ultimate-angel-zerachiel/www/js/plugins/MOG_EventIndicators.js
2024-01-17 11:38:37 -06:00

1108 lines
31 KiB
JavaScript

//=============================================================================
// MOG_EventIndicators.js
//=============================================================================
/*:
* @plugindesc (v1.0) Apresenta indicadores animados acima do evento.
* @author Moghunter
*
* @param Default Font Size
* @desc Definição do tamanho da fonte.
* @default 16
*
* @param Default X - Axis
* @desc Posição X-Axis do indicador.
* @default 0
*
* @param Default Y - Axis
* @desc Posição Y-Axis do indicador.
* @default 0
*
* @help
* =============================================================================
* +++ MOG - Event Indicators (v1.0) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* Apresenta indicadores animados acima do evento.
*
* =============================================================================
* IMAGES
* =============================================================================
* Grave as imagens dos indicadores na pasta /img/eventidicators/
*
* -----------------------------------------------------------------------------
* ANIMATED (Frames)
* -----------------------------------------------------------------------------
* Se a função "Animated" estiver ativada nomeie as imagens da seguinte forma.
*
* FILENAME + _INDEX.png
*
* EG
* Flower_0.png
* Flower_1.png
* Flower_2.png
* ...
*
* =============================================================================
* COMMENT (EVENT)
* =============================================================================
* Para ativar o indicador coloque os comentário abaixo no evento.
*
* ------------------------------------------------------------------------------
*
* indicator : FILENAME : X : Y
*
* FILENAME - Definição do nome de arquivo.
* X - Definição X-Axis da imagem.
* Y - Definição Y-Axis da imagem.
*
* =============================================================================
* EXTRA COMMENT (OPTIONAL)
* =============================================================================
*
* TEXT - Para adicionar um texto no indicador coloque o comentário abaixo.
*
* text_indicator : TEXT
*
* ------------------------------------------------------------------------------
* VARIABLE - Para apresentar um valor de variável use o comentário abaixo.
*
* variable_indicator : VARIABLE_ID
*
* ------------------------------------------------------------------------------
* RANGE VISIBILITY - Para ativar a visibilidade por distância, coloque este
* comentário.
*
* range_indicator : RANGE
*
* ------------------------------------------------------------------------------
* ANIMATED - Para ativar a animaçãp por frames coloque este comentário.
*
* animated_indicator : FRAMES : ANIMATION_SPEED
*
* ------------------------------------------------------------------------------
* FONT_SIZE - Para ajustar o tamanho da fonte coloque o comentário abaixo.
*
* fontsize_indicator : X : Y
*
* ------------------------------------------------------------------------------
* BLEND MODE - Para ajustar o tipo de blend coloque o comentário abaixo.
*
* blendmode_indicator : BLEND_MODE
*
* ------------------------------------------------------------------------------
* ROTATION - Para ativar a animação de rotação coloque o comentário abaixo.
*
* rotation_indicator : ROTATION_SPEED
*
* ------------------------------------------------------------------------------
* SHAKE - Para ativar a animação de tremer coloque o comentário abaixo.
*
* shake_indicator : SHAKE_POWER
* ------------------------------------------------------------------------------
* PULSE - Para ativar a animação de pulse coloque o comentário abaixo.
*
* pulse_indicator : PULSE_POWER
*
* ------------------------------------------------------------------------------
* FLOAT - Para ativar a animação de levitação coloque o comentário abaixo.
*
* float_indicator
*
* ------------------------------------------------------------------------------
* SLIDE - Para ativar a animação de deslize coloque o comentário abaixo.
*
* slide_indicator
*
* ------------------------------------------------------------------------------
* CLEAR - Para apagar o indicador use o comentário abaixo.
*
* clear_indicator
*
* =============================================================================
* PLUGIN COMMAND
* =============================================================================
* Para apresentar ou ocultar os indicadores use os commandos abaixo.
*
* show_indicator : EVENT_ID
* hide_indicator : EVENT_ID
*
* Para apresentar ou ocultar todos os indicadores use o comando abaixo.
