show-first/js/plugins/umc_Lighting_mz.js
2024-08-08 11:24:10 -05:00

374 lines
10 KiB
JavaScript

//=============================================================================
// Community Plugins - MZ Ultra Mini Lighting system
// umc_Lighting_mz.js
// Version: 1.45
/*=============================================================================
Forked from Terrax Lighting
=============================================================================*/
var umc = umc || {};
umc.Lighting = umc.Lighting || {};
umc.Lighting.version = 1.45;
/*:
* @plugindesc v1.2 The smallest, fastest lighting plugin!
* @author Terrax, iVillain, Aesica
*
* @param Lights Active Radius
* @parent ---Offset and Sizes---
* @desc The number of grid spaces away from the player that lights are turned on.
* Default: 20
* @default 20
*
* @param Player radius
* @parent ---Offset and Sizes---
* @desc Adjust the light radius around the player
* Default: 300
* @default 300
*
* @param Screensize X
* @parent ---Offset and Sizes---
* @desc Increase if your using a higher screen resolution then the default
* Default : 866
* @default 866
*
* @param Screensize Y
* @parent ---Offset and Sizes---
* @desc Increase if your using a higher screen resolution then the default
* Default : 630
* @default 630
*
* @help
* --------------------------------------------------------------------------
* Script Commands
* --------------------------------------------------------------------------
* umc.Lighting.tint('#333333'); //Sets the tint. #333333 can be any color.
* --------------------------------------------------------------------------
* Events Note Tag
* --------------------------------------------------------------------------
* Light radius color
* - Light
* - radius 100, 250, etc
* - color #ffffff, #ff0000, etc
*/
umc.Lighting = {
event_note: [],
event_id: [],
event_stacknumber: [],
event_eventcount: 0,
parameters: PluginManager.parameters("umc_Lighting_mz"),
oldmap: 0,
note_command: 0,
};
umc.Lighting.getTag = function () {
let note = this.note;
let result = note.trim();
return result;
};
umc.Lighting.ReloadMapEvents = function () {
//**********************fill up new map-array *************************
this.event_note = [];
this.event_id = [];
this.event_stacknumber = [];
this.event_eventcount = $gameMap.events().length;
for (let i = 0, n = this.event_eventcount; i < n; i++) {
if ($gameMap.events()[i]) {
if ($gameMap.events()[i].event()) {
let note = this.getTag.call($gameMap.events()[i].event());
let note_args = note.split(" ");
umc.Lighting.note_command = note_args.shift().toLowerCase();
if (umc.Lighting.note_command == "light") {
this.event_note.push(note);
this.event_id.push($gameMap.events()[i]._eventId);
this.event_stacknumber.push(i);
}
}
}
}
};
// ******************* NORMAL LIGHT SHAPE ***********************************
// Fill gradient circle
Bitmap.prototype.radialgradientFillRect = function (
x1,
y1,
r1,
r2,
color1,
color2,
brightness
) {
let isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color1);
if (!isValidColor) {
color1 = "#000000";
}
let isValidColor2 = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color2);
if (!isValidColor2) {
color2 = "#000000";
}
x1 = x1 + 20;
if (!brightness) {
brightness = 0.0;
}
let context = this._context;
let grad;
grad = context.createRadialGradient(x1, y1, r1, x1, y1, r2);
if (brightness) {
grad.addColorStop(0, "#FFFFFF");
}
grad.addColorStop(brightness, color1);
grad.addColorStop(1, color2);
context.save();
context.fillStyle = grad;
context.fillRect(x1 - r2, y1 - r2, r2 * 2, r2 * 2);
context.restore();
//this._setDirty();
};
umc.Lighting.tint = function (color) {
$gameVariables.SetTint(color);
};
umc.Lighting.hexToRgb = function (hex) {
let result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
result = result
? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16),
}
: null;
return result;
};
Game_Variables.prototype.SetTint = function (value) {
this._umc_Tint_Value = value;
};
Game_Variables.prototype.GetTint = function () {
return this._umc_Tint_Value || "#000000";
};
Game_Variables.prototype.SetPlayerColor = function (value) {
this._umc_Lighting_PlayerColor = value;
};
Game_Variables.prototype.GetPlayerColor = function () {
return this._umc_Lighting_PlayerColor || "#FFFFFF";
};
Game_Variables.prototype.SetPlayerBrightness = function (value) {
this._umc_Lighting_PlayerBrightness = value;
};
Game_Variables.prototype.GetPlayerBrightness = function (value) {
this._umc_Lighting_PlayerBrightness = value || 0.0;
};
Game_Variables.prototype.SetRadius = function (value) {
this._umc_Lighting_Radius = value;
};
Game_Variables.prototype.GetRadius = function () {
return this._umc_Lighting_Radius || 150;
};
Spriteset_Map.prototype.createLightmask = function () {
this._lightmask = new Lightmask();
this.addChild(this._lightmask);
};
function Lightmask() {
this.initialize.apply(this, arguments);
}
Lightmask.prototype = Object.create(PIXI.Container.prototype);
Lightmask.prototype.constructor = Lightmask;
Lightmask.prototype.initialize = function () {
PIXI.Container.call(this);
this._width = Graphics.width;
this._height = Graphics.height;
this._sprites = [];
this._createBitmap();
};
Lightmask.prototype._createBitmap = function () {
this._maskBitmap = new Bitmap(
Number(umc.Lighting.parameters["Screensize X"]) + 20,
Number(umc.Lighting.parameters["Screensize Y"])
); // one big bitmap to fill the intire screen with black
};
Lightmask.prototype.update = function () {
requestAnimationFrame(this._updateMask.bind(this));
};
Lightmask.prototype._updateMask = function () {
// Reload map events if map is changed.
