one-winged-sinope/js/plugins/PictureAnimation.js
2026-02-06 16:16:37 -06:00

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/*=============================================================================
PictureAnimation.js
----------------------------------------------------------------------------
(C)2020 Triacontane
This software is released under the MIT License.
http://opensource.org/licenses/mit-license.php
----------------------------------------------------------------------------
Version
1.1.3 2021/01/11 セルの効果音設定のコマンドが正常に機能していなかった問題を修正
1.1.2 2020/12/06 1.1.0の機能追加で最後のセルの最後のフレームまで到達したときに完了扱いにするよう修正
1.1.1 2020/11/30 英訳版ヘルプをご提供いただいて追加
1.1.0 2020/10/24 ピクチャのアニメーション完了まで次の命令に移行しない設定を追加
1.0,2 2020/08/24 ピクチャのアニメーションセル設定でセル進行かどうかの判定処理が誤っていた問題を修正
1.0.1 2020/08/23 ピクチャのアニメーションセル設定のコマンドが機能していなかった問題を修正
1.0.0 2020/02/28 MV版から流用作成
----------------------------------------------------------------------------
[Blog] : https://triacontane.blogspot.jp/
[Twitter]: https://twitter.com/triacontane/
[GitHub] : https://github.com/triacontane/
=============================================================================*/
/*:
* @target MZ
* @plugindesc Picture Animation
* @author Triacontane
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @url
*
* @param returnToFirstCell
* @text Return to the first cell
* @desc Return to the first cell after the end of the non-looping animation. If disabled, it will stop at the last cell.
* @default true
* @type boolean
*
* @command INIT
* @text Animation Preparation
* @desc Prepare the picture to be animated.Do it just before "Show Picture".
*
* @arg cellNumber
* @text Number of cells
* @desc The number of cells to be animated
* @type number
* @default 1
* @max 200
* @min 1
*
* @arg frameNumber
* @text Number of frames
* @desc Number of frames in the animation interval
* @type number
* @default 1
* @min 1
*
* @arg direction
* @text Cell Placement Method
* @desc How to place a cell image
* @type select
* @default vertical
* @option Vertical
* @value vertical
* @option horizon
* @value horizon
* @option Sequential Numbering
* @value number
*
* @arg fade
* @text Fade time
* @desc The number of frames to change images (if set to 0, it will not fade)
* @type number
* @default 0
*
* @command START
* @text Start Animation
* @desc Start to animate the picture of the specified picture number.
*
* @arg pictureNumber
* @text Picture ID
* @desc Picture ID.
* @type number
* @default 1
* @min 1
*
* @arg loop
* @text With or without a loop
* @desc The presence of loop playback.
* @type boolean
* @default false
*
* @arg wait
* @text Wait fot Completion
* @desc If set to true, wait for the event to progress until the animation is complete.
* @type boolean
* @default false
*
* @arg animationType
* @text Animation Type
* @desc Animation Type.
* @type select
* @default 1
* @option 1->2->3->4->1->2->3->4... (If the number of cells is 4.)
* @value 1
* @option 1->2->3->4->3->2->1->2... (If the number of cells is 4.)
* @value 2
* @option Custom Patterns
* @value 3
*
* @arg customPattern
* @text Custom Patterns
* @desc The pattern if the animation type is set to "Custom Pattern".
* @type number[]
* @default ["1"]
*
* @command STOP
* @text End of Animation
* @desc Finish animating a picture of the specified picture number.
*
* @arg pictureNumber
* @text Picture ID
* @desc Picture ID.
* @type number
* @default 1
* @min 1
*
* @arg force
* @text Forced Exit
* @desc If enabled, the animation will stop the moment it is executed. If disabled, it will stop after a cycle.
* @type boolean
* @default false
*
* @command SET_CELL
* @text Animation Cell Settings
* @desc Set the animation cells directly. This is useful if you want to animate at any time.
*
* @arg pictureNumber
* @text Picture ID
* @desc Picture ID.
* @type number
* @default 1
* @min 1
*
* @arg cellNumber
* @text Cell Number
* @desc The cell number to be specified. The starting number is 1, and a value of 0 will advance the current cell by one.
* @type number
* @default 0
*
* @arg wait
* @text Wait fot Completion
* @desc If set to true, it will wait for the event to run during the crossfade.
