var url = this._errorUrls.shift(); + if (url) { + throw new Error('Failed to load: ' + url); + } +}; + +PluginManager.parameters = function (name) { + return this._parameters[name.toLowerCase()] || {}; +}; + +PluginManager.setParameters = function (name, parameters) { + this._parameters[name.toLowerCase()] = parameters; +}; + +PluginManager.loadScript = function (name) { + var url = this._path + name; + var script = document.createElement('script'); + script.type = 'text/javascript'; + script.src = url; + script.async = false; + script.onerror = this.onError.bind(this); + script._url = url; + document.body.appendChild(script); +}; + +PluginManager.onError = function (e) { + this._errorUrls.push(e.target._url); +}; diff --git a/www/js/rpg_objects.js b/www/js/rpg_objects.js new file mode 100644 index 0000000..b3471ac --- /dev/null +++ b/www/js/rpg_objects.js @@ -0,0 +1,10641 @@ +//============================================================================= +// rpg_objects.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Game_Temp +// +// The game object class for temporary data that is not included in save data. + +function Game_Temp() { + this.initialize.apply(this, arguments); +} + +Game_Temp.prototype.initialize = function () { + this._isPlaytest = Utils.isOptionValid('test'); + this._commonEventId = 0; + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isPlaytest = function () { + return this._isPlaytest; +}; + +Game_Temp.prototype.reserveCommonEvent = function (commonEventId) { + this._commonEventId = commonEventId; +}; + +Game_Temp.prototype.clearCommonEvent = function () { + this._commonEventId = 0; +}; + +Game_Temp.prototype.isCommonEventReserved = function () { + return this._commonEventId > 0; +}; + +Game_Temp.prototype.reservedCommonEvent = function () { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_Temp.prototype.setDestination = function (x, y) { + this._destinationX = x; + this._destinationY = y; +}; + +Game_Temp.prototype.clearDestination = function () { + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isDestinationValid = function () { + return this._destinationX !== null; +}; + +Game_Temp.prototype.destinationX = function () { + return this._destinationX; +}; + +Game_Temp.prototype.destinationY = function () { + return this._destinationY; +}; + +//----------------------------------------------------------------------------- +// Game_System +// +// The game object class for the system data. + +function Game_System() { + this.initialize.apply(this, arguments); +} + +Game_System.prototype.initialize = function () { + this._saveEnabled = true; + this._menuEnabled = true; + this._encounterEnabled = true; + this._formationEnabled = true; + this._battleCount = 0; + this._winCount = 0; + this._escapeCount = 0; + this._saveCount = 0; + this._versionId = 0; + this._framesOnSave = 0; + this._bgmOnSave = null; + this._bgsOnSave = null; + this._windowTone = null; + this._battleBgm = null; + this._victoryMe = null; + this._defeatMe = null; + this._savedBgm = null; + this._walkingBgm = null; +}; + +Game_System.prototype.isJapanese = function () { + return $dataSystem.locale.match(/^ja/); +}; + +Game_System.prototype.isChinese = function () { + return $dataSystem.locale.match(/^zh/); +}; + +Game_System.prototype.isKorean = function () { + return $dataSystem.locale.match(/^ko/); +}; + +Game_System.prototype.isCJK = function () { + return $dataSystem.locale.match(/^(ja|zh|ko)/); +}; + +Game_System.prototype.isRussian = function () { + return $dataSystem.locale.match(/^ru/); +}; + +Game_System.prototype.isSideView = function () { + return $dataSystem.optSideView; +}; + +Game_System.prototype.isSaveEnabled = function () { + return this._saveEnabled; +}; + +Game_System.prototype.disableSave = function () { + this._saveEnabled = false; +}; + +Game_System.prototype.enableSave = function () { + this._saveEnabled = true; +}; + +Game_System.prototype.isMenuEnabled = function () { + return this._menuEnabled; +}; + +Game_System.prototype.disableMenu = function () { + this._menuEnabled = false; +}; + +Game_System.prototype.enableMenu = function () { + this._menuEnabled = true; +}; + +Game_System.prototype.isEncounterEnabled = function () { + return this._encounterEnabled; +}; + +Game_System.prototype.disableEncounter = function () { + this._encounterEnabled = false; +}; + +Game_System.prototype.enableEncounter = function () { + this._encounterEnabled = true; +}; + +Game_System.prototype.isFormationEnabled = function () { + return this._formationEnabled; +}; + +Game_System.prototype.disableFormation = function () { + this._formationEnabled = false; +}; + +Game_System.prototype.enableFormation = function () { + this._formationEnabled = true; +}; + +Game_System.prototype.battleCount = function () { + return this._battleCount; +}; + +Game_System.prototype.winCount = function () { + return this._winCount; +}; + +Game_System.prototype.escapeCount = function () { + return this._escapeCount; +}; + +Game_System.prototype.saveCount = function () { + return this._saveCount; +}; + +Game_System.prototype.versionId = function () { + return this._versionId; +}; + +Game_System.prototype.windowTone = function () { + return this._windowTone || $dataSystem.windowTone; +}; + +Game_System.prototype.setWindowTone = function (value) { + this._windowTone = value; +}; + +Game_System.prototype.battleBgm = function () { + return this._battleBgm || $dataSystem.battleBgm; +}; + +Game_System.prototype.setBattleBgm = function (value) { + this._battleBgm = value; +}; + +Game_System.prototype.victoryMe = function () { + return this._victoryMe || $dataSystem.victoryMe; +}; + +Game_System.prototype.setVictoryMe = function (value) { + this._victoryMe = value; +}; + +Game_System.prototype.defeatMe = function () { + return this._defeatMe || $dataSystem.defeatMe; +}; + +Game_System.prototype.setDefeatMe = function (value) { + this._defeatMe = value; +}; + +Game_System.prototype.onBattleStart = function () { + this._battleCount++; +}; + +Game_System.prototype.onBattleWin = function () { + this._winCount++; +}; + +Game_System.prototype.onBattleEscape = function () { + this._escapeCount++; +}; + +Game_System.prototype.onBeforeSave = function () { + this._saveCount++; + this._versionId = $dataSystem.versionId; + this._framesOnSave = Graphics.frameCount; + this._bgmOnSave = AudioManager.saveBgm(); + this._bgsOnSave = AudioManager.saveBgs(); +}; + +Game_System.prototype.onAfterLoad = function () { + Graphics.frameCount = this._framesOnSave; + AudioManager.playBgm(this._bgmOnSave); + AudioManager.playBgs(this._bgsOnSave); +}; + +Game_System.prototype.playtime = function () { + return Math.floor(Graphics.frameCount / 60); +}; + +Game_System.prototype.playtimeText = function () { + var hour = Math.floor(this.playtime() / 60 / 60); + var min = Math.floor(this.playtime() / 60) % 60; + var sec = this.playtime() % 60; + return hour.padZero(2) + ':' + min.padZero(2) + ':' + sec.padZero(2); +}; + +Game_System.prototype.saveBgm = function () { + this._savedBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayBgm = function () { + if (this._savedBgm) { + AudioManager.replayBgm(this._savedBgm); + } +}; + +Game_System.prototype.saveWalkingBgm = function () { + this._walkingBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayWalkingBgm = function () { + if (this._walkingBgm) { + AudioManager.playBgm(this._walkingBgm); + } +}; + +Game_System.prototype.saveWalkingBgm2 = function () { + this._walkingBgm = $dataMap.bgm; +}; + +//----------------------------------------------------------------------------- +// Game_Timer +// +// The game object class for the timer. + +function Game_Timer() { + this.initialize.apply(this, arguments); +} + +Game_Timer.prototype.initialize = function () { + this._frames = 0; + this._working = false; +}; + +Game_Timer.prototype.update = function (sceneActive) { + if (sceneActive && this._working && this._frames > 0) { + this._frames--; + if (this._frames === 0) { + this.onExpire(); + } + } +}; + +Game_Timer.prototype.start = function (count) { + this._frames = count; + this._working = true; +}; + +Game_Timer.prototype.stop = function () { + this._working = false; +}; + +Game_Timer.prototype.isWorking = function () { + return this._working; +}; + +Game_Timer.prototype.seconds = function () { + return Math.floor(this._frames / 60); +}; + +Game_Timer.prototype.onExpire = function () { + BattleManager.abort(); +}; + +//----------------------------------------------------------------------------- +// Game_Message +// +// The game object class for the state of the message window that displays text +// or selections, etc. + +function Game_Message() { + this.initialize.apply(this, arguments); +} + +Game_Message.prototype.initialize = function () { + this.clear(); +}; + +Game_Message.prototype.clear = function () { + this._texts = []; + this._choices = []; + this._faceName = ''; + this._faceIndex = 0; + this._background = 0; + this._positionType = 2; + this._choiceDefaultType = 0; + this._choiceCancelType = 0; + this._choiceBackground = 0; + this._choicePositionType = 2; + this._numInputVariableId = 0; + this._numInputMaxDigits = 0; + this._itemChoiceVariableId = 0; + this._itemChoiceItypeId = 0; + this._scrollMode = false; + this._scrollSpeed = 2; + this._scrollNoFast = false; + this._choiceCallback = null; +}; + +Game_Message.prototype.choices = function () { + return this._choices; +}; + +Game_Message.prototype.faceName = function () { + return this._faceName; +}; + +Game_Message.prototype.faceIndex = function () { + return this._faceIndex; +}; + +Game_Message.prototype.background = function () { + return this._background; +}; + +Game_Message.prototype.positionType = function () { + return this._positionType; +}; + +Game_Message.prototype.choiceDefaultType = function () { + return this._choiceDefaultType; +}; + +Game_Message.prototype.choiceCancelType = function () { + return this._choiceCancelType; +}; + +Game_Message.prototype.choiceBackground = function () { + return this._choiceBackground; +}; + +Game_Message.prototype.choicePositionType = function () { + return this._choicePositionType; +}; + +Game_Message.prototype.numInputVariableId = function () { + return this._numInputVariableId; +}; + +Game_Message.prototype.numInputMaxDigits = function () { + return this._numInputMaxDigits; +}; + +Game_Message.prototype.itemChoiceVariableId = function () { + return this._itemChoiceVariableId; +}; + +Game_Message.prototype.itemChoiceItypeId = function () { + return this._itemChoiceItypeId; +}; + +Game_Message.prototype.scrollMode = function () { + return this._scrollMode; +}; + +Game_Message.prototype.scrollSpeed = function () { + return this._scrollSpeed; +}; + +Game_Message.prototype.scrollNoFast = function () { + return this._scrollNoFast; +}; + +Game_Message.prototype.add = function (text) { + this._texts.push(text); +}; + +Game_Message.prototype.setFaceImage = function (faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Message.prototype.setBackground = function (background) { + this._background = background; +}; + +Game_Message.prototype.setPositionType = function (positionType) { + this._positionType = positionType; +}; + +Game_Message.prototype.setChoices = function (choices, defaultType, cancelType) { + this._choices = choices; + this._choiceDefaultType = defaultType; + this._choiceCancelType = cancelType; +}; + +Game_Message.prototype.setChoiceBackground = function (background) { + this._choiceBackground = background; +}; + +Game_Message.prototype.setChoicePositionType = function (positionType) { + this._choicePositionType = positionType; +}; + +Game_Message.prototype.setNumberInput = function (variableId, maxDigits) { + this._numInputVariableId = variableId; + this._numInputMaxDigits = maxDigits; +}; + +Game_Message.prototype.setItemChoice = function (variableId, itemType) { + this._itemChoiceVariableId = variableId; + this._itemChoiceItypeId = itemType; +}; + +Game_Message.prototype.setScroll = function (speed, noFast) { + this._scrollMode = true; + this._scrollSpeed = speed; + this._scrollNoFast = noFast; +}; + +Game_Message.prototype.setChoiceCallback = function (callback) { + this._choiceCallback = callback; +}; + +Game_Message.prototype.onChoice = function (n) { + if (this._choiceCallback) { + this._choiceCallback(n); + this._choiceCallback = null; + } +}; + +Game_Message.prototype.hasText = function () { + return this._texts.length > 0; +}; + +Game_Message.prototype.isChoice = function () { + return this._choices.length > 0; +}; + +Game_Message.prototype.isNumberInput = function () { + return this._numInputVariableId > 0; +}; + +Game_Message.prototype.isItemChoice = function () { + return this._itemChoiceVariableId > 0; +}; + +Game_Message.prototype.isBusy = function () { + return (this.hasText() || this.isChoice() || + this.isNumberInput() || this.isItemChoice()); +}; + +Game_Message.prototype.newPage = function () { + if (this._texts.length > 0) { + this._texts[this._texts.length - 1] += '\f'; + } +}; + +Game_Message.prototype.allText = function () { + return this._texts.join('\n'); +}; + +//----------------------------------------------------------------------------- +// Game_Switches +// +// The game object class for switches. + +function Game_Switches() { + this.initialize.apply(this, arguments); +} + +Game_Switches.prototype.initialize = function () { + this.clear(); +}; + +Game_Switches.prototype.clear = function () { + this._data = []; +}; + +Game_Switches.prototype.value = function (switchId) { + return !!this._data[switchId]; +}; + +Game_Switches.prototype.setValue = function (switchId, value) { + if (switchId > 0 && switchId < $dataSystem.switches.length) { + this._data[switchId] = value; + this.onChange(); + } +}; + +Game_Switches.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Variables +// +// The game object class for variables. + +function Game_Variables() { + this.initialize.apply(this, arguments); +} + +Game_Variables.prototype.initialize = function () { + this.clear(); +}; + +Game_Variables.prototype.clear = function () { + this._data = []; +}; + +Game_Variables.prototype.value = function (variableId) { + return this._data[variableId] || 0; +}; + +Game_Variables.prototype.setValue = function (variableId, value) { + if (variableId > 0 && variableId < $dataSystem.variables.length) { + if (typeof value === 'number') { + value = Math.floor(value); + } + this._data[variableId] = value; + this.onChange(); + } +}; + +Game_Variables.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_SelfSwitches +// +// The game object class for self switches. + +function Game_SelfSwitches() { + this.initialize.apply(this, arguments); +} + +Game_SelfSwitches.prototype.initialize = function () { + this.clear(); +}; + +Game_SelfSwitches.prototype.clear = function () { + this._data = {}; +}; + +Game_SelfSwitches.prototype.value = function (key) { + return !!this._data[key]; +}; + +Game_SelfSwitches.prototype.setValue = function (key, value) { + if (value) { + this._data[key] = true; + } else { + delete this._data[key]; + } + this.onChange(); +}; + +Game_SelfSwitches.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Screen +// +// The game object class for screen effect data, such as changes in color tone +// and flashes. + +function Game_Screen() { + this.initialize.apply(this, arguments); +} + +Game_Screen.prototype.initialize = function () { + this.clear(); +}; + +Game_Screen.prototype.clear = function () { + this.clearFade(); + this.clearTone(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.clearWeather(); + this.clearPictures(); +}; + +Game_Screen.prototype.onBattleStart = function () { + this.clearFade(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.eraseBattlePictures(); +}; + +Game_Screen.prototype.brightness = function () { + return this._brightness; +}; + +Game_Screen.prototype.tone = function () { + return this._tone; +}; + +Game_Screen.prototype.flashColor = function () { + return this._flashColor; +}; + +Game_Screen.prototype.shake = function () { + return this._shake; +}; + +Game_Screen.prototype.zoomX = function () { + return this._zoomX; +}; + +Game_Screen.prototype.zoomY = function () { + return this._zoomY; +}; + +Game_Screen.prototype.zoomScale = function () { + return this._zoomScale; +}; + +Game_Screen.prototype.weatherType = function () { + return this._weatherType; +}; + +Game_Screen.prototype.weatherPower = function () { + return this._weatherPower; +}; + +Game_Screen.prototype.picture = function (pictureId) { + var realPictureId = this.realPictureId(pictureId); + return this._pictures[realPictureId]; +}; + +Game_Screen.prototype.realPictureId = function (pictureId) { + if ($gameParty.inBattle()) { + return pictureId + this.maxPictures(); + } else { + return pictureId; + } +}; + +Game_Screen.prototype.clearFade = function () { + this._brightness = 255; + this._fadeOutDuration = 0; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.clearTone = function () { + this._tone = [0, 0, 0, 0]; + this._toneTarget = [0, 0, 0, 0]; + this._toneDuration = 0; +}; + +Game_Screen.prototype.clearFlash = function () { + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; +}; + +Game_Screen.prototype.clearShake = function () { + this._shakePower = 0; + this._shakeSpeed = 0; + this._shakeDuration = 0; + this._shakeDirection = 1; + this._shake = 0; +}; + +Game_Screen.prototype.clearZoom = function () { + this._zoomX = 0; + this._zoomY = 0; + this._zoomScale = 1; + this._zoomScaleTarget = 1; + this._zoomDuration = 0; +}; + +Game_Screen.prototype.clearWeather = function () { + this._weatherType = 'none'; + this._weatherPower = 0; + this._weatherPowerTarget = 0; + this._weatherDuration = 0; +}; + +Game_Screen.prototype.clearPictures = function () { + this._pictures = []; +}; + +Game_Screen.prototype.eraseBattlePictures = function () { + this._pictures = this._pictures.slice(0, this.maxPictures() + 1); +}; + +Game_Screen.prototype.maxPictures = function () { + return 100; +}; + +Game_Screen.prototype.startFadeOut = function (duration) { + this._fadeOutDuration = duration; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.startFadeIn = function (duration) { + this._fadeInDuration = duration; + this._fadeOutDuration = 0; +}; + +Game_Screen.prototype.startTint = function (tone, duration) { + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Screen.prototype.startFlash = function (color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Game_Screen.prototype.startShake = function (power, speed, duration) { + this._shakePower = power; + this._shakeSpeed = speed; + this._shakeDuration = duration; +}; + +Game_Screen.prototype.startZoom = function (x, y, scale, duration) { + this._zoomX = x; + this._zoomY = y; + this._zoomScaleTarget = scale; + this._zoomDuration = duration; +}; + +Game_Screen.prototype.setZoom = function (x, y, scale) { + this._zoomX = x; + this._zoomY = y; + this._zoomScale = scale; +}; + +Game_Screen.prototype.changeWeather = function (type, power, duration) { + if (type !== 'none' || duration === 0) { + this._weatherType = type; + } + this._weatherPowerTarget = type === 'none' ? 0 : power; + this._weatherDuration = duration; + if (duration === 0) { + this._weatherPower = this._weatherPowerTarget; + } +}; + +Game_Screen.prototype.update = function () { + this.updateFadeOut(); + this.updateFadeIn(); + this.updateTone(); + this.updateFlash(); + this.updateShake(); + this.updateZoom(); + this.updateWeather(); + this.updatePictures(); +}; + +Game_Screen.prototype.updateFadeOut = function () { + if (this._fadeOutDuration > 0) { + var d = this._fadeOutDuration; + this._brightness = (this._brightness * (d - 1)) / d; + this._fadeOutDuration--; + } +}; + +Game_Screen.prototype.updateFadeIn = function () { + if (this._fadeInDuration > 0) { + var d = this._fadeInDuration; + this._brightness = (this._brightness * (d - 1) + 255) / d; + this._fadeInDuration--; + } +}; + +Game_Screen.prototype.updateTone = function () { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Screen.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration; + this._flashColor[3] *= (d - 1) / d; + this._flashDuration--; + } +}; + +Game_Screen.prototype.updateShake = function () { + if (this._shakeDuration > 0 || this._shake !== 0) { + var delta = (this._shakePower * this._shakeSpeed * this._shakeDirection) / 10; + if (this._shakeDuration <= 1 && this._shake * (this._shake + delta) < 0) { + this._shake = 0; + } else { + this._shake += delta; + } + if (this._shake > this._shakePower * 2) { + this._shakeDirection = -1; + } + if (this._shake < - this._shakePower * 2) { + this._shakeDirection = 1; + } + this._shakeDuration--; + } +}; + +Game_Screen.prototype.updateZoom = function () { + if (this._zoomDuration > 0) { + var d = this._zoomDuration; + var t = this._zoomScaleTarget; + this._zoomScale = (this._zoomScale * (d - 1) + t) / d; + this._zoomDuration--; + } +}; + +Game_Screen.prototype.updateWeather = function () { + if (this._weatherDuration > 0) { + var d = this._weatherDuration; + var t = this._weatherPowerTarget; + this._weatherPower = (this._weatherPower * (d - 1) + t) / d; + this._weatherDuration--; + if (this._weatherDuration === 0 && this._weatherPowerTarget === 0) { + this._weatherType = 'none'; + } + } +}; + +Game_Screen.prototype.updatePictures = function () { + this._pictures.forEach(function (picture) { + if (picture) { + picture.update(); + } + }); +}; + +Game_Screen.prototype.startFlashForDamage = function () { + this.startFlash([255, 0, 0, 128], 8); +}; + +Game_Screen.prototype.showPicture = function (pictureId, name, origin, x, y, + scaleX, scaleY, opacity, blendMode) { + var realPictureId = this.realPictureId(pictureId); + var picture = new Game_Picture(); + picture.show(name, origin, x, y, scaleX, scaleY, opacity, blendMode); + this._pictures[realPictureId] = picture; +}; + +Game_Screen.prototype.movePicture = function (pictureId, origin, x, y, scaleX, + scaleY, opacity, blendMode, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.move(origin, x, y, scaleX, scaleY, opacity, blendMode, duration); + } +}; + +Game_Screen.prototype.rotatePicture = function (pictureId, speed) { + var picture = this.picture(pictureId); + if (picture) { + picture.rotate(speed); + } +}; + +Game_Screen.prototype.tintPicture = function (pictureId, tone, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.tint(tone, duration); + } +}; + +Game_Screen.prototype.erasePicture = function (pictureId) { + var realPictureId = this.realPictureId(pictureId); + this._pictures[realPictureId] = null; +}; + +//----------------------------------------------------------------------------- +// Game_Picture +// +// The game object class for a picture. + +function Game_Picture() { + this.initialize.apply(this, arguments); +} + +Game_Picture.prototype.initialize = function () { + this.initBasic(); + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.name = function () { + return this._name; +}; + +Game_Picture.prototype.origin = function () { + return this._origin; +}; + +Game_Picture.prototype.x = function () { + return this._x; +}; + +Game_Picture.prototype.y = function () { + return this._y; +}; + +Game_Picture.prototype.scaleX = function () { + return this._scaleX; +}; + +Game_Picture.prototype.scaleY = function () { + return this._scaleY; +}; + +Game_Picture.prototype.opacity = function () { + return this._opacity; +}; + +Game_Picture.prototype.blendMode = function () { + return this._blendMode; +}; + +Game_Picture.prototype.tone = function () { + return this._tone; +}; + +Game_Picture.prototype.angle = function () { + return this._angle; +}; + +Game_Picture.prototype.initBasic = function () { + this._name = ''; + this._origin = 0; + this._x = 0; + this._y = 0; + this._scaleX = 100; + this._scaleY = 100; + this._opacity = 255; + this._blendMode = 0; +}; + +Game_Picture.prototype.initTarget = function () { + this._targetX = this._x; + this._targetY = this._y; + this._targetScaleX = this._scaleX; + this._targetScaleY = this._scaleY; + this._targetOpacity = this._opacity; + this._duration = 0; +}; + +Game_Picture.prototype.initTone = function () { + this._tone = null; + this._toneTarget = null; + this._toneDuration = 0; +}; + +Game_Picture.prototype.initRotation = function () { + this._angle = 0; + this._rotationSpeed = 0; +}; + +Game_Picture.prototype.show = function (name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + this._name = name; + this._origin = origin; + this._x = x; + this._y = y; + this._scaleX = scaleX; + this._scaleY = scaleY; + this._opacity = opacity; + this._blendMode = blendMode; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.move = function (origin, x, y, scaleX, scaleY, + opacity, blendMode, duration) { + this._origin = origin; + this._targetX = x; + this._targetY = y; + this._targetScaleX = scaleX; + this._targetScaleY = scaleY; + this._targetOpacity = opacity; + this._blendMode = blendMode; + this._duration = duration; +}; + +Game_Picture.prototype.rotate = function (speed) { + this._rotationSpeed = speed; +}; + +Game_Picture.prototype.tint = function (tone, duration) { + if (!this._tone) { + this._tone = [0, 0, 0, 0]; + } + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Picture.prototype.erase = function () { + this._name = ''; + this._origin = 0; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.update = function () { + this.updateMove(); + this.updateTone(); + this.updateRotation(); +}; + +Game_Picture.prototype.updateMove = function () { + if (this._duration > 0) { + var d = this._duration; + this._x = (this._x * (d - 1) + this._targetX) / d; + this._y = (this._y * (d - 1) + this._targetY) / d; + this._scaleX = (this._scaleX * (d - 1) + this._targetScaleX) / d; + this._scaleY = (this._scaleY * (d - 1) + this._targetScaleY) / d; + this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d; + this._duration--; + } +}; + +Game_Picture.prototype.updateTone = function () { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Picture.prototype.updateRotation = function () { + if (this._rotationSpeed !== 0) { + this._angle += this._rotationSpeed / 2; + } +}; + +//----------------------------------------------------------------------------- +// Game_Item +// +// The game object class for handling skills, items, weapons, and armor. It is +// required because save data should not include the database object itself. + +function Game_Item() { + this.initialize.apply(this, arguments); +} + +Game_Item.prototype.initialize = function (item) { + this._dataClass = ''; + this._itemId = 0; + if (item) { + this.setObject(item); + } +}; + +Game_Item.prototype.isSkill = function () { + return this._dataClass === 'skill'; +}; + +Game_Item.prototype.isItem = function () { + return this._dataClass === 'item'; +}; + +Game_Item.prototype.isUsableItem = function () { + return this.isSkill() || this.isItem(); +}; + +Game_Item.prototype.isWeapon = function () { + return this._dataClass === 'weapon'; +}; + +Game_Item.prototype.isArmor = function () { + return this._dataClass === 'armor'; +}; + +Game_Item.prototype.isEquipItem = function () { + return this.isWeapon() || this.isArmor(); +}; + +Game_Item.prototype.isNull = function () { + return this._dataClass === ''; +}; + +Game_Item.prototype.itemId = function () { + return this._itemId; +}; + +Game_Item.prototype.object = function () { + if (this.isSkill()) { + return $dataSkills[this._itemId]; + } else if (this.isItem()) { + return $dataItems[this._itemId]; + } else if (this.isWeapon()) { + return $dataWeapons[this._itemId]; + } else if (this.isArmor()) { + return $dataArmors[this._itemId]; + } else { + return null; + } +}; + +Game_Item.prototype.setObject = function (item) { + if (DataManager.isSkill(item)) { + this._dataClass = 'skill'; + } else if (DataManager.isItem(item)) { + this._dataClass = 'item'; + } else if (DataManager.isWeapon(item)) { + this._dataClass = 'weapon'; + } else if (DataManager.isArmor(item)) { + this._dataClass = 'armor'; + } else { + this._dataClass = ''; + } + this._itemId = item ? item.id : 0; +}; + +Game_Item.prototype.setEquip = function (isWeapon, itemId) { + this._dataClass = isWeapon ? 'weapon' : 'armor'; + this._itemId = itemId; +}; + +//----------------------------------------------------------------------------- +// Game_Action +// +// The game object class for a battle action. + +function Game_Action() { + this.initialize.apply(this, arguments); +} + +Game_Action.EFFECT_RECOVER_HP = 11; +Game_Action.EFFECT_RECOVER_MP = 12; +Game_Action.EFFECT_GAIN_TP = 13; +Game_Action.EFFECT_ADD_STATE = 21; +Game_Action.EFFECT_REMOVE_STATE = 22; +Game_Action.EFFECT_ADD_BUFF = 31; +Game_Action.EFFECT_ADD_DEBUFF = 32; +Game_Action.EFFECT_REMOVE_BUFF = 33; +Game_Action.EFFECT_REMOVE_DEBUFF = 34; +Game_Action.EFFECT_SPECIAL = 41; +Game_Action.EFFECT_GROW = 42; +Game_Action.EFFECT_LEARN_SKILL = 43; +Game_Action.EFFECT_COMMON_EVENT = 44; +Game_Action.SPECIAL_EFFECT_ESCAPE = 0; +Game_Action.HITTYPE_CERTAIN = 0; +Game_Action.HITTYPE_PHYSICAL = 1; +Game_Action.HITTYPE_MAGICAL = 2; + +Game_Action.prototype.initialize = function (subject, forcing) { + this._subjectActorId = 0; + this._subjectEnemyIndex = -1; + this._forcing = forcing || false; + this.setSubject(subject); + this.clear(); +}; + +Game_Action.prototype.clear = function () { + this._item = new Game_Item(); + this._targetIndex = -1; +}; + +Game_Action.prototype.setSubject = function (subject) { + if (subject.isActor()) { + this._subjectActorId = subject.actorId(); + this._subjectEnemyIndex = -1; + } else { + this._subjectEnemyIndex = subject.index(); + this._subjectActorId = 0; + } +}; + +Game_Action.prototype.subject = function () { + if (this._subjectActorId > 0) { + return $gameActors.actor(this._subjectActorId); + } else { + return $gameTroop.members()[this._subjectEnemyIndex]; + } +}; + +Game_Action.prototype.friendsUnit = function () { + return this.subject().friendsUnit(); +}; + +Game_Action.prototype.opponentsUnit = function () { + return this.subject().opponentsUnit(); +}; + +Game_Action.prototype.setEnemyAction = function (action) { + if (action) { + this.setSkill(action.skillId); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setAttack = function () { + this.setSkill(this.subject().attackSkillId()); +}; + +Game_Action.prototype.setGuard = function () { + this.setSkill(this.subject().guardSkillId()); +}; + +Game_Action.prototype.setSkill = function (skillId) { + this._item.setObject($dataSkills[skillId]); +}; + +Game_Action.prototype.setItem = function (itemId) { + this._item.setObject($dataItems[itemId]); +}; + +Game_Action.prototype.setItemObject = function (object) { + this._item.setObject(object); +}; + +Game_Action.prototype.setTarget = function (targetIndex) { + this._targetIndex = targetIndex; +}; + +Game_Action.prototype.item = function () { + return this._item.object(); +}; + +Game_Action.prototype.isSkill = function () { + return this._item.isSkill(); +}; + +Game_Action.prototype.isItem = function () { + return this._item.isItem(); +}; + +Game_Action.prototype.numRepeats = function () { + var repeats = this.item().repeats; + if (this.isAttack()) { + repeats += this.subject().attackTimesAdd(); + } + return Math.floor(repeats); +}; + +Game_Action.prototype.checkItemScope = function (list) { + return list.contains(this.item().scope); +}; + +Game_Action.prototype.isForOpponent = function () { + return this.checkItemScope([1, 2, 3, 4, 5, 6]); +}; + +Game_Action.prototype.isForFriend = function () { + return this.checkItemScope([7, 8, 9, 10, 11]); +}; + +Game_Action.prototype.isForDeadFriend = function () { + return this.checkItemScope([9, 10]); +}; + +Game_Action.prototype.isForUser = function () { + return this.checkItemScope([11]); +}; + +Game_Action.prototype.isForOne = function () { + return this.checkItemScope([1, 3, 7, 9, 11]); +}; + +Game_Action.prototype.isForRandom = function () { + return this.checkItemScope([3, 4, 5, 6]); +}; + +Game_Action.prototype.isForAll = function () { + return this.checkItemScope([2, 8, 10]); +}; + +Game_Action.prototype.needsSelection = function () { + return this.checkItemScope([1, 7, 9]); +}; + +Game_Action.prototype.numTargets = function () { + return this.isForRandom() ? this.item().scope - 2 : 0; +}; + +Game_Action.prototype.checkDamageType = function (list) { + return list.contains(this.item().damage.type); +}; + +Game_Action.prototype.isHpEffect = function () { + return this.checkDamageType([1, 3, 5]); +}; + +Game_Action.prototype.isMpEffect = function () { + return this.checkDamageType([2, 4, 6]); +}; + +Game_Action.prototype.isDamage = function () { + return this.checkDamageType([1, 2]); +}; + +Game_Action.prototype.isRecover = function () { + return this.checkDamageType([3, 4]); +}; + +Game_Action.prototype.isDrain = function () { + return this.checkDamageType([5, 6]); +}; + +Game_Action.prototype.isHpRecover = function () { + return this.checkDamageType([3]); +}; + +Game_Action.prototype.isMpRecover = function () { + return this.checkDamageType([4]); +}; + +Game_Action.prototype.isCertainHit = function () { + return this.item().hitType === Game_Action.HITTYPE_CERTAIN; +}; + +Game_Action.prototype.isPhysical = function () { + return this.item().hitType === Game_Action.HITTYPE_PHYSICAL; +}; + +Game_Action.prototype.isMagical = function () { + return this.item().hitType === Game_Action.HITTYPE_MAGICAL; +}; + +Game_Action.prototype.isAttack = function () { + return this.item() === $dataSkills[this.subject().attackSkillId()]; +}; + +Game_Action.prototype.isGuard = function () { + return this.item() === $dataSkills[this.subject().guardSkillId()]; +}; + +Game_Action.prototype.isMagicSkill = function () { + if (this.isSkill()) { + return $dataSystem.magicSkills.contains(this.item().stypeId); + } else { + return false; + } +}; + +Game_Action.prototype.decideRandomTarget = function () { + var target; + if (this.isForDeadFriend()) { + target = this.friendsUnit().randomDeadTarget(); + } else if (this.isForFriend()) { + target = this.friendsUnit().randomTarget(); + } else { + target = this.opponentsUnit().randomTarget(); + } + if (target) { + this._targetIndex = target.index(); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setConfusion = function () { + this.setAttack(); +}; + +Game_Action.prototype.prepare = function () { + if (this.subject().isConfused() && !this._forcing) { + this.setConfusion(); + } +}; + +Game_Action.prototype.isValid = function () { + return (this._forcing && this.item()) || this.subject().canUse(this.item()); +}; + +Game_Action.prototype.speed = function () { + var agi = this.subject().agi; + var speed = agi + Math.randomInt(Math.floor(5 + agi / 4)); + if (this.item()) { + speed += this.item().speed; + } + if (this.isAttack()) { + speed += this.subject().attackSpeed(); + } + return speed; +}; + +Game_Action.prototype.makeTargets = function () { + var targets = []; + if (!this._forcing && this.subject().isConfused()) { + targets = [this.confusionTarget()]; + } else if (this.isForOpponent()) { + targets = this.targetsForOpponents(); + } else if (this.isForFriend()) { + targets = this.targetsForFriends(); + } + return this.repeatTargets(targets); +}; + +Game_Action.prototype.repeatTargets = function (targets) { + var repeatedTargets = []; + var repeats = this.numRepeats(); + for (var i = 0; i < targets.length; i++) { + var target = targets[i]; + if (target) { + for (var j = 0; j < repeats; j++) { + repeatedTargets.push(target); + } + } + } + return repeatedTargets; +}; + +Game_Action.prototype.confusionTarget = function () { + switch (this.subject().confusionLevel()) { + case 1: + return this.opponentsUnit().randomTarget(); + case 2: + if (Math.randomInt(2) === 0) { + return this.opponentsUnit().randomTarget(); + } + return this.friendsUnit().randomTarget(); + default: + return this.friendsUnit().randomTarget(); + } +}; + +Game_Action.prototype.targetsForOpponents = function () { + var targets = []; + var unit = this.opponentsUnit(); + if (this.isForRandom()) { + for (var i = 0; i < this.numTargets(); i++) { + targets.push(unit.randomTarget()); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.targetsForFriends = function () { + var targets = []; + var unit = this.friendsUnit(); + if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + if (this.isForOne()) { + targets.push(unit.smoothDeadTarget(this._targetIndex)); + } else { + targets = unit.deadMembers(); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.evaluate = function () { + var value = 0; + this.itemTargetCandidates().forEach(function (target) { + var targetValue = this.evaluateWithTarget(target); + if (this.isForAll()) { + value += targetValue; + } else if (targetValue > value) { + value = targetValue; + this._targetIndex = target.index(); + } + }, this); + value *= this.numRepeats(); + if (value > 0) { + value += Math.random(); + } + return value; +}; + +Game_Action.prototype.itemTargetCandidates = function () { + if (!this.isValid()) { + return []; + } else if (this.isForOpponent()) { + return this.opponentsUnit().aliveMembers(); + } else if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + return this.friendsUnit().deadMembers(); + } else { + return this.friendsUnit().aliveMembers(); + } +}; + +Game_Action.prototype.evaluateWithTarget = function (target) { + if (this.isHpEffect()) { + var value = this.makeDamageValue(target, false); + if (this.isForOpponent()) { + return value / Math.max(target.hp, 1); + } else { + var recovery = Math.min(-value, target.mhp - target.hp); + return recovery / target.mhp; + } + } +}; + +Game_Action.prototype.testApply = function (target) { + return (this.isForDeadFriend() === target.isDead() && + ($gameParty.inBattle() || this.isForOpponent() || + (this.isHpRecover() && target.hp < target.mhp) || + (this.isMpRecover() && target.mp < target.mmp) || + (this.hasItemAnyValidEffects(target)))); +}; + +Game_Action.prototype.hasItemAnyValidEffects = function (target) { + return this.item().effects.some(function (effect) { + return this.testItemEffect(target, effect); + }, this); +}; + +Game_Action.prototype.testItemEffect = function (target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + return target.hp < target.mhp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_RECOVER_MP: + return target.mp < target.mmp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_ADD_STATE: + return !target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_STATE: + return target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_ADD_BUFF: + return !target.isMaxBuffAffected(effect.dataId); + case Game_Action.EFFECT_ADD_DEBUFF: + return !target.isMaxDebuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_BUFF: + return target.isBuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_DEBUFF: + return target.isDebuffAffected(effect.dataId); + case Game_Action.EFFECT_LEARN_SKILL: + return target.isActor() && !target.isLearnedSkill(effect.dataId); + default: + return true; + } +}; + +Game_Action.prototype.itemCnt = function (target) { + if (this.isPhysical() && target.canMove()) { + return target.cnt; + } else { + return 0; + } +}; + +Game_Action.prototype.itemMrf = function (target) { + if (this.isMagical()) { + return target.mrf; + } else { + return 0; + } +}; + +Game_Action.prototype.itemHit = function (target) { + if (this.isPhysical()) { + return this.item().successRate * 0.01 * this.subject().hit; + } else { + return this.item().successRate * 0.01; + } +}; + +Game_Action.prototype.itemEva = function (target) { + if (this.isPhysical()) { + return target.eva; + } else if (this.isMagical()) { + return target.mev; + } else { + return 0; + } +}; + +Game_Action.prototype.itemCri = function (target) { + return this.item().damage.critical ? this.subject().cri * (1 - target.cev) : 0; +}; + +Game_Action.prototype.apply = function (target) { + var result = target.result(); + this.subject().clearResult(); + result.clear(); + result.used = this.testApply(target); + result.missed = (result.used && Math.random() >= this.itemHit(target)); + result.evaded = (!result.missed && Math.random() < this.itemEva(target)); + result.physical = this.isPhysical(); + result.drain = this.isDrain(); + if (result.isHit()) { + if (this.item().damage.type > 0) { + result.critical = (Math.random() < this.itemCri(target)); + var value = this.makeDamageValue(target, result.critical); + this.executeDamage(target, value); + } + this.item().effects.forEach(function (effect) { + this.applyItemEffect(target, effect); + }, this); + this.applyItemUserEffect(target); + } +}; + +Game_Action.prototype.makeDamageValue = function (target, critical) { + var item = this.item(); + var baseValue = this.evalDamageFormula(target); + var value = baseValue * this.calcElementRate(target); + if (this.isPhysical()) { + value *= target.pdr; + } + if (this.isMagical()) { + value *= target.mdr; + } + if (baseValue < 0) { + value *= target.rec; + } + if (critical) { + value = this.applyCritical(value); + } + value = this.applyVariance(value, item.damage.variance); + value = this.applyGuard(value, target); + value = Math.round(value); + return value; +}; + +Game_Action.prototype.evalDamageFormula = function (target) { + try { + var item = this.item(); + var a = this.subject(); + var b = target; + var v = $gameVariables._data; + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + var value = Math.max(eval(item.damage.formula), 0) * sign; + if (isNaN(value)) value = 0; + return value; + } catch (e) { + return 0; + } +}; + +Game_Action.prototype.calcElementRate = function (target) { + if (this.item().damage.elementId < 0) { + return this.elementsMaxRate(target, this.subject().attackElements()); + } else { + return target.elementRate(this.item().damage.elementId); + } +}; + +Game_Action.prototype.elementsMaxRate = function (target, elements) { + if (elements.length > 0) { + return Math.max.apply(null, elements.map(function (elementId) { + return target.elementRate(elementId); + }, this)); + } else { + return 1; + } +}; + +Game_Action.prototype.applyCritical = function (damage) { + return damage * 3; +}; + +Game_Action.prototype.applyVariance = function (damage, variance) { + var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0)); + var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp; + return damage >= 0 ? damage + v : damage - v; +}; + +Game_Action.prototype.applyGuard = function (damage, target) { + return damage / (damage > 0 && target.isGuard() ? 2 * target.grd : 1); +}; + +Game_Action.prototype.executeDamage = function (target, value) { + var result = target.result(); + if (value === 0) { + result.critical = false; + } + if (this.isHpEffect()) { + this.executeHpDamage(target, value); + } + if (this.isMpEffect()) { + this.executeMpDamage(target, value); + } +}; + +Game_Action.prototype.executeHpDamage = function (target, value) { + if (this.isDrain()) { + value = Math.min(target.hp, value); + } + this.makeSuccess(target); + target.gainHp(-value); + if (value > 0) { + target.onDamage(value); + } + this.gainDrainedHp(value); +}; + +Game_Action.prototype.executeMpDamage = function (target, value) { + if (!this.isMpRecover()) { + value = Math.min(target.mp, value); + } + if (value !== 0) { + this.makeSuccess(target); + } + target.gainMp(-value); + this.gainDrainedMp(value); +}; + +Game_Action.prototype.gainDrainedHp = function (value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainHp(value); + } +}; + +Game_Action.prototype.gainDrainedMp = function (value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainMp(value); + } +}; + +Game_Action.prototype.applyItemEffect = function (target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + this.itemEffectRecoverHp(target, effect); + break; + case Game_Action.EFFECT_RECOVER_MP: + this.itemEffectRecoverMp(target, effect); + break; + case Game_Action.EFFECT_GAIN_TP: + this.itemEffectGainTp(target, effect); + break; + case Game_Action.EFFECT_ADD_STATE: + this.itemEffectAddState(target, effect); + break; + case Game_Action.EFFECT_REMOVE_STATE: + this.itemEffectRemoveState(target, effect); + break; + case Game_Action.EFFECT_ADD_BUFF: + this.itemEffectAddBuff(target, effect); + break; + case Game_Action.EFFECT_ADD_DEBUFF: + this.itemEffectAddDebuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_BUFF: + this.itemEffectRemoveBuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_DEBUFF: + this.itemEffectRemoveDebuff(target, effect); + break; + case Game_Action.EFFECT_SPECIAL: + this.itemEffectSpecial(target, effect); + break; + case Game_Action.EFFECT_GROW: + this.itemEffectGrow(target, effect); + break; + case Game_Action.EFFECT_LEARN_SKILL: + this.itemEffectLearnSkill(target, effect); + break; + case Game_Action.EFFECT_COMMON_EVENT: + this.itemEffectCommonEvent(target, effect); + break; + } +}; + +Game_Action.prototype.itemEffectRecoverHp = function (target, effect) { + var value = (target.mhp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainHp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRecoverMp = function (target, effect) { + var value = (target.mmp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainMp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGainTp = function (target, effect) { + var value = Math.floor(effect.value1); + if (value !== 0) { + target.gainTp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddState = function (target, effect) { + if (effect.dataId === 0) { + this.itemEffectAddAttackState(target, effect); + } else { + this.itemEffectAddNormalState(target, effect); + } +}; + +Game_Action.prototype.itemEffectAddAttackState = function (target, effect) { + this.subject().attackStates().forEach(function (stateId) { + var chance = effect.value1; + chance *= target.stateRate(stateId); + chance *= this.subject().attackStatesRate(stateId); + chance *= this.lukEffectRate(target); + if (Math.random() < chance) { + target.addState(stateId); + this.makeSuccess(target); + } + }.bind(this), target); +}; + +Game_Action.prototype.itemEffectAddNormalState = function (target, effect) { + var chance = effect.value1; + if (!this.isCertainHit()) { + chance *= target.stateRate(effect.dataId); + chance *= this.lukEffectRate(target); + } + if (Math.random() < chance) { + target.addState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveState = function (target, effect) { + var chance = effect.value1; + if (Math.random() < chance) { + target.removeState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddBuff = function (target, effect) { + target.addBuff(effect.dataId, effect.value1); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectAddDebuff = function (target, effect) { + var chance = target.debuffRate(effect.dataId) * this.lukEffectRate(target); + if (Math.random() < chance) { + target.addDebuff(effect.dataId, effect.value1); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveBuff = function (target, effect) { + if (target.isBuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveDebuff = function (target, effect) { + if (target.isDebuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectSpecial = function (target, effect) { + if (effect.dataId === Game_Action.SPECIAL_EFFECT_ESCAPE) { + target.escape(); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGrow = function (target, effect) { + target.addParam(effect.dataId, Math.floor(effect.value1)); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectLearnSkill = function (target, effect) { + if (target.isActor()) { + target.learnSkill(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectCommonEvent = function (target, effect) { +}; + +Game_Action.prototype.makeSuccess = function (target) { + target.result().success = true; +}; + +Game_Action.prototype.applyItemUserEffect = function (target) { + var value = Math.floor(this.item().tpGain * this.subject().tcr); + this.subject().gainSilentTp(value); +}; + +Game_Action.prototype.lukEffectRate = function (target) { + return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0); +}; + +Game_Action.prototype.applyGlobal = function () { + this.item().effects.forEach(function (effect) { + if (effect.code === Game_Action.EFFECT_COMMON_EVENT) { + $gameTemp.reserveCommonEvent(effect.dataId); + } + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_ActionResult +// +// The game object class for a result of a battle action. For convinience, all +// member variables in this class are public. + +function Game_ActionResult() { + this.initialize.apply(this, arguments); +} + +Game_ActionResult.prototype.initialize = function () { + this.clear(); +}; + +Game_ActionResult.prototype.clear = function () { + this.used = false; + this.missed = false; + this.evaded = false; + this.physical = false; + this.drain = false; + this.critical = false; + this.success = false; + this.hpAffected = false; + this.hpDamage = 0; + this.mpDamage = 0; + this.tpDamage = 0; + this.addedStates = []; + this.removedStates = []; + this.addedBuffs = []; + this.addedDebuffs = []; + this.removedBuffs = []; +}; + +Game_ActionResult.prototype.addedStateObjects = function () { + return this.addedStates.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.removedStateObjects = function () { + return this.removedStates.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.isStatusAffected = function () { + return (this.addedStates.length > 0 || this.removedStates.length > 0 || + this.addedBuffs.length > 0 || this.addedDebuffs.length > 0 || + this.removedBuffs.length > 0); +}; + +Game_ActionResult.prototype.isHit = function () { + return this.used && !this.missed && !this.evaded; +}; + +Game_ActionResult.prototype.isStateAdded = function (stateId) { + return this.addedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushAddedState = function (stateId) { + if (!this.isStateAdded(stateId)) { + this.addedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isStateRemoved = function (stateId) { + return this.removedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushRemovedState = function (stateId) { + if (!this.isStateRemoved(stateId)) { + this.removedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isBuffAdded = function (paramId) { + return this.addedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedBuff = function (paramId) { + if (!this.isBuffAdded(paramId)) { + this.addedBuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isDebuffAdded = function (paramId) { + return this.addedDebuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedDebuff = function (paramId) { + if (!this.isDebuffAdded(paramId)) { + this.addedDebuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isBuffRemoved = function (paramId) { + return this.removedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushRemovedBuff = function (paramId) { + if (!this.isBuffRemoved(paramId)) { + this.removedBuffs.push(paramId); + } +}; + +//----------------------------------------------------------------------------- +// Game_BattlerBase +// +// The superclass of Game_Battler. It mainly contains parameters calculation. + +function Game_BattlerBase() { + this.initialize.apply(this, arguments); +} + +Game_BattlerBase.TRAIT_ELEMENT_RATE = 11; +Game_BattlerBase.TRAIT_DEBUFF_RATE = 12; +Game_BattlerBase.TRAIT_STATE_RATE = 13; +Game_BattlerBase.TRAIT_STATE_RESIST = 14; +Game_BattlerBase.TRAIT_PARAM = 21; +Game_BattlerBase.TRAIT_XPARAM = 22; +Game_BattlerBase.TRAIT_SPARAM = 23; +Game_BattlerBase.TRAIT_ATTACK_ELEMENT = 31; +Game_BattlerBase.TRAIT_ATTACK_STATE = 32; +Game_BattlerBase.TRAIT_ATTACK_SPEED = 33; +Game_BattlerBase.TRAIT_ATTACK_TIMES = 34; +Game_BattlerBase.TRAIT_STYPE_ADD = 41; +Game_BattlerBase.TRAIT_STYPE_SEAL = 42; +Game_BattlerBase.TRAIT_SKILL_ADD = 43; +Game_BattlerBase.TRAIT_SKILL_SEAL = 44; +Game_BattlerBase.TRAIT_EQUIP_WTYPE = 51; +Game_BattlerBase.TRAIT_EQUIP_ATYPE = 52; +Game_BattlerBase.TRAIT_EQUIP_LOCK = 53; +Game_BattlerBase.TRAIT_EQUIP_SEAL = 54; +Game_BattlerBase.TRAIT_SLOT_TYPE = 55; +Game_BattlerBase.TRAIT_ACTION_PLUS = 61; +Game_BattlerBase.TRAIT_SPECIAL_FLAG = 62; +Game_BattlerBase.TRAIT_COLLAPSE_TYPE = 63; +Game_BattlerBase.TRAIT_PARTY_ABILITY = 64; +Game_BattlerBase.FLAG_ID_AUTO_BATTLE = 0; +Game_BattlerBase.FLAG_ID_GUARD = 1; +Game_BattlerBase.FLAG_ID_SUBSTITUTE = 2; +Game_BattlerBase.FLAG_ID_PRESERVE_TP = 3; +Game_BattlerBase.ICON_BUFF_START = 32; +Game_BattlerBase.ICON_DEBUFF_START = 48; + +Object.defineProperties(Game_BattlerBase.prototype, { + // Hit Points + hp: { get: function () { return this._hp; }, configurable: true }, + // Magic Points + mp: { get: function () { return this._mp; }, configurable: true }, + // Tactical Points + tp: { get: function () { return this._tp; }, configurable: true }, + // Maximum Hit Points + mhp: { get: function () { return this.param(0); }, configurable: true }, + // Maximum Magic Points + mmp: { get: function () { return this.param(1); }, configurable: true }, + // ATtacK power + atk: { get: function () { return this.param(2); }, configurable: true }, + // DEFense power + def: { get: function () { return this.param(3); }, configurable: true }, + // Magic ATtack power + mat: { get: function () { return this.param(4); }, configurable: true }, + // Magic DeFense power + mdf: { get: function () { return this.param(5); }, configurable: true }, + // AGIlity + agi: { get: function () { return this.param(6); }, configurable: true }, + // LUcK + luk: { get: function () { return this.param(7); }, configurable: true }, + // HIT rate + hit: { get: function () { return this.xparam(0); }, configurable: true }, + // EVAsion rate + eva: { get: function () { return this.xparam(1); }, configurable: true }, + // CRItical rate + cri: { get: function () { return this.xparam(2); }, configurable: true }, + // Critical EVasion rate + cev: { get: function () { return this.xparam(3); }, configurable: true }, + // Magic EVasion rate + mev: { get: function () { return this.xparam(4); }, configurable: true }, + // Magic ReFlection rate + mrf: { get: function () { return this.xparam(5); }, configurable: true }, + // CouNTer attack rate + cnt: { get: function () { return this.xparam(6); }, configurable: true }, + // Hp ReGeneration rate + hrg: { get: function () { return this.xparam(7); }, configurable: true }, + // Mp ReGeneration rate + mrg: { get: function () { return this.xparam(8); }, configurable: true }, + // Tp ReGeneration rate + trg: { get: function () { return this.xparam(9); }, configurable: true }, + // TarGet Rate + tgr: { get: function () { return this.sparam(0); }, configurable: true }, + // GuaRD effect rate + grd: { get: function () { return this.sparam(1); }, configurable: true }, + // RECovery effect rate + rec: { get: function () { return this.sparam(2); }, configurable: true }, + // PHArmacology + pha: { get: function () { return this.sparam(3); }, configurable: true }, + // Mp Cost Rate + mcr: { get: function () { return this.sparam(4); }, configurable: true }, + // Tp Charge Rate + tcr: { get: function () { return this.sparam(5); }, configurable: true }, + // Physical Damage Rate + pdr: { get: function () { return this.sparam(6); }, configurable: true }, + // Magical Damage Rate + mdr: { get: function () { return this.sparam(7); }, configurable: true }, + // Floor Damage Rate + fdr: { get: function () { return this.sparam(8); }, configurable: true }, + // EXperience Rate + exr: { get: function () { return this.sparam(9); }, configurable: true } +}); + +Game_BattlerBase.prototype.initialize = function () { + this.initMembers(); +}; + +Game_BattlerBase.prototype.initMembers = function () { + this._hp = 1; + this._mp = 0; + this._tp = 0; + this._hidden = false; + this.clearParamPlus(); + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.clearParamPlus = function () { + this._paramPlus = [0, 0, 0, 0, 0, 0, 0, 0]; +}; + +Game_BattlerBase.prototype.clearStates = function () { + this._states = []; + this._stateTurns = {}; +}; + +Game_BattlerBase.prototype.eraseState = function (stateId) { + var index = this._states.indexOf(stateId); + if (index >= 0) { + this._states.splice(index, 1); + } + delete this._stateTurns[stateId]; +}; + +Game_BattlerBase.prototype.isStateAffected = function (stateId) { + return this._states.contains(stateId); +}; + +Game_BattlerBase.prototype.isDeathStateAffected = function () { + return this.isStateAffected(this.deathStateId()); +}; + +Game_BattlerBase.prototype.deathStateId = function () { + return 1; +}; + +Game_BattlerBase.prototype.resetStateCounts = function (stateId) { + var state = $dataStates[stateId]; + var variance = 1 + Math.max(state.maxTurns - state.minTurns, 0); + this._stateTurns[stateId] = state.minTurns + Math.randomInt(variance); +}; + +Game_BattlerBase.prototype.isStateExpired = function (stateId) { + return this._stateTurns[stateId] === 0; +}; + +Game_BattlerBase.prototype.updateStateTurns = function () { + this._states.forEach(function (stateId) { + if (this._stateTurns[stateId] > 0) { + this._stateTurns[stateId]--; + } + }, this); +}; + +Game_BattlerBase.prototype.clearBuffs = function () { + this._buffs = [0, 0, 0, 0, 0, 0, 0, 0]; + this._buffTurns = [0, 0, 0, 0, 0, 0, 0, 0]; +}; + +Game_BattlerBase.prototype.eraseBuff = function (paramId) { + this._buffs[paramId] = 0; + this._buffTurns[paramId] = 0; +}; + +Game_BattlerBase.prototype.buffLength = function () { + return this._buffs.length; +}; + +Game_BattlerBase.prototype.buff = function (paramId) { + return this._buffs[paramId]; +}; + +Game_BattlerBase.prototype.isBuffAffected = function (paramId) { + return this._buffs[paramId] > 0; +}; + +Game_BattlerBase.prototype.isDebuffAffected = function (paramId) { + return this._buffs[paramId] < 0; +}; + +Game_BattlerBase.prototype.isBuffOrDebuffAffected = function (paramId) { + return this._buffs[paramId] !== 0; +}; + +Game_BattlerBase.prototype.isMaxBuffAffected = function (paramId) { + return this._buffs[paramId] === 2; +}; + +Game_BattlerBase.prototype.isMaxDebuffAffected = function (paramId) { + return this._buffs[paramId] === -2; +}; + +Game_BattlerBase.prototype.increaseBuff = function (paramId) { + if (!this.isMaxBuffAffected(paramId)) { + this._buffs[paramId]++; + } +}; + +Game_BattlerBase.prototype.decreaseBuff = function (paramId) { + if (!this.isMaxDebuffAffected(paramId)) { + this._buffs[paramId]--; + } +}; + +Game_BattlerBase.prototype.overwriteBuffTurns = function (paramId, turns) { + if (this._buffTurns[paramId] < turns) { + this._buffTurns[paramId] = turns; + } +}; + +Game_BattlerBase.prototype.isBuffExpired = function (paramId) { + return this._buffTurns[paramId] === 0; +}; + +Game_BattlerBase.prototype.updateBuffTurns = function () { + for (var i = 0; i < this._buffTurns.length; i++) { + if (this._buffTurns[i] > 0) { + this._buffTurns[i]--; + } + } +}; + +Game_BattlerBase.prototype.die = function () { + this._hp = 0; + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.revive = function () { + if (this._hp === 0) { + this._hp = 1; + } +}; + +Game_BattlerBase.prototype.states = function () { + return this._states.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_BattlerBase.prototype.stateIcons = function () { + return this.states().map(function (state) { + return state.iconIndex; + }).filter(function (iconIndex) { + return iconIndex > 0; + }); +}; + +Game_BattlerBase.prototype.buffIcons = function () { + var icons = []; + for (var i = 0; i < this._buffs.length; i++) { + if (this._buffs[i] !== 0) { + icons.push(this.buffIconIndex(this._buffs[i], i)); + } + } + return icons; +}; + +Game_BattlerBase.prototype.buffIconIndex = function (buffLevel, paramId) { + if (buffLevel > 0) { + return Game_BattlerBase.ICON_BUFF_START + (buffLevel - 1) * 8 + paramId; + } else if (buffLevel < 0) { + return Game_BattlerBase.ICON_DEBUFF_START + (-buffLevel - 1) * 8 + paramId; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.allIcons = function () { + return this.stateIcons().concat(this.buffIcons()); +}; + +Game_BattlerBase.prototype.traitObjects = function () { + // Returns an array of the all objects having traits. States only here. + return this.states(); +}; + +Game_BattlerBase.prototype.allTraits = function () { + return this.traitObjects().reduce(function (r, obj) { + return r.concat(obj.traits); + }, []); +}; + +Game_BattlerBase.prototype.traits = function (code) { + return this.allTraits().filter(function (trait) { + return trait.code === code; + }); +}; + +Game_BattlerBase.prototype.traitsWithId = function (code, id) { + return this.allTraits().filter(function (trait) { + return trait.code === code && trait.dataId === id; + }); +}; + +Game_BattlerBase.prototype.traitsPi = function (code, id) { + return this.traitsWithId(code, id).reduce(function (r, trait) { + return r * trait.value; + }, 1); +}; + +Game_BattlerBase.prototype.traitsSum = function (code, id) { + return this.traitsWithId(code, id).reduce(function (r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSumAll = function (code) { + return this.traits(code).reduce(function (r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSet = function (code) { + return this.traits(code).reduce(function (r, trait) { + return r.concat(trait.dataId); + }, []); +}; + +Game_BattlerBase.prototype.paramBase = function (paramId) { + return 0; +}; + +Game_BattlerBase.prototype.paramPlus = function (paramId) { + return this._paramPlus[paramId]; +}; + +Game_BattlerBase.prototype.paramMin = function (paramId) { + if (paramId === 1) { + return 0; // MMP + } else { + return 1; + } +}; + +Game_BattlerBase.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return 999999; // MHP + } else if (paramId === 1) { + return 9999; // MMP + } else { + return 999; + } +}; + +Game_BattlerBase.prototype.paramRate = function (paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_PARAM, paramId); +}; + +Game_BattlerBase.prototype.paramBuffRate = function (paramId) { + return this._buffs[paramId] * 0.25 + 1.0; +}; + +Game_BattlerBase.prototype.param = function (paramId) { + var value = this.paramBase(paramId) + this.paramPlus(paramId); + value *= this.paramRate(paramId) * this.paramBuffRate(paramId); + var maxValue = this.paramMax(paramId); + var minValue = this.paramMin(paramId); + return Math.round(value.clamp(minValue, maxValue)); +}; + +Game_BattlerBase.prototype.xparam = function (xparamId) { + return this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId); +}; + +Game_BattlerBase.prototype.sparam = function (sparamId) { + return this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId); +}; + +Game_BattlerBase.prototype.elementRate = function (elementId) { + return this.traitsPi(Game_BattlerBase.TRAIT_ELEMENT_RATE, elementId); +}; + +Game_BattlerBase.prototype.debuffRate = function (paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_DEBUFF_RATE, paramId); +}; + +Game_BattlerBase.prototype.stateRate = function (stateId) { + return this.traitsPi(Game_BattlerBase.TRAIT_STATE_RATE, stateId); +}; + +Game_BattlerBase.prototype.stateResistSet = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_STATE_RESIST); +}; + +Game_BattlerBase.prototype.isStateResist = function (stateId) { + return this.stateResistSet().contains(stateId); +}; + +Game_BattlerBase.prototype.attackElements = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_ELEMENT); +}; + +Game_BattlerBase.prototype.attackStates = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_STATE); +}; + +Game_BattlerBase.prototype.attackStatesRate = function (stateId) { + return this.traitsSum(Game_BattlerBase.TRAIT_ATTACK_STATE, stateId); +}; + +Game_BattlerBase.prototype.attackSpeed = function () { + return this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_SPEED); +}; + +Game_BattlerBase.prototype.attackTimesAdd = function () { + return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES), 0); +}; + +Game_BattlerBase.prototype.addedSkillTypes = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_ADD); +}; + +Game_BattlerBase.prototype.isSkillTypeSealed = function (stypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_SEAL).contains(stypeId); +}; + +Game_BattlerBase.prototype.addedSkills = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_ADD); +}; + +Game_BattlerBase.prototype.isSkillSealed = function (skillId) { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_SEAL).contains(skillId); +}; + +Game_BattlerBase.prototype.isEquipWtypeOk = function (wtypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_WTYPE).contains(wtypeId); +}; + +Game_BattlerBase.prototype.isEquipAtypeOk = function (atypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_ATYPE).contains(atypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeLocked = function (etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_LOCK).contains(etypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeSealed = function (etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_SEAL).contains(etypeId); +}; + +Game_BattlerBase.prototype.slotType = function () { + var set = this.traitsSet(Game_BattlerBase.TRAIT_SLOT_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.isDualWield = function () { + return this.slotType() === 1; +}; + +Game_BattlerBase.prototype.actionPlusSet = function () { + return this.traits(Game_BattlerBase.TRAIT_ACTION_PLUS).map(function (trait) { + return trait.value; + }); +}; + +Game_BattlerBase.prototype.specialFlag = function (flagId) { + return this.traits(Game_BattlerBase.TRAIT_SPECIAL_FLAG).some(function (trait) { + return trait.dataId === flagId; + }); +}; + +Game_BattlerBase.prototype.collapseType = function () { + var set = this.traitsSet(Game_BattlerBase.TRAIT_COLLAPSE_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.partyAbility = function (abilityId) { + return this.traits(Game_BattlerBase.TRAIT_PARTY_ABILITY).some(function (trait) { + return trait.dataId === abilityId; + }); +}; + +Game_BattlerBase.prototype.isAutoBattle = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_AUTO_BATTLE); +}; + +Game_BattlerBase.prototype.isGuard = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_GUARD) && this.canMove(); +}; + +Game_BattlerBase.prototype.isSubstitute = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_SUBSTITUTE) && this.canMove(); +}; + +Game_BattlerBase.prototype.isPreserveTp = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_PRESERVE_TP); +}; + +Game_BattlerBase.prototype.addParam = function (paramId, value) { + this._paramPlus[paramId] += value; + this.refresh(); +}; + +Game_BattlerBase.prototype.setHp = function (hp) { + this._hp = hp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setMp = function (mp) { + this._mp = mp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setTp = function (tp) { + this._tp = tp; + this.refresh(); +}; + +Game_BattlerBase.prototype.maxTp = function () { + return 100; +}; + +Game_BattlerBase.prototype.refresh = function () { + this.stateResistSet().forEach(function (stateId) { + this.eraseState(stateId); + }, this); + this._hp = this._hp.clamp(0, this.mhp); + this._mp = this._mp.clamp(0, this.mmp); + this._tp = this._tp.clamp(0, this.maxTp()); +}; + +Game_BattlerBase.prototype.recoverAll = function () { + this.clearStates(); + this._hp = this.mhp; + this._mp = this.mmp; +}; + +Game_BattlerBase.prototype.hpRate = function () { + return this.hp / this.mhp; +}; + +Game_BattlerBase.prototype.mpRate = function () { + return this.mmp > 0 ? this.mp / this.mmp : 0; +}; + +Game_BattlerBase.prototype.tpRate = function () { + return this.tp / this.maxTp(); +}; + +Game_BattlerBase.prototype.hide = function () { + this._hidden = true; +}; + +Game_BattlerBase.prototype.appear = function () { + this._hidden = false; +}; + +Game_BattlerBase.prototype.isHidden = function () { + return this._hidden; +}; + +Game_BattlerBase.prototype.isAppeared = function () { + return !this.isHidden(); +}; + +Game_BattlerBase.prototype.isDead = function () { + return this.isAppeared() && this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isAlive = function () { + return this.isAppeared() && !this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isDying = function () { + return this.isAlive() && this._hp < this.mhp / 4; +}; + +Game_BattlerBase.prototype.isRestricted = function () { + return this.isAppeared() && this.restriction() > 0; +}; + +Game_BattlerBase.prototype.canInput = function () { + return this.isAppeared() && !this.isRestricted() && !this.isAutoBattle(); +}; + +Game_BattlerBase.prototype.canMove = function () { + return this.isAppeared() && this.restriction() < 4; +}; + +Game_BattlerBase.prototype.isConfused = function () { + return this.isAppeared() && this.restriction() >= 1 && this.restriction() <= 3; +}; + +Game_BattlerBase.prototype.confusionLevel = function () { + return this.isConfused() ? this.restriction() : 0; +}; + +Game_BattlerBase.prototype.isActor = function () { + return false; +}; + +Game_BattlerBase.prototype.isEnemy = function () { + return false; +}; + +Game_BattlerBase.prototype.sortStates = function () { + this._states.sort(function (a, b) { + var p1 = $dataStates[a].priority; + var p2 = $dataStates[b].priority; + if (p1 !