*
* show_all_indicators
* hide_all_indicators
*
* =============================================================================
* Para ativar o indicador via Plugin Command use os comandos abaixo.
*
* ------------------------------------------------------------------------------
*
* indicator : EVENT_ID : FILENAME : X : Y
*
* ------------------------------------------------------------------------------
*
* text_indicator : EVENT_ID : TEXT
*
* ------------------------------------------------------------------------------
*
* variable_indicator : EVENT_ID : VARIABLE_ID
*
* ------------------------------------------------------------------------------
*
* range_indicator : EVENT_ID : RANGE
*
* ------------------------------------------------------------------------------
*
* animated_indicator : EVENT_ID : FRAMES : ANIMATION_SPEED
*
* ------------------------------------------------------------------------------
*
* fontsize_indicator : EVENT_ID : FONT_SIZE
*
* ------------------------------------------------------------------------------
*
* blendmode_indicator : EVENT_ID : FONT_SIZE
*
* ------------------------------------------------------------------------------
*
* rotation_indicator : EVENT_ID : ROTATION_SPEED
*
* ------------------------------------------------------------------------------
*
* shake_indicator : EVENT_ID : SHAKE_POWER
*
* ------------------------------------------------------------------------------
*
* pulse_indicator : EVENT_ID : PULSE_POWER
*
* ------------------------------------------------------------------------------
*
* float_indicator : EVENT_ID
*
* ------------------------------------------------------------------------------
*
* slide_indicator : EVENT_ID
*
* ------------------------------------------------------------------------------
*
* clear_indicator : EVENT_ID
*
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MOG_EventIndicators = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters("MOG_EventIndicators");
Moghunter.eventInd_FontSize = Number(
Moghunter.parameters["Default Font Size"] || 16
);
Moghunter.eventInd_X = Number(Moghunter.parameters["Default X - Axis"] || 0);
Moghunter.eventInd_Y = Number(Moghunter.parameters["Default Y - Axis"] || 0);
//=============================================================================
// ** ImageManager
//=============================================================================
//=============================
// ** Load Event Indicator
//=============================
ImageManager.loadPEventIndicator = function (filename) {
return this.loadBitmap("img/eventindicators/", filename, 0, true);
};
//=============================================================================
// ** Game System
//=============================================================================
//==============================
// * Initialize
//==============================
var _mog_eventInd_gsys_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
_mog_eventInd_gsys_initialize.call(this);
this._eventIndVis = true;
};
//=============================================================================
// ** Game_Interpreter
//=============================================================================
//==============================
// * PluginCommand
//==============================
var _mog_eventInd_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_mog_eventInd_pluginCommand.call(this, command, args);
this.setIndInterpreter(command, args);
return true;
};
//==============================
// * set Ind Interpreter
//==============================
Game_Interpreter.prototype.setIndInterpreter = function (command, args) {
var event_id = 0;
var indV = false;
var indE = false;
var indF = false;
var indR = false;
var indA = false;
var indO = false;
var indB = false;
var indRot = false;
var indShake = false;
var indZoom = false;
var x = 0;
var y = 0;
var indFloat = false;
var indSlide = false;
var indText = false;
var indClear = false;
var char = null;
if (command === "hide_all_indicators") {
$gameSystem._eventIndVis = false;
