439 lines
14 KiB
JavaScript
439 lines
14 KiB
JavaScript
//=============================================================================
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// PD_Transition.js
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//=============================================================================
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/*
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* @plugindesc Adding to the fadein/fadeout transition effect like to RPG Maker XP/VX.
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* @author Shio_inu
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*
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* @param Duration
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* @desc default duration time (frame)
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* @default 24
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* @help
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* Please make the "transitions" folder, and import the image.
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*
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* Plugin Command:
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* Transition set fileName 0 # Set the transiotion image.
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* second arguments is Binarization flag.
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*
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* Transition clear # Release the transiotion image.
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*
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* Transition duration 24 # Set duration time of the transiotion.
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*
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* last update : 21st Jan 2017 v1.01
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*
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*/
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/*:ja
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* @plugindesc 画像によるトランジション演出機能を追加します。
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* @author しおいぬ
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*
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* @param Duration
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* @desc デフォルトの演出時間 (フレーム数)
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* @default 24
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*
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* @help
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*
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* 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。
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*
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* プラグインコマンド:
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* Transition set fileName 0 # トランジション画像をセットします。
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* 「トランジション 設定」でも同様の動作を行います。
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* 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。
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*
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* Transition clear # トランジション画像を解除します。
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* 「トランジション 解除」でも同様の動作を行います。
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* Transition duration 24 # トランジションの演出時間を変更します
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* 「トランジション 時間設定」でも同様の動作を行います。
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*
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*
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* 要望、バグ報告等はTwitter: https://twitter.com/co_inu へ
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* last update : 2017/01/21 v1.01 表示順位修正、時間設定機能追加
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*
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*/
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(function () {
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var parameters = PluginManager.parameters("PD_Transition");
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var PD_durationTime = Number(parameters["Duration"] || 24);
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var _Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === "Transition") {
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switch (args[0]) {
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case "set":
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$gameSystem.setTransition(String(args[1]), Boolean(Number(args[2])));
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SceneManager._scene.reload();
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break;
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case "clear":
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$gameSystem.setTransition(null, false);
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SceneManager._scene.reload();
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break;
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case "duration":
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$gameSystem.setTransitionDuration(Number(args[1]));
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break;
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}
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}
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if (command === "トランジション") {
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switch (args[0]) {
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case "設定":
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$gameSystem.setTransition(String(args[1]), Boolean(Number(args[2])));
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SceneManager._scene.reload();
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break;
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case "解除":
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$gameSystem.setTransition(null, 0);
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SceneManager._scene.reload();
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break;
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case "時間設定":
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$gameSystem.setTransitionDuration(Number(args[1]));
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break;
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}
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}
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};
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Game_System.prototype.setTransition = function (fileName, binarization) {
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this._transitionFile = fileName;
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this._transitionBin = binarization;
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};
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Game_System.prototype.getTransitionFileName = function () {
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return this._transitionFile;
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};
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Game_System.prototype.isTransitionBinarization = function () {
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//console.log("Bin:" + this._transitionBin);
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return this._transitionBin;
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};
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Game_System.prototype.setTransitionDuration = function (duration) {
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this._transitionDuration = duration;
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};
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Game_System.prototype.getTransitionDuration = function () {
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return this._transitionDuration;
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};
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//-----------------------------------------------------------------------------
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// Sprite_Transition
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//
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// トランジション用スプライトの定義です。
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function Sprite_Transition() {
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this.initialize.apply(this, arguments);
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}
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Sprite_Transition.prototype = Object.create(Sprite_Base.prototype);
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Sprite_Transition.prototype.constructor = Sprite_Transition;
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//イニシャライザ
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Sprite_Transition.prototype.initialize = function (white) {
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Sprite_Base.prototype.initialize.call(this);
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this.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight);
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this.createTransitionData($gameSystem.getTransitionFileName());
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this._durationMax = 0;
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this._white = white;
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this.z = 4;
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};
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//画像のリロードを行う
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Sprite_Transition.prototype.reload = function () {
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this.createTransitionData($gameSystem.getTransitionFileName());
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};
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//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
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Sprite_Transition.prototype.createTransitionData = function (fileName) {
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if (fileName == "none" || fileName == "無し" || fileName == "なし") {
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fileName = null;
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}
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var bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight);
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this._transitionBitmap = null;