== p2) { + return p2 - p1; + } + return a - b; + }); +}; + +Game_BattlerBase.prototype.restriction = function () { + return Math.max.apply(null, this.states().map(function (state) { + return state.restriction; + }).concat(0)); +}; + +Game_BattlerBase.prototype.addNewState = function (stateId) { + if (stateId === this.deathStateId()) { + this.die(); + } + var restricted = this.isRestricted(); + this._states.push(stateId); + this.sortStates(); + if (!restricted && this.isRestricted()) { + this.onRestrict(); + } +}; + +Game_BattlerBase.prototype.onRestrict = function () { +}; + +Game_BattlerBase.prototype.mostImportantStateText = function () { + var states = this.states(); + for (var i = 0; i < states.length; i++) { + if (states[i].message3) { + return states[i].message3; + } + } + return ''; +}; + +Game_BattlerBase.prototype.stateMotionIndex = function () { + var states = this.states(); + if (states.length > 0) { + return states[0].motion; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.stateOverlayIndex = function () { + var states = this.states(); + if (states.length > 0) { + return states[0].overlay; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.isSkillWtypeOk = function (skill) { + return true; +}; + +Game_BattlerBase.prototype.skillMpCost = function (skill) { + return Math.floor(skill.mpCost * this.mcr); +}; + +Game_BattlerBase.prototype.skillTpCost = function (skill) { + return skill.tpCost; +}; + +Game_BattlerBase.prototype.canPaySkillCost = function (skill) { + return this._tp >= this.skillTpCost(skill) && this._mp >= this.skillMpCost(skill); +}; + +Game_BattlerBase.prototype.paySkillCost = function (skill) { + this._mp -= this.skillMpCost(skill); + this._tp -= this.skillTpCost(skill); +}; + +Game_BattlerBase.prototype.isOccasionOk = function (item) { + if ($gameParty.inBattle()) { + return item.occasion === 0 || item.occasion === 1; + } else { + return item.occasion === 0 || item.occasion === 2; + } +}; + +Game_BattlerBase.prototype.meetsUsableItemConditions = function (item) { + return this.canMove() && this.isOccasionOk(item); +}; + +Game_BattlerBase.prototype.meetsSkillConditions = function (skill) { + return (this.meetsUsableItemConditions(skill) && + this.isSkillWtypeOk(skill) && this.canPaySkillCost(skill) && + !this.isSkillSealed(skill.id) && !this.isSkillTypeSealed(skill.stypeId)); +}; + +Game_BattlerBase.prototype.meetsItemConditions = function (item) { + return this.meetsUsableItemConditions(item) && $gameParty.hasItem(item); +}; + +Game_BattlerBase.prototype.canUse = function (item) { + if (!item) { + return false; + } else if (DataManager.isSkill(item)) { + return this.meetsSkillConditions(item); + } else if (DataManager.isItem(item)) { + return this.meetsItemConditions(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquip = function (item) { + if (!item) { + return false; + } else if (DataManager.isWeapon(item)) { + return this.canEquipWeapon(item); + } else if (DataManager.isArmor(item)) { + return this.canEquipArmor(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquipWeapon = function (item) { + return this.isEquipWtypeOk(item.wtypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.canEquipArmor = function (item) { + return this.isEquipAtypeOk(item.atypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.attackSkillId = function () { + return 1; +}; + +Game_BattlerBase.prototype.guardSkillId = function () { + return 2; +}; + +Game_BattlerBase.prototype.canAttack = function () { + return this.canUse($dataSkills[this.attackSkillId()]); +}; + +Game_BattlerBase.prototype.canGuard = function () { + return this.canUse($dataSkills[this.guardSkillId()]); +}; + +//----------------------------------------------------------------------------- +// Game_Battler +// +// The superclass of Game_Actor and Game_Enemy. It contains methods for sprites +// and actions. + +function Game_Battler() { + this.initialize.apply(this, arguments); +} + +Game_Battler.prototype = Object.create(Game_BattlerBase.prototype); +Game_Battler.prototype.constructor = Game_Battler; + +Game_Battler.prototype.initialize = function () { + Game_BattlerBase.prototype.initialize.call(this); +}; + +Game_Battler.prototype.initMembers = function () { + Game_BattlerBase.prototype.initMembers.call(this); + this._actions = []; + this._speed = 0; + this._result = new Game_ActionResult(); + this._actionState = ''; + this._lastTargetIndex = 0; + this._animations = []; + this._damagePopup = false; + this._effectType = null; + this._motionType = null; + this._weaponImageId = 0; + this._motionRefresh = false; + this._selected = false; +}; + +Game_Battler.prototype.clearAnimations = function () { + this._animations = []; +}; + +Game_Battler.prototype.clearDamagePopup = function () { + this._damagePopup = false; +}; + +Game_Battler.prototype.clearWeaponAnimation = function () { + this._weaponImageId = 0; +}; + +Game_Battler.prototype.clearEffect = function () { + this._effectType = null; +}; + +Game_Battler.prototype.clearMotion = function () { + this._motionType = null; + this._motionRefresh = false; +}; + +Game_Battler.prototype.requestEffect = function (effectType) { + this._effectType = effectType; +}; + +Game_Battler.prototype.requestMotion = function (motionType) { + this._motionType = motionType; +}; + +Game_Battler.prototype.requestMotionRefresh = function () { + this._motionRefresh = true; +}; + +Game_Battler.prototype.select = function () { + this._selected = true; +}; + +Game_Battler.prototype.deselect = function () { + this._selected = false; +}; + +Game_Battler.prototype.isAnimationRequested = function () { + return this._animations.length > 0; +}; + +Game_Battler.prototype.isDamagePopupRequested = function () { + return this._damagePopup; +}; + +Game_Battler.prototype.isEffectRequested = function () { + return !!this._effectType; +}; + +Game_Battler.prototype.isMotionRequested = function () { + return !!this._motionType; +}; + +Game_Battler.prototype.isWeaponAnimationRequested = function () { + return this._weaponImageId > 0; +}; + +Game_Battler.prototype.isMotionRefreshRequested = function () { + return this._motionRefresh; +}; + +Game_Battler.prototype.isSelected = function () { + return this._selected; +}; + +Game_Battler.prototype.effectType = function () { + return this._effectType; +}; + +Game_Battler.prototype.motionType = function () { + return this._motionType; +}; + +Game_Battler.prototype.weaponImageId = function () { + return this._weaponImageId; +}; + +Game_Battler.prototype.shiftAnimation = function () { + return this._animations.shift(); +}; + +Game_Battler.prototype.startAnimation = function (animationId, mirror, delay) { + var data = { animationId: animationId, mirror: mirror, delay: delay }; + this._animations.push(data); +}; + +Game_Battler.prototype.startDamagePopup = function () { + this._damagePopup = true; +}; + +Game_Battler.prototype.startWeaponAnimation = function (weaponImageId) { + this._weaponImageId = weaponImageId; +}; + +Game_Battler.prototype.action = function (index) { + return this._actions[index]; +}; + +Game_Battler.prototype.setAction = function (index, action) { + this._actions[index] = action; +}; + +Game_Battler.prototype.numActions = function () { + return this._actions.length; +}; + +Game_Battler.prototype.clearActions = function () { + this._actions = []; +}; + +Game_Battler.prototype.result = function () { + return this._result; +}; + +Game_Battler.prototype.clearResult = function () { + this._result.clear(); +}; + +Game_Battler.prototype.refresh = function () { + Game_BattlerBase.prototype.refresh.call(this); + if (this.hp === 0) { + this.addState(this.deathStateId()); + } else { + this.removeState(this.deathStateId()); + } +}; + +Game_Battler.prototype.addState = function (stateId) { + if (this.isStateAddable(stateId)) { + if (!this.isStateAffected(stateId)) { + this.addNewState(stateId); + this.refresh(); + } + this.resetStateCounts(stateId); + this._result.pushAddedState(stateId); + } +}; + +Game_Battler.prototype.isStateAddable = function (stateId) { + return (this.isAlive() && $dataStates[stateId] && + !this.isStateResist(stateId) && + !this._result.isStateRemoved(stateId) && + !this.isStateRestrict(stateId)); +}; + +Game_Battler.prototype.isStateRestrict = function (stateId) { + return $dataStates[stateId].removeByRestriction && this.isRestricted(); +}; + +Game_Battler.prototype.onRestrict = function () { + Game_BattlerBase.prototype.onRestrict.call(this); + this.clearActions(); + this.states().forEach(function (state) { + if (state.removeByRestriction) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeState = function (stateId) { + if (this.isStateAffected(stateId)) { + if (stateId === this.deathStateId()) { + this.revive(); + } + this.eraseState(stateId); + this.refresh(); + this._result.pushRemovedState(stateId); + } +}; + +Game_Battler.prototype.escape = function () { + if ($gameParty.inBattle()) { + this.hide(); + } + this.clearActions(); + this.clearStates(); + SoundManager.playEscape(); +}; + +Game_Battler.prototype.addBuff = function (paramId, turns) { + if (this.isAlive()) { + this.increaseBuff(paramId); + if (this.isBuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.addDebuff = function (paramId, turns) { + if (this.isAlive()) { + this.decreaseBuff(paramId); + if (this.isDebuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedDebuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBuff = function (paramId) { + if (this.isAlive() && this.isBuffOrDebuffAffected(paramId)) { + this.eraseBuff(paramId); + this._result.pushRemovedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBattleStates = function () { + this.states().forEach(function (state) { + if (state.removeAtBattleEnd) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeAllBuffs = function () { + for (var i = 0; i < this.buffLength(); i++) { + this.removeBuff(i); + } +}; + +Game_Battler.prototype.removeStatesAuto = function (timing) { + this.states().forEach(function (state) { + if (this.isStateExpired(state.id) && state.autoRemovalTiming === timing) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeBuffsAuto = function () { + for (var i = 0; i < this.buffLength(); i++) { + if (this.isBuffExpired(i)) { + this.removeBuff(i); + } + } +}; + +Game_Battler.prototype.removeStatesByDamage = function () { + this.states().forEach(function (state) { + if (state.removeByDamage && Math.randomInt(100) < state.chanceByDamage) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.makeActionTimes = function () { + return this.actionPlusSet().reduce(function (r, p) { + return Math.random() < p ? r + 1 : r; + }, 1); +}; + +Game_Battler.prototype.makeActions = function () { + this.clearActions(); + if (this.canMove()) { + var actionTimes = this.makeActionTimes(); + this._actions = []; + for (var i = 0; i < actionTimes; i++) { + this._actions.push(new Game_Action(this)); + } + } +}; + +Game_Battler.prototype.speed = function () { + return this._speed; +}; + +Game_Battler.prototype.makeSpeed = function () { + this._speed = Math.min.apply(null, this._actions.map(function (action) { + return action.speed(); + })) || 0; +}; + +Game_Battler.prototype.currentAction = function () { + return this._actions[0]; +}; + +Game_Battler.prototype.removeCurrentAction = function () { + this._actions.shift(); +}; + +Game_Battler.prototype.setLastTarget = function (target) { + if (target) { + this._lastTargetIndex = target.index(); + } else { + this._lastTargetIndex = 0; + } +}; + +Game_Battler.prototype.forceAction = function (skillId, targetIndex) { + this.clearActions(); + var action = new Game_Action(this, true); + action.setSkill(skillId); + if (targetIndex === -2) { + action.setTarget(this._lastTargetIndex); + } else if (targetIndex === -1) { + action.decideRandomTarget(); + } else { + action.setTarget(targetIndex); + } + this._actions.push(action); +}; + +Game_Battler.prototype.useItem = function (item) { + if (DataManager.isSkill(item)) { + this.paySkillCost(item); + } else if (DataManager.isItem(item)) { + this.consumeItem(item); + } +}; + +Game_Battler.prototype.consumeItem = function (item) { + $gameParty.consumeItem(item); +}; + +Game_Battler.prototype.gainHp = function (value) { + this._result.hpDamage = -value; + this._result.hpAffected = true; + this.setHp(this.hp + value); +}; + +Game_Battler.prototype.gainMp = function (value) { + this._result.mpDamage = -value; + this.setMp(this.mp + value); +}; + +Game_Battler.prototype.gainTp = function (value) { + this._result.tpDamage = -value; + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.gainSilentTp = function (value) { + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.initTp = function () { + this.setTp(Math.randomInt(25)); +}; + +Game_Battler.prototype.clearTp = function () { + this.setTp(0); +}; + +Game_Battler.prototype.chargeTpByDamage = function (damageRate) { + var value = Math.floor(50 * damageRate * this.tcr); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateHp = function () { + var value = Math.floor(this.mhp * this.hrg); + value = Math.max(value, -this.maxSlipDamage()); + if (value !== 0) { + this.gainHp(value); + } +}; + +Game_Battler.prototype.maxSlipDamage = function () { + return $dataSystem.optSlipDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Battler.prototype.regenerateMp = function () { + var value = Math.floor(this.mmp * this.mrg); + if (value !== 0) { + this.gainMp(value); + } +}; + +Game_Battler.prototype.regenerateTp = function () { + var value = Math.floor(100 * this.trg); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateAll = function () { + if (this.isAlive()) { + this.regenerateHp(); + this.regenerateMp(); + this.regenerateTp(); + } +}; + +Game_Battler.prototype.onBattleStart = function () { + this.setActionState('undecided'); + this.clearMotion(); + if (!this.isPreserveTp()) { + this.initTp(); + } +}; + +Game_Battler.prototype.onAllActionsEnd = function () { + this.clearResult(); + this.removeStatesAuto(1); + this.removeBuffsAuto(); +}; + +Game_Battler.prototype.onTurnEnd = function () { + this.clearResult(); + this.regenerateAll(); + if (!BattleManager.isForcedTurn()) { + this.updateStateTurns(); + this.updateBuffTurns(); + } + this.removeStatesAuto(2); +}; + +Game_Battler.prototype.onBattleEnd = function () { + this.clearResult(); + this.removeBattleStates(); + this.removeAllBuffs(); + this.clearActions(); + if (!this.isPreserveTp()) { + this.clearTp(); + } + this.appear(); +}; + +Game_Battler.prototype.onDamage = function (value) { + this.removeStatesByDamage(); + this.chargeTpByDamage(value / this.mhp); +}; + +Game_Battler.prototype.setActionState = function (actionState) { + this._actionState = actionState; + this.requestMotionRefresh(); +}; + +Game_Battler.prototype.isUndecided = function () { + return this._actionState === 'undecided'; +}; + +Game_Battler.prototype.isInputting = function () { + return this._actionState === 'inputting'; +}; + +Game_Battler.prototype.isWaiting = function () { + return this._actionState === 'waiting'; +}; + +Game_Battler.prototype.isActing = function () { + return this._actionState === 'acting'; +}; + +Game_Battler.prototype.isChanting = function () { + if (this.isWaiting()) { + return this._actions.some(function (action) { + return action.isMagicSkill(); + }); + } + return false; +}; + +Game_Battler.prototype.isGuardWaiting = function () { + if (this.isWaiting()) { + return this._actions.some(function (action) { + return action.isGuard(); + }); + } + return false; +}; + +Game_Battler.prototype.performActionStart = function (action) { + if (!action.isGuard()) { + this.setActionState('acting'); + } +}; + +Game_Battler.prototype.performAction = function (action) { +}; + +Game_Battler.prototype.performActionEnd = function () { + this.setActionState('done'); +}; + +Game_Battler.prototype.performDamage = function () { +}; + +Game_Battler.prototype.performMiss = function () { + SoundManager.playMiss(); +}; + +Game_Battler.prototype.performRecovery = function () { + SoundManager.playRecovery(); +}; + +Game_Battler.prototype.performEvasion = function () { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performMagicEvasion = function () { + SoundManager.playMagicEvasion(); +}; + +Game_Battler.prototype.performCounter = function () { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performReflection = function () { + SoundManager.playReflection(); +}; + +Game_Battler.prototype.performSubstitute = function (target) { +}; + +Game_Battler.prototype.performCollapse = function () { +}; + +//----------------------------------------------------------------------------- +// Game_Actor +// +// The game object class for an actor. + +function Game_Actor() { + this.initialize.apply(this, arguments); +} + +Game_Actor.prototype = Object.create(Game_Battler.prototype); +Game_Actor.prototype.constructor = Game_Actor; + +Object.defineProperty(Game_Actor.prototype, 'level', { + get: function () { + return this._level; + }, + configurable: true +}); + +Game_Actor.prototype.initialize = function (actorId) { + Game_Battler.prototype.initialize.call(this); + this.setup(actorId); +}; + +Game_Actor.prototype.initMembers = function () { + Game_Battler.prototype.initMembers.call(this); + this._actorId = 0; + this._name = ''; + this._nickname = ''; + this._classId = 0; + this._level = 0; + this._characterName = ''; + this._characterIndex = 0; + this._faceName = ''; + this._faceIndex = 0; + this._battlerName = ''; + this._exp = {}; + this._skills = []; + this._equips = []; + this._actionInputIndex = 0; + this._lastMenuSkill = new Game_Item(); + this._lastBattleSkill = new Game_Item(); + this._lastCommandSymbol = ''; +}; + +Game_Actor.prototype.setup = function (actorId) { + var actor = $dataActors[actorId]; + this._actorId = actorId; + this._name = actor.name; + this._nickname = actor.nickname; + this._profile = actor.profile; + this._classId = actor.classId; + this._level = actor.initialLevel; + this.initImages(); + this.initExp(); + this.initSkills(); + this.initEquips(actor.equips); + this.clearParamPlus(); + this.recoverAll(); +}; + +Game_Actor.prototype.actorId = function () { + return this._actorId; +}; + +Game_Actor.prototype.actor = function () { + return $dataActors[this._actorId]; +}; + +Game_Actor.prototype.name = function () { + return this._name; +}; + +Game_Actor.prototype.setName = function (name) { + this._name = name; +}; + +Game_Actor.prototype.nickname = function () { + return this._nickname; +}; + +Game_Actor.prototype.setNickname = function (nickname) { + this._nickname = nickname; +}; + +Game_Actor.prototype.profile = function () { + return this._profile; +}; + +Game_Actor.prototype.setProfile = function (profile) { + this._profile = profile; +}; + +Game_Actor.prototype.characterName = function () { + return this._characterName; +}; + +Game_Actor.prototype.characterIndex = function () { + return this._characterIndex; +}; + +Game_Actor.prototype.faceName = function () { + return this._faceName; +}; + +Game_Actor.prototype.faceIndex = function () { + return this._faceIndex; +}; + +Game_Actor.prototype.battlerName = function () { + return this._battlerName; +}; + +Game_Actor.prototype.clearStates = function () { + Game_Battler.prototype.clearStates.call(this); + this._stateSteps = {}; +}; + +Game_Actor.prototype.eraseState = function (stateId) { + Game_Battler.prototype.eraseState.call(this, stateId); + delete this._stateSteps[stateId]; +}; + +Game_Actor.prototype.resetStateCounts = function (stateId) { + Game_Battler.prototype.resetStateCounts.call(this, stateId); + this._stateSteps[stateId] = $dataStates[stateId].stepsToRemove; +}; + +Game_Actor.prototype.initImages = function () { + var actor = this.actor(); + this._characterName = actor.characterName; + this._characterIndex = actor.characterIndex; + this._faceName = actor.faceName; + this._faceIndex = actor.faceIndex; + this._battlerName = actor.battlerName; +}; + +Game_Actor.prototype.expForLevel = function (level) { + var c = this.currentClass(); + var basis = c.expParams[0]; + var extra = c.expParams[1]; + var acc_a = c.expParams[2]; + var acc_b = c.expParams[3]; + return Math.round(basis * (Math.pow(level - 1, 0.9 + acc_a / 250)) * level * + (level + 1) / (6 + Math.pow(level, 2) / 50 / acc_b) + (level - 1) * extra); +}; + +Game_Actor.prototype.initExp = function () { + this._exp[this._classId] = this.currentLevelExp(); +}; + +Game_Actor.prototype.currentExp = function () { + return this._exp[this._classId]; +}; + +Game_Actor.prototype.currentLevelExp = function () { + return this.expForLevel(this._level); +}; + +Game_Actor.prototype.nextLevelExp = function () { + return this.expForLevel(this._level + 1); +}; + +Game_Actor.prototype.nextRequiredExp = function () { + return this.nextLevelExp() - this.currentExp(); +}; + +Game_Actor.prototype.maxLevel = function () { + return this.actor().maxLevel; +}; + +Game_Actor.prototype.isMaxLevel = function () { + return this._level >= this.maxLevel(); +}; + +Game_Actor.prototype.initSkills = function () { + this._skills = []; + this.currentClass().learnings.forEach(function (learning) { + if (learning.level <= this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.initEquips = function (equips) { + var slots = this.equipSlots(); + var maxSlots = slots.length; + this._equips = []; + for (var i = 0; i < maxSlots; i++) { + this._equips[i] = new Game_Item(); + } + for (var j = 0; j < equips.length; j++) { + if (j < maxSlots) { + this._equips[j].setEquip(slots[j] === 1, equips[j]); + } + } + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.equipSlots = function () { + var slots = []; + for (var i = 1; i < $dataSystem.equipTypes.length; i++) { + slots.push(i); + } + if (slots.length >= 2 && this.isDualWield()) { + slots[1] = 1; + } + return slots; +}; + +Game_Actor.prototype.equips = function () { + return this._equips.map(function (item) { + return item.object(); + }); +}; + +Game_Actor.prototype.weapons = function () { + return this.equips().filter(function (item) { + return item && DataManager.isWeapon(item); + }); +}; + +Game_Actor.prototype.armors = function () { + return this.equips().filter(function (item) { + return item && DataManager.isArmor(item); + }); +}; + +Game_Actor.prototype.hasWeapon = function (weapon) { + return this.weapons().contains(weapon); +}; + +Game_Actor.prototype.hasArmor = function (armor) { + return this.armors().contains(armor); +}; + +Game_Actor.prototype.isEquipChangeOk = function (slotId) { + return (!this.isEquipTypeLocked(this.equipSlots()[slotId]) && + !this.isEquipTypeSealed(this.equipSlots()[slotId])); +}; + +Game_Actor.prototype.changeEquip = function (slotId, item) { + if (this.tradeItemWithParty(item, this.equips()[slotId]) && + (!item || this.equipSlots()[slotId] === item.etypeId)) { + this._equips[slotId].setObject(item); + this.refresh(); + } +}; + +Game_Actor.prototype.forceChangeEquip = function (slotId, item) { + this._equips[slotId].setObject(item); + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.tradeItemWithParty = function (newItem, oldItem) { + if (newItem && !$gameParty.hasItem(newItem)) { + return false; + } else { + $gameParty.gainItem(oldItem, 1); + $gameParty.loseItem(newItem, 1); + return true; + } +}; + +Game_Actor.prototype.changeEquipById = function (etypeId, itemId) { + var slotId = etypeId - 1; + if (this.equipSlots()[slotId] === 1) { + this.changeEquip(slotId, $dataWeapons[itemId]); + } else { + this.changeEquip(slotId, $dataArmors[itemId]); + } +}; + +Game_Actor.prototype.isEquipped = function (item) { + return this.equips().contains(item); +}; + +Game_Actor.prototype.discardEquip = function (item) { + var slotId = this.equips().indexOf(item); + if (slotId >= 0) { + this._equips[slotId].setObject(null); + } +}; + +Game_Actor.prototype.releaseUnequippableItems = function (forcing) { + for (; ;) { + var slots = this.equipSlots(); + var equips = this.equips(); + var changed = false; + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item && (!this.canEquip(item) || item.etypeId !== slots[i])) { + if (!forcing) { + this.tradeItemWithParty(null, item); + } + this._equips[i].setObject(null); + changed = true; + } + } + if (!changed) { + break; + } + } +}; + +Game_Actor.prototype.clearEquipments = function () { + var maxSlots = this.equipSlots().length; + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, null); + } + } +}; + +Game_Actor.prototype.optimizeEquipments = function () { + var maxSlots = this.equipSlots().length; + this.clearEquipments(); + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, this.bestEquipItem(i)); + } + } +}; + +Game_Actor.prototype.bestEquipItem = function (slotId) { + var etypeId = this.equipSlots()[slotId]; + var items = $gameParty.equipItems().filter(function (item) { + return item.etypeId === etypeId && this.canEquip(item); + }, this); + var bestItem = null; + var bestPerformance = -1000; + for (var i = 0; i < items.length; i++) { + var performance = this.calcEquipItemPerformance(items[i]); + if (performance > bestPerformance) { + bestPerformance = performance; + bestItem = items[i]; + } + } + return bestItem; +}; + +Game_Actor.prototype.calcEquipItemPerformance = function (item) { + return item.params.reduce(function (a, b) { + return a + b; + }); +}; + +Game_Actor.prototype.isSkillWtypeOk = function (skill) { + var wtypeId1 = skill.requiredWtypeId1; + var wtypeId2 = skill.requiredWtypeId2; + if ((wtypeId1 === 0 && wtypeId2 === 0) || + (wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) || + (wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))) { + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.isWtypeEquipped = function (wtypeId) { + return this.weapons().some(function (weapon) { + return weapon.wtypeId === wtypeId; + }); +}; + +Game_Actor.prototype.refresh = function () { + this.releaseUnequippableItems(false); + Game_Battler.prototype.refresh.call(this); +}; + +Game_Actor.prototype.isActor = function () { + return true; +}; + +Game_Actor.prototype.friendsUnit = function () { + return $gameParty; +}; + +Game_Actor.prototype.opponentsUnit = function () { + return $gameTroop; +}; + +Game_Actor.prototype.index = function () { + return $gameParty.members().indexOf(this); +}; + +Game_Actor.prototype.isBattleMember = function () { + return $gameParty.battleMembers().contains(this); +}; + +Game_Actor.prototype.isFormationChangeOk = function () { + return true; +}; + +Game_Actor.prototype.currentClass = function () { + return $dataClasses[this._classId]; +}; + +Game_Actor.prototype.isClass = function (gameClass) { + return gameClass && this._classId === gameClass.id; +}; + +Game_Actor.prototype.skills = function () { + var list = []; + this._skills.concat(this.addedSkills()).forEach(function (id) { + if (!list.contains($dataSkills[id])) { + list.push($dataSkills[id]); + } + }); + return list; +}; + +Game_Actor.prototype.usableSkills = function () { + return this.skills().filter(function (skill) { + return this.canUse(skill); + }, this); +}; + +Game_Actor.prototype.traitObjects = function () { + var objects = Game_Battler.prototype.traitObjects.call(this); + objects = objects.concat([this.actor(), this.currentClass()]); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + objects.push(item); + } + } + return objects; +}; + +Game_Actor.prototype.attackElements = function () { + var set = Game_Battler.prototype.attackElements.call(this); + if (this.hasNoWeapons() && !set.contains(this.bareHandsElementId())) { + set.push(this.bareHandsElementId()); + } + return set; +}; + +Game_Actor.prototype.hasNoWeapons = function () { + return this.weapons().length === 0; +}; + +Game_Actor.prototype.bareHandsElementId = function () { + return 1; +}; + +Game_Actor.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return 9999; // MHP + } + return Game_Battler.prototype.paramMax.call(this, paramId); +}; + +Game_Actor.prototype.paramBase = function (paramId) { + return this.currentClass().params[paramId][this._level]; +}; + +Game_Actor.prototype.paramPlus = function (paramId) { + var value = Game_Battler.prototype.paramPlus.call(this, paramId); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + value += item.params[paramId]; + } + } + return value; +}; + +Game_Actor.prototype.attackAnimationId1 = function () { + if (this.hasNoWeapons()) { + return this.bareHandsAnimationId(); + } else { + var weapons = this.weapons(); + return weapons[0] ? weapons[0].animationId : 0; + } +}; + +Game_Actor.prototype.attackAnimationId2 = function () { + var weapons = this.weapons(); + return weapons[1] ? weapons[1].animationId : 0; +}; + +Game_Actor.prototype.bareHandsAnimationId = function () { + return 1; +}; + +Game_Actor.prototype.changeExp = function (exp, show) { + this._exp[this._classId] = Math.max(exp, 0); + var lastLevel = this._level; + var lastSkills = this.skills(); + while (!this.isMaxLevel() && this.currentExp() >= this.nextLevelExp()) { + this.levelUp(); + } + while (this.currentExp() < this.currentLevelExp()) { + this.levelDown(); + } + if (show && this._level > lastLevel) { + this.displayLevelUp(this.findNewSkills(lastSkills)); + } + this.refresh(); +}; + +Game_Actor.prototype.levelUp = function () { + this._level++; + this.currentClass().learnings.forEach(function (learning) { + if (learning.level === this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.levelDown = function () { + this._level--; +}; + +Game_Actor.prototype.findNewSkills = function (lastSkills) { + var newSkills = this.skills(); + for (var i = 0; i < lastSkills.length; i++) { + var index = newSkills.indexOf(lastSkills[i]); + if (index >= 0) { + newSkills.splice(index, 1); + } + } + return newSkills; +}; + +Game_Actor.prototype.displayLevelUp = function (newSkills) { + var text = TextManager.levelUp.format(this._name, TextManager.level, this._level); + $gameMessage.newPage(); + $gameMessage.add(text); + newSkills.forEach(function (skill) { + $gameMessage.add(TextManager.obtainSkill.format(skill.name)); + }); +}; + +Game_Actor.prototype.gainExp = function (exp) { + var newExp = this.currentExp() + Math.round(exp * this.finalExpRate()); + this.changeExp(newExp, this.shouldDisplayLevelUp()); +}; + +Game_Actor.prototype.finalExpRate = function () { + return this.exr * (this.isBattleMember() ? 1 : this.benchMembersExpRate()); +}; + +Game_Actor.prototype.benchMembersExpRate = function () { + return $dataSystem.optExtraExp ? 1 : 0; +}; + +Game_Actor.prototype.shouldDisplayLevelUp = function () { + return true; +}; + +Game_Actor.prototype.changeLevel = function (level, show) { + level = level.clamp(1, this.maxLevel()); + this.changeExp(this.expForLevel(level), show); +}; + +Game_Actor.prototype.learnSkill = function (skillId) { + if (!this.isLearnedSkill(skillId)) { + this._skills.push(skillId); + this._skills.sort(function (a, b) { + return a - b; + }); + } +}; + +Game_Actor.prototype.forgetSkill = function (skillId) { + var index = this._skills.indexOf(skillId); + if (index >= 0) { + this._skills.splice(index, 1); + } +}; + +Game_Actor.prototype.isLearnedSkill = function (skillId) { + return this._skills.contains(skillId); +}; + +Game_Actor.prototype.hasSkill = function (skillId) { + return this.skills().contains($dataSkills[skillId]); +}; + +Game_Actor.prototype.changeClass = function (classId, keepExp) { + if (keepExp) { + this._exp[classId] = this.currentExp(); + } + this._classId = classId; + this.changeExp(this._exp[this._classId] || 0, false); + this.refresh(); +}; + +Game_Actor.prototype.setCharacterImage = function (characterName, characterIndex) { + this._characterName = characterName; + this._characterIndex = characterIndex; +}; + +Game_Actor.prototype.setFaceImage = function (faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Actor.prototype.setBattlerImage = function (battlerName) { + this._battlerName = battlerName; +}; + +Game_Actor.prototype.isSpriteVisible = function () { + return $gameSystem.isSideView(); +}; + +Game_Actor.prototype.startAnimation = function (animationId, mirror, delay) { + mirror = !mirror; + Game_Battler.prototype.startAnimation.call(this, animationId, mirror, delay); +}; + +Game_Actor.prototype.performActionStart = function (action) { + Game_Battler.prototype.performActionStart.call(this, action); +}; + +Game_Actor.prototype.performAction = function (action) { + Game_Battler.prototype.performAction.call(this, action); + if (action.isAttack()) { + this.performAttack(); + } else if (action.isGuard()) { + this.requestMotion('guard'); + } else if (action.isMagicSkill()) { + this.requestMotion('spell'); + } else if (action.isSkill()) { + this.requestMotion('skill'); + } else if (action.isItem()) { + this.requestMotion('item'); + } +}; + +Game_Actor.prototype.performActionEnd = function () { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Actor.prototype.performAttack = function () { + var weapons = this.weapons(); + var wtypeId = weapons[0] ? weapons[0].wtypeId : 0; + var attackMotion = $dataSystem.attackMotions[wtypeId]; + if (attackMotion) { + if (attackMotion.type === 0) { + this.requestMotion('thrust'); + } else if (attackMotion.type === 1) { + this.requestMotion('swing'); + } else if (attackMotion.type === 2) { + this.requestMotion('missile'); + } + this.startWeaponAnimation(attackMotion.weaponImageId); + } +}; + +Game_Actor.prototype.performDamage = function () { + Game_Battler.prototype.performDamage.call(this); + if (this.isSpriteVisible()) { + this.requestMotion('damage'); + } else { + $gameScreen.startShake(5, 5, 10); + } + SoundManager.playActorDamage(); +}; + +Game_Actor.prototype.performEvasion = function () { + Game_Battler.prototype.performEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performMagicEvasion = function () { + Game_Battler.prototype.performMagicEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performCounter = function () { + Game_Battler.prototype.performCounter.call(this); + this.performAttack(); +}; + +Game_Actor.prototype.performCollapse = function () { + Game_Battler.prototype.performCollapse.call(this); + if ($gameParty.inBattle()) { + SoundManager.playActorCollapse(); + } +}; + +Game_Actor.prototype.performVictory = function () { + if (this.canMove()) { + this.requestMotion('victory'); + } +}; + +Game_Actor.prototype.performEscape = function () { + if (this.canMove()) { + this.requestMotion('escape'); + } +}; + +Game_Actor.prototype.makeActionList = function () { + var list = []; + var action = new Game_Action(this); + action.setAttack(); + list.push(action); + this.usableSkills().forEach(function (skill) { + action = new Game_Action(this); + action.setSkill(skill.id); + list.push(action); + }, this); + return list; +}; + +Game_Actor.prototype.makeAutoBattleActions = function () { + for (var i = 0; i < this.numActions(); i++) { + var list = this.makeActionList(); + var maxValue = Number.MIN_VALUE; + for (var j = 0; j < list.length; j++) { + var value = list[j].evaluate(); + if (value > maxValue) { + maxValue = value; + this.setAction(i, list[j]); + } + } + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeConfusionActions = function () { + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setConfusion(); + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeActions = function () { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + this.setActionState('undecided'); + } else { + this.setActionState('waiting'); + } + if (this.isAutoBattle()) { + this.makeAutoBattleActions(); + } else if (this.isConfused()) { + this.makeConfusionActions(); + } +}; + +Game_Actor.prototype.onPlayerWalk = function () { + this.clearResult(); + this.checkFloorEffect(); + if ($gamePlayer.isNormal()) { + this.turnEndOnMap(); + this.states().forEach(function (state) { + this.updateStateSteps(state); + }, this); + this.showAddedStates(); + this.showRemovedStates(); + } +}; + +Game_Actor.prototype.updateStateSteps = function (state) { + if (state.removeByWalking) { + if (this._stateSteps[state.id] > 0) { + if (--this._stateSteps[state.id] === 0) { + this.removeState(state.id); + } + } + } +}; + +Game_Actor.prototype.showAddedStates = function () { + this.result().addedStateObjects().forEach(function (state) { + if (state.message1) { + $gameMessage.add(this._name + state.message1); + } + }, this); +}; + +Game_Actor.prototype.showRemovedStates = function () { + this.result().removedStateObjects().forEach(function (state) { + if (state.message4) { + $gameMessage.add(this._name + state.message4); + } + }, this); +}; + +Game_Actor.prototype.stepsForTurn = function () { + return 20; +}; + +Game_Actor.prototype.turnEndOnMap = function () { + if ($gameParty.steps() % this.stepsForTurn() === 0) { + this.onTurnEnd(); + if (this.result().hpDamage > 0) { + this.performMapDamage(); + } + } +}; + +Game_Actor.prototype.checkFloorEffect = function () { + if ($gamePlayer.isOnDamageFloor()) { + this.executeFloorDamage(); + } +}; + +Game_Actor.prototype.executeFloorDamage = function () { + var damage = Math.floor(this.basicFloorDamage() * this.fdr); + damage = Math.min(damage, this.maxFloorDamage()); + this.gainHp(-damage); + if (damage > 0) { + this.performMapDamage(); + } +}; + +Game_Actor.prototype.basicFloorDamage = function () { + return 10; +}; + +Game_Actor.prototype.maxFloorDamage = function () { + return $dataSystem.optFloorDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Actor.prototype.performMapDamage = function () { + if (!$gameParty.inBattle()) { + $gameScreen.startFlashForDamage(); + } +}; + +Game_Actor.prototype.clearActions = function () { + Game_Battler.prototype.clearActions.call(this); + this._actionInputIndex = 0; +}; + +Game_Actor.prototype.inputtingAction = function () { + return this.action(this._actionInputIndex); +}; + +Game_Actor.prototype.selectNextCommand = function () { + if (this._actionInputIndex < this.numActions() - 1) { + this._actionInputIndex++; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.selectPreviousCommand = function () { + if (this._actionInputIndex > 0) { + this._actionInputIndex--; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.lastMenuSkill = function () { + return this._lastMenuSkill.object(); +}; + +Game_Actor.prototype.setLastMenuSkill = function (skill) { + this._lastMenuSkill.setObject(skill); +}; + +Game_Actor.prototype.lastBattleSkill = function () { + return this._lastBattleSkill.object(); +}; + +Game_Actor.prototype.setLastBattleSkill = function (skill) { + this._lastBattleSkill.setObject(skill); +}; + +Game_Actor.prototype.lastCommandSymbol = function () { + return this._lastCommandSymbol; +}; + +Game_Actor.prototype.setLastCommandSymbol = function (symbol) { + this._lastCommandSymbol = symbol; +}; + +Game_Actor.prototype.testEscape = function (item) { + return item.effects.some(function (effect, index, ar) { + return effect && effect.code === Game_Action.EFFECT_SPECIAL; + }); +}; + +Game_Actor.prototype.meetsUsableItemConditions = function (item) { + if ($gameParty.inBattle() && !BattleManager.canEscape() && this.testEscape(item)) { + return false; + } + return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item); +}; + +//----------------------------------------------------------------------------- +// Game_Enemy +// +// The game object class for an enemy. + +function Game_Enemy() { + this.initialize.apply(this, arguments); +} + +Game_Enemy.prototype = Object.create(Game_Battler.prototype); +Game_Enemy.prototype.constructor = Game_Enemy; + +Game_Enemy.prototype.initialize = function (enemyId, x, y) { + Game_Battler.prototype.initialize.call(this); + this.setup(enemyId, x, y); +}; + +Game_Enemy.prototype.initMembers = function () { + Game_Battler.prototype.initMembers.call(this); + this._enemyId = 0; + this._letter = ''; + this._plural = false; + this._screenX = 0; + this._screenY = 0; +}; + +Game_Enemy.prototype.setup = function (enemyId, x, y) { + this._enemyId = enemyId; + this._screenX = x; + this._screenY = y; + this.recoverAll(); +}; + +Game_Enemy.prototype.isEnemy = function () { + return true; +}; + +Game_Enemy.prototype.friendsUnit = function () { + return $gameTroop; +}; + +Game_Enemy.prototype.opponentsUnit = function () { + return $gameParty; +}; + +Game_Enemy.prototype.index = function () { + return $gameTroop.members().indexOf(this); +}; + +Game_Enemy.prototype.isBattleMember = function () { + return this.index() >= 0; +}; + +Game_Enemy.prototype.enemyId = function () { + return this._enemyId; +}; + +Game_Enemy.prototype.enemy = function () { + return $dataEnemies[this._enemyId]; +}; + +Game_Enemy.prototype.traitObjects = function () { + return Game_Battler.prototype.traitObjects.call(this).concat(this.enemy()); +}; + +Game_Enemy.prototype.paramBase = function (paramId) { + return this.enemy().params[paramId]; +}; + +Game_Enemy.prototype.exp = function () { + return this.enemy().exp; +}; + +Game_Enemy.prototype.gold = function () { + return this.enemy().gold; +}; + +Game_Enemy.prototype.makeDropItems = function () { + return this.enemy().dropItems.reduce(function (r, di) { + if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) { + return r.concat(this.itemObject(di.kind, di.dataId)); + } else { + return r; + } + }.bind(this), []); +}; + +Game_Enemy.prototype.dropItemRate = function () { + return $gameParty.hasDropItemDouble() ? 2 : 1; +}; + +Game_Enemy.prototype.itemObject = function (kind, dataId) { + if (kind === 1) { + return $dataItems[dataId]; + } else if (kind === 2) { + return $dataWeapons[dataId]; + } else if (kind === 3) { + return $dataArmors[dataId]; + } else { + return null; + } +}; + +Game_Enemy.prototype.isSpriteVisible = function () { + return true; +}; + +Game_Enemy.prototype.screenX = function () { + return this._screenX; +}; + +Game_Enemy.prototype.screenY = function () { + return this._screenY; +}; + +Game_Enemy.prototype.battlerName = function () { + return this.enemy().battlerName; +}; + +Game_Enemy.prototype.battlerHue = function () { + return this.enemy().battlerHue; +}; + +Game_Enemy.prototype.originalName = function () { + return this.enemy().name; +}; + +Game_Enemy.prototype.name = function () { + return this.originalName() + (this._plural ? this._letter : ''); +}; + +Game_Enemy.prototype.isLetterEmpty = function () { + return this._letter === ''; +}; + +Game_Enemy.prototype.setLetter = function (letter) { + this._letter = letter; +}; + +Game_Enemy.prototype.setPlural = function (plural) { + this._plural = plural; +}; + +Game_Enemy.prototype.performActionStart = function (action) { + Game_Battler.prototype.performActionStart.call(this, action); + this.requestEffect('whiten'); +}; + +Game_Enemy.prototype.performAction = function (action) { + Game_Battler.prototype.performAction.call(this, action); +}; + +Game_Enemy.prototype.performActionEnd = function () { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Enemy.prototype.performDamage = function () { + Game_Battler.prototype.performDamage.call(this); + SoundManager.playEnemyDamage(); + this.requestEffect('blink'); +}; + +Game_Enemy.prototype.performCollapse = function () { + Game_Battler.prototype.performCollapse.call(this); + switch (this.collapseType()) { + case 0: + this.requestEffect('collapse'); + SoundManager.playEnemyCollapse(); + break; + case 1: + this.requestEffect('bossCollapse'); + SoundManager.playBossCollapse1(); + break; + case 2: + this.requestEffect('instantCollapse'); + break; + } +}; + +Game_Enemy.prototype.transform = function (enemyId) { + var name = this.originalName(); + this._enemyId = enemyId; + if (this.originalName() !== name) { + this._letter = ''; + this._plural = false; + } + this.refresh(); + if (this.numActions() > 0) { + this.makeActions(); + } +}; + +Game_Enemy.prototype.meetsCondition = function (action) { + var param1 = action.conditionParam1; + var param2 = action.conditionParam2; + switch (action.conditionType) { + case 1: + return this.meetsTurnCondition(param1, param2); + case 2: + return this.meetsHpCondition(param1, param2); + case 3: + return this.meetsMpCondition(param1, param2); + case 4: + return this.meetsStateCondition(param1); + case 5: + return this.meetsPartyLevelCondition(param1); + case 6: + return this.meetsSwitchCondition(param1); + default: + return true; + } +}; + +Game_Enemy.prototype.meetsTurnCondition = function (param1, param2) { + var n = $gameTroop.turnCount(); + if (param2 === 0) { + return n === param1; + } else { + return n > 0 && n >= param1 && n % param2 === param1 % param2; + } +}; + +Game_Enemy.prototype.meetsHpCondition = function (param1, param2) { + return this.hpRate() >= param1 && this.hpRate() <= param2; +}; + +Game_Enemy.prototype.meetsMpCondition = function (param1, param2) { + return this.mpRate() >= param1 && this.mpRate() <= param2; +}; + +Game_Enemy.prototype.meetsStateCondition = function (param) { + return this.isStateAffected(param); +}; + +Game_Enemy.prototype.meetsPartyLevelCondition = function (param) { + return $gameParty.highestLevel() >= param; +}; + +Game_Enemy.prototype.meetsSwitchCondition = function (param) { + return $gameSwitches.value(param); +}; + +Game_Enemy.prototype.isActionValid = function (action) { + return this.meetsCondition(action) && this.canUse($dataSkills[action.skillId]); +}; + +Game_Enemy.prototype.selectAction = function (actionList, ratingZero) { + var sum = actionList.reduce(function (r, a) { + return r + a.rating - ratingZero; + }, 0); + if (sum > 0) { + var value = Math.randomInt(sum); + for (var i = 0; i < actionList.length; i++) { + var action = actionList[i]; + value -= action.rating - ratingZero; + if (value < 0) { + return action; + } + } + } else { + return null; + } +}; + +Game_Enemy.prototype.selectAllActions = function (actionList) { + var ratingMax = Math.max.apply(null, actionList.map(function (a) { + return a.rating; + })); + var ratingZero = ratingMax - 3; + actionList = actionList.filter(function (a) { + return a.rating > ratingZero; + }); + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setEnemyAction(this.selectAction(actionList, ratingZero)); + } +}; + +Game_Enemy.prototype.makeActions = function () { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + var actionList = this.enemy().actions.filter(function (a) { + return this.isActionValid(a); + }, this); + if (actionList.length > 0) { + this.selectAllActions(actionList); + } + } + this.setActionState('waiting'); +}; + +//----------------------------------------------------------------------------- +// Game_Actors +// +// The wrapper class for an actor array. + +function Game_Actors() { + this.initialize.apply(this, arguments); +} + +Game_Actors.prototype.initialize = function () { + this._data = []; +}; + +Game_Actors.prototype.actor = function (actorId) { + if ($dataActors[actorId]) { + if (!this._data[actorId]) { + this._data[actorId] = new Game_Actor(actorId); + } + return this._data[actorId]; + } + return null; +}; + +//----------------------------------------------------------------------------- +// Game_Unit +// +// The superclass of Game_Party and Game_Troop. + +function Game_Unit() { + this.initialize.apply(this, arguments); +} + +Game_Unit.prototype.initialize = function () { + this._inBattle = false; +}; + +Game_Unit.prototype.inBattle = function () { + return this._inBattle; +}; + +Game_Unit.prototype.members = function () { + return []; +}; + +Game_Unit.prototype.aliveMembers = function () { + return this.members().filter(function (member) { + return member.isAlive(); + }); +}; + +Game_Unit.prototype.deadMembers = function () { + return this.members().filter(function (member) { + return member.isDead(); + }); +}; + +Game_Unit.prototype.movableMembers = function () { + return this.members().filter(function (member) { + return member.canMove(); + }); +}; + +Game_Unit.prototype.clearActions = function () { + return this.members().forEach(function (member) { + return member.clearActions(); + }); +}; + +Game_Unit.prototype.agility = function () { + var members = this.members(); + if (members.length === 0) { + return 1; + } + var sum = members.reduce(function (r, member) { + return r + member.agi; + }, 0); + return sum / members.length; +}; + +Game_Unit.prototype.tgrSum = function () { + return this.aliveMembers().reduce(function (r, member) { + return r + member.tgr; + }, 0); +}; + +Game_Unit.prototype.randomTarget = function () { + var tgrRand = Math.random() * this.tgrSum(); + var target = null; + this.aliveMembers().forEach(function (member) { + tgrRand -= member.tgr; + if (tgrRand <= 0 && !target) { + target = member; + } + }); + return target; +}; + +Game_Unit.prototype.randomDeadTarget = function () { + var members = this.deadMembers(); + if (members.length === 0) { + return null; + } + return members[Math.floor(Math.random() * members.length)]; +}; + +Game_Unit.prototype.smoothTarget = function (index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isAlive()) ? member : this.aliveMembers()[0]; +}; + +Game_Unit.prototype.smoothDeadTarget = function (index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isDead()) ? member : this.deadMembers()[0]; +}; + +Game_Unit.prototype.clearResults = function () { + this.members().forEach(function (member) { + member.clearResult(); + }); +}; + +Game_Unit.prototype.onBattleStart = function () { + this.members().forEach(function (member) { + member.onBattleStart(); + }); + this._inBattle = true; +}; + +Game_Unit.prototype.onBattleEnd = function () { + this._inBattle = false; + this.members().forEach(function (member) { + member.onBattleEnd(); + }); +}; + +Game_Unit.prototype.makeActions = function () { + this.members().forEach(function (member) { + member.makeActions(); + }); +}; + +Game_Unit.prototype.select = function (activeMember) { + this.members().forEach(function (member) { + if (member === activeMember) { + member.select(); + } else { + member.deselect(); + } + }); +}; + +Game_Unit.prototype.isAllDead = function () { + return this.aliveMembers().length === 0; +}; + +Game_Unit.prototype.substituteBattler = function () { + var members = this.members(); + for (var i = 0; i < members.length; i++) { + if (members[i].isSubstitute()) { + return members[i]; + } + } +}; + +//----------------------------------------------------------------------------- +// Game_Party +// +// The game object class for the party. Information such as gold and items is +// included. + +function Game_Party() { + this.initialize.apply(this, arguments); +} + +Game_Party.prototype = Object.create(Game_Unit.prototype); +Game_Party.prototype.constructor = Game_Party; + +Game_Party.ABILITY_ENCOUNTER_HALF = 0; +Game_Party.ABILITY_ENCOUNTER_NONE = 1; +Game_Party.ABILITY_CANCEL_SURPRISE = 2; +Game_Party.ABILITY_RAISE_PREEMPTIVE = 3; +Game_Party.ABILITY_GOLD_DOUBLE = 4; +Game_Party.ABILITY_DROP_ITEM_DOUBLE = 5; + +Game_Party.prototype.initialize = function () { + Game_Unit.prototype.initialize.call(this); + this._gold = 0; + this._steps = 0; + this._lastItem = new Game_Item(); + this._menuActorId = 0; + this._targetActorId = 0; + this._actors = []; + this.initAllItems(); +}; + +Game_Party.prototype.initAllItems = function () { + this._items = {}; + this._weapons = {}; + this._armors = {}; +}; + +Game_Party.prototype.exists = function () { + return this._actors.length > 0; +}; + +Game_Party.prototype.size = function () { + return this.members().length; +}; + +Game_Party.prototype.isEmpty = function () { + return this.size() === 0; +}; + +Game_Party.prototype.members = function () { + return this.inBattle() ? this.battleMembers() : this.allMembers(); +}; + +Game_Party.prototype.allMembers = function () { + return this._actors.map(function (id) { + return $gameActors.actor(id); + }); +}; + +Game_Party.prototype.battleMembers = function () { + return this.allMembers().slice(0, this.maxBattleMembers()).filter(function (actor) { + return actor.isAppeared(); + }); +}; + +Game_Party.prototype.maxBattleMembers = function () { + return 4; +}; + +Game_Party.prototype.leader = function () { + return this.battleMembers()[0]; +}; + +Game_Party.prototype.reviveBattleMembers = function () { + this.battleMembers().forEach(function (actor) { + if (actor.isDead()) { + actor.setHp(1); + } + }); +}; + +Game_Party.prototype.items = function () { + var list = []; + for (var id in this._items) { + list.push($dataItems[id]); + } + return list; +}; + +Game_Party.prototype.weapons = function () { + var list = []; + for (var id in this._weapons) { + list.push($dataWeapons[id]); + } + return list; +}; + +Game_Party.prototype.armors = function () { + var list = []; + for (var id in this._armors) { + list.push($dataArmors[id]); + } + return list; +}; + +Game_Party.prototype.equipItems = function () { + return this.weapons().concat(this.armors()); +}; + +Game_Party.prototype.allItems = function () { + return this.items().concat(this.equipItems()); +}; + +Game_Party.prototype.itemContainer = function (item) { + if (!item) { + return null; + } else if (DataManager.isItem(item)) { + return this._items; + } else if (DataManager.isWeapon(item)) { + return this._weapons; + } else if (DataManager.isArmor(item)) { + return this._armors; + } else { + return null; + } +}; + +Game_Party.prototype.setupStartingMembers = function () { + this._actors = []; + $dataSystem.partyMembers.forEach(function (actorId) { + if ($gameActors.actor(actorId)) { + this._actors.push(actorId); + } + }, this); +}; + +Game_Party.prototype.name = function () { + var numBattleMembers = this.battleMembers().length; + if (numBattleMembers === 0) { + return ''; + } else if (numBattleMembers === 1) { + return this.leader().name(); + } else { + return TextManager.partyName.format(this.leader().name()); + } +}; + +Game_Party.prototype.setupBattleTest = function () { + this.setupBattleTestMembers(); + this.setupBattleTestItems(); +}; + +Game_Party.prototype.setupBattleTestMembers = function () { + $dataSystem.testBattlers.forEach(function (battler) { + var actor = $gameActors.actor(battler.actorId); + if (actor) { + actor.changeLevel(battler.level, false); + actor.initEquips(battler.equips); + actor.recoverAll(); + this.addActor(battler.actorId); + } + }, this); +}; + +Game_Party.prototype.setupBattleTestItems = function () { + $dataItems.forEach(function (item) { + if (item && item.name.length > 0) { + this.gainItem(item, this.maxItems(item)); + } + }, this); +}; + +Game_Party.prototype.highestLevel = function () { + return Math.max.apply(null, this.members().map(function (actor) { + return actor.level; + })); +}; + +Game_Party.prototype.addActor = function (actorId) { + if (!this._actors.contains(actorId)) { + this._actors.push(actorId); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.removeActor = function (actorId) { + if (this._actors.contains(actorId)) { + this._actors.splice(this._actors.indexOf(actorId), 1); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.gold = function () { + return this._gold; +}; + +Game_Party.prototype.gainGold = function (amount) { + this._gold = (this._gold + amount).clamp(0, this.maxGold()); +}; + +Game_Party.prototype.loseGold = function (amount) { + this.gainGold(-amount); +}; + +Game_Party.prototype.maxGold = function () { + return 99999999; +}; + +Game_Party.prototype.steps = function () { + return this._steps; +}; + +Game_Party.prototype.increaseSteps = function () { + this._steps++; +}; + +Game_Party.prototype.numItems = function (item) { + var container = this.itemContainer(item); + return container ? container[item.id] || 0 : 0; +}; + +Game_Party.prototype.maxItems = function (item) { + return 99; +}; + +Game_Party.prototype.hasMaxItems = function (item) { + return this.numItems(item) >= this.maxItems(item); +}; + +Game_Party.prototype.hasItem = function (item, includeEquip) { + if (includeEquip === undefined) { + includeEquip = false; + } + if (this.numItems(item) > 0) { + return true; + } else if (includeEquip && this.isAnyMemberEquipped(item)) { + return true; + } else { + return false; + } +}; + +Game_Party.prototype.isAnyMemberEquipped = function (item) { + return this.members().some(function (actor) { + return actor.equips().contains(item); + }); +}; + +Game_Party.prototype.gainItem = function (item, amount, includeEquip) { + var container = this.itemContainer(item); + if (container) { + var lastNumber = this.numItems(item); + var newNumber = lastNumber + amount; + container[item.id] = newNumber.clamp(0, this.maxItems(item)); + if (container[item.id] === 0) { + delete container[item.id]; + } + if (includeEquip && newNumber < 0) { + this.discardMembersEquip(item, -newNumber); + } + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.discardMembersEquip = function (item, amount) { + var n = amount; + this.members().forEach(function (actor) { + while (n > 0 && actor.isEquipped(item)) { + actor.discardEquip(item); + n--; + } + }); +}; + +Game_Party.prototype.loseItem = function (item, amount, includeEquip) { + this.gainItem(item, -amount, includeEquip); +}; + +Game_Party.prototype.consumeItem = function (item) { + if (DataManager.isItem(item) && item.consumable) { + this.loseItem(item, 1); + } +}; + +Game_Party.prototype.canUse = function (item) { + return this.members().some(function (actor) { + return actor.canUse(item); + }); +}; + +Game_Party.prototype.canInput = function () { + return this.members().some(function (actor) { + return actor.canInput(); + }); +}; + +Game_Party.prototype.isAllDead = function () { + if (Game_Unit.prototype.isAllDead.call(this)) { + return this.inBattle() || !this.isEmpty(); + } else { + return false; + } +}; + +Game_Party.prototype.onPlayerWalk = function () { + this.members().forEach(function (actor) { + return actor.onPlayerWalk(); + }); +}; + +Game_Party.prototype.menuActor = function () { + var actor = $gameActors.actor(this._menuActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setMenuActor = function (actor) { + this._menuActorId = actor.actorId(); +}; + +Game_Party.prototype.makeMenuActorNext = function () { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.makeMenuActorPrevious = function () { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + this.members().length - 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.targetActor = function () { + var actor = $gameActors.actor(this._targetActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setTargetActor = function (actor) { + this._targetActorId = actor.actorId(); +}; + +Game_Party.prototype.lastItem = function () { + return this._lastItem.object(); +}; + +Game_Party.prototype.setLastItem = function (item) { + this._lastItem.setObject(item); +}; + +Game_Party.prototype.swapOrder = function (index1, index2) { + var temp = this._actors[index1]; + this._actors[index1] = this._actors[index2]; + this._actors[index2] = temp; + $gamePlayer.refresh(); +}; + +Game_Party.prototype.charactersForSavefile = function () { + return this.battleMembers().map(function (actor) { + return [actor.characterName(), actor.characterIndex()]; + }); +}; + +Game_Party.prototype.facesForSavefile = function () { + return this.battleMembers().map(function (actor) { + return [actor.faceName(), actor.faceIndex()]; + }); +}; + +Game_Party.prototype.partyAbility = function (abilityId) { + return this.battleMembers().some(function (actor) { + return actor.partyAbility(abilityId); + }); +}; + +Game_Party.prototype.hasEncounterHalf = function () { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_HALF); +}; + +Game_Party.prototype.hasEncounterNone = function () { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_NONE); +}; + +Game_Party.prototype.hasCancelSurprise = function () { + return this.partyAbility(Game_Party.ABILITY_CANCEL_SURPRISE); +}; + +Game_Party.prototype.hasRaisePreemptive = function () { + return this.partyAbility(Game_Party.ABILITY_RAISE_PREEMPTIVE); +}; + +Game_Party.prototype.hasGoldDouble = function () { + return this.partyAbility(Game_Party.ABILITY_GOLD_DOUBLE); +}; + +Game_Party.prototype.hasDropItemDouble = function () { + return this.partyAbility(Game_Party.ABILITY_DROP_ITEM_DOUBLE); +}; + +Game_Party.prototype.ratePreemptive = function (troopAgi) { + var rate = this.agility() >= troopAgi ? 0.05 : 0.03; + if (this.hasRaisePreemptive()) { + rate *= 4; + } + return rate; +}; + +Game_Party.prototype.rateSurprise = function (troopAgi) { + var rate = this.agility() >= troopAgi ? 0.03 : 0.05; + if (this.hasCancelSurprise()) { + rate = 0; + } + return rate; +}; + +Game_Party.prototype.performVictory = function () { + this.members().forEach(function (actor) { + actor.performVictory(); + }); +}; + +Game_Party.prototype.performEscape = function () { + this.members().forEach(function (actor) { + actor.performEscape(); + }); +}; + +Game_Party.prototype.removeBattleStates = function () { + this.members().forEach(function (actor) { + actor.removeBattleStates(); + }); +}; + +Game_Party.prototype.requestMotionRefresh = function () { + this.members().forEach(function (actor) { + actor.requestMotionRefresh(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_Troop +// +// The game object class for a troop and the battle-related data. + +function Game_Troop() { + this.initialize.apply(this, arguments); +} + +Game_Troop.prototype = Object.create(Game_Unit.prototype); +Game_Troop.prototype.constructor = Game_Troop; + +Game_Troop.LETTER_TABLE_HALF = [ + ' A', ' B', ' C', ' D', ' E', ' F', ' G', ' H', ' I', ' J', ' K', ' L', ' M', + ' N', ' O', ' P', ' Q', ' R', ' S', ' T', ' U', ' V', ' W', ' X', ' Y', ' Z' +]; +Game_Troop.LETTER_TABLE_FULL = [ + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', + 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z' +]; + +Game_Troop.prototype.initialize = function () { + Game_Unit.prototype.initialize.call(this); + this._interpreter = new Game_Interpreter(); + this.clear(); +}; + +Game_Troop.prototype.isEventRunning = function () { + return this._interpreter.isRunning(); +}; + +Game_Troop.prototype.updateInterpreter = function () { + this._interpreter.update(); +}; + +Game_Troop.prototype.turnCount = function () { + return this._turnCount; +}; + +Game_Troop.prototype.members = function () { + return this._enemies; +}; + +Game_Troop.prototype.clear = function () { + this._interpreter.clear(); + this._troopId = 0; + this._eventFlags = {}; + this._enemies = []; + this._turnCount = 0; + this._namesCount = {}; +}; + +Game_Troop.prototype.troop = function () { + return $dataTroops[this._troopId]; +}; + +Game_Troop.prototype.setup = function (troopId) { + this.clear(); + this._troopId = troopId; + this._enemies = []; + this.troop().members.forEach(function (member) { + if ($dataEnemies[member.enemyId]) { + var enemyId = member.enemyId; + var x = member.x; + var y = member.y; + var enemy = new Game_Enemy(enemyId, x, y); + if (member.hidden) { + enemy.hide(); + } + this._enemies.push(enemy); + } + }, this); + this.makeUniqueNames(); +}; + +Game_Troop.prototype.makeUniqueNames = function () { + var table = this.letterTable(); + this.members().forEach(function (enemy) { + if (enemy.isAlive() && enemy.isLetterEmpty()) { + var name = enemy.originalName(); + var n = this._namesCount[name] || 0; + enemy.setLetter(table[n % table.length]); + this._namesCount[name] = n + 1; + } + }, this); + this.members().forEach(function (enemy) { + var name = enemy.originalName(); + if (this._namesCount[name] >= 2) { + enemy.setPlural(true); + } + }, this); +}; + +Game_Troop.prototype.letterTable = function () { + return $gameSystem.isCJK() ? Game_Troop.LETTER_TABLE_FULL : + Game_Troop.LETTER_TABLE_HALF; +}; + +Game_Troop.prototype.enemyNames = function () { + var names = []; + this.members().forEach(function (enemy) { + var name = enemy.originalName(); + if (enemy.isAlive() && !names.contains(name)) { + names.push(name); + } + }); + return names; +}; + +Game_Troop.prototype.meetsConditions = function (page) { + var c = page.conditions; + if (!c.turnEnding && !c.turnValid && !c.enemyValid && + !c.actorValid && !c.switchValid) { + return false; // Conditions not set + } + if (c.turnEnding) { + if (!BattleManager.isTurnEnd()) { + return false; + } + } + if (c.turnValid) { + var n = this._turnCount; + var a = c.turnA; + var b = c.turnB; + if ((b === 0 && n !== a)) { + return false; + } + if ((b > 0 && (n < 1 || n < a || n % b !== a % b))) { + return false; + } + } + if (c.enemyValid) { + var enemy = $gameTroop.members()[c.enemyIndex]; + if (!enemy || enemy.hpRate() * 100 > c.enemyHp) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!actor || actor.hpRate() * 100 > c.actorHp) { + return false; + } + } + if (c.switchValid) { + if (!$gameSwitches.value(c.switchId)) { + return false; + } + } + return true; +}; + +Game_Troop.prototype.setupBattleEvent = function () { + if (!this._interpreter.isRunning()) { + if (this._interpreter.setupReservedCommonEvent()) { + return; + } + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (this.meetsConditions(page) && !this._eventFlags[i]) { + this._interpreter.setup(page.list); + if (page.span <= 1) { + this._eventFlags[i] = true; + } + break; + } + } + } +}; + +Game_Troop.prototype.increaseTurn = function () { + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (page.span === 1) { + this._eventFlags[i] = false; + } + } + this._turnCount++; +}; + +Game_Troop.prototype.expTotal = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r + enemy.exp(); + }, 0); +}; + +Game_Troop.prototype.goldTotal = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r + enemy.gold(); + }, 0) * this.goldRate(); +}; + +Game_Troop.prototype.goldRate = function () { + return $gameParty.hasGoldDouble() ? 2 : 1; +}; + +Game_Troop.prototype.makeDropItems = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r.concat(enemy.makeDropItems()); + }, []); +}; + +//----------------------------------------------------------------------------- +// Game_Map +// +// The game object class for a map. It contains scrolling and passage +// determination functions. + +function Game_Map() { + this.initialize.apply(this, arguments); +} + +Game_Map.prototype.initialize = function () { + this._interpreter = new Game_Interpreter(); + this._mapId = 0; + this._tilesetId = 0; + this._events = []; + this._commonEvents = []; + this._vehicles = []; + this._displayX = 0; + this._displayY = 0; + this._nameDisplay = true; + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; + this._parallaxName = ''; + this._parallaxZero = false; + this._parallaxLoopX = false; + this._parallaxLoopY = false; + this._parallaxSx = 0; + this._parallaxSy = 0; + this._parallaxX = 0; + this._parallaxY = 0; + this._battleback1Name = null; + this._battleback2Name = null; + this.createVehicles(); +}; + +Game_Map.prototype.setup = function (mapId) { + if (!