} else if (command === "show_all_indicators") {
$gameSystem._eventIndVis = true;
}
if (command === "hide_indicator") {
var event_id = Number(args[1]);
var enable = false;
var indV = true;
} else if (command === "show_indicator") {
var event_id = Number(args[1]);
var enable = true;
var indV = true;
}
if (command === "indicator") {
var event_id = Number(args[1]);
var fileName = String(args[3]);
var x = Number(args[5]);
var y = Number(args[7]);
var mode = 0;
var id = 0;
var indE = true;
}
if (command === "text_indicator") {
var event_id = Number(args[1]);
var text = "";
for (var i = 3; i < args.length; i++) {
text += args[i] + " ";
}
var indText = true;
var id = 0;
}
if (command === "variable_indicator") {
var event_id = Number(args[1]);
var text = "VariableMode";
var id = Number(args[3]);
var indText = true;
}
if (command === "range_indicator") {
var event_id = Number(args[1]);
var indR = true;
var range = true;
var d = Number(args[3]);
}
if (command === "animated_indicator") {
var event_id = Number(args[1]);
var indA = true;
var animated = true;
var frames = Number(args[3]);
var frameSpeed = Number(args[5]);
}
if (command === "fontsize_indicator") {
var event_id = Number(args[1]);
var indF = true;
var fs = Number(args[3]);
}
if (command === "blendmode_indicator") {
var event_id = Number(args[1]);
var indB = true;
var blendMode = Number(args[3]);
}
if (command === "rotation_indicator") {
var event_id = Number(args[1]);
var indRot = true;
var rots = Number(args[3]);
}
if (command === "shake_indicator") {
var event_id = Number(args[1]);
var indShake = true;
var shake = Number(args[3]);
}
if (command === "pulse_indicator") {
var event_id = Number(args[1]);
var indZoom = true;
var zoom = Number(args[3]);
}
if (command === "float_indicator") {
var event_id = Number(args[1]);
var indFloat = true;
}
if (command === "slide_indicator") {
var event_id = Number(args[1]);
var indSlide = true;
}
if (command === "clear_indicator") {
var event_id = Number(args[1]);
var indClear = true;
}
if (event_id > 0) {
$gameMap.events().forEach(function (event) {
if (event.eventId() === event_id) {
char = event;
}
}, this);
}
if (char) {
if (indV) {
char._indData.visible = enable;
}
if (indE) {
char.setIndicators(
fileName,
0,
false,
0,
0,
"",
0,
false,
false,
0,
true,
x,
y
);
}
if (indR) {
char._indData.ref = true;
char._indData.range = true;
char._indData.rangeD = d;
}
if (indA) {
char._indData.ref = true;
char._indData.animated = true;
char._indData.frames = [0, frames, 0, frameSpeed];
}
if (indO) {
char._indData.ref = true;
char._indData.x = xi;
char._indData.x = yi;
}
if (indF) {
char._indData.ref = true;
char._indData.fontSize = fs;
}
if (indB) {
char._indData.ref = true;
char._indData.blendMode = blendMode;
}
if (indRot) {
char._indData.rotation = [true, rots];
}
if (indShake) {
char._indData.shake = [true, shake, 0, 0, 0];
}
if (indZoom) {
char._indData.zoomE = [true, zoom, 0];
}
if (indFloat) {
char._indData.aniMode = 1;
}
if (indSlide) {
char._indData.aniMode = 2;
}
if (indText) {
char._indData.ref = true;
char._indData.text = String(text);
char._indData.mode = String(text) === "VariableMode" ? 2 : 1;
char._indData.id = id;
}
if (indClear) {
char.clearIndicators();
char._indData.ref = true;
}
}
};
//=============================================================================
// ** Character Base
//=============================================================================
//==============================
// * Init Members
//==============================
var _mog_evenInd_cbase_initMembers = Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.prototype.initMembers = function () {
_mog_evenInd_cbase_initMembers.call(this);
this.clearIndicators();
};
//==============================
// * clear Indicators
//==============================
Game_CharacterBase.prototype.clearIndicators = function () {
this._indData = {};
this._indData.enable = false;
this._indData.mode = 0;
this._indData.ref = false;
this._indData.fileName = "";
this._indData.text = "";
this._indData.aniMode = 0;
this._indData.range = false;
