697 lines
19 KiB
JavaScript
697 lines
19 KiB
JavaScript
//=============================================================================
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// MOG_PictureEffects.js
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//=============================================================================
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/*:
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* @plugindesc (v1.4) Adiciona novas funções no sistema de mostrar imagens.
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* @author Moghunter
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*
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* @help
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* =============================================================================
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* +++ MOG - Picture Effects (v1.4) +++
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* By Moghunter
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* https://atelierrgss.wordpress.com/
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* =============================================================================
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* Adiciona novas funções no sistema de mostrar imagens.
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* =============================================================================
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* UTILIZAÇÃO.
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* =============================================================================
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* Utilize os comandos através do Plugin Command.
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*
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* =============================================================================
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* * POSITIONS *
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* =============================================================================
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* --- > Posição da imagem no player. < ----
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*
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* picture_player_position : PICTURE_ID
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*
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* --- > Posição da imagem no evento. < ----
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*
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* picture_event_position : PICTURE_ID : EVENT_ID
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*
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* --- > Posição fixa no mapa. < ----
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*
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* picture_map_position : PICTURE_ID
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*
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*
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* (NOTA - A função MOVE não funciona nos efeitos de Posição.)
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*
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* =============================================================================
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* * EFFECTS *
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* =============================================================================
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* ---> Efeito Respirar < -----
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*
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* pic_breath : PICTURE ID : true : Power : Speed
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*
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* ---> Efeito Flutuar < -----
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*
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* pic_float : PICTURE ID : true
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*
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* ---> Efeito Tremer < -----
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*
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* pic_shake : PICTURE ID : true : Power
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*
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* ---> Efeito Tremer 2 < -----
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*
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* pic_shake2 : PICTURE ID : true : Power
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*
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* ---> Efeito Smooth < -----
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*
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* pic_smooth : PICTURE ID : true : Power : Speed
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*
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* =============================================================================
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* * ANIMATED *
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* =============================================================================
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*
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* picture_animated : PICTURE_ID : NUMBER_OF_FRAMES : ANIMATION_SPEED
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*
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* (NOTA - A largura da imagem é dividida pelo numero de frames.)
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*
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*
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* =============================================================================
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* * HISTÓRICO *
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* =============================================================================
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* (1.4) - Compatibilidade com Rpg Maker MV 1.6+
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* (1.3) - Adicionado o efeito Smooth.
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* - Adicionado as opções de definir o poder e velocidade dos efeitos.
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* (1.2) - Adicionado a função de tremer no modo 2.
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*
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_PictureEffects = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters("MOG_PictureEffects");
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//=============================================================================
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// ** Game_Interpreter
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//=============================================================================
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//==============================
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// * PluginCommand
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//==============================
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var _alias_mog_picefc_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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_alias_mog_picefc_pluginCommand.call(this, command, args);
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if ($gameScreen.picture(Number(args[1]))) {
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this.setPictureEffects(command, args);
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}
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return true;
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};
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//==============================
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// * Set Picture Effets
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//==============================
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Game_Interpreter.prototype.setPictureEffects = function (command, args) {
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this.picEfctSetPos(command, args);
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if (args[3]) {
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this.picEfctSetAni(command, args);
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}
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};
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//==============================
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// * pict Effect Set Pos
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//==============================
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Game_Interpreter.prototype.picEfctSetPos = function (command, args) {
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if (command === "picture_player_position") {
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$gameScreen.picture(Number(args[1]))._positionData[0] = 1;
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} else if (command === "picture_map_position") {
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$gameScreen.picture(Number(args[1]))._positionData[0] = 3;
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} else if (command === "picture_event_position" && args[3]) {
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$gameMap.events().forEach(function (event) {
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if (!event._erased && event.eventId() === Number(args[3])) {
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$gameScreen.picture(Number(args[1]))._positionData[0] = 2;
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$gameScreen.picture(Number(args[1]))._positionData[4] = args[3];
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$gameScreen.picture(Number(args[1]))._positionData[5] = $gameMap._mapId;
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}
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}, this);
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}
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};
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//==============================
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// * pict Effet Set Ani
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//==============================
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Game_Interpreter.prototype.picEfctSetAni = function (command, args) {
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var enable = String(args[3]) === "true" ? true : false;
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if (command == "pic_animated") {
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var frm = Math.min(Math.max(Number(args[3]), 1), 999);
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var speed = args[5] ? Number(args[5]) : 20;
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$gameScreen.picture(Number(args[1]))._animeData = [
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true,
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frm,
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9999,
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0,
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speed,
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];
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}
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if (command == "pic_shake") {
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var pw = args[5] ? Number(args[5]) : 10;
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$gameScreen.picture(Number(args[1]))._shake = [enable, 20, 0, 0, pw];
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} else if (command === "pic_shake2") {
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var pw = args[5] ? Number(args[5]) : 10;
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$gameScreen.picture(Number(args[1]))._shake2 = [enable, 20, 0, 0, pw, 0, 0];
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}
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if (command == "pic_breath") {
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var pw = args[5] ? Number(args[5]) : 1;
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var pw = pw * 0.01;
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var pw2 = args[7] ? Number(args[7]) : 5;
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var pw2 = 1 + pw2 * 0.1;
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$gameScreen.picture(Number(args[1]))._breathEffect = [
