moon-red-goddess-cornelia/js/plugins/MOG_BattleCamera.js
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//=============================================================================
// MOG_BattleCamera.js
//=============================================================================
/*:
* @target MZ
* @plugindesc (v1.0) Adiciona o efeito de câmera de batalha.
* @author Moghunter
* @url https://mogplugins.wordpress.com
*
* @param Cam Speed
* @desc Velocidade da câmera.
* @type number
* @default 30
* @min 0
* @max 500
*
* @param Cam Focus Delay
* @desc Definição do tempo para ativar o foco no alvo.
* @type number
* @default 20
* @min 0
* @max 100
*
* @param Cam X-Axis
* @desc Definição X-axis da câmera.
* @default 0
*
* @param Cam Y-Axis
* @desc Definição Y-axis da câmera.
* @default 0
*
* @command set_bCamWave
* @desc Configurar o efeito Wave.
* @text Wave Effect
*
* @arg waveX
* @desc Ativar o efeito wave na horizontal.
* @text Horizontal Wave
* @type boolean
* @default true
*
* @arg waveSpeedX
* @desc Definição da velocidade do wave.
* @text Wave Speed
* @type number
* @default 100
* @min 50
* @max 300
*
* @arg waveY
* @desc Ativar o efeito wave na vertical
* @text Vertical Wave
* @type boolean
* @default true
*
* @arg waveSpeedY
* @desc Definição da velocidade do wave.
* @text Wave Speed
* @type number
* @default 100
* @min 50
* @max 300
*
* @help
* =============================================================================
* ♦♦♦ MOG - Battle Camera ♦♦♦
* Author - Moghunter
* Version - 1.0
* Updated - 2021/04/16
* https://mogplugins.wordpress.com
* =============================================================================
* Adiciona o efeito de câmera de batalha.
*
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
  var Imported = Imported || {};
Imported.MOG_BattleCamera = true;
  var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_BattleCamera');
Moghunter.bcam_x = Number(Moghunter.parameters['Cam X-Axis'] || 0);
Moghunter.bcam_y = Number(Moghunter.parameters['Cam Y-Axis'] || 0);
Moghunter.bcam_range = Number(Moghunter.parameters['Cam Rate'] || 50);
Moghunter.bcam_speed = Number(Moghunter.parameters['Cam Speed'] || 30);
Moghunter.bcam_ftime = Number(Moghunter.parameters['Cam Focus Delay'] || 20);
//=============================================================================
// ■■■ PluginManager ■■■
//=============================================================================
PluginManager.registerCommand('MOG_BattleCamera', "set_bCamWave", data => {
$gameSystem.setBcamWave(data);
});
//=============================================================================
// ■■■ Game_Temp ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Initialize
//==============================
var _alias_mog_bcam_temp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function() {
_alias_mog_bcam_temp_initialize.call(this);
this.clearBattleCamera();
};
//==============================
// * clear Battle Camera
//==============================
Game_Temp.prototype.clearBattleCamera = function() {
this._bcamPos = [0,0];
this._bcam_actor = [null,[0,0]];
this._bcam_target = [null,[0,0]];
this._bcam_target_turn = [null,[0,0]];
this._bcam_user = [null,[0,0],0];
this._bcam_allTargets = false;
this._bcam_allTargets_turn = false;
this._bcam_phase = [0,0,0,0,0];
this._bcam_moving = false;
this._battleEnd = false;
this._bcam_wait = [0,0];
this._battleCamera = {};
this._battleCamera.centerX = 0;
this._battleCamera.centerY = 0;
this._battleCamera.waveX = 0;
this._battleCamera.waveY = 0;
this._battleCamera.needRefreshData = false;
};
//=============================================================================
// ■■■ Game_System ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Initialize
//==============================
var _alias_mog_bcam_sys_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