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if (fileName) {
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//ファイル名が設定されていたら読み込む
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var bitmap2 = ImageManager.loadTransition(
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$gameSystem.getTransitionFileName()
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);
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if (bitmap2.width == 0 && bitmap2.height == 0) {
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//すぐに読み込めなかったらバックアップ
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this._transitionBitmap = bitmap2;
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} else {
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//キャッシュから読み込んだ場合は描画
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bitmap.blt(
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bitmap2,
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0,
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0,
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bitmap2.width,
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bitmap2.height,
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0,
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0,
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bitmap.width,
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bitmap.height
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);
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}
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//console.log("bitmap2 : " + bitmap2.width);
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} else {
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//設定されていなかったら適当に作る
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//bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight);
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bitmap.fillAll("rgb(128, 128, 128)");
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}
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//console.log("bitmap : " + bitmap);
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this._transitionData = bitmap.getPixelsData();
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//console.log("pixels : " + this._transitionData);
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};
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Sprite_Transition.prototype.updateBitmap = function (duration, sign) {
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if ($gameSystem.isTransitionBinarization()) {
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//2値化版
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if (sign > 0) {
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var threshold = (255 * duration) / this._durationMax;
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//console.log("threshold : " + threshold);
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this.bitmap.createTransitionBinarizationFadeIn(
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this._transitionData,
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threshold
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);
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} else {
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var threshold = 255 - (255 * duration) / this._durationMax;
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//console.log("threshold : " + threshold);
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this.bitmap.createTransitionBinarizationFadeOut(
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this._transitionData,
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threshold,
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this._white
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);
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}
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} else {
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//通常版
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speed = 255 / (this._durationMax / 2);
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//console.log("speed : " + speed);
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if (sign > 0) {
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var threshold = (255 * duration) / (this._durationMax / 2) - 255;
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//console.log("threshold : " + threshold);
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this.bitmap.createTransitionFadeIn(
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this._transitionData,
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threshold,
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speed
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);
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} else {
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var threshold = 510 - (255 * duration) / (this._durationMax / 2);
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//console.log("threshold : " + threshold);
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this.bitmap.createTransitionFadeOut(
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this._transitionData,
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threshold,
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speed,
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this._white
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);
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}
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}
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};
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Sprite_Transition.prototype.setDefault = function (sign) {
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if (this._transitionBitmap) {
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if (!this._transitionBitmap.isReady()) {
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return false;
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}
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var bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight);
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bitmap.blt(
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this._transitionBitmap,
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0,
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0,
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this._transitionBitmap.width,
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this._transitionBitmap.height,
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0,
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0,
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bitmap.width,
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bitmap.height
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);
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this._transitionData = bitmap.getPixelsData();
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this._transitionBitmap = null;
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}
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if (sign > 0) {
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//フェードイン
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if (this._white) {
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this.bitmap.fillAll("rgb(255, 255, 255)");
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} else {
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this.bitmap.fillAll("rgb(0, 0, 0)");
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}
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} else {
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//フェードアウト
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if (this._white) {
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this.bitmap.fillAll("rgba(255, 255, 255, 0)");
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// 完全に透明なピクセルは黒扱いされる
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} else {
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this.bitmap.fillAll("rgba(0, 0, 0, 0)");
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}
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}
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return true;
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};
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Sprite_Transition.prototype.setDurationMax = function (d) {
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this._durationMax = d;
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};
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Sprite_Transition.prototype.getDurationMax = function () {
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return this._durationMax;
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};
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Sprite_Transition.prototype.setWhite = function (white) {
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this._white = white;
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};
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ImageManager.loadTransition = function (filename, hue) {
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return this.loadBitmap("img/transitions/", filename, hue, true);
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};
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Scene_Map.prototype.createFadeSprite = function (white) {
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if (!this._fadeSprite) {
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this._fadeSprite = new Sprite_Transition(white);
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this._spriteset.addChild(this._fadeSprite);
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} else {
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this._fadeSprite.setWhite(white);
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}
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};
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Scene_Map.prototype.reload = function () {
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if (this._fadeSprite) {
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this._fadeSprite.reload();
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} else {
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this.createFadeSprite(false);
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}
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};
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Scene_Map.prototype.updateFade = function () {
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if (this._fadeDuration > 0) {