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enable,
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0,
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0,
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0,
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pw,
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pw2,
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];
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}
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if (command == "pic_float") {
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var pw = args[5] ? Number(args[5]) : 1;
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var pw = pw * 0.1;
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var pw2 = args[7] ? Number(args[7]) : 15;
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$gameScreen.picture(Number(args[1]))._floatEffect = [
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enable,
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0,
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0,
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0,
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pw2,
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pw,
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];
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}
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if (command == "pic_smooth") {
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var pw = args[5] ? Number(args[5]) : 20;
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var pw2 = args[7] ? Number(args[7]) : 160;
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var pw2 = pw2 * 0.01;
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$gameScreen.picture(Number(args[1]))._moveEffect = [
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enable,
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0,
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0,
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160,
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0,
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0,
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pw,
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pw2,
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160,
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];
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}
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};
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//=============================================================================
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// ** Game Character Base
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//=============================================================================
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//==============================
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// * Screen RealX
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//==============================
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Game_CharacterBase.prototype.screen_realX = function () {
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return this.scrolledX() * $gameMap.tileWidth();
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};
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//==============================
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// * Screen RealY
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//==============================
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Game_CharacterBase.prototype.screen_realY = function () {
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return this.scrolledY() * $gameMap.tileHeight();
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};
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//==============================
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// * Pict FX
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//==============================
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Game_Map.prototype.pictFX = function () {
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return this._displayX * this.tileWidth();
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};
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//==============================
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// * Pict FY
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//==============================
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Game_Map.prototype.pictFY = function () {
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return this._displayY * this.tileHeight();
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};
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//=============================================================================
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// ** Game Picture
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//=============================================================================
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//==============================
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// * initBasic
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//==============================
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var _mog_pect_gpicture_initBasic = Game_Picture.prototype.initBasic;
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Game_Picture.prototype.initBasic = function () {
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_mog_pect_gpicture_initBasic.call(this);
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this.initPicEffectBasic();
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};
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//==============================
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// * initPicEffectBasic
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//==============================
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Game_Picture.prototype.initPicEffectBasic = function () {
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this._position = [0, 0];
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this._zoom = [100, 100];
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this._effectType = 0;
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this._shake = [false, 0, 0, 0, 0];
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this._shake2 = [false, 0, 0, 0, 0, 0, 0];
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this._breathEffect = [false, 0, 0, 0, 0];
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this._breathEffect2 = [false, 0, 0, 0, 0];
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this._floatEffect = [false, 0, 0, 0];
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this._positionData = [0, 0, 0, 0, 0, 0, 0];
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this._animeData = [false, 0, 0, 0, 0];
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this._moveEffect = [false, 0, 0, 0, 0, 0, 0, 0, 0];
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};
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//==============================
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// * Pic X
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//==============================
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Game_Picture.prototype.picX = function () {
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return (
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this._position[0] +
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this._positionData[1] +
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this._shake[2] +
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this._shake2[2] +
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this._moveEffect[1]
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);
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};
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//==============================
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// * Pic Y
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//==============================
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Game_Picture.prototype.picY = function () {
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return (
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this._position[1] +
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this._positionData[2] +
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this._shake[3] +
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this._shake2[3] +
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this._floatEffect[3] +
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this._moveEffect[2]
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);
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};
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//==============================
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// * Zoom X
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//==============================
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Game_Picture.prototype.zoomX = function () {
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return this._zoom[0] + this._breathEffect[2];
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};
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//==============================
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// * Zoom Y
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//==============================
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Game_Picture.prototype.zoomY = function () {
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return this._zoom[1] + this._breathEffect[3];
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};
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//==============================
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// * Opacity
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//==============================
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Game_Picture.prototype.opacity = function () {
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return this._opacity;
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};
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//==============================
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// * Angle
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//==============================
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Game_Picture.prototype.angle = function () {
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return this._angle + this._shake2[5];
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};
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//==============================
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// * Erase
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//==============================
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var _mog_pect_gpicture_erase = Game_Picture.prototype.erase;
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Game_Picture.prototype.erase = function () {
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_mog_pect_gpicture_erase.call(this);
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this.initPicEffectBasic();
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};
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//==============================
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// * Show
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//==============================
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var _mog_pect_gpicture_show = Game_Picture.prototype.show;
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Game_Picture.prototype.show = function (
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name,
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origin,
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x,
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y,
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scaleX,
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scaleY,
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opacity,
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blendMode
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) {
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_mog_pect_gpicture_show.call(
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this,
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name,
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origin,