this._indData.rangeD = 4;
this._indData.sprite = {};
this._indData.ani = [0, 0, 0, 0, 0];
this._indData.Id = 0;
this._indData.animated = false;
this._indData.frames = [0, 0, 0, 20];
this._indData.x = 0;
this._indData.y = 0;
this._indData.visible = true;
this._indData.force = false;
this._indData.fontSize = Number(Moghunter.eventInd_FontSize);
this._indData.blendMode = 0;
this._indData.rotation = [false, 0.01];
this._indData.shake = [false, 10, 0, 0, 0];
this._indData.zoomE = [false, 0.01, 0, 0, 0];
this._indData.text = null;
};
//==============================
// * set Indicators
//==============================
Game_CharacterBase.prototype.setIndicators = function (
fileName,
animode,
range,
d,
mode,
text,
id,
animated,
frames,
frameSpeed,
force,
x,
y
) {
this._indData.enable = true;
this._indData.ref = true;
this._indData.fileName = fileName ? String(fileName) : "";
this._indData.mode = 0;
this._indData.text = "";
this._indData.aniMode = 0;
this._indData.id = 0;
this._indData.sprite = {};
this._indData.ani = [0, 0, 0, 0, 0];
this._indData.id = 0;
this._indData.visible = true;
this._indData.force = String(force) === "true" ? true : false;
this._indData.x = x ? Number(x) : 0;
this._indData.y = y ? Number(y) : 0;
this._indData.animated = false;
this._indData.frames = [0, 0, 0, 20];
this._indData.blendMode = 0;
this._indData.rotation = [false, 0.01];
this._indData.shake = [false, 10, 0, 0, 0];
this._indData.zoomE = [false, 0.01, 0, 0, 0];
this._indData.text = null;
};
//=============================================================================
// ** Game Event
//=============================================================================
//==============================
// * Setup Page
//==============================
var _mog_evenInd_gevent_setupPage = Game_Event.prototype.setupPage;
Game_Event.prototype.setupPage = function () {
_mog_evenInd_gevent_setupPage.call(this);
this.checkIndicatorComments();
};
//==============================
// * check Indicator Comments
//==============================
Game_Event.prototype.checkIndicatorComments = function () {
var needClear = true;
if (!this._erased && this.page()) {
this.list().forEach(function (l) {
if (l.code === 108) {
var comment = l.parameters[0].split(" : ");
if (!this._indData.force) {
if (comment[0].toLowerCase() == "indicator") {
this.setIndicators(
comment[1],
0,
false,
0,
0,
"",
0,
false,
0,
0,
false,
comment[2],
comment[3]
);
needClear = false;
}
if (comment[0].toLowerCase() == "text_indicator") {
this._indData.ref = true;
this._indData.text = String(comment[1]);
this._indData.mode = 1;
this._indData.id = 0;
}
if (comment[0].toLowerCase() == "variable_indicator") {
this._indData.ref = true;
this._indData.text = "";
this._indData.mode = 2;
this._indData.id = Number(comment[1]);
}
if (comment[0].toLowerCase() == "range_indicator") {
this._indData.ref = true;
this._indData.range = true;
this._indData.rangeD = Number(comment[1]);
}
if (comment[0].toLowerCase() == "animated_indicator") {
this._indData.ref = true;
this._indData.animated = true;
this._indData.frames = [
0,
Number(comment[1]),
0,
Number(comment[2]),
];
}
if (comment[0].toLowerCase() == "xyoffset_indicator") {
this._indData.x = Number(comment[1]);
this._indData.y = Number(comment[2]);
}
if (comment[0].toLowerCase() == "fontsize_indicator") {
this._indData.ref = true;
this._indData.fontSize = Number(comment[1]);
}
if (comment[0].toLowerCase() == "blendmode_indicator") {
this._indData.ref = true;
this._indData.blendMode = Number(comment[1]);
}
if (comment[0].toLowerCase() == "rotation_indicator") {
this._indData.rotation = [true, Number(comment[1])];
}
if (comment[0].toLowerCase() == "shake_indicator") {
this._indData.shake = [true, Number(comment[1]), 0, 0, 0];
}
if (comment[0].toLowerCase() == "pulse_indicator") {
this._indData.zoomE = [true, Number(comment[1]), 0];
}
if (comment[0].toLowerCase() == "float_indicator") {
this._indData.aniMode = 1;
}
if (comment[0].toLowerCase() == "slide_indicator") {
this._indData.aniMode = 2;
}
if (comment[0].toLowerCase() == "clear_indicator") {