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if (this._fadeSprite.getDurationMax() == 0) {
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var ready = this._fadeSprite.setDefault(this._fadeSign);
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if (!ready) {
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return;
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}
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this._fadeSprite.setDurationMax(this._fadeDuration);
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}
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var d = this._fadeDuration - 1;
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this._fadeSprite.opacity = 255;
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this._fadeSprite.updateBitmap(d, this._fadeSign);
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this._fadeDuration--;
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} else if (this._fadeSprite) {
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//this._fadeSprite.opacity = 0;
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if (this._fadeSprite.getDurationMax() != 0) {
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this._fadeSprite.setDurationMax(0);
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}
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}
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};
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// Fadeout Screen
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Game_Interpreter.prototype.command221 = function () {
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if (!$gameMessage.isBusy()) {
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SceneManager._scene.startFadeOut(
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$gameSystem.getTransitionDuration() || PD_durationTime
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);
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this.wait($gameSystem.getTransitionDuration() || PD_durationTime);
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this._index++;
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}
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return false;
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};
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// Fadein Screen
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Game_Interpreter.prototype.command222 = function () {
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if (!$gameMessage.isBusy()) {
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SceneManager._scene.startFadeIn(
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$gameSystem.getTransitionDuration() || PD_durationTime
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);
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this.wait($gameSystem.getTransitionDuration() || PD_durationTime);
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this._index++;
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}
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return false;
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};
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//トランジションデータを作る
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Bitmap.prototype.createTransitionBinarizationFadeIn = function (
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data,
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threshold
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) {
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if (this.width > 0 && this.height > 0) {
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var context = this._context;
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var imageData = context.getImageData(0, 0, this.width, this.height);
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var pixels = imageData.data;
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for (var i = 0; i < pixels.length; i += 4) {
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if (pixels[i + 3] == 255) {
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var alpha = data[i] >= threshold ? 0 : 255;
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pixels[i + 3] = alpha;
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}
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}
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context.putImageData(imageData, 0, 0);
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this._setDirty();
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}
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};
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Bitmap.prototype.createTransitionBinarizationFadeOut = function (
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data,
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threshold,
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white
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) {
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if (this.width > 0 && this.height > 0) {
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var context = this._context;
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var imageData = context.getImageData(0, 0, this.width, this.height);
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var pixels = imageData.data;
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for (var i = 0; i < pixels.length; i += 4) {
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if (pixels[i + 3] == 0) {
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var alpha = data[i] > threshold ? 0 : 255;
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pixels[i + 3] = alpha;
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}
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if (white) {
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pixels[i] = 255;
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pixels[i + 1] = 255;
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pixels[i + 2] = 255;
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}
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}
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context.putImageData(imageData, 0, 0);
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this._setDirty();
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}
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};
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Bitmap.prototype.createTransitionFadeIn = function (data, threshold, speed) {
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if (this.width > 0 && this.height > 0) {
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var context = this._context;
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var imageData = context.getImageData(0, 0, this.width, this.height);
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var pixels = imageData.data;
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for (var i = 0; i < pixels.length; i += 4) {
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if (pixels[i + 3] == 255) {
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var alpha = data[i] >= threshold ? 255 - speed : 255;
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pixels[i + 3] = alpha;
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} else if (pixels[i + 3] != 0) {
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pixels[i + 3] -= speed;
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}
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}
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context.putImageData(imageData, 0, 0);
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this._setDirty();
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}
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};
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Bitmap.prototype.createTransitionFadeOut = function (
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data,
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threshold,
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speed,
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white
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) {
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if (this.width > 0 && this.height > 0) {
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var context = this._context;
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var imageData = context.getImageData(0, 0, this.width, this.height);
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var pixels = imageData.data;
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for (var i = 0; i < pixels.length; i += 4) {
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if (pixels[i + 3] == 0) {
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var alpha = data[i] <= threshold ? speed : 0;
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pixels[i + 3] = alpha;
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} else if (pixels[i + 3] != 255) {
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pixels[i + 3] += speed;
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}
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if (white) {
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pixels[i] = 255;
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pixels[i + 1] = 255;
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pixels[i + 2] = 255;
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}
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}
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context.putImageData(imageData, 0, 0);
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this._setDirty();
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}
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};
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//画像データの配列情報を取得する
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Bitmap.prototype.getPixelsData = function () {
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if (this.width > 0 && this.height > 0) {
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var context = this._context;
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var imageData = context.getImageData(0, 0, this.width, this.height);
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var pixels = imageData.data;
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return pixels;
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}
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};
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})();
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