$dataMap) { + throw new Error('The map data is not available'); + } + this._mapId = mapId; + this._tilesetId = $dataMap.tilesetId; + this._displayX = 0; + this._displayY = 0; + this.refereshVehicles(); + this.setupEvents(); + this.setupScroll(); + this.setupParallax(); + this.setupBattleback(); + this._needsRefresh = false; +}; + +Game_Map.prototype.isEventRunning = function () { + return this._interpreter.isRunning() || this.isAnyEventStarting(); +}; + +Game_Map.prototype.tileWidth = function () { + return 48; +}; + +Game_Map.prototype.tileHeight = function () { + return 48; +}; + +Game_Map.prototype.mapId = function () { + return this._mapId; +}; + +Game_Map.prototype.tilesetId = function () { + return this._tilesetId; +}; + +Game_Map.prototype.displayX = function () { + return this._displayX; +}; + +Game_Map.prototype.displayY = function () { + return this._displayY; +}; + +Game_Map.prototype.parallaxName = function () { + return this._parallaxName; +}; + +Game_Map.prototype.battleback1Name = function () { + return this._battleback1Name; +}; + +Game_Map.prototype.battleback2Name = function () { + return this._battleback2Name; +}; + +Game_Map.prototype.requestRefresh = function (mapId) { + this._needsRefresh = true; +}; + +Game_Map.prototype.isNameDisplayEnabled = function () { + return this._nameDisplay; +}; + +Game_Map.prototype.disableNameDisplay = function () { + this._nameDisplay = false; +}; + +Game_Map.prototype.enableNameDisplay = function () { + this._nameDisplay = true; +}; + +Game_Map.prototype.createVehicles = function () { + this._vehicles = []; + this._vehicles[0] = new Game_Vehicle('boat'); + this._vehicles[1] = new Game_Vehicle('ship'); + this._vehicles[2] = new Game_Vehicle('airship'); +}; + +Game_Map.prototype.refereshVehicles = function () { + this._vehicles.forEach(function (vehicle) { + vehicle.refresh(); + }); +}; + +Game_Map.prototype.vehicles = function () { + return this._vehicles; +}; + +Game_Map.prototype.vehicle = function (type) { + if (type === 0 || type === 'boat') { + return this.boat(); + } else if (type === 1 || type === 'ship') { + return this.ship(); + } else if (type === 2 || type === 'airship') { + return this.airship(); + } else { + return null; + } +}; + +Game_Map.prototype.boat = function () { + return this._vehicles[0]; +}; + +Game_Map.prototype.ship = function () { + return this._vehicles[1]; +}; + +Game_Map.prototype.airship = function () { + return this._vehicles[2]; +}; + +Game_Map.prototype.setupEvents = function () { + this._events = []; + for (var i = 0; i < $dataMap.events.length; i++) { + if ($dataMap.events[i]) { + this._events[i] = new Game_Event(this._mapId, i); + } + } + this._commonEvents = this.parallelCommonEvents().map(function (commonEvent) { + return new Game_CommonEvent(commonEvent.id); + }); + this.refreshTileEvents(); +}; + +Game_Map.prototype.events = function () { + return this._events.filter(function (event) { + return !!event; + }); +}; + +Game_Map.prototype.event = function (eventId) { + return this._events[eventId]; +}; + +Game_Map.prototype.eraseEvent = function (eventId) { + this._events[eventId].erase(); +}; + +Game_Map.prototype.parallelCommonEvents = function () { + return $dataCommonEvents.filter(function (commonEvent) { + return commonEvent && commonEvent.trigger === 2; + }); +}; + +Game_Map.prototype.setupScroll = function () { + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; +}; + +Game_Map.prototype.setupParallax = function () { + this._parallaxName = $dataMap.parallaxName || ''; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + this._parallaxLoopX = $dataMap.parallaxLoopX; + this._parallaxLoopY = $dataMap.parallaxLoopY; + this._parallaxSx = $dataMap.parallaxSx; + this._parallaxSy = $dataMap.parallaxSy; + this._parallaxX = 0; + this._parallaxY = 0; +}; + +Game_Map.prototype.setupBattleback = function () { + if ($dataMap.specifyBattleback) { + this._battleback1Name = $dataMap.battleback1Name; + this._battleback2Name = $dataMap.battleback2Name; + } else { + this._battleback1Name = null; + this._battleback2Name = null; + } +}; + +Game_Map.prototype.setDisplayPos = function (x, y) { + if (this.isLoopHorizontal()) { + this._displayX = x.mod(this.width()); + this._parallaxX = x; + } else { + var endX = this.width() - this.screenTileX(); + this._displayX = endX < 0 ? endX / 2 : x.clamp(0, endX); + this._parallaxX = this._displayX; + } + if (this.isLoopVertical()) { + this._displayY = y.mod(this.height()); + this._parallaxY = y; + } else { + var endY = this.height() - this.screenTileY(); + this._displayY = endY < 0 ? endY / 2 : y.clamp(0, endY); + this._parallaxY = this._displayY; + } +}; + +Game_Map.prototype.parallaxOx = function () { + if (this._parallaxZero) { + return this._parallaxX * this.tileWidth(); + } else if (this._parallaxLoopX) { + return this._parallaxX * this.tileWidth() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.parallaxOy = function () { + if (this._parallaxZero) { + return this._parallaxY * this.tileHeight(); + } else if (this._parallaxLoopY) { + return this._parallaxY * this.tileHeight() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.tileset = function () { + return $dataTilesets[this._tilesetId]; +}; + +Game_Map.prototype.tilesetFlags = function () { + var tileset = this.tileset(); + if (tileset) { + return tileset.flags; + } else { + return []; + } +}; + +Game_Map.prototype.displayName = function () { + return $dataMap.displayName; +}; + +Game_Map.prototype.width = function () { + return $dataMap.width; +}; + +Game_Map.prototype.height = function () { + return $dataMap.height; +}; + +Game_Map.prototype.data = function () { + return $dataMap.data; +}; + +Game_Map.prototype.isLoopHorizontal = function () { + return $dataMap.scrollType === 2 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isLoopVertical = function () { + return $dataMap.scrollType === 1 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isDashDisabled = function () { + return $dataMap.disableDashing; +}; + +Game_Map.prototype.encounterList = function () { + return $dataMap.encounterList; +}; + +Game_Map.prototype.encounterStep = function () { + return $dataMap.encounterStep; +}; + +Game_Map.prototype.isOverworld = function () { + return this.tileset() && this.tileset().mode === 0; +}; + +Game_Map.prototype.screenTileX = function () { + return Graphics.width / this.tileWidth(); +}; + +Game_Map.prototype.screenTileY = function () { + return Graphics.height / this.tileHeight(); +}; + +Game_Map.prototype.adjustX = function (x) { + if (this.isLoopHorizontal() && x < this._displayX - + (this.width() - this.screenTileX()) / 2) { + return x - this._displayX + $dataMap.width; + } else { + return x - this._displayX; + } +}; + +Game_Map.prototype.adjustY = function (y) { + if (this.isLoopVertical() && y < this._displayY - + (this.height() - this.screenTileY()) / 2) { + return y - this._displayY + $dataMap.height; + } else { + return y - this._displayY; + } +}; + +Game_Map.prototype.roundX = function (x) { + return this.isLoopHorizontal() ? x.mod(this.width()) : x; +}; + +Game_Map.prototype.roundY = function (y) { + return this.isLoopVertical() ? y.mod(this.height()) : y; +}; + +Game_Map.prototype.xWithDirection = function (x, d) { + return x + (d === 6 ? 1 : d === 4 ? -1 : 0); +}; + +Game_Map.prototype.yWithDirection = function (y, d) { + return y + (d === 2 ? 1 : d === 8 ? -1 : 0); +}; + +Game_Map.prototype.roundXWithDirection = function (x, d) { + return this.roundX(x + (d === 6 ? 1 : d === 4 ? -1 : 0)); +}; + +Game_Map.prototype.roundYWithDirection = function (y, d) { + return this.roundY(y + (d === 2 ? 1 : d === 8 ? -1 : 0)); +}; + +Game_Map.prototype.deltaX = function (x1, x2) { + var result = x1 - x2; + if (this.isLoopHorizontal() && Math.abs(result) > this.width() / 2) { + if (result < 0) { + result += this.width(); + } else { + result -= this.width(); + } + } + return result; +}; + +Game_Map.prototype.deltaY = function (y1, y2) { + var result = y1 - y2; + if (this.isLoopVertical() && Math.abs(result) > this.height() / 2) { + if (result < 0) { + result += this.height(); + } else { + result -= this.height(); + } + } + return result; +}; + +Game_Map.prototype.distance = function (x1, y1, x2, y2) { + return Math.abs(this.deltaX(x1, x2)) + Math.abs(this.deltaY(y1, y2)); +}; + +Game_Map.prototype.canvasToMapX = function (x) { + var tileWidth = this.tileWidth(); + var originX = this._displayX * tileWidth; + var mapX = Math.floor((originX + x) / tileWidth); + return this.roundX(mapX); +}; + +Game_Map.prototype.canvasToMapY = function (y) { + var tileHeight = this.tileHeight(); + var originY = this._displayY * tileHeight; + var mapY = Math.floor((originY + y) / tileHeight); + return this.roundY(mapY); +}; + +Game_Map.prototype.autoplay = function () { + if ($dataMap.autoplayBgm) { + if ($gamePlayer.isInVehicle()) { + $gameSystem.saveWalkingBgm2(); + } else { + AudioManager.playBgm($dataMap.bgm); + } + } + if ($dataMap.autoplayBgs) { + AudioManager.playBgs($dataMap.bgs); + } +}; + +Game_Map.prototype.refreshIfNeeded = function () { + if (this._needsRefresh) { + this.refresh(); + } +}; + +Game_Map.prototype.refresh = function () { + this.events().forEach(function (event) { + event.refresh(); + }); + this._commonEvents.forEach(function (event) { + event.refresh(); + }); + this.refreshTileEvents(); + this._needsRefresh = false; +}; + +Game_Map.prototype.refreshTileEvents = function () { + this.tileEvents = this.events().filter(function (event) { + return event.isTile(); + }); +}; + +Game_Map.prototype.eventsXy = function (x, y) { + return this.events().filter(function (event) { + return event.pos(x, y); + }); +}; + +Game_Map.prototype.eventsXyNt = function (x, y) { + return this.events().filter(function (event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.tileEventsXy = function (x, y) { + return this.tileEvents.filter(function (event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.eventIdXy = function (x, y) { + var list = this.eventsXy(x, y); + return list.length === 0 ? 0 : list[0].eventId(); +}; + +Game_Map.prototype.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()) { + var lastY = this._displayY; + this._displayY = Math.min(this._displayY + distance, + this.height() - this.screenTileY()); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.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()) { + var lastX = this._displayX; + this._displayX = Math.max(this._displayX - distance, 0); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.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()) { + var lastX = this._displayX; + this._displayX = Math.min(this._displayX + distance, + this.width() - this.screenTileX()); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.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()) { + var lastY = this._displayY; + this._displayY = Math.max(this._displayY - distance, 0); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.isValid = function (x, y) { + return x >= 0 && x < this.width() && y >= 0 && y < this.height(); +}; + +Game_Map.prototype.checkPassage = function (x, y, bit) { + var flags = this.tilesetFlags(); + var tiles = this.allTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var flag = flags[tiles[i]]; + if ((flag & 0x10) !== 0) // [*] No effect on passage + continue; + if ((flag & bit) === 0) // [o] Passable + return true; + if ((flag & bit) === bit) // [x] Impassable + return false; + } + return false; +}; + +Game_Map.prototype.tileId = function (x, y, z) { + var width = $dataMap.width; + var height = $dataMap.height; + return $dataMap.data[(z * height + y) * width + x] || 0; +}; + +Game_Map.prototype.layeredTiles = function (x, y) { + var tiles = []; + for (var i = 0; i < 4; i++) { + tiles.push(this.tileId(x, y, 3 - i)); + } + return tiles; +}; + +Game_Map.prototype.allTiles = function (x, y) { + var tiles = this.tileEventsXy(x, y).map(function (event) { + return event.tileId(); + }); + return tiles.concat(this.layeredTiles(x, y)); +}; + +Game_Map.prototype.autotileType = function (x, y, z) { + var tileId = this.tileId(x, y, z); + return tileId >= 2048 ? Math.floor((tileId - 2048) / 48) : -1; +}; + +Game_Map.prototype.isPassable = function (x, y, d) { + return this.checkPassage(x, y, (1 << (d / 2 - 1)) & 0x0f); +}; + +Game_Map.prototype.isBoatPassable = function (x, y) { + return this.checkPassage(x, y, 0x0200); +}; + +Game_Map.prototype.isShipPassable = function (x, y) { + return this.checkPassage(x, y, 0x0400); +}; + +Game_Map.prototype.isAirshipLandOk = function (x, y) { + return this.checkPassage(x, y, 0x0800) && this.checkPassage(x, y, 0x0f); +}; + +Game_Map.prototype.checkLayeredTilesFlags = function (x, y, bit) { + var flags = this.tilesetFlags(); + return this.layeredTiles(x, y).some(function (tileId) { + return (flags[tileId] & bit) !== 0; + }); +}; + +Game_Map.prototype.isLadder = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x20); +}; + +Game_Map.prototype.isBush = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x40); +}; + +Game_Map.prototype.isCounter = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x80); +}; + +Game_Map.prototype.isDamageFloor = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x100); +}; + +Game_Map.prototype.terrainTag = function (x, y) { + if (this.isValid(x, y)) { + var flags = this.tilesetFlags(); + var tiles = this.layeredTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var tag = flags[tiles[i]] >> 12; + if (tag > 0) { + return tag; + } + } + } + return 0; +}; + +Game_Map.prototype.regionId = function (x, y) { + return this.isValid(x, y) ? this.tileId(x, y, 5) : 0; +}; + +Game_Map.prototype.startScroll = function (direction, distance, speed) { + this._scrollDirection = direction; + this._scrollRest = distance; + this._scrollSpeed = speed; +}; + +Game_Map.prototype.isScrolling = function () { + return this._scrollRest > 0; +}; + +Game_Map.prototype.update = function (sceneActive) { + this.refreshIfNeeded(); + if (sceneActive) { + this.updateInterpreter(); + } + this.updateScroll(); + this.updateEvents(); + this.updateVehicles(); + this.updateParallax(); +}; + +Game_Map.prototype.updateScroll = function () { + if (this.isScrolling()) { + var lastX = this._displayX; + var lastY = this._displayY; + this.doScroll(this._scrollDirection, this.scrollDistance()); + if (this._displayX === lastX && this._displayY === lastY) { + this._scrollRest = 0; + } else { + this._scrollRest -= this.scrollDistance(); + } + } +}; + +Game_Map.prototype.scrollDistance = function () { + return Math.pow(2, this._scrollSpeed) / 256; +}; + +Game_Map.prototype.doScroll = function (direction, distance) { + switch (direction) { + case 2: + this.scrollDown(distance); + break; + case 4: + this.scrollLeft(distance); + break; + case 6: + this.scrollRight(distance); + break; + case 8: + this.scrollUp(distance); + break; + } +}; + +Game_Map.prototype.updateEvents = function () { + this.events().forEach(function (event) { + event.update(); + }); + this._commonEvents.forEach(function (event) { + event.update(); + }); +}; + +Game_Map.prototype.updateVehicles = function () { + this._vehicles.forEach(function (vehicle) { + vehicle.update(); + }); +}; + +Game_Map.prototype.updateParallax = function () { + if (this._parallaxLoopX) { + this._parallaxX += this._parallaxSx / this.tileWidth() / 2; + } + if (this._parallaxLoopY) { + this._parallaxY += this._parallaxSy / this.tileHeight() / 2; + } +}; + +Game_Map.prototype.changeTileset = function (tilesetId) { + this._tilesetId = tilesetId; + this.refresh(); +}; + +Game_Map.prototype.changeBattleback = function (battleback1Name, battleback2Name) { + this._battleback1Name = battleback1Name; + this._battleback2Name = battleback2Name; +}; + +Game_Map.prototype.changeParallax = function (name, loopX, loopY, sx, sy) { + this._parallaxName = name; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + if (this._parallaxLoopX && !loopX) { + this._parallaxX = 0; + } + if (this._parallaxLoopY && !loopY) { + this._parallaxY = 0; + } + this._parallaxLoopX = loopX; + this._parallaxLoopY = loopY; + this._parallaxSx = sx; + this._parallaxSy = sy; +}; + +Game_Map.prototype.updateInterpreter = function () { + for (; ;) { + this._interpreter.update(); + if (this._interpreter.isRunning()) { + return; + } + if (this._interpreter.eventId() > 0) { + this.unlockEvent(this._interpreter.eventId()); + this._interpreter.clear(); + } + if (!this.setupStartingEvent()) { + return; + } + } +}; + +Game_Map.prototype.unlockEvent = function (eventId) { + if (this._events[eventId]) { + this._events[eventId].unlock(); + } +}; + +Game_Map.prototype.setupStartingEvent = function () { + this.refreshIfNeeded(); + if (this._interpreter.setupReservedCommonEvent()) { + return true; + } + if (this.setupTestEvent()) { + return true; + } + if (this.setupStartingMapEvent()) { + return true; + } + if (this.setupAutorunCommonEvent()) { + return true; + } + return false; +}; + +Game_Map.prototype.setupTestEvent = function () { + if ($testEvent) { + this._interpreter.setup($testEvent, 0); + $testEvent = null; + return true; + } + return false; +}; + +Game_Map.prototype.setupStartingMapEvent = function () { + var events = this.events(); + for (var i = 0; i < events.length; i++) { + var event = events[i]; + if (event.isStarting()) { + event.clearStartingFlag(); + this._interpreter.setup(event.list(), event.eventId()); + return true; + } + } + return false; +}; + +Game_Map.prototype.setupAutorunCommonEvent = function () { + for (var i = 0; i < $dataCommonEvents.length; i++) { + var event = $dataCommonEvents[i]; + if (event && event.trigger === 1 && $gameSwitches.value(event.switchId)) { + this._interpreter.setup(event.list); + return true; + } + } + return false; +}; + +Game_Map.prototype.isAnyEventStarting = function () { + return this.events().some(function (event) { + return event.isStarting(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_CommonEvent +// +// The game object class for a common event. It contains functionality for +// running parallel process events. + +function Game_CommonEvent() { + this.initialize.apply(this, arguments); +} + +Game_CommonEvent.prototype.initialize = function (commonEventId) { + this._commonEventId = commonEventId; + this.refresh(); +}; + +Game_CommonEvent.prototype.event = function () { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_CommonEvent.prototype.list = function () { + return this.event().list; +}; + +Game_CommonEvent.prototype.refresh = function () { + if (this.isActive()) { + if (!this._interpreter) { + this._interpreter = new Game_Interpreter(); + } + } else { + this._interpreter = null; + } +}; + +Game_CommonEvent.prototype.isActive = function () { + var event = this.event(); + return event.trigger === 2 && $gameSwitches.value(event.switchId); +}; + +Game_CommonEvent.prototype.update = function () { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list()); + } + this._interpreter.update(); + } +}; + +//----------------------------------------------------------------------------- +// Game_CharacterBase +// +// The superclass of Game_Character. It handles basic information, such as +// coordinates and images, shared by all characters. + +function Game_CharacterBase() { + this.initialize.apply(this, arguments); +} + +Object.defineProperties(Game_CharacterBase.prototype, { + x: { get: function () { return this._x; }, configurable: true }, + y: { get: function () { return this._y; }, configurable: true } +}); + +Game_CharacterBase.prototype.initialize = function () { + this.initMembers(); +}; + +Game_CharacterBase.prototype.initMembers = function () { + this._x = 0; + this._y = 0; + this._realX = 0; + this._realY = 0; + this._moveSpeed = 4; + this._moveFrequency = 6; + this._opacity = 255; + this._blendMode = 0; + this._direction = 2; + this._pattern = 1; + this._priorityType = 1; + this._tileId = 0; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = false; + this._walkAnime = true; + this._stepAnime = false; + this._directionFix = false; + this._through = false; + this._transparent = false; + this._bushDepth = 0; + this._animationId = 0; + this._balloonId = 0; + this._animationPlaying = false; + this._balloonPlaying = false; + this._animationCount = 0; + this._stopCount = 0; + this._jumpCount = 0; + this._jumpPeak = 0; + this._movementSuccess = true; +}; + +Game_CharacterBase.prototype.pos = function (x, y) { + return this._x === x && this._y === y; +}; + +Game_CharacterBase.prototype.posNt = function (x, y) { + // No through + return this.pos(x, y) && !this.isThrough(); +}; + +Game_CharacterBase.prototype.moveSpeed = function () { + return this._moveSpeed; +}; + +Game_CharacterBase.prototype.setMoveSpeed = function (moveSpeed) { + this._moveSpeed = moveSpeed; +}; + +Game_CharacterBase.prototype.moveFrequency = function () { + return this._moveFrequency; +}; + +Game_CharacterBase.prototype.setMoveFrequency = function (moveFrequency) { + this._moveFrequency = moveFrequency; +}; + +Game_CharacterBase.prototype.opacity = function () { + return this._opacity; +}; + +Game_CharacterBase.prototype.setOpacity = function (opacity) { + this._opacity = opacity; +}; + +Game_CharacterBase.prototype.blendMode = function () { + return this._blendMode; +}; + +Game_CharacterBase.prototype.setBlendMode = function (blendMode) { + this._blendMode = blendMode; +}; + +Game_CharacterBase.prototype.isNormalPriority = function () { + return this._priorityType === 1; +}; + +Game_CharacterBase.prototype.setPriorityType = function (priorityType) { + this._priorityType = priorityType; +}; + +Game_CharacterBase.prototype.isMoving = function () { + return this._realX !== this._x || this._realY !== this._y; +}; + +Game_CharacterBase.prototype.isJumping = function () { + return this._jumpCount > 0; +}; + +Game_CharacterBase.prototype.jumpHeight = function () { + return (this._jumpPeak * this._jumpPeak - + Math.pow(Math.abs(this._jumpCount - this._jumpPeak), 2)) / 2; +}; + +Game_CharacterBase.prototype.isStopping = function () { + return !this.isMoving() && !this.isJumping(); +}; + +Game_CharacterBase.prototype.checkStop = function (threshold) { + return this._stopCount > threshold; +}; + +Game_CharacterBase.prototype.resetStopCount = function () { + this._stopCount = 0; +}; + +Game_CharacterBase.prototype.realMoveSpeed = function () { + return this._moveSpeed + (this.isDashing() ? 1 : 0); +}; + +Game_CharacterBase.prototype.distancePerFrame = function () { + return Math.pow(2, this.realMoveSpeed()) / 256; +}; + +Game_CharacterBase.prototype.isDashing = function () { + return false; +}; + +Game_CharacterBase.prototype.isDebugThrough = function () { + return false; +}; + +Game_CharacterBase.prototype.straighten = function () { + if (this.hasWalkAnime() || this.hasStepAnime()) { + this._pattern = 1; + } + this._animationCount = 0; +}; + +Game_CharacterBase.prototype.reverseDir = function (d) { + return 10 - d; +}; + +Game_CharacterBase.prototype.canPass = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (this.isThrough() || this.isDebugThrough()) { + return true; + } + if (!this.isMapPassable(x, y, d)) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + return true; +}; + +Game_CharacterBase.prototype.canPassDiagonally = function (x, y, horz, vert) { + var x2 = $gameMap.roundXWithDirection(x, horz); + var y2 = $gameMap.roundYWithDirection(y, vert); + if (this.canPass(x, y, vert) && this.canPass(x, y2, horz)) { + return true; + } + if (this.canPass(x, y, horz) && this.canPass(x2, y, vert)) { + return true; + } + return false; +}; + +Game_CharacterBase.prototype.isMapPassable = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + var d2 = this.reverseDir(d); + return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, d2); +}; + +Game_CharacterBase.prototype.isCollidedWithCharacters = function (x, y) { + return this.isCollidedWithEvents(x, y) || this.isCollidedWithVehicles(x, y); +}; + +Game_CharacterBase.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.some(function (event) { + return event.isNormalPriority(); + }); +}; + +Game_CharacterBase.prototype.isCollidedWithVehicles = function (x, y) { + return $gameMap.boat().posNt(x, y) || $gameMap.ship().posNt(x, y); +}; + +Game_CharacterBase.prototype.setPosition = function (x, y) { + this._x = Math.round(x); + this._y = Math.round(y); + this._realX = x; + this._realY = y; +}; + +Game_CharacterBase.prototype.copyPosition = function (character) { + this._x = character._x; + this._y = character._y; + this._realX = character._realX; + this._realY = character._realY; + this._direction = character._direction; +}; + +Game_CharacterBase.prototype.locate = function (x, y) { + this.setPosition(x, y); + this.straighten(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.direction = function () { + return this._direction; +}; + +Game_CharacterBase.prototype.setDirection = function (d) { + if (!this.isDirectionFixed() && d) { + this._direction = d; + } + this.resetStopCount(); +}; + +Game_CharacterBase.prototype.isTile = function () { + return this._tileId > 0 && this._priorityType === 0; +}; + +Game_CharacterBase.prototype.isObjectCharacter = function () { + return this._isObjectCharacter; +}; + +Game_CharacterBase.prototype.shiftY = function () { + return this.isObjectCharacter() ? 0 : 6; +}; + +Game_CharacterBase.prototype.scrolledX = function () { + return $gameMap.adjustX(this._realX); +}; + +Game_CharacterBase.prototype.scrolledY = function () { + return $gameMap.adjustY(this._realY); +}; + +Game_CharacterBase.prototype.screenX = function () { + var tw = $gameMap.tileWidth(); + return Math.round(this.scrolledX() * tw + tw / 2); +}; + +Game_CharacterBase.prototype.screenY = function () { + var th = $gameMap.tileHeight(); + return Math.round(this.scrolledY() * th + th - + this.shiftY() - this.jumpHeight()); +}; + +Game_CharacterBase.prototype.screenZ = function () { + return this._priorityType * 2 + 1; +}; + +Game_CharacterBase.prototype.isNearTheScreen = function () { + var gw = Graphics.width; + var gh = Graphics.height; + var tw = $gameMap.tileWidth(); + var th = $gameMap.tileHeight(); + var px = this.scrolledX() * tw + tw / 2 - gw / 2; + var py = this.scrolledY() * th + th / 2 - gh / 2; + return px >= -gw && px <= gw && py >= -gh && py <= gh; +}; + +Game_CharacterBase.prototype.update = function () { + if (this.isStopping()) { + this.updateStop(); + } + if (this.isJumping()) { + this.updateJump(); + } else if (this.isMoving()) { + this.updateMove(); + } + this.updateAnimation(); +}; + +Game_CharacterBase.prototype.updateStop = function () { + this._stopCount++; +}; + +Game_CharacterBase.prototype.updateJump = function () { + this._jumpCount--; + this._realX = (this._realX * this._jumpCount + this._x) / (this._jumpCount + 1.0); + this._realY = (this._realY * this._jumpCount + this._y) / (this._jumpCount + 1.0); + this.refreshBushDepth(); + if (this._jumpCount === 0) { + this._realX = this._x = $gameMap.roundX(this._x); + this._realY = this._y = $gameMap.roundY(this._y); + } +}; + +Game_CharacterBase.prototype.updateMove = function () { + if (this._x < this._realX) { + this._realX = Math.max(this._realX - this.distancePerFrame(), this._x); + } + if (this._x > this._realX) { + this._realX = Math.min(this._realX + this.distancePerFrame(), this._x); + } + if (this._y < this._realY) { + this._realY = Math.max(this._realY - this.distancePerFrame(), this._y); + } + if (this._y > this._realY) { + this._realY = Math.min(this._realY + this.distancePerFrame(), this._y); + } + if (!this.isMoving()) { + this.refreshBushDepth(); + } +}; + +Game_CharacterBase.prototype.updateAnimation = function () { + this.updateAnimationCount(); + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this._animationCount = 0; + } +}; + +Game_CharacterBase.prototype.animationWait = function () { + return (9 - this.realMoveSpeed()) * 3; +}; + +Game_CharacterBase.prototype.updateAnimationCount = function () { + if (this.isMoving() && this.hasWalkAnime()) { + this._animationCount += 1.5; + } else if (this.hasStepAnime() || !this.isOriginalPattern()) { + this._animationCount++; + } +}; + +Game_CharacterBase.prototype.updatePattern = function () { + if (!this.hasStepAnime() && this._stopCount > 0) { + this.resetPattern(); + } else { + this._pattern = (this._pattern + 1) % this.maxPattern(); + } +}; + +Game_CharacterBase.prototype.maxPattern = function () { + return 4; +}; + +Game_CharacterBase.prototype.pattern = function () { + return this._pattern < 3 ? this._pattern : 1; +}; + +Game_CharacterBase.prototype.setPattern = function (pattern) { + this._pattern = pattern; +}; + +Game_CharacterBase.prototype.isOriginalPattern = function () { + return this.pattern() === 1; +}; + +Game_CharacterBase.prototype.resetPattern = function () { + this.setPattern(1); +}; + +Game_CharacterBase.prototype.refreshBushDepth = function () { + if (this.isNormalPriority() && !this.isObjectCharacter() && + this.isOnBush() && !this.isJumping()) { + if (!this.isMoving()) { + this._bushDepth = 12; + } + } else { + this._bushDepth = 0; + } +}; + +Game_CharacterBase.prototype.isOnLadder = function () { + return $gameMap.isLadder(this._x, this._y); +}; + +Game_CharacterBase.prototype.isOnBush = function () { + return $gameMap.isBush(this._x, this._y); +}; + +Game_CharacterBase.prototype.terrainTag = function () { + return $gameMap.terrainTag(this._x, this._y); +}; + +Game_CharacterBase.prototype.regionId = function () { + return $gameMap.regionId(this._x, this._y); +}; + +Game_CharacterBase.prototype.increaseSteps = function () { + if (this.isOnLadder()) { + this.setDirection(8); + } + this.resetStopCount(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.tileId = function () { + return this._tileId; +}; + +Game_CharacterBase.prototype.characterName = function () { + return this._characterName; +}; + +Game_CharacterBase.prototype.characterIndex = function () { + return this._characterIndex; +}; + +Game_CharacterBase.prototype.setImage = function (characterName, characterIndex) { + this._tileId = 0; + this._characterName = characterName; + this._characterIndex = characterIndex; + this._isObjectCharacter = ImageManager.isObjectCharacter(characterName); +}; + +Game_CharacterBase.prototype.setTileImage = function (tileId) { + this._tileId = tileId; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = true; +}; + +Game_CharacterBase.prototype.checkEventTriggerTouchFront = function (d) { + var x2 = $gameMap.roundXWithDirection(this._x, d); + var y2 = $gameMap.roundYWithDirection(this._y, d); + this.checkEventTriggerTouch(x2, y2); +}; + +Game_CharacterBase.prototype.checkEventTriggerTouch = function (x, y) { + return false; +}; + +Game_CharacterBase.prototype.isMovementSucceeded = function (x, y) { + return this._movementSuccess; +}; + +Game_CharacterBase.prototype.setMovementSuccess = function (success) { + this._movementSuccess = success; +}; + +Game_CharacterBase.prototype.moveStraight = function (d) { + this.setMovementSuccess(this.canPass(this._x, this._y, d)); + if (this.isMovementSucceeded()) { + this.setDirection(d); + this._x = $gameMap.roundXWithDirection(this._x, d); + this._y = $gameMap.roundYWithDirection(this._y, d); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(d)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(d)); + this.increaseSteps(); + } else { + this.setDirection(d); + this.checkEventTriggerTouchFront(d); + } +}; + +Game_CharacterBase.prototype.moveDiagonally = function (horz, vert) { + this.setMovementSuccess(this.canPassDiagonally(this._x, this._y, horz, vert)); + if (this.isMovementSucceeded()) { + this._x = $gameMap.roundXWithDirection(this._x, horz); + this._y = $gameMap.roundYWithDirection(this._y, vert); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert)); + this.increaseSteps(); + } + if (this._direction === this.reverseDir(horz)) { + this.setDirection(horz); + } + if (this._direction === this.reverseDir(vert)) { + this.setDirection(vert); + } +}; + +Game_CharacterBase.prototype.jump = function (xPlus, yPlus) { + if (Math.abs(xPlus) > Math.abs(yPlus)) { + if (xPlus !== 0) { + this.setDirection(xPlus < 0 ? 4 : 6); + } + } else { + if (yPlus !== 0) { + this.setDirection(yPlus < 0 ? 8 : 2); + } + } + this._x += xPlus; + this._y += yPlus; + var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus)); + this._jumpPeak = 10 + distance - this._moveSpeed; + this._jumpCount = this._jumpPeak * 2; + this.resetStopCount(); + this.straighten(); +}; + +Game_CharacterBase.prototype.hasWalkAnime = function () { + return this._walkAnime; +}; + +Game_CharacterBase.prototype.setWalkAnime = function (walkAnime) { + this._walkAnime = walkAnime; +}; + +Game_CharacterBase.prototype.hasStepAnime = function () { + return this._stepAnime; +}; + +Game_CharacterBase.prototype.setStepAnime = function (stepAnime) { + this._stepAnime = stepAnime; +}; + +Game_CharacterBase.prototype.isDirectionFixed = function () { + return this._directionFix; +}; + +Game_CharacterBase.prototype.setDirectionFix = function (directionFix) { + this._directionFix = directionFix; +}; + +Game_CharacterBase.prototype.isThrough = function () { + return this._through; +}; + +Game_CharacterBase.prototype.setThrough = function (through) { + this._through = through; +}; + +Game_CharacterBase.prototype.isTransparent = function () { + return this._transparent; +}; + +Game_CharacterBase.prototype.bushDepth = function () { + return this._bushDepth; +}; + +Game_CharacterBase.prototype.setTransparent = function (transparent) { + this._transparent = transparent; +}; + +Game_CharacterBase.prototype.requestAnimation = function (animationId) { + this._animationId = animationId; +}; + +Game_CharacterBase.prototype.requestBalloon = function (balloonId) { + this._balloonId = balloonId; +}; + +Game_CharacterBase.prototype.animationId = function () { + return this._animationId; +}; + +Game_CharacterBase.prototype.balloonId = function () { + return this._balloonId; +}; + +Game_CharacterBase.prototype.startAnimation = function () { + this._animationId = 0; + this._animationPlaying = true; +}; + +Game_CharacterBase.prototype.startBalloon = function () { + this._balloonId = 0; + this._balloonPlaying = true; +}; + +Game_CharacterBase.prototype.isAnimationPlaying = function () { + return this._animationId > 0 || this._animationPlaying; +}; + +Game_CharacterBase.prototype.isBalloonPlaying = function () { + return this._balloonId > 0 || this._balloonPlaying; +}; + +Game_CharacterBase.prototype.endAnimation = function () { + this._animationPlaying = false; +}; + +Game_CharacterBase.prototype.endBalloon = function () { + this._balloonPlaying = false; +}; + +//----------------------------------------------------------------------------- +// Game_Character +// +// The superclass of Game_Player, Game_Follower, GameVehicle, and Game_Event. + +function Game_Character() { + this.initialize.apply(this, arguments); +} + +Game_Character.prototype = Object.create(Game_CharacterBase.prototype); +Game_Character.prototype.constructor = Game_Character; + +Game_Character.ROUTE_END = 0; +Game_Character.ROUTE_MOVE_DOWN = 1; +Game_Character.ROUTE_MOVE_LEFT = 2; +Game_Character.ROUTE_MOVE_RIGHT = 3; +Game_Character.ROUTE_MOVE_UP = 4; +Game_Character.ROUTE_MOVE_LOWER_L = 5; +Game_Character.ROUTE_MOVE_LOWER_R = 6; +Game_Character.ROUTE_MOVE_UPPER_L = 7; +Game_Character.ROUTE_MOVE_UPPER_R = 8; +Game_Character.ROUTE_MOVE_RANDOM = 9; +Game_Character.ROUTE_MOVE_TOWARD = 10; +Game_Character.ROUTE_MOVE_AWAY = 11; +Game_Character.ROUTE_MOVE_FORWARD = 12; +Game_Character.ROUTE_MOVE_BACKWARD = 13; +Game_Character.ROUTE_JUMP = 14; +Game_Character.ROUTE_WAIT = 15; +Game_Character.ROUTE_TURN_DOWN = 16; +Game_Character.ROUTE_TURN_LEFT = 17; +Game_Character.ROUTE_TURN_RIGHT = 18; +Game_Character.ROUTE_TURN_UP = 19; +Game_Character.ROUTE_TURN_90D_R = 20; +Game_Character.ROUTE_TURN_90D_L = 21; +Game_Character.ROUTE_TURN_180D = 22; +Game_Character.ROUTE_TURN_90D_R_L = 23; +Game_Character.ROUTE_TURN_RANDOM = 24; +Game_Character.ROUTE_TURN_TOWARD = 25; +Game_Character.ROUTE_TURN_AWAY = 26; +Game_Character.ROUTE_SWITCH_ON = 27; +Game_Character.ROUTE_SWITCH_OFF = 28; +Game_Character.ROUTE_CHANGE_SPEED = 29; +Game_Character.ROUTE_CHANGE_FREQ = 30; +Game_Character.ROUTE_WALK_ANIME_ON = 31; +Game_Character.ROUTE_WALK_ANIME_OFF = 32; +Game_Character.ROUTE_STEP_ANIME_ON = 33; +Game_Character.ROUTE_STEP_ANIME_OFF = 34; +Game_Character.ROUTE_DIR_FIX_ON = 35; +Game_Character.ROUTE_DIR_FIX_OFF = 36; +Game_Character.ROUTE_THROUGH_ON = 37; +Game_Character.ROUTE_THROUGH_OFF = 38; +Game_Character.ROUTE_TRANSPARENT_ON = 39; +Game_Character.ROUTE_TRANSPARENT_OFF = 40; +Game_Character.ROUTE_CHANGE_IMAGE = 41; +Game_Character.ROUTE_CHANGE_OPACITY = 42; +Game_Character.ROUTE_CHANGE_BLEND_MODE = 43; +Game_Character.ROUTE_PLAY_SE = 44; +Game_Character.ROUTE_SCRIPT = 45; + +Game_Character.prototype.initialize = function () { + Game_CharacterBase.prototype.initialize.call(this); +}; + +Game_Character.prototype.initMembers = function () { + Game_CharacterBase.prototype.initMembers.call(this); + this._moveRouteForcing = false; + this._moveRoute = null; + this._moveRouteIndex = 0; + this._originalMoveRoute = null; + this._originalMoveRouteIndex = 0; + this._waitCount = 0; +}; + +Game_Character.prototype.memorizeMoveRoute = function () { + this._originalMoveRoute = this._moveRoute; + this._originalMoveRouteIndex = this._moveRouteIndex; +}; + +Game_Character.prototype.restoreMoveRoute = function () { + this._moveRoute = this._originalMoveRoute; + this._moveRouteIndex = this._originalMoveRouteIndex; + this._originalMoveRoute = null; +}; + +Game_Character.prototype.isMoveRouteForcing = function () { + return this._moveRouteForcing; +}; + +Game_Character.prototype.setMoveRoute = function (moveRoute) { + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = false; +}; + +Game_Character.prototype.forceMoveRoute = function (moveRoute) { + if (!this._originalMoveRoute) { + this.memorizeMoveRoute(); + } + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = true; + this._waitCount = 0; +}; + +Game_Character.prototype.updateStop = function () { + Game_CharacterBase.prototype.updateStop.call(this); + if (this._moveRouteForcing) { + this.updateRoutineMove(); + } +}; + +Game_Character.prototype.updateRoutineMove = function () { + if (this._waitCount > 0) { + this._waitCount--; + } else { + this.setMovementSuccess(true); + var command = this._moveRoute.list[this._moveRouteIndex]; + if (command) { + this.processMoveCommand(command); + this.advanceMoveRouteIndex(); + } + } +}; + +Game_Character.prototype.processMoveCommand = function (command) { + var gc = Game_Character; + var params = command.parameters; + switch (command.code) { + case gc.ROUTE_END: + this.processRouteEnd(); + break; + case gc.ROUTE_MOVE_DOWN: + this.moveStraight(2); + break; + case gc.ROUTE_MOVE_LEFT: + this.moveStraight(4); + break; + case gc.ROUTE_MOVE_RIGHT: + this.moveStraight(6); + break; + case gc.ROUTE_MOVE_UP: + this.moveStraight(8); + break; + case gc.ROUTE_MOVE_LOWER_L: + this.moveDiagonally(4, 2); + break; + case gc.ROUTE_MOVE_LOWER_R: + this.moveDiagonally(6, 2); + break; + case gc.ROUTE_MOVE_UPPER_L: + this.moveDiagonally(4, 8); + break; + case gc.ROUTE_MOVE_UPPER_R: + this.moveDiagonally(6, 8); + break; + case gc.ROUTE_MOVE_RANDOM: + this.moveRandom(); + break; + case gc.ROUTE_MOVE_TOWARD: + this.moveTowardPlayer(); + break; + case gc.ROUTE_MOVE_AWAY: + this.moveAwayFromPlayer(); + break; + case gc.ROUTE_MOVE_FORWARD: + this.moveForward(); + break; + case gc.ROUTE_MOVE_BACKWARD: + this.moveBackward(); + break; + case gc.ROUTE_JUMP: + this.jump(params[0], params[1]); + break; + case gc.ROUTE_WAIT: + this._waitCount = params[0] - 1; + break; + case gc.ROUTE_TURN_DOWN: + this.setDirection(2); + break; + case gc.ROUTE_TURN_LEFT: + this.setDirection(4); + break; + case gc.ROUTE_TURN_RIGHT: + this.setDirection(6); + break; + case gc.ROUTE_TURN_UP: + this.setDirection(8); + break; + case gc.ROUTE_TURN_90D_R: + this.turnRight90(); + break; + case gc.ROUTE_TURN_90D_L: + this.turnLeft90(); + break; + case gc.ROUTE_TURN_180D: + this.turn180(); + break; + case gc.ROUTE_TURN_90D_R_L: + this.turnRightOrLeft90(); + break; + case gc.ROUTE_TURN_RANDOM: + this.turnRandom(); + break; + case gc.ROUTE_TURN_TOWARD: + this.turnTowardPlayer(); + break; + case gc.ROUTE_TURN_AWAY: + this.turnAwayFromPlayer(); + break; + case gc.ROUTE_SWITCH_ON: + $gameSwitches.setValue(params[0], true); + break; + case gc.ROUTE_SWITCH_OFF: + $gameSwitches.setValue(params[0], false); + break; + case gc.ROUTE_CHANGE_SPEED: + this.setMoveSpeed(params[0]); + break; + case gc.ROUTE_CHANGE_FREQ: + this.setMoveFrequency(params[0]); + break; + case gc.ROUTE_WALK_ANIME_ON: + this.setWalkAnime(true); + break; + case gc.ROUTE_WALK_ANIME_OFF: + this.setWalkAnime(false); + break; + case gc.ROUTE_STEP_ANIME_ON: + this.setStepAnime(true); + break; + case gc.ROUTE_STEP_ANIME_OFF: + this.setStepAnime(false); + break; + case gc.ROUTE_DIR_FIX_ON: + this.setDirectionFix(true); + break; + case gc.ROUTE_DIR_FIX_OFF: + this.setDirectionFix(false); + break; + case gc.ROUTE_THROUGH_ON: + this.setThrough(true); + break; + case gc.ROUTE_THROUGH_OFF: + this.setThrough(false); + break; + case gc.ROUTE_TRANSPARENT_ON: + this.setTransparent(true); + break; + case gc.ROUTE_TRANSPARENT_OFF: + this.setTransparent(false); + break; + case gc.ROUTE_CHANGE_IMAGE: + this.setImage(params[0], params[1]); + break; + case gc.ROUTE_CHANGE_OPACITY: + this.setOpacity(params[0]); + break; + case gc.ROUTE_CHANGE_BLEND_MODE: + this.setBlendMode(params[0]); + break; + case gc.ROUTE_PLAY_SE: + AudioManager.playSe(params[0]); + break; + case gc.ROUTE_SCRIPT: + eval(params[0]); + break; + } +}; + +Game_Character.prototype.deltaXFrom = function (x) { + return $gameMap.deltaX(this.x, x); +}; + +Game_Character.prototype.deltaYFrom = function (y) { + return $gameMap.deltaY(this.y, y); +}; + +Game_Character.prototype.moveRandom = function () { + var d = 2 + Math.randomInt(4) * 2; + if (this.canPass(this.x, this.y, d)) { + this.moveStraight(d); + } +}; + +Game_Character.prototype.moveTowardCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 4 : 6); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } + } +}; + +Game_Character.prototype.moveAwayFromCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 6 : 4); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 6 : 4); + } + } +}; + +Game_Character.prototype.turnTowardCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 8 : 2); + } +}; + +Game_Character.prototype.turnAwayFromCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 6 : 4); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 2 : 8); + } +}; + +Game_Character.prototype.turnTowardPlayer = function () { + this.turnTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.turnAwayFromPlayer = function () { + this.turnAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveTowardPlayer = function () { + this.moveTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.moveAwayFromPlayer = function () { + this.moveAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveForward = function () { + this.moveStraight(this.direction()); +}; + +Game_Character.prototype.moveBackward = function () { + var lastDirectionFix = this.isDirectionFixed(); + this.setDirectionFix(true); + this.moveStraight(this.reverseDir(this.direction())); + this.setDirectionFix(lastDirectionFix); +}; + +Game_Character.prototype.processRouteEnd = function () { + if (this._moveRoute.repeat) { + this._moveRouteIndex = -1; + } else if (this._moveRouteForcing) { + this._moveRouteForcing = false; + this.restoreMoveRoute(); + } +}; + +Game_Character.prototype.advanceMoveRouteIndex = function () { + var moveRoute = this._moveRoute; + if (moveRoute && (this.isMovementSucceeded() || moveRoute.skippable)) { + var numCommands = moveRoute.list.length - 1; + this._moveRouteIndex++; + if (moveRoute.repeat && this._moveRouteIndex >= numCommands) { + this._moveRouteIndex = 0; + } + } +}; + +Game_Character.prototype.turnRight90 = function () { + switch (this.direction()) { + case 2: + this.setDirection(4); + break; + case 4: + this.setDirection(8); + break; + case 6: + this.setDirection(2); + break; + case 8: + this.setDirection(6); + break; + } +}; + +Game_Character.prototype.turnLeft90 = function () { + switch (this.direction()) { + case 2: + this.setDirection(6); + break; + case 4: + this.setDirection(2); + break; + case 6: + this.setDirection(8); + break; + case 8: + this.setDirection(4); + break; + } +}; + +Game_Character.prototype.turn180 = function () { + this.setDirection(this.reverseDir(this.direction())); +}; + +Game_Character.prototype.turnRightOrLeft90 = function () { + switch (Math.randomInt(2)) { + case 0: + this.turnRight90(); + break; + case 1: + this.turnLeft90(); + break; + } +}; + +Game_Character.prototype.turnRandom = function () { + this.setDirection(2 + Math.randomInt(4) * 2); +}; + +Game_Character.prototype.swap = function (character) { + var newX = character.x; + var newY = character.y; + character.locate(this.x, this.y); + this.locate(newX, newY); +}; + +Game_Character.prototype.findDirectionTo = function (goalX, goalY) { + var searchLimit = this.searchLimit(); + var mapWidth = $gameMap.width(); + var nodeList = []; + var openList = []; + var closedList = []; + var start = {}; + var best = start; + + if (this.x === goalX && this.y === goalY) { + return 0; + } + + start.parent = null; + start.x = this.x; + start.y = this.y; + start.g = 0; + start.f = $gameMap.distance(start.x, start.y, goalX, goalY); + nodeList.push(start); + openList.push(start.y * mapWidth + start.x); + + while (nodeList.length > 0) { + var bestIndex = 0; + for (var i = 0; i < nodeList.length; i++) { + if (nodeList[i].f < nodeList[bestIndex].f) { + bestIndex = i; + } + } + + var current = nodeList[bestIndex]; + var x1 = current.x; + var y1 = current.y; + var pos1 = y1 * mapWidth + x1; + var g1 = current.g; + + nodeList.splice(bestIndex, 1); + openList.splice(openList.indexOf(pos1), 1); + closedList.push(pos1); + + if (current.x === goalX && current.y === goalY) { + best = current; + break; + } + + if (g1 >= searchLimit) { + continue; + } + + for (var j = 0; j < 4; j++) { + var direction = 2 + j * 2; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var pos2 = y2 * mapWidth + x2; + + if (closedList.contains(pos2)) { + continue; + } + if (!this.canPass(x1, y1, direction)) { + continue; + } + + var g2 = g1 + 1; + var index2 = openList.indexOf(pos2); + + if (index2 < 0 || g2 < nodeList[index2].g) { + var neighbor; + if (index2 >= 0) { + neighbor = nodeList[index2]; + } else { + neighbor = {}; + nodeList.push(neighbor); + openList.push(pos2); + } + neighbor.parent = current; + neighbor.x = x2; + neighbor.y = y2; + neighbor.g = g2; + neighbor.f = g2 + $gameMap.distance(x2, y2, goalX, goalY); + if (!best || neighbor.f - neighbor.g < best.f - best.g) { + best = neighbor; + } + } + } + } + + var node = best; + while (node.parent && node.parent !== start) { + node = node.parent; + } + + var deltaX1 = $gameMap.deltaX(node.x, start.x); + var deltaY1 = $gameMap.deltaY(node.y, start.y); + if (deltaY1 > 0) { + return 2; + } else if (deltaX1 < 0) { + return 4; + } else if (deltaX1 > 0) { + return 6; + } else if (deltaY1 < 0) { + return 8; + } + + var deltaX2 = this.deltaXFrom(goalX); + var deltaY2 = this.deltaYFrom(goalY); + if (Math.abs(deltaX2) > Math.abs(deltaY2)) { + return deltaX2 > 0 ? 4 : 6; + } else if (deltaY2 !== 0) { + return deltaY2 > 0 ? 8 : 2; + } + + return 0; +}; + +Game_Character.prototype.searchLimit = function () { + return 12; +}; + +//----------------------------------------------------------------------------- +// Game_Player +// +// The game object class for the player. It contains event starting +// determinants and map scrolling functions. + +function Game_Player() { + this.initialize.apply(this, arguments); +} + +Game_Player.prototype = Object.create(Game_Character.prototype); +Game_Player.prototype.constructor = Game_Player; + +Game_Player.prototype.initialize = function () { + Game_Character.prototype.initialize.call(this); + this.setTransparent($dataSystem.optTransparent); +}; + +Game_Player.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._vehicleType = 'walk'; + this._vehicleGettingOn = false; + this._vehicleGettingOff = false; + this._dashing = false; + this._needsMapReload = false; + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; + this._fadeType = 0; + this._followers = new Game_Followers(); + this._encounterCount = 0; +}; + +Game_Player.prototype.clearTransferInfo = function () { + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; +}; + +Game_Player.prototype.followers = function () { + return this._followers; +}; + +Game_Player.prototype.refresh = function () { + var actor = $gameParty.leader(); + var characterName = actor ? actor.characterName() : ''; + var characterIndex = actor ? actor.characterIndex() : 0; + this.setImage(characterName, characterIndex); + this._followers.refresh(); +}; + +Game_Player.prototype.isStopping = function () { + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + return Game_Character.prototype.isStopping.call(this); +}; + +Game_Player.prototype.reserveTransfer = function (mapId, x, y, d, fadeType) { + this._transferring = true; + this._newMapId = mapId; + this._newX = x; + this._newY = y; + this._newDirection = d; + this._fadeType = fadeType; +}; + +Game_Player.prototype.requestMapReload = function () { + this._needsMapReload = true; +}; + +Game_Player.prototype.isTransferring = function () { + return this._transferring; +}; + +Game_Player.prototype.newMapId = function () { + return this._newMapId; +}; + +Game_Player.prototype.fadeType = function () { + return this._fadeType; +}; + +Game_Player.prototype.performTransfer = function () { + if (this.isTransferring()) { + this.setDirection(this._newDirection); + if (this._newMapId !== $gameMap.mapId() || this._needsMapReload) { + $gameMap.setup(this._newMapId); + this._needsMapReload = false; + } + this.locate(this._newX, this._newY); + this.refresh(); + this.clearTransferInfo(); + } +}; + +Game_Player.prototype.isMapPassable = function (x, y, d) { + var vehicle = this.vehicle(); + if (vehicle) { + return vehicle.isMapPassable(x, y, d); + } else { + return Game_Character.prototype.isMapPassable.call(this, x, y, d); + } +}; + +Game_Player.prototype.vehicle = function () { + return $gameMap.vehicle(this._vehicleType); +}; + +Game_Player.prototype.isInBoat = function () { + return this._vehicleType === 'boat'; +}; + +Game_Player.prototype.isInShip = function () { + return this._vehicleType === 'ship'; +}; + +Game_Player.prototype.isInAirship = function () { + return this._vehicleType === 'airship'; +}; + +Game_Player.prototype.isInVehicle = function () { + return this.isInBoat() || this.isInShip() || this.isInAirship(); +}; + +Game_Player.prototype.isNormal = function () { + return this._vehicleType === 'walk' && !this.isMoveRouteForcing(); +}; + +Game_Player.prototype.isDashing = function () { + return this._dashing; +}; + +Game_Player.prototype.isDebugThrough = function () { + return Input.isPressed('control') && $gameTemp.isPlaytest(); +}; + +Game_Player.prototype.isCollided = function (x, y) { + if (this.isThrough()) { + return false; + } else { + return this.pos(x, y) || this._followers.isSomeoneCollided(x, y); + } +}; + +Game_Player.prototype.centerX = function () { + return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0; +}; + +Game_Player.prototype.centerY = function () { + return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0; +}; + +Game_Player.prototype.center = function (x, y) { + return $gameMap.setDisplayPos(x - this.centerX(), y - this.centerY()); +}; + +Game_Player.prototype.locate = function (x, y) { + Game_Character.prototype.locate.call(this, x, y); + this.center(x, y); + this.makeEncounterCount(); + if (this.isInVehicle()) { + this.vehicle().refresh(); + } + this._followers.synchronize(x, y, this.direction()); +}; + +Game_Player.prototype.increaseSteps = function () { + Game_Character.prototype.increaseSteps.call(this); + if (this.isNormal()) { + $gameParty.increaseSteps(); + } +}; + +Game_Player.prototype.makeEncounterCount = function () { + var n = $gameMap.encounterStep(); + this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1; +}; + +Game_Player.prototype.makeEncounterTroopId = function () { + var encounterList = []; + var weightSum = 0; + $gameMap.encounterList().forEach(function (encounter) { + if (this.meetsEncounterConditions(encounter)) { + encounterList.push(encounter); + weightSum += encounter.weight; + } + }, this); + if (weightSum > 0) { + var value = Math.randomInt(weightSum); + for (var i = 0; i < encounterList.length; i++) { + value -= encounterList[i].weight; + if (value < 0) { + return encounterList[i].troopId; + } + } + } + return 0; +}; + +Game_Player.prototype.meetsEncounterConditions = function (encounter) { + return (encounter.regionSet.length === 0 || + encounter.regionSet.contains(this.regionId())); +}; + +Game_Player.prototype.executeEncounter = function () { + if (!$gameMap.isEventRunning() && this._encounterCount <= 0) { + this.makeEncounterCount(); + var troopId = this.makeEncounterTroopId(); + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, true, false); + BattleManager.onEncounter(); + return true; + } else { + return false; + } + } else { + return false; + } +}; + +Game_Player.prototype.startMapEvent = function (x, y, triggers, normal) { + if (!$gameMap.isEventRunning()) { + $gameMap.eventsXy(x, y).forEach(function (event) { + if (event.isTriggerIn(triggers) && event.isNormalPriority() === normal) { + event.start(); + } + }); + } +}; + +Game_Player.prototype.moveByInput = function () { + if (!this.isMoving() && this.canMove()) { + var direction = this.getInputDirection(); + if (direction > 0) { + $gameTemp.clearDestination(); + } else if ($gameTemp.isDestinationValid()) { + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + direction = this.findDirectionTo(x, y); + } + if (direction > 0) { + this.executeMove(direction); + } + } +}; + +Game_Player.prototype.canMove = function () { + if ($gameMap.isEventRunning() || $gameMessage.isBusy()) { + return false; + } + if (this.isMoveRouteForcing() || this.areFollowersGathering()) { + return false; + } + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + if (this.isInVehicle() && !this.vehicle().canMove()) { + return false; + } + return true; +}; + +Game_Player.prototype.getInputDirection = function () { + return Input.dir4; +}; + +Game_Player.prototype.executeMove = function (direction) { + this.moveStraight(direction); +}; + +Game_Player.prototype.update = function (sceneActive) { + var lastScrolledX = this.scrolledX(); + var lastScrolledY = this.scrolledY(); + var wasMoving = this.isMoving(); + this.updateDashing(); + if (sceneActive) { + this.moveByInput(); + } + Game_Character.prototype.update.call(this); + this.updateScroll(lastScrolledX, lastScrolledY); + this.updateVehicle(); + if (!this.isMoving()) { + this.updateNonmoving(wasMoving); + } + this._followers.update(); +}; + +Game_Player.prototype.updateDashing = function () { + if (this.isMoving()) { + return; + } + if (this.canMove() && !this.isInVehicle() && !$gameMap.isDashDisabled()) { + this._dashing = this.isDashButtonPressed() || $gameTemp.isDestinationValid(); + } else { + this._dashing = false; + } +}; + +Game_Player.prototype.isDashButtonPressed = function () { + var shift = Input.isPressed('shift'); + if (ConfigManager.alwaysDash) { + return !shift; + } else { + return shift; + } +}; + +Game_Player.prototype.updateScroll = function (lastScrolledX, lastScrolledY) { + var x1 = lastScrolledX; + var y1 = lastScrolledY; + var x2 = this.scrolledX(); + var y2 = this.scrolledY(); + if (y2 > y1 && y2 > this.centerY()) { + $gameMap.scrollDown(y2 - y1); + } + if (x2 < x1 && x2 < this.centerX()) { + $gameMap.scrollLeft(x1 - x2); + } + if (x2 > x1 && x2 > this.centerX()) { + $gameMap.scrollRight(x2 - x1); + } + if (y2 < y1 && y2 < this.centerY()) { + $gameMap.scrollUp(y1 - y2); + } +}; + +Game_Player.prototype.updateVehicle = function () { + if (this.isInVehicle() && !this.areFollowersGathering()) { + if (this._vehicleGettingOn) { + this.updateVehicleGetOn(); + } else if (this._vehicleGettingOff) { + this.updateVehicleGetOff(); + } else { + this.vehicle().syncWithPlayer(); + } + } +}; + +Game_Player.prototype.updateVehicleGetOn = function () { + if (!this.areFollowersGathering() && !this.isMoving()) { + this.setDirection(this.vehicle().direction()); + this.setMoveSpeed(this.vehicle().moveSpeed()); + this._vehicleGettingOn = false; + this.setTransparent(true); + if (this.isInAirship()) { + this.setThrough(true); + } + this.vehicle().getOn(); + } +}; + +Game_Player.prototype.updateVehicleGetOff = function () { + if (!this.areFollowersGathering() && this.vehicle().isLowest()) { + this._vehicleGettingOff = false; + this._vehicleType = 'walk'; + this.setTransparent(false); + } +}; + +Game_Player.prototype.updateNonmoving = function (wasMoving) { + if (!$gameMap.isEventRunning()) { + if (wasMoving) { + $gameParty.onPlayerWalk(); + this.checkEventTriggerHere([1, 2]); + if ($gameMap.setupStartingEvent()) { + return; + } + } + if (this.triggerAction()) { + return; + } + if (wasMoving) { + this.updateEncounterCount(); + } else { + $gameTemp.clearDestination(); + } + } +}; + +Game_Player.prototype.triggerAction = function () { + if (this.canMove()) { + if (this.triggerButtonAction()) { + return true; + } + if (this.triggerTouchAction()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerButtonAction = function () { + if (Input.isTriggered('ok')) { + if (this.getOnOffVehicle()) { + return true; + } + this.checkEventTriggerHere([0]); + if ($gameMap.setupStartingEvent()) { + return true; + } + this.checkEventTriggerThere([0, 1, 2]); + if ($gameMap.setupStartingEvent()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerTouchAction = function () { + if ($gameTemp.isDestinationValid()) { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + var destX = $gameTemp.destinationX(); + var destY = $gameTemp.destinationY(); + if (destX === x1 && destY === y1) { + return this.triggerTouchActionD1(x1, y1); + } else if (destX === x2 && destY === y2) { + return this.triggerTouchActionD2(x2, y2); + } else if (destX === x3 && destY === y3) { + return this.triggerTouchActionD3(x2, y2); + } + } + return false; +}; + +Game_Player.prototype.triggerTouchActionD1 = function (x1, y1) { + if ($gameMap.airship().pos(x1, y1)) { + if (TouchInput.isTriggered() && this.getOnOffVehicle()) { + return true; + } + } + this.checkEventTriggerHere([0]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD2 = function (x2, y2) { + if ($gameMap.boat().pos(x2, y2) || $gameMap.ship().pos(x2, y2)) { + if (TouchInput.isTriggered() && this.getOnVehicle()) { + return true; + } + } + if (this.isInBoat() || this.isInShip()) { + if (TouchInput.isTriggered() && this.getOffVehicle()) { + return true; + } + } + this.checkEventTriggerThere([0, 1, 2]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD3 = function (x2, y2) { + if ($gameMap.isCounter(x2, y2)) { + this.checkEventTriggerThere([0, 1, 2]); + } + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.updateEncounterCount = function () { + if (this.canEncounter()) { + this._encounterCount -= this.encounterProgressValue(); + } +}; + +Game_Player.prototype.canEncounter = function () { + return (!$gameParty.hasEncounterNone() && $gameSystem.isEncounterEnabled() && + !this.isInAirship() && !this.isMoveRouteForcing() && !this.isDebugThrough()); +}; + +Game_Player.prototype.encounterProgressValue = function () { + var value = $gameMap.isBush(this.x, this.y) ? 2 : 1; + if ($gameParty.hasEncounterHalf()) { + value *= 0.5; + } + if (this.isInShip()) { + value *= 0.5; + } + return value; +}; + +Game_Player.prototype.checkEventTriggerHere = function (triggers) { + if (this.canStartLocalEvents()) { + this.startMapEvent(this.x, this.y, triggers, false); + } +}; + +Game_Player.prototype.checkEventTriggerThere = function (triggers) { + if (this.canStartLocalEvents()) { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + this.startMapEvent(x2, y2, triggers, true); + if (!$gameMap.isAnyEventStarting() && $gameMap.isCounter(x2, y2)) { + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + this.startMapEvent(x3, y3, triggers, true); + } + } +}; + +Game_Player.prototype.checkEventTriggerTouch = function (x, y) { + if (this.canStartLocalEvents()) { + this.startMapEvent(x, y, [1, 2], true); + } +}; + +Game_Player.prototype.canStartLocalEvents = function () { + return !this.isInAirship(); +}; + +Game_Player.prototype.getOnOffVehicle = function () { + if (this.isInVehicle()) { + return this.getOffVehicle(); + } else { + return this.getOnVehicle(); + } +}; + +Game_Player.prototype.getOnVehicle = function () { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + if ($gameMap.airship().pos(x1, y1)) { + this._vehicleType = 'airship'; + } else if ($gameMap.ship().pos(x2, y2)) { + this._vehicleType = 'ship'; + } else if ($gameMap.boat().pos(x2, y2)) { + this._vehicleType = 'boat'; + } + if (this.isInVehicle()) { + this._vehicleGettingOn = true; + if (!this.isInAirship()) { + this.forceMoveForward(); + } + this.gatherFollowers(); + } + return this._vehicleGettingOn; +}; + +Game_Player.prototype.getOffVehicle = function () { + if (this.vehicle().isLandOk(this.x, this.y, this.direction())) { + if (this.isInAirship()) { + this.setDirection(2); + } + this._followers.synchronize(this.x, this.y, this.direction()); + this.vehicle().getOff(); + if (!this.isInAirship()) { + this.forceMoveForward(); + this.setTransparent(false); + } + this._vehicleGettingOff = true; + this.setMoveSpeed(4); + this.setThrough(false); + this.makeEncounterCount(); + this.gatherFollowers(); + } + return this._vehicleGettingOff; +}; + +Game_Player.prototype.forceMoveForward = function () { + this.setThrough(true); + this.moveForward(); + this.setThrough(false); +}; + +Game_Player.prototype.isOnDamageFloor = function () { + return $gameMap.isDamageFloor(this.x, this.y) && !this.isInAirship(); +}; + +Game_Player.prototype.moveStraight = function (d) { + if (this.canPass(this.x, this.y, d)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveStraight.call(this, d); +}; + +Game_Player.prototype.moveDiagonally = function (horz, vert) { + if (this.canPassDiagonally(this.x, this.y, horz, vert)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveDiagonally.call(this, horz, vert); +}; + +Game_Player.prototype.jump = function (xPlus, yPlus) { + Game_Character.prototype.jump.call(this, xPlus, yPlus); + this._followers.jumpAll(); +}; + +Game_Player.prototype.showFollowers = function () { + this._followers.show(); +}; + +Game_Player.prototype.hideFollowers = function () { + this._followers.hide(); +}; + +Game_Player.prototype.gatherFollowers = function () { + this._followers.gather(); +}; + +Game_Player.prototype.areFollowersGathering = function () { + return this._followers.areGathering(); +}; + +Game_Player.prototype.areFollowersGathered = function () { + return this._followers.areGathered(); +}; + +//----------------------------------------------------------------------------- +// Game_Follower +// +// The game object class for a follower. A follower is an allied character, +// other than the front character, displayed in the party. + +function Game_Follower() { + this.initialize.apply(this, arguments); +} + +Game_Follower.prototype = Object.create(Game_Character.prototype); +Game_Follower.prototype.constructor = Game_Follower; + +Game_Follower.prototype.initialize = function (memberIndex) { + Game_Character.prototype.initialize.call(this); + this._memberIndex = memberIndex; + this.setTransparent($dataSystem.optTransparent); + this.setThrough(true); +}; + +Game_Follower.prototype.refresh = function () { + var characterName = this.isVisible() ? this.actor().characterName() : ''; + var characterIndex = this.isVisible() ? this.actor().characterIndex() : 0; + this.setImage(characterName, characterIndex); +}; + +Game_Follower.prototype.actor = function () { + return $gameParty.battleMembers()[this._memberIndex]; +}; + +Game_Follower.prototype.isVisible = function () { + return this.actor() && $gamePlayer.followers().isVisible(); +}; + +Game_Follower.prototype.update = function () { + Game_Character.prototype.update.call(this); + this.setMoveSpeed($gamePlayer.realMoveSpeed()); + this.setOpacity($gamePlayer.opacity()); + this.setBlendMode($gamePlayer.blendMode()); + this.setWalkAnime($gamePlayer.hasWalkAnime()); + this.setStepAnime($gamePlayer.hasStepAnime()); + this.setDirectionFix($gamePlayer.isDirectionFixed()); + this.setTransparent($gamePlayer.isTransparent()); +}; + +Game_Follower.prototype.chaseCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (sx !== 0 && sy !== 0) { + this.moveDiagonally(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2); + } else if (sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + this.setMoveSpeed($gamePlayer.realMoveSpeed()); +}; + +//----------------------------------------------------------------------------- +// Game_Followers +// +// The wrapper class for a follower array. + +function Game_Followers() { + this.initialize.apply(this, arguments); +} + +Game_Followers.prototype.initialize = function () { + this._visible = $dataSystem.optFollowers; + this._gathering = false; + this._data = []; + for (var i = 1; i < $gameParty.maxBattleMembers(); i++) { + this._data.push(new Game_Follower(i)); + } +}; + +Game_Followers.prototype.isVisible = function () { + return this._visible; +}; + +Game_Followers.prototype.show = function () { + this._visible = true; +}; + +Game_Followers.prototype.hide = function () { + this._visible = false; +}; + +Game_Followers.prototype.follower = function (index) { + return this._data[index]; +}; + +Game_Followers.prototype.forEach = function (callback, thisObject) { + this._data.forEach(callback, thisObject); +}; + +Game_Followers.prototype.reverseEach = function (callback, thisObject) { + this._data.reverse(); + this._data.forEach(callback, thisObject); + this._data.reverse(); +}; + +Game_Followers.prototype.refresh = function () { + this.forEach(function (follower) { + return follower.refresh(); + }, this); +}; + +Game_Followers.prototype.update = function () { + if (this.areGathering()) { + if (!this.areMoving()) { + this.updateMove(); + } + if (this.areGathered()) { + this._gathering = false; + } + } + this.forEach(function (follower) { + follower.update(); + }, this); +}; + +Game_Followers.prototype.updateMove = function () { + for (var i = this._data.length - 1; i >= 0; i--) { + var precedingCharacter = (i > 0 ? this._data[i - 1] : $gamePlayer); + this._data[i].chaseCharacter(precedingCharacter); + } +}; + +Game_Followers.prototype.jumpAll = function () { + if ($gamePlayer.isJumping()) { + for (var i = 0; i < this._data.length; i++) { + var follower = this._data[i]; + var sx = $gamePlayer.deltaXFrom(follower.x); + var sy = $gamePlayer.deltaYFrom(follower.y); + follower.jump(sx, sy); + } + } +}; + +Game_Followers.prototype.synchronize = function (x, y, d) { + this.forEach(function (follower) { + follower.locate(x, y); + follower.setDirection(d); + }, this); +}; + +Game_Followers.prototype.gather = function () { + this._gathering = true; +}; + +Game_Followers.prototype.areGathering = function () { + return this._gathering; +}; + +Game_Followers.prototype.visibleFollowers = function () { + return this._data.filter(function (follower) { + return follower.isVisible(); + }, this); +}; + +Game_Followers.prototype.areMoving = function () { + return this.visibleFollowers().some(function (follower) { + return follower.isMoving(); + }, this); +}; + +Game_Followers.prototype.areGathered = function () { + return this.visibleFollowers().every(function (follower) { + return !follower.isMoving() && follower.pos($gamePlayer.x, $gamePlayer.y); + }, this); +}; + +Game_Followers.prototype.isSomeoneCollided = function (x, y) { + return this.visibleFollowers().some(function (follower) { + return follower.pos(x, y); + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_Vehicle +// +// The game object class for a vehicle. + +function Game_Vehicle() { + this.initialize.apply(this, arguments); +} + +Game_Vehicle.prototype = Object.create(Game_Character.prototype); +Game_Vehicle.prototype.constructor = Game_Vehicle; + +Game_Vehicle.prototype.initialize = function (type) { + Game_Character.prototype.initialize.call(this); + this._type = type; + this.resetDirection(); + this.initMoveSpeed(); + this.loadSystemSettings(); +}; + +Game_Vehicle.