* @type boolean
* @default false
*
* @command LINK_VARIABLE
* @text Cell Variables Links
* @desc Synchronize the animated cells with the specified variables. As the value of the variable changes, the displayed cell will also change automatically.
*
* @arg pictureNumber
* @text Picture ID
* @desc Picture ID.
* @type number
* @default 1
* @min 1
*
* @arg variableId
* @text Variable Number
* @desc The variable number of the link target.
* @type variable
* @default 1
*
* @command LINK_SOUND
* @text SE Settings
* @desc Play SE at the time the animation cell switches.
*
* @arg cellNumber
* @text Cell Number
* @desc The cell number to be specified.
* @type number
* @default 1
* @min 1
*
* @arg se
* @text Sound Effect
* @desc Sound Effect
* @type struct<SE>
* @default
*
* @help Animate the picture at the specified frame interval.
* Prepare the cell images you want to animate (*) and enter the following commands.
*
* 1. Animation Preparation (Plugin Command)
* 2. Show Picture (Event Command)
* 3. Start Animation (Plugin Command)
* 4. End of animation (Plugin Command)
*
* There are three ways of placement
* vertical: arrange the cells vertically to make the whole into one file.
* horizon: Cells are lined up horizontally to make the whole into a single file.
* number: Prepare multiple cell images with sequential numbers. (The original part is an arbitrary string of characters)
* original00.png(The original file specified in the picture display)
* original01.png
* original02.png...
*
* attention! If you use "Exclude unused files" of the deployment method,
* it may be excluded as unused files at deployment time.
*
* In addition to simply animating cells,
* you can also specify cell numbers directly from the plugin command or link the value of a variable to a cell number.
* In addition to simply animating cells,
* you can also specify cell numbers directly from the plugin command or link the value of a variable to a cell number.
* It is useful for productions such as picture-story shows or to change the display state of standing pictures depending on the conditions.
*
* Script details
*
* Get the current cell number for the picture being animated.
* It can be used in the event commands "variable manipulation" and "conditional branching".
* Running it while not viewing the picture will result in an error.
* $gameScreen.picture(1).cell; // Get a cell with picture ID [1].
*
* User Agreement:
* You may alter or redistribute the plugin without permission. There are no restrictions on usage format
* (such as adult- or commercial-use only).
* This plugin is now all yours.
*/
/*:ja
* @target MZ
* @plugindesc ピクチャのアニメーションプラグイン
* @author トリアコンタン
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @url
*
* @param returnToFirstCell
* @text 最初のセルに戻る
* @desc ループしないアニメーションの終了後、最初のセルに戻ります。無効にすると最後のセルで止まります。
* @default true
* @type boolean
*
* @command INIT
* @text アニメーション準備
* @desc ピクチャをアニメーション対象にする準備をします。「ピクチャの表示」の直前に実行してください。
*
* @arg cellNumber
* @text セル数
* @desc アニメーションするセル画の数
* @type number
* @default 1
* @max 200
* @min 1
*
* @arg frameNumber
* @text フレーム数
* @desc アニメーション間隔のフレーム数
* @type number
* @default 1
* @min 1
*
* @arg direction
* @text セル配置方法
* @desc セル画像の配置方法
* @type select
* @default vertical
* @option 縦
* @value vertical
* @option 横
* @value horizon
* @option 連番
* @value number
*
* @arg fade
* @text フェード時間
* @desc 画像切替に掛かるフレーム数0にするとフェードしない
* @type number
* @default 0
*
* @command START
* @text アニメーション開始
* @desc 指定したピクチャ番号のピクチャをアニメーションを開始します。
*
* @arg pictureNumber
* @text ピクチャ番号
* @desc ピクチャ番号です。
* @type number
* @default 1
* @min 1
*
* @arg loop
* @text ループ有無
* @desc ループ再生の有無です。
* @type boolean
* @default false
*
* @arg wait
* @text 完了までウェイト
* @desc 有効にするとアニメーションが完了するまでイベントの進行を待機します。
* @type boolean
* @default false
*