_alias_mog_bcam_sys_initialize.call(this);
var nr = Math.min(Math.max(Moghunter.bcam_range,0),100);
var ns = Math.min(Math.max(Moghunter.bcam_speed,0),500);
var nw = Math.min(Math.max(Moghunter.bcam_ftime,0),100);
this._cam_data = [true, nr,ns,nw];
this._battleCameraData = {};
this._battleCameraData.waveX = false;
this._battleCameraData.waveY = false;
this._battleCameraData.waveSpeedX = 100;
this._battleCameraData.waveSpeedY = 100;
};
//==============================
// ♦ set BCam Wave
//==============================
Game_System.prototype.setBcamWave = function(data) {
this._battleCameraData.waveX = String(data.waveX) == "true" ? true : false;
this._battleCameraData.waveY = String(data.waveY) == "true" ? true : false;
this._battleCameraData.waveSpeedX = Math.min(Math.max(Number(data.waveSpeedX),50),300);
this._battleCameraData.waveSpeedY = Math.min(Math.max(Number(data.waveSpeedY),50),300);
$gameTemp._battleCamera.needRefreshData = true;
};
//=============================================================================
// ■■■ Scene Battle ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ onSelectAction
//==============================
var _alias_mog_bcam_onSelectAction = Scene_Battle.prototype.onSelectAction;
Scene_Battle.prototype.onSelectAction = function() {
var action = BattleManager.inputtingAction();
$gameTemp._bcam_allTargets = action.isForAll();
_alias_mog_bcam_onSelectAction.call(this);
};
//=============================================================================
// ■■■ Window BattleActor ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Hide
//==============================
var _alias_mog_bcam_wba_hide = Window_BattleActor.prototype.hide;
Window_BattleActor.prototype.hide = function() {
_alias_mog_bcam_wba_hide.call(this);
$gameTemp._bcam_allTargets = false;
$gameTemp._bcam_target = null;
};
//==============================
// ♦ ALIAS ♦ Select
//==============================
var _mog_alias_bcam_wba_select = Window_BattleActor.prototype.select;
Window_BattleActor.prototype.select = function(index) {
_mog_alias_bcam_wba_select.call(this,index);
$gameTemp._bcam_target = [null,[0,0]];
if (this.actor(index)) {$gameTemp._bcam_target[0] = this.actor(index);};
};
//=============================================================================
// ■■■ Window BattleEnemy ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Hide
//==============================
var _alias_mog_bcam_wbe_hide = Window_BattleEnemy.prototype.hide;
Window_BattleEnemy.prototype.hide = function() {
_alias_mog_bcam_wbe_hide.call(this);
$gameTemp._bcam_allTargets = false;
$gameTemp._bcam_target = null;
};
//==============================
// ♦ ALIAS ♦ Select
//==============================
var _mog_alias_batcam_wbe_select = Window_BattleEnemy.prototype.select;
Window_BattleEnemy.prototype.select = function(index) {
_mog_alias_batcam_wbe_select.call(this,index)
$gameTemp._bcam_target = [null,[0,0]];
if (this.enemy()) {$gameTemp._bcam_target[0] = this.enemy();};
};
//=============================================================================
// ■■■ Battle Manager ■■■
//=============================================================================
//==============================
// * Camera Clear
//==============================
BattleManager.camera_clear = function() {
$gameTemp._bcam_user = [null,[0,0],0];
$gameTemp._bcam_target_turn = [null,[0,0]];
$gameTemp._bcam_allTargets_turn = false;
$gameTemp._bcam_moving = false;
};
//==============================
// ♦ ALIAS ♦ Start Action
//==============================
var _alias_mog_bcam_bmger_startAction = BattleManager.startAction;
BattleManager.startAction = function() {
_alias_mog_bcam_bmger_startAction.call(this);
this.camera_clear();
$gameTemp._bcam_user = [this._subject,[0,0],$gameSystem._cam_data[3]];