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._type = ''; + this._mapId = 0; + this._altitude = 0; + this._driving = false; + this._bgm = null; +}; + +Game_Vehicle.prototype.isBoat = function () { + return this._type === 'boat'; +}; + +Game_Vehicle.prototype.isShip = function () { + return this._type === 'ship'; +}; + +Game_Vehicle.prototype.isAirship = function () { + return this._type === 'airship'; +}; + +Game_Vehicle.prototype.resetDirection = function () { + this.setDirection(4); +}; + +Game_Vehicle.prototype.initMoveSpeed = function () { + if (this.isBoat()) { + this.setMoveSpeed(4); + } else if (this.isShip()) { + this.setMoveSpeed(5); + } else if (this.isAirship()) { + this.setMoveSpeed(6); + } +}; + +Game_Vehicle.prototype.vehicle = function () { + if (this.isBoat()) { + return $dataSystem.boat; + } else if (this.isShip()) { + return $dataSystem.ship; + } else if (this.isAirship()) { + return $dataSystem.airship; + } else { + return null; + } +}; + +Game_Vehicle.prototype.loadSystemSettings = function () { + var vehicle = this.vehicle(); + this._mapId = vehicle.startMapId; + this.setPosition(vehicle.startX, vehicle.startY); + this.setImage(vehicle.characterName, vehicle.characterIndex); +}; + +Game_Vehicle.prototype.refresh = function () { + if (this._driving) { + this._mapId = $gameMap.mapId(); + this.syncWithPlayer(); + } else if (this._mapId === $gameMap.mapId()) { + this.locate(this.x, this.y); + } + if (this.isAirship()) { + this.setPriorityType(this._driving ? 2 : 0); + } else { + this.setPriorityType(1); + } + this.setWalkAnime(this._driving); + this.setStepAnime(this._driving); + this.setTransparent(this._mapId !== $gameMap.mapId()); +}; + +Game_Vehicle.prototype.setLocation = function (mapId, x, y) { + this._mapId = mapId; + this.setPosition(x, y); + this.refresh(); +}; + +Game_Vehicle.prototype.pos = function (x, y) { + if (this._mapId === $gameMap.mapId()) { + return Game_Character.prototype.pos.call(this, x, y); + } else { + return false; + } +}; + +Game_Vehicle.prototype.isMapPassable = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (this.isBoat()) { + return $gameMap.isBoatPassable(x2, y2); + } else if (this.isShip()) { + return $gameMap.isShipPassable(x2, y2); + } else if (this.isAirship()) { + return true; + } else { + return false; + } +}; + +Game_Vehicle.prototype.getOn = function () { + this._driving = true; + this.setWalkAnime(true); + this.setStepAnime(true); + $gameSystem.saveWalkingBgm(); + this.playBgm(); +}; + +Game_Vehicle.prototype.getOff = function () { + this._driving = false; + this.setWalkAnime(false); + this.setStepAnime(false); + this.resetDirection(); + $gameSystem.replayWalkingBgm(); +}; + +Game_Vehicle.prototype.setBgm = function (bgm) { + this._bgm = bgm; +}; + +Game_Vehicle.prototype.playBgm = function () { + AudioManager.playBgm(this._bgm || this.vehicle().bgm); +}; + +Game_Vehicle.prototype.syncWithPlayer = function () { + this.copyPosition($gamePlayer); + this.refreshBushDepth(); +}; + +Game_Vehicle.prototype.screenY = function () { + return Game_Character.prototype.screenY.call(this) - this._altitude; +}; + +Game_Vehicle.prototype.shadowX = function () { + return this.screenX(); +}; + +Game_Vehicle.prototype.shadowY = function () { + return this.screenY() + this._altitude; +}; + +Game_Vehicle.prototype.shadowOpacity = function () { + return 255 * this._altitude / this.maxAltitude(); +}; + +Game_Vehicle.prototype.canMove = function () { + if (this.isAirship()) { + return this.isHighest(); + } else { + return true; + } +}; + +Game_Vehicle.prototype.update = function () { + Game_Character.prototype.update.call(this); + if (this.isAirship()) { + this.updateAirship(); + } +}; + +Game_Vehicle.prototype.updateAirship = function () { + this.updateAirshipAltitude(); + this.setStepAnime(this.isHighest()); + this.setPriorityType(this.isLowest() ? 0 : 2); +}; + +Game_Vehicle.prototype.updateAirshipAltitude = function () { + if (this._driving && !this.isHighest()) { + this._altitude++; + } + if (!this._driving && !this.isLowest()) { + this._altitude--; + } +}; + +Game_Vehicle.prototype.maxAltitude = function () { + return 48; +}; + +Game_Vehicle.prototype.isLowest = function () { + return this._altitude <= 0; +}; + +Game_Vehicle.prototype.isHighest = function () { + return this._altitude >= this.maxAltitude(); +}; + +Game_Vehicle.prototype.isTakeoffOk = function () { + return $gamePlayer.areFollowersGathered(); +}; + +Game_Vehicle.prototype.isLandOk = function (x, y, d) { + if (this.isAirship()) { + if (!$gameMap.isAirshipLandOk(x, y)) { + return false; + } + if ($gameMap.eventsXy(x, y).length > 0) { + return false; + } + } else { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (!$gameMap.isPassable(x2, y2, this.reverseDir(d))) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + } + return true; +}; + +//----------------------------------------------------------------------------- +// Game_Event +// +// The game object class for an event. It contains functionality for event page +// switching and running parallel process events. + +function Game_Event() { + this.initialize.apply(this, arguments); +} + +Game_Event.prototype = Object.create(Game_Character.prototype); +Game_Event.prototype.constructor = Game_Event; + +Game_Event.prototype.initialize = function (mapId, eventId) { + Game_Character.prototype.initialize.call(this); + this._mapId = mapId; + this._eventId = eventId; + this.locate(this.event().x, this.event().y); + this.refresh(); +}; + +Game_Event.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._moveType = 0; + this._trigger = 0; + this._starting = false; + this._erased = false; + this._pageIndex = -2; + this._originalPattern = 1; + this._originalDirection = 2; + this._prelockDirection = 0; + this._locked = false; +}; + +Game_Event.prototype.eventId = function () { + return this._eventId; +}; + +Game_Event.prototype.event = function () { + return $dataMap.events[this._eventId]; +}; + +Game_Event.prototype.page = function () { + return this.event().pages[this._pageIndex]; +}; + +Game_Event.prototype.list = function () { + return this.page().list; +}; + +Game_Event.prototype.isCollidedWithCharacters = function (x, y) { + return (Game_Character.prototype.isCollidedWithCharacters.call(this, x, y) || + this.isCollidedWithPlayerCharacters(x, y)); +}; + +Game_Event.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.length > 0; +}; + +Game_Event.prototype.isCollidedWithPlayerCharacters = function (x, y) { + return this.isNormalPriority() && $gamePlayer.isCollided(x, y); +}; + +Game_Event.prototype.lock = function () { + if (!this._locked) { + this._prelockDirection = this.direction(); + this.turnTowardPlayer(); + this._locked = true; + } +}; + +Game_Event.prototype.unlock = function () { + if (this._locked) { + this._locked = false; + this.setDirection(this._prelockDirection); + } +}; + +Game_Event.prototype.updateStop = function () { + if (this._locked) { + this.resetStopCount(); + } + Game_Character.prototype.updateStop.call(this); + if (!this.isMoveRouteForcing()) { + this.updateSelfMovement(); + } +}; + +Game_Event.prototype.updateSelfMovement = function () { + if (!this._locked && this.isNearTheScreen() && + this.checkStop(this.stopCountThreshold())) { + switch (this._moveType) { + case 1: + this.moveTypeRandom(); + break; + case 2: + this.moveTypeTowardPlayer(); + break; + case 3: + this.moveTypeCustom(); + break; + } + } +}; + +Game_Event.prototype.stopCountThreshold = function () { + return 30 * (5 - this.moveFrequency()); +}; + +Game_Event.prototype.moveTypeRandom = function () { + switch (Math.randomInt(6)) { + case 0: case 1: + this.moveRandom(); + break; + case 2: case 3: case 4: + this.moveForward(); + break; + case 5: + this.resetStopCount(); + break; + } +}; + +Game_Event.prototype.moveTypeTowardPlayer = function () { + if (this.isNearThePlayer()) { + switch (Math.randomInt(6)) { + case 0: case 1: case 2: case 3: + this.moveTowardPlayer(); + break; + case 4: + this.moveRandom(); + break; + case 5: + this.moveForward(); + break; + } + } else { + this.moveRandom(); + } +}; + +Game_Event.prototype.isNearThePlayer = function () { + var sx = Math.abs(this.deltaXFrom($gamePlayer.x)); + var sy = Math.abs(this.deltaYFrom($gamePlayer.y)); + return sx + sy < 20; +}; + +Game_Event.prototype.moveTypeCustom = function () { + this.updateRoutineMove(); +}; + +Game_Event.prototype.isStarting = function () { + return this._starting; +}; + +Game_Event.prototype.clearStartingFlag = function () { + this._starting = false; +}; + +Game_Event.prototype.isTriggerIn = function (triggers) { + return triggers.contains(this._trigger); +}; + +Game_Event.prototype.start = function () { + var list = this.list(); + if (list && list.length > 1) { + this._starting = true; + if (this.isTriggerIn([0, 1, 2])) { + this.lock(); + } + } +}; + +Game_Event.prototype.erase = function () { + this._erased = true; + this.refresh(); +}; + +Game_Event.prototype.refresh = function () { + var newPageIndex = this._erased ? -1 : this.findProperPageIndex(); + if (this._pageIndex !== newPageIndex) { + this._pageIndex = newPageIndex; + this.setupPage(); + } +}; + +Game_Event.prototype.findProperPageIndex = function () { + var pages = this.event().pages; + for (var i = pages.length - 1; i >= 0; i--) { + var page = pages[i]; + if (this.meetsConditions(page)) { + return i; + } + } + return -1; +}; + +Game_Event.prototype.meetsConditions = function (page) { + var c = page.conditions; + if (c.switch1Valid) { + if (!$gameSwitches.value(c.switch1Id)) { + return false; + } + } + if (c.switch2Valid) { + if (!$gameSwitches.value(c.switch2Id)) { + return false; + } + } + if (c.variableValid) { + if ($gameVariables.value(c.variableId) < c.variableValue) { + return false; + } + } + if (c.selfSwitchValid) { + var key = [this._mapId, this._eventId, c.selfSwitchCh]; + if ($gameSelfSwitches.value(key) !== true) { + return false; + } + } + if (c.itemValid) { + var item = $dataItems[c.itemId]; + if (!$gameParty.hasItem(item)) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!$gameParty.members().contains(actor)) { + return false; + } + } + return true; +}; + +Game_Event.prototype.setupPage = function () { + if (this._pageIndex >= 0) { + this.setupPageSettings(); + } else { + this.clearPageSettings(); + } + this.refreshBushDepth(); + this.clearStartingFlag(); + this.checkEventTriggerAuto(); +}; + +Game_Event.prototype.clearPageSettings = function () { + this.setImage('', 0); + this._moveType = 0; + this._trigger = null; + this._interpreter = null; + this.setThrough(true); +}; + +Game_Event.prototype.setupPageSettings = function () { + var page = this.page(); + var image = page.image; + if (image.tileId > 0) { + this.setTileImage(image.tileId); + } else { + this.setImage(image.characterName, image.characterIndex); + } + if (this._originalDirection !== image.direction) { + this._originalDirection = image.direction; + this._prelockDirection = 0; + this.setDirectionFix(false); + this.setDirection(image.direction); + } + if (this._originalPattern !== image.pattern) { + this._originalPattern = image.pattern; + this.setPattern(image.pattern); + } + this.setMoveSpeed(page.moveSpeed); + this.setMoveFrequency(page.moveFrequency); + this.setPriorityType(page.priorityType); + this.setWalkAnime(page.walkAnime); + this.setStepAnime(page.stepAnime); + this.setDirectionFix(page.directionFix); + this.setThrough(page.through); + this.setMoveRoute(page.moveRoute); + this._moveType = page.moveType; + this._trigger = page.trigger; + if (this._trigger === 4) { + this._interpreter = new Game_Interpreter(); + } else { + this._interpreter = null; + } +}; + +Game_Event.prototype.isOriginalPattern = function () { + return this.pattern() === this._originalPattern; +}; + +Game_Event.prototype.resetPattern = function () { + this.setPattern(this._originalPattern); +}; + +Game_Event.prototype.checkEventTriggerTouch = function (x, y) { + if (!$gameMap.isEventRunning()) { + if (this._trigger === 2 && $gamePlayer.pos(x, y)) { + if (!this.isJumping() && this.isNormalPriority()) { + this.start(); + } + } + } +}; + +Game_Event.prototype.checkEventTriggerAuto = function () { + if (this._trigger === 3) { + this.start(); + } +}; + +Game_Event.prototype.update = function () { + Game_Character.prototype.update.call(this); + this.checkEventTriggerAuto(); + this.updateParallel(); +}; + +Game_Event.prototype.updateParallel = function () { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list(), this._eventId); + } + this._interpreter.update(); + } +}; + +Game_Event.prototype.locate = function (x, y) { + Game_Character.prototype.locate.call(this, x, y); + this._prelockDirection = 0; +}; + +Game_Event.prototype.forceMoveRoute = function (moveRoute) { + Game_Character.prototype.forceMoveRoute.call(this, moveRoute); + this._prelockDirection = 0; +}; + +//----------------------------------------------------------------------------- +// Game_Interpreter +// +// The interpreter for running event commands. + +function Game_Interpreter() { + this.initialize.apply(this, arguments); +} + +Game_Interpreter.prototype.initialize = function (depth) { + this._depth = depth || 0; + this.checkOverflow(); + this.clear(); + this._branch = {}; + this._params = []; + this._indent = 0; + this._frameCount = 0; + this._freezeChecker = 0; +}; + +Game_Interpreter.prototype.checkOverflow = function () { + if (this._depth >= 100) { + throw new Error('Common event calls exceeded the limit'); + } +}; + +Game_Interpreter.prototype.clear = function () { + this._mapId = 0; + this._eventId = 0; + this._list = null; + this._index = 0; + this._waitCount = 0; + this._waitMode = ''; + this._comments = ''; + this._character = null; + this._childInterpreter = null; +}; + +Game_Interpreter.prototype.setup = function (list, eventId) { + this.clear(); + this._mapId = $gameMap.mapId(); + this._eventId = eventId || 0; + this._list = list; + Game_Interpreter.requestImages(list); +}; + +Game_Interpreter.prototype.eventId = function () { + return this._eventId; +}; + +Game_Interpreter.prototype.isOnCurrentMap = function () { + return this._mapId === $gameMap.mapId(); +}; + +Game_Interpreter.prototype.setupReservedCommonEvent = function () { + if ($gameTemp.isCommonEventReserved()) { + this.setup($gameTemp.reservedCommonEvent().list); + $gameTemp.clearCommonEvent(); + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.isRunning = function () { + return !!this._list; +}; + +Game_Interpreter.prototype.update = function () { + while (this.isRunning()) { + if (this.updateChild() || this.updateWait()) { + break; + } + if (SceneManager.isSceneChanging()) { + break; + } + if (!this.executeCommand()) { + break; + } + if (this.checkFreeze()) { + break; + } + } +}; + +Game_Interpreter.prototype.updateChild = function () { + if (this._childInterpreter) { + this._childInterpreter.update(); + if (this._childInterpreter.isRunning()) { + return true; + } else { + this._childInterpreter = null; + } + } + return false; +}; + +Game_Interpreter.prototype.updateWait = function () { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Game_Interpreter.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Game_Interpreter.prototype.updateWaitMode = function () { + var waiting = false; + switch (this._waitMode) { + case 'message': + waiting = $gameMessage.isBusy(); + break; + case 'transfer': + waiting = $gamePlayer.isTransferring(); + break; + case 'scroll': + waiting = $gameMap.isScrolling(); + break; + case 'route': + waiting = this._character.isMoveRouteForcing(); + break; + case 'animation': + waiting = this._character.isAnimationPlaying(); + break; + case 'balloon': + waiting = this._character.isBalloonPlaying(); + break; + case 'gather': + waiting = $gamePlayer.areFollowersGathering(); + break; + case 'action': + waiting = BattleManager.isActionForced(); + break; + case 'video': + waiting = Graphics.isVideoPlaying(); + break; + case 'image': + waiting = !ImageManager.isReady(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Game_Interpreter.prototype.setWaitMode = function (waitMode) { + this._waitMode = waitMode; +}; + +Game_Interpreter.prototype.wait = function (duration) { + this._waitCount = duration; +}; + +Game_Interpreter.prototype.fadeSpeed = function () { + return 24; +}; + +Game_Interpreter.prototype.executeCommand = function () { + var command = this.currentCommand(); + if (command) { + this._params = command.parameters; + this._indent = command.indent; + var methodName = 'command' + command.code; + if (typeof this[methodName] === 'function') { + if (!this[methodName]()) { + return false; + } + } + this._index++; + } else { + this.terminate(); + } + return true; +}; + +Game_Interpreter.prototype.checkFreeze = function () { + if (this._frameCount !== Graphics.frameCount) { + this._frameCount = Graphics.frameCount; + this._freezeChecker = 0; + } + if (this._freezeChecker++ >= 100000) { + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.terminate = function () { + this._list = null; + this._comments = ''; +}; + +Game_Interpreter.prototype.skipBranch = function () { + while (this._list[this._index + 1].indent > this._indent) { + this._index++; + } +}; + +Game_Interpreter.prototype.currentCommand = function () { + return this._list[this._index]; +}; + +Game_Interpreter.prototype.nextEventCode = function () { + var command = this._list[this._index + 1]; + if (command) { + return command.code; + } else { + return 0; + } +}; + +Game_Interpreter.prototype.iterateActorId = function (param, callback) { + if (param === 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameActors.actor(param); + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateActorEx = function (param1, param2, callback) { + if (param1 === 0) { + this.iterateActorId(param2, callback); + } else { + this.iterateActorId($gameVariables.value(param2), callback); + } +}; + +Game_Interpreter.prototype.iterateActorIndex = function (param, callback) { + if (param < 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameParty.members()[param]; + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateEnemyIndex = function (param, callback) { + if (param < 0) { + $gameTroop.members().forEach(callback); + } else { + var enemy = $gameTroop.members()[param]; + if (enemy) { + callback(enemy); + } + } +}; + +Game_Interpreter.prototype.iterateBattler = function (param1, param2, callback) { + if ($gameParty.inBattle()) { + if (param1 === 0) { + this.iterateEnemyIndex(param2, callback); + } else { + this.iterateActorId(param2, callback); + } + } +}; + +Game_Interpreter.prototype.character = function (param) { + if ($gameParty.inBattle()) { + return null; + } else if (param < 0) { + return $gamePlayer; + } else if (this.isOnCurrentMap()) { + return $gameMap.event(param > 0 ? param : this._eventId); + } else { + return null; + } +}; + +Game_Interpreter.prototype.operateValue = function (operation, operandType, operand) { + var value = operandType === 0 ? operand : $gameVariables.value(operand); + return operation === 0 ? value : -value; +}; + +Game_Interpreter.prototype.changeHp = function (target, value, allowDeath) { + if (target.isAlive()) { + if (!allowDeath && target.hp <= -value) { + value = 1 - target.hp; + } + target.gainHp(value); + if (target.isDead()) { + target.performCollapse(); + } + } +}; + +// Show Text +Game_Interpreter.prototype.command101 = function () { + if (!$gameMessage.isBusy()) { + $gameMessage.setFaceImage(this._params[0], this._params[1]); + $gameMessage.setBackground(this._params[2]); + $gameMessage.setPositionType(this._params[3]); + while (this.nextEventCode() === 401) { // Text data + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + switch (this.nextEventCode()) { + case 102: // Show Choices + this._index++; + this.setupChoices(this.currentCommand().parameters); + break; + case 103: // Input Number + this._index++; + this.setupNumInput(this.currentCommand().parameters); + break; + case 104: // Select Item + this._index++; + this.setupItemChoice(this.currentCommand().parameters); + break; + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Show Choices +Game_Interpreter.prototype.command102 = function () { + if (!$gameMessage.isBusy()) { + this.setupChoices(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupChoices = function (params) { + var choices = params[0].clone(); + var cancelType = params[1]; + var defaultType = params.length > 2 ? params[2] : 0; + var positionType = params.length > 3 ? params[3] : 2; + var background = params.length > 4 ? params[4] : 0; + if (cancelType >= choices.length) { + cancelType = -2; + } + $gameMessage.setChoices(choices, defaultType, cancelType); + $gameMessage.setChoiceBackground(background); + $gameMessage.setChoicePositionType(positionType); + $gameMessage.setChoiceCallback(function (n) { + this._branch[this._indent] = n; + }.bind(this)); +}; + +// When [**] +Game_Interpreter.prototype.command402 = function () { + if (this._branch[this._indent] !== this._params[0]) { + this.skipBranch(); + } + return true; +}; + +// When Cancel +Game_Interpreter.prototype.command403 = function () { + if (this._branch[this._indent] >= 0) { + this.skipBranch(); + } + return true; +}; + +// Input Number +Game_Interpreter.prototype.command103 = function () { + if (!$gameMessage.isBusy()) { + this.setupNumInput(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupNumInput = function (params) { + $gameMessage.setNumberInput(params[0], params[1]); +}; + +// Select Item +Game_Interpreter.prototype.command104 = function () { + if (!$gameMessage.isBusy()) { + this.setupItemChoice(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupItemChoice = function (params) { + $gameMessage.setItemChoice(params[0], params[1] || 2); +}; + +// Show Scrolling Text +Game_Interpreter.prototype.command105 = function () { + if (!$gameMessage.isBusy()) { + $gameMessage.setScroll(this._params[0], this._params[1]); + while (this.nextEventCode() === 405) { + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Comment +Game_Interpreter.prototype.command108 = function () { + this._comments = [this._params[0]]; + while (this.nextEventCode() === 408) { + this._index++; + this._comments.push(this.currentCommand().parameters[0]); + } + return true; +}; + +// Conditional Branch +Game_Interpreter.prototype.command111 = function () { + var result = false; + switch (this._params[0]) { + case 0: // Switch + result = ($gameSwitches.value(this._params[1]) === (this._params[2] === 0)); + break; + case 1: // Variable + var value1 = $gameVariables.value(this._params[1]); + var value2; + if (this._params[2] === 0) { + value2 = this._params[3]; + } else { + value2 = $gameVariables.value(this._params[3]); + } + switch (this._params[4]) { + case 0: // Equal to + result = (value1 === value2); + break; + case 1: // Greater than or Equal to + result = (value1 >= value2); + break; + case 2: // Less than or Equal to + result = (value1 <= value2); + break; + case 3: // Greater than + result = (value1 > value2); + break; + case 4: // Less than + result = (value1 < value2); + break; + case 5: // Not Equal to + result = (value1 !== value2); + break; + } + break; + case 2: // Self Switch + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[1]]; + result = ($gameSelfSwitches.value(key) === (this._params[2] === 0)); + } + break; + case 3: // Timer + if ($gameTimer.isWorking()) { + if (this._params[2] === 0) { + result = ($gameTimer.seconds() >= this._params[1]); + } else { + result = ($gameTimer.seconds() <= this._params[1]); + } + } + break; + case 4: // Actor + var actor = $gameActors.actor(this._params[1]); + if (actor) { + var n = this._params[3]; + switch (this._params[2]) { + case 0: // In the Party + result = $gameParty.members().contains(actor); + break; + case 1: // Name + result = (actor.name() === n); + break; + case 2: // Class + result = actor.isClass($dataClasses[n]); + break; + case 3: // Skill + result = actor.hasSkill(n); + break; + case 4: // Weapon + result = actor.hasWeapon($dataWeapons[n]); + break; + case 5: // Armor + result = actor.hasArmor($dataArmors[n]); + break; + case 6: // State + result = actor.isStateAffected(n); + break; + } + } + break; + case 5: // Enemy + var enemy = $gameTroop.members()[this._params[1]]; + if (enemy) { + switch (this._params[2]) { + case 0: // Appeared + result = enemy.isAlive(); + break; + case 1: // State + result = enemy.isStateAffected(this._params[3]); + break; + } + } + break; + case 6: // Character + var character = this.character(this._params[1]); + if (character) { + result = (character.direction() === this._params[2]); + } + break; + case 7: // Gold + switch (this._params[2]) { + case 0: // Greater than or equal to + result = ($gameParty.gold() >= this._params[1]); + break; + case 1: // Less than or equal to + result = ($gameParty.gold() <= this._params[1]); + break; + case 2: // Less than + result = ($gameParty.gold() < this._params[1]); + break; + } + break; + case 8: // Item + result = $gameParty.hasItem($dataItems[this._params[1]]); + break; + case 9: // Weapon + result = $gameParty.hasItem($dataWeapons[this._params[1]], this._params[2]); + break; + case 10: // Armor + result = $gameParty.hasItem($dataArmors[this._params[1]], this._params[2]); + break; + case 11: // Button + result = Input.isPressed(this._params[1]); + break; + case 12: // Script + result = !!eval(this._params[1]); + break; + case 13: // Vehicle + result = ($gamePlayer.vehicle() === $gameMap.vehicle(this._params[1])); + break; + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) { + this.skipBranch(); + } + return true; +}; + +// Else +Game_Interpreter.prototype.command411 = function () { + if (this._branch[this._indent] !== false) { + this.skipBranch(); + } + return true; +}; + +// Loop +Game_Interpreter.prototype.command112 = function () { + return true; +}; + +// Repeat Above +Game_Interpreter.prototype.command413 = function () { + do { + this._index--; + } while (this.currentCommand().indent !== this._indent); + return true; +}; + +// Break Loop +Game_Interpreter.prototype.command113 = function () { + var depth = 0; + while (this._index < this._list.length - 1) { + this._index++; + var command = this.currentCommand(); + + if (command.code === 112) + depth++; + + if (command.code === 413) { + if (depth > 0) + depth--; + else + break; + } + } + return true; +}; + +// Exit Event Processing +Game_Interpreter.prototype.command115 = function () { + this._index = this._list.length; + return true; +}; + +// Common Event +Game_Interpreter.prototype.command117 = function () { + var commonEvent = $dataCommonEvents[this._params[0]]; + if (commonEvent) { + var eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(commonEvent.list, eventId); + } + return true; +}; + +Game_Interpreter.prototype.setupChild = function (list, eventId) { + this._childInterpreter = new Game_Interpreter(this._depth + 1); + this._childInterpreter.setup(list, eventId); +}; + +// Label +Game_Interpreter.prototype.command118 = function () { + return true; +}; + +// Jump to Label +Game_Interpreter.prototype.command119 = function () { + var labelName = this._params[0]; + for (var i = 0; i < this._list.length; i++) { + var command = this._list[i]; + if (command.code === 118 && command.parameters[0] === labelName) { + this.jumpTo(i); + return; + } + } + return true; +}; + +Game_Interpreter.prototype.jumpTo = function (index) { + var lastIndex = this._index; + var startIndex = Math.min(index, lastIndex); + var endIndex = Math.max(index, lastIndex); + var indent = this._indent; + for (var i = startIndex; i <= endIndex; i++) { + var newIndent = this._list[i].indent; + if (newIndent !== indent) { + this._branch[indent] = null; + indent = newIndent; + } + } + this._index = index; +}; + +// Control Switches +Game_Interpreter.prototype.command121 = function () { + for (var i = this._params[0]; i <= this._params[1]; i++) { + $gameSwitches.setValue(i, this._params[2] === 0); + } + return true; +}; + +// Control Variables +Game_Interpreter.prototype.command122 = function () { + var value = 0; + switch (this._params[3]) { // Operand + case 0: // Constant + value = this._params[4]; + break; + case 1: // Variable + value = $gameVariables.value(this._params[4]); + break; + case 2: // Random + value = this._params[5] - this._params[4] + 1; + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], this._params[4] + Math.randomInt(value)); + } + return true; + break; + case 3: // Game Data + value = this.gameDataOperand(this._params[4], this._params[5], this._params[6]); + break; + case 4: // Script + value = eval(this._params[4]); + break; + } + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], value); + } + return true; +}; + +Game_Interpreter.prototype.gameDataOperand = function (type, param1, param2) { + switch (type) { + case 0: // Item + return $gameParty.numItems($dataItems[param1]); + case 1: // Weapon + return $gameParty.numItems($dataWeapons[param1]); + case 2: // Armor + return $gameParty.numItems($dataArmors[param1]); + case 3: // Actor + var actor = $gameActors.actor(param1); + if (actor) { + switch (param2) { + case 0: // Level + return actor.level; + case 1: // EXP + return actor.currentExp(); + case 2: // HP + return actor.hp; + case 3: // MP + return actor.mp; + default: // Parameter + if (param2 >= 4 && param2 <= 11) { + return actor.param(param2 - 4); + } + } + } + break; + case 4: // Enemy + var enemy = $gameTroop.members()[param1]; + if (enemy) { + switch (param2) { + case 0: // HP + return enemy.hp; + case 1: // MP + return enemy.mp; + default: // Parameter + if (param2 >= 2 && param2 <= 9) { + return enemy.param(param2 - 2); + } + } + } + break; + case 5: // Character + var character = this.character(param1); + if (character) { + switch (param2) { + case 0: // Map X + return character.x; + case 1: // Map Y + return character.y; + case 2: // Direction + return character.direction(); + case 3: // Screen X + return character.screenX(); + case 4: // Screen Y + return character.screenY(); + } + } + break; + case 6: // Party + actor = $gameParty.members()[param1]; + return actor ? actor.actorId() : 0; + case 7: // Other + switch (param1) { + case 0: // Map ID + return $gameMap.mapId(); + case 1: // Party Members + return $gameParty.size(); + case 2: // Gold + return $gameParty.gold(); + case 3: // Steps + return $gameParty.steps(); + case 4: // Play Time + return $gameSystem.playtime(); + case 5: // Timer + return $gameTimer.seconds(); + case 6: // Save Count + return $gameSystem.saveCount(); + case 7: // Battle Count + return $gameSystem.battleCount(); + case 8: // Win Count + return $gameSystem.winCount(); + case 9: // Escape Count + return $gameSystem.escapeCount(); + } + break; + } + return 0; +}; + +Game_Interpreter.prototype.operateVariable = function (variableId, operationType, value) { + try { + var oldValue = $gameVariables.value(variableId); + switch (operationType) { + case 0: // Set + $gameVariables.setValue(variableId, oldValue = value); + break; + case 1: // Add + $gameVariables.setValue(variableId, oldValue + value); + break; + case 2: // Sub + $gameVariables.setValue(variableId, oldValue - value); + break; + case 3: // Mul + $gameVariables.setValue(variableId, oldValue * value); + break; + case 4: // Div + $gameVariables.setValue(variableId, oldValue / value); + break; + case 5: // Mod + $gameVariables.setValue(variableId, oldValue % value); + break; + } + } catch (e) { + $gameVariables.setValue(variableId, 0); + } +}; + +// Control Self Switch +Game_Interpreter.prototype.command123 = function () { + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[0]]; + $gameSelfSwitches.setValue(key, this._params[1] === 0); + } + return true; +}; + +// Control Timer +Game_Interpreter.prototype.command124 = function () { + if (this._params[0] === 0) { // Start + $gameTimer.start(this._params[1] * 60); + } else { // Stop + $gameTimer.stop(); + } + return true; +}; + +// Change Gold +Game_Interpreter.prototype.command125 = function () { + var value = this.operateValue(this._params[0], this._params[1], this._params[2]); + $gameParty.gainGold(value); + return true; +}; + +// Change Items +Game_Interpreter.prototype.command126 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataItems[this._params[0]], value); + return true; +}; + +// Change Weapons +Game_Interpreter.prototype.command127 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataWeapons[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Armors +Game_Interpreter.prototype.command128 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataArmors[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Party Member +Game_Interpreter.prototype.command129 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + if (this._params[1] === 0) { // Add + if (this._params[2]) { // Initialize + $gameActors.actor(this._params[0]).setup(this._params[0]); + } + $gameParty.addActor(this._params[0]); + } else { // Remove + $gameParty.removeActor(this._params[0]); + } + } + return true; +}; + +// Change Battle BGM +Game_Interpreter.prototype.command132 = function () { + $gameSystem.setBattleBgm(this._params[0]); + return true; +}; + +// Change Victory ME +Game_Interpreter.prototype.command133 = function () { + $gameSystem.setVictoryMe(this._params[0]); + return true; +}; + +// Change Save Access +Game_Interpreter.prototype.command134 = function () { + if (this._params[0] === 0) { + $gameSystem.disableSave(); + } else { + $gameSystem.enableSave(); + } + return true; +}; + +// Change Menu Access +Game_Interpreter.prototype.command135 = function () { + if (this._params[0] === 0) { + $gameSystem.disableMenu(); + } else { + $gameSystem.enableMenu(); + } + return true; +}; + +// Change Encounter Disable +Game_Interpreter.prototype.command136 = function () { + if (this._params[0] === 0) { + $gameSystem.disableEncounter(); + } else { + $gameSystem.enableEncounter(); + } + $gamePlayer.makeEncounterCount(); + return true; +}; + +// Change Formation Access +Game_Interpreter.prototype.command137 = function () { + if (this._params[0] === 0) { + $gameSystem.disableFormation(); + } else { + $gameSystem.enableFormation(); + } + return true; +}; + +// Change Window Color +Game_Interpreter.prototype.command138 = function () { + $gameSystem.setWindowTone(this._params[0]); + return true; +}; + +// Change Defeat ME +Game_Interpreter.prototype.command139 = function () { + $gameSystem.setDefeatMe(this._params[0]); + return true; +}; + +// Change Vehicle BGM +Game_Interpreter.prototype.command140 = function () { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setBgm(this._params[1]); + } + return true; +}; + +// Transfer Player +Game_Interpreter.prototype.command201 = function () { + if (!$gameParty.inBattle() && !$gameMessage.isBusy()) { + var mapId, x, y; + if (this._params[0] === 0) { // Direct designation + mapId = this._params[1]; + x = this._params[2]; + y = this._params[3]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[1]); + x = $gameVariables.value(this._params[2]); + y = $gameVariables.value(this._params[3]); + } + $gamePlayer.reserveTransfer(mapId, x, y, this._params[4], this._params[5]); + this.setWaitMode('transfer'); + this._index++; + } + return false; +}; + +// Set Vehicle Location +Game_Interpreter.prototype.command202 = function () { + var mapId, x, y; + if (this._params[1] === 0) { // Direct designation + mapId = this._params[2]; + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[2]); + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setLocation(mapId, x, y); + } + return true; +}; + +// Set Event Location +Game_Interpreter.prototype.command203 = function () { + var character = this.character(this._params[0]); + if (character) { + if (this._params[1] === 0) { // Direct designation + character.locate(this._params[2], this._params[3]); + } else if (this._params[1] === 1) { // Designation with variables + var x = $gameVariables.value(this._params[2]); + var y = $gameVariables.value(this._params[3]); + character.locate(x, y); + } else { // Exchange with another event + var character2 = this.character(this._params[2]); + if (character2) { + character.swap(character2); + } + } + if (this._params[4] > 0) { + character.setDirection(this._params[4]); + } + } + return true; +}; + +// Scroll Map +Game_Interpreter.prototype.command204 = function () { + if (!$gameParty.inBattle()) { + if ($gameMap.isScrolling()) { + this.setWaitMode('scroll'); + return false; + } + $gameMap.startScroll(this._params[0], this._params[1], this._params[2]); + } + return true; +}; + +// Set Movement Route +Game_Interpreter.prototype.command205 = function () { + $gameMap.refreshIfNeeded(); + this._character = this.character(this._params[0]); + if (this._character) { + this._character.forceMoveRoute(this._params[1]); + if (this._params[1].wait) { + this.setWaitMode('route'); + } + } + return true; +}; + +// Getting On and Off Vehicles +Game_Interpreter.prototype.command206 = function () { + $gamePlayer.getOnOffVehicle(); + return true; +}; + +// Change Transparency +Game_Interpreter.prototype.command211 = function () { + $gamePlayer.setTransparent(this._params[0] === 0); + return true; +}; + +// Show Animation +Game_Interpreter.prototype.command212 = function () { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestAnimation(this._params[1]); + if (this._params[2]) { + this.setWaitMode('animation'); + } + } + return true; +}; + +// Show Balloon Icon +Game_Interpreter.prototype.command213 = function () { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestBalloon(this._params[1]); + if (this._params[2]) { + this.setWaitMode('balloon'); + } + } + return true; +}; + +// Erase Event +Game_Interpreter.prototype.command214 = function () { + if (this.isOnCurrentMap() && this._eventId > 0) { + $gameMap.eraseEvent(this._eventId); + } + return true; +}; + +// Change Player Followers +Game_Interpreter.prototype.command216 = function () { + if (this._params[0] === 0) { + $gamePlayer.showFollowers(); + } else { + $gamePlayer.hideFollowers(); + } + $gamePlayer.refresh(); + return true; +}; + +// Gather Followers +Game_Interpreter.prototype.command217 = function () { + if (!$gameParty.inBattle()) { + $gamePlayer.gatherFollowers(); + this.setWaitMode('gather'); + } + return true; +}; + +// Fadeout Screen +Game_Interpreter.prototype.command221 = function () { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeOut(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Fadein Screen +Game_Interpreter.prototype.command222 = function () { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeIn(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Tint Screen +Game_Interpreter.prototype.command223 = function () { + $gameScreen.startTint(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Flash Screen +Game_Interpreter.prototype.command224 = function () { + $gameScreen.startFlash(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Shake Screen +Game_Interpreter.prototype.command225 = function () { + $gameScreen.startShake(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Wait +Game_Interpreter.prototype.command230 = function () { + this.wait(this._params[0]); + return true; +}; + +// Show Picture +Game_Interpreter.prototype.command231 = function () { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.showPicture(this._params[0], this._params[1], this._params[2], + x, y, this._params[6], this._params[7], this._params[8], this._params[9]); + return true; +}; + +// Move Picture +Game_Interpreter.prototype.command232 = function () { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.movePicture(this._params[0], this._params[2], x, y, this._params[6], + this._params[7], this._params[8], this._params[9], this._params[10]); + if (this._params[11]) { + this.wait(this._params[10]); + } + return true; +}; + +// Rotate Picture +Game_Interpreter.prototype.command233 = function () { + $gameScreen.rotatePicture(this._params[0], this._params[1]); + return true; +}; + +// Tint Picture +Game_Interpreter.prototype.command234 = function () { + $gameScreen.tintPicture(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Erase Picture +Game_Interpreter.prototype.command235 = function () { + $gameScreen.erasePicture(this._params[0]); + return true; +}; + +// Set Weather Effect +Game_Interpreter.prototype.command236 = function () { + if (!$gameParty.inBattle()) { + $gameScreen.changeWeather(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + } + return true; +}; + +// Play BGM +Game_Interpreter.prototype.command241 = function () { + AudioManager.playBgm(this._params[0]); + return true; +}; + +// Fadeout BGM +Game_Interpreter.prototype.command242 = function () { + AudioManager.fadeOutBgm(this._params[0]); + return true; +}; + +// Save BGM +Game_Interpreter.prototype.command243 = function () { + $gameSystem.saveBgm(); + return true; +}; + +// Resume BGM +Game_Interpreter.prototype.command244 = function () { + $gameSystem.replayBgm(); + return true; +}; + +// Play BGS +Game_Interpreter.prototype.command245 = function () { + AudioManager.playBgs(this._params[0]); + return true; +}; + +// Fadeout BGS +Game_Interpreter.prototype.command246 = function () { + AudioManager.fadeOutBgs(this._params[0]); + return true; +}; + +// Play ME +Game_Interpreter.prototype.command249 = function () { + AudioManager.playMe(this._params[0]); + return true; +}; + +// Play SE +Game_Interpreter.prototype.command250 = function () { + AudioManager.playSe(this._params[0]); + return true; +}; + +// Stop SE +Game_Interpreter.prototype.command251 = function () { + AudioManager.stopSe(); + return true; +}; + +// Play Movie +Game_Interpreter.prototype.command261 = function () { + if (!$gameMessage.isBusy()) { + var name = this._params[0]; + if (name.length > 0) { + var ext = this.videoFileExt(); + Graphics.playVideo('movies/' + name + ext); + this.setWaitMode('video'); + } + this._index++; + } + return false; +}; + +Game_Interpreter.prototype.videoFileExt = function () { + if (Graphics.canPlayVideoType('video/webm') && !Utils.isMobileDevice()) { + return '.webm'; + } else { + return '.mp4'; + } +}; + +// Change Map Name Display +Game_Interpreter.prototype.command281 = function () { + if (this._params[0] === 0) { + $gameMap.enableNameDisplay(); + } else { + $gameMap.disableNameDisplay(); + } + return true; +}; + +// Change Tileset +Game_Interpreter.prototype.command282 = function () { + var tileset = $dataTilesets[this._params[0]]; + if (!this._imageReservationId) { + this._imageReservationId = Utils.generateRuntimeId(); + } + + var allReady = tileset.tilesetNames.map(function (tilesetName) { + return ImageManager.reserveTileset(tilesetName, 0, this._imageReservationId); + }, this).every(function (bitmap) { return bitmap.isReady(); }); + + if (allReady) { + $gameMap.changeTileset(this._params[0]); + ImageManager.releaseReservation(this._imageReservationId); + this._imageReservationId = null; + + return true; + } else { + return false; + } +}; + +// Change Battle Back +Game_Interpreter.prototype.command283 = function () { + $gameMap.changeBattleback(this._params[0], this._params[1]); + return true; +}; + +// Change Parallax +Game_Interpreter.prototype.command284 = function () { + $gameMap.changeParallax(this._params[0], this._params[1], + this._params[2], this._params[3], this._params[4]); + return true; +}; + +// Get Location Info +Game_Interpreter.prototype.command285 = function () { + var x, y, value; + if (this._params[2] === 0) { // Direct designation + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + switch (this._params[1]) { + case 0: // Terrain Tag + value = $gameMap.terrainTag(x, y); + break; + case 1: // Event ID + value = $gameMap.eventIdXy(x, y); + break; + case 2: // Tile ID (Layer 1) + case 3: // Tile ID (Layer 2) + case 4: // Tile ID (Layer 3) + case 5: // Tile ID (Layer 4) + value = $gameMap.tileId(x, y, this._params[1] - 2); + break; + default: // Region ID + value = $gameMap.regionId(x, y); + break; + } + $gameVariables.setValue(this._params[0], value); + return true; +}; + +// Battle Processing +Game_Interpreter.prototype.command301 = function () { + if (!$gameParty.inBattle()) { + var troopId; + if (this._params[0] === 0) { // Direct designation + troopId = this._params[1]; + } else if (this._params[0] === 1) { // Designation with a variable + troopId = $gameVariables.value(this._params[1]); + } else { // Same as Random Encounter + troopId = $gamePlayer.makeEncounterTroopId(); + } + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, this._params[2], this._params[3]); + BattleManager.setEventCallback(function (n) { + this._branch[this._indent] = n; + }.bind(this)); + $gamePlayer.makeEncounterCount(); + SceneManager.push(Scene_Battle); + } + } + return true; +}; + +// If Win +Game_Interpreter.prototype.command601 = function () { + if (this._branch[this._indent] !== 0) { + this.skipBranch(); + } + return true; +}; + +// If Escape +Game_Interpreter.prototype.command602 = function () { + if (this._branch[this._indent] !== 1) { + this.skipBranch(); + } + return true; +}; + +// If Lose +Game_Interpreter.prototype.command603 = function () { + if (this._branch[this._indent] !== 2) { + this.skipBranch(); + } + return true; +}; + +// Shop Processing +Game_Interpreter.prototype.command302 = function () { + if (!$gameParty.inBattle()) { + var goods = [this._params]; + while (this.nextEventCode() === 605) { + this._index++; + goods.push(this.currentCommand().parameters); + } + SceneManager.push(Scene_Shop); + SceneManager.prepareNextScene(goods, this._params[4]); + } + return true; +}; + +// Name Input Processing +Game_Interpreter.prototype.command303 = function () { + if (!$gameParty.inBattle()) { + if ($dataActors[this._params[0]]) { + SceneManager.push(Scene_Name); + SceneManager.prepareNextScene(this._params[0], this._params[1]); + } + } + return true; +}; + +// Change HP +Game_Interpreter.prototype.command311 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + this.changeHp(actor, value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change MP +Game_Interpreter.prototype.command312 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.gainMp(value); + }.bind(this)); + return true; +}; + +// Change TP +Game_Interpreter.prototype.command326 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.gainTp(value); + }.bind(this)); + return true; +}; + +// Change State +Game_Interpreter.prototype.command313 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + var alreadyDead = actor.isDead(); + if (this._params[2] === 0) { + actor.addState(this._params[3]); + } else { + actor.removeState(this._params[3]); + } + if (actor.isDead() && !alreadyDead) { + actor.performCollapse(); + } + actor.clearResult(); + }.bind(this)); + return true; +}; + +// Recover All +Game_Interpreter.prototype.command314 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.recoverAll(); + }.bind(this)); + return true; +}; + +// Change EXP +Game_Interpreter.prototype.command315 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.changeExp(actor.currentExp() + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Level +Game_Interpreter.prototype.command316 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.changeLevel(actor.level + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Parameter +Game_Interpreter.prototype.command317 = function () { + var value = this.operateValue(this._params[3], this._params[4], this._params[5]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.addParam(this._params[2], value); + }.bind(this)); + return true; +}; + +// Change Skill +Game_Interpreter.prototype.command318 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + if (this._params[2] === 0) { + actor.learnSkill(this._params[3]); + } else { + actor.forgetSkill(this._params[3]); + } + }.bind(this)); + return true; +}; + +// Change Equipment +Game_Interpreter.prototype.command319 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.changeEquipById(this._params[1], this._params[2]); + } + return true; +}; + +// Change Name +Game_Interpreter.prototype.command320 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setName(this._params[1]); + } + return true; +}; + +// Change Class +Game_Interpreter.prototype.command321 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor && $dataClasses[this._params[1]]) { + actor.changeClass(this._params[1], this._params[2]); + } + return true; +}; + +// Change Actor Images +Game_Interpreter.prototype.command322 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setCharacterImage(this._params[1], this._params[2]); + actor.setFaceImage(this._params[3], this._params[4]); + actor.setBattlerImage(this._params[5]); + } + $gamePlayer.refresh(); + return true; +}; + +// Change Vehicle Image +Game_Interpreter.prototype.command323 = function () { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setImage(this._params[1], this._params[2]); + } + return true; +}; + +// Change Nickname +Game_Interpreter.prototype.command324 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setNickname(this._params[1]); + } + return true; +}; + +// Change Profile +Game_Interpreter.prototype.command325 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setProfile(this._params[1]); + } + return true; +}; + +// Change Enemy HP +Game_Interpreter.prototype.command331 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + this.changeHp(enemy, value, this._params[4]); + }.bind(this)); + return true; +}; + +// Change Enemy MP +Game_Interpreter.prototype.command332 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.gainMp(value); + }.bind(this)); + return true; +}; + +// Change Enemy TP +Game_Interpreter.prototype.command342 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.gainTp(value); + }.bind(this)); + return true; +}; + +// Change Enemy State +Game_Interpreter.prototype.command333 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + var alreadyDead = enemy.isDead(); + if (this._params[1] === 0) { + enemy.addState(this._params[2]); + } else { + enemy.removeState(this._params[2]); + } + if (enemy.isDead() && !alreadyDead) { + enemy.performCollapse(); + } + enemy.clearResult(); + }.bind(this)); + return true; +}; + +// Enemy Recover All +Game_Interpreter.prototype.command334 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.recoverAll(); + }.bind(this)); + return true; +}; + +// Enemy Appear +Game_Interpreter.prototype.command335 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.appear(); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Enemy Transform +Game_Interpreter.prototype.command336 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.transform(this._params[1]); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Show Battle Animation +Game_Interpreter.prototype.command337 = function () { + if (this._params[2] == true) { + this.iterateEnemyIndex(-1, function (enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1], false, 0); + } + }.bind(this)); + } else { + this.iterateEnemyIndex(this._params[0], function (enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1], false, 0); + } + }.bind(this)); + } + return true; +}; + +// Force Action +Game_Interpreter.prototype.command339 = function () { + this.iterateBattler(this._params[0], this._params[1], function (battler) { + if (!battler.isDeathStateAffected()) { + battler.forceAction(this._params[2], this._params[3]); + BattleManager.forceAction(battler); + this.setWaitMode('action'); + } + }.bind(this)); + return true; +}; + +// Abort Battle +Game_Interpreter.prototype.command340 = function () { + BattleManager.abort(); + return true; +}; + +// Open Menu Screen +Game_Interpreter.prototype.command351 = function () { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + } + return true; +}; + +// Open Save Screen +Game_Interpreter.prototype.command352 = function () { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Save); + } + return true; +}; + +// Game Over +Game_Interpreter.prototype.command353 = function () { + SceneManager.goto(Scene_Gameover); + return true; +}; + +// Return to Title Screen +Game_Interpreter.prototype.command354 = function () { + SceneManager.goto(Scene_Title); + return true; +}; + +// Script +Game_Interpreter.prototype.command355 = function () { + var script = this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + eval(script); + return true; +}; + +// Plugin Command +Game_Interpreter.prototype.command356 = function () { + var args = this._params[0].split(" "); + var command = args.shift(); + this.pluginCommand(command, args); + return true; +}; + +Game_Interpreter.prototype.pluginCommand = function (command, args) { + // to be overridden by plugins +}; + +Game_Interpreter.requestImages = function (list, commonList) { + if (!list) return; + + list.forEach(function (command) { + var params = command.parameters; + switch (command.code) { + // Show Text + case 101: + ImageManager.requestFace(params[0]); + break; + + // Common Event + case 117: + var commonEvent = $dataCommonEvents[params[0]]; + if (commonEvent) { + if (!commonList) { + commonList = []; + } + if (!commonList.contains(params[0])) { + commonList.push(params[0]); + Game_Interpreter.requestImages(commonEvent.list, commonList); + } + } + break; + + // Change Party Member + case 129: + var actor = $gameActors.actor(params[0]); + if (actor && params[1] === 0) { + var name = actor.characterName(); + ImageManager.requestCharacter(name); + } + break; + + // Set Movement Route + case 205: + if (params[1]) { + params[1].list.forEach(function (command) { + var params = command.parameters; + if (command.code === Game_Character.ROUTE_CHANGE_IMAGE) { + ImageManager.requestCharacter(params[0]); + } + }); + } + break; + + // Show Animation, Show Battle Animation + case 212: case 337: + if (params[1]) { + var animation = $dataAnimations[params[1]]; + var name1 = animation.animation1Name; + var name2 = animation.animation2Name; + var hue1 = animation.animation1Hue; + var hue2 = animation.animation2Hue; + ImageManager.requestAnimation(name1, hue1); + ImageManager.requestAnimation(name2, hue2); + } + break; + + // Change Player Followers + case 216: + if (params[0] === 0) { + $gamePlayer.followers().forEach(function (follower) { + var name = follower.characterName(); + ImageManager.requestCharacter(name); + }); + } + break; + + // Show Picture + case 231: + ImageManager.requestPicture(params[1]); + break; + + // Change Tileset + case 282: + var tileset = $dataTilesets[params[0]]; + tileset.tilesetNames.forEach(function (tilesetName) { + ImageManager.requestTileset(tilesetName); + }); + break; + + // Change Battle Back + case 283: + if ($gameParty.inBattle()) { + ImageManager.requestBattleback1(params[0]); + ImageManager.requestBattleback2(params[1]); + } + break; + + // Change Parallax + case 284: + if (!$gameParty.inBattle()) { + ImageManager.requestParallax(params[0]); + } + break; + + // Change Actor Images + case 322: + ImageManager.requestCharacter(params[1]); + ImageManager.requestFace(params[3]); + ImageManager.requestSvActor(params[5]); + break; + + // Change Vehicle Image + case 323: + var vehicle = $gameMap.vehicle(params[0]); + if (vehicle) { + ImageManager.requestCharacter(params[1]); + } + break; + + // Enemy Transform + case 336: + var enemy = $dataEnemies[params[1]]; + var name = enemy.battlerName; + var hue = enemy.battlerHue; + if ($gameSystem.isSideView()) { + ImageManager.requestSvEnemy(name, hue); + } else { + ImageManager.requestEnemy(name, hue); + } + break; + } + }); +}; \ No newline at end of file diff --git a/www/js/rpg_scenes.js b/www/js/rpg_scenes.js new file mode 100644 index 0000000..c4479cd --- /dev/null +++ b/www/js/rpg_scenes.js @@ -0,0 +1,2689 @@ +//============================================================================= +// rpg_scenes.js v1.6.2 +//============================================================================= + +//============================================================================= + +/** + * The Superclass of all scene within the game. + * + * @class Scene_Base + * @constructor + * @extends Stage + */ +function Scene_Base() { + this.initialize.apply(this, arguments); +} + +Scene_Base.prototype = Object.create(Stage.prototype); +Scene_Base.prototype.constructor = Scene_Base; + + +/** + * Create a instance of Scene_Base. + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.initialize = function () { + Stage.prototype.initialize.call(this); + this._active = false; + this._fadeSign = 0; + this._fadeDuration = 0; + this._fadeSprite = null; + this._imageReservationId = Utils.generateRuntimeId(); +}; + +/** + * Attach a reservation to the reserve queue. + * + * @method attachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.attachReservation = function () { + ImageManager.setDefaultReservationId(this._imageReservationId); +}; + +/** + * Remove the reservation from the Reserve queue. + * + * @method detachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.detachReservation = function () { + ImageManager.releaseReservation(this._imageReservationId); +}; + +/** + * Create the components and add them to the rendering process. + * + * @method create + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.create = function () { +}; + +/** + * Returns whether the scene is active or not. + * + * @method isActive + * @instance + * @memberof Scene_Base + * @return {Boolean} return true if the scene is active + */ +Scene_Base.prototype.isActive = function () { + return this._active; +}; + +/** + * Return whether the scene is ready to start or not. + * + * @method isReady + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is ready to start + */ +Scene_Base.prototype.isReady = function () { + return ImageManager.isReady(); +}; + +/** + * Start the scene processing. + * + * @method start + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.start = function () { + this._active = true; +}; + +/** + * Update the scene processing each new frame. + * + * @method update + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.update = function () { + this.updateFade(); + this.updateChildren(); +}; + +/** + * Stop the scene processing. + * + * @method stop + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.stop = function () { + this._active = false; +}; + + +/** + * Return whether the scene is busy or not. + * + * @method isBusy + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is currently busy + */ +Scene_Base.prototype.isBusy = function () { + return this._fadeDuration > 0; +}; + +/** + * Terminate the scene before switching to a another scene. + * + * @method terminate + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.terminate = function () { +}; + +/** + * Create the layer for the windows children + * and add it to the rendering process. + * + * @method createWindowLayer + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createWindowLayer = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._windowLayer = new WindowLayer(); + this._windowLayer.move(x, y, width, height); + this.addChild(this._windowLayer); +}; + +/** + * Add the children window to the windowLayer processing. + * + * @method addWindow + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.addWindow = function (window) { + this._windowLayer.addChild(window); +}; + +/** + * Request a fadeIn screen process. + * + * @method startFadeIn + * @param {Number} [duration=30] The time the process will take for fadeIn the screen + * @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeIn = function (duration, white) { + this.createFadeSprite(white); + this._fadeSign = 1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 255; +}; + +/** + * Request a fadeOut screen process. + * + * @method startFadeOut + * @param {Number} [duration=30] The time the process will take for fadeOut the screen + * @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeOut = function (duration, white) { + this.createFadeSprite(white); + this._fadeSign = -1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 0; +}; + +/** + * Create a Screen sprite for the fadein and fadeOut purpose and + * add it to the rendering process. + * + * @method createFadeSprite + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createFadeSprite = function (white) { + if (!this._fadeSprite) { + this._fadeSprite = new ScreenSprite(); + this.addChild(this._fadeSprite); + } + if (white) { + this._fadeSprite.setWhite(); + } else { + this._fadeSprite.setBlack(); + } +}; + +/** + * Update the screen fade processing. + * + * @method updateFade + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateFade = function () { + if (this._fadeDuration > 0) { + var d = this._fadeDuration; + if (this._fadeSign > 0) { + this._fadeSprite.opacity -= this._fadeSprite.opacity / d; + } else { + this._fadeSprite.opacity += (255 - this._fadeSprite.opacity) / d; + } + this._fadeDuration--; + } +}; + +/** + * Update the children of the scene EACH frame. + * + * @method updateChildren + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateChildren = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Pop the scene from the stack array and switch to the + * previous scene. + * + * @method popScene + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.popScene = function () { + SceneManager.pop(); +}; + +/** + * Check whether the game should be triggering a gameover. + * + * @method checkGameover + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.checkGameover = function () { + if ($gameParty.isAllDead()) { + SceneManager.goto(Scene_Gameover); + } +}; + +/** + * Slowly fade out all the visual and audio of the scene. + * + * @method fadeOutAll + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.fadeOutAll = function () { + var time = this.slowFadeSpeed() / 60; + AudioManager.fadeOutBgm(time); + AudioManager.fadeOutBgs(time); + AudioManager.fadeOutMe(time); + this.startFadeOut(this.slowFadeSpeed()); +}; + +/** + * Return the screen fade speed value. + * + * @method fadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.fadeSpeed = function () { + return 24; +}; + +/** + * Return a slow screen fade speed value. + * + * @method slowFadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.slowFadeSpeed = function () { + return this.fadeSpeed() * 2; +}; + +//----------------------------------------------------------------------------- +// Scene_Boot +// +// The scene class for initializing the entire game. + +function Scene_Boot() { + this.initialize.apply(this, arguments); +} + +Scene_Boot.prototype = Object.create(Scene_Base.prototype); +Scene_Boot.prototype.constructor = Scene_Boot; + +Scene_Boot.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); + this._startDate = Date.now(); +}; + +Scene_Boot.prototype.create = function () { + Scene_Base.prototype.create.call(this); + DataManager.loadDatabase(); + ConfigManager.load(); + this.loadSystemWindowImage(); +}; + +Scene_Boot.prototype.loadSystemWindowImage = function () { + ImageManager.reserveSystem('Window'); +}; + +Scene_Boot.loadSystemImages = function () { + ImageManager.reserveSystem('IconSet'); + ImageManager.reserveSystem('Balloon'); + ImageManager.reserveSystem('Shadow1'); + ImageManager.reserveSystem('Shadow2'); + ImageManager.reserveSystem('Damage'); + ImageManager.reserveSystem('States'); + ImageManager.reserveSystem('Weapons1'); + ImageManager.reserveSystem('Weapons2'); + ImageManager.reserveSystem('Weapons3'); + ImageManager.reserveSystem('ButtonSet'); +}; + +Scene_Boot.prototype.isReady = function () { + if (Scene_Base.prototype.isReady.call(this)) { + return DataManager.isDatabaseLoaded() && this.isGameFontLoaded(); + } else { + return false; + } +}; + +Scene_Boot.prototype.isGameFontLoaded = function () { + if (Graphics.isFontLoaded('GameFont')) { + return true; + } else if (!Graphics.canUseCssFontLoading()) { + var elapsed = Date.now() - this._startDate; + if (elapsed >= 60000) { + throw new Error('Failed to load GameFont'); + } + } +}; + +Scene_Boot.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SoundManager.preloadImportantSounds(); + if (DataManager.isBattleTest()) { + DataManager.setupBattleTest(); + SceneManager.goto(Scene_Battle); + } else if (DataManager.isEventTest()) { + DataManager.setupEventTest(); + SceneManager.goto(Scene_Map); + } else { + this.checkPlayerLocation(); + DataManager.setupNewGame(); + SceneManager.goto(Scene_Title); + Window_TitleCommand.initCommandPosition(); + } + this.updateDocumentTitle(); +}; + +Scene_Boot.prototype.updateDocumentTitle = function () { + document.title = $dataSystem.gameTitle; +}; + +Scene_Boot.prototype.checkPlayerLocation = function () { + if ($dataSystem.startMapId === 0) { + throw new Error('Player\'s starting position is not set'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Title +// +// The scene class of the title screen. + +function Scene_Title() { + this.initialize.apply(this, arguments); +} + +Scene_Title.prototype = Object.create(Scene_Base.prototype); +Scene_Title.prototype.constructor = Scene_Title; + +Scene_Title.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Title.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.createForeground(); + this.createWindowLayer(); + this.createCommandWindow(); +}; + +Scene_Title.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + this.centerSprite(this._backSprite1); + this.centerSprite(this._backSprite2); + this.playTitleMusic(); + this.startFadeIn(this.fadeSpeed(), false); +}; + +Scene_Title.prototype.update = function () { + if (!this.isBusy()) { + this._commandWindow.open(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Title.prototype.isBusy = function () { + return this._commandWindow.isClosing() || Scene_Base.prototype.isBusy.call(this); +}; + +Scene_Title.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + SceneManager.snapForBackground(); +}; + +Scene_Title.prototype.createBackground = function () { + this._backSprite1 = new Sprite(ImageManager.loadTitle1($dataSystem.title1Name)); + this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name)); + this.addChild(this._backSprite1); + this.addChild(this._backSprite2); +}; + +Scene_Title.prototype.createForeground = function () { + this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height)); + this.addChild(this._gameTitleSprite); + if ($dataSystem.optDrawTitle) { + this.drawGameTitle(); + } +}; + +Scene_Title.prototype.drawGameTitle = function () { + var x = 20; + var y = Graphics.height / 4; + var maxWidth = Graphics.width - x * 2; + var text = $dataSystem.gameTitle; + this._gameTitleSprite.bitmap.outlineColor = 'black'; + this._gameTitleSprite.bitmap.outlineWidth = 8; + this._gameTitleSprite.bitmap.fontSize = 72; + this._gameTitleSprite.bitmap.drawText(text, x, y, maxWidth, 48, 'center'); +}; + +Scene_Title.prototype.centerSprite = function (sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; +}; + +Scene_Title.prototype.createCommandWindow = function () { + this._commandWindow = new Window_TitleCommand(); + this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this)); + this._commandWindow.setHandler('continue', this.commandContinue.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Title.prototype.commandNewGame = function () { + DataManager.setupNewGame(); + this._commandWindow.close(); + this.fadeOutAll(); + SceneManager.goto(Scene_Map); +}; + +Scene_Title.prototype.commandContinue = function () { + this._commandWindow.close(); + SceneManager.push(Scene_Load); +}; + +Scene_Title.prototype.commandOptions = function () { + this._commandWindow.close(); + SceneManager.push(Scene_Options); +}; + +Scene_Title.prototype.playTitleMusic = function () { + AudioManager.playBgm($dataSystem.titleBgm); + AudioManager.stopBgs(); + AudioManager.stopMe(); +}; + +//----------------------------------------------------------------------------- +// Scene_Map +// +// The scene class of the map screen. + +function Scene_Map() { + this.initialize.apply(this, arguments); +} + +Scene_Map.prototype = Object.create(Scene_Base.prototype); +Scene_Map.prototype.constructor = Scene_Map; + +Scene_Map.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); + this._waitCount = 0; + this._encounterEffectDuration = 0; + this._mapLoaded = false; + this._touchCount = 0; +}; + +Scene_Map.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this._transfer = $gamePlayer.isTransferring(); + var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId(); + DataManager.loadMapData(mapId); +}; + +Scene_Map.prototype.isReady = function () { + if (!this._mapLoaded && DataManager.isMapLoaded()) { + this.onMapLoaded(); + this._mapLoaded = true; + } + return this._mapLoaded && Scene_Base.prototype.isReady.call(this); +}; + +Scene_Map.prototype.onMapLoaded = function () { + if (this._transfer) { + $gamePlayer.performTransfer(); + } + this.createDisplayObjects(); +}; + +Scene_Map.