* @arg animationType
* @text アニメーションタイプ
* @desc アニメーションタイプです。
* @type select
* @default 1
* @option 1→2→3→4→1→2→3→4... (セル数が4の場合)
* @value 1
* @option 1→2→3→4→3→2→1→2... (セル数が4の場合)
* @value 2
* @option カスタムパターン
* @value 3
*
* @arg customPattern
* @text カスタムパターン
* @desc アニメーションタイプを「カスタムパターン」にした場合のパターンです。
* @type number[]
* @default ["1"]
*
* @command STOP
* @text アニメーション終了
* @desc 指定したピクチャ番号のピクチャをアニメーションを終了します。
*
* @arg pictureNumber
* @text ピクチャ番号
* @desc ピクチャ番号です。
* @type number
* @default 1
* @min 1
*
* @arg force
* @text 強制終了
* @desc 有効にすると実行した瞬間にアニメーションが止まります。無効にすると一巡してから止まります。
* @type boolean
* @default false
*
* @command SET_CELL
* @text アニメーションセル設定
* @desc アニメーションのセルを直接設定します。任意のタイミングでアニメーションしたい場合に有効です。
*
* @arg pictureNumber
* @text ピクチャ番号
* @desc ピクチャ番号です。
* @type number
* @default 1
* @min 1
*
* @arg cellNumber
* @text セル番号
* @desc 指定対象のセル番号です。開始番号は1で、0を指定すると、現在のセルからひとつ進めます。
* @type number
* @default 0
*
* @arg wait
* @text ウェイト有無
* @desc ウェイトありを設定すると、クロスフェード中はイベントの実行を待機します。
* @type boolean
* @default false
*
* @command LINK_VARIABLE
* @text セルの変数のリンク
* @desc アニメーションのセルを指定した変数と連動させます。変数の値が変化すると表示しているセルも自動的に変化します。
*
* @arg pictureNumber
* @text ピクチャ番号
* @desc ピクチャ番号です。
* @type number
* @default 1
* @min 1
*
* @arg variableId
* @text 変数番号
* @desc リンク対象の変数番号です。
* @type variable
* @default 1
*
* @command LINK_SOUND
* @text 効果音の設定
* @desc アニメーションのセルが切り替わったタイミングで効果音を演奏します。
*
* @arg cellNumber
* @text セル番号
* @desc 指定対象のセル番号です。
* @type number
* @default 1
* @min 1
*
* @arg se
* @text 効果音
* @desc 演奏する効果音です。
* @type struct<SE>
* @default
*
* @help 指定したフレーム間隔でピクチャをアニメーションします。
* アニメーションしたいセル画像(※)を用意の上
* 以下のコマンドを入力してください。
*
* 1. ピクチャのアニメーション準備(プラグインコマンド)
* 2. ピクチャの表示(通常のイベントコマンド)
* 3. ピクチャのアニメーション開始(プラグインコマンド)
* 4. ピクチャのアニメーション終了(プラグインコマンド)
*
* ※配置方法は以下の3通りがあります。
* 縦 :セルを縦に並べて全体を一つのファイルにします。
* 横 :セルを横に並べて全体を一つのファイルにします。
* 連番:連番のセル画像を複数用意します。(original部分は任意の文字列)
* original00.png(ピクチャの表示で指定するオリジナルファイル)
* original01.png
* original02.png...
*
* 要注意! 配置方法の連番を使う場合、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。
*
* また、単にアニメーションさせる以外にも、プラグインコマンドから
* セル番号を直接指定したり、変数の値とセル番号を連動させたりできます。
* 紙芝居のような演出や、条件次第で立ち絵の表示状態を変化させたりする場合に
* 有効です。
*
* スクリプト詳細
*
* アニメーション中のピクチャに対して現在のセル番号を取得します。
* イベントコマンド「変数の操作」や「条件分岐」で使用できます。
* ピクチャを表示していないときに実行するとエラーになります。
* $gameScreen.picture(1).cell; // ピクチャ番号[1]のセルを取得
*
* 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~SE:
* @param name
* @desc SEのファイル名称です。
* @default Book1
* @require 1
* @dir audio/se/
* @type file
*
* @param volume
* @desc SEのボリュームです。
* @default 90
* @type number
* @min 0
* @max 100
*
* @param pitch
* @desc SEのピッチです。
* @default 100
* @type number
* @min 50
* @max 150
*
* @param pan
* @desc SEの左右バランスです。
* @default 0
* @type number
* @min -100
* @max 100
*/
(function() {
'use strict';
const script = document.currentScript;
const param = PluginManagerEx.createParameter(script);
//=============================================================================
// Game_Interpreter
// プラグインコマンドを追加定義します。
//=============================================================================
PluginManagerEx.registerCommand(script, "INIT",function(args) {
$gameScreen.setPicturesAnimation(args.cellNumber, args.frameNumber, args.direction, args.fade);
});
PluginManagerEx.registerCommand(script, "LINK_SOUND",function(args) {
if (args.se && args.se.name !== '') {
$gameScreen.addPaSound(args.se, args.cellNumber);
}
});
PluginManagerEx.registerCommand(script, "START",function(args) {
const picture = $gameScreen.picture(args.pictureNumber);
if (picture) {
picture.startAnimationFrame(args.animationType, args.loop, args.customPattern);
}
if (args.wait) {
this.waitForPictureAnimation(args.pictureNumber);
}
});
PluginManagerEx.registerCommand(script, "STOP",function(args) {