$gameTemp._bcam_target_turn[0] = this._targets[0];
const subject = this._subject;
const action = subject.currentAction();
if (action) {
if (this.needFocusUserFrontal(action)) {$gameTemp._bcam_target_turn[0] = this._subject};
if (this.needCenterCam(action)) {$gameTemp._bcam_allTargets_turn = true};
};
};
//==============================
// * needFocusUserFrontal
//==============================
BattleManager.needFocusUserFrontal = function(action) {
if ($gameSystem.isSideView()) {return false};
if (!this._subject.isEnemy()) {return false};
return true
};
//==============================
// * need Center Cam
//==============================
BattleManager.needCenterCam = function(action) {
if (!$gameSystem.isSideView()) {return false};
if (action.isForAll()) {return true};
if (action.isForRandom()) {return false};
if (this._targets.length <= 1) {return false};
if (action.numRepeats() > 1) {return false}
return true
};
//==============================
// ♦ ALIAS ♦ endTurn
//==============================
const _mog_bCam_battle_manager_endTurn = BattleManager.endTurn;
BattleManager.endTurn = function() {
_mog_bCam_battle_manager_endTurn.call(this);
this.camera_clear();
};
//==============================
// ♦ ALIAS ♦ endAction
//==============================
const _mog_bCam_battle_manager_endAction = BattleManager.endAction;
BattleManager.endAction = function() {
_mog_bCam_battle_manager_endAction.call(this);
this.camera_clear();
$gameTemp._bcam_wait[0] = 20;
};
//==============================
// ♦ ALIAS ♦ processVictory
//==============================
var _alias_mog_bcam_processVictory = BattleManager.processVictory;
BattleManager.processVictory = function() {
$gameTemp._battleEnd = true;
_alias_mog_bcam_processVictory.call(this);
};
//==============================
// ♦ ALIAS ♦ processAbort
//==============================
var _alias_mog_bcam_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function() {
$gameTemp._battleEnd = true;
_alias_mog_bcam_processAbort.call(this);
};
//==============================
// ♦ ALIAS ♦ processDefeat
//==============================
var _alias_mog_bcam_processDefeat = BattleManager.processDefeat;
BattleManager.processDefeat = function() {
$gameTemp._battleEnd = true;
_alias_mog_bcam_processDefeat.call(this);
};
//=============================================================================
// ■■■ Spriteset Battler ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Update Position
//==============================
var _alias_mog_bcam_sprbat_updatePosition = Sprite_Battler.prototype.updatePosition;
Sprite_Battler.prototype.updatePosition = function() {
_alias_mog_bcam_sprbat_updatePosition.call(this);
this.updateBattleCameraPosition();
};
//==============================
// * Update Battle Camera Pos
//==============================
Sprite_Battler.prototype.updateBattleCameraPosition = function() {
$gameTemp._bcam_actor[0] = BattleManager.actor();
if ($gameTemp._bcam_target && $gameTemp._bcam_target[0] === this._battler) {this.update_focus_target()};
if ($gameTemp._bcam_target_turn && $gameTemp._bcam_target_turn[0] === this._battler) {this.update_focus_target_turn()};
if ($gameTemp._bcam_user && $gameTemp._bcam_user[0] === this._battler) {this.update_focus_user()};
if ($gameTemp._bcam_actor && $gameTemp._bcam_actor[0] === this._battler) {this.update_focus_actor()};
};
//==============================
// * Cam Y
//==============================
Sprite_Battler.prototype.cam_th = function() {
if (this._mainSprite) {
return this.y - (this._mainSprite.height / 2);
} else {
return this.y - (this.bitmap.height / 2);
};
};
//==============================
// * Update Focus Actor
//==============================
Sprite_Battler.prototype.update_focus_actor = function() {
$gameTemp._bcam_actor[1][0] = this.x;