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + if (this._transfer) { + this.fadeInForTransfer(); + this._mapNameWindow.open(); + $gameMap.autoplay(); + } else if (this.needsFadeIn()) { + this.startFadeIn(this.fadeSpeed(), false); + } + this.menuCalling = false; +}; + +Scene_Map.prototype.update = function () { + this.updateDestination(); + this.updateMainMultiply(); + if (this.isSceneChangeOk()) { + this.updateScene(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.updateEncounterEffect(); + } + this.updateWaitCount(); + Scene_Base.prototype.update.call(this); +}; + +Scene_Map.prototype.updateMainMultiply = function () { + this.updateMain(); + if (this.isFastForward()) { + this.updateMain(); + } +}; + +Scene_Map.prototype.updateMain = function () { + var active = this.isActive(); + $gameMap.update(active); + $gamePlayer.update(active); + $gameTimer.update(active); + $gameScreen.update(); +}; + +Scene_Map.prototype.isFastForward = function () { + return ($gameMap.isEventRunning() && !SceneManager.isSceneChanging() && + (Input.isLongPressed('ok') || TouchInput.isLongPressed())); +}; + +Scene_Map.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + $gamePlayer.straighten(); + this._mapNameWindow.close(); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else if (SceneManager.isNextScene(Scene_Map)) { + this.fadeOutForTransfer(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.launchBattle(); + } +}; + +Scene_Map.prototype.isBusy = function () { + return ((this._messageWindow && this._messageWindow.isClosing()) || + this._waitCount > 0 || this._encounterEffectDuration > 0 || + Scene_Base.prototype.isBusy.call(this)); +}; + +Scene_Map.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + if (!SceneManager.isNextScene(Scene_Battle)) { + this._spriteset.update(); + this._mapNameWindow.hide(); + SceneManager.snapForBackground(); + } else { + ImageManager.clearRequest(); + } + + if (SceneManager.isNextScene(Scene_Map)) { + ImageManager.clearRequest(); + } + + $gameScreen.clearZoom(); + + this.removeChild(this._fadeSprite); + this.removeChild(this._mapNameWindow); + this.removeChild(this._windowLayer); + this.removeChild(this._spriteset); +}; + +Scene_Map.prototype.needsFadeIn = function () { + return (SceneManager.isPreviousScene(Scene_Battle) || + SceneManager.isPreviousScene(Scene_Load)); +}; + +Scene_Map.prototype.needsSlowFadeOut = function () { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Map.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Scene_Map.prototype.updateDestination = function () { + if (this.isMapTouchOk()) { + this.processMapTouch(); + } else { + $gameTemp.clearDestination(); + this._touchCount = 0; + } +}; + +Scene_Map.prototype.isMapTouchOk = function () { + return this.isActive() && $gamePlayer.canMove(); +}; + +Scene_Map.prototype.processMapTouch = function () { + if (TouchInput.isTriggered() || this._touchCount > 0) { + if (TouchInput.isPressed()) { + if (this._touchCount === 0 || this._touchCount >= 15) { + var x = $gameMap.canvasToMapX(TouchInput.x); + var y = $gameMap.canvasToMapY(TouchInput.y); + $gameTemp.setDestination(x, y); + } + this._touchCount++; + } else { + this._touchCount = 0; + } + } +}; + +Scene_Map.prototype.isSceneChangeOk = function () { + return this.isActive() && !$gameMessage.isBusy(); +}; + +Scene_Map.prototype.updateScene = function () { + this.checkGameover(); + if (!SceneManager.isSceneChanging()) { + this.updateTransferPlayer(); + } + if (!SceneManager.isSceneChanging()) { + this.updateEncounter(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallMenu(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallDebug(); + } +}; + +Scene_Map.prototype.createDisplayObjects = function () { + this.createSpriteset(); + this.createMapNameWindow(); + this.createWindowLayer(); + this.createAllWindows(); +}; + +Scene_Map.prototype.createSpriteset = function () { + this._spriteset = new Spriteset_Map(); + this.addChild(this._spriteset); +}; + +Scene_Map.prototype.createAllWindows = function () { + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Map.prototype.createMapNameWindow = function () { + this._mapNameWindow = new Window_MapName(); + this.addChild(this._mapNameWindow); +}; + +Scene_Map.prototype.createMessageWindow = function () { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function (window) { + this.addWindow(window); + }, this); +}; + +Scene_Map.prototype.createScrollTextWindow = function () { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Map.prototype.updateTransferPlayer = function () { + if ($gamePlayer.isTransferring()) { + SceneManager.goto(Scene_Map); + } +}; + +Scene_Map.prototype.updateEncounter = function () { + if ($gamePlayer.executeEncounter()) { + SceneManager.push(Scene_Battle); + } +}; + +Scene_Map.prototype.updateCallMenu = function () { + if (this.isMenuEnabled()) { + if (this.isMenuCalled()) { + this.menuCalling = true; + } + if (this.menuCalling && !$gamePlayer.isMoving()) { + this.callMenu(); + } + } else { + this.menuCalling = false; + } +}; + +Scene_Map.prototype.isMenuEnabled = function () { + return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning(); +}; + +Scene_Map.prototype.isMenuCalled = function () { + return Input.isTriggered('menu') || TouchInput.isCancelled(); +}; + +Scene_Map.prototype.callMenu = function () { + SoundManager.playOk(); + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + $gameTemp.clearDestination(); + this._mapNameWindow.hide(); + this._waitCount = 2; +}; + +Scene_Map.prototype.updateCallDebug = function () { + if (this.isDebugCalled()) { + SceneManager.push(Scene_Debug); + } +}; + +Scene_Map.prototype.isDebugCalled = function () { + return Input.isTriggered('debug') && $gameTemp.isPlaytest(); +}; + +Scene_Map.prototype.fadeInForTransfer = function () { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeIn(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.fadeOutForTransfer = function () { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeOut(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.launchBattle = function () { + BattleManager.saveBgmAndBgs(); + this.stopAudioOnBattleStart(); + SoundManager.playBattleStart(); + this.startEncounterEffect(); + this._mapNameWindow.hide(); +}; + +Scene_Map.prototype.stopAudioOnBattleStart = function () { + if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) { + AudioManager.stopBgm(); + } + AudioManager.stopBgs(); + AudioManager.stopMe(); + AudioManager.stopSe(); +}; + +Scene_Map.prototype.startEncounterEffect = function () { + this._spriteset.hideCharacters(); + this._encounterEffectDuration = this.encounterEffectSpeed(); +}; + +Scene_Map.prototype.updateEncounterEffect = function () { + if (this._encounterEffectDuration > 0) { + this._encounterEffectDuration--; + var speed = this.encounterEffectSpeed(); + var n = speed - this._encounterEffectDuration; + var p = n / speed; + var q = ((p - 1) * 20 * p + 5) * p + 1; + var zoomX = $gamePlayer.screenX(); + var zoomY = $gamePlayer.screenY() - 24; + if (n === 2) { + $gameScreen.setZoom(zoomX, zoomY, 1); + this.snapForBattleBackground(); + this.startFlashForEncounter(speed / 2); + } + $gameScreen.setZoom(zoomX, zoomY, q); + if (n === Math.floor(speed / 6)) { + this.startFlashForEncounter(speed / 2); + } + if (n === Math.floor(speed / 2)) { + BattleManager.playBattleBgm(); + this.startFadeOut(this.fadeSpeed()); + } + } +}; + +Scene_Map.prototype.snapForBattleBackground = function () { + this._windowLayer.visible = false; + SceneManager.snapForBackground(); + this._windowLayer.visible = true; +}; + +Scene_Map.prototype.startFlashForEncounter = function (duration) { + var color = [255, 255, 255, 255]; + $gameScreen.startFlash(color, duration); +}; + +Scene_Map.prototype.encounterEffectSpeed = function () { + return 60; +}; + +//----------------------------------------------------------------------------- +// Scene_MenuBase +// +// The superclass of all the menu-type scenes. + +function Scene_MenuBase() { + this.initialize.apply(this, arguments); +} + +Scene_MenuBase.prototype = Object.create(Scene_Base.prototype); +Scene_MenuBase.prototype.constructor = Scene_MenuBase; + +Scene_MenuBase.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_MenuBase.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.updateActor(); + this.createWindowLayer(); +}; + +Scene_MenuBase.prototype.actor = function () { + return this._actor; +}; + +Scene_MenuBase.prototype.updateActor = function () { + this._actor = $gameParty.menuActor(); +}; + +Scene_MenuBase.prototype.createBackground = function () { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this.addChild(this._backgroundSprite); +}; + +Scene_MenuBase.prototype.setBackgroundOpacity = function (opacity) { + this._backgroundSprite.opacity = opacity; +}; + +Scene_MenuBase.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(); + this.addWindow(this._helpWindow); +}; + +Scene_MenuBase.prototype.nextActor = function () { + $gameParty.makeMenuActorNext(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.previousActor = function () { + $gameParty.makeMenuActorPrevious(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.onActorChange = function () { +}; + +//----------------------------------------------------------------------------- +// Scene_Menu +// +// The scene class of the menu screen. + +function Scene_Menu() { + this.initialize.apply(this, arguments); +} + +Scene_Menu.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Menu.prototype.constructor = Scene_Menu; + +Scene_Menu.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Menu.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); + this.createGoldWindow(); + this.createStatusWindow(); +}; + +Scene_Menu.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._statusWindow.refresh(); +}; + +Scene_Menu.prototype.createCommandWindow = function () { + this._commandWindow = new Window_MenuCommand(0, 0); + this._commandWindow.setHandler('item', this.commandItem.bind(this)); + this._commandWindow.setHandler('skill', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('equip', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('status', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('formation', this.commandFormation.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this._commandWindow.setHandler('save', this.commandSave.bind(this)); + this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Menu.prototype.createGoldWindow = function () { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height; + this.addWindow(this._goldWindow); +}; + +Scene_Menu.prototype.createStatusWindow = function () { + this._statusWindow = new Window_MenuStatus(this._commandWindow.width, 0); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Menu.prototype.commandItem = function () { + SceneManager.push(Scene_Item); +}; + +Scene_Menu.prototype.commandPersonal = function () { + this._statusWindow.setFormationMode(false); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onPersonalOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onPersonalCancel.bind(this)); +}; + +Scene_Menu.prototype.commandFormation = function () { + this._statusWindow.setFormationMode(true); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onFormationOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this)); +}; + +Scene_Menu.prototype.commandOptions = function () { + SceneManager.push(Scene_Options); +}; + +Scene_Menu.prototype.commandSave = function () { + SceneManager.push(Scene_Save); +}; + +Scene_Menu.prototype.commandGameEnd = function () { + SceneManager.push(Scene_GameEnd); +}; + +Scene_Menu.prototype.onPersonalOk = function () { + switch (this._commandWindow.currentSymbol()) { + case 'skill': + SceneManager.push(Scene_Skill); + break; + case 'equip': + SceneManager.push(Scene_Equip); + break; + case 'status': + SceneManager.push(Scene_Status); + break; + } +}; + +Scene_Menu.prototype.onPersonalCancel = function () { + this._statusWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Menu.prototype.onFormationOk = function () { + var index = this._statusWindow.index(); + var actor = $gameParty.members()[index]; + var pendingIndex = this._statusWindow.pendingIndex(); + if (pendingIndex >= 0) { + $gameParty.swapOrder(index, pendingIndex); + this._statusWindow.setPendingIndex(-1); + this._statusWindow.redrawItem(index); + } else { + this._statusWindow.setPendingIndex(index); + } + this._statusWindow.activate(); +}; + +Scene_Menu.prototype.onFormationCancel = function () { + if (this._statusWindow.pendingIndex() >= 0) { + this._statusWindow.setPendingIndex(-1); + this._statusWindow.activate(); + } else { + this._statusWindow.deselect(); + this._commandWindow.activate(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_ItemBase +// +// The superclass of Scene_Item and Scene_Skill. + +function Scene_ItemBase() { + this.initialize.apply(this, arguments); +} + +Scene_ItemBase.prototype = Object.create(Scene_MenuBase.prototype); +Scene_ItemBase.prototype.constructor = Scene_ItemBase; + +Scene_ItemBase.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_ItemBase.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); +}; + +Scene_ItemBase.prototype.createActorWindow = function () { + this._actorWindow = new Window_MenuActor(); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.item = function () { + return this._itemWindow.item(); +}; + +Scene_ItemBase.prototype.user = function () { + return null; +}; + +Scene_ItemBase.prototype.isCursorLeft = function () { + return this._itemWindow.index() % 2 === 0; +}; + +Scene_ItemBase.prototype.showSubWindow = function (window) { + window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0; + window.show(); + window.activate(); +}; + +Scene_ItemBase.prototype.hideSubWindow = function (window) { + window.hide(); + window.deactivate(); + this.activateItemWindow(); +}; + +Scene_ItemBase.prototype.onActorOk = function () { + if (this.canUse()) { + this.useItem(); + } else { + SoundManager.playBuzzer(); + } +}; + +Scene_ItemBase.prototype.onActorCancel = function () { + this.hideSubWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.determineItem = function () { + var action = new Game_Action(this.user()); + var item = this.item(); + action.setItemObject(item); + if (action.isForFriend()) { + this.showSubWindow(this._actorWindow); + this._actorWindow.selectForItem(this.item()); + } else { + this.useItem(); + this.activateItemWindow(); + } +}; + +Scene_ItemBase.prototype.useItem = function () { + this.playSeForItem(); + this.user().useItem(this.item()); + this.applyItem(); + this.checkCommonEvent(); + this.checkGameover(); + this._actorWindow.refresh(); +}; + +Scene_ItemBase.prototype.activateItemWindow = function () { + this._itemWindow.refresh(); + this._itemWindow.activate(); +}; + +Scene_ItemBase.prototype.itemTargetActors = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + if (!action.isForFriend()) { + return []; + } else if (action.isForAll()) { + return $gameParty.members(); + } else { + return [$gameParty.members()[this._actorWindow.index()]]; + } +}; + +Scene_ItemBase.prototype.canUse = function () { + return this.user().canUse(this.item()) && this.isItemEffectsValid(); +}; + +Scene_ItemBase.prototype.isItemEffectsValid = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + return this.itemTargetActors().some(function (target) { + return action.testApply(target); + }, this); +}; + +Scene_ItemBase.prototype.applyItem = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + this.itemTargetActors().forEach(function (target) { + for (var i = 0; i < action.numRepeats(); i++) { + action.apply(target); + } + }, this); + action.applyGlobal(); +}; + +Scene_ItemBase.prototype.checkCommonEvent = function () { + if ($gameTemp.isCommonEventReserved()) { + SceneManager.goto(Scene_Map); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Item +// +// The scene class of the item screen. + +function Scene_Item() { + this.initialize.apply(this, arguments); +} + +Scene_Item.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Item.prototype.constructor = Scene_Item; + +Scene_Item.prototype.initialize = function () { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Item.prototype.create = function () { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCategoryWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Item.prototype.createCategoryWindow = function () { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._helpWindow.height; + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Item.prototype.createItemWindow = function () { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); + this._categoryWindow.setItemWindow(this._itemWindow); +}; + +Scene_Item.prototype.user = function () { + var members = $gameParty.movableMembers(); + var bestActor = members[0]; + var bestPha = 0; + for (var i = 0; i < members.length; i++) { + if (members[i].pha > bestPha) { + bestPha = members[i].pha; + bestActor = members[i]; + } + } + return bestActor; +}; + +Scene_Item.prototype.onCategoryOk = function () { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Item.prototype.onItemOk = function () { + $gameParty.setLastItem(this.item()); + this.determineItem(); +}; + +Scene_Item.prototype.onItemCancel = function () { + this._itemWindow.deselect(); + this._categoryWindow.activate(); +}; + +Scene_Item.prototype.playSeForItem = function () { + SoundManager.playUseItem(); +}; + +Scene_Item.prototype.useItem = function () { + Scene_ItemBase.prototype.useItem.call(this); + this._itemWindow.redrawCurrentItem(); +}; + +//----------------------------------------------------------------------------- +// Scene_Skill +// +// The scene class of the skill screen. + +function Scene_Skill() { + this.initialize.apply(this, arguments); +} + +Scene_Skill.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Skill.prototype.constructor = Scene_Skill; + +Scene_Skill.prototype.initialize = function () { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Skill.prototype.create = function () { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createSkillTypeWindow(); + this.createStatusWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Skill.prototype.start = function () { + Scene_ItemBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Skill.prototype.createSkillTypeWindow = function () { + var wy = this._helpWindow.height; + this._skillTypeWindow = new Window_SkillType(0, wy); + this._skillTypeWindow.setHelpWindow(this._helpWindow); + this._skillTypeWindow.setHandler('skill', this.commandSkill.bind(this)); + this._skillTypeWindow.setHandler('cancel', this.popScene.bind(this)); + this._skillTypeWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._skillTypeWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._skillTypeWindow); +}; + +Scene_Skill.prototype.createStatusWindow = function () { + var wx = this._skillTypeWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = this._skillTypeWindow.height; + this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Skill.prototype.createItemWindow = function () { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_SkillList(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._skillTypeWindow.setSkillWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Skill.prototype.refreshActor = function () { + var actor = this.actor(); + this._skillTypeWindow.setActor(actor); + this._statusWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Skill.prototype.user = function () { + return this.actor(); +}; + +Scene_Skill.prototype.commandSkill = function () { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Skill.prototype.onItemOk = function () { + this.actor().setLastMenuSkill(this.item()); + this.determineItem(); +}; + +Scene_Skill.prototype.onItemCancel = function () { + this._itemWindow.deselect(); + this._skillTypeWindow.activate(); +}; + +Scene_Skill.prototype.playSeForItem = function () { + SoundManager.playUseSkill(); +}; + +Scene_Skill.prototype.useItem = function () { + Scene_ItemBase.prototype.useItem.call(this); + this._statusWindow.refresh(); + this._itemWindow.refresh(); +}; + +Scene_Skill.prototype.onActorChange = function () { + this.refreshActor(); + this._skillTypeWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Equip +// +// The scene class of the equipment screen. + +function Scene_Equip() { + this.initialize.apply(this, arguments); +} + +Scene_Equip.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Equip.prototype.constructor = Scene_Equip; + +Scene_Equip.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Equip.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createStatusWindow(); + this.createCommandWindow(); + this.createSlotWindow(); + this.createItemWindow(); + this.refreshActor(); +}; + +Scene_Equip.prototype.createStatusWindow = function () { + this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height); + this.addWindow(this._statusWindow); +}; + +Scene_Equip.prototype.createCommandWindow = function () { + var wx = this._statusWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + this._commandWindow = new Window_EquipCommand(wx, wy, ww); + this._commandWindow.setHelpWindow(this._helpWindow); + this._commandWindow.setHandler('equip', this.commandEquip.bind(this)); + this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this)); + this._commandWindow.setHandler('clear', this.commandClear.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Equip.prototype.createSlotWindow = function () { + var wx = this._statusWindow.width; + var wy = this._commandWindow.y + this._commandWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + var wh = this._statusWindow.height - this._commandWindow.height; + this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh); + this._slotWindow.setHelpWindow(this._helpWindow); + this._slotWindow.setStatusWindow(this._statusWindow); + this._slotWindow.setHandler('ok', this.onSlotOk.bind(this)); + this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this)); + this.addWindow(this._slotWindow); +}; + +Scene_Equip.prototype.createItemWindow = function () { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_EquipItem(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setStatusWindow(this._statusWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._slotWindow.setItemWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Equip.prototype.refreshActor = function () { + var actor = this.actor(); + this._statusWindow.setActor(actor); + this._slotWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Equip.prototype.commandEquip = function () { + this._slotWindow.activate(); + this._slotWindow.select(0); +}; + +Scene_Equip.prototype.commandOptimize = function () { + SoundManager.playEquip(); + this.actor().optimizeEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.commandClear = function () { + SoundManager.playEquip(); + this.actor().clearEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onSlotOk = function () { + this._itemWindow.activate(); + this._itemWindow.select(0); +}; + +Scene_Equip.prototype.onSlotCancel = function () { + this._slotWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onItemOk = function () { + SoundManager.playEquip(); + this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item()); + this._slotWindow.activate(); + this._slotWindow.refresh(); + this._itemWindow.deselect(); + this._itemWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Equip.prototype.onItemCancel = function () { + this._slotWindow.activate(); + this._itemWindow.deselect(); +}; + +Scene_Equip.prototype.onActorChange = function () { + this.refreshActor(); + this._commandWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Status +// +// The scene class of the status screen. + +function Scene_Status() { + this.initialize.apply(this, arguments); +} + +Scene_Status.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Status.prototype.constructor = Scene_Status; + +Scene_Status.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Status.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._statusWindow = new Window_Status(); + this._statusWindow.setHandler('cancel', this.popScene.bind(this)); + this._statusWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._statusWindow.setHandler('pageup', this.previousActor.bind(this)); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Status.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Status.prototype.refreshActor = function () { + var actor = this.actor(); + this._statusWindow.setActor(actor); +}; + +Scene_Status.prototype.onActorChange = function () { + this.refreshActor(); + this._statusWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Options +// +// The scene class of the options screen. + +function Scene_Options() { + this.initialize.apply(this, arguments); +} + +Scene_Options.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Options.prototype.constructor = Scene_Options; + +Scene_Options.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Options.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createOptionsWindow(); +}; + +Scene_Options.prototype.terminate = function () { + Scene_MenuBase.prototype.terminate.call(this); + ConfigManager.save(); +}; + +Scene_Options.prototype.createOptionsWindow = function () { + this._optionsWindow = new Window_Options(); + this._optionsWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._optionsWindow); +}; + +//----------------------------------------------------------------------------- +// Scene_File +// +// The superclass of Scene_Save and Scene_Load. + +function Scene_File() { + this.initialize.apply(this, arguments); +} + +Scene_File.prototype = Object.create(Scene_MenuBase.prototype); +Scene_File.prototype.constructor = Scene_File; + +Scene_File.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_File.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + DataManager.loadAllSavefileImages(); + this.createHelpWindow(); + this.createListWindow(); +}; + +Scene_File.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._listWindow.refresh(); +}; + +Scene_File.prototype.savefileId = function () { + return this._listWindow.index() + 1; +}; + +Scene_File.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(1); + this._helpWindow.setText(this.helpWindowText()); + this.addWindow(this._helpWindow); +}; + +Scene_File.prototype.createListWindow = function () { + var x = 0; + var y = this._helpWindow.height; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._listWindow = new Window_SavefileList(x, y, width, height); + this._listWindow.setHandler('ok', this.onSavefileOk.bind(this)); + this._listWindow.setHandler('cancel', this.popScene.bind(this)); + this._listWindow.select(this.firstSavefileIndex()); + this._listWindow.setTopRow(this.firstSavefileIndex() - 2); + this._listWindow.setMode(this.mode()); + this._listWindow.refresh(); + this.addWindow(this._listWindow); +}; + +Scene_File.prototype.mode = function () { + return null; +}; + +Scene_File.prototype.activateListWindow = function () { + this._listWindow.activate(); +}; + +Scene_File.prototype.helpWindowText = function () { + return ''; +}; + +Scene_File.prototype.firstSavefileIndex = function () { + return 0; +}; + +Scene_File.prototype.onSavefileOk = function () { +}; + +//----------------------------------------------------------------------------- +// Scene_Save +// +// The scene class of the save screen. + +function Scene_Save() { + this.initialize.apply(this, arguments); +} + +Scene_Save.prototype = Object.create(Scene_File.prototype); +Scene_Save.prototype.constructor = Scene_Save; + +Scene_Save.prototype.initialize = function () { + Scene_File.prototype.initialize.call(this); +}; + +Scene_Save.prototype.mode = function () { + return 'save'; +}; + +Scene_Save.prototype.helpWindowText = function () { + return TextManager.saveMessage; +}; + +Scene_Save.prototype.firstSavefileIndex = function () { + return DataManager.lastAccessedSavefileId() - 1; +}; + +Scene_Save.prototype.onSavefileOk = function () { + Scene_File.prototype.onSavefileOk.call(this); + $gameSystem.onBeforeSave(); + if (DataManager.saveGame(this.savefileId())) { + this.onSaveSuccess(); + } else { + this.onSaveFailure(); + } +}; + +Scene_Save.prototype.onSaveSuccess = function () { + SoundManager.playSave(); + StorageManager.cleanBackup(this.savefileId()); + this.popScene(); +}; + +Scene_Save.prototype.onSaveFailure = function () { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +//----------------------------------------------------------------------------- +// Scene_Load +// +// The scene class of the load screen. + +function Scene_Load() { + this.initialize.apply(this, arguments); +} + +Scene_Load.prototype = Object.create(Scene_File.prototype); +Scene_Load.prototype.constructor = Scene_Load; + +Scene_Load.prototype.initialize = function () { + Scene_File.prototype.initialize.call(this); + this._loadSuccess = false; +}; + +Scene_Load.prototype.terminate = function () { + Scene_File.prototype.terminate.call(this); + if (this._loadSuccess) { + $gameSystem.onAfterLoad(); + } +}; + +Scene_Load.prototype.mode = function () { + return 'load'; +}; + +Scene_Load.prototype.helpWindowText = function () { + return TextManager.loadMessage; +}; + +Scene_Load.prototype.firstSavefileIndex = function () { + return DataManager.latestSavefileId() - 1; +}; + +Scene_Load.prototype.onSavefileOk = function () { + Scene_File.prototype.onSavefileOk.call(this); + if (DataManager.loadGame(this.savefileId())) { + this.onLoadSuccess(); + } else { + this.onLoadFailure(); + } +}; + +Scene_Load.prototype.onLoadSuccess = function () { + SoundManager.playLoad(); + this.fadeOutAll(); + this.reloadMapIfUpdated(); + SceneManager.goto(Scene_Map); + this._loadSuccess = true; +}; + +Scene_Load.prototype.onLoadFailure = function () { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +Scene_Load.prototype.reloadMapIfUpdated = function () { + if ($gameSystem.versionId() !== $dataSystem.versionId) { + $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y); + $gamePlayer.requestMapReload(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_GameEnd +// +// The scene class of the game end screen. + +function Scene_GameEnd() { + this.initialize.apply(this, arguments); +} + +Scene_GameEnd.prototype = Object.create(Scene_MenuBase.prototype); +Scene_GameEnd.prototype.constructor = Scene_GameEnd; + +Scene_GameEnd.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_GameEnd.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); +}; + +Scene_GameEnd.prototype.stop = function () { + Scene_MenuBase.prototype.stop.call(this); + this._commandWindow.close(); +}; + +Scene_GameEnd.prototype.createBackground = function () { + Scene_MenuBase.prototype.createBackground.call(this); + this.setBackgroundOpacity(128); +}; + +Scene_GameEnd.prototype.createCommandWindow = function () { + this._commandWindow = new Window_GameEnd(); + this._commandWindow.setHandler('toTitle', this.commandToTitle.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_GameEnd.prototype.commandToTitle = function () { + this.fadeOutAll(); + SceneManager.goto(Scene_Title); +}; + +//----------------------------------------------------------------------------- +// Scene_Shop +// +// The scene class of the shop screen. + +function Scene_Shop() { + this.initialize.apply(this, arguments); +} + +Scene_Shop.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Shop.prototype.constructor = Scene_Shop; + +Scene_Shop.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Shop.prototype.prepare = function (goods, purchaseOnly) { + this._goods = goods; + this._purchaseOnly = purchaseOnly; + this._item = null; +}; + +Scene_Shop.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createGoldWindow(); + this.createCommandWindow(); + this.createDummyWindow(); + this.createNumberWindow(); + this.createStatusWindow(); + this.createBuyWindow(); + this.createCategoryWindow(); + this.createSellWindow(); +}; + +Scene_Shop.prototype.createGoldWindow = function () { + this._goldWindow = new Window_Gold(0, this._helpWindow.height); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this.addWindow(this._goldWindow); +}; + +Scene_Shop.prototype.createCommandWindow = function () { + this._commandWindow = new Window_ShopCommand(this._goldWindow.x, this._purchaseOnly); + this._commandWindow.y = this._helpWindow.height; + this._commandWindow.setHandler('buy', this.commandBuy.bind(this)); + this._commandWindow.setHandler('sell', this.commandSell.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Shop.prototype.createDummyWindow = function () { + var wy = this._commandWindow.y + this._commandWindow.height; + var wh = Graphics.boxHeight - wy; + this._dummyWindow = new Window_Base(0, wy, Graphics.boxWidth, wh); + this.addWindow(this._dummyWindow); +}; + +Scene_Shop.prototype.createNumberWindow = function () { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._numberWindow = new Window_ShopNumber(0, wy, wh); + this._numberWindow.hide(); + this._numberWindow.setHandler('ok', this.onNumberOk.bind(this)); + this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this)); + this.addWindow(this._numberWindow); +}; + +Scene_Shop.prototype.createStatusWindow = function () { + var wx = this._numberWindow.width; + var wy = this._dummyWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._dummyWindow.height; + this._statusWindow = new Window_ShopStatus(wx, wy, ww, wh); + this._statusWindow.hide(); + this.addWindow(this._statusWindow); +}; + +Scene_Shop.prototype.createBuyWindow = function () { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._buyWindow = new Window_ShopBuy(0, wy, wh, this._goods); + this._buyWindow.setHelpWindow(this._helpWindow); + this._buyWindow.setStatusWindow(this._statusWindow); + this._buyWindow.hide(); + this._buyWindow.setHandler('ok', this.onBuyOk.bind(this)); + this._buyWindow.setHandler('cancel', this.onBuyCancel.bind(this)); + this.addWindow(this._buyWindow); +}; + +Scene_Shop.prototype.createCategoryWindow = function () { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._dummyWindow.y; + this._categoryWindow.hide(); + this._categoryWindow.deactivate(); + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.onCategoryCancel.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Shop.prototype.createSellWindow = function () { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh); + this._sellWindow.setHelpWindow(this._helpWindow); + this._sellWindow.hide(); + this._sellWindow.setHandler('ok', this.onSellOk.bind(this)); + this._sellWindow.setHandler('cancel', this.onSellCancel.bind(this)); + this._categoryWindow.setItemWindow(this._sellWindow); + this.addWindow(this._sellWindow); +}; + +Scene_Shop.prototype.activateBuyWindow = function () { + this._buyWindow.setMoney(this.money()); + this._buyWindow.show(); + this._buyWindow.activate(); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.activateSellWindow = function () { + this._categoryWindow.show(); + this._sellWindow.refresh(); + this._sellWindow.show(); + this._sellWindow.activate(); + this._statusWindow.hide(); +}; + +Scene_Shop.prototype.commandBuy = function () { + this._dummyWindow.hide(); + this.activateBuyWindow(); +}; + +Scene_Shop.prototype.commandSell = function () { + this._dummyWindow.hide(); + this._categoryWindow.show(); + this._categoryWindow.activate(); + this._sellWindow.show(); + this._sellWindow.deselect(); + this._sellWindow.refresh(); +}; + +Scene_Shop.prototype.onBuyOk = function () { + this._item = this._buyWindow.item(); + this._buyWindow.hide(); + this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); +}; + +Scene_Shop.prototype.onBuyCancel = function () { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._buyWindow.hide(); + this._statusWindow.hide(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onCategoryOk = function () { + this.activateSellWindow(); + this._sellWindow.select(0); +}; + +Scene_Shop.prototype.onCategoryCancel = function () { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._categoryWindow.hide(); + this._sellWindow.hide(); +}; + +Scene_Shop.prototype.onSellOk = function () { + this._item = this._sellWindow.item(); + this._categoryWindow.hide(); + this._sellWindow.hide(); + this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); + this._statusWindow.setItem(this._item); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.onSellCancel = function () { + this._sellWindow.deselect(); + this._categoryWindow.activate(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onNumberOk = function () { + SoundManager.playShop(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.doBuy(this._numberWindow.number()); + break; + case 'sell': + this.doSell(this._numberWindow.number()); + break; + } + this.endNumberInput(); + this._goldWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Shop.prototype.onNumberCancel = function () { + SoundManager.playCancel(); + this.endNumberInput(); +}; + +Scene_Shop.prototype.doBuy = function (number) { + $gameParty.loseGold(number * this.buyingPrice()); + $gameParty.gainItem(this._item, number); +}; + +Scene_Shop.prototype.doSell = function (number) { + $gameParty.gainGold(number * this.sellingPrice()); + $gameParty.loseItem(this._item, number); +}; + +Scene_Shop.prototype.endNumberInput = function () { + this._numberWindow.hide(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.activateBuyWindow(); + break; + case 'sell': + this.activateSellWindow(); + break; + } +}; + +Scene_Shop.prototype.maxBuy = function () { + var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item); + var price = this.buyingPrice(); + if (price > 0) { + return Math.min(max, Math.floor(this.money() / price)); + } else { + return max; + } +}; + +Scene_Shop.prototype.maxSell = function () { + return $gameParty.numItems(this._item); +}; + +Scene_Shop.prototype.money = function () { + return this._goldWindow.value(); +}; + +Scene_Shop.prototype.currencyUnit = function () { + return this._goldWindow.currencyUnit(); +}; + +Scene_Shop.prototype.buyingPrice = function () { + return this._buyWindow.price(this._item); +}; + +Scene_Shop.prototype.sellingPrice = function () { + return Math.floor(this._item.price / 2); +}; + +//----------------------------------------------------------------------------- +// Scene_Name +// +// The scene class of the name input screen. + +function Scene_Name() { + this.initialize.apply(this, arguments); +} + +Scene_Name.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Name.prototype.constructor = Scene_Name; + +Scene_Name.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Name.prototype.prepare = function (actorId, maxLength) { + this._actorId = actorId; + this._maxLength = maxLength; +}; + +Scene_Name.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._actor = $gameActors.actor(this._actorId); + this.createEditWindow(); + this.createInputWindow(); +}; + +Scene_Name.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._editWindow.refresh(); +}; + +Scene_Name.prototype.createEditWindow = function () { + this._editWindow = new Window_NameEdit(this._actor, this._maxLength); + this.addWindow(this._editWindow); +}; + +Scene_Name.prototype.createInputWindow = function () { + this._inputWindow = new Window_NameInput(this._editWindow); + this._inputWindow.setHandler('ok', this.onInputOk.bind(this)); + this.addWindow(this._inputWindow); +}; + +Scene_Name.prototype.onInputOk = function () { + this._actor.setName(this._editWindow.name()); + this.popScene(); +}; + +//----------------------------------------------------------------------------- +// Scene_Debug +// +// The scene class of the debug screen. + +function Scene_Debug() { + this.initialize.apply(this, arguments); +} + +Scene_Debug.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Debug.prototype.constructor = Scene_Debug; + +Scene_Debug.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Debug.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createRangeWindow(); + this.createEditWindow(); + this.createDebugHelpWindow(); +}; + +Scene_Debug.prototype.createRangeWindow = function () { + this._rangeWindow = new Window_DebugRange(0, 0); + this._rangeWindow.setHandler('ok', this.onRangeOk.bind(this)); + this._rangeWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._rangeWindow); +}; + +Scene_Debug.prototype.createEditWindow = function () { + var wx = this._rangeWindow.width; + var ww = Graphics.boxWidth - wx; + this._editWindow = new Window_DebugEdit(wx, 0, ww); + this._editWindow.setHandler('cancel', this.onEditCancel.bind(this)); + this._rangeWindow.setEditWindow(this._editWindow); + this.addWindow(this._editWindow); +}; + +Scene_Debug.prototype.createDebugHelpWindow = function () { + var wx = this._editWindow.x; + var wy = this._editWindow.height; + var ww = this._editWindow.width; + var wh = Graphics.boxHeight - wy; + this._debugHelpWindow = new Window_Base(wx, wy, ww, wh); + this.addWindow(this._debugHelpWindow); +}; + +Scene_Debug.prototype.onRangeOk = function () { + this._editWindow.activate(); + this._editWindow.select(0); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.onEditCancel = function () { + this._rangeWindow.activate(); + this._editWindow.deselect(); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.refreshHelpWindow = function () { + this._debugHelpWindow.contents.clear(); + if (this._editWindow.active) { + this._debugHelpWindow.drawTextEx(this.helpText(), 4, 0); + } +}; + +Scene_Debug.prototype.helpText = function () { + if (this._rangeWindow.mode() === 'switch') { + return 'Enter : ON / OFF'; + } else { + return ('Left : -1\n' + + 'Right : +1\n' + + 'Pageup : -10\n' + + 'Pagedown : +10'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Battle +// +// The scene class of the battle screen. + +function Scene_Battle() { + this.initialize.apply(this, arguments); +} + +Scene_Battle.prototype = Object.create(Scene_Base.prototype); +Scene_Battle.prototype.constructor = Scene_Battle; + +Scene_Battle.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Battle.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createDisplayObjects(); +}; + +Scene_Battle.prototype.start = function () { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.fadeSpeed(), false); + BattleManager.playBattleBgm(); + BattleManager.startBattle(); +}; + +Scene_Battle.prototype.update = function () { + var active = this.isActive(); + $gameTimer.update(active); + $gameScreen.update(); + this.updateStatusWindow(); + this.updateWindowPositions(); + if (active && !this.isBusy()) { + this.updateBattleProcess(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Battle.prototype.updateBattleProcess = function () { + if (!this.isAnyInputWindowActive() || BattleManager.isAborting() || + BattleManager.isBattleEnd()) { + BattleManager.update(); + this.changeInputWindow(); + } +}; + +Scene_Battle.prototype.isAnyInputWindowActive = function () { + return (this._partyCommandWindow.active || + this._actorCommandWindow.active || + this._skillWindow.active || + this._itemWindow.active || + this._actorWindow.active || + this._enemyWindow.active); +}; + +Scene_Battle.prototype.changeInputWindow = function () { + if (BattleManager.isInputting()) { + if (BattleManager.actor()) { + this.startActorCommandSelection(); + } else { + this.startPartyCommandSelection(); + } + } else { + this.endCommandSelection(); + } +}; + +Scene_Battle.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else { + this.startFadeOut(this.fadeSpeed(), false); + } + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); +}; + +Scene_Battle.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + $gameParty.onBattleEnd(); + $gameTroop.onBattleEnd(); + AudioManager.stopMe(); + + ImageManager.clearRequest(); +}; + +Scene_Battle.prototype.needsSlowFadeOut = function () { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Battle.prototype.updateStatusWindow = function () { + if ($gameMessage.isBusy()) { + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + } else if (this.isActive() && !this._messageWindow.isClosing()) { + this._statusWindow.open(); + } +}; + +Scene_Battle.prototype.updateWindowPositions = function () { + var statusX = 0; + if (BattleManager.isInputting()) { + statusX = this._partyCommandWindow.width; + } else { + statusX = this._partyCommandWindow.width / 2; + } + if (this._statusWindow.x < statusX) { + this._statusWindow.x += 16; + if (this._statusWindow.x > statusX) { + this._statusWindow.x = statusX; + } + } + if (this._statusWindow.x > statusX) { + this._statusWindow.x -= 16; + if (this._statusWindow.x < statusX) { + this._statusWindow.x = statusX; + } + } +}; + +Scene_Battle.prototype.createDisplayObjects = function () { + this.createSpriteset(); + this.createWindowLayer(); + this.createAllWindows(); + BattleManager.setLogWindow(this._logWindow); + BattleManager.setStatusWindow(this._statusWindow); + BattleManager.setSpriteset(this._spriteset); + this._logWindow.setSpriteset(this._spriteset); +}; + +Scene_Battle.prototype.createSpriteset = function () { + this._spriteset = new Spriteset_Battle(); + this.addChild(this._spriteset); +}; + +Scene_Battle.prototype.createAllWindows = function () { + this.createLogWindow(); + this.createStatusWindow(); + this.createPartyCommandWindow(); + this.createActorCommandWindow(); + this.createHelpWindow(); + this.createSkillWindow(); + this.createItemWindow(); + this.createActorWindow(); + this.createEnemyWindow(); + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Battle.prototype.createLogWindow = function () { + this._logWindow = new Window_BattleLog(); + this.addWindow(this._logWindow); +}; + +Scene_Battle.prototype.createStatusWindow = function () { + this._statusWindow = new Window_BattleStatus(); + this.addWindow(this._statusWindow); +}; + +Scene_Battle.prototype.createPartyCommandWindow = function () { + this._partyCommandWindow = new Window_PartyCommand(); + this._partyCommandWindow.setHandler('fight', this.commandFight.bind(this)); + this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this)); + this._partyCommandWindow.deselect(); + this.addWindow(this._partyCommandWindow); +}; + +Scene_Battle.prototype.createActorCommandWindow = function () { + this._actorCommandWindow = new Window_ActorCommand(); + this._actorCommandWindow.setHandler('attack', this.commandAttack.bind(this)); + this._actorCommandWindow.setHandler('skill', this.commandSkill.bind(this)); + this._actorCommandWindow.setHandler('guard', this.commandGuard.bind(this)); + this._actorCommandWindow.setHandler('item', this.commandItem.bind(this)); + this._actorCommandWindow.setHandler('cancel', this.selectPreviousCommand.bind(this)); + this.addWindow(this._actorCommandWindow); +}; + +Scene_Battle.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(); + this._helpWindow.visible = false; + this.addWindow(this._helpWindow); +}; + +Scene_Battle.prototype.createSkillWindow = function () { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._skillWindow = new Window_BattleSkill(0, wy, Graphics.boxWidth, wh); + this._skillWindow.setHelpWindow(this._helpWindow); + this._skillWindow.setHandler('ok', this.onSkillOk.bind(this)); + this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this)); + this.addWindow(this._skillWindow); +}; + +Scene_Battle.prototype.createItemWindow = function () { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); +}; + +Scene_Battle.prototype.createActorWindow = function () { + this._actorWindow = new Window_BattleActor(0, this._statusWindow.y); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_Battle.prototype.createEnemyWindow = function () { + this._enemyWindow = new Window_BattleEnemy(0, this._statusWindow.y); + this._enemyWindow.x = Graphics.boxWidth - this._enemyWindow.width; + this._enemyWindow.setHandler('ok', this.onEnemyOk.bind(this)); + this._enemyWindow.setHandler('cancel', this.onEnemyCancel.bind(this)); + this.addWindow(this._enemyWindow); +}; + +Scene_Battle.prototype.createMessageWindow = function () { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function (window) { + this.addWindow(window); + }, this); +}; + +Scene_Battle.prototype.createScrollTextWindow = function () { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Battle.prototype.refreshStatus = function () { + this._statusWindow.refresh(); +}; + +Scene_Battle.prototype.startPartyCommandSelection = function () { + this.refreshStatus(); + this._statusWindow.deselect(); + this._statusWindow.open(); + this._actorCommandWindow.close(); + this._partyCommandWindow.setup(); +}; + +Scene_Battle.prototype.commandFight = function () { + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandEscape = function () { + BattleManager.processEscape(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.startActorCommandSelection = function () { + this._statusWindow.select(BattleManager.actor().index()); + this._partyCommandWindow.close(); + this._actorCommandWindow.setup(BattleManager.actor()); +}; + +Scene_Battle.prototype.commandAttack = function () { + BattleManager.inputtingAction().setAttack(); + this.selectEnemySelection(); +}; + +Scene_Battle.prototype.commandSkill = function () { + this._skillWindow.setActor(BattleManager.actor()); + this._skillWindow.setStypeId(this._actorCommandWindow.currentExt()); + this._skillWindow.refresh(); + this._skillWindow.show(); + this._skillWindow.activate(); +}; + +Scene_Battle.prototype.commandGuard = function () { + BattleManager.inputtingAction().setGuard(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandItem = function () { + this._itemWindow.refresh(); + this._itemWindow.show(); + this._itemWindow.activate(); +}; + +Scene_Battle.prototype.selectNextCommand = function () { + BattleManager.selectNextCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectPreviousCommand = function () { + BattleManager.selectPreviousCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectActorSelection = function () { + this._actorWindow.refresh(); + this._actorWindow.show(); + this._actorWindow.activate(); +}; + +Scene_Battle.prototype.onActorOk = function () { + var action = BattleManager.inputtingAction(); + action.setTarget(this._actorWindow.index()); + this._actorWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onActorCancel = function () { + this._actorWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.selectEnemySelection = function () { + this._enemyWindow.refresh(); + this._enemyWindow.show(); + this._enemyWindow.select(0); + this._enemyWindow.activate(); +}; + +Scene_Battle.prototype.onEnemyOk = function () { + var action = BattleManager.inputtingAction(); + action.setTarget(this._enemyWindow.enemyIndex()); + this._enemyWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onEnemyCancel = function () { + this._enemyWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'attack': + this._actorCommandWindow.activate(); + break; + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.onSkillOk = function () { + var skill = this._skillWindow.item(); + var action = BattleManager.inputtingAction(); + action.setSkill(skill.id); + BattleManager.actor().setLastBattleSkill(skill); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onSkillCancel = function () { + this._skillWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onItemOk = function () { + var item = this._itemWindow.item(); + var action = BattleManager.inputtingAction(); + action.setItem(item.id); + $gameParty.setLastItem(item); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onItemCancel = function () { + this._itemWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onSelectAction = function () { + var action = BattleManager.inputtingAction(); + this._skillWindow.hide(); + this._itemWindow.hide(); + if (!action.needsSelection()) { + this.selectNextCommand(); + } else if (action.isForOpponent()) { + this.selectEnemySelection(); + } else { + this.selectActorSelection(); + } +}; + +Scene_Battle.prototype.endCommandSelection = function () { + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + this._statusWindow.deselect(); +}; + +//----------------------------------------------------------------------------- +// Scene_Gameover +// +// The scene class of the game over screen. + +function Scene_Gameover() { + this.initialize.apply(this, arguments); +} + +Scene_Gameover.prototype = Object.create(Scene_Base.prototype); +Scene_Gameover.prototype.constructor = Scene_Gameover; + +Scene_Gameover.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Gameover.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.playGameoverMusic(); + this.createBackground(); +}; + +Scene_Gameover.prototype.start = function () { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.slowFadeSpeed(), false); +}; + +Scene_Gameover.prototype.update = function () { + if (this.isActive() && !this.isBusy() && this.isTriggered()) { + this.gotoTitle(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Gameover.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + this.fadeOutAll(); +}; + +Scene_Gameover.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + AudioManager.stopAll(); +}; + +Scene_Gameover.prototype.playGameoverMusic = function () { + AudioManager.stopBgm(); + AudioManager.stopBgs(); + AudioManager.playMe($dataSystem.gameoverMe); +}; + +Scene_Gameover.prototype.createBackground = function () { + this._backSprite = new Sprite(); + this._backSprite.bitmap = ImageManager.loadSystem('GameOver'); + this.addChild(this._backSprite); +}; + +Scene_Gameover.prototype.isTriggered = function () { + return Input.isTriggered('ok') || TouchInput.isTriggered(); +}; + +Scene_Gameover.prototype.gotoTitle = function () { + SceneManager.goto(Scene_Title); +}; diff --git a/www/js/rpg_sprites.js b/www/js/rpg_sprites.js new file mode 100644 index 0000000..a741e71 --- /dev/null +++ b/www/js/rpg_sprites.js @@ -0,0 +1,2691 @@ +//============================================================================= +// rpg_sprites.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Sprite_Base +// +// The sprite class with a feature which displays animations. + +function Sprite_Base() { + this.initialize.apply(this, arguments); +} + +Sprite_Base.prototype = Object.create(Sprite.prototype); +Sprite_Base.prototype.constructor = Sprite_Base; + +Sprite_Base.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._animationSprites = []; + this._effectTarget = this; + this._hiding = false; +}; + +Sprite_Base.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateVisibility(); + this.updateAnimationSprites(); +}; + +Sprite_Base.prototype.hide = function () { + this._hiding = true; + this.updateVisibility(); +}; + +Sprite_Base.prototype.show = function () { + this._hiding = false; + this.updateVisibility(); +}; + +Sprite_Base.prototype.updateVisibility = function () { + this.visible = !this._hiding; +}; + +Sprite_Base.prototype.updateAnimationSprites = function () { + if (this._animationSprites.length > 0) { + var sprites = this._animationSprites.clone(); + this._animationSprites = []; + for (var i = 0; i < sprites.length; i++) { + var sprite = sprites[i]; + if (sprite.isPlaying()) { + this._animationSprites.push(sprite); + } else { + sprite.remove(); + } + } + } +}; + +Sprite_Base.prototype.startAnimation = function (animation, mirror, delay) { + var sprite = new Sprite_Animation(); + sprite.setup(this._effectTarget, animation, mirror, delay); + this.parent.addChild(sprite); + this._animationSprites.push(sprite); +}; + +Sprite_Base.prototype.isAnimationPlaying = function () { + return this._animationSprites.length > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Button +// +// The sprite for displaying a button. + +function Sprite_Button() { + this.initialize.apply(this, arguments); +} + +Sprite_Button.prototype = Object.create(Sprite.prototype); +Sprite_Button.prototype.constructor = Sprite_Button; + +Sprite_Button.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._touching = false; + this._coldFrame = null; + this._hotFrame = null; + this._clickHandler = null; +}; + +Sprite_Button.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateFrame(); + this.processTouch(); +}; + +Sprite_Button.prototype.updateFrame = function () { + var frame; + if (this._touching) { + frame = this._hotFrame; + } else { + frame = this._coldFrame; + } + if (frame) { + this.setFrame(frame.x, frame.y, frame.width, frame.height); + } +}; + +Sprite_Button.prototype.setColdFrame = function (x, y, width, height) { + this._coldFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setHotFrame = function (x, y, width, height) { + this._hotFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setClickHandler = function (method) { + this._clickHandler = method; +}; + +Sprite_Button.prototype.callClickHandler = function () { + if (this._clickHandler) { + this._clickHandler(); + } +}; + +Sprite_Button.prototype.processTouch = function () { + if (this.isActive()) { + if (TouchInput.isTriggered() && this.isButtonTouched()) { + this._touching = true; + } + if (this._touching) { + if (TouchInput.isReleased() || !this.isButtonTouched()) { + this._touching = false; + if (TouchInput.isReleased()) { + this.callClickHandler(); + } + } + } + } else { + this._touching = false; + } +}; + +Sprite_Button.prototype.isActive = function () { + var node = this; + while (node) { + if (!node.visible) { + return false; + } + node = node.parent; + } + return true; +}; + +Sprite_Button.prototype.isButtonTouched = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Sprite_Button.prototype.canvasToLocalX = function (x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Sprite_Button.prototype.canvasToLocalY = function (y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +//----------------------------------------------------------------------------- +// Sprite_Character +// +// The sprite for displaying a character. + +function Sprite_Character() { + this.initialize.apply(this, arguments); +} + +Sprite_Character.prototype = Object.create(Sprite_Base.prototype); +Sprite_Character.prototype.constructor = Sprite_Character; + +Sprite_Character.prototype.initialize = function (character) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setCharacter(character); +}; + +Sprite_Character.prototype.initMembers = function () { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._character = null; + this._balloonDuration = 0; + this._tilesetId = 0; + this._upperBody = null; + this._lowerBody = null; +}; + +Sprite_Character.prototype.setCharacter = function (character) { + this._character = character; +}; + +Sprite_Character.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this.updateBitmap(); + this.updateFrame(); + this.updatePosition(); + this.updateAnimation(); + this.updateBalloon(); + this.updateOther(); +}; + +Sprite_Character.prototype.updateVisibility = function () { + Sprite_Base.prototype.updateVisibility.call(this); + if (this._character.isTransparent()) { + this.visible = false; + } +}; + +Sprite_Character.prototype.isTile = function () { + return this._character.tileId > 0; +}; + +Sprite_Character.prototype.tilesetBitmap = function (tileId) { + var tileset = $gameMap.tileset(); + var setNumber = 5 + Math.floor(tileId / 256); + return ImageManager.loadTileset(tileset.tilesetNames[setNumber]); +}; + +Sprite_Character.prototype.updateBitmap = function () { + if (this.isImageChanged()) { + this._tilesetId = $gameMap.tilesetId(); + this._tileId = this._character.tileId(); + this._characterName = this._character.characterName(); + this._characterIndex = this._character.characterIndex(); + if (this._tileId > 0) { + this.setTileBitmap(); + } else { + this.setCharacterBitmap(); + } + } +}; + +Sprite_Character.prototype.isImageChanged = function () { + return (this._tilesetId !== $gameMap.tilesetId() || + this._tileId !== this._character.tileId() || + this._characterName !== this._character.characterName() || + this._characterIndex !== this._character.characterIndex()); +}; + +Sprite_Character.prototype.setTileBitmap = function () { + this.bitmap = this.tilesetBitmap(this._tileId); +}; + +Sprite_Character.prototype.setCharacterBitmap = function () { + this.bitmap = ImageManager.loadCharacter(this._characterName); + this._isBigCharacter = ImageManager.isBigCharacter(this._characterName); +}; + +Sprite_Character.prototype.updateFrame = function () { + if (this._tileId > 0) { + this.updateTileFrame(); + } else { + this.updateCharacterFrame(); + } +}; + +Sprite_Character.prototype.updateTileFrame = function () { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (Math.floor(this._tileId / 128) % 2 * 8 + this._tileId % 8) * pw; + var sy = Math.floor(this._tileId % 256 / 8) % 16 * ph; + this.setFrame(sx, sy, pw, ph); +}; + +Sprite_Character.prototype.updateCharacterFrame = function () { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (this.characterBlockX() + this.characterPatternX()) * pw; + var sy = (this.characterBlockY() + this.characterPatternY()) * ph; + this.updateHalfBodySprites(); + if (this._bushDepth > 0) { + var d = this._bushDepth; + this._upperBody.setFrame(sx, sy, pw, ph - d); + this._lowerBody.setFrame(sx, sy + ph - d, pw, d); + this.setFrame(sx, sy, 0, ph); + } else { + this.setFrame(sx, sy, pw, ph); + } +}; + +Sprite_Character.prototype.characterBlockX = function () { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return index % 4 * 3; + } +}; + +Sprite_Character.prototype.characterBlockY = function () { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return Math.floor(index / 4) * 4; + } +}; + +Sprite_Character.prototype.characterPatternX = function () { + return this._character.pattern(); +}; + +Sprite_Character.prototype.characterPatternY = function () { + return (this._character.direction() - 2) / 2; +}; + +Sprite_Character.prototype.patternWidth = function () { + if (this._tileId > 0) { + return $gameMap.tileWidth(); + } else if (this._isBigCharacter) { + return this.bitmap.width / 3; + } else { + return this.bitmap.width / 12; + } +}; + +Sprite_Character.prototype.patternHeight = function () { + if (this._tileId > 0) { + return $gameMap.tileHeight(); + } else if (this._isBigCharacter) { + return this.bitmap.height / 4; + } else { + return this.bitmap.height / 8; + } +}; + +Sprite_Character.prototype.updateHalfBodySprites = function () { + if (this._bushDepth > 0) { + this.createHalfBodySprites(); + this._upperBody.bitmap = this.bitmap; + this._upperBody.visible = true; + this._upperBody.y = - this._bushDepth; + this._lowerBody.bitmap = this.bitmap; + this._lowerBody.visible = true; + this._upperBody.setBlendColor(this.getBlendColor()); + this._lowerBody.setBlendColor(this.getBlendColor()); + this._upperBody.setColorTone(this.getColorTone()); + this._lowerBody.setColorTone(this.getColorTone()); + } else if (this._upperBody) { + this._upperBody.visible = false; + this._lowerBody.visible = false; + } +}; + +Sprite_Character.prototype.createHalfBodySprites = function () { + if (!this._upperBody) { + this._upperBody = new Sprite(); + this._upperBody.anchor.x = 0.5; + this._upperBody.anchor.y = 1; + this.addChild(this._upperBody); + } + if (!this._lowerBody) { + this._lowerBody = new Sprite(); + this._lowerBody.anchor.x = 0.5; + this._lowerBody.anchor.y = 1; + this._lowerBody.opacity = 128; + this.addChild(this._lowerBody); + } +}; + +Sprite_Character.prototype.updatePosition = function () { + this.x = this._character.screenX(); + this.y = this._character.screenY(); + this.z = this._character.screenZ(); +}; + +Sprite_Character.prototype.updateAnimation = function () { + this.setupAnimation(); + if (!this.isAnimationPlaying()) { + this._character.endAnimation(); + } + if (!this.isBalloonPlaying()) { + this._character.endBalloon(); + } +}; + +Sprite_Character.prototype.updateOther = function () { + this.opacity = this._character.opacity(); + this.blendMode = this._character.blendMode(); + this._bushDepth = this._character.bushDepth(); +}; + +Sprite_Character.prototype.setupAnimation = function () { + if (this._character.animationId() > 0) { + var animation = $dataAnimations[this._character.animationId()]; + this.startAnimation(animation, false, 0); + this._character.startAnimation(); + } +}; + +Sprite_Character.prototype.setupBalloon = function () { + if (this._character.balloonId() > 0) { + this.startBalloon(); + this._character.startBalloon(); + } +}; + +Sprite_Character.prototype.startBalloon = function () { + if (!this._balloonSprite) { + this._balloonSprite = new Sprite_Balloon(); + } + this._balloonSprite.setup(this._character.balloonId()); + this.parent.addChild(this._balloonSprite); +}; + +Sprite_Character.prototype.updateBalloon = function () { + this.setupBalloon(); + if (this._balloonSprite) { + this._balloonSprite.x = this.x; + this._balloonSprite.y = this.y - this.height; + if (!this._balloonSprite.isPlaying()) { + this.endBalloon(); + } + } +}; + +Sprite_Character.prototype.endBalloon = function () { + if (this._balloonSprite) { + this.parent.removeChild(this._balloonSprite); + this._balloonSprite = null; + } +}; + +Sprite_Character.prototype.isBalloonPlaying = function () { + return !!this._balloonSprite; +}; + +//----------------------------------------------------------------------------- +// Sprite_Battler +// +// The superclass of Sprite_Actor and Sprite_Enemy. + +function Sprite_Battler() { + this.initialize.apply(this, arguments); +} + +Sprite_Battler.prototype = Object.create(Sprite_Base.prototype); +Sprite_Battler.prototype.constructor = Sprite_Battler; + +Sprite_Battler.prototype.initialize = function (battler) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setBattler(battler); +}; + +Sprite_Battler.prototype.initMembers = function () { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._battler = null; + this._damages = []; + this._homeX = 0; + this._homeY = 0; + this._offsetX = 0; + this._offsetY = 0; + this._targetOffsetX = NaN; + this._targetOffsetY = NaN; + this._movementDuration = 0; + this._selectionEffectCount = 0; +}; + +Sprite_Battler.prototype.setBattler = function (battler) { + this._battler = battler; +}; + +Sprite_Battler.prototype.setHome = function (x, y) { + this._homeX = x; + this._homeY = y; + this.updatePosition(); +}; + +Sprite_Battler.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + if (this._battler) { + this.updateMain(); + this.updateAnimation(); + this.updateDamagePopup(); + this.updateSelectionEffect(); + } else { + this.bitmap = null; + } +}; + +Sprite_Battler.prototype.updateVisibility = function () { + Sprite_Base.prototype.updateVisibility.call(this); + if (!this._battler || !this._battler.isSpriteVisible()) { + this.visible = false; + } +}; + +Sprite_Battler.prototype.updateMain = function () { + if (this._battler.isSpriteVisible()) { + this.updateBitmap(); + this.updateFrame(); + } + this.updateMove(); + this.updatePosition(); +}; + +Sprite_Battler.prototype.updateBitmap = function () { +}; + +Sprite_Battler.prototype.updateFrame = function () { +}; + +Sprite_Battler.prototype.updateMove = function () { + if (this._movementDuration > 0) { + var d = this._movementDuration; + this._offsetX = (this._offsetX * (d - 1) + this._targetOffsetX) / d; + this._offsetY = (this._offsetY * (d - 1) + this._targetOffsetY) / d; + this._movementDuration--; + if (this._movementDuration === 0) { + this.onMoveEnd(); + } + } +}; + +Sprite_Battler.prototype.updatePosition = function () { + this.x = this._homeX + this._offsetX; + this.y = this._homeY + this._offsetY; +}; + +Sprite_Battler.prototype.updateAnimation = function () { + this.setupAnimation(); +}; + +Sprite_Battler.prototype.updateDamagePopup = function () { + this.setupDamagePopup(); + if (this._damages.length > 0) { + for (var i = 0; i < this._damages.length; i++) { + this._damages[i].update(); + } + if (!this._damages[0].isPlaying()) { + this.parent.removeChild(this._damages[0]); + this._damages.shift(); + } + } +}; + +Sprite_Battler.prototype.updateSelectionEffect = function () { + var target = this._effectTarget; + if (this._battler.isSelected()) { + this._selectionEffectCount++; + if (this._selectionEffectCount % 30 < 15) { + target.setBlendColor([255, 255, 255, 64]); + } else { + target.setBlendColor([0, 0, 0, 0]); + } + } else if (this._selectionEffectCount > 0) { + this._selectionEffectCount = 0; + target.setBlendColor([0, 0, 0, 0]); + } +}; + +Sprite_Battler.prototype.setupAnimation = function () { + while (this._battler.isAnimationRequested()) { + var data = this._battler.shiftAnimation(); + var animation = $dataAnimations[data.animationId]; + var mirror = data.mirror; + var delay = animation.position === 3 ? 