const picture = $gameScreen.picture(args.pictureNumber);
if (picture) {
picture.stopAnimationFrame(args.force);
}
});
PluginManagerEx.registerCommand(script, "SET_CELL",function(args) {
const picture = $gameScreen.picture(args.pictureNumber);
if (picture) {
if (args.cellNumber > 0) {
picture.cell = args.cellNumber - 1;
} else {
picture.addCellCount();
}
if (args.wait) {
this.wait(picture._fadeDuration);
}
}
});
PluginManagerEx.registerCommand(script, "LINK_VARIABLE",function(args) {
const picture = $gameScreen.picture(args.pictureNumber);
if (picture) {
picture.linkToVariable(args.variableId);
}
});
const _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode;
Game_Interpreter.prototype.updateWaitMode = function() {
if (this._waitMode === 'pictureAnimation') {
const picture = $gameScreen.picture(this._waitPictureId);
if (picture && picture.isAnimationPlaying()) {
return true;
} else {
this._waitPictureId = 0;
this._waitMode = '';
return false;
}
} else {
return _Game_Interpreter_updateWaitMode.apply(this, arguments);
}
};
Game_Interpreter.prototype.waitForPictureAnimation = function(pictureId) {
this.setWaitMode('pictureAnimation');
this._waitPictureId = pictureId;
};
//=============================================================================
// Game_Screen
// アニメーション関連の情報を追加で保持します。
//=============================================================================
Game_Screen.prototype.setPicturesAnimation = function(cellNumber, frameNumber, direction, fadeDuration) {
this._paCellNumber = cellNumber;
this._paFrameNumber = frameNumber;
this._paDirection = direction;
this._paFadeDuration = fadeDuration;
};
Game_Screen.prototype.addPaSound = function(sound, frame) {
if (!this._paSounds) this._paSounds = [];
this._paSounds[frame] = sound;
};
Game_Screen.prototype.clearPicturesAnimation = function() {
this._paCellNumber = 1;
this._paFrameNumber = 1;
this._paDirection = '';
this._paFadeDuration = 0;
this._paSounds = null;
};
const _Game_Screen_showPicture = Game_Screen.prototype.showPicture;
Game_Screen.prototype.showPicture = function(pictureId, name, origin, x, y,
scaleX, scaleY, opacity, blendMode) {
_Game_Screen_showPicture.apply(this, arguments);
const realPictureId = this.realPictureId(pictureId);
if (this._paCellNumber > 1) {
this._pictures[realPictureId].setAnimationFrameInit(
this._paCellNumber, this._paFrameNumber, this._paDirection, this._paFadeDuration, this._paSounds);
this.clearPicturesAnimation();
}
};
Game_Screen.prototype.isActivePicture = function(picture) {
const realId = this._pictures.indexOf(picture);
return realId > this.maxPictures() === $gameParty.inBattle();
};
//=============================================================================
// Game_Picture
// アニメーション関連の情報を追加で保持します。
//=============================================================================
const _Game_Picture_initialize = Game_Picture.prototype.initialize;
Game_Picture.prototype.initialize = function() {
_Game_Picture_initialize.call(this);
this.initAnimationFrameInfo();
};
Game_Picture.prototype.initAnimationFrameInfo = function() {
this._cellNumber = 1;
this._frameNumber = 1;
this._cellCount = 0;
this._frameCount = 0;
this._animationType = 0;
this._customArray = null;
this._loopFlg = false;
this._direction = '';
this._fadeDuration = 0;
this._fadeDurationCount = 0;
this._prevCellCount = 0;
this._animationFlg = false;
this._linkedVariable = 0;
this._cellSes = [];
};
Game_Picture.prototype.direction = function() {
return this._direction;
};
Game_Picture.prototype.cellNumber = function() {
return this._cellNumber;
};
Game_Picture.prototype.prevCellCount = function() {
return this._prevCellCount;
};
Game_Picture.prototype.isMulti = function() {
return this.direction() === 'number';
};
/**
* The cellCount of the Game_Picture (0 to cellNumber).
