This commit is contained in:
Dazed 2023-11-19 16:48:52 -06:00
parent f9e4374808
commit 798e3a9f6b
8 changed files with 1441 additions and 91 deletions

File diff suppressed because it is too large Load diff

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@ -40269,7 +40269,7 @@
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@ -30713,6 +30713,8 @@
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@ -7,7 +7,7 @@
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@ -25,7 +25,7 @@
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@ -105,7 +105,7 @@
"pitch": 100,
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"elements": [
"",
"物理",
@ -2747,8 +2747,8 @@
"",
"",
"",
"",
"",
"加算回数(剣術)",
"加算回数(知識)",
"",
"アーテル場所乱数",
"トイレガチャガチャ吸う",
@ -2891,7 +2891,7 @@
"",
""
],
"versionId": 44441053,
"versionId": 29871517,
"victoryMe": {
"name": "Victory1",
"pan": 0,
@ -2929,5 +2929,5 @@
],
"hasEncryptedImages": true,
"hasEncryptedAudio": true,
"encryptionKey": "7ed30606d662e8ac76b8f23b14956b9a"
"encryptionKey": "6e8212589491b92336542f93de2836ea"
}

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@ -23315,9 +23315,9 @@
this.frameBuffer.texture.enableLinearScaling();
}
/*
A frame buffer needs a target to render to..
create a texture and bind it attach it to the framebuffer..
*/
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;
@ -39079,15 +39079,15 @@
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
*/
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
@ -44433,36 +44433,36 @@
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);
* ```
* <pre>
* 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
* </pre>
*
* @class
* @extends PIXI.mesh.Plane
* @memberof PIXI.mesh
*
*/
* 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);
* ```
* <pre>
* 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
* </pre>
*
* @class
* @extends PIXI.mesh.Plane
* @memberof PIXI.mesh
*
*/
var NineSlicePlane = (function (_Plane) {
_inherits(NineSlicePlane, _Plane);

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@ -373,10 +373,7 @@ var utakata = utakata || (utakata = {});
var switchesJson = this._getTargetSwitchJson();
var variablesJson = this._getTargetVariableJson();
var json = {
gameSwitches: switchesJson,
gameVariables: variablesJson,
};
var json = { gameSwitches: switchesJson, gameVariables: variablesJson };
DataManager.saveCommonSave(json);
};