$gameTemp._bcam_actor[1][1] = this.cam_th();
};
//==============================
// * Update Focus Target
//==============================
Sprite_Battler.prototype.update_focus_target = function() {
$gameTemp._bcam_target[1][0] = this.x;
$gameTemp._bcam_target[1][1] = this.cam_th();
};
//==============================
// * Update Focus Target Turn
//==============================
Sprite_Battler.prototype.update_focus_target_turn = function() {
$gameTemp._bcam_target_turn[1][0] = this.x;
$gameTemp._bcam_target_turn[1][1] = this.cam_th();
};
//==============================
// * Update Focus user
//==============================
Sprite_Battler.prototype.update_focus_user = function() {
$gameTemp._bcam_user[1][0] = this.x;
$gameTemp._bcam_user[1][1] = this.cam_th();
};
//=============================================================================
// ■■■ Spriteset Battleback ■■■
//=============================================================================
//==============================
// ♦ OVERWRITE ♦ adjustPosition
//==============================
Sprite_Battleback.prototype.adjustPosition = function() {
const cRangeX = $gameSystem._cam_data[1] / 80;
const cRangeY = $gameSystem._cam_data[1] / 135;
const marginX = 64
const marginY = 64
const gwidth = Graphics.width + marginX;
const gheight = Graphics.height + marginY;
this.width = this.bitmap.width < gwidth ? gwidth : this.bitmap.width;
this.height = this.bitmap.height < gheight ? gheight : this.bitmap.height;
const camWidth = this.width + (this.width * cRangeX)
const camHeight = this.height + (this.height * cRangeY)
this.x = -(gwidth / 4);
this.y = -(gheight / 4);
const ratioX = camWidth / this.bitmap.width;
const ratioY = camHeight / this.bitmap.height;
this.scale.x = ratioX;
this.scale.y = ratioY;
};
//=============================================================================
// ■■■ Spriteset Battle ■■■
//=============================================================================
//==============================
// ♦ ALIAS ♦ Initialize
//==============================
var _alias_mog_bcam_sprt_initialize = Spriteset_Battle.prototype.initialize;
Spriteset_Battle.prototype.initialize = function() {
this.battleCamSetup();
_alias_mog_bcam_sprt_initialize.call(this);
};
//==============================
// * Battle Cam Setup
//==============================
Spriteset_Battle.prototype.battleCamSetup = function() {
$gameTemp.clearBattleCamera();
this._center = [(Graphics.width / 2),(Graphics.height / 2)];
this._resCenter = [(Graphics.width - 816) / 2 ,(Graphics.height - 624) / 2];
this._camera_range = $gameSystem._cam_data[1];
this._camera_speed = $gameSystem._cam_data[2];
lm_x = this._center[0] * this.cam_range();
lm_y = this._center[1] * this.cam_range();
this._cam_limit = [-lm_x,lm_x,-lm_y, lm_y];
this._cam_XF = Moghunter.bcam_x - this._resCenter[0];
this._cam_YF = Moghunter.bcam_y - this._resCenter[1] - 24;
this.refreshCamWaveData();
this.cam_center();
this._scale_background = false;
};
//==============================
// * refreshCamWaveData
//==============================
Spriteset_Battle.prototype.refreshCamWaveData = function() {
$gameTemp._battleCamera.needRefreshData = false;
this._cWave = {};
this._cWave.enabledX = $gameSystem._battleCameraData.waveX;
this._cWave.x = 0;
this._cWave.speedX = 0.004 * $gameSystem._battleCameraData.waveSpeedX / 100;
this._cWave.maxRangeX = 0.4;
this._cWave.rangeX = this._cWave.maxRangeX;
this._cWave.maxRangeLimitX = this._cWave.maxRangeX * 100;
this._cWave.phaseX = 0;
this._cWave.enabledY = $gameSystem._battleCameraData.waveY;
this._cWave.y = 0;
this._cWave.speedY = 0.004 * $gameSystem._battleCameraData.waveSpeedY / 100;
this._cWave.maxRangeY = 0.4;
this._cWave.rangeY = this._cWave.maxRangeY;
this._cWave.maxRangeLimitY = this._cWave.maxRangeY * 100;
this._cWave.phaseY = 0;
};
//==============================