this.clearIndicators();
this._indData.ref = true;
}
}
}
}, this);
}
if (needClear) {
this.clearIndicators();
this._indData.ref = true;
}
};
//==============================
// * Setup Page
//==============================
var _mog_eventInd_gevent_setupPage = Game_Event.prototype.setupPage;
Game_Event.prototype.setupPage = function () {
this.clearIndicators();
_mog_eventInd_gevent_setupPage.call(this);
};
//=============================================================================
// ** Spriteset Map
//=============================================================================
//==============================
// * create Lower Layer
//==============================
var _mog_eventIndicators_srmap_createLowerLayer =
Spriteset_Map.prototype.createLowerLayer;
Spriteset_Map.prototype.createLowerLayer = function () {
_mog_eventIndicators_srmap_createLowerLayer.call(this);
this.createEventIndicators();
};
//==============================
// * create Event Indicators
//==============================
Spriteset_Map.prototype.createEventIndicators = function () {
this._indicatorsField = new Sprite();
this._baseSprite.addChild(this._indicatorsField);
this._eventIndicators = [];
for (var i = 0; i < this._characterSprites.length; i++) {
this._eventIndicators[i] = new EventIndicators(this._characterSprites[i]);
this._indicatorsField.addChild(this._eventIndicators[i]);
}
};
//=============================================================================
// ** Event Indicators
//=============================================================================
function EventIndicators() {
this.initialize.apply(this, arguments);
}
EventIndicators.prototype = Object.create(Sprite.prototype);
EventIndicators.prototype.constructor = EventIndicators;
//==============================
// * Initialize
//==============================
EventIndicators.prototype.initialize = function (sprite) {
Sprite.prototype.initialize.call(this);
this._spriteChar = sprite;
this._varValue = 0;
this._pos = [Number(Moghunter.eventInd_X), Number(Moghunter.eventInd_Y)];
this.opacity = 0;
if (this.character()) {
this.data().ref = true;
}
};
//==============================
// * Sprite
//==============================
EventIndicators.prototype.sprite = function () {
return this._spriteChar;
};
//==============================
// * Character
//==============================
EventIndicators.prototype.character = function () {
return this._spriteChar._character;
};
//==============================
// * Data
//==============================
EventIndicators.prototype.data = function () {
return this.character()._indData;
};
//==============================
// * posXS
//==============================
EventIndicators.prototype.posXS = function () {
return (
this._spriteChar.x +
this.data().ani[0] +
this._pos[0] +
this.data().x +
this.data().shake[2]
);
};
//==============================
// * posYS
//==============================
EventIndicators.prototype.posYS = function () {
return (
this._spriteChar.y +
this.data().ani[1] +
this._pos[1] +
this.data().y +
this.data().shake[3]
);
};
//==============================
// * remove Sprites
//==============================
EventIndicators.prototype.removeSprites = function () {
this.removeChild(this._indicator);
this.removeChild(this._text);
};
//==============================
// * refresh Sprites
//==============================
EventIndicators.prototype.refreshSprites = function () {
this.data().ref = false;
this.removeSprites();
if (this.data().enable) {
this.createSprites();
} else {
this.character().clearIndicators();
}
};
//==============================
// * need refresh Sprites
//==============================
EventIndicators.prototype.needRefreshSprites = function () {
if (this.data().ref) {
return true;
}
return false;
};
//==============================
// * create Sprites
//==============================
EventIndicators.prototype.createSprites = function () {
this.loadBitmaps();
this.opacity = 0;
this.scale.x = 1.0;
this.scale.y = this.scale.x;
this.rotation = 0;
this.createSpriteIndicator();