0 : data.delay; + this.startAnimation(animation, mirror, delay); + for (var i = 0; i < this._animationSprites.length; i++) { + var sprite = this._animationSprites[i]; + sprite.visible = this._battler.isSpriteVisible(); + } + } +}; + +Sprite_Battler.prototype.setupDamagePopup = function () { + if (this._battler.isDamagePopupRequested()) { + if (this._battler.isSpriteVisible()) { + var sprite = new Sprite_Damage(); + sprite.x = this.x + this.damageOffsetX(); + sprite.y = this.y + this.damageOffsetY(); + sprite.setup(this._battler); + this._damages.push(sprite); + this.parent.addChild(sprite); + } + this._battler.clearDamagePopup(); + this._battler.clearResult(); + } +}; + +Sprite_Battler.prototype.damageOffsetX = function () { + return 0; +}; + +Sprite_Battler.prototype.damageOffsetY = function () { + return 0; +}; + +Sprite_Battler.prototype.startMove = function (x, y, duration) { + if (this._targetOffsetX !== x || this._targetOffsetY !== y) { + this._targetOffsetX = x; + this._targetOffsetY = y; + this._movementDuration = duration; + if (duration === 0) { + this._offsetX = x; + this._offsetY = y; + } + } +}; + +Sprite_Battler.prototype.onMoveEnd = function () { +}; + +Sprite_Battler.prototype.isEffecting = function () { + return false; +}; + +Sprite_Battler.prototype.isMoving = function () { + return this._movementDuration > 0; +}; + +Sprite_Battler.prototype.inHomePosition = function () { + return this._offsetX === 0 && this._offsetY === 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Actor +// +// The sprite for displaying an actor. + +function Sprite_Actor() { + this.initialize.apply(this, arguments); +} + +Sprite_Actor.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Actor.prototype.constructor = Sprite_Actor; + +Sprite_Actor.MOTIONS = { + walk: { index: 0, loop: true }, + wait: { index: 1, loop: true }, + chant: { index: 2, loop: true }, + guard: { index: 3, loop: true }, + damage: { index: 4, loop: false }, + evade: { index: 5, loop: false }, + thrust: { index: 6, loop: false }, + swing: { index: 7, loop: false }, + missile: { index: 8, loop: false }, + skill: { index: 9, loop: false }, + spell: { index: 10, loop: false }, + item: { index: 11, loop: false }, + escape: { index: 12, loop: true }, + victory: { index: 13, loop: true }, + dying: { index: 14, loop: true }, + abnormal: { index: 15, loop: true }, + sleep: { index: 16, loop: true }, + dead: { index: 17, loop: true } +}; + +Sprite_Actor.prototype.initialize = function (battler) { + Sprite_Battler.prototype.initialize.call(this, battler); + this.moveToStartPosition(); +}; + +Sprite_Actor.prototype.initMembers = function () { + Sprite_Battler.prototype.initMembers.call(this); + this._battlerName = ''; + this._motion = null; + this._motionCount = 0; + this._pattern = 0; + this.createShadowSprite(); + this.createWeaponSprite(); + this.createMainSprite(); + this.createStateSprite(); +}; + +Sprite_Actor.prototype.createMainSprite = function () { + this._mainSprite = new Sprite_Base(); + this._mainSprite.anchor.x = 0.5; + this._mainSprite.anchor.y = 1; + this.addChild(this._mainSprite); + this._effectTarget = this._mainSprite; +}; + +Sprite_Actor.prototype.createShadowSprite = function () { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 0.5; + this._shadowSprite.y = -2; + this.addChild(this._shadowSprite); +}; + +Sprite_Actor.prototype.createWeaponSprite = function () { + this._weaponSprite = new Sprite_Weapon(); + this.addChild(this._weaponSprite); +}; + +Sprite_Actor.prototype.createStateSprite = function () { + this._stateSprite = new Sprite_StateOverlay(); + this.addChild(this._stateSprite); +}; + +Sprite_Actor.prototype.setBattler = function (battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + var changed = (battler !== this._actor); + if (changed) { + this._actor = battler; + if (battler) { + this.setActorHome(battler.index()); + } + this.startEntryMotion(); + this._stateSprite.setup(battler); + } +}; + +Sprite_Actor.prototype.moveToStartPosition = function () { + this.startMove(300, 0, 0); +}; + +Sprite_Actor.prototype.setActorHome = function (index) { + this.setHome(600 + index * 32, 280 + index * 48); +}; + +Sprite_Actor.prototype.update = function () { + Sprite_Battler.prototype.update.call(this); + this.updateShadow(); + if (this._actor) { + this.updateMotion(); + } +}; + +Sprite_Actor.prototype.updateShadow = function () { + this._shadowSprite.visible = !!this._actor; +}; + +Sprite_Actor.prototype.updateMain = function () { + Sprite_Battler.prototype.updateMain.call(this); + if (this._actor.isSpriteVisible() && !this.isMoving()) { + this.updateTargetPosition(); + } +}; + +Sprite_Actor.prototype.setupMotion = function () { + if (this._actor.isMotionRequested()) { + this.startMotion(this._actor.motionType()); + this._actor.clearMotion(); + } +}; + +Sprite_Actor.prototype.setupWeaponAnimation = function () { + if (this._actor.isWeaponAnimationRequested()) { + this._weaponSprite.setup(this._actor.weaponImageId()); + this._actor.clearWeaponAnimation(); + } +}; + +Sprite_Actor.prototype.startMotion = function (motionType) { + var newMotion = Sprite_Actor.MOTIONS[motionType]; + if (this._motion !== newMotion) { + this._motion = newMotion; + this._motionCount = 0; + this._pattern = 0; + } +}; + +Sprite_Actor.prototype.updateTargetPosition = function () { + if (this._actor.isInputting() || this._actor.isActing()) { + this.stepForward(); + } else if (this._actor.canMove() && BattleManager.isEscaped()) { + this.retreat(); + } else if (!this.inHomePosition()) { + this.stepBack(); + } +}; + +Sprite_Actor.prototype.updateBitmap = function () { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._actor.battlerName(); + if (this._battlerName !== name) { + this._battlerName = name; + this._mainSprite.bitmap = ImageManager.loadSvActor(name); + } +}; + +Sprite_Actor.prototype.updateFrame = function () { + Sprite_Battler.prototype.updateFrame.call(this); + var bitmap = this._mainSprite.bitmap; + if (bitmap) { + var motionIndex = this._motion ? this._motion.index : 0; + var pattern = this._pattern < 3 ? this._pattern : 1; + var cw = bitmap.width / 9; + var ch = bitmap.height / 6; + var cx = Math.floor(motionIndex / 6) * 3 + pattern; + var cy = motionIndex % 6; + this._mainSprite.setFrame(cx * cw, cy * ch, cw, ch); + } +}; + +Sprite_Actor.prototype.updateMove = function () { + var bitmap = this._mainSprite.bitmap; + if (!bitmap || bitmap.isReady()) { + Sprite_Battler.prototype.updateMove.call(this); + } +}; + +Sprite_Actor.prototype.updateMotion = function () { + this.setupMotion(); + this.setupWeaponAnimation(); + if (this._actor.isMotionRefreshRequested()) { + this.refreshMotion(); + this._actor.clearMotion(); + } + this.updateMotionCount(); +}; + +Sprite_Actor.prototype.updateMotionCount = function () { + if (this._motion && ++this._motionCount >= this.motionSpeed()) { + if (this._motion.loop) { + this._pattern = (this._pattern + 1) % 4; + } else if (this._pattern < 2) { + this._pattern++; + } else { + this.refreshMotion(); + } + this._motionCount = 0; + } +}; + +Sprite_Actor.prototype.motionSpeed = function () { + return 12; +}; + +Sprite_Actor.prototype.refreshMotion = function () { + var actor = this._actor; + var motionGuard = Sprite_Actor.MOTIONS['guard']; + if (actor) { + if (this._motion === motionGuard && !BattleManager.isInputting()) { + return; + } + var stateMotion = actor.stateMotionIndex(); + if (actor.isInputting() || actor.isActing()) { + this.startMotion('walk'); + } else if (stateMotion === 3) { + this.startMotion('dead'); + } else if (stateMotion === 2) { + this.startMotion('sleep'); + } else if (actor.isChanting()) { + this.startMotion('chant'); + } else if (actor.isGuard() || actor.isGuardWaiting()) { + this.startMotion('guard'); + } else if (stateMotion === 1) { + this.startMotion('abnormal'); + } else if (actor.isDying()) { + this.startMotion('dying'); + } else if (actor.isUndecided()) { + this.startMotion('walk'); + } else { + this.startMotion('wait'); + } + } +}; + +Sprite_Actor.prototype.startEntryMotion = function () { + if (this._actor && this._actor.canMove()) { + this.startMotion('walk'); + this.startMove(0, 0, 30); + } else if (!this.isMoving()) { + this.refreshMotion(); + this.startMove(0, 0, 0); + } +}; + +Sprite_Actor.prototype.stepForward = function () { + this.startMove(-48, 0, 12); +}; + +Sprite_Actor.prototype.stepBack = function () { + this.startMove(0, 0, 12); +}; + +Sprite_Actor.prototype.retreat = function () { + this.startMove(300, 0, 30); +}; + +Sprite_Actor.prototype.onMoveEnd = function () { + Sprite_Battler.prototype.onMoveEnd.call(this); + if (!BattleManager.isBattleEnd()) { + this.refreshMotion(); + } +}; + +Sprite_Actor.prototype.damageOffsetX = function () { + return -32; +}; + +Sprite_Actor.prototype.damageOffsetY = function () { + return 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Enemy +// +// The sprite for displaying an enemy. + +function Sprite_Enemy() { + this.initialize.apply(this, arguments); +} + +Sprite_Enemy.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Enemy.prototype.constructor = Sprite_Enemy; + +Sprite_Enemy.prototype.initialize = function (battler) { + Sprite_Battler.prototype.initialize.call(this, battler); +}; + +Sprite_Enemy.prototype.initMembers = function () { + Sprite_Battler.prototype.initMembers.call(this); + this._enemy = null; + this._appeared = false; + this._battlerName = ''; + this._battlerHue = 0; + this._effectType = null; + this._effectDuration = 0; + this._shake = 0; + this.createStateIconSprite(); +}; + +Sprite_Enemy.prototype.createStateIconSprite = function () { + this._stateIconSprite = new Sprite_StateIcon(); + this.addChild(this._stateIconSprite); +}; + +Sprite_Enemy.prototype.setBattler = function (battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + this._enemy = battler; + this.setHome(battler.screenX(), battler.screenY()); + this._stateIconSprite.setup(battler); +}; + +Sprite_Enemy.prototype.update = function () { + Sprite_Battler.prototype.update.call(this); + if (this._enemy) { + this.updateEffect(); + this.updateStateSprite(); + } +}; + +Sprite_Enemy.prototype.updateBitmap = function () { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._enemy.battlerName(); + var hue = this._enemy.battlerHue(); + if (this._battlerName !== name || this._battlerHue !== hue) { + this._battlerName = name; + this._battlerHue = hue; + this.loadBitmap(name, hue); + this.initVisibility(); + } +}; + +Sprite_Enemy.prototype.loadBitmap = function (name, hue) { + if ($gameSystem.isSideView()) { + this.bitmap = ImageManager.loadSvEnemy(name, hue); + } else { + this.bitmap = ImageManager.loadEnemy(name, hue); + } +}; + +Sprite_Enemy.prototype.updateFrame = function () { + Sprite_Battler.prototype.updateFrame.call(this); + var frameHeight = this.bitmap.height; + if (this._effectType === 'bossCollapse') { + frameHeight = this._effectDuration; + } + this.setFrame(0, 0, this.bitmap.width, frameHeight); +}; + +Sprite_Enemy.prototype.updatePosition = function () { + Sprite_Battler.prototype.updatePosition.call(this); + this.x += this._shake; +}; + +Sprite_Enemy.prototype.updateStateSprite = function () { + this._stateIconSprite.y = -Math.round((this.bitmap.height + 40) * 0.9); + if (this._stateIconSprite.y < 20 - this.y) { + this._stateIconSprite.y = 20 - this.y; + } +}; + +Sprite_Enemy.prototype.initVisibility = function () { + this._appeared = this._enemy.isAlive(); + if (!this._appeared) { + this.opacity = 0; + } +}; + +Sprite_Enemy.prototype.setupEffect = function () { + if (this._appeared && this._enemy.isEffectRequested()) { + this.startEffect(this._enemy.effectType()); + this._enemy.clearEffect(); + } + if (!this._appeared && this._enemy.isAlive()) { + this.startEffect('appear'); + } else if (this._appeared && this._enemy.isHidden()) { + this.startEffect('disappear'); + } +}; + +Sprite_Enemy.prototype.startEffect = function (effectType) { + this._effectType = effectType; + switch (this._effectType) { + case 'appear': + this.startAppear(); + break; + case 'disappear': + this.startDisappear(); + break; + case 'whiten': + this.startWhiten(); + break; + case 'blink': + this.startBlink(); + break; + case 'collapse': + this.startCollapse(); + break; + case 'bossCollapse': + this.startBossCollapse(); + break; + case 'instantCollapse': + this.startInstantCollapse(); + break; + } + this.revertToNormal(); +}; + +Sprite_Enemy.prototype.startAppear = function () { + this._effectDuration = 16; + this._appeared = true; +}; + +Sprite_Enemy.prototype.startDisappear = function () { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startWhiten = function () { + this._effectDuration = 16; +}; + +Sprite_Enemy.prototype.startBlink = function () { + this._effectDuration = 20; +}; + +Sprite_Enemy.prototype.startCollapse = function () { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startBossCollapse = function () { + this._effectDuration = this.bitmap.height; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startInstantCollapse = function () { + this._effectDuration = 16; + this._appeared = false; +}; + +Sprite_Enemy.prototype.updateEffect = function () { + this.setupEffect(); + if (this._effectDuration > 0) { + this._effectDuration--; + switch (this._effectType) { + case 'whiten': + this.updateWhiten(); + break; + case 'blink': + this.updateBlink(); + break; + case 'appear': + this.updateAppear(); + break; + case 'disappear': + this.updateDisappear(); + break; + case 'collapse': + this.updateCollapse(); + break; + case 'bossCollapse': + this.updateBossCollapse(); + break; + case 'instantCollapse': + this.updateInstantCollapse(); + break; + } + if (this._effectDuration === 0) { + this._effectType = null; + } + } +}; + +Sprite_Enemy.prototype.isEffecting = function () { + return this._effectType !== null; +}; + +Sprite_Enemy.prototype.revertToNormal = function () { + this._shake = 0; + this.blendMode = 0; + this.opacity = 255; + this.setBlendColor([0, 0, 0, 0]); +}; + +Sprite_Enemy.prototype.updateWhiten = function () { + var alpha = 128 - (16 - this._effectDuration) * 10; + this.setBlendColor([255, 255, 255, alpha]); +}; + +Sprite_Enemy.prototype.updateBlink = function () { + this.opacity = (this._effectDuration % 10 < 5) ? 255 : 0; +}; + +Sprite_Enemy.prototype.updateAppear = function () { + this.opacity = (16 - this._effectDuration) * 16; +}; + +Sprite_Enemy.prototype.updateDisappear = function () { + this.opacity = 256 - (32 - this._effectDuration) * 10; +}; + +Sprite_Enemy.prototype.updateCollapse = function () { + this.blendMode = Graphics.BLEND_ADD; + this.setBlendColor([255, 128, 128, 128]); + this.opacity *= this._effectDuration / (this._effectDuration + 1); +}; + +Sprite_Enemy.prototype.updateBossCollapse = function () { + this._shake = this._effectDuration % 2 * 4 - 2; + this.blendMode = Graphics.BLEND_ADD; + this.opacity *= this._effectDuration / (this._effectDuration + 1); + this.setBlendColor([255, 255, 255, 255 - this.opacity]); + if (this._effectDuration % 20 === 19) { + SoundManager.playBossCollapse2(); + } +}; + +Sprite_Enemy.prototype.updateInstantCollapse = function () { + this.opacity = 0; +}; + +Sprite_Enemy.prototype.damageOffsetX = function () { + return 0; +}; + +Sprite_Enemy.prototype.damageOffsetY = function () { + return -8; +}; + +//----------------------------------------------------------------------------- +// Sprite_Animation +// +// The sprite for displaying an animation. + +function Sprite_Animation() { + this.initialize.apply(this, arguments); +} + +Sprite_Animation.prototype = Object.create(Sprite.prototype); +Sprite_Animation.prototype.constructor = Sprite_Animation; + +Sprite_Animation._checker1 = {}; +Sprite_Animation._checker2 = {}; + +Sprite_Animation.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._reduceArtifacts = true; + this.initMembers(); +}; + +Sprite_Animation.prototype.initMembers = function () { + this._target = null; + this._animation = null; + this._mirror = false; + this._delay = 0; + this._rate = 4; + this._duration = 0; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._screenFlashDuration = 0; + this._hidingDuration = 0; + this._bitmap1 = null; + this._bitmap2 = null; + this._cellSprites = []; + this._screenFlashSprite = null; + this._duplicated = false; + this.z = 8; +}; + +Sprite_Animation.prototype.setup = function (target, animation, mirror, delay) { + this._target = target; + this._animation = animation; + this._mirror = mirror; + this._delay = delay; + if (this._animation) { + this.remove(); + this.setupRate(); + this.setupDuration(); + this.loadBitmaps(); + this.createSprites(); + } +}; + +Sprite_Animation.prototype.remove = function () { + if (this.parent && this.parent.removeChild(this)) { + this._target.setBlendColor([0, 0, 0, 0]); + this._target.show(); + } +}; + +Sprite_Animation.prototype.setupRate = function () { + this._rate = 4; +}; + +Sprite_Animation.prototype.setupDuration = function () { + this._duration = this._animation.frames.length * this._rate + 1; +}; + +Sprite_Animation.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateMain(); + this.updateFlash(); + this.updateScreenFlash(); + this.updateHiding(); + Sprite_Animation._checker1 = {}; + Sprite_Animation._checker2 = {}; +}; + +Sprite_Animation.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + this._target.setBlendColor(this._flashColor); + } +}; + +Sprite_Animation.prototype.updateScreenFlash = function () { + if (this._screenFlashDuration > 0) { + var d = this._screenFlashDuration--; + if (this._screenFlashSprite) { + this._screenFlashSprite.x = -this.absoluteX(); + this._screenFlashSprite.y = -this.absoluteY(); + this._screenFlashSprite.opacity *= (d - 1) / d; + this._screenFlashSprite.visible = (this._screenFlashDuration > 0); + } + } +}; + +Sprite_Animation.prototype.absoluteX = function () { + var x = 0; + var object = this; + while (object) { + x += object.x; + object = object.parent; + } + return x; +}; + +Sprite_Animation.prototype.absoluteY = function () { + var y = 0; + var object = this; + while (object) { + y += object.y; + object = object.parent; + } + return y; +}; + +Sprite_Animation.prototype.updateHiding = function () { + if (this._hidingDuration > 0) { + this._hidingDuration--; + if (this._hidingDuration === 0) { + this._target.show(); + } + } +}; + +Sprite_Animation.prototype.isPlaying = function () { + return this._duration > 0; +}; + +Sprite_Animation.prototype.loadBitmaps = function () { + var name1 = this._animation.animation1Name; + var name2 = this._animation.animation2Name; + var hue1 = this._animation.animation1Hue; + var hue2 = this._animation.animation2Hue; + this._bitmap1 = ImageManager.loadAnimation(name1, hue1); + this._bitmap2 = ImageManager.loadAnimation(name2, hue2); +}; + +Sprite_Animation.prototype.isReady = function () { + return this._bitmap1 && this._bitmap1.isReady() && this._bitmap2 && this._bitmap2.isReady(); +}; + +Sprite_Animation.prototype.createSprites = function () { + if (!Sprite_Animation._checker2[this._animation]) { + this.createCellSprites(); + if (this._animation.position === 3) { + Sprite_Animation._checker2[this._animation] = true; + } + this.createScreenFlashSprite(); + } + if (Sprite_Animation._checker1[this._animation]) { + this._duplicated = true; + } else { + this._duplicated = false; + if (this._animation.position === 3) { + Sprite_Animation._checker1[this._animation] = true; + } + } +}; + +Sprite_Animation.prototype.createCellSprites = function () { + this._cellSprites = []; + for (var i = 0; i < 16; i++) { + var sprite = new Sprite(); + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + this._cellSprites.push(sprite); + this.addChild(sprite); + } +}; + +Sprite_Animation.prototype.createScreenFlashSprite = function () { + this._screenFlashSprite = new ScreenSprite(); + this.addChild(this._screenFlashSprite); +}; + +Sprite_Animation.prototype.updateMain = function () { + if (this.isPlaying() && this.isReady()) { + if (this._delay > 0) { + this._delay--; + } else { + this._duration--; + this.updatePosition(); + if (this._duration % this._rate === 0) { + this.updateFrame(); + } + } + } +}; + +Sprite_Animation.prototype.updatePosition = function () { + if (this._animation.position === 3) { + this.x = this.parent.width / 2; + this.y = this.parent.height / 2; + } else { + var parent = this._target.parent; + var grandparent = parent ? parent.parent : null; + this.x = this._target.x; + this.y = this._target.y; + if (this.parent === grandparent) { + this.x += parent.x; + this.y += parent.y; + } + if (this._animation.position === 0) { + this.y -= this._target.height; + } else if (this._animation.position === 1) { + this.y -= this._target.height / 2; + } + } +}; + +Sprite_Animation.prototype.updateFrame = function () { + if (this._duration > 0) { + var frameIndex = this.currentFrameIndex(); + this.updateAllCellSprites(this._animation.frames[frameIndex]); + this._animation.timings.forEach(function (timing) { + if (timing.frame === frameIndex) { + this.processTimingData(timing); + } + }, this); + } +}; + +Sprite_Animation.prototype.currentFrameIndex = function () { + return (this._animation.frames.length - + Math.floor((this._duration + this._rate - 1) / this._rate)); +}; + +Sprite_Animation.prototype.updateAllCellSprites = function (frame) { + for (var i = 0; i < this._cellSprites.length; i++) { + var sprite = this._cellSprites[i]; + if (i < frame.length) { + this.updateCellSprite(sprite, frame[i]); + } else { + sprite.visible = false; + } + } +}; + +Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) { + var pattern = cell[0]; + if (pattern >= 0) { + var sx = pattern % 5 * 192; + var sy = Math.floor(pattern % 100 / 5) * 192; + var mirror = this._mirror; + sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2; + sprite.setFrame(sx, sy, 192, 192); + sprite.x = cell[1]; + sprite.y = cell[2]; + sprite.rotation = cell[4] * Math.PI / 180; + sprite.scale.x = cell[3] / 100; + + if (cell[5]) { + sprite.scale.x *= -1; + } + if (mirror) { + sprite.x *= -1; + sprite.rotation *= -1; + sprite.scale.x *= -1; + } + + sprite.scale.y = cell[3] / 100; + sprite.opacity = cell[6]; + sprite.blendMode = cell[7]; + sprite.visible = true; + } else { + sprite.visible = false; + } +}; + +Sprite_Animation.prototype.processTimingData = function (timing) { + var duration = timing.flashDuration * this._rate; + switch (timing.flashScope) { + case 1: + this.startFlash(timing.flashColor, duration); + break; + case 2: + this.startScreenFlash(timing.flashColor, duration); + break; + case 3: + this.startHiding(duration); + break; + } + if (!this._duplicated && timing.se) { + AudioManager.playSe(timing.se); + } +}; + +Sprite_Animation.prototype.startFlash = function (color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Sprite_Animation.prototype.startScreenFlash = function (color, duration) { + this._screenFlashDuration = duration; + if (this._screenFlashSprite) { + this._screenFlashSprite.setColor(color[0], color[1], color[2]); + this._screenFlashSprite.opacity = color[3]; + } +}; + +Sprite_Animation.prototype.startHiding = function (duration) { + this._hidingDuration = duration; + this._target.hide(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Damage +// +// The sprite for displaying a popup damage. + +function Sprite_Damage() { + this.initialize.apply(this, arguments); +} + +Sprite_Damage.prototype = Object.create(Sprite.prototype); +Sprite_Damage.prototype.constructor = Sprite_Damage; + +Sprite_Damage.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._duration = 90; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._damageBitmap = ImageManager.loadSystem('Damage'); +}; + +Sprite_Damage.prototype.setup = function (target) { + var result = target.result(); + if (result.missed || result.evaded) { + this.createMiss(); + } else if (result.hpAffected) { + this.createDigits(0, result.hpDamage); + } else if (target.isAlive() && result.mpDamage !== 0) { + this.createDigits(2, result.mpDamage); + } + if (result.critical) { + this.setupCriticalEffect(); + } +}; + +Sprite_Damage.prototype.setupCriticalEffect = function () { + this._flashColor = [255, 0, 0, 160]; + this._flashDuration = 60; +}; + +Sprite_Damage.prototype.digitWidth = function () { + return this._damageBitmap ? this._damageBitmap.width / 10 : 0; +}; + +Sprite_Damage.prototype.digitHeight = function () { + return this._damageBitmap ? this._damageBitmap.height / 5 : 0; +}; + +Sprite_Damage.prototype.createMiss = function () { + var w = this.digitWidth(); + var h = this.digitHeight(); + var sprite = this.createChildSprite(); + sprite.setFrame(0, 4 * h, 4 * w, h); + sprite.dy = 0; +}; + +Sprite_Damage.prototype.createDigits = function (baseRow, value) { + var string = Math.abs(value).toString(); + var row = baseRow + (value < 0 ? 1 : 0); + var w = this.digitWidth(); + var h = this.digitHeight(); + for (var i = 0; i < string.length; i++) { + var sprite = this.createChildSprite(); + var n = Number(string[i]); + sprite.setFrame(n * w, row * h, w, h); + sprite.x = (i - (string.length - 1) / 2) * w; + sprite.dy = -i; + } +}; + +Sprite_Damage.prototype.createChildSprite = function () { + var sprite = new Sprite(); + sprite.bitmap = this._damageBitmap; + sprite.anchor.x = 0.5; + sprite.anchor.y = 1; + sprite.y = -40; + sprite.ry = sprite.y; + this.addChild(sprite); + return sprite; +}; + +Sprite_Damage.prototype.update = function () { + Sprite.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + for (var i = 0; i < this.children.length; i++) { + this.updateChild(this.children[i]); + } + } + this.updateFlash(); + this.updateOpacity(); +}; + +Sprite_Damage.prototype.updateChild = function (sprite) { + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= 0) { + sprite.ry = 0; + sprite.dy *= -0.6; + } + sprite.y = Math.round(sprite.ry); + sprite.setBlendColor(this._flashColor); +}; + +Sprite_Damage.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + } +}; + +Sprite_Damage.prototype.updateOpacity = function () { + if (this._duration < 10) { + this.opacity = 255 * this._duration / 10; + } +}; + +Sprite_Damage.prototype.isPlaying = function () { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_StateIcon +// +// The sprite for displaying state icons. + +function Sprite_StateIcon() { + this.initialize.apply(this, arguments); +} + +Sprite_StateIcon.prototype = Object.create(Sprite.prototype); +Sprite_StateIcon.prototype.constructor = Sprite_StateIcon; + +Sprite_StateIcon.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateIcon._iconWidth = 32; +Sprite_StateIcon._iconHeight = 32; + +Sprite_StateIcon.prototype.initMembers = function () { + this._battler = null; + this._iconIndex = 0; + this._animationCount = 0; + this._animationIndex = 0; + this.anchor.x = 0.5; + this.anchor.y = 0.5; +}; + +Sprite_StateIcon.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('IconSet'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateIcon.prototype.setup = function (battler) { + this._battler = battler; +}; + +Sprite_StateIcon.prototype.update = function () { + Sprite.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updateIcon(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateIcon.prototype.animationWait = function () { + return 40; +}; + +Sprite_StateIcon.prototype.updateIcon = function () { + var icons = []; + if (this._battler && this._battler.isAlive()) { + icons = this._battler.allIcons(); + } + if (icons.length > 0) { + this._animationIndex++; + if (this._animationIndex >= icons.length) { + this._animationIndex = 0; + } + this._iconIndex = icons[this._animationIndex]; + } else { + this._animationIndex = 0; + this._iconIndex = 0; + } +}; + +Sprite_StateIcon.prototype.updateFrame = function () { + var pw = Sprite_StateIcon._iconWidth; + var ph = Sprite_StateIcon._iconHeight; + var sx = this._iconIndex % 16 * pw; + var sy = Math.floor(this._iconIndex / 16) * ph; + this.setFrame(sx, sy, pw, ph); +}; + +//----------------------------------------------------------------------------- +// Sprite_StateOverlay +// +// The sprite for displaying an overlay image for a state. + +function Sprite_StateOverlay() { + this.initialize.apply(this, arguments); +} + +Sprite_StateOverlay.prototype = Object.create(Sprite_Base.prototype); +Sprite_StateOverlay.prototype.constructor = Sprite_StateOverlay; + +Sprite_StateOverlay.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateOverlay.prototype.initMembers = function () { + this._battler = null; + this._overlayIndex = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; +}; + +Sprite_StateOverlay.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('States'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateOverlay.prototype.setup = function (battler) { + this._battler = battler; +}; + +Sprite_StateOverlay.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateOverlay.prototype.animationWait = function () { + return 8; +}; + +Sprite_StateOverlay.prototype.updatePattern = function () { + this._pattern++; + this._pattern %= 8; + if (this._battler) { + this._overlayIndex = this._battler.stateOverlayIndex(); + } +}; + +Sprite_StateOverlay.prototype.updateFrame = function () { + if (this._overlayIndex > 0) { + var w = 96; + var h = 96; + var sx = this._pattern * w; + var sy = (this._overlayIndex - 1) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +//----------------------------------------------------------------------------- +// Sprite_Weapon +// +// The sprite for displaying a weapon image for attacking. + +function Sprite_Weapon() { + this.initialize.apply(this, arguments); +} + +Sprite_Weapon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Weapon.prototype.constructor = Sprite_Weapon; + +Sprite_Weapon.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); +}; + +Sprite_Weapon.prototype.initMembers = function () { + this._weaponImageId = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.x = -16; +}; + +Sprite_Weapon.prototype.setup = function (weaponImageId) { + this._weaponImageId = weaponImageId; + this._animationCount = 0; + this._pattern = 0; + this.loadBitmap(); + this.updateFrame(); +}; + +Sprite_Weapon.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_Weapon.prototype.animationWait = function () { + return 12; +}; + +Sprite_Weapon.prototype.updatePattern = function () { + this._pattern++; + if (this._pattern >= 3) { + this._weaponImageId = 0; + } +}; + +Sprite_Weapon.prototype.loadBitmap = function () { + var pageId = Math.floor((this._weaponImageId - 1) / 12) + 1; + if (pageId >= 1) { + this.bitmap = ImageManager.loadSystem('Weapons' + pageId); + } else { + this.bitmap = ImageManager.loadSystem(''); + } +}; + +Sprite_Weapon.prototype.updateFrame = function () { + if (this._weaponImageId > 0) { + var index = (this._weaponImageId - 1) % 12; + var w = 96; + var h = 64; + var sx = (Math.floor(index / 6) * 3 + this._pattern) * w; + var sy = Math.floor(index % 6) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +Sprite_Weapon.prototype.isPlaying = function () { + return this._weaponImageId > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Balloon +// +// The sprite for displaying a balloon icon. + +function Sprite_Balloon() { + this.initialize.apply(this, arguments); +} + +Sprite_Balloon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Balloon.prototype.constructor = Sprite_Balloon; + +Sprite_Balloon.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_Balloon.prototype.initMembers = function () { + this._balloonId = 0; + this._duration = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.z = 7; +}; + +Sprite_Balloon.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('Balloon'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_Balloon.prototype.setup = function (balloonId) { + this._balloonId = balloonId; + this._duration = 8 * this.speed() + this.waitTime(); +}; + +Sprite_Balloon.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + if (this._duration > 0) { + this.updateFrame(); + } + } +}; + +Sprite_Balloon.prototype.updateFrame = function () { + var w = 48; + var h = 48; + var sx = this.frameIndex() * w; + var sy = (this._balloonId - 1) * h; + this.setFrame(sx, sy, w, h); +}; + +Sprite_Balloon.prototype.speed = function () { + return 8; +}; + +Sprite_Balloon.prototype.waitTime = function () { + return 12; +}; + +Sprite_Balloon.prototype.frameIndex = function () { + var index = (this._duration - this.waitTime()) / this.speed(); + return 7 - Math.max(Math.floor(index), 0); +}; + +Sprite_Balloon.prototype.isPlaying = function () { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Picture +// +// The sprite for displaying a picture. + +function Sprite_Picture() { + this.initialize.apply(this, arguments); +} + +Sprite_Picture.prototype = Object.create(Sprite.prototype); +Sprite_Picture.prototype.constructor = Sprite_Picture; + +Sprite_Picture.prototype.initialize = function (pictureId) { + Sprite.prototype.initialize.call(this); + this._pictureId = pictureId; + this._pictureName = ''; + this._isPicture = true; + this.update(); +}; + +Sprite_Picture.prototype.picture = function () { + return $gameScreen.picture(this._pictureId); +}; + +Sprite_Picture.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateBitmap(); + if (this.visible) { + this.updateOrigin(); + this.updatePosition(); + this.updateScale(); + this.updateTone(); + this.updateOther(); + } +}; + +Sprite_Picture.prototype.updateBitmap = function () { + var picture = this.picture(); + if (picture) { + var pictureName = picture.name(); + if (this._pictureName !== pictureName) { + this._pictureName = pictureName; + this.loadBitmap(); + } + this.visible = true; + } else { + this._pictureName = ''; + this.bitmap = null; + this.visible = false; + } +}; + +Sprite_Picture.prototype.updateOrigin = function () { + var picture = this.picture(); + if (picture.origin() === 0) { + this.anchor.x = 0; + this.anchor.y = 0; + } else { + this.anchor.x = 0.5; + this.anchor.y = 0.5; + } +}; + +Sprite_Picture.prototype.updatePosition = function () { + var picture = this.picture(); + this.x = Math.floor(picture.x()); + this.y = Math.floor(picture.y()); +}; + +Sprite_Picture.prototype.updateScale = function () { + var picture = this.picture(); + this.scale.x = picture.scaleX() / 100; + this.scale.y = picture.scaleY() / 100; +}; + +Sprite_Picture.prototype.updateTone = function () { + var picture = this.picture(); + if (picture.tone()) { + this.setColorTone(picture.tone()); + } else { + this.setColorTone([0, 0, 0, 0]); + } +}; + +Sprite_Picture.prototype.updateOther = function () { + var picture = this.picture(); + this.opacity = picture.opacity(); + this.blendMode = picture.blendMode(); + this.rotation = picture.angle() * Math.PI / 180; +}; + +Sprite_Picture.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadPicture(this._pictureName); +}; + +//----------------------------------------------------------------------------- +// Sprite_Timer +// +// The sprite for displaying the timer. + +function Sprite_Timer() { + this.initialize.apply(this, arguments); +} + +Sprite_Timer.prototype = Object.create(Sprite.prototype); +Sprite_Timer.prototype.constructor = Sprite_Timer; + +Sprite_Timer.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._seconds = 0; + this.createBitmap(); + this.update(); +}; + +Sprite_Timer.prototype.createBitmap = function () { + this.bitmap = new Bitmap(96, 48); + this.bitmap.fontSize = 32; +}; + +Sprite_Timer.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateBitmap(); + this.updatePosition(); + this.updateVisibility(); +}; + +Sprite_Timer.prototype.updateBitmap = function () { + if (this._seconds !== $gameTimer.seconds()) { + this._seconds = $gameTimer.seconds(); + this.redraw(); + } +}; + +Sprite_Timer.prototype.redraw = function () { + var text = this.timerText(); + var width = this.bitmap.width; + var height = this.bitmap.height; + this.bitmap.clear(); + this.bitmap.drawText(text, 0, 0, width, height, 'center'); +}; + +Sprite_Timer.prototype.timerText = function () { + var min = Math.floor(this._seconds / 60) % 60; + var sec = this._seconds % 60; + return min.padZero(2) + ':' + sec.padZero(2); +}; + +Sprite_Timer.prototype.updatePosition = function () { + this.x = Graphics.width - this.bitmap.width; + this.y = 0; +}; + +Sprite_Timer.prototype.updateVisibility = function () { + this.visible = $gameTimer.isWorking(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Destination +// +// The sprite for displaying the destination place of the touch input. + +function Sprite_Destination() { + this.initialize.apply(this, arguments); +} + +Sprite_Destination.prototype = Object.create(Sprite.prototype); +Sprite_Destination.prototype.constructor = Sprite_Destination; + +Sprite_Destination.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.createBitmap(); + this._frameCount = 0; +}; + +Sprite_Destination.prototype.update = function () { + Sprite.prototype.update.call(this); + if ($gameTemp.isDestinationValid()) { + this.updatePosition(); + this.updateAnimation(); + this.visible = true; + } else { + this._frameCount = 0; + this.visible = false; + } +}; + +Sprite_Destination.prototype.createBitmap = function () { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + this.bitmap = new Bitmap(tileWidth, tileHeight); + this.bitmap.fillAll('white'); + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.blendMode = Graphics.BLEND_ADD; +}; + +Sprite_Destination.prototype.updatePosition = function () { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth; + this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight; +}; + +Sprite_Destination.prototype.updateAnimation = function () { + this._frameCount++; + this._frameCount %= 20; + this.opacity = (20 - this._frameCount) * 6; + this.scale.x = 1 + this._frameCount / 20; + this.scale.y = this.scale.x; +}; + +//----------------------------------------------------------------------------- +// Spriteset_Base +// +// The superclass of Spriteset_Map and Spriteset_Battle. + +function Spriteset_Base() { + this.initialize.apply(this, arguments); +} + +Spriteset_Base.prototype = Object.create(Sprite.prototype); +Spriteset_Base.prototype.constructor = Spriteset_Base; + +Spriteset_Base.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.setFrame(0, 0, Graphics.width, Graphics.height); + this._tone = [0, 0, 0, 0]; + this.opaque = true; + this.createLowerLayer(); + this.createToneChanger(); + this.createUpperLayer(); + this.update(); +}; + +Spriteset_Base.prototype.createLowerLayer = function () { + this.createBaseSprite(); +}; + +Spriteset_Base.prototype.createUpperLayer = function () { + this.createPictures(); + this.createTimer(); + this.createScreenSprites(); +}; + +Spriteset_Base.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateScreenSprites(); + this.updateToneChanger(); + this.updatePosition(); +}; + +Spriteset_Base.prototype.createBaseSprite = function () { + this._baseSprite = new Sprite(); + this._baseSprite.setFrame(0, 0, this.width, this.height); + this._blackScreen = new ScreenSprite(); + this._blackScreen.opacity = 255; + this.addChild(this._baseSprite); + this._baseSprite.addChild(this._blackScreen); +}; + +Spriteset_Base.prototype.createToneChanger = function () { + if (Graphics.isWebGL()) { + this.createWebGLToneChanger(); + } else { + this.createCanvasToneChanger(); + } +}; + +Spriteset_Base.prototype.createWebGLToneChanger = function () { + var margin = 48; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._toneFilter = new ToneFilter(); + this._baseSprite.filters = [this._toneFilter]; + this._baseSprite.filterArea = new Rectangle(-margin, -margin, width, height); +}; + +Spriteset_Base.prototype.createCanvasToneChanger = function () { + this._toneSprite = new ToneSprite(); + this.addChild(this._toneSprite); +}; + +Spriteset_Base.prototype.createPictures = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._pictureContainer = new Sprite(); + this._pictureContainer.setFrame(x, y, width, height); + for (var i = 1; i <= $gameScreen.maxPictures(); i++) { + this._pictureContainer.addChild(new Sprite_Picture(i)); + } + this.addChild(this._pictureContainer); +}; + +Spriteset_Base.prototype.createTimer = function () { + this._timerSprite = new Sprite_Timer(); + this.addChild(this._timerSprite); +}; + +Spriteset_Base.prototype.createScreenSprites = function () { + this._flashSprite = new ScreenSprite(); + this._fadeSprite = new ScreenSprite(); + this.addChild(this._flashSprite); + this.addChild(this._fadeSprite); +}; + +Spriteset_Base.prototype.updateScreenSprites = function () { + var color = $gameScreen.flashColor(); + this._flashSprite.setColor(color[0], color[1], color[2]); + this._flashSprite.opacity = color[3]; + this._fadeSprite.opacity = 255 - $gameScreen.brightness(); +}; + +Spriteset_Base.prototype.updateToneChanger = function () { + var tone = $gameScreen.tone(); + if (!this._tone.equals(tone)) { + this._tone = tone.clone(); + if (Graphics.isWebGL()) { + this.updateWebGLToneChanger(); + } else { + this.updateCanvasToneChanger(); + } + } +}; + +Spriteset_Base.prototype.updateWebGLToneChanger = function () { + var tone = this._tone; + this._toneFilter.reset(); + this._toneFilter.adjustTone(tone[0], tone[1], tone[2]); + this._toneFilter.adjustSaturation(-tone[3]); +}; + +Spriteset_Base.prototype.updateCanvasToneChanger = function () { + var tone = this._tone; + this._toneSprite.setTone(tone[0], tone[1], tone[2], tone[3]); +}; + +Spriteset_Base.prototype.updatePosition = function () { + var screen = $gameScreen; + var scale = screen.zoomScale(); + this.scale.x = scale; + this.scale.y = scale; + this.x = Math.round(-screen.zoomX() * (scale - 1)); + this.y = Math.round(-screen.zoomY() * (scale - 1)); + this.x += Math.round(screen.shake()); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Map +// +// The set of sprites on the map screen. + +function Spriteset_Map() { + this.initialize.apply(this, arguments); +} + +Spriteset_Map.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Map.prototype.constructor = Spriteset_Map; + +Spriteset_Map.prototype.initialize = function () { + Spriteset_Base.prototype.initialize.call(this); +}; + +Spriteset_Map.prototype.createLowerLayer = function () { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createParallax(); + this.createTilemap(); + this.createCharacters(); + this.createShadow(); + this.createDestination(); + this.createWeather(); +}; + +Spriteset_Map.prototype.update = function () { + Spriteset_Base.prototype.update.call(this); + this.updateTileset(); + this.updateParallax(); + this.updateTilemap(); + this.updateShadow(); + this.updateWeather(); +}; + +Spriteset_Map.prototype.hideCharacters = function () { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) { + sprite.hide(); + } + } +}; + +Spriteset_Map.prototype.createParallax = function () { + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._baseSprite.addChild(this._parallax); +}; + +Spriteset_Map.prototype.createTilemap = function () { + if (Graphics.isWebGL()) { + this._tilemap = new ShaderTilemap(); + } else { + this._tilemap = new Tilemap(); + } + this._tilemap.tileWidth = $gameMap.tileWidth(); + this._tilemap.tileHeight = $gameMap.tileHeight(); + this._tilemap.setData($gameMap.width(), $gameMap.height(), $gameMap.data()); + this._tilemap.horizontalWrap = $gameMap.isLoopHorizontal(); + this._tilemap.verticalWrap = $gameMap.isLoopVertical(); + this.loadTileset(); + this._baseSprite.addChild(this._tilemap); +}; + +Spriteset_Map.prototype.loadTileset = function () { + this._tileset = $gameMap.tileset(); + if (this._tileset) { + var tilesetNames = this._tileset.tilesetNames; + for (var i = 0; i < tilesetNames.length; i++) { + this._tilemap.bitmaps[i] = ImageManager.loadTileset(tilesetNames[i]); + } + var newTilesetFlags = $gameMap.tilesetFlags(); + this._tilemap.refreshTileset(); + if (!this._tilemap.flags.equals(newTilesetFlags)) { + this._tilemap.refresh(); + } + this._tilemap.flags = newTilesetFlags; + } +}; + +Spriteset_Map.prototype.createCharacters = function () { + this._characterSprites = []; + $gameMap.events().forEach(function (event) { + this._characterSprites.push(new Sprite_Character(event)); + }, this); + $gameMap.vehicles().forEach(function (vehicle) { + this._characterSprites.push(new Sprite_Character(vehicle)); + }, this); + $gamePlayer.followers().reverseEach(function (follower) { + this._characterSprites.push(new Sprite_Character(follower)); + }, this); + this._characterSprites.push(new Sprite_Character($gamePlayer)); + for (var i = 0; i < this._characterSprites.length; i++) { + this._tilemap.addChild(this._characterSprites[i]); + } +}; + +Spriteset_Map.prototype.createShadow = function () { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow1'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 1; + this._shadowSprite.z = 6; + this._tilemap.addChild(this._shadowSprite); +}; + +Spriteset_Map.prototype.createDestination = function () { + this._destinationSprite = new Sprite_Destination(); + this._destinationSprite.z = 9; + this._tilemap.addChild(this._destinationSprite); +}; + +Spriteset_Map.prototype.createWeather = function () { + this._weather = new Weather(); + this.addChild(this._weather); +}; + +Spriteset_Map.prototype.updateTileset = function () { + if (this._tileset !== $gameMap.tileset()) { + this.loadTileset(); + } +}; + +/* + * Simple fix for canvas parallax issue, destroy old parallax and readd to the tree. + */ +Spriteset_Map.prototype._canvasReAddParallax = function () { + var index = this._baseSprite.children.indexOf(this._parallax); + this._baseSprite.removeChild(this._parallax); + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + this._baseSprite.addChildAt(this._parallax, index); +}; + +Spriteset_Map.prototype.updateParallax = function () { + if (this._parallaxName !== $gameMap.parallaxName()) { + this._parallaxName = $gameMap.parallaxName(); + + if (this._parallax.bitmap && Graphics.isWebGL() != true) { + this._canvasReAddParallax(); + } else { + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + } + } + if (this._parallax.bitmap) { + this._parallax.origin.x = $gameMap.parallaxOx(); + this._parallax.origin.y = $gameMap.parallaxOy(); + } +}; + +Spriteset_Map.prototype.updateTilemap = function () { + this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); +}; + +Spriteset_Map.prototype.updateShadow = function () { + var airship = $gameMap.airship(); + this._shadowSprite.x = airship.shadowX(); + this._shadowSprite.y = airship.shadowY(); + this._shadowSprite.opacity = airship.shadowOpacity(); +}; + +Spriteset_Map.prototype.updateWeather = function () { + this._weather.type = $gameScreen.weatherType(); + this._weather.power = $gameScreen.weatherPower(); + this._weather.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._weather.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Battle +// +// The set of sprites on the battle screen. + +function Spriteset_Battle() { + this.initialize.apply(this, arguments); +} + +Spriteset_Battle.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Battle.prototype.constructor = Spriteset_Battle; + +Spriteset_Battle.prototype.initialize = function () { + Spriteset_Base.prototype.initialize.call(this); + this._battlebackLocated = false; +}; + +Spriteset_Battle.prototype.createLowerLayer = function () { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createBackground(); + this.createBattleField(); + this.createBattleback(); + this.createEnemies(); + this.createActors(); +}; + +Spriteset_Battle.prototype.createBackground = function () { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this._baseSprite.addChild(this._backgroundSprite); +}; + +Spriteset_Battle.prototype.update = function () { + Spriteset_Base.prototype.update.call(this); + this.updateActors(); + this.updateBattleback(); +}; + +Spriteset_Battle.prototype.createBattleField = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._battleField = new Sprite(); + this._battleField.setFrame(x, y, width, height); + this._battleField.x = x; + this._battleField.y = y; + this._baseSprite.addChild(this._battleField); +}; + +Spriteset_Battle.prototype.createBattleback = function () { + var margin = 32; + var x = -this._battleField.x - margin; + var y = -this._battleField.y - margin; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._back1Sprite = new TilingSprite(); + this._back2Sprite = new TilingSprite(); + this._back1Sprite.bitmap = this.battleback1Bitmap(); + this._back2Sprite.bitmap = this.battleback2Bitmap(); + this._back1Sprite.move(x, y, width, height); + this._back2Sprite.move(x, y, width, height); + this._battleField.addChild(this._back1Sprite); + this._battleField.addChild(this._back2Sprite); +}; + +Spriteset_Battle.prototype.updateBattleback = function () { + if (!this._battlebackLocated) { + this.locateBattleback(); + this._battlebackLocated = true; + } +}; + +Spriteset_Battle.prototype.locateBattleback = function () { + var width = this._battleField.width; + var height = this._battleField.height; + var sprite1 = this._back1Sprite; + var sprite2 = this._back2Sprite; + sprite1.origin.x = sprite1.x + (sprite1.bitmap.width - width) / 2; + sprite2.origin.x = sprite1.y + (sprite2.bitmap.width - width) / 2; + if ($gameSystem.isSideView()) { + sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height; + sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height; + } +}; + +Spriteset_Battle.prototype.battleback1Bitmap = function () { + return ImageManager.loadBattleback1(this.battleback1Name()); +}; + +Spriteset_Battle.prototype.battleback2Bitmap = function () { + return ImageManager.loadBattleback2(this.battleback2Name()); +}; + +Spriteset_Battle.prototype.battleback1Name = function () { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback1Name; + } else if ($gameMap.battleback1Name()) { + return $gameMap.battleback1Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback1Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.battleback2Name = function () { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback2Name; + } else if ($gameMap.battleback2Name()) { + return $gameMap.battleback2Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback2Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.overworldBattleback1Name = function () { + if ($gameMap.battleback1Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback1Name(); + } else { + return this.normalBattleback1Name(); + } +}; + +Spriteset_Battle.prototype.overworldBattleback2Name = function () { + if ($gameMap.battleback2Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback2Name(); + } else { + return this.normalBattleback2Name(); + } +}; + +Spriteset_Battle.prototype.normalBattleback1Name = function () { + return (this.terrainBattleback1Name(this.autotileType(1)) || + this.terrainBattleback1Name(this.autotileType(0)) || + this.defaultBattleback1Name()); +}; + +Spriteset_Battle.prototype.normalBattleback2Name = function () { + return (this.terrainBattleback2Name(this.autotileType(1)) || + this.terrainBattleback2Name(this.autotileType(0)) || + this.defaultBattleback2Name()); +}; + +Spriteset_Battle.prototype.terrainBattleback1Name = function (type) { + switch (type) { + case 24: case 25: + return 'Wasteland'; + case 26: case 27: + return 'DirtField'; + case 32: case 33: + return 'Desert'; + case 34: + return 'Lava1'; + case 35: + return 'Lava2'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + default: + return null; + } +}; + +Spriteset_Battle.prototype.terrainBattleback2Name = function (type) { + switch (type) { + case 20: case 21: + return 'Forest'; + case 22: case 30: case 38: + return 'Cliff'; + case 24: case 25: case 26: case 27: + return 'Wasteland'; + case 32: case 33: + return 'Desert'; + case 34: case 35: + return 'Lava'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + } +}; + +Spriteset_Battle.prototype.defaultBattleback1Name = function () { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.defaultBattleback2Name = function () { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.shipBattleback1Name = function () { + return 'Ship'; +}; + +Spriteset_Battle.prototype.shipBattleback2Name = function () { + return 'Ship'; +}; + +Spriteset_Battle.prototype.autotileType = function (z) { + return $gameMap.autotileType($gamePlayer.x, $gamePlayer.y, z); +}; + +Spriteset_Battle.prototype.createEnemies = function () { + var enemies = $gameTroop.members(); + var sprites = []; + for (var i = 0; i < enemies.length; i++) { + sprites[i] = new Sprite_Enemy(enemies[i]); + } + sprites.sort(this.compareEnemySprite.bind(this)); + for (var j = 0; j < sprites.length; j++) { + this._battleField.addChild(sprites[j]); + } + this._enemySprites = sprites; +}; + +Spriteset_Battle.prototype.compareEnemySprite = function (a, b) { + if (a.y !== b.y) { + return a.y - b.y; + } else { + return b.spriteId - a.spriteId; + } +}; + +Spriteset_Battle.prototype.createActors = function () { + this._actorSprites = []; + for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { + this._actorSprites[i] = new Sprite_Actor(); + this._battleField.addChild(this._actorSprites[i]); + } +}; + +Spriteset_Battle.prototype.updateActors = function () { + var members = $gameParty.battleMembers(); + for (var i = 0; i < this._actorSprites.length; i++) { + this._actorSprites[i].setBattler(members[i]); + } +}; + +Spriteset_Battle.prototype.battlerSprites = function () { + return this._enemySprites.concat(this._actorSprites); +}; + +Spriteset_Battle.prototype.isAnimationPlaying = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isAnimationPlaying(); + }); +}; + +Spriteset_Battle.prototype.isEffecting = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isEffecting(); + }); +}; + +Spriteset_Battle.prototype.isAnyoneMoving = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isMoving(); + }); +}; + +Spriteset_Battle.prototype.isBusy = function () { + return this.isAnimationPlaying() || this.isAnyoneMoving(); +}; diff --git a/www/js/rpg_windows.js b/www/js/rpg_windows.js new file mode 100644 index 0000000..f4e720c --- /dev/null +++ b/www/js/rpg_windows.js @@ -0,0 +1,6024 @@ +//============================================================================= +// rpg_windows.js v1.6.2 +//============================================================================= + +//----------------------------------------------------------------------------- +// Window_Base +// +// The superclass of all windows within the game. + +function Window_Base() { + this.initialize.apply(this, arguments); +} + +Window_Base.prototype = Object.create(Window.prototype); +Window_Base.prototype.constructor = Window_Base; + +Window_Base.prototype.initialize = function (x, y, width, height) { + Window.prototype.initialize.call(this); + this.loadWindowskin(); + this.move(x, y, width, height); + this.updatePadding(); + this.updateBackOpacity(); + this.updateTone(); + this.createContents(); + this._opening = false; + this._closing = false; + this._dimmerSprite = null; +}; + +Window_Base._iconWidth = 32; +Window_Base._iconHeight = 32; +Window_Base._faceWidth = 144; +Window_Base._faceHeight = 144; + +Window_Base.prototype.lineHeight = function () { + return 36; +}; + +Window_Base.prototype.standardFontFace = function () { + if ($gameSystem.isChinese()) { + return 'SimHei, Heiti TC, sans-serif'; + } else if ($gameSystem.isKorean()) { + return 'Dotum, AppleGothic, sans-serif'; + } else { + return 'GameFont'; + } +}; + +Window_Base.prototype.standardFontSize = function () { + return 28; +}; + +Window_Base.prototype.standardPadding = function () { + return 18; +}; + +Window_Base.prototype.textPadding = function () { + return 6; +}; + +Window_Base.prototype.standardBackOpacity = function () { + return 192; +}; + +Window_Base.prototype.loadWindowskin = function () { + this.windowskin = ImageManager.loadSystem('Window'); +}; + +Window_Base.prototype.updatePadding = function () { + this.padding = this.standardPadding(); +}; + +Window_Base.prototype.updateBackOpacity = function () { + this.backOpacity = this.standardBackOpacity(); +}; + +Window_Base.prototype.contentsWidth = function () { + return this.width - this.standardPadding() * 2; +}; + +Window_Base.prototype.contentsHeight = function () { + return this.height - this.standardPadding() * 2; +}; + +Window_Base.prototype.fittingHeight = function (numLines) { + return numLines * this.lineHeight() + this.standardPadding() * 2; +}; + +Window_Base.prototype.updateTone = function () { + var tone = $gameSystem.windowTone(); + this.setTone(tone[0], tone[1], tone[2]); +}; + +Window_Base.prototype.createContents = function () { + this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight()); + this.resetFontSettings(); +}; + +Window_Base.prototype.resetFontSettings = function () { + this.contents.fontFace = this.standardFontFace(); + this.contents.fontSize = this.standardFontSize(); + this.resetTextColor(); +}; + +Window_Base.prototype.resetTextColor = function () { + this.changeTextColor(this.normalColor()); +}; + +Window_Base.prototype.update = function () { + Window.prototype.update.call(this); + this.updateTone(); + this.updateOpen(); + this.updateClose(); + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.updateOpen = function () { + if (this._opening) { + this.openness += 32; + if (this.isOpen()) { + this._opening = false; + } + } +}; + +Window_Base.prototype.updateClose = function () { + if (this._closing) { + this.openness -= 32; + if (this.isClosed()) { + this._closing = false; + } + } +}; + +Window_Base.prototype.open = function () { + if (!this.isOpen()) { + this._opening = true; + } + this._closing = false; +}; + +Window_Base.prototype.close = function () { + if (!this.isClosed()) { + this._closing = true; + } + this._opening = false; +}; + +Window_Base.prototype.isOpening = function () { + return this._opening; +}; + +Window_Base.prototype.isClosing = function () { + return this._closing; +}; + +Window_Base.prototype.show = function () { + this.visible = true; +}; + +Window_Base.prototype.hide = function () { + this.visible = false; +}; + +Window_Base.prototype.activate = function () { + this.active = true; +}; + +Window_Base.prototype.deactivate = function () { + this.active = false; +}; + +Window_Base.prototype.textColor = function (n) { + var px = 96 + (n % 8) * 12 + 6; + var py = 144 + Math.floor(n / 8) * 12 + 6; + return this.windowskin.getPixel(px, py); +}; + +Window_Base.prototype.normalColor = function () { + return this.textColor(0); +}; + +Window_Base.prototype.systemColor = function () { + return this.textColor(16); +}; + +Window_Base.prototype.crisisColor = function () { + return this.textColor(17); +}; + +Window_Base.prototype.deathColor = function () { + return this.textColor(18); +}; + +Window_Base.prototype.gaugeBackColor = function () { + return this.textColor(19); +}; + +Window_Base.prototype.hpGaugeColor1 = function () { + return this.textColor(20); +}; + +Window_Base.prototype.hpGaugeColor2 = function () { + return this.textColor(21); +}; + +Window_Base.prototype.mpGaugeColor1 = function () { + return this.textColor(22); +}; + +Window_Base.prototype.mpGaugeColor2 = function () { + return this.textColor(23); +}; + +Window_Base.prototype.mpCostColor = function () { + return this.textColor(23); +}; + +Window_Base.prototype.powerUpColor = function () { + return this.textColor(24); +}; + +Window_Base.prototype.powerDownColor = function () { + return this.textColor(25); +}; + +Window_Base.prototype.tpGaugeColor1 = function () { + return this.textColor(28); +}; + +Window_Base.prototype.tpGaugeColor2 = function () { + return this.textColor(29); +}; + +Window_Base.prototype.tpCostColor = function () { + return this.textColor(29); +}; + +Window_Base.prototype.pendingColor = function () { + return this.windowskin.getPixel(120, 120); +}; + +Window_Base.prototype.translucentOpacity = function () { + return 160; +}; + +Window_Base.prototype.changeTextColor = function (color) { + this.contents.textColor = color; +}; + +Window_Base.prototype.changePaintOpacity = function (enabled) { + this.contents.paintOpacity = enabled ? 255 : this.translucentOpacity(); +}; + +Window_Base.prototype.drawText = function (text, x, y, maxWidth, align) { + this.contents.drawText(text, x, y, maxWidth, this.lineHeight(), align); +}; + +Window_Base.prototype.textWidth = function (text) { + return this.contents.measureTextWidth(text); +}; + +Window_Base.prototype.drawTextEx = function (text, x, y) { + if (text) { + var textState = { index: 0, x: x, y: y, left: x }; + textState.text = this.convertEscapeCharacters(text); + textState.height = this.calcTextHeight(textState, false); + this.resetFontSettings(); + while (textState.index < textState.text.length) { + this.processCharacter(textState); + } + return textState.x - x; + } else { + return 0; + } +}; + +Window_Base.prototype.convertEscapeCharacters = function (text) { + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + return this.actorName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + return this.partyMemberName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; +}; + +Window_Base.prototype.actorName = function (n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.partyMemberName = function (n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.processCharacter = function (textState) { + switch (textState.text[textState.index]) { + case '\n': + this.processNewLine(textState); + break; + case '\f': + this.processNewPage(textState); + break; + case '\x1b': + this.processEscapeCharacter(this.obtainEscapeCode(textState), textState); + break; + default: + this.processNormalCharacter(textState); + break; + } +}; + +Window_Base.prototype.processNormalCharacter = function (textState) { + var c = textState.text[textState.index++]; + var w = this.textWidth(c); + this.contents.drawText(c, textState.x, textState.y, w * 2, textState.height); + textState.x += w; +}; + +Window_Base.prototype.processNewLine = function (textState) { + textState.x = textState.left; + textState.y += textState.height; + textState.height = this.calcTextHeight(textState, false); + textState.index++; +}; + +Window_Base.prototype.processNewPage = function (textState) { + textState.index++; +}; + +Window_Base.prototype.obtainEscapeCode = function (textState) { + textState.index++; + var regExp = /^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i; + var arr = regExp.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[0].toUpperCase(); + } else { + return ''; + } +}; + +Window_Base.prototype.obtainEscapeParam = function (textState) { + var arr = /^\[\d+\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return parseInt(arr[0].slice(1)); + } else { + return ''; + } +}; + +Window_Base.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'C': + this.changeTextColor(this.textColor(this.obtainEscapeParam(textState))); + break; + case 'I': + this.processDrawIcon(this.obtainEscapeParam(textState), textState); + break; + case '{': + this.makeFontBigger(); + break; + case '}': + this.makeFontSmaller(); + break; + } +}; + +Window_Base.prototype.processDrawIcon = function (iconIndex, textState) { + this.drawIcon(iconIndex, textState.x + 2, textState.y + 2); + textState.x += Window_Base._iconWidth + 4; +}; + +Window_Base.prototype.makeFontBigger = function () { + if (this.contents.fontSize <= 96) { + this.contents.fontSize += 12; + } +}; + +Window_Base.prototype.makeFontSmaller = function () { + if (this.contents.fontSize >= 24) { + this.contents.fontSize -= 12; + } +}; + +Window_Base.prototype.calcTextHeight = function (textState, all) { + var lastFontSize = this.contents.fontSize; + var textHeight = 0; + var lines = textState.text.slice(textState.index).split('\n'); + var maxLines = all ? lines.length : 1; + + for (var i = 0; i < maxLines; i++) { + var maxFontSize = this.contents.fontSize; + var regExp = /\x1b[\{\}]/g; + for (; ;) { + var array = regExp.exec(lines[i]); + if (array) { + if (array[0] === '\x1b{') { + this.makeFontBigger(); + } + if (array[0] === '\x1b}') { + this.makeFontSmaller(); + } + if (maxFontSize < this.contents.fontSize) { + maxFontSize = this.contents.fontSize; + } + } else { + break; + } + } + textHeight += maxFontSize + 8; + } + + this.contents.fontSize = lastFontSize; + return textHeight; +}; + +Window_Base.prototype.drawIcon = function (iconIndex, x, y) { + var bitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x, y); +}; + +Window_Base.prototype.drawFace = function (faceName, faceIndex, x, y, width, height) { + width = width || Window_Base._faceWidth; + height = height || Window_Base._faceHeight; + var bitmap = ImageManager.loadFace(faceName); + var pw = Window_Base._faceWidth; + var ph = Window_Base._faceHeight; + var sw = Math.min(width, pw); + var sh = Math.min(height, ph); + var dx = Math.floor(x + Math.max(width - pw, 0) / 2); + var dy = Math.floor(y + Math.max(height - ph, 0) / 2); + var sx = faceIndex % 4 * pw + (pw - sw) / 2; + var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy); +}; + +Window_Base.prototype.drawCharacter = function (characterName, characterIndex, x, y) { + var bitmap = ImageManager.loadCharacter(characterName); + var big = ImageManager.isBigCharacter(characterName); + var pw = bitmap.width / (big ? 3 : 12); + var ph = bitmap.height / (big ? 4 : 8); + var n = characterIndex; + var sx = (n % 4 * 3 + 1) * pw; + var sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +Window_Base.prototype.drawGauge = function (x, y, width, rate, color1, color2) { + var fillW = Math.floor(width * rate); + var gaugeY = y + this.lineHeight() - 8; + this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor()); + this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2); +}; + +Window_Base.prototype.hpColor = function (actor) { + if (actor.isDead()) { + return this.deathColor(); + } else if (actor.isDying()) { + return this.crisisColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.mpColor = function (actor) { + return this.normalColor(); +}; + +Window_Base.prototype.tpColor = function (actor) { + return this.normalColor(); +}; + +Window_Base.prototype.drawActorCharacter = function (actor, x, y) { + this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y); +}; + +Window_Base.prototype.drawActorFace = function (actor, x, y, width, height) { + this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height); +}; + +Window_Base.prototype.drawActorName = function (actor, x, y, width) { + width = width || 168; + this.changeTextColor(this.hpColor(actor)); + this.drawText(actor.name(), x, y, width); +}; + +Window_Base.prototype.drawActorClass = function (actor, x, y, width) { + width = width || 168; + this.resetTextColor(); + this.drawText(actor.currentClass().name, x, y, width); +}; + +Window_Base.prototype.drawActorNickname = function (actor, x, y, width) { + width = width || 270; + this.resetTextColor(); + this.drawText(actor.nickname(), x, y, width); +}; + +Window_Base.prototype.drawActorLevel = function (actor, x, y) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.levelA, x, y, 48); + this.resetTextColor(); + this.drawText(actor.level, x + 84, y, 36, 'right'); +}; + +Window_Base.prototype.drawActorIcons = function (actor, x, y, width) { + width = width || 144; + var icons = actor.allIcons().slice(0, Math.floor(width / Window_Base._iconWidth)); + for (var i = 0; i < icons.length; i++) { + this.drawIcon(icons[i], x + Window_Base._iconWidth * i, y + 2); + } +}; + +Window_Base.prototype.drawCurrentAndMax = function (current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth('0000'); + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + var x2 = x1 - slashWidth; + var x3 = x2 - valueWidth; + if (x3 >= x + labelWidth) { + this.changeTextColor(color1); + this.drawText(current, x3, y, valueWidth, 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(max, x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(current, x1, y, valueWidth, 'right'); + } +}; + +Window_Base.prototype.drawActorHp = function (actor, x, y, width) { + width = width || 186; + var color1 = this.hpGaugeColor1(); + var color2 = this.hpGaugeColor2(); + this.drawGauge(x, y, width, actor.hpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.hpA, x, y, 44); + this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, + this.hpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorMp = function (actor, x, y, width) { + width = width || 186; + var color1 = this.mpGaugeColor1(); + var color2 = this.mpGaugeColor2(); + this.drawGauge(x, y, width, actor.mpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.mpA, x, y, 44); + this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, + this.mpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorTp = function (actor, x, y, width) { + width = width || 96; + var color1 = this.tpGaugeColor1(); + var color2 = this.tpGaugeColor2(); + this.drawGauge(x, y, width, actor.tpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.tpA, x, y, 44); + this.changeTextColor(this.tpColor(actor)); + this.drawText(actor.tp, x + width - 64, y, 64, 'right'); +}; + +Window_Base.prototype.drawActorSimpleStatus = function (actor, x, y, width) { + var lineHeight = this.lineHeight(); + var x2 = x + 180; + var width2 = Math.min(200, width - 180 - this.textPadding()); + this.drawActorName(actor, x, y); + this.drawActorLevel(actor, x, y + lineHeight * 1); + this.drawActorIcons(actor, x, y + lineHeight * 2); + this.drawActorClass(actor, x2, y); + this.drawActorHp(actor, x2, y + lineHeight * 1, width2); + this.drawActorMp(actor, x2, y + lineHeight * 2, width2); +}; + +Window_Base.prototype.drawItemName = function (item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = Window_Base._iconWidth + 4; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + 2, y + 2); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +Window_Base.prototype.drawCurrencyValue = function (value, unit, x, y, width) { + var unitWidth = Math.min(80, this.textWidth(unit)); + this.resetTextColor(); + this.drawText(value, x, y, width - unitWidth - 6, 'right'); + this.changeTextColor(this.systemColor()); + this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right'); +}; + +Window_Base.prototype.paramchangeTextColor = function (change) { + if (change > 0) { + return this.powerUpColor(); + } else if (change < 0) { + return this.powerDownColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.setBackgroundType = function (type) { + if (type === 0) { + this.opacity = 255; + } else { + this.opacity = 0; + } + if (type === 1) { + this.showBackgroundDimmer(); + } else { + this.hideBackgroundDimmer(); + } +}; + +Window_Base.prototype.showBackgroundDimmer = function () { + if (!this._dimmerSprite) { + this._dimmerSprite = new Sprite(); + this._dimmerSprite.bitmap = new Bitmap(0, 0); + this.addChildToBack(this._dimmerSprite); + } + var bitmap = this._dimmerSprite.bitmap; + if (bitmap.width !