// * Cam Speed
//==============================
Spriteset_Battle.prototype.cam_speed = function() {
return this._camera_speed;
};
//==============================
// * Cam Range
//==============================
Spriteset_Battle.prototype.cam_range = function() {
return this._camera_range / 100;
};
//==============================
// * Cam Center
//==============================
Spriteset_Battle.prototype.cam_center = function() {
this._cam_X = this._center[0] - this._resCenter[0];
this._cam_Y = this._center[1] - this._resCenter[1];
};
//==============================
// * Need Center Cam
//==============================
Spriteset_Battle.prototype.needCenterCam = function() {
if ($gameTemp._bcam_allTargets) {return true};
if ($gameTemp._bcam_allTargets_turn) {return true};
if ($gameTemp._battleEnd) {return true};
return false
};
//==============================
// * Update Cam Position
//==============================
Spriteset_Battle.prototype.update_cam_position= function() {
if (this._cWave.enabledX) {this.updateCameraWaveX()};
if (this._cWave.enabledY) {this.updateCameraWaveY()};
if ($gameTemp._bcam_wait[0] > 0) {$gameTemp._bcam_wait[0]--};
if ($gameTemp._bcam_wait[1] > 0) {$gameTemp._bcam_wait[1]--};
if (this.needCenterCam()) {this.cam_center();return};
if ($gameTemp._bcam_wait[0] == 0) {this.updateFocus()};
};
//==============================
// * Update Focus
//==============================
Spriteset_Battle.prototype.updateFocus = function() {
this._sd = false
if ($gameTemp._bcam_user[2] > 0) {$gameTemp._bcam_user[2] -= 1};
if ($gameTemp._bcam_target && $gameTemp._bcam_target[0]) {
if (!$gameSystem.isSideView() && $gameTemp._bcam_target[0].isActor()) {
this._cam_X = this._center[0] + this._baseSprite.x;
this._cam_Y = this._center[1] - this._baseSprite.y;
} else {
this._cam_X = $gameTemp._bcam_target[1][0];
this._cam_Y = $gameTemp._bcam_target[1][1];
};
} else if (this.isCamUser()) {
if (!$gameSystem.isSideView() && $gameTemp._bcam_user[0].isActor()) {
this.cam_center();
} else {
this._cam_X = $gameTemp._bcam_user[1][0];
this._cam_Y = $gameTemp._bcam_user[1][1];
};
} else if (this.isCamTarget()) {
this._cam_X = $gameTemp._bcam_target_turn[1][0];
this._cam_Y = $gameTemp._bcam_target_turn[1][1];
} else if (this.isCamActor()) {
this._cam_X = $gameTemp._bcam_actor[1][0];
this._cam_Y = $gameTemp._bcam_actor[1][1];
} else {
this.cam_center();
};
};
//==============================
// * Is Cam User
//==============================
Spriteset_Battle.prototype.isCamUser = function() {
if (!$gameTemp._bcam_user) {return false};
if (!$gameTemp._bcam_user[0]) {return false};
if ($gameTemp._bcam_user[2] === 0) {return false};
return true;
};
//==============================
// * Is Cam Target
//==============================
Spriteset_Battle.prototype.isCamTarget = function() {
if (!$gameTemp._bcam_target_turn) {return false};
if (!$gameTemp._bcam_target_turn[0]) {return false};
if (!$gameSystem.isSideView() && $gameTemp._bcam_target_turn[0].isActor()) {return false};
return true;
};
//==============================
// * Is Cam Actor
//==============================
Spriteset_Battle.prototype.isCamActor = function() {
if (!$gameSystem.isSideView()) {return false};
if (!$gameTemp._bcam_actor) {return false};
if (!$gameTemp._bcam_actor[0]) {return false};
return true;
};
//==============================
// * Update Battle Camera
//==============================
Spriteset_Battle.prototype.update_battle_camera = function() {
this.update_cam_position();
var nx = this._center[0] - this._cam_X + this._cam_XF + this._cWave.x;
var ny = this._center[1] - this._cam_Y + this._cam_YF + this._cWave.y;
if (this._cWave.enabledX) {
if (nx >= this._cam_limit[1] - this._cWave.maxRangeLimitX + this._cWave.x) {
nx = this._cam_limit[1] - this._cWave.maxRangeLimitX + this._cWave.x