*
* @property cellCount
* @type Number
*/
Object.defineProperty(Game_Picture.prototype, 'cell', {
get: function() {
if (this._linkedVariable > 0) {
return $gameVariables.value(this._linkedVariable) % this._cellNumber;
}
switch (this._animationType) {
case 3:
return (this._customArray[this._cellCount] - 1).clamp(0, this._cellNumber - 1);
case 2:
return this._cellNumber - 1 - Math.abs(this._cellCount - (this._cellNumber - 1));
case 1:
return this._cellCount;
default:
return this._cellCount;
}
},
set: function(value) {
const newCellCount = value % this.getCellNumber();
if (this._cellCount !== newCellCount) {
this._prevCellCount = this.cell;
this._fadeDurationCount = this._fadeDuration;
}
this._cellCount = newCellCount;
}
});
Game_Picture.prototype.getCellNumber = function() {
switch (this._animationType) {
case 3:
return this._customArray.length;
case 2:
return (this._cellNumber - 1) * 2;
case 1:
return this._cellNumber;
default:
return this._cellNumber;
}
};
const _Game_Picture_update = Game_Picture.prototype.update;
Game_Picture.prototype.update = function() {
_Game_Picture_update.call(this);
if (this.isFading()) {
this.updateFading();
} else if (this.hasAnimationFrame() && this.isActive()) {
this.updateAnimationFrame();
} else if (this._lastFrameCount > 0) {
this._lastFrameCount--;
}
};
Game_Picture.prototype.linkToVariable = function(variableNumber) {
this._linkedVariable = variableNumber.clamp(1, $dataSystem.variables.length);
};
Game_Picture.prototype.updateAnimationFrame = function() {
this._frameCount = (this._frameCount + 1) % this._frameNumber;
if (this._frameCount === 0) {
this.addCellCount();
this.playCellSe();
if (this.isEndFirstLoop() && !this._loopFlg) {
this._animationFlg = false;
this._lastFrameCount = this._frameNumber;
}
}
};
Game_Picture.prototype.isEndFirstLoop = function() {
return this._cellCount === (param.returnToFirstCell ? 0 : this.getCellNumber() - 1);
};
Game_Picture.prototype.updateFading = function() {
this._fadeDurationCount--;
};
Game_Picture.prototype.prevCellOpacity = function() {
if (this._fadeDuration === 0) return 0;
return this.opacity() / this._fadeDuration * this._fadeDurationCount;
};
Game_Picture.prototype.addCellCount = function() {
this.cell = this._cellCount + 1;
};
Game_Picture.prototype.playCellSe = function() {
const se = this._cellSes[this.cell + 1];
if (se) {
AudioManager.playSe(se);
}
};
Game_Picture.prototype.setAnimationFrameInit = function(cellNumber, frameNumber, direction, fadeDuration, cellSes) {
this._cellNumber = cellNumber;
this._frameNumber = frameNumber;
this._frameCount = 0;
this._cellCount = 0;
this._direction = direction;
this._fadeDuration = fadeDuration;
this._cellSes = cellSes || [];
};
Game_Picture.prototype.startAnimationFrame = function(animationType, loopFlg, customArray) {
this._animationType = animationType;
this._customArray = customArray;
this._animationFlg = true;
this._loopFlg = loopFlg;
if (this._cellNumber <= this._cellCount) {
this._cellCount = this._cellNumber - 1;
}
this.playCellSe();
};
Game_Picture.prototype.stopAnimationFrame = function(forceFlg) {
this._loopFlg = false;
if (forceFlg) {
this._animationFlg = false;
}
};
Game_Picture.prototype.hasAnimationFrame = function() {
return this._animationFlg;
};
Game_Picture.prototype.isFading = function() {
return this._fadeDurationCount !== 0;
};
Game_Picture.prototype.isAnimationPlaying = function() {
return this.hasAnimationFrame() || this.isFading() || this._lastFrameCount > 0;
};
Game_Picture.prototype.isNeedFade = function() {
return this._fadeDuration !== 0;
};
Game_Picture.prototype.isActive = function() {