== this.width || bitmap.height !== this.height) { + this.refreshDimmerBitmap(); + } + this._dimmerSprite.visible = true; + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.hideBackgroundDimmer = function () { + if (this._dimmerSprite) { + this._dimmerSprite.visible = false; + } +}; + +Window_Base.prototype.updateBackgroundDimmer = function () { + if (this._dimmerSprite) { + this._dimmerSprite.opacity = this.openness; + } +}; + +Window_Base.prototype.refreshDimmerBitmap = function () { + if (this._dimmerSprite) { + var bitmap = this._dimmerSprite.bitmap; + var w = this.width; + var h = this.height; + var m = this.padding; + var c1 = this.dimColor1(); + var c2 = this.dimColor2(); + bitmap.resize(w, h); + bitmap.gradientFillRect(0, 0, w, m, c2, c1, true); + bitmap.fillRect(0, m, w, h - m * 2, c1); + bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true); + this._dimmerSprite.setFrame(0, 0, w, h); + } +}; + +Window_Base.prototype.dimColor1 = function () { + return 'rgba(0, 0, 0, 0.6)'; +}; + +Window_Base.prototype.dimColor2 = function () { + return 'rgba(0, 0, 0, 0)'; +}; + +Window_Base.prototype.canvasToLocalX = function (x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Window_Base.prototype.canvasToLocalY = function (y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +Window_Base.prototype.reserveFaceImages = function () { + $gameParty.members().forEach(function (actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +//----------------------------------------------------------------------------- +// Window_Selectable +// +// The window class with cursor movement and scroll functions. + +function Window_Selectable() { + this.initialize.apply(this, arguments); +} + +Window_Selectable.prototype = Object.create(Window_Base.prototype); +Window_Selectable.prototype.constructor = Window_Selectable; + +Window_Selectable.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._index = -1; + this._cursorFixed = false; + this._cursorAll = false; + this._stayCount = 0; + this._helpWindow = null; + this._handlers = {}; + this._touching = false; + this._scrollX = 0; + this._scrollY = 0; + this.deactivate(); +}; + +Window_Selectable.prototype.index = function () { + return this._index; +}; + +Window_Selectable.prototype.cursorFixed = function () { + return this._cursorFixed; +}; + +Window_Selectable.prototype.setCursorFixed = function (cursorFixed) { + this._cursorFixed = cursorFixed; +}; + +Window_Selectable.prototype.cursorAll = function () { + return this._cursorAll; +}; + +Window_Selectable.prototype.setCursorAll = function (cursorAll) { + this._cursorAll = cursorAll; +}; + +Window_Selectable.prototype.maxCols = function () { + return 1; +}; + +Window_Selectable.prototype.maxItems = function () { + return 0; +}; + +Window_Selectable.prototype.spacing = function () { + return 12; +}; + +Window_Selectable.prototype.itemWidth = function () { + return Math.floor((this.width - this.padding * 2 + + this.spacing()) / this.maxCols() - this.spacing()); +}; + +Window_Selectable.prototype.itemHeight = function () { + return this.lineHeight(); +}; + +Window_Selectable.prototype.maxRows = function () { + return Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1); +}; + +Window_Selectable.prototype.activate = function () { + Window_Base.prototype.activate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.deactivate = function () { + Window_Base.prototype.deactivate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.select = function (index) { + this._index = index; + this._stayCount = 0; + this.ensureCursorVisible(); + this.updateCursor(); + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.deselect = function () { + this.select(-1); +}; + +Window_Selectable.prototype.reselect = function () { + this.select(this._index); +}; + +Window_Selectable.prototype.row = function () { + return Math.floor(this.index() / this.maxCols()); +}; + +Window_Selectable.prototype.topRow = function () { + return Math.floor(this._scrollY / this.itemHeight()); +}; + +Window_Selectable.prototype.maxTopRow = function () { + return Math.max(0, this.maxRows() - this.maxPageRows()); +}; + +Window_Selectable.prototype.setTopRow = function (row) { + var scrollY = row.clamp(0, this.maxTopRow()) * this.itemHeight(); + if (this._scrollY !== scrollY) { + this._scrollY = scrollY; + this.refresh(); + this.updateCursor(); + } +}; + +Window_Selectable.prototype.resetScroll = function () { + this.setTopRow(0); +}; + +Window_Selectable.prototype.maxPageRows = function () { + var pageHeight = this.height - this.padding * 2; + return Math.floor(pageHeight / this.itemHeight()); +}; + +Window_Selectable.prototype.maxPageItems = function () { + return this.maxPageRows() * this.maxCols(); +}; + +Window_Selectable.prototype.isHorizontal = function () { + return this.maxPageRows() === 1; +}; + +Window_Selectable.prototype.bottomRow = function () { + return Math.max(0, this.topRow() + this.maxPageRows() - 1); +}; + +Window_Selectable.prototype.setBottomRow = function (row) { + this.setTopRow(row - (this.maxPageRows() - 1)); +}; + +Window_Selectable.prototype.topIndex = function () { + return this.topRow() * this.maxCols(); +}; + +Window_Selectable.prototype.itemRect = function (index) { + var rect = new Rectangle(); + var maxCols = this.maxCols(); + rect.width = this.itemWidth(); + rect.height = this.itemHeight(); + rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; + rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; + return rect; +}; + +Window_Selectable.prototype.itemRectForText = function (index) { + var rect = this.itemRect(index); + rect.x += this.textPadding(); + rect.width -= this.textPadding() * 2; + return rect; +}; + +Window_Selectable.prototype.setHelpWindow = function (helpWindow) { + this._helpWindow = helpWindow; + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.showHelpWindow = function () { + if (this._helpWindow) { + this._helpWindow.show(); + } +}; + +Window_Selectable.prototype.hideHelpWindow = function () { + if (this._helpWindow) { + this._helpWindow.hide(); + } +}; + +Window_Selectable.prototype.setHandler = function (symbol, method) { + this._handlers[symbol] = method; +}; + +Window_Selectable.prototype.isHandled = function (symbol) { + return !!this._handlers[symbol]; +}; + +Window_Selectable.prototype.callHandler = function (symbol) { + if (this.isHandled(symbol)) { + this._handlers[symbol](); + } +}; + +Window_Selectable.prototype.isOpenAndActive = function () { + return this.isOpen() && this.active; +}; + +Window_Selectable.prototype.isCursorMovable = function () { + return (this.isOpenAndActive() && !this._cursorFixed && + !this._cursorAll && this.maxItems() > 0); +}; + +Window_Selectable.prototype.cursorDown = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index < maxItems - maxCols || (wrap && maxCols === 1)) { + this.select((index + maxCols) % maxItems); + } +}; + +Window_Selectable.prototype.cursorUp = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index >= maxCols || (wrap && maxCols === 1)) { + this.select((index - maxCols + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorRight = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) { + this.select((index + 1) % maxItems); + } +}; + +Window_Selectable.prototype.cursorLeft = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) { + this.select((index - 1 + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorPagedown = function () { + var index = this.index(); + var maxItems = this.maxItems(); + if (this.topRow() + this.maxPageRows() < this.maxRows()) { + this.setTopRow(this.topRow() + this.maxPageRows()); + this.select(Math.min(index + this.maxPageItems(), maxItems - 1)); + } +}; + +Window_Selectable.prototype.cursorPageup = function () { + var index = this.index(); + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - this.maxPageRows()); + this.select(Math.max(index - this.maxPageItems(), 0)); + } +}; + +Window_Selectable.prototype.scrollDown = function () { + if (this.topRow() + 1 < this.maxRows()) { + this.setTopRow(this.topRow() + 1); + } +}; + +Window_Selectable.prototype.scrollUp = function () { + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - 1); + } +}; + +Window_Selectable.prototype.update = function () { + Window_Base.prototype.update.call(this); + this.updateArrows(); + this.processCursorMove(); + this.processHandling(); + this.processWheel(); + this.processTouch(); + this._stayCount++; +}; + +Window_Selectable.prototype.updateArrows = function () { + var topRow = this.topRow(); + var maxTopRow = this.maxTopRow(); + this.downArrowVisible = maxTopRow > 0 && topRow < maxTopRow; + this.upArrowVisible = topRow > 0; +}; + +Window_Selectable.prototype.processCursorMove = function () { + if (this.isCursorMovable()) { + var lastIndex = this.index(); + if (Input.isRepeated('down')) { + this.cursorDown(Input.isTriggered('down')); + } + if (Input.isRepeated('up')) { + this.cursorUp(Input.isTriggered('up')); + } + if (Input.isRepeated('right')) { + this.cursorRight(Input.isTriggered('right')); + } + if (Input.isRepeated('left')) { + this.cursorLeft(Input.isTriggered('left')); + } + if (!this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.cursorPagedown(); + } + if (!this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.cursorPageup(); + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } + } +}; + +Window_Selectable.prototype.processHandling = function () { + if (this.isOpenAndActive()) { + if (this.isOkEnabled() && this.isOkTriggered()) { + this.processOk(); + } else if (this.isCancelEnabled() && this.isCancelTriggered()) { + this.processCancel(); + } else if (this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.processPagedown(); + } else if (this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.processPageup(); + } + } +}; + +Window_Selectable.prototype.processWheel = function () { + if (this.isOpenAndActive()) { + var threshold = 20; + if (TouchInput.wheelY >= threshold) { + this.scrollDown(); + } + if (TouchInput.wheelY <= -threshold) { + this.scrollUp(); + } + } +}; + +Window_Selectable.prototype.processTouch = function () { + if (this.isOpenAndActive()) { + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + this._touching = true; + this.onTouch(true); + } else if (TouchInput.isCancelled()) { + if (this.isCancelEnabled()) { + this.processCancel(); + } + } + if (this._touching) { + if (TouchInput.isPressed()) { + this.onTouch(false); + } else { + this._touching = false; + } + } + } else { + this._touching = false; + } +}; + +Window_Selectable.prototype.isTouchedInsideFrame = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_Selectable.prototype.onTouch = function (triggered) { + var lastIndex = this.index(); + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + var hitIndex = this.hitTest(x, y); + if (hitIndex >= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } +}; + +Window_Selectable.prototype.hitTest = function (x, y) { + if (this.isContentsArea(x, y)) { + var cx = x - this.padding; + var cy = y - this.padding; + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + var rect = this.itemRect(index); + var right = rect.x + rect.width; + var bottom = rect.y + rect.height; + if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) { + return index; + } + } + } + } + return -1; +}; + +Window_Selectable.prototype.isContentsArea = function (x, y) { + var left = this.padding; + var top = this.padding; + var right = this.width - this.padding; + var bottom = this.height - this.padding; + return (x >= left && y >= top && x < right && y < bottom); +}; + +Window_Selectable.prototype.isTouchOkEnabled = function () { + return this.isOkEnabled(); +}; + +Window_Selectable.prototype.isOkEnabled = function () { + return this.isHandled('ok'); +}; + +Window_Selectable.prototype.isCancelEnabled = function () { + return this.isHandled('cancel'); +}; + +Window_Selectable.prototype.isOkTriggered = function () { + return Input.isRepeated('ok'); +}; + +Window_Selectable.prototype.isCancelTriggered = function () { + return Input.isRepeated('cancel'); +}; + +Window_Selectable.prototype.processOk = function () { + if (this.isCurrentItemEnabled()) { + this.playOkSound(); + this.updateInputData(); + this.deactivate(); + this.callOkHandler(); + } else { + this.playBuzzerSound(); + } +}; + +Window_Selectable.prototype.playOkSound = function () { + SoundManager.playOk(); +}; + +Window_Selectable.prototype.playBuzzerSound = function () { + SoundManager.playBuzzer(); +}; + +Window_Selectable.prototype.callOkHandler = function () { + this.callHandler('ok'); +}; + +Window_Selectable.prototype.processCancel = function () { + SoundManager.playCancel(); + this.updateInputData(); + this.deactivate(); + this.callCancelHandler(); +}; + +Window_Selectable.prototype.callCancelHandler = function () { + this.callHandler('cancel'); +}; + +Window_Selectable.prototype.processPageup = function () { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pageup'); +}; + +Window_Selectable.prototype.processPagedown = function () { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pagedown'); +}; + +Window_Selectable.prototype.updateInputData = function () { + Input.update(); + TouchInput.update(); +}; + +Window_Selectable.prototype.updateCursor = function () { + if (this._cursorAll) { + var allRowsHeight = this.maxRows() * this.itemHeight(); + this.setCursorRect(0, 0, this.contents.width, allRowsHeight); + this.setTopRow(0); + } else if (this.isCursorVisible()) { + var rect = this.itemRect(this.index()); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); + } else { + this.setCursorRect(0, 0, 0, 0); + } +}; + +Window_Selectable.prototype.isCursorVisible = function () { + var row = this.row(); + return row >= this.topRow() && row <= this.bottomRow(); +}; + +Window_Selectable.prototype.ensureCursorVisible = function () { + var row = this.row(); + if (row < this.topRow()) { + this.setTopRow(row); + } else if (row > this.bottomRow()) { + this.setBottomRow(row); + } +}; + +Window_Selectable.prototype.callUpdateHelp = function () { + if (this.active && this._helpWindow) { + this.updateHelp(); + } +}; + +Window_Selectable.prototype.updateHelp = function () { + this._helpWindow.clear(); +}; + +Window_Selectable.prototype.setHelpWindowItem = function (item) { + if (this._helpWindow) { + this._helpWindow.setItem(item); + } +}; + +Window_Selectable.prototype.isCurrentItemEnabled = function () { + return true; +}; + +Window_Selectable.prototype.drawAllItems = function () { + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + this.drawItem(index); + } + } +}; + +Window_Selectable.prototype.drawItem = function (index) { +}; + +Window_Selectable.prototype.clearItem = function (index) { + var rect = this.itemRect(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_Selectable.prototype.redrawItem = function (index) { + if (index >= 0) { + this.clearItem(index); + this.drawItem(index); + } +}; + +Window_Selectable.prototype.redrawCurrentItem = function () { + this.redrawItem(this.index()); +}; + +Window_Selectable.prototype.refresh = function () { + if (this.contents) { + this.contents.clear(); + this.drawAllItems(); + } +}; + +//----------------------------------------------------------------------------- +// Window_Command +// +// The superclass of windows for selecting a command. + +function Window_Command() { + this.initialize.apply(this, arguments); +} + +Window_Command.prototype = Object.create(Window_Selectable.prototype); +Window_Command.prototype.constructor = Window_Command; + +Window_Command.prototype.initialize = function (x, y) { + this.clearCommandList(); + this.makeCommandList(); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.select(0); + this.activate(); +}; + +Window_Command.prototype.windowWidth = function () { + return 240; +}; + +Window_Command.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Command.prototype.numVisibleRows = function () { + return Math.ceil(this.maxItems() / this.maxCols()); +}; + +Window_Command.prototype.maxItems = function () { + return this._list.length; +}; + +Window_Command.prototype.clearCommandList = function () { + this._list = []; +}; + +Window_Command.prototype.makeCommandList = function () { +}; + +Window_Command.prototype.addCommand = function (name, symbol, enabled, ext) { + if (enabled === undefined) { + enabled = true; + } + if (ext === undefined) { + ext = null; + } + this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext }); +}; + +Window_Command.prototype.commandName = function (index) { + return this._list[index].name; +}; + +Window_Command.prototype.commandSymbol = function (index) { + return this._list[index].symbol; +}; + +Window_Command.prototype.isCommandEnabled = function (index) { + return this._list[index].enabled; +}; + +Window_Command.prototype.currentData = function () { + return this.index() >= 0 ? this._list[this.index()] : null; +}; + +Window_Command.prototype.isCurrentItemEnabled = function () { + return this.currentData() ? this.currentData().enabled : false; +}; + +Window_Command.prototype.currentSymbol = function () { + return this.currentData() ? this.currentData().symbol : null; +}; + +Window_Command.prototype.currentExt = function () { + return this.currentData() ? this.currentData().ext : null; +}; + +Window_Command.prototype.findSymbol = function (symbol) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].symbol === symbol) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectSymbol = function (symbol) { + var index = this.findSymbol(symbol); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.findExt = function (ext) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].ext === ext) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectExt = function (ext) { + var index = this.findExt(ext); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align); +}; + +Window_Command.prototype.itemTextAlign = function () { + return 'left'; +}; + +Window_Command.prototype.isOkEnabled = function () { + return true; +}; + +Window_Command.prototype.callOkHandler = function () { + var symbol = this.currentSymbol(); + if (this.isHandled(symbol)) { + this.callHandler(symbol); + } else if (this.isHandled('ok')) { + Window_Selectable.prototype.callOkHandler.call(this); + } else { + this.activate(); + } +}; + +Window_Command.prototype.refresh = function () { + this.clearCommandList(); + this.makeCommandList(); + this.createContents(); + Window_Selectable.prototype.refresh.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_HorzCommand +// +// The command window for the horizontal selection format. + +function Window_HorzCommand() { + this.initialize.apply(this, arguments); +} + +Window_HorzCommand.prototype = Object.create(Window_Command.prototype); +Window_HorzCommand.prototype.constructor = Window_HorzCommand; + +Window_HorzCommand.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); +}; + +Window_HorzCommand.prototype.numVisibleRows = function () { + return 1; +}; + +Window_HorzCommand.prototype.maxCols = function () { + return 4; +}; + +Window_HorzCommand.prototype.itemTextAlign = function () { + return 'center'; +}; + +//----------------------------------------------------------------------------- +// Window_Help +// +// The window for displaying the description of the selected item. + +function Window_Help() { + this.initialize.apply(this, arguments); +} + +Window_Help.prototype = Object.create(Window_Base.prototype); +Window_Help.prototype.constructor = Window_Help; + +Window_Help.prototype.initialize = function (numLines) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(numLines || 2); + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this._text = ''; +}; + +Window_Help.prototype.setText = function (text) { + if (this._text !== text) { + this._text = text; + this.refresh(); + } +}; + +Window_Help.prototype.clear = function () { + this.setText(''); +}; + +Window_Help.prototype.setItem = function (item) { + this.setText(item ? item.description : ''); +}; + +Window_Help.prototype.refresh = function () { + this.contents.clear(); + this.drawTextEx(this._text, this.textPadding(), 0); +}; + +//----------------------------------------------------------------------------- +// Window_Gold +// +// The window for displaying the party's gold. + +function Window_Gold() { + this.initialize.apply(this, arguments); +} + +Window_Gold.prototype = Object.create(Window_Base.prototype); +Window_Gold.prototype.constructor = Window_Gold; + +Window_Gold.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this.refresh(); +}; + +Window_Gold.prototype.windowWidth = function () { + return 240; +}; + +Window_Gold.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_Gold.prototype.refresh = function () { + var x = this.textPadding(); + var width = this.contents.width - this.textPadding() * 2; + this.contents.clear(); + this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width); +}; + +Window_Gold.prototype.value = function () { + return $gameParty.gold(); +}; + +Window_Gold.prototype.currencyUnit = function () { + return TextManager.currencyUnit; +}; + +Window_Gold.prototype.open = function () { + this.refresh(); + Window_Base.prototype.open.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_MenuCommand +// +// The window for selecting a command on the menu screen. + +function Window_MenuCommand() { + this.initialize.apply(this, arguments); +} + +Window_MenuCommand.prototype = Object.create(Window_Command.prototype); +Window_MenuCommand.prototype.constructor = Window_MenuCommand; + +Window_MenuCommand.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this.selectLast(); +}; + +Window_MenuCommand._lastCommandSymbol = null; + +Window_MenuCommand.initCommandPosition = function () { + this._lastCommandSymbol = null; +}; + +Window_MenuCommand.prototype.windowWidth = function () { + return 240; +}; + +Window_MenuCommand.prototype.numVisibleRows = function () { + return this.maxItems(); +}; + +Window_MenuCommand.prototype.makeCommandList = function () { + this.addMainCommands(); + this.addFormationCommand(); + this.addOriginalCommands(); + this.addOptionsCommand(); + this.addSaveCommand(); + this.addGameEndCommand(); +}; + +Window_MenuCommand.prototype.addMainCommands = function () { + var enabled = this.areMainCommandsEnabled(); + if (this.needsCommand('item')) { + this.addCommand(TextManager.item, 'item', enabled); + } + if (this.needsCommand('skill')) { + this.addCommand(TextManager.skill, 'skill', enabled); + } + if (this.needsCommand('equip')) { + this.addCommand(TextManager.equip, 'equip', enabled); + } + if (this.needsCommand('status')) { + this.addCommand(TextManager.status, 'status', enabled); + } +}; + +Window_MenuCommand.prototype.addFormationCommand = function () { + if (this.needsCommand('formation')) { + var enabled = this.isFormationEnabled(); + this.addCommand(TextManager.formation, 'formation', enabled); + } +}; + +Window_MenuCommand.prototype.addOriginalCommands = function () { +}; + +Window_MenuCommand.prototype.addOptionsCommand = function () { + if (this.needsCommand('options')) { + var enabled = this.isOptionsEnabled(); + this.addCommand(TextManager.options, 'options', enabled); + } +}; + +Window_MenuCommand.prototype.addSaveCommand = function () { + if (this.needsCommand('save')) { + var enabled = this.isSaveEnabled(); + this.addCommand(TextManager.save, 'save', enabled); + } +}; + +Window_MenuCommand.prototype.addGameEndCommand = function () { + var enabled = this.isGameEndEnabled(); + this.addCommand(TextManager.gameEnd, 'gameEnd', enabled); +}; + +Window_MenuCommand.prototype.needsCommand = function (name) { + var flags = $dataSystem.menuCommands; + if (flags) { + switch (name) { + case 'item': + return flags[0]; + case 'skill': + return flags[1]; + case 'equip': + return flags[2]; + case 'status': + return flags[3]; + case 'formation': + return flags[4]; + case 'save': + return flags[5]; + } + } + return true; +}; + +Window_MenuCommand.prototype.areMainCommandsEnabled = function () { + return $gameParty.exists(); +}; + +Window_MenuCommand.prototype.isFormationEnabled = function () { + return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled(); +}; + +Window_MenuCommand.prototype.isOptionsEnabled = function () { + return true; +}; + +Window_MenuCommand.prototype.isSaveEnabled = function () { + return !DataManager.isEventTest() && $gameSystem.isSaveEnabled(); +}; + +Window_MenuCommand.prototype.isGameEndEnabled = function () { + return true; +}; + +Window_MenuCommand.prototype.processOk = function () { + Window_MenuCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_MenuCommand.prototype.selectLast = function () { + this.selectSymbol(Window_MenuCommand._lastCommandSymbol); +}; + +//----------------------------------------------------------------------------- +// Window_MenuStatus +// +// The window for displaying party member status on the menu screen. + +function Window_MenuStatus() { + this.initialize.apply(this, arguments); +} + +Window_MenuStatus.prototype = Object.create(Window_Selectable.prototype); +Window_MenuStatus.prototype.constructor = Window_MenuStatus; + +Window_MenuStatus.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._formationMode = false; + this._pendingIndex = -1; + this.refresh(); +}; + +Window_MenuStatus.prototype.windowWidth = function () { + return Graphics.boxWidth - 240; +}; + +Window_MenuStatus.prototype.windowHeight = function () { + return Graphics.boxHeight; +}; + +Window_MenuStatus.prototype.maxItems = function () { + return $gameParty.size(); +}; + +Window_MenuStatus.prototype.itemHeight = function () { + var clientHeight = this.height - this.padding * 2; + return Math.floor(clientHeight / this.numVisibleRows()); +}; + +Window_MenuStatus.prototype.numVisibleRows = function () { + return 4; +}; + +Window_MenuStatus.prototype.loadImages = function () { + $gameParty.members().forEach(function (actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +Window_MenuStatus.prototype.drawItem = function (index) { + this.drawItemBackground(index); + this.drawItemImage(index); + this.drawItemStatus(index); +}; + +Window_MenuStatus.prototype.drawItemBackground = function (index) { + if (index === this._pendingIndex) { + var rect = this.itemRect(index); + var color = this.pendingColor(); + this.changePaintOpacity(false); + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.changePaintOpacity(true); + } +}; + +Window_MenuStatus.prototype.drawItemImage = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + this.changePaintOpacity(actor.isBattleMember()); + this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight); + this.changePaintOpacity(true); +}; + +Window_MenuStatus.prototype.drawItemStatus = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + var x = rect.x + 162; + var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; + var width = rect.width - x - this.textPadding(); + this.drawActorSimpleStatus(actor, x, y, width); +}; + +Window_MenuStatus.prototype.processOk = function () { + Window_Selectable.prototype.processOk.call(this); + $gameParty.setMenuActor($gameParty.members()[this.index()]); +}; + +Window_MenuStatus.prototype.isCurrentItemEnabled = function () { + if (this._formationMode) { + var actor = $gameParty.members()[this.index()]; + return actor && actor.isFormationChangeOk(); + } else { + return true; + } +}; + +Window_MenuStatus.prototype.selectLast = function () { + this.select($gameParty.menuActor().index() || 0); +}; + +Window_MenuStatus.prototype.formationMode = function () { + return this._formationMode; +}; + +Window_MenuStatus.prototype.setFormationMode = function (formationMode) { + this._formationMode = formationMode; +}; + +Window_MenuStatus.prototype.pendingIndex = function () { + return this._pendingIndex; +}; + +Window_MenuStatus.prototype.setPendingIndex = function (index) { + var lastPendingIndex = this._pendingIndex; + this._pendingIndex = index; + this.redrawItem(this._pendingIndex); + this.redrawItem(lastPendingIndex); +}; + +//----------------------------------------------------------------------------- +// Window_MenuActor +// +// The window for selecting a target actor on the item and skill screens. + +function Window_MenuActor() { + this.initialize.apply(this, arguments); +} + +Window_MenuActor.prototype = Object.create(Window_MenuStatus.prototype); +Window_MenuActor.prototype.constructor = Window_MenuActor; + +Window_MenuActor.prototype.initialize = function () { + Window_MenuStatus.prototype.initialize.call(this, 0, 0); + this.hide(); +}; + +Window_MenuActor.prototype.processOk = function () { + if (!this.cursorAll()) { + $gameParty.setTargetActor($gameParty.members()[this.index()]); + } + this.callOkHandler(); +}; + +Window_MenuActor.prototype.selectLast = function () { + this.select($gameParty.targetActor().index() || 0); +}; + +Window_MenuActor.prototype.selectForItem = function (item) { + var actor = $gameParty.menuActor(); + var action = new Game_Action(actor); + action.setItemObject(item); + this.setCursorFixed(false); + this.setCursorAll(false); + if (action.isForUser()) { + if (DataManager.isSkill(item)) { + this.setCursorFixed(true); + this.select(actor.index()); + } else { + this.selectLast(); + } + } else if (action.isForAll()) { + this.setCursorAll(true); + this.select(0); + } else { + this.selectLast(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ItemCategory +// +// The window for selecting a category of items on the item and shop screens. + +function Window_ItemCategory() { + this.initialize.apply(this, arguments); +} + +Window_ItemCategory.prototype = Object.create(Window_HorzCommand.prototype); +Window_ItemCategory.prototype.constructor = Window_ItemCategory; + +Window_ItemCategory.prototype.initialize = function () { + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ItemCategory.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_ItemCategory.prototype.maxCols = function () { + return 4; +}; + +Window_ItemCategory.prototype.update = function () { + Window_HorzCommand.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setCategory(this.currentSymbol()); + } +}; + +Window_ItemCategory.prototype.makeCommandList = function () { + this.addCommand(TextManager.item, 'item'); + this.addCommand(TextManager.weapon, 'weapon'); + this.addCommand(TextManager.armor, 'armor'); + this.addCommand(TextManager.keyItem, 'keyItem'); +}; + +Window_ItemCategory.prototype.setItemWindow = function (itemWindow) { + this._itemWindow = itemWindow; +}; + +//----------------------------------------------------------------------------- +// Window_ItemList +// +// The window for selecting an item on the item screen. + +function Window_ItemList() { + this.initialize.apply(this, arguments); +} + +Window_ItemList.prototype = Object.create(Window_Selectable.prototype); +Window_ItemList.prototype.constructor = Window_ItemList; + +Window_ItemList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._category = 'none'; + this._data = []; +}; + +Window_ItemList.prototype.setCategory = function (category) { + if (this._category !== category) { + this._category = category; + this.refresh(); + this.resetScroll(); + } +}; + +Window_ItemList.prototype.maxCols = function () { + return 2; +}; + +Window_ItemList.prototype.spacing = function () { + return 48; +}; + +Window_ItemList.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_ItemList.prototype.item = function () { + var index = this.index(); + return this._data && index >= 0 ? this._data[index] : null; +}; + +Window_ItemList.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this.item()); +}; + +Window_ItemList.prototype.includes = function (item) { + switch (this._category) { + case 'item': + return DataManager.isItem(item) && item.itypeId === 1; + case 'weapon': + return DataManager.isWeapon(item); + case 'armor': + return DataManager.isArmor(item); + case 'keyItem': + return DataManager.isItem(item) && item.itypeId === 2; + default: + return false; + } +}; + +Window_ItemList.prototype.needsNumber = function () { + return true; +}; + +Window_ItemList.prototype.isEnabled = function (item) { + return $gameParty.canUse(item); +}; + +Window_ItemList.prototype.makeItemList = function () { + this._data = $gameParty.allItems().filter(function (item) { + return this.includes(item); + }, this); + if (this.includes(null)) { + this._data.push(null); + } +}; + +Window_ItemList.prototype.selectLast = function () { + var index = this._data.indexOf($gameParty.lastItem()); + this.select(index >= 0 ? index : 0); +}; + +Window_ItemList.prototype.drawItem = function (index) { + var item = this._data[index]; + if (item) { + var numberWidth = this.numberWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(item, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_ItemList.prototype.numberWidth = function () { + return this.textWidth('000'); +}; + +Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) { + if (this.needsNumber()) { + this.drawText(':', x, y, width - this.textWidth('00'), 'right'); + this.drawText($gameParty.numItems(item), x, y, width, 'right'); + } +}; + +Window_ItemList.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); +}; + +Window_ItemList.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_SkillType +// +// The window for selecting a skill type on the skill screen. + +function Window_SkillType() { + this.initialize.apply(this, arguments); +} + +Window_SkillType.prototype = Object.create(Window_Command.prototype); +Window_SkillType.prototype.constructor = Window_SkillType; + +Window_SkillType.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this._actor = null; +}; + +Window_SkillType.prototype.windowWidth = function () { + return 240; +}; + +Window_SkillType.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.selectLast(); + } +}; + +Window_SkillType.prototype.numVisibleRows = function () { + return 4; +}; + +Window_SkillType.prototype.makeCommandList = function () { + if (this._actor) { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { + return a - b; + }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); + } +}; + +Window_SkillType.prototype.update = function () { + Window_Command.prototype.update.call(this); + if (this._skillWindow) { + this._skillWindow.setStypeId(this.currentExt()); + } +}; + +Window_SkillType.prototype.setSkillWindow = function (skillWindow) { + this._skillWindow = skillWindow; +}; + +Window_SkillType.prototype.selectLast = function () { + var skill = this._actor.lastMenuSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } else { + this.select(0); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillStatus +// +// The window for displaying the skill user's status on the skill screen. + +function Window_SkillStatus() { + this.initialize.apply(this, arguments); +} + +Window_SkillStatus.prototype = Object.create(Window_Base.prototype); +Window_SkillStatus.prototype.constructor = Window_SkillStatus; + +Window_SkillStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; +}; + +Window_SkillStatus.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_SkillStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + var y = h / 2 - this.lineHeight() * 1.5; + var width = w - 162 - this.textPadding(); + this.drawActorFace(this._actor, 0, 0, 144, h); + this.drawActorSimpleStatus(this._actor, 162, y, width); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillList +// +// The window for selecting a skill on the skill screen. + +function Window_SkillList() { + this.initialize.apply(this, arguments); +} + +Window_SkillList.prototype = Object.create(Window_Selectable.prototype); +Window_SkillList.prototype.constructor = Window_SkillList; + +Window_SkillList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._stypeId = 0; + this._data = []; +}; + +Window_SkillList.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.setStypeId = function (stypeId) { + if (this._stypeId !== stypeId) { + this._stypeId = stypeId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.maxCols = function () { + return 2; +}; + +Window_SkillList.prototype.spacing = function () { + return 48; +}; + +Window_SkillList.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_SkillList.prototype.item = function () { + return this._data && this.index() >= 0 ? this._data[this.index()] : null; +}; + +Window_SkillList.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this._data[this.index()]); +}; + +Window_SkillList.prototype.includes = function (item) { + return item && item.stypeId === this._stypeId; +}; + +Window_SkillList.prototype.isEnabled = function (item) { + return this._actor && this._actor.canUse(item); +}; + +Window_SkillList.prototype.makeItemList = function () { + if (this._actor) { + this._data = this._actor.skills().filter(function (item) { + return this.includes(item); + }, this); + } else { + this._data = []; + } +}; + +Window_SkillList.prototype.selectLast = function () { + var skill; + if ($gameParty.inBattle()) { + skill = this._actor.lastBattleSkill(); + } else { + skill = this._actor.lastMenuSkill(); + } + var index = this._data.indexOf(skill); + this.select(index >= 0 ? index : 0); +}; + +Window_SkillList.prototype.drawItem = function (index) { + var skill = this._data[index]; + if (skill) { + var costWidth = this.costWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(skill)); + this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth); + this.drawSkillCost(skill, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_SkillList.prototype.costWidth = function () { + return this.textWidth('000'); +}; + +Window_SkillList.prototype.drawSkillCost = function (skill, x, y, width) { + if (this._actor.skillTpCost(skill) > 0) { + this.changeTextColor(this.tpCostColor()); + this.drawText(this._actor.skillTpCost(skill), x, y, width, 'right'); + } else if (this._actor.skillMpCost(skill) > 0) { + this.changeTextColor(this.mpCostColor()); + this.drawText(this._actor.skillMpCost(skill), x, y, width, 'right'); + } +}; + +Window_SkillList.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); +}; + +Window_SkillList.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_EquipStatus +// +// The window for displaying parameter changes on the equipment screen. + +function Window_EquipStatus() { + this.initialize.apply(this, arguments); +} + +Window_EquipStatus.prototype = Object.create(Window_Base.prototype); +Window_EquipStatus.prototype.constructor = Window_EquipStatus; + +Window_EquipStatus.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._tempActor = null; + this.refresh(); +}; + +Window_EquipStatus.prototype.windowWidth = function () { + return 312; +}; + +Window_EquipStatus.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EquipStatus.prototype.numVisibleRows = function () { + return 7; +}; + +Window_EquipStatus.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + this.drawActorName(this._actor, this.textPadding(), 0); + for (var i = 0; i < 6; i++) { + this.drawItem(0, this.lineHeight() * (1 + i), 2 + i); + } + } +}; + +Window_EquipStatus.prototype.setTempActor = function (tempActor) { + if (this._tempActor !== tempActor) { + this._tempActor = tempActor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.drawItem = function (x, y, paramId) { + this.drawParamName(x + this.textPadding(), y, paramId); + if (this._actor) { + this.drawCurrentParam(x + 140, y, paramId); + } + this.drawRightArrow(x + 188, y); + if (this._tempActor) { + this.drawNewParam(x + 222, y, paramId); + } +}; + +Window_EquipStatus.prototype.drawParamName = function (x, y, paramId) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y, 120); +}; + +Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) { + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawRightArrow = function (x, y) { + this.changeTextColor(this.systemColor()); + this.drawText('\u2192', x, y, 32, 'center'); +}; + +Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) { + var newValue = this._tempActor.param(paramId); + var diffvalue = newValue - this._actor.param(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(newValue, x, y, 48, 'right'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipCommand +// +// The window for selecting a command on the equipment screen. + +function Window_EquipCommand() { + this.initialize.apply(this, arguments); +} + +Window_EquipCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_EquipCommand.prototype.constructor = Window_EquipCommand; + +Window_EquipCommand.prototype.initialize = function (x, y, width) { + this._windowWidth = width; + Window_HorzCommand.prototype.initialize.call(this, x, y); +}; + +Window_EquipCommand.prototype.windowWidth = function () { + return this._windowWidth; +}; + +Window_EquipCommand.prototype.maxCols = function () { + return 3; +}; + +Window_EquipCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.equip2, 'equip'); + this.addCommand(TextManager.optimize, 'optimize'); + this.addCommand(TextManager.clear, 'clear'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipSlot +// +// The window for selecting an equipment slot on the equipment screen. + +function Window_EquipSlot() { + this.initialize.apply(this, arguments); +} + +Window_EquipSlot.prototype = Object.create(Window_Selectable.prototype); +Window_EquipSlot.prototype.constructor = Window_EquipSlot; + +Window_EquipSlot.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this.refresh(); +}; + +Window_EquipSlot.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipSlot.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setSlotId(this.index()); + } +}; + +Window_EquipSlot.prototype.maxItems = function () { + return this._actor ? this._actor.equipSlots().length : 0; +}; + +Window_EquipSlot.prototype.item = function () { + return this._actor ? this._actor.equips()[this.index()] : null; +}; + +Window_EquipSlot.prototype.drawItem = function (index) { + if (this._actor) { + var rect = this.itemRectForText(index); + this.changeTextColor(this.systemColor()); + this.changePaintOpacity(this.isEnabled(index)); + this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight()); + this.drawItemName(this._actor.equips()[index], rect.x + 88, rect.y); + this.changePaintOpacity(true); + } +}; + +Window_EquipSlot.prototype.slotName = function (index) { + var slots = this._actor.equipSlots(); + return this._actor ? $dataSystem.equipTypes[slots[index]] : ''; +}; + +Window_EquipSlot.prototype.isEnabled = function (index) { + return this._actor ? this._actor.isEquipChangeOk(index) : false; +}; + +Window_EquipSlot.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this.index()); +}; + +Window_EquipSlot.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipSlot.prototype.setItemWindow = function (itemWindow) { + this._itemWindow = itemWindow; +}; + +Window_EquipSlot.prototype.updateHelp = function () { + Window_Selectable.prototype.updateHelp.call(this); + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setTempActor(null); + } +}; + +//----------------------------------------------------------------------------- +// Window_EquipItem +// +// The window for selecting an equipment item on the equipment screen. + +function Window_EquipItem() { + this.initialize.apply(this, arguments); +} + +Window_EquipItem.prototype = Object.create(Window_ItemList.prototype); +Window_EquipItem.prototype.constructor = Window_EquipItem; + +Window_EquipItem.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._slotId = 0; +}; + +Window_EquipItem.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.setSlotId = function (slotId) { + if (this._slotId !== slotId) { + this._slotId = slotId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.includes = function (item) { + if (item === null) { + return true; + } + if (this._slotId < 0 || item.etypeId !== this._actor.equipSlots()[this._slotId]) { + return false; + } + return this._actor.canEquip(item); +}; + +Window_EquipItem.prototype.isEnabled = function (item) { + return true; +}; + +Window_EquipItem.prototype.selectLast = function () { +}; + +Window_EquipItem.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipItem.prototype.updateHelp = function () { + Window_ItemList.prototype.updateHelp.call(this); + if (this._actor && this._statusWindow) { + var actor = JsonEx.makeDeepCopy(this._actor); + actor.forceChangeEquip(this._slotId, this.item()); + this._statusWindow.setTempActor(actor); + } +}; + +Window_EquipItem.prototype.playOkSound = function () { +}; + +//----------------------------------------------------------------------------- +// Window_Status +// +// The window for displaying full status on the status screen. + +function Window_Status() { + this.initialize.apply(this, arguments); +} + +Window_Status.prototype = Object.create(Window_Selectable.prototype); +Window_Status.prototype.constructor = Window_Status; + +Window_Status.prototype.initialize = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this._actor = null; + this.refresh(); + this.activate(); +}; + +Window_Status.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_Status.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + var lineHeight = this.lineHeight(); + this.drawBlock1(lineHeight * 0); + this.drawHorzLine(lineHeight * 1); + this.drawBlock2(lineHeight * 2); + this.drawHorzLine(lineHeight * 6); + this.drawBlock3(lineHeight * 7); + this.drawHorzLine(lineHeight * 13); + this.drawBlock4(lineHeight * 14); + } +}; + +Window_Status.prototype.drawBlock1 = function (y) { + this.drawActorName(this._actor, 6, y); + this.drawActorClass(this._actor, 192, y); + this.drawActorNickname(this._actor, 432, y); +}; + +Window_Status.prototype.drawBlock2 = function (y) { + this.drawActorFace(this._actor, 12, y); + this.drawBasicInfo(204, y); + this.drawExpInfo(456, y); +}; + +Window_Status.prototype.drawBlock3 = function (y) { + this.drawParameters(48, y); + this.drawEquipments(432, y); +}; + +Window_Status.prototype.drawBlock4 = function (y) { + this.drawProfile(6, y); +}; + +Window_Status.prototype.drawHorzLine = function (y) { + var lineY = y + this.lineHeight() / 2 - 1; + this.contents.paintOpacity = 48; + this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.lineColor()); + this.contents.paintOpacity = 255; +}; + +Window_Status.prototype.lineColor = function () { + return this.normalColor(); +}; + +Window_Status.prototype.drawBasicInfo = function (x, y) { + var lineHeight = this.lineHeight(); + this.drawActorLevel(this._actor, x, y + lineHeight * 0); + this.drawActorIcons(this._actor, x, y + lineHeight * 1); + this.drawActorHp(this._actor, x, y + lineHeight * 2); + this.drawActorMp(this._actor, x, y + lineHeight * 3); +}; + +Window_Status.prototype.drawParameters = function (x, y) { + var lineHeight = this.lineHeight(); + for (var i = 0; i < 6; i++) { + var paramId = i + 2; + var y2 = y + lineHeight * i; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y2, 160); + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x + 160, y2, 60, 'right'); + } +}; + +Window_Status.prototype.drawExpInfo = function (x, y) { + var lineHeight = this.lineHeight(); + var expTotal = TextManager.expTotal.format(TextManager.exp); + var expNext = TextManager.expNext.format(TextManager.level); + var value1 = this._actor.currentExp(); + var value2 = this._actor.nextRequiredExp(); + if (this._actor.isMaxLevel()) { + value1 = '-------'; + value2 = '-------'; + } + this.changeTextColor(this.systemColor()); + this.drawText(expTotal, x, y + lineHeight * 0, 270); + this.drawText(expNext, x, y + lineHeight * 2, 270); + this.resetTextColor(); + this.drawText(value1, x, y + lineHeight * 1, 270, 'right'); + this.drawText(value2, x, y + lineHeight * 3, 270, 'right'); +}; + +Window_Status.prototype.drawEquipments = function (x, y) { + var equips = this._actor.equips(); + var count = Math.min(equips.length, this.maxEquipmentLines()); + for (var i = 0; i < count; i++) { + this.drawItemName(equips[i], x, y + this.lineHeight() * i); + } +}; + +Window_Status.prototype.drawProfile = function (x, y) { + this.drawTextEx(this._actor.profile(), x, y); +}; + +Window_Status.prototype.maxEquipmentLines = function () { + return 6; +}; + +//----------------------------------------------------------------------------- +// Window_Options +// +// The window for changing various settings on the options screen. + +function Window_Options() { + this.initialize.apply(this, arguments); +} + +Window_Options.prototype = Object.create(Window_Command.prototype); +Window_Options.prototype.constructor = Window_Options; + +Window_Options.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); +}; + +Window_Options.prototype.windowWidth = function () { + return 400; +}; + +Window_Options.prototype.windowHeight = function () { + return this.fittingHeight(Math.min(this.numVisibleRows(), 12)); +}; + +Window_Options.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_Options.prototype.makeCommandList = function () { + this.addGeneralOptions(); + this.addVolumeOptions(); +}; + +Window_Options.prototype.addGeneralOptions = function () { + this.addCommand(TextManager.alwaysDash, 'alwaysDash'); + this.addCommand(TextManager.commandRemember, 'commandRemember'); +}; + +Window_Options.prototype.addVolumeOptions = function () { + this.addCommand(TextManager.bgmVolume, 'bgmVolume'); + this.addCommand(TextManager.bgsVolume, 'bgsVolume'); + this.addCommand(TextManager.meVolume, 'meVolume'); + this.addCommand(TextManager.seVolume, 'seVolume'); +}; + +Window_Options.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var statusWidth = this.statusWidth(); + var titleWidth = rect.width - statusWidth; + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, titleWidth, 'left'); + this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'right'); +}; + +Window_Options.prototype.statusWidth = function () { + return 120; +}; + +Window_Options.prototype.statusText = function (index) { + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + return this.volumeStatusText(value); + } else { + return this.booleanStatusText(value); + } +}; + +Window_Options.prototype.isVolumeSymbol = function (symbol) { + return symbol.contains('Volume'); +}; + +Window_Options.prototype.booleanStatusText = function (value) { + return value ? 'ON' : 'OFF'; +}; + +Window_Options.prototype.volumeStatusText = function (value) { + return value + '%'; +}; + +Window_Options.prototype.processOk = function () { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + if (value > 100) { + value = 0; + } + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, !value); + } +}; + +Window_Options.prototype.cursorRight = function (wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, true); + } +}; + +Window_Options.prototype.cursorLeft = function (wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value -= this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, false); + } +}; + +Window_Options.prototype.volumeOffset = function () { + return 20; +}; + +Window_Options.prototype.changeValue = function (symbol, value) { + var lastValue = this.getConfigValue(symbol); + if (lastValue !== value) { + this.setConfigValue(symbol, value); + this.redrawItem(this.findSymbol(symbol)); + SoundManager.playCursor(); + } +}; + +Window_Options.prototype.getConfigValue = function (symbol) { + return ConfigManager[symbol]; +}; + +Window_Options.prototype.setConfigValue = function (symbol, volume) { + ConfigManager[symbol] = volume; +}; + +//----------------------------------------------------------------------------- +// Window_SavefileList +// +// The window for selecting a save file on the save and load screens. + +function Window_SavefileList() { + this.initialize.apply(this, arguments); +} + +Window_SavefileList.prototype = Object.create(Window_Selectable.prototype); +Window_SavefileList.prototype.constructor = Window_SavefileList; + +Window_SavefileList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.activate(); + this._mode = null; +}; + +Window_SavefileList.prototype.setMode = function (mode) { + this._mode = mode; +}; + +Window_SavefileList.prototype.maxItems = function () { + return DataManager.maxSavefiles(); +}; + +Window_SavefileList.prototype.maxVisibleItems = function () { + return 5; +}; + +Window_SavefileList.prototype.itemHeight = function () { + var innerHeight = this.height - this.padding * 2; + return Math.floor(innerHeight / this.maxVisibleItems()); +}; + +Window_SavefileList.prototype.drawItem = function (index) { + var id = index + 1; + var valid = DataManager.isThisGameFile(id); + var info = DataManager.loadSavefileInfo(id); + var rect = this.itemRectForText(index); + this.resetTextColor(); + if (this._mode === 'load') { + this.changePaintOpacity(valid); + } + this.drawFileId(id, rect.x, rect.y); + if (info) { + this.changePaintOpacity(valid); + this.drawContents(info, rect, valid); + this.changePaintOpacity(true); + } +}; + +Window_SavefileList.prototype.drawFileId = function (id, x, y) { + this.drawText(TextManager.file + ' ' + id, x, y, 180); +}; + +Window_SavefileList.prototype.drawContents = function (info, rect, valid) { + var bottom = rect.y + rect.height; + if (rect.width >= 420) { + this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192); + if (valid) { + this.drawPartyCharacters(info, rect.x + 220, bottom - 4); + } + } + var lineHeight = this.lineHeight(); + var y2 = bottom - lineHeight; + if (y2 >= lineHeight) { + this.drawPlaytime(info, rect.x, y2, rect.width); + } +}; + +Window_SavefileList.prototype.drawGameTitle = function (info, x, y, width) { + if (info.title) { + this.drawText(info.title, x, y, width); + } +}; + +Window_SavefileList.prototype.drawPartyCharacters = function (info, x, y) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + var data = info.characters[i]; + this.drawCharacter(data[0], data[1], x + i * 48, y); + } + } +}; + +Window_SavefileList.prototype.drawPlaytime = function (info, x, y, width) { + if (info.playtime) { + this.drawText(info.playtime, x, y, width, 'right'); + } +}; + +Window_SavefileList.prototype.playOkSound = function () { +}; + +//----------------------------------------------------------------------------- +// Window_ShopCommand +// +// The window for selecting buy/sell on the shop screen. + +function Window_ShopCommand() { + this.initialize.apply(this, arguments); +} + +Window_ShopCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_ShopCommand.prototype.constructor = Window_ShopCommand; + +Window_ShopCommand.prototype.initialize = function (width, purchaseOnly) { + this._windowWidth = width; + this._purchaseOnly = purchaseOnly; + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ShopCommand.prototype.windowWidth = function () { + return this._windowWidth; +}; + +Window_ShopCommand.prototype.maxCols = function () { + return 3; +}; + +Window_ShopCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.buy, 'buy'); + this.addCommand(TextManager.sell, 'sell', !this._purchaseOnly); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_ShopBuy +// +// The window for selecting an item to buy on the shop screen. + +function Window_ShopBuy() { + this.initialize.apply(this, arguments); +} + +Window_ShopBuy.prototype = Object.create(Window_Selectable.prototype); +Window_ShopBuy.prototype.constructor = Window_ShopBuy; + +Window_ShopBuy.prototype.initialize = function (x, y, height, shopGoods) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._shopGoods = shopGoods; + this._money = 0; + this.refresh(); + this.select(0); +}; + +Window_ShopBuy.prototype.windowWidth = function () { + return 456; +}; + +Window_ShopBuy.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_ShopBuy.prototype.item = function () { + return this._data[this.index()]; +}; + +Window_ShopBuy.prototype.setMoney = function (money) { + this._money = money; + this.refresh(); +}; + +Window_ShopBuy.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this._data[this.index()]); +}; + +Window_ShopBuy.prototype.price = function (item) { + return this._price[this._data.indexOf(item)] || 0; +}; + +Window_ShopBuy.prototype.isEnabled = function (item) { + return (item && this.price(item) <= this._money && + !$gameParty.hasMaxItems(item)); +}; + +Window_ShopBuy.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_ShopBuy.prototype.makeItemList = function () { + this._data = []; + this._price = []; + this._shopGoods.forEach(function (goods) { + var item = null; + switch (goods[0]) { + case 0: + item = $dataItems[goods[1]]; + break; + case 1: + item = $dataWeapons[goods[1]]; + break; + case 2: + item = $dataArmors[goods[1]]; + break; + } + if (item) { + this._data.push(item); + this._price.push(goods[2] === 0 ? item.price : goods[3]); + } + }, this); +}; + +Window_ShopBuy.prototype.drawItem = function (index) { + var item = this._data[index]; + var rect = this.itemRect(index); + var priceWidth = 96; + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth); + this.drawText(this.price(item), rect.x + rect.width - priceWidth, + rect.y, priceWidth, 'right'); + this.changePaintOpacity(true); +}; + +Window_ShopBuy.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_ShopBuy.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setItem(this.item()); + } +}; + +//----------------------------------------------------------------------------- +// Window_ShopSell +// +// The window for selecting an item to sell on the shop screen. + +function Window_ShopSell() { + this.initialize.apply(this, arguments); +} + +Window_ShopSell.prototype = Object.create(Window_ItemList.prototype); +Window_ShopSell.prototype.constructor = Window_ShopSell; + +Window_ShopSell.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); +}; + +Window_ShopSell.prototype.isEnabled = function (item) { + return item && item.price > 0; +}; + +//----------------------------------------------------------------------------- +// Window_ShopNumber +// +// The window for inputting quantity of items to buy or sell on the shop +// screen. + +function Window_ShopNumber() { + this.initialize.apply(this, arguments); +} + +Window_ShopNumber.prototype = Object.create(Window_Selectable.prototype); +Window_ShopNumber.prototype.constructor = Window_ShopNumber; + +Window_ShopNumber.prototype.initialize = function (x, y, height) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._max = 1; + this._price = 0; + this._number = 1; + this._currencyUnit = TextManager.currencyUnit; + this.createButtons(); +}; + +Window_ShopNumber.prototype.windowWidth = function () { + return 456; +}; + +Window_ShopNumber.prototype.number = function () { + return this._number; +}; + +Window_ShopNumber.prototype.setup = function (item, max, price) { + this._item = item; + this._max = Math.floor(max); + this._price = price; + this._number = 1; + this.placeButtons(); + this.updateButtonsVisiblity(); + this.refresh(); +}; + +Window_ShopNumber.prototype.setCurrencyUnit = function (currencyUnit) { + this._currencyUnit = currencyUnit; + this.refresh(); +}; + +Window_ShopNumber.prototype.createButtons = function () { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 5; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * i; + var w = buttonWidth * (i === 4 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown2.bind(this)); + this._buttons[1].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[2].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[3].setClickHandler(this.onButtonUp2.bind(this)); + this._buttons[4].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_ShopNumber.prototype.placeButtons = function () { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_ShopNumber.prototype.updateButtonsVisiblity = function () { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_ShopNumber.prototype.showButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_ShopNumber.prototype.hideButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_ShopNumber.prototype.refresh = function () { + this.contents.clear(); + this.drawItemName(this._item, 0, this.itemY()); + this.drawMultiplicationSign(); + this.drawNumber(); + this.drawTotalPrice(); +}; + +Window_ShopNumber.prototype.drawMultiplicationSign = function () { + var sign = '\u00d7'; + var width = this.textWidth(sign); + var x = this.cursorX() - width * 2; + var y = this.itemY(); + this.resetTextColor(); + this.drawText(sign, x, y, width); +}; + +Window_ShopNumber.prototype.drawNumber = function () { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + this.drawText(this._number, x, y, width, 'right'); +}; + +Window_ShopNumber.prototype.drawTotalPrice = function () { + var total = this._price * this._number; + var width = this.contentsWidth() - this.textPadding(); + this.drawCurrencyValue(total, this._currencyUnit, 0, this.priceY(), width); +}; + +Window_ShopNumber.prototype.itemY = function () { + return Math.round(this.contentsHeight() / 2 - this.lineHeight() * 1.5); +}; + +Window_ShopNumber.prototype.priceY = function () { + return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2); +}; + +Window_ShopNumber.prototype.buttonY = function () { + return Math.round(this.priceY() + this.lineHeight() * 2.5); +}; + +Window_ShopNumber.prototype.cursorWidth = function () { + var digitWidth = this.textWidth('0'); + return this.maxDigits() * digitWidth + this.textPadding() * 2; +}; + +Window_ShopNumber.prototype.cursorX = function () { + return this.contentsWidth() - this.cursorWidth() - this.textPadding(); +}; + +Window_ShopNumber.prototype.maxDigits = function () { + return 2; +}; + +Window_ShopNumber.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.processNumberChange(); +}; + +Window_ShopNumber.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_ShopNumber.prototype.playOkSound = function () { +}; + +Window_ShopNumber.prototype.processNumberChange = function () { + if (this.isOpenAndActive()) { + if (Input.isRepeated('right')) { + this.changeNumber(1); + } + if (Input.isRepeated('left')) { + this.changeNumber(-1); + } + if (Input.isRepeated('up')) { + this.changeNumber(10); + } + if (Input.isRepeated('down')) { + this.changeNumber(-10); + } + } +}; + +Window_ShopNumber.prototype.changeNumber = function (amount) { + var lastNumber = this._number; + this._number = (this._number + amount).clamp(1, this._max); + if (this._number !== lastNumber) { + SoundManager.playCursor(); + this.refresh(); + } +}; + +Window_ShopNumber.prototype.updateCursor = function () { + this.setCursorRect(this.cursorX(), this.itemY(), + this.cursorWidth(), this.lineHeight()); +}; + +Window_ShopNumber.prototype.onButtonUp = function () { + this.changeNumber(1); +}; + +Window_ShopNumber.prototype.onButtonUp2 = function () { + this.changeNumber(10); +}; + +Window_ShopNumber.prototype.onButtonDown = function () { + this.changeNumber(-1); +}; + +Window_ShopNumber.prototype.onButtonDown2 = function () { + this.changeNumber(-10); +}; + +Window_ShopNumber.prototype.onButtonOk = function () { + this.processOk(); +}; + +//----------------------------------------------------------------------------- +// Window_ShopStatus +// +// The window for displaying number of items in possession and the actor's +// equipment on the shop screen. + +function Window_ShopStatus() { + this.initialize.apply(this, arguments); +} + +Window_ShopStatus.prototype = Object.create(Window_Base.prototype); +Window_ShopStatus.prototype.constructor = Window_ShopStatus; + +Window_ShopStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._pageIndex = 0; + this.refresh(); +}; + +Window_ShopStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._item) { + var x = this.textPadding(); + this.drawPossession(x, 0); + if (this.isEquipItem()) { + this.drawEquipInfo(x, this.lineHeight() * 2); + } + } +}; + +Window_ShopStatus.prototype.setItem = function (item) { + this._item = item; + this.refresh(); +}; + +Window_ShopStatus.prototype.isEquipItem = function () { + return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item); +}; + +Window_ShopStatus.prototype.drawPossession = function (x, y) { + var width = this.contents.width - this.textPadding() - x; + var possessionWidth = this.textWidth('0000'); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.possession, x, y, width - possessionWidth); + this.resetTextColor(); + this.drawText($gameParty.numItems(this._item), x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.drawEquipInfo = function (x, y) { + var members = this.statusMembers(); + for (var i = 0; i < members.length; i++) { + this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]); + } +}; + +Window_ShopStatus.prototype.statusMembers = function () { + var start = this._pageIndex * this.pageSize(); + var end = start + this.pageSize(); + return $gameParty.members().slice(start, end); +}; + +Window_ShopStatus.prototype.pageSize = function () { + return 4; +}; + +Window_ShopStatus.prototype.maxPages = function () { + return Math.floor(($gameParty.size() + this.pageSize() - 1) / this.pageSize()); +}; + +Window_ShopStatus.prototype.drawActorEquipInfo = function (x, y, actor) { + var enabled = actor.canEquip(this._item); + this.changePaintOpacity(enabled); + this.resetTextColor(); + this.drawText(actor.name(), x, y, 168); + var item1 = this.currentEquippedItem(actor, this._item.etypeId); + if (enabled) { + this.drawActorParamChange(x, y, actor, item1); + } + this.drawItemName(item1, x, y + this.lineHeight()); + this.changePaintOpacity(true); +}; + +Window_ShopStatus.prototype.drawActorParamChange = function (x, y, actor, item1) { + var width = this.contents.width - this.textPadding() - x; + var paramId = this.paramId(); + var change = this._item.params[paramId] - (item1 ? item1.params[paramId] : 0); + this.changeTextColor(this.paramchangeTextColor(change)); + this.drawText((change > 0 ? '+' : '') + change, x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.paramId = function () { + return DataManager.isWeapon(this._item) ? 