if (this.data().mode > 0) {
this.createText();
}
if (this.data().sprite.x) {
this.loadDataSprite();
} else {
this.data().ani = [0, 0, 0, 0, 0];
}
};
//==============================
// * Img File
//==============================
EventIndicators.prototype.imgFile = function () {
if (this._img[this.data().frames[0]]) {
return this._img[this.data().frames[0]];
} else {
return new Bitmap(32, 32);
}
};
//==============================
// * load Bitmaps
//==============================
EventIndicators.prototype.loadBitmaps = function () {
this._img = [];
if (!this.data().animated) {
if (this.data().fileName) {
this._img[0] = ImageManager.loadPEventIndicator(this.data().fileName);
} else {
this._img[0] = new Bitmap(32, 32);
}
} else {
this.data().frames[2] = this.data().frames[3];
for (var i = 0; i < this.data().frames[1]; i++) {
var fileName = String(this.data().fileName + "_" + i);
this._img[i] = ImageManager.loadPEventIndicator(fileName);
}
}
};
//==============================
// * create Sprites Indicator
//==============================
EventIndicators.prototype.createSpriteIndicator = function () {
this._indicator = new Sprite(this.imgFile());
this._indicator.anchor.x = 0.5;
this._indicator.anchor.y = 1;
this._indicator.blendMode = this.data().blendMode;
this.addChild(this._indicator);
};
//==============================
// * refresh Bitmap
//==============================
EventIndicators.prototype.refreshBitmap = function () {
this._indicator.bitmap = this.imgFile();
};
//==============================
// * create Text
//==============================
EventIndicators.prototype.createText = function () {
this._text = new Sprite(new Bitmap(200, 40));
this._text.anchor.x = 0.5;
this._text.anchor.y = 1;
this._text.bitmap.fontSize = this.data().fontSize;
this._text.blendMode = this.data().blendMode;
this.addChild(this._text);
this.refreshText();
};
//==============================
// * refresh Text
//==============================
EventIndicators.prototype.refreshText = function () {
this._text.bitmap.clear();
var text =
this.data().mode === 1
? String(this.data().text)
: Number($gameVariables.value(this.data().id));
this._text.bitmap.drawText(text, 0, 0, 200, 40, "center");
if (this.data().mode === 2) {
this._varValue = $gameVariables.value(this.data().id);
}
};
//==============================
// * need Refresh Text
//==============================
EventIndicators.prototype.needRefreshText = function () {
if (this.data().mode != 2) {
return false;
}
if (this._varValue != $gameVariables.value(this.data().id)) {
return true;
}
return false;
};
//==============================
// * update Main Sprite
//==============================
EventIndicators.prototype.updateMainSprite = function () {
this.x = this.posXS();
this.y = this.posYS() - this.sprite().height;
this.visible = this.isVisible();
};
//==============================
// * is Visible
//==============================
EventIndicators.prototype.isVisible = function () {
if (!$gameSystem._eventIndVis) {
return false;
}
return true;
};
//==============================
// * update Data Sprite
//==============================
EventIndicators.prototype.loadDataSprite = function () {
this.x = this.data().sprite.x;
this.y = this.data().sprite.y;
this.scale.x = this.data().sprite.scale;
this.scale.y = this.data().sprite.scale;
this.opacity = this.data().sprite.opacity;
this.rotation = this.data().sprite.rotation;
};
//==============================
// * update Data
//==============================
EventIndicators.prototype.updateData = function () {
this.data().sprite.x = this.x;
this.data().sprite.y = this.y;
this.data().sprite.scale = this.scale.x;
this.data().sprite.opacity = this.opacity;
this.data().sprite.rotation = this.rotation;
};
//==============================
// * update Fade
//==============================
EventIndicators.prototype.updateFade = function () {
if (this.data().visible) {
if (this.data().range) {
this.updateVisibleRange();
} else {
this.opacity += 7;
}
} else {
this.opacity -= 7;
}
};
//==============================