let map_id = $gameMap.mapId();
if (map_id != umc.Lighting.oldmap) {
umc.Lighting.oldmap = map_id;
umc.Lighting.ReloadMapEvents();
player_radius = Number(umc.Lighting.parameters["Player radius"]);
$gameVariables.SetRadius(player_radius);
}
// reload mapevents if event_data has chanced (deleted or spawned events/saves)
if (umc.Lighting.event_eventcount != $gameMap.events().length) {
umc.Lighting.ReloadMapEvents();
}
// remove old sprites
for (let i = 0, n = this._sprites.length; i < n; i++) {
this._removeSprite();
}
this.darkenscreen();
if ($gameMap.mapId() >= 0) {
for (let i = 0, n = umc.Lighting.event_note.length; i < n; i++) {
var note = umc.Lighting.event_note[i];
var note_args = note.split(" ");
umc.Lighting.note_command = note_args.shift().toLowerCase();
this._addSprite(-20, 0, this._maskBitmap);
break;
}
}
};
umc.Lighting.distance = function (x1, y1, x2, y2) {
return Math.abs(Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2)));
};
Lightmask.prototype.darkenscreen = function () {
let maxX = Number(umc.Lighting.parameters["Screensize X"]);
let maxY = Number(umc.Lighting.parameters["Screensize Y"]);
player_radius = $gameVariables.GetRadius();
$gameVariables.SetRadius(player_radius);
// ****** PLAYER LIGHTGLOBE ********
let canvas = this._maskBitmap.canvas;
let ctx = canvas.getContext("2d");
this._maskBitmap.fillRect(0, 0, maxX + 20, maxY + 20, "#000000");
ctx.globalCompositeOperation = "lighter";
let playercolor = $gameVariables.GetPlayerColor();
let playerbrightness = $gameVariables.GetPlayerBrightness();
let iplayer_radius = Math.floor(player_radius);
try {
if (iplayer_radius > 0) {
this._maskBitmap.radialgradientFillRect(
$gamePlayer.screenX(),
$gamePlayer.screenY(),
0,
iplayer_radius,
playercolor,
"#000000",
playerbrightness
);
}
} catch (e) {}
// ********** OTHER LIGHTSOURCES **************
for (let i = 0, n = umc.Lighting.event_note.length; i < n; i++) {
let note = umc.Lighting.event_note[i];
let note_args = note.split(" ");
umc.Lighting.note_command = note_args.shift().toLowerCase();
if (umc.Lighting.note_command == "light") {
let lightsOnRadius = Number(
umc.Lighting.parameters["Lights Active Radius"]
);
let distanceApart = Math.round(
umc.Lighting.distance(
$gamePlayer.x,
$gamePlayer.y,
$gameMap.events()[umc.Lighting.event_stacknumber[i]]._realX,
$gameMap.events()[umc.Lighting.event_stacknumber[i]]._realY
)
);
if (distanceApart <= lightsOnRadius) {
let light_radius = 1;
light_radius = note_args.shift();
if (light_radius >= 0) {
let colorvalue = note_args.shift();
let isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(
colorvalue
);
if (!isValidColor) {
colorvalue = "#FFFFFF";
}
try {
let lx1 = $gameMap
.events()
[umc.Lighting.event_stacknumber[i]].screenX();
let ly1 = $gameMap
.events()
[umc.Lighting.event_stacknumber[i]].screenY();
this._maskBitmap.radialgradientFillRect(
lx1,
ly1 - 24,
0,
light_radius,
colorvalue,
"#000000",
0.0
);
} catch (e) {
continue;
}
}
}
} else {
continue;
}
}
ctx.globalCompositeOperation = "lighter";
let tint_value = $gameVariables.GetTint();
if (tint_value !== 0) {
this._maskBitmap.FillRect(-20, 0, maxX + 20, maxY, tint_value);
}
// reset drawmode to normal
ctx.globalCompositeOperation = "source-over";
};
/**
* @method _addSprite
* @private
*/
Lightmask.prototype._addSprite = function (x1, y1, selectedbitmap) {
let sprite = new Sprite(this.viewport);
sprite.bitmap = selectedbitmap;
sprite.opacity = 255;
sprite.blendMode = 2;
sprite.x = x1;
sprite.y = y1;
this._sprites.push(sprite);
this.addChild(sprite);
};
Bitmap.prototype.FillRect = function (x1, y1, x2, y2, color1) {
x1 = x1 + 20;
let context = this._context;
context.save();
context.fillStyle = color1;
context.fillRect(x1, y1, x2, y2);
context.restore();
//this._setDirty();
};
Lightmask.prototype._removeSprite = function () {
this.removeChild(this._sprites.pop());
};
umc.Lighting.Spriteset_Map_prototype_createLowerLayer =
Spriteset_Map.prototype.createLowerLayer;
Spriteset_Map.prototype.createLowerLayer = function () {
umc.Lighting.Spriteset_Map_prototype_createLowerLayer.call(this);
this.createLightmask();
};