} else if (nx <= this._cam_limit[0] + this._cWave.maxRangeLimitX + this._cWave.x) {
nx = this._cam_limit[0] + this._cWave.maxRangeLimitX + this._cWave.x
};
};
if (this._cWave.enabledY) {
if (ny >= this._cam_limit[3] - this._cWave.maxRangeLimitY + this._cWave.y) {
ny = this._cam_limit[3] - this._cWave.maxRangeLimitY + this._cWave.y;
} else if (ny <= this._cam_limit[2] + this._cWave.maxRangeLimitY + this._cWave.y) {
ny = this._cam_limit[2] + this._cWave.maxRangeLimitY + this._cWave.y
};
};
this._baseSprite.x = Math.floor(this.cam_move_to(this._baseSprite.x,nx,this.cam_speed(),0));
this._baseSprite.y = Math.floor(this.cam_move_to(this._baseSprite.y,ny,this.cam_speed(),1));
$gameTemp._bcamPos = [this._baseSprite.x,this._baseSprite.y];
$gameTemp._battleCamera.waveX = this._cWave.x;
$gameTemp._battleCamera.waveY = this._cWave.y;
};
//==============================
// * updateBCamMode
//==============================
Spriteset_Battle.prototype.updateBbCamMode = function(sprite,index) {
if (this._bbData[index] && this._bbData[index][5]) {
var rate = this._bbData[index][5];
} else {
var rate = 0;
};
sprite.x = -(this._baseSprite.x * (rate / 100)) + this._center[0];
sprite.y = -(this._baseSprite.y * (rate / 100)) + this._center[1];
};
//==============================
// * Cam Move To
//==============================
Spriteset_Battle.prototype.cam_move_to = function(value,real_value,speed,type) {
if (value == real_value) {return value};
var dnspeed = 5 + (Math.abs(value - real_value) / speed);
if (value > real_value) {value -= dnspeed;
if (value < real_value) {value = real_value};}
else if (value < real_value) {value += dnspeed;
if (value > real_value) {value = real_value};
};
if (type === 0) {return Math.min(Math.max(value,this._cam_limit[0]),this._cam_limit[1]);
} else {return Math.min(Math.max(value,this._cam_limit[2]),this._cam_limit[3])};
};
//==============================
// * update Camera Wave X
//==============================
Spriteset_Battle.prototype.updateCameraWaveX = function() {
if (this._cWave.phaseX == 0) {
this._cWave.rangeX -= this._cWave.speedX;
if (this._cWave.rangeX <= -this._cWave.maxRangeX) {
this._cWave.rangeX = -this._cWave.maxRangeX
this._cWave.phaseX = 1
};
} else {
this._cWave.rangeX += this._cWave.speedX;
if (this._cWave.rangeX >= this._cWave.maxRangeX) {
this._cWave.rangeX = this._cWave.maxRangeX;
this._cWave.phaseX = 0
};
};
this._cWave.x -= this._cWave.rangeX;
};
//==============================
// * update Camera Wave Y
//==============================
Spriteset_Battle.prototype.updateCameraWaveY = function() {
if (this._cWave.phaseY == 0) {
this._cWave.rangeY -= this._cWave.speedY;
if (this._cWave.rangeY <= -this._cWave.maxRangeY) {
this._cWave.rangeY = -this._cWave.maxRangeY
this._cWave.phaseY = 1
};
} else {
this._cWave.rangeY += this._cWave.speedY;
if (this._cWave.rangeY >= this._cWave.maxRangeY) {
this._cWave.rangeY = this._cWave.maxRangeY;
this._cWave.phaseY = 0;
};
};
this._cWave.y -= this._cWave.rangeY;
};
//==============================
// * Update Bcam Misc
//==============================
Spriteset_Battle.prototype.updateBcamMisc = function() {
const cx = $gameTemp._bcamPos[0];
const cy = $gameTemp._bcamPos[1];
if (this._sprtField1) {
this._sprtField1.x = cx;
this._sprtField1.y = cy;
};
if (this._sprtField2) {
this._sprtField2.x = cx;
this._sprtField2.y = cy;
};
if (Imported.MOG_HPGauge) {
this._hpField.x = cx;
this._hpField.y = cy;
};
if ($gameTemp._battleCamera.needRefreshData) {this.refreshCamWaveData()};
};
//==============================
// ♦ ALIAS ♦ Update
//==============================
var _alias_mog_bcam_sprt_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function() {
_alias_mog_bcam_sprt_update.call(this);
if ($gameSystem._cam_data[0] && this._cam_limit) {this.update_battle_camera()};
this.updateBcamMisc();
};