// * Sensor D
//==============================
EventIndicators.prototype.sensorD = function () {
return (
Math.abs($gamePlayer.x - this.character().x) +
Math.abs($gamePlayer.y - this.character().y)
);
};
//==============================
// * update Visible Range
//==============================
EventIndicators.prototype.updateVisibleRange = function () {
if (this.sensorD() <= this.data().rangeD) {
this.opacity += 7;
} else {
this.opacity -= 7;
}
};
//==============================
// * update Float
//==============================
EventIndicators.prototype.updateFloat = function () {
if (this.data().ani[2] < 5) {
return;
}
this.data().ani[2] = 0;
this.data().ani[3]++;
if (this.data().ani[3] < 10) {
this.data().ani[1]--;
} else if (this.data().ani[3] < 20) {
this.data().ani[1]++;
} else {
this.data().ani[1] = 0;
this.data().ani[3] = 0;
}
};
//==============================
// * side Wave
//==============================
EventIndicators.prototype.updateSideWave = function () {
if (this.data().ani[2] < 4) {
return;
}
this.data().ani[2] = 0;
this.data().ani[3]++;
if (this.data().ani[3] < 5) {
this.data().ani[0]--;
} else if (this.data().ani[3] < 15) {
this.data().ani[0]++;
} else if (this.data().ani[3] < 20) {
this.data().ani[0]--;
} else {
this.data().ani[0] = 0;
this.data().ani[3] = 0;
}
};
//==============================
// * update Zoom
//==============================
EventIndicators.prototype.updateZoom = function () {
this.data().zoomE[2]++;
if (this.data().zoomE[2] < 30) {
this.scale.x += this.data().zoomE[1];
} else if (this.data().zoomE[2] < 60) {
this.scale.x -= this.data().zoomE[1];
} else {
this.scale.x = 1.0;
this.data().zoomE[2] = 0;
}
this.scale.y = this.scale.x;
this._indicator.anchor.y = 0.5;
if (this._text) {
this._text.anchor.y = 0.5;
}
this.data().ani[1] = -(this._indicator.height / 2);
};
//==============================
// * update Rotation
//==============================
EventIndicators.prototype.updateRotation = function () {
this.data().ani[2] = 0;
this.rotation += this.data().rotation[1];
this._indicator.anchor.y = 0.5;
if (this._text) {
this._text.anchor.y = 0.5;
}
this.data().ani[1] = -(this._indicator.height / 2);
};
//==============================
// * update Shake
//==============================
EventIndicators.prototype.updateShake = function () {
this.data().shake[4]++;
if (this.data().shake[4] < 4) {
return;
}
this.data().shake[4] = 0;
this.data().shake[2] =
-this.data().shake[1] / 2 + Math.randomInt(this.data().shake[1]);
this.data().shake[3] =
-this.data().shake[1] / 2 + Math.randomInt(this.data().shake[1]);
};
//==============================
// * update Frames
//==============================
EventIndicators.prototype.updateFrames = function () {
this.data().frames[2]++;
if (this.data().frames[2] < this.data().frames[3]) {
return;
}
this.refreshBitmap();
this.data().frames[2] = 0;
this.data().frames[0]++;
if (this.data().frames[0] >= this.data().frames[1]) {
this.data().frames[0] = 0;
}
};
//==============================
// * update Animation
//==============================
EventIndicators.prototype.updateAnimation = function () {
this.data().ani[2]++;
if (this.data().aniMode === 1) {
this.updateFloat();
} else if (this.data().aniMode === 2) {
this.updateSideWave();
}
if (this.data().zoomE[0]) {
this.updateZoom();
}
if (this.data().shake[0]) {
this.updateShake();
}
if (this.data().rotation[0]) {
this.updateRotation();
}
};
//==============================
// * update Sprites
//==============================
EventIndicators.prototype.updateSprites = function () {
if (this.needRefreshSprites()) {
this.refreshSprites();
}
if (this.data().enable) {
if (this.needRefreshText()) {
this.refreshText();
}
this.updateAnimation();
if (this.data().animated) {
this.updateFrames();
}
this.updateMainSprite();
this.updateData();
this.updateFade();
}
};
//==============================
// * Update
//==============================
EventIndicators.prototype.update = function () {
Sprite.prototype.update.call(this);
if (this.character()) {
this.updateSprites();
}
};