2 : 3; +}; + +Window_ShopStatus.prototype.currentEquippedItem = function (actor, etypeId) { + var list = []; + var equips = actor.equips(); + var slots = actor.equipSlots(); + for (var i = 0; i < slots.length; i++) { + if (slots[i] === etypeId) { + list.push(equips[i]); + } + } + var paramId = this.paramId(); + var worstParam = Number.MAX_VALUE; + var worstItem = null; + for (var j = 0; j < list.length; j++) { + if (list[j] && list[j].params[paramId] < worstParam) { + worstParam = list[j].params[paramId]; + worstItem = list[j]; + } + } + return worstItem; +}; + +Window_ShopStatus.prototype.update = function () { + Window_Base.prototype.update.call(this); + this.updatePage(); +}; + +Window_ShopStatus.prototype.updatePage = function () { + if (this.isPageChangeEnabled() && this.isPageChangeRequested()) { + this.changePage(); + } +}; + +Window_ShopStatus.prototype.isPageChangeEnabled = function () { + return this.visible && this.maxPages() >= 2; +}; + +Window_ShopStatus.prototype.isPageChangeRequested = function () { + if (Input.isTriggered('shift')) { + return true; + } + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + return true; + } + return false; +}; + +Window_ShopStatus.prototype.isTouchedInsideFrame = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_ShopStatus.prototype.changePage = function () { + this._pageIndex = (this._pageIndex + 1) % this.maxPages(); + this.refresh(); + SoundManager.playCursor(); +}; + +//----------------------------------------------------------------------------- +// Window_NameEdit +// +// The window for editing an actor's name on the name input screen. + +function Window_NameEdit() { + this.initialize.apply(this, arguments); +} + +Window_NameEdit.prototype = Object.create(Window_Base.prototype); +Window_NameEdit.prototype.constructor = Window_NameEdit; + +Window_NameEdit.prototype.initialize = function (actor, maxLength) { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + var y = (Graphics.boxHeight - (height + this.fittingHeight(9) + 8)) / 2; + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = actor; + this._name = actor.name().slice(0, this._maxLength); + this._index = this._name.length; + this._maxLength = maxLength; + this._defaultName = this._name; + this.deactivate(); + this.refresh(); + ImageManager.reserveFace(actor.faceName()); +}; + +Window_NameEdit.prototype.windowWidth = function () { + return 480; +}; + +Window_NameEdit.prototype.windowHeight = function () { + return this.fittingHeight(4); +}; + +Window_NameEdit.prototype.name = function () { + return this._name; +}; + +Window_NameEdit.prototype.restoreDefault = function () { + this._name = this._defaultName; + this._index = this._name.length; + this.refresh(); + return this._name.length > 0; +}; + +Window_NameEdit.prototype.add = function (ch) { + if (this._index < this._maxLength) { + this._name += ch; + this._index++; + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.back = function () { + if (this._index > 0) { + this._index--; + this._name = this._name.slice(0, this._index); + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.faceWidth = function () { + return 144; +}; + +Window_NameEdit.prototype.charWidth = function () { + var text = $gameSystem.isJapanese() ? '\uff21' : 'A'; + return this.textWidth(text); +}; + +Window_NameEdit.prototype.left = function () { + var nameCenter = (this.contentsWidth() + this.faceWidth()) / 2; + var nameWidth = (this._maxLength + 1) * this.charWidth(); + return Math.min(nameCenter - nameWidth / 2, this.contentsWidth() - nameWidth); +}; + +Window_NameEdit.prototype.itemRect = function (index) { + return { + x: this.left() + index * this.charWidth(), + y: 54, + width: this.charWidth(), + height: this.lineHeight() + }; +}; + +Window_NameEdit.prototype.underlineRect = function (index) { + var rect = this.itemRect(index); + rect.x++; + rect.y += rect.height - 4; + rect.width -= 2; + rect.height = 2; + return rect; +}; + +Window_NameEdit.prototype.underlineColor = function () { + return this.normalColor(); +}; + +Window_NameEdit.prototype.drawUnderline = function (index) { + var rect = this.underlineRect(index); + var color = this.underlineColor(); + this.contents.paintOpacity = 48; + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.contents.paintOpacity = 255; +}; + +Window_NameEdit.prototype.drawChar = function (index) { + var rect = this.itemRect(index); + this.resetTextColor(); + this.drawText(this._name[index] || '', rect.x, rect.y); +}; + +Window_NameEdit.prototype.refresh = function () { + this.contents.clear(); + this.drawActorFace(this._actor, 0, 0); + for (var i = 0; i < this._maxLength; i++) { + this.drawUnderline(i); + } + for (var j = 0; j < this._name.length; j++) { + this.drawChar(j); + } + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +//----------------------------------------------------------------------------- +// Window_NameInput +// +// The window for selecting text characters on the name input screen. + +function Window_NameInput() { + this.initialize.apply(this, arguments); +} + +Window_NameInput.prototype = Object.create(Window_Selectable.prototype); +Window_NameInput.prototype.constructor = Window_NameInput; +Window_NameInput.LATIN1 = + ['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e', + 'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j', + 'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o', + 'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't', + 'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y', + 'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~', + '0', '1', '2', '3', '4', '!', '#', '$', '%', '&', + '5', '6', '7', '8', '9', '(', ')', '*', '+', '-', + '/', '=', '@', '<', '>', ':', ';', ' ', 'Page', 'OK']; +Window_NameInput.LATIN2 = + ['Á', 'É', 'Í', 'Ó', 'Ú', 'á', 'é', 'í', 'ó', 'ú', + 'À', 'È', 'Ì', 'Ò', 'Ù', 'à', 'è', 'ì', 'ò', 'ù', + 'Â', 'Ê', 'Î', 'Ô', 'Û', 'â', 'ê', 'î', 'ô', 'û', + 'Ä', 'Ë', 'Ï', 'Ö', 'Ü', 'ä', 'ë', 'ï', 'ö', 'ü', + 'Ā', 'Ē', 'Ī', 'Ō', 'Ū', 'ā', 'ē', 'ī', 'ō', 'ū', + 'Ã', 'Å', 'Æ', 'Ç', 'Ð', 'ã', 'å', 'æ', 'ç', 'ð', + 'Ñ', 'Õ', 'Ø', 'Š', 'Ŵ', 'ñ', 'õ', 'ø', 'š', 'ŵ', + 'Ý', 'Ŷ', 'Ÿ', 'Ž', 'Þ', 'ý', 'ÿ', 'ŷ', 'ž', 'þ', + 'IJ', 'Œ', 'ij', 'œ', 'ß', '«', '»', ' ', 'Page', 'OK']; +Window_NameInput.RUSSIA = + ['А', 'Б', 'В', 'Г', 'Д', 'а', 'б', 'в', 'г', 'д', + 'Е', 'Ё', 'Ж', 'З', 'И', 'е', 'ё', 'ж', 'з', 'и', + 'Й', 'К', 'Л', 'М', 'Н', 'й', 'к', 'л', 'м', 'н', + 'О', 'П', 'Р', 'С', 'Т', 'о', 'п', 'р', 'с', 'т', + 'У', 'Ф', 'Х', 'Ц', 'Ч', 'у', 'ф', 'х', 'ц', 'ч', + 'Ш', 'Щ', 'Ъ', 'Ы', 'Ь', 'ш', 'щ', 'ъ', 'ы', 'ь', + 'Э', 'Ю', 'Я', '^', '_', 'э', 'ю', 'я', '%', '&', + '0', '1', '2', '3', '4', '(', ')', '*', '+', '-', + '5', '6', '7', '8', '9', ':', ';', ' ', '', 'OK']; +Window_NameInput.JAPAN1 = + ['あ', 'い', 'う', 'え', 'お', 'が', 'ぎ', 'ぐ', 'げ', 'ご', + 'か', 'き', 'く', 'け', 'こ', 'ざ', 'じ', 'ず', 'ぜ', 'ぞ', + 'さ', 'し', 'す', 'せ', 'そ', 'だ', 'ぢ', 'づ', 'で', 'ど', + 'た', 'ち', 'つ', 'て', 'と', 'ば', 'び', 'ぶ', 'べ', 'ぼ', + 'な', 'に', 'ぬ', 'ね', 'の', 'ぱ', 'ぴ', 'ぷ', 'ぺ', 'ぽ', + 'は', 'ひ', 'ふ', 'へ', 'ほ', 'ぁ', 'ぃ', 'ぅ', 'ぇ', 'ぉ', + 'ま', 'み', 'む', 'め', 'も', 'っ', 'ゃ', 'ゅ', 'ょ', 'ゎ', + 'や', 'ゆ', 'よ', 'わ', 'ん', 'ー', '~', '・', '=', '☆', + 'ら', 'り', 'る', 'れ', 'ろ', 'ゔ', 'を', ' ', 'カナ', '決定']; +Window_NameInput.JAPAN2 = + ['ア', 'イ', 'ウ', 'エ', 'オ', 'ガ', 'ギ', 'グ', 'ゲ', 'ゴ', + 'カ', 'キ', 'ク', 'ケ', 'コ', 'ザ', 'ジ', 'ズ', 'ゼ', 'ゾ', + 'サ', 'シ', 'ス', 'セ', 'ソ', 'ダ', 'ヂ', 'ヅ', 'デ', 'ド', + 'タ', 'チ', 'ツ', 'テ', 'ト', 'バ', 'ビ', 'ブ', 'ベ', 'ボ', + 'ナ', 'ニ', 'ヌ', 'ネ', 'ノ', 'パ', 'ピ', 'プ', 'ペ', 'ポ', + 'ハ', 'ヒ', 'フ', 'ヘ', 'ホ', 'ァ', 'ィ', 'ゥ', 'ェ', 'ォ', + 'マ', 'ミ', 'ム', 'メ', 'モ', 'ッ', 'ャ', 'ュ', 'ョ', 'ヮ', + 'ヤ', 'ユ', 'ヨ', 'ワ', 'ン', 'ー', '~', '・', '=', '☆', + 'ラ', 'リ', 'ル', 'レ', 'ロ', 'ヴ', 'ヲ', ' ', '英数', '決定']; +Window_NameInput.JAPAN3 = + ['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e', + 'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j', + 'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o', + 'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't', + 'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y', + 'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~', + '0', '1', '2', '3', '4', '!', '#', '$', '%', '&', + '5', '6', '7', '8', '9', '(', ')', '*', '+', '-', + '/', '=', '@', '<', '>', ':', ';', ' ', 'かな', '決定']; + +Window_NameInput.prototype.initialize = function (editWindow) { + var x = editWindow.x; + var y = editWindow.y + editWindow.height + 8; + var width = editWindow.width; + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._editWindow = editWindow; + this._page = 0; + this._index = 0; + this.refresh(); + this.updateCursor(); + this.activate(); +}; + +Window_NameInput.prototype.windowHeight = function () { + return this.fittingHeight(9); +}; + +Window_NameInput.prototype.table = function () { + if ($gameSystem.isJapanese()) { + return [Window_NameInput.JAPAN1, + Window_NameInput.JAPAN2, + Window_NameInput.JAPAN3]; + } else if ($gameSystem.isRussian()) { + return [Window_NameInput.RUSSIA]; + } else { + return [Window_NameInput.LATIN1, + Window_NameInput.LATIN2]; + } +}; + +Window_NameInput.prototype.maxCols = function () { + return 10; +}; + +Window_NameInput.prototype.maxItems = function () { + return 90; +}; + +Window_NameInput.prototype.character = function () { + return this._index < 88 ? this.table()[this._page][this._index] : ''; +}; + +Window_NameInput.prototype.isPageChange = function () { + return this._index === 88; +}; + +Window_NameInput.prototype.isOk = function () { + return this._index === 89; +}; + +Window_NameInput.prototype.itemRect = function (index) { + return { + x: index % 10 * 42 + Math.floor(index % 10 / 5) * 24, + y: Math.floor(index / 10) * this.lineHeight(), + width: 42, + height: this.lineHeight() + }; +}; + +Window_NameInput.prototype.refresh = function () { + var table = this.table(); + this.contents.clear(); + this.resetTextColor(); + for (var i = 0; i < 90; i++) { + var rect = this.itemRect(i); + rect.x += 3; + rect.width -= 6; + this.drawText(table[this._page][i], rect.x, rect.y, rect.width, 'center'); + } +}; + +Window_NameInput.prototype.updateCursor = function () { + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_NameInput.prototype.isCursorMovable = function () { + return this.active; +}; + +Window_NameInput.prototype.cursorDown = function (wrap) { + if (this._index < 80 || wrap) { + this._index = (this._index + 10) % 90; + } +}; + +Window_NameInput.prototype.cursorUp = function (wrap) { + if (this._index >= 10 || wrap) { + this._index = (this._index + 80) % 90; + } +}; + +Window_NameInput.prototype.cursorRight = function (wrap) { + if (this._index % 10 < 9) { + this._index++; + } else if (wrap) { + this._index -= 9; + } +}; + +Window_NameInput.prototype.cursorLeft = function (wrap) { + if (this._index % 10 > 0) { + this._index--; + } else if (wrap) { + this._index += 9; + } +}; + +Window_NameInput.prototype.cursorPagedown = function () { + this._page = (this._page + 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.cursorPageup = function () { + this._page = (this._page + this.table().length - 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.processCursorMove = function () { + var lastPage = this._page; + Window_Selectable.prototype.processCursorMove.call(this); + this.updateCursor(); + if (this._page !== lastPage) { + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processHandling = function () { + if (this.isOpen() && this.active) { + if (Input.isTriggered('shift')) { + this.processJump(); + } + if (Input.isRepeated('cancel')) { + this.processBack(); + } + if (Input.isRepeated('ok')) { + this.processOk(); + } + } +}; + +Window_NameInput.prototype.isCancelEnabled = function () { + return true; +}; + +Window_NameInput.prototype.processCancel = function () { + this.processBack(); +}; + +Window_NameInput.prototype.processJump = function () { + if (this._index !== 89) { + this._index = 89; + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processBack = function () { + if (this._editWindow.back()) { + SoundManager.playCancel(); + } +}; + +Window_NameInput.prototype.processOk = function () { + if (this.character()) { + this.onNameAdd(); + } else if (this.isPageChange()) { + SoundManager.playOk(); + this.cursorPagedown(); + } else if (this.isOk()) { + this.onNameOk(); + } +}; + +Window_NameInput.prototype.onNameAdd = function () { + if (this._editWindow.add(this.character())) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } +}; + +Window_NameInput.prototype.onNameOk = function () { + if (this._editWindow.name() === '') { + if (this._editWindow.restoreDefault()) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } + } else { + SoundManager.playOk(); + this.callOkHandler(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ChoiceList +// +// The window used for the event command [Show Choices]. + +function Window_ChoiceList() { + this.initialize.apply(this, arguments); +} + +Window_ChoiceList.prototype = Object.create(Window_Command.prototype); +Window_ChoiceList.prototype.constructor = Window_ChoiceList; + +Window_ChoiceList.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + Window_Command.prototype.initialize.call(this, 0, 0); + this.openness = 0; + this.deactivate(); + this._background = 0; +}; + +Window_ChoiceList.prototype.start = function () { + this.updatePlacement(); + this.updateBackground(); + this.refresh(); + this.selectDefault(); + this.open(); + this.activate(); +}; + +Window_ChoiceList.prototype.selectDefault = function () { + this.select($gameMessage.choiceDefaultType()); +}; + +Window_ChoiceList.prototype.updatePlacement = function () { + var positionType = $gameMessage.choicePositionType(); + var messageY = this._messageWindow.y; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + switch (positionType) { + case 0: + this.x = 0; + break; + case 1: + this.x = (Graphics.boxWidth - this.width) / 2; + break; + case 2: + this.x = Graphics.boxWidth - this.width; + break; + } + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height; + } else { + this.y = messageY + this._messageWindow.height; + } +}; + +Window_ChoiceList.prototype.updateBackground = function () { + this._background = $gameMessage.choiceBackground(); + this.setBackgroundType(this._background); +}; + +Window_ChoiceList.prototype.windowWidth = function () { + var width = this.maxChoiceWidth() + this.padding * 2; + return Math.min(width, Graphics.boxWidth); +}; + +Window_ChoiceList.prototype.numVisibleRows = function () { + var messageY = this._messageWindow.y; + var messageHeight = this._messageWindow.height; + var centerY = Graphics.boxHeight / 2; + var choices = $gameMessage.choices(); + var numLines = choices.length; + var maxLines = 8; + if (messageY < centerY && messageY + messageHeight > centerY) { + maxLines = 4; + } + if (numLines > maxLines) { + numLines = maxLines; + } + return numLines; +}; + +Window_ChoiceList.prototype.maxChoiceWidth = function () { + var maxWidth = 96; + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + var choiceWidth = this.textWidthEx(choices[i]) + this.textPadding() * 2; + if (maxWidth < choiceWidth) { + maxWidth = choiceWidth; + } + } + return maxWidth; +}; + +Window_ChoiceList.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_ChoiceList.prototype.contentsHeight = function () { + return this.maxItems() * this.itemHeight(); +}; + +Window_ChoiceList.prototype.makeCommandList = function () { + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + this.addCommand(choices[i], 'choice'); + } +}; + +Window_ChoiceList.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + this.drawTextEx(this.commandName(index), rect.x, rect.y); +}; + +Window_ChoiceList.prototype.isCancelEnabled = function () { + return $gameMessage.choiceCancelType() !== -1; +}; + +Window_ChoiceList.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_ChoiceList.prototype.callOkHandler = function () { + $gameMessage.onChoice(this.index()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_ChoiceList.prototype.callCancelHandler = function () { + $gameMessage.onChoice($gameMessage.choiceCancelType()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_NumberInput +// +// The window used for the event command [Input Number]. + +function Window_NumberInput() { + this.initialize.apply(this, arguments); +} + +Window_NumberInput.prototype = Object.create(Window_Selectable.prototype); +Window_NumberInput.prototype.constructor = Window_NumberInput; + +Window_NumberInput.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + Window_Selectable.prototype.initialize.call(this, 0, 0, 0, 0); + this._number = 0; + this._maxDigits = 1; + this.openness = 0; + this.createButtons(); + this.deactivate(); +}; + +Window_NumberInput.prototype.start = function () { + this._maxDigits = $gameMessage.numInputMaxDigits(); + this._number = $gameVariables.value($gameMessage.numInputVariableId()); + this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1); + this.updatePlacement(); + this.placeButtons(); + this.updateButtonsVisiblity(); + this.createContents(); + this.refresh(); + this.open(); + this.activate(); + this.select(0); +}; + +Window_NumberInput.prototype.updatePlacement = function () { + var messageY = this._messageWindow.y; + var spacing = 8; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + this.x = (Graphics.boxWidth - this.width) / 2; + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height - spacing; + } else { + this.y = messageY + this._messageWindow.height + spacing; + } +}; + +Window_NumberInput.prototype.windowWidth = function () { + return this.maxCols() * this.itemWidth() + this.padding * 2; +}; + +Window_NumberInput.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_NumberInput.prototype.maxCols = function () { + return this._maxDigits; +}; + +Window_NumberInput.prototype.maxItems = function () { + return this._maxDigits; +}; + +Window_NumberInput.prototype.spacing = function () { + return 0; +}; + +Window_NumberInput.prototype.itemWidth = function () { + return 32; +}; + +Window_NumberInput.prototype.createButtons = function () { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 3; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * [1, 2, 4][i]; + var w = buttonWidth * (i === 2 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[1].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[2].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_NumberInput.prototype.placeButtons = function () { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_NumberInput.prototype.updateButtonsVisiblity = function () { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_NumberInput.prototype.showButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_NumberInput.prototype.hideButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_NumberInput.prototype.buttonY = function () { + var spacing = 8; + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + return 0 - this._buttons[0].height - spacing; + } else { + return this.height + spacing; + } +}; + +Window_NumberInput.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.processDigitChange(); +}; + +Window_NumberInput.prototype.processDigitChange = function () { + if (this.isOpenAndActive()) { + if (Input.isRepeated('up')) { + this.changeDigit(true); + } else if (Input.isRepeated('down')) { + this.changeDigit(false); + } + } +}; + +Window_NumberInput.prototype.changeDigit = function (up) { + var index = this.index(); + var place = Math.pow(10, this._maxDigits - 1 - index); + var n = Math.floor(this._number / place) % 10; + this._number -= n * place; + if (up) { + n = (n + 1) % 10; + } else { + n = (n + 9) % 10; + } + this._number += n * place; + this.refresh(); + SoundManager.playCursor(); +}; + +Window_NumberInput.prototype.isTouchOkEnabled = function () { + return false; +}; + +Window_NumberInput.prototype.isOkEnabled = function () { + return true; +}; + +Window_NumberInput.prototype.isCancelEnabled = function () { + return false; +}; + +Window_NumberInput.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_NumberInput.prototype.processOk = function () { + SoundManager.playOk(); + $gameVariables.setValue($gameMessage.numInputVariableId(), this._number); + this._messageWindow.terminateMessage(); + this.updateInputData(); + this.deactivate(); + this.close(); +}; + +Window_NumberInput.prototype.drawItem = function (index) { + var rect = this.itemRect(index); + var align = 'center'; + var s = this._number.padZero(this._maxDigits); + var c = s.slice(index, index + 1); + this.resetTextColor(); + this.drawText(c, rect.x, rect.y, rect.width, align); +}; + +Window_NumberInput.prototype.onButtonUp = function () { + this.changeDigit(true); +}; + +Window_NumberInput.prototype.onButtonDown = function () { + this.changeDigit(false); +}; + +Window_NumberInput.prototype.onButtonOk = function () { + this.processOk(); + this.hideButtons(); +}; + +//----------------------------------------------------------------------------- +// Window_EventItem +// +// The window used for the event command [Select Item]. + +function Window_EventItem() { + this.initialize.apply(this, arguments); +} + +Window_EventItem.prototype = Object.create(Window_ItemList.prototype); +Window_EventItem.prototype.constructor = Window_EventItem; + +Window_EventItem.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + var width = Graphics.boxWidth; + var height = this.windowHeight(); + Window_ItemList.prototype.initialize.call(this, 0, 0, width, height); + this.openness = 0; + this.deactivate(); + this.setHandler('ok', this.onOk.bind(this)); + this.setHandler('cancel', this.onCancel.bind(this)); +}; + +Window_EventItem.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EventItem.prototype.numVisibleRows = function () { + return 4; +}; + +Window_EventItem.prototype.start = function () { + this.refresh(); + this.updatePlacement(); + this.select(0); + this.open(); + this.activate(); +}; + +Window_EventItem.prototype.updatePlacement = function () { + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + this.y = 0; + } else { + this.y = Graphics.boxHeight - this.height; + } +}; + +Window_EventItem.prototype.includes = function (item) { + var itypeId = $gameMessage.itemChoiceItypeId(); + return DataManager.isItem(item) && item.itypeId === itypeId; +}; + +Window_EventItem.prototype.isEnabled = function (item) { + return true; +}; + +Window_EventItem.prototype.onOk = function () { + var item = this.item(); + var itemId = item ? item.id : 0; + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_EventItem.prototype.onCancel = function () { + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_Message +// +// The window for displaying text messages. + +function Window_Message() { + this.initialize.apply(this, arguments); +} + +Window_Message.prototype = Object.create(Window_Base.prototype); +Window_Message.prototype.constructor = Window_Message; + +Window_Message.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + Window_Base.prototype.initialize.call(this, x, 0, width, height); + this.openness = 0; + this.initMembers(); + this.createSubWindows(); + this.updatePlacement(); +}; + +Window_Message.prototype.initMembers = function () { + this._imageReservationId = Utils.generateRuntimeId(); + this._background = 0; + this._positionType = 2; + this._waitCount = 0; + this._faceBitmap = null; + this._textState = null; + this.clearFlags(); +}; + +Window_Message.prototype.subWindows = function () { + return [this._goldWindow, this._choiceWindow, + this._numberWindow, this._itemWindow]; +}; + +Window_Message.prototype.createSubWindows = function () { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this._goldWindow.openness = 0; + this._choiceWindow = new Window_ChoiceList(this); + this._numberWindow = new Window_NumberInput(this); + this._itemWindow = new Window_EventItem(this); +}; + +Window_Message.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_Message.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Message.prototype.clearFlags = function () { + this._showFast = false; + this._lineShowFast = false; + this._pauseSkip = false; +}; + +Window_Message.prototype.numVisibleRows = function () { + return 4; +}; + +Window_Message.prototype.update = function () { + this.checkToNotClose(); + Window_Base.prototype.update.call(this); + while (!this.isOpening() && !this.isClosing()) { + if (this.updateWait()) { + return; + } else if (this.updateLoading()) { + return; + } else if (this.updateInput()) { + return; + } else if (this.updateMessage()) { + return; + } else if (this.canStart()) { + this.startMessage(); + } else { + this.startInput(); + return; + } + } +}; + +Window_Message.prototype.checkToNotClose = function () { + if (this.isClosing() && this.isOpen()) { + if (this.doesContinue()) { + this.open(); + } + } +}; + +Window_Message.prototype.canStart = function () { + return $gameMessage.hasText() && !$gameMessage.scrollMode(); +}; + +Window_Message.prototype.startMessage = function () { + this._textState = {}; + this._textState.index = 0; + this._textState.text = this.convertEscapeCharacters($gameMessage.allText()); + this.newPage(this._textState); + this.updatePlacement(); + this.updateBackground(); + this.open(); +}; + +Window_Message.prototype.updatePlacement = function () { + this._positionType = $gameMessage.positionType(); + this.y = this._positionType * (Graphics.boxHeight - this.height) / 2; + this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height; +}; + +Window_Message.prototype.updateBackground = function () { + this._background = $gameMessage.background(); + this.setBackgroundType(this._background); +}; + +Window_Message.prototype.terminateMessage = function () { + this.close(); + this._goldWindow.close(); + $gameMessage.clear(); +}; + +Window_Message.prototype.updateWait = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } else { + return false; + } +}; + +Window_Message.prototype.updateLoading = function () { + if (this._faceBitmap) { + if (this._faceBitmap.isReady()) { + this.drawMessageFace(); + this._faceBitmap = null; + return false; + } else { + return true; + } + } else { + return false; + } +}; + +Window_Message.prototype.updateInput = function () { + if (this.isAnySubWindowActive()) { + return true; + } + if (this.pause) { + if (this.isTriggered()) { + Input.update(); + this.pause = false; + if (!this._textState) { + this.terminateMessage(); + } + } + return true; + } + return false; +}; + +Window_Message.prototype.isAnySubWindowActive = function () { + return (this._choiceWindow.active || + this._numberWindow.active || + this._itemWindow.active); +}; + +Window_Message.prototype.updateMessage = function () { + if (this._textState) { + while (!this.isEndOfText(this._textState)) { + if (this.needsNewPage(this._textState)) { + this.newPage(this._textState); + } + this.updateShowFast(); + this.processCharacter(this._textState); + if (!this._showFast && !this._lineShowFast) { + break; + } + if (this.pause || this._waitCount > 0) { + break; + } + } + if (this.isEndOfText(this._textState)) { + this.onEndOfText(); + } + return true; + } else { + return false; + } +}; + +Window_Message.prototype.onEndOfText = function () { + if (!this.startInput()) { + if (!this._pauseSkip) { + this.startPause(); + } else { + this.terminateMessage(); + } + } + this._textState = null; +}; + +Window_Message.prototype.startInput = function () { + if ($gameMessage.isChoice()) { + this._choiceWindow.start(); + return true; + } else if ($gameMessage.isNumberInput()) { + this._numberWindow.start(); + return true; + } else if ($gameMessage.isItemChoice()) { + this._itemWindow.start(); + return true; + } else { + return false; + } +}; + +Window_Message.prototype.isTriggered = function () { + return (Input.isRepeated('ok') || Input.isRepeated('cancel') || + TouchInput.isRepeated()); +}; + +Window_Message.prototype.doesContinue = function () { + return ($gameMessage.hasText() && !$gameMessage.scrollMode() && + !this.areSettingsChanged()); +}; + +Window_Message.prototype.areSettingsChanged = function () { + return (this._background !== $gameMessage.background() || + this._positionType !== $gameMessage.positionType()); +}; + +Window_Message.prototype.updateShowFast = function () { + if (this.isTriggered()) { + this._showFast = true; + } +}; + +Window_Message.prototype.newPage = function (textState) { + this.contents.clear(); + this.resetFontSettings(); + this.clearFlags(); + this.loadMessageFace(); + textState.x = this.newLineX(); + textState.y = 0; + textState.left = this.newLineX(); + textState.height = this.calcTextHeight(textState, false); +}; + +Window_Message.prototype.loadMessageFace = function () { + this._faceBitmap = ImageManager.reserveFace($gameMessage.faceName(), 0, this._imageReservationId); +}; + +Window_Message.prototype.drawMessageFace = function () { + this.drawFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0); + ImageManager.releaseReservation(this._imageReservationId); +}; + +Window_Message.prototype.newLineX = function () { + return $gameMessage.faceName() === '' ? 0 : 168; +}; + +Window_Message.prototype.processNewLine = function (textState) { + this._lineShowFast = false; + Window_Base.prototype.processNewLine.call(this, textState); + if (this.needsNewPage(textState)) { + this.startPause(); + } +}; + +Window_Message.prototype.processNewPage = function (textState) { + Window_Base.prototype.processNewPage.call(this, textState); + if (textState.text[textState.index] === '\n') { + textState.index++; + } + textState.y = this.contents.height; + this.startPause(); +}; + +Window_Message.prototype.isEndOfText = function (textState) { + return textState.index >= textState.text.length; +}; + +Window_Message.prototype.needsNewPage = function (textState) { + return (!this.isEndOfText(textState) && + textState.y + textState.height > this.contents.height); +}; + +Window_Message.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case '$': + this._goldWindow.open(); + break; + case '.': + this.startWait(15); + break; + case '|': + this.startWait(60); + break; + case '!': + this.startPause(); + break; + case '>': + this._lineShowFast = true; + break; + case '<': + this._lineShowFast = false; + break; + case '^': + this._pauseSkip = true; + break; + default: + Window_Base.prototype.processEscapeCharacter.call(this, code, textState); + break; + } +}; + +Window_Message.prototype.startWait = function (count) { + this._waitCount = count; +}; + +Window_Message.prototype.startPause = function () { + this.startWait(10); + this.pause = true; +}; + +//----------------------------------------------------------------------------- +// Window_ScrollText +// +// The window for displaying scrolling text. No frame is displayed, but it +// is handled as a window for convenience. + +function Window_ScrollText() { + this.initialize.apply(this, arguments); +} + +Window_ScrollText.prototype = Object.create(Window_Base.prototype); +Window_ScrollText.prototype.constructor = Window_ScrollText; + +Window_ScrollText.prototype.initialize = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this.hide(); + this._text = ''; + this._allTextHeight = 0; +}; + +Window_ScrollText.prototype.update = function () { + Window_Base.prototype.update.call(this); + if ($gameMessage.scrollMode()) { + if (this._text) { + this.updateMessage(); + } + if (!this._text && $gameMessage.hasText()) { + this.startMessage(); + } + } +}; + +Window_ScrollText.prototype.startMessage = function () { + this._text = $gameMessage.allText(); + this.refresh(); + this.show(); +}; + +Window_ScrollText.prototype.refresh = function () { + var textState = { index: 0 }; + textState.text = this.convertEscapeCharacters(this._text); + this.resetFontSettings(); + this._allTextHeight = this.calcTextHeight(textState, true); + this.createContents(); + this.origin.y = -this.height; + this.drawTextEx(this._text, this.textPadding(), 1); +}; + +Window_ScrollText.prototype.contentsHeight = function () { + return Math.max(this._allTextHeight, 1); +}; + +Window_ScrollText.prototype.updateMessage = function () { + this.origin.y += this.scrollSpeed(); + if (this.origin.y >= this.contents.height) { + this.terminateMessage(); + } +}; + +Window_ScrollText.prototype.scrollSpeed = function () { + var speed = $gameMessage.scrollSpeed() / 2; + if (this.isFastForward()) { + speed *= this.fastForwardRate(); + } + return speed; +}; + +Window_ScrollText.prototype.isFastForward = function () { + if ($gameMessage.scrollNoFast()) { + return false; + } else { + return (Input.isPressed('ok') || Input.isPressed('shift') || + TouchInput.isPressed()); + } +}; + +Window_ScrollText.prototype.fastForwardRate = function () { + return 3; +}; + +Window_ScrollText.prototype.terminateMessage = function () { + this._text = null; + $gameMessage.clear(); + this.hide(); +}; + +//----------------------------------------------------------------------------- +// Window_MapName +// +// The window for displaying the map name on the map screen. + +function Window_MapName() { + this.initialize.apply(this, arguments); +} + +Window_MapName.prototype = Object.create(Window_Base.prototype); +Window_MapName.prototype.constructor = Window_MapName; + +Window_MapName.prototype.initialize = function () { + var wight = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, 0, 0, wight, height); + this.opacity = 0; + this.contentsOpacity = 0; + this._showCount = 0; + this.refresh(); +}; + +Window_MapName.prototype.windowWidth = function () { + return 360; +}; + +Window_MapName.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_MapName.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this._showCount > 0 && $gameMap.isNameDisplayEnabled()) { + this.updateFadeIn(); + this._showCount--; + } else { + this.updateFadeOut(); + } +}; + +Window_MapName.prototype.updateFadeIn = function () { + this.contentsOpacity += 16; +}; + +Window_MapName.prototype.updateFadeOut = function () { + this.contentsOpacity -= 16; +}; + +Window_MapName.prototype.open = function () { + this.refresh(); + this._showCount = 150; +}; + +Window_MapName.prototype.close = function () { + this._showCount = 0; +}; + +Window_MapName.prototype.refresh = function () { + this.contents.clear(); + if ($gameMap.displayName()) { + var width = this.contentsWidth(); + this.drawBackground(0, 0, width, this.lineHeight()); + this.drawText($gameMap.displayName(), 0, 0, width, 'center'); + } +}; + +Window_MapName.prototype.drawBackground = function (x, y, width, height) { + var color1 = this.dimColor1(); + var color2 = this.dimColor2(); + this.contents.gradientFillRect(x, y, width / 2, height, color2, color1); + this.contents.gradientFillRect(x + width / 2, y, width / 2, height, color1, color2); +}; + +//----------------------------------------------------------------------------- +// Window_BattleLog +// +// The window for displaying battle progress. No frame is displayed, but it is +// handled as a window for convenience. + +function Window_BattleLog() { + this.initialize.apply(this, arguments); +} + +Window_BattleLog.prototype = Object.create(Window_Selectable.prototype); +Window_BattleLog.prototype.constructor = Window_BattleLog; + +Window_BattleLog.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this._lines = []; + this._methods = []; + this._waitCount = 0; + this._waitMode = ''; + this._baseLineStack = []; + this._spriteset = null; + this.createBackBitmap(); + this.createBackSprite(); + this.refresh(); +}; + +Window_BattleLog.prototype.setSpriteset = function (spriteset) { + this._spriteset = spriteset; +}; + +Window_BattleLog.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_BattleLog.prototype.windowHeight = function () { + return this.fittingHeight(this.maxLines()); +}; + +Window_BattleLog.prototype.maxLines = function () { + return 10; +}; + +Window_BattleLog.prototype.createBackBitmap = function () { + this._backBitmap = new Bitmap(this.width, this.height); +}; + +Window_BattleLog.prototype.createBackSprite = function () { + this._backSprite = new Sprite(); + this._backSprite.bitmap = this._backBitmap; + this._backSprite.y = this.y; + this.addChildToBack(this._backSprite); +}; + +Window_BattleLog.prototype.numLines = function () { + return this._lines.length; +}; + +Window_BattleLog.prototype.messageSpeed = function () { + return 16; +}; + +Window_BattleLog.prototype.isBusy = function () { + return this._waitCount > 0 || this._waitMode || this._methods.length > 0; +}; + +Window_BattleLog.prototype.update = function () { + if (!this.updateWait()) { + this.callNextMethod(); + } +}; + +Window_BattleLog.prototype.updateWait = function () { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Window_BattleLog.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount -= this.isFastForward() ? 3 : 1; + if (this._waitCount < 0) { + this._waitCount = 0; + } + return true; + } + return false; +}; + +Window_BattleLog.prototype.updateWaitMode = function () { + var waiting = false; + switch (this._waitMode) { + case 'effect': + waiting = this._spriteset.isEffecting(); + break; + case 'movement': + waiting = this._spriteset.isAnyoneMoving(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Window_BattleLog.prototype.setWaitMode = function (waitMode) { + this._waitMode = waitMode; +}; + +Window_BattleLog.prototype.callNextMethod = function () { + if (this._methods.length > 0) { + var method = this._methods.shift(); + if (method.name && this[method.name]) { + this[method.name].apply(this, method.params); + } else { + throw new Error('Method not found: ' + method.name); + } + } +}; + +Window_BattleLog.prototype.isFastForward = function () { + return (Input.isLongPressed('ok') || Input.isPressed('shift') || + TouchInput.isLongPressed()); +}; + +Window_BattleLog.prototype.push = function (methodName) { + var methodArgs = Array.prototype.slice.call(arguments, 1); + this._methods.push({ name: methodName, params: methodArgs }); +}; + +Window_BattleLog.prototype.clear = function () { + this._lines = []; + this._baseLineStack = []; + this.refresh(); +}; + +Window_BattleLog.prototype.wait = function () { + this._waitCount = this.messageSpeed(); +}; + +Window_BattleLog.prototype.waitForEffect = function () { + this.setWaitMode('effect'); +}; + +Window_BattleLog.prototype.waitForMovement = function () { + this.setWaitMode('movement'); +}; + +Window_BattleLog.prototype.addText = function (text) { + this._lines.push(text); + this.refresh(); + this.wait(); +}; + +Window_BattleLog.prototype.pushBaseLine = function () { + this._baseLineStack.push(this._lines.length); +}; + +Window_BattleLog.prototype.popBaseLine = function () { + var baseLine = this._baseLineStack.pop(); + while (this._lines.length > baseLine) { + this._lines.pop(); + } +}; + +Window_BattleLog.prototype.waitForNewLine = function () { + var baseLine = 0; + if (this._baseLineStack.length > 0) { + baseLine = this._baseLineStack[this._baseLineStack.length - 1]; + } + if (this._lines.length > baseLine) { + this.wait(); + } +}; + +Window_BattleLog.prototype.popupDamage = function (target) { + target.startDamagePopup(); +}; + +Window_BattleLog.prototype.performActionStart = function (subject, action) { + subject.performActionStart(action); +}; + +Window_BattleLog.prototype.performAction = function (subject, action) { + subject.performAction(action); +}; + +Window_BattleLog.prototype.performActionEnd = function (subject) { + subject.performActionEnd(); +}; + +Window_BattleLog.prototype.performDamage = function (target) { + target.performDamage(); +}; + +Window_BattleLog.prototype.performMiss = function (target) { + target.performMiss(); +}; + +Window_BattleLog.prototype.performRecovery = function (target) { + target.performRecovery(); +}; + +Window_BattleLog.prototype.performEvasion = function (target) { + target.performEvasion(); +}; + +Window_BattleLog.prototype.performMagicEvasion = function (target) { + target.performMagicEvasion(); +}; + +Window_BattleLog.prototype.performCounter = function (target) { + target.performCounter(); +}; + +Window_BattleLog.prototype.performReflection = function (target) { + target.performReflection(); +}; + +Window_BattleLog.prototype.performSubstitute = function (substitute, target) { + substitute.performSubstitute(target); +}; + +Window_BattleLog.prototype.performCollapse = function (target) { + target.performCollapse(); +}; + +Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId) { + if (animationId < 0) { + this.showAttackAnimation(subject, targets); + } else { + this.showNormalAnimation(targets, animationId); + } +}; + +Window_BattleLog.prototype.showAttackAnimation = function (subject, targets) { + if (subject.isActor()) { + this.showActorAttackAnimation(subject, targets); + } else { + this.showEnemyAttackAnimation(subject, targets); + } +}; + +Window_BattleLog.prototype.showActorAttackAnimation = function (subject, targets) { + this.showNormalAnimation(targets, subject.attackAnimationId1(), false); + this.showNormalAnimation(targets, subject.attackAnimationId2(), true); +}; + +Window_BattleLog.prototype.showEnemyAttackAnimation = function (subject, targets) { + SoundManager.playEnemyAttack(); +}; + +Window_BattleLog.prototype.showNormalAnimation = function (targets, animationId, mirror) { + var animation = $dataAnimations[animationId]; + if (animation) { + var delay = this.animationBaseDelay(); + var nextDelay = this.animationNextDelay(); + targets.forEach(function (target) { + target.startAnimation(animationId, mirror, delay); + delay += nextDelay; + }); + } +}; + +Window_BattleLog.prototype.animationBaseDelay = function () { + return 8; +}; + +Window_BattleLog.prototype.animationNextDelay = function () { + return 12; +}; + +Window_BattleLog.prototype.refresh = function () { + this.drawBackground(); + this.contents.clear(); + for (var i = 0; i < this._lines.length; i++) { + this.drawLineText(i); + } +}; + +Window_BattleLog.prototype.drawBackground = function () { + var rect = this.backRect(); + var color = this.backColor(); + this._backBitmap.clear(); + this._backBitmap.paintOpacity = this.backPaintOpacity(); + this._backBitmap.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this._backBitmap.paintOpacity = 255; +}; + +Window_BattleLog.prototype.backRect = function () { + return { + x: 0, + y: this.padding, + width: this.width, + height: this.numLines() * this.lineHeight() + }; +}; + +Window_BattleLog.prototype.backColor = function () { + return '#000000'; +}; + +Window_BattleLog.prototype.backPaintOpacity = function () { + return 64; +}; + +Window_BattleLog.prototype.drawLineText = function (index) { + var rect = this.itemRectForText(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); + this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width); +}; + +Window_BattleLog.prototype.startTurn = function () { + this.push('wait'); +}; + +Window_BattleLog.prototype.startAction = function (subject, action, targets) { + var item = action.item(); + this.push('performActionStart', subject, action); + this.push('waitForMovement'); + this.push('performAction', subject, action); + this.push('showAnimation', subject, targets.clone(), item.animationId); + this.displayAction(subject, item); +}; + +Window_BattleLog.prototype.endAction = function (subject) { + this.push('waitForNewLine'); + this.push('clear'); + this.push('performActionEnd', subject); +}; + +Window_BattleLog.prototype.displayCurrentState = function (subject) { + var stateText = subject.mostImportantStateText(); + if (stateText) { + this.push('addText', subject.name() + stateText); + this.push('wait'); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayRegeneration = function (subject) { + this.push('popupDamage', subject); +}; + +Window_BattleLog.prototype.displayAction = function (subject, item) { + var numMethods = this._methods.length; + if (DataManager.isSkill(item)) { + if (item.message1) { + this.push('addText', subject.name() + item.message1.format(item.name)); + } + if (item.message2) { + this.push('addText', item.message2.format(item.name)); + } + } else { + this.push('addText', TextManager.useItem.format(subject.name(), item.name)); + } + if (this._methods.length === numMethods) { + this.push('wait'); + } +}; + +Window_BattleLog.prototype.displayCounter = function (target) { + this.push('performCounter', target); + this.push('addText', TextManager.counterAttack.format(target.name())); +}; + +Window_BattleLog.prototype.displayReflection = function (target) { + this.push('performReflection', target); + this.push('addText', TextManager.magicReflection.format(target.name())); +}; + +Window_BattleLog.prototype.displaySubstitute = function (substitute, target) { + var substName = substitute.name(); + this.push('performSubstitute', substitute, target); + this.push('addText', TextManager.substitute.format(substName, target.name())); +}; + +Window_BattleLog.prototype.displayActionResults = function (subject, target) { + if (target.result().used) { + this.push('pushBaseLine'); + this.displayCritical(target); + this.push('popupDamage', target); + this.push('popupDamage', subject); + this.displayDamage(target); + this.displayAffectedStatus(target); + this.displayFailure(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayFailure = function (target) { + if (target.result().isHit() && !target.result().success) { + this.push('addText', TextManager.actionFailure.format(target.name())); + } +}; + +Window_BattleLog.prototype.displayCritical = function (target) { + if (target.result().critical) { + if (target.isActor()) { + this.push('addText', TextManager.criticalToActor); + } else { + this.push('addText', TextManager.criticalToEnemy); + } + } +}; + +Window_BattleLog.prototype.displayDamage = function (target) { + if (target.result().missed) { + this.displayMiss(target); + } else if (target.result().evaded) { + this.displayEvasion(target); + } else { + this.displayHpDamage(target); + this.displayMpDamage(target); + this.displayTpDamage(target); + } +}; + +Window_BattleLog.prototype.displayMiss = function (target) { + var fmt; + if (target.result().physical) { + fmt = target.isActor() ? TextManager.actorNoHit : TextManager.enemyNoHit; + this.push('performMiss', target); + } else { + fmt = TextManager.actionFailure; + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayEvasion = function (target) { + var fmt; + if (target.result().physical) { + fmt = TextManager.evasion; + this.push('performEvasion', target); + } else { + fmt = TextManager.magicEvasion; + this.push('performMagicEvasion', target); + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayHpDamage = function (target) { + if (target.result().hpAffected) { + if (target.result().hpDamage > 0 && !target.result().drain) { + this.push('performDamage', target); + } + if (target.result().hpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeHpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayMpDamage = function (target) { + if (target.isAlive() && target.result().mpDamage !== 0) { + if (target.result().mpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeMpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayTpDamage = function (target) { + if (target.isAlive() && target.result().tpDamage !== 0) { + if (target.result().tpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeTpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayAffectedStatus = function (target) { + if (target.result().isStatusAffected()) { + this.push('pushBaseLine'); + this.displayChangedStates(target); + this.displayChangedBuffs(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayAutoAffectedStatus = function (target) { + if (target.result().isStatusAffected()) { + this.displayAffectedStatus(target, null); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayChangedStates = function (target) { + this.displayAddedStates(target); + this.displayRemovedStates(target); +}; + +Window_BattleLog.prototype.displayAddedStates = function (target) { + target.result().addedStateObjects().forEach(function (state) { + var stateMsg = target.isActor() ? state.message1 : state.message2; + if (state.id === target.deathStateId()) { + this.push('performCollapse', target); + } + if (stateMsg) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + stateMsg); + this.push('waitForEffect'); + } + }, this); +}; + +Window_BattleLog.prototype.displayRemovedStates = function (target) { + target.result().removedStateObjects().forEach(function (state) { + if (state.message4) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + state.message4); + } + }, this); +}; + +Window_BattleLog.prototype.displayChangedBuffs = function (target) { + var result = target.result(); + this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd); + this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd); + this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove); +}; + +Window_BattleLog.prototype.displayBuffs = function (target, buffs, fmt) { + buffs.forEach(function (paramId) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', fmt.format(target.name(), TextManager.param(paramId))); + }, this); +}; + +Window_BattleLog.prototype.makeHpDamageText = function (target) { + var result = target.result(); + var damage = result.hpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.hp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage; + return fmt.format(target.name(), damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.hp, -damage); + } else { + fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage; + return fmt.format(target.name()); + } +}; + +Window_BattleLog.prototype.makeMpDamageText = function (target) { + var result = target.result(); + var damage = result.mpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.mp, -damage); + } else { + return ''; + } +}; + +Window_BattleLog.prototype.makeTpDamageText = function (target) { + var result = target.result(); + var damage = result.tpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.tp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorGain : TextManager.enemyGain; + return fmt.format(target.name(), TextManager.tp, -damage); + } else { + return ''; + } +}; + +//----------------------------------------------------------------------------- +// Window_PartyCommand +// +// The window for selecting whether to fight or escape on the battle screen. + +function Window_PartyCommand() { + this.initialize.apply(this, arguments); +} + +Window_PartyCommand.prototype = Object.create(Window_Command.prototype); +Window_PartyCommand.prototype.constructor = Window_PartyCommand; + +Window_PartyCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); +}; + +Window_PartyCommand.prototype.windowWidth = function () { + return 192; +}; + +Window_PartyCommand.prototype.numVisibleRows = function () { + return 4; +}; + +Window_PartyCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.fight, 'fight'); + this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape()); +}; + +Window_PartyCommand.prototype.setup = function () { + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.select(0); + this.activate(); + this.open(); +}; + +//----------------------------------------------------------------------------- +// Window_ActorCommand +// +// The window for selecting an actor's action on the battle screen. + +function Window_ActorCommand() { + this.initialize.apply(this, arguments); +} + +Window_ActorCommand.prototype = Object.create(Window_Command.prototype); +Window_ActorCommand.prototype.constructor = Window_ActorCommand; + +Window_ActorCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); + this._actor = null; +}; + +Window_ActorCommand.prototype.windowWidth = function () { + return 192; +}; + +Window_ActorCommand.prototype.numVisibleRows = function () { + return 4; +}; + +Window_ActorCommand.prototype.makeCommandList = function () { + if (this._actor) { + this.addAttackCommand(); + this.addSkillCommands(); + this.addGuardCommand(); + this.addItemCommand(); + } +}; + +Window_ActorCommand.prototype.addAttackCommand = function () { + this.addCommand(TextManager.attack, 'attack', this._actor.canAttack()); +}; + +Window_ActorCommand.prototype.addSkillCommands = function () { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { + return a - b; + }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); +}; + +Window_ActorCommand.prototype.addGuardCommand = function () { + this.addCommand(TextManager.guard, 'guard', this._actor.canGuard()); +}; + +Window_ActorCommand.prototype.addItemCommand = function () { + this.addCommand(TextManager.item, 'item'); +}; + +Window_ActorCommand.prototype.setup = function (actor) { + this._actor = actor; + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.selectLast(); + this.activate(); + this.open(); +}; + +Window_ActorCommand.prototype.processOk = function () { + if (this._actor) { + if (ConfigManager.commandRemember) { + this._actor.setLastCommandSymbol(this.currentSymbol()); + } else { + this._actor.setLastCommandSymbol(''); + } + } + Window_Command.prototype.processOk.call(this); +}; + +Window_ActorCommand.prototype.selectLast = function () { + this.select(0); + if (this._actor && ConfigManager.commandRemember) { + var symbol = this._actor.lastCommandSymbol(); + this.selectSymbol(symbol); + if (symbol === 'skill') { + var skill = this._actor.lastBattleSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } + } + } +}; + +//----------------------------------------------------------------------------- +// Window_BattleStatus +// +// The window for displaying the status of party members on the battle screen. + +function Window_BattleStatus() { + this.initialize.apply(this, arguments); +} + +Window_BattleStatus.prototype = Object.create(Window_Selectable.prototype); +Window_BattleStatus.prototype.constructor = Window_BattleStatus; + +Window_BattleStatus.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = Graphics.boxWidth - width; + var y = Graphics.boxHeight - height; + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.openness = 0; +}; + +Window_BattleStatus.prototype.windowWidth = function () { + return Graphics.boxWidth - 192; +}; + +Window_BattleStatus.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleStatus.prototype.numVisibleRows = function () { + return 4; +}; + +Window_BattleStatus.prototype.maxItems = function () { + return $gameParty.battleMembers().length; +}; + +Window_BattleStatus.prototype.refresh = function () { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_BattleStatus.prototype.drawItem = function (index) { + var actor = $gameParty.battleMembers()[index]; + this.drawBasicArea(this.basicAreaRect(index), actor); + this.drawGaugeArea(this.gaugeAreaRect(index), actor); +}; + +Window_BattleStatus.prototype.basicAreaRect = function (index) { + var rect = this.itemRectForText(index); + rect.width -= this.gaugeAreaWidth() + 15; + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaRect = function (index) { + var rect = this.itemRectForText(index); + rect.x += rect.width - this.gaugeAreaWidth(); + rect.width = this.gaugeAreaWidth(); + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaWidth = function () { + return 330; +}; + +Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) { + this.drawActorName(actor, rect.x + 0, rect.y, 150); + this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156); +}; + +Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) { + if ($dataSystem.optDisplayTp) { + this.drawGaugeAreaWithTp(rect, actor); + } else { + this.drawGaugeAreaWithoutTp(rect, actor); + } +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 108); + this.drawActorMp(actor, rect.x + 123, rect.y, 96); + this.drawActorTp(actor, rect.x + 234, rect.y, 96); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 201); + this.drawActorMp(actor, rect.x + 216, rect.y, 114); +}; + +//----------------------------------------------------------------------------- +// Window_BattleActor +// +// The window for selecting a target actor on the battle screen. + +function Window_BattleActor() { + this.initialize.apply(this, arguments); +} + +Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype); +Window_BattleActor.prototype.constructor = Window_BattleActor; + +Window_BattleActor.prototype.initialize = function (x, y) { + Window_BattleStatus.prototype.initialize.call(this); + this.x = x; + this.y = y; + this.openness = 255; + this.hide(); +}; + +Window_BattleActor.prototype.show = function () { + this.select(0); + Window_BattleStatus.prototype.show.call(this); +}; + +Window_BattleActor.prototype.hide = function () { + Window_BattleStatus.prototype.hide.call(this); + $gameParty.select(null); +}; + +Window_BattleActor.prototype.select = function (index) { + Window_BattleStatus.prototype.select.call(this, index); + $gameParty.select(this.actor()); +}; + +Window_BattleActor.prototype.actor = function () { + return $gameParty.members()[this.index()]; +}; + +//----------------------------------------------------------------------------- +// Window_BattleEnemy +// +// The window for selecting a target enemy on the battle screen. + +function Window_BattleEnemy() { + this.initialize.apply(this, arguments); +} + +Window_BattleEnemy.prototype = Object.create(Window_Selectable.prototype); +Window_BattleEnemy.prototype.constructor = Window_BattleEnemy; + +Window_BattleEnemy.prototype.initialize = function (x, y) { + this._enemies = []; + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.hide(); +}; + +Window_BattleEnemy.prototype.windowWidth = function () { + return Graphics.boxWidth - 192; +}; + +Window_BattleEnemy.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleEnemy.prototype.numVisibleRows = function () { + return 4; +}; + +Window_BattleEnemy.prototype.maxCols = function () { + return 2; +}; + +Window_BattleEnemy.prototype.maxItems = function () { + return this._enemies.length; +}; + +Window_BattleEnemy.prototype.enemy = function () { + return this._enemies[this.index()]; +}; + +Window_BattleEnemy.prototype.enemyIndex = function () { + var enemy = this.enemy(); + return enemy ? enemy.index() : -1; +}; + +Window_BattleEnemy.prototype.drawItem = function (index) { + this.resetTextColor(); + var name = this._enemies[index].name(); + var rect = this.itemRectForText(index); + this.drawText(name, rect.x, rect.y, rect.width); +}; + +Window_BattleEnemy.prototype.show = function () { + this.refresh(); + this.select(0); + Window_Selectable.prototype.show.call(this); +}; + +Window_BattleEnemy.prototype.hide = function () { + Window_Selectable.prototype.hide.call(this); + $gameTroop.select(null); +}; + +Window_BattleEnemy.prototype.refresh = function () { + this._enemies = $gameTroop.aliveMembers(); + Window_Selectable.prototype.refresh.call(this); +}; + +Window_BattleEnemy.prototype.select = function (index) { + Window_Selectable.prototype.select.call(this, index); + $gameTroop.select(this.enemy()); +}; + +//----------------------------------------------------------------------------- +// Window_BattleSkill +// +// The window for selecting a skill to use on the battle screen. + +function Window_BattleSkill() { + this.initialize.apply(this, arguments); +} + +Window_BattleSkill.prototype = Object.create(Window_SkillList.prototype); +Window_BattleSkill.prototype.constructor = Window_BattleSkill; + +Window_BattleSkill.prototype.initialize = function (x, y, width, height) { + Window_SkillList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleSkill.prototype.show = function () { + this.selectLast(); + this.showHelpWindow(); + Window_SkillList.prototype.show.call(this); +}; + +Window_BattleSkill.prototype.hide = function () { + this.hideHelpWindow(); + Window_SkillList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_BattleItem +// +// The window for selecting an item to use on the battle screen. + +function Window_BattleItem() { + this.initialize.apply(this, arguments); +} + +Window_BattleItem.prototype = Object.create(Window_ItemList.prototype); +Window_BattleItem.prototype.constructor = Window_BattleItem; + +Window_BattleItem.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleItem.prototype.includes = function (item) { + return $gameParty.canUse(item); +}; + +Window_BattleItem.prototype.show = function () { + this.selectLast(); + this.showHelpWindow(); + Window_ItemList.prototype.show.call(this); +}; + +Window_BattleItem.prototype.hide = function () { + this.hideHelpWindow(); + Window_ItemList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_TitleCommand +// +// The window for selecting New Game/Continue on the title screen. + +function Window_TitleCommand() { + this.initialize.apply(this, arguments); +} + +Window_TitleCommand.prototype = Object.create(Window_Command.prototype); +Window_TitleCommand.prototype.constructor = Window_TitleCommand; + +Window_TitleCommand.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.selectLast(); +}; + +Window_TitleCommand._lastCommandSymbol = null; + +Window_TitleCommand.initCommandPosition = function () { + this._lastCommandSymbol = null; +}; + +Window_TitleCommand.prototype.windowWidth = function () { + return 240; +}; + +Window_TitleCommand.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = Graphics.boxHeight - this.height - 96; +}; + +Window_TitleCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.newGame, 'newGame'); + this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled()); + this.addCommand(TextManager.options, 'options'); +}; + +Window_TitleCommand.prototype.isContinueEnabled = function () { + return DataManager.isAnySavefileExists(); +}; + +Window_TitleCommand.prototype.processOk = function () { + Window_TitleCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_TitleCommand.prototype.selectLast = function () { + if (Window_TitleCommand._lastCommandSymbol) { + this.selectSymbol(Window_TitleCommand._lastCommandSymbol); + } else if (this.isContinueEnabled()) { + this.selectSymbol('continue'); + } +}; + +//----------------------------------------------------------------------------- +// Window_GameEnd +// +// The window for selecting "Go to Title" on the game end screen. + +function Window_GameEnd() { + this.initialize.apply(this, arguments); +} + +Window_GameEnd.prototype = Object.create(Window_Command.prototype); +Window_GameEnd.prototype.constructor = Window_GameEnd; + +Window_GameEnd.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.open(); +}; + +Window_GameEnd.prototype.windowWidth = function () { + return 240; +}; + +Window_GameEnd.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_GameEnd.prototype.makeCommandList = function () { + this.addCommand(TextManager.toTitle, 'toTitle'); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_DebugRange +// +// The window for selecting a block of switches/variables on the debug screen. + +function Window_DebugRange() { + this.initialize.apply(this, arguments); +} + +Window_DebugRange.prototype = Object.create(Window_Selectable.prototype); +Window_DebugRange.prototype.constructor = Window_DebugRange; + +Window_DebugRange.lastTopRow = 0; +Window_DebugRange.lastIndex = 0; + +Window_DebugRange.prototype.initialize = function (x, y) { + this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10); + this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_DebugRange.lastTopRow); + this.select(Window_DebugRange.lastIndex); + this.activate(); +}; + +Window_DebugRange.prototype.windowWidth = function () { + return 246; +}; + +Window_DebugRange.prototype.windowHeight = function () { + return Graphics.boxHeight; +}; + +Window_DebugRange.prototype.maxItems = function () { + return this._maxSwitches + this._maxVariables; +}; + +Window_DebugRange.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this._editWindow) { + this._editWindow.setMode(this.mode()); + this._editWindow.setTopId(this.topId()); + } +}; + +Window_DebugRange.prototype.mode = function () { + return this.index() < this._maxSwitches ? 'switch' : 'variable'; +}; + +Window_DebugRange.prototype.topId = function () { + var index = this.index(); + if (index < this._maxSwitches) { + return index * 10 + 1; + } else { + return (index - this._maxSwitches) * 10 + 1; + } +}; + +Window_DebugRange.prototype.refresh = function () { + this.createContents(); + this.drawAllItems(); +}; + +Window_DebugRange.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var start; + var text; + if (index < this._maxSwitches) { + start = index * 10 + 1; + text = 'S'; + } else { + start = (index - this._maxSwitches) * 10 + 1; + text = 'V'; + } + var end = start + 9; + text += ' [' + start.padZero(4) + '-' + end.padZero(4) + ']'; + this.drawText(text, rect.x, rect.y, rect.width); +}; + +Window_DebugRange.prototype.isCancelTriggered = function () { + return (Window_Selectable.prototype.isCancelTriggered() || + Input.isTriggered('debug')); +}; + +Window_DebugRange.prototype.processCancel = function () { + Window_Selectable.prototype.processCancel.call(this); + Window_DebugRange.lastTopRow = this.topRow(); + Window_DebugRange.lastIndex = this.index(); +}; + +Window_DebugRange.prototype.setEditWindow = function (editWindow) { + this._editWindow = editWindow; +}; + +//----------------------------------------------------------------------------- +// Window_DebugEdit +// +// The window for displaying switches and variables on the debug screen. + +function Window_DebugEdit() { + this.initialize.apply(this, arguments); +} + +Window_DebugEdit.prototype = Object.create(Window_Selectable.prototype); +Window_DebugEdit.prototype.constructor = Window_DebugEdit; + +Window_DebugEdit.prototype.initialize = function (x, y, width) { + var height = this.fittingHeight(10); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._mode = 'switch'; + this._topId = 1; + this.refresh(); +}; + +Window_DebugEdit.prototype.maxItems = function () { + return 10; +}; + +Window_DebugEdit.prototype.refresh = function () { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_DebugEdit.prototype.drawItem = function (index) { + var dataId = this._topId + index; + var idText = dataId.padZero(4) + ':'; + var idWidth = this.textWidth(idText); + var statusWidth = this.textWidth('-00000000'); + var name = this.itemName(dataId); + var status = this.itemStatus(dataId); + var rect = this.itemRectForText(index); + this.resetTextColor(); + this.drawText(idText, rect.x, rect.y, rect.width); + rect.x += idWidth; + rect.width -= idWidth + statusWidth; + this.drawText(name, rect.x, rect.y, rect.width); + this.drawText(status, rect.x + rect.width, rect.y, statusWidth, 'right'); +}; + +Window_DebugEdit.prototype.itemName = function (dataId) { + if (this._mode === 'switch') { + return $dataSystem.switches[dataId]; + } else { + return $dataSystem.variables[dataId]; + } +}; + +Window_DebugEdit.prototype.itemStatus = function (dataId) { + if (this._mode === 'switch') { + return $gameSwitches.value(dataId) ? '[ON]' : '[OFF]'; + } else { + return String($gameVariables.value(dataId)); + } +}; + +Window_DebugEdit.prototype.setMode = function (mode) { + if (this._mode !== mode) { + this._mode = mode; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.setTopId = function (id) { + if (this._topId !== id) { + this._topId = id; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.currentId = function () { + return this._topId + this.index(); +}; + +Window_DebugEdit.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this.active) { + if (this._mode === 'switch') { + this.updateSwitch(); + } else { + this.updateVariable(); + } + } +}; + +Window_DebugEdit.prototype.updateSwitch = function () { + if (Input.isRepeated('ok')) { + var switchId = this.currentId(); + SoundManager.playCursor(); + $gameSwitches.setValue(switchId, !$gameSwitches.value(switchId)); + this.redrawCurrentItem(); + } +}; + +Window_DebugEdit.prototype.updateVariable = function () { + var variableId = this.currentId(); + var value = $gameVariables.value(variableId); + if (typeof value === 'number') { + if (Input.isRepeated('right')) { + value++; + } + if (Input.isRepeated('left')) { + value--; + } + if (Input.isRepeated('pagedown')) { + value += 10; + } + if (Input.isRepeated('pageup')) { + value -= 10; + } + if ($gameVariables.value(variableId) !== value) { + $gameVariables.setValue(variableId, value); + SoundManager.playCursor(); + this.redrawCurrentItem(); + } + } +}; diff --git a/www/package.json b/www/package.json new file mode 100644 index 0000000..b93dc3c --- /dev/null +++ b/www/package.json @@ -0,0 +1,12 @@ +{ + "name": "baron", + "main": "index.html", + "js-flags": "--expose-gc", + "window": { + "title": "", + "toolbar": false, + "width": 816, + "height": 624, + "icon": "icon/icon.png" + } +}