return $gameScreen.isActivePicture(this);
};
//=============================================================================
// Sprite_Picture
// アニメーション関連の情報を追加で保持します。
//=============================================================================
const _Sprite_Picture_initialize = Sprite_Picture.prototype.initialize;
Sprite_Picture.prototype.initialize = function(pictureId) {
this._prevSprite = null;
_Sprite_Picture_initialize.apply(this, arguments);
};
const _Sprite_Picture_update = Sprite_Picture.prototype.update;
Sprite_Picture.prototype.update = function() {
_Sprite_Picture_update.apply(this, arguments);
const picture = this.picture();
if (picture && picture.name()) {
if (picture.isMulti() && !this._bitmaps) {
this.loadAnimationBitmap();
}
if (this.isBitmapReady()) {
this.updateAnimationFrame(this, picture.cell);
if (picture.isNeedFade()) this.updateFading();
}
}
};
const _Sprite_Picture_updateBitmap = Sprite_Picture.prototype.updateBitmap;
Sprite_Picture.prototype.updateBitmap = function() {
_Sprite_Picture_updateBitmap.apply(this, arguments);
if (!this.picture()) {
this._bitmaps = null;
if (this._prevSprite) {
this._prevSprite.bitmap = null;
}
}
};
Sprite_Picture.prototype.updateFading = function() {
if (!this._prevSprite) {
this.makePrevSprite();
}
if (!this._prevSprite.bitmap) {
this.makePrevBitmap();
}
const picture = this.picture();
if (picture.isFading()) {
this._prevSprite.visible = true;
this.updateAnimationFrame(this._prevSprite, picture.prevCellCount());
this._prevSprite.opacity = picture.prevCellOpacity();
} else {
this._prevSprite.visible = false;
}
};
Sprite_Picture.prototype.updateAnimationFrame = function(sprite, cellCount) {
switch (this.picture().direction()) {
case 'number':
sprite.bitmap = this._bitmaps[cellCount];
sprite.setFrame(0, 0, sprite.bitmap.width, sprite.bitmap.height);
break;
case 'vertical':
const height = sprite.bitmap.height / this.picture().cellNumber();
const y = cellCount * height;
sprite.setFrame(0, y, sprite.bitmap.width, height);
break;
case 'horizon':
const width = sprite.bitmap.width / this.picture().cellNumber();
const x = cellCount * width;
sprite.setFrame(x, 0, width, sprite.bitmap.height);
break;
default:
sprite.setFrame(0, 0, this.bitmap.width, this.bitmap.height);
}
};
const _Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap;
Sprite_Picture.prototype.loadBitmap = function() {
_Sprite_Picture_loadBitmap.apply(this, arguments);
this._bitmapReady = false;
this._bitmaps = null;
if (this._prevSprite) {
this._prevSprite.visible = false;
}
};
Sprite_Picture.prototype.loadAnimationBitmap = function() {
const cellNumber = this.picture().cellNumber();
const cellDigit = cellNumber.toString().length;
this._bitmaps = [this.bitmap];
for (let i = 1; i < cellNumber; i++) {
const filename = this._pictureName.substr(0,
this._pictureName.length - cellDigit) + i.padZero(cellDigit);
this._bitmaps[i] = ImageManager.loadPicture(filename);
}
this._bitmapReady = false;
};
Sprite_Picture.prototype.makePrevSprite = function() {
this._prevSprite = new Sprite();
this._prevSprite.visible = false;
this.addChild(this._prevSprite);
};
Sprite_Picture.prototype.makePrevBitmap = function() {
this._prevSprite.bitmap = this.bitmap;
this._prevSprite.anchor.x = this.anchor.x;
this._prevSprite.anchor.y = this.anchor.y;
};
Sprite_Picture.prototype.isBitmapReady = function() {
if (!this.bitmap) return false;
if (this._bitmapReady) return true;
let result;
if (this.picture().isMulti()) {
result = this._bitmaps.every(function(bitmap) {
return bitmap.isReady();
});
} else {
result = this.bitmap.isReady();
}
this._bitmapReady = result;
return result;
};
})();