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x,
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y,
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scaleX,
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scaleY,
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opacity,
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blendMode
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);
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this.initPicEffectBasic();
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this._position[0] = x;
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this._position[1] = y;
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this._positionData[1] = x;
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this._positionData[2] = y;
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this._zoom[0] = scaleX;
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this._zoom[1] = scaleY;
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if (this._breathEffect[0]) {
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this._breathEffect[3] = (Math.random() * 0.2).toFixed(2);
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}
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if (this._floatEffect[0]) {
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this._floatEffect[3] = -(Math.random() * 15).toFixed(2);
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}
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};
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//==============================
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// * Move
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//==============================
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var _mog_pect_gpicture_move = Game_Picture.prototype.move;
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Game_Picture.prototype.move = function (
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origin,
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x,
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y,
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scaleX,
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scaleY,
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opacity,
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blendMode,
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duration
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) {
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_mog_pect_gpicture_move.call(
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this,
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origin,
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x,
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y,
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scaleX,
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scaleY,
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opacity,
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blendMode,
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duration
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);
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this._positionData[1] = x;
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this._positionData[2] = y;
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};
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//==============================
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// * update Move
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//==============================
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Game_Picture.prototype.updateMove = function () {
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if (this._duration > 0) {
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var d = this._duration;
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if (this._positionData[0] === 0) {
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this._x = (this._x * (d - 1) + this._targetX) / d;
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this._y = (this._y * (d - 1) + this._targetY) / d;
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}
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this._zoom[0] = (this._scaleX * (d - 1) + this._targetScaleX) / d;
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this._zoom[1] = (this._scaleY * (d - 1) + this._targetScaleY) / d;
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this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d;
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this._duration--;
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this.updatePictureEffects();
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}
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};
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//==============================
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// * Game Picture
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//==============================
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var _mog_pect_gpicture_update = Game_Picture.prototype.update;
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Game_Picture.prototype.update = function () {
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_mog_pect_gpicture_update.call(this);
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this.updatePictureEffects();
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};
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//==============================
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// * Update Picture Effects
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//==============================
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Game_Picture.prototype.updatePictureEffects = function () {
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if (this._shake[1] > 0) {
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this.updateShake();
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}
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if (this._shake2[1] > 0) {
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this.updateShake2();
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}
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if (this._breathEffect[0]) {
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this.updateBreathEffect();
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}
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if (this._floatEffect[0]) {
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this.updateFloatEffect();
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}
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if (this._positionData[0] > 0) {
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this.updatePicPosEfct();
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}
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if (this._moveEffect[0]) {
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this.updateMoveEfct();
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}
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this._scaleX = this.zoomX();
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this._scaleY = this.zoomY();
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};
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//==============================
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// * Update Move Effect
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//==============================
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Game_Picture.prototype.updateMoveEfct = function () {
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this._moveEffect[3]++;
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this._moveEffect[1] = this.movePictureEfc(
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this._moveEffect[1],
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this._moveEffect[4],
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this._moveEffect[7]
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);
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this._moveEffect[2] = this.movePictureEfc(
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this._moveEffect[2],
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this._moveEffect[5],
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this._moveEffect[7]
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);
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this._x = this.picX();
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this._y = this.picY();
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if (this._moveEffect[3] < 30) {
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return;
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}
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this._moveEffect[3] = 0;
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var r = Math.randomInt(2);
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this._moveEffect[4] =
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r === 0
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? Math.randomInt(this._moveEffect[6])
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: -Math.randomInt(this._moveEffect[6]);
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var r = Math.randomInt(2);
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this._moveEffect[5] =
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r === 0
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? Math.randomInt(this._moveEffect[6])
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: -Math.randomInt(this._moveEffect[6]);
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};
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//==============================
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// * Move Picture Effect
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//==============================
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Game_Picture.prototype.movePictureEfc = function (value, real_value, speed) {
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if (value == real_value) {
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return value;
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}
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var dnspeed = 0.1 + speed + Math.abs(value - real_value) / 160;
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if (value > real_value) {
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value -= dnspeed;
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if (value < real_value) {
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value = real_value;
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}
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} else if (value < real_value) {
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value += dnspeed;
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if (value > real_value) {
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value = real_value;
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}
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}
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return value;
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};
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//==============================
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// * Update Breath Effect
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//==============================
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Game_Picture.prototype.updateBreathEffect = function () {
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if (this._duration > 0) {
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return;
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}
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if (this._breathEffect[1] === 0) {
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this._breathEffect[3] += this._breathEffect[4];
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if (this._breathEffect[3] >= this._breathEffect[5]) {
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this._breathEffect[3] = this._breathEffect[5];
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this._breathEffect[1] = 1;
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}
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} else {
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this._breathEffect[3] -= this._breathEffect[4];
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if (this._breathEffect[3] <= 0) {
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this._breathEffect[3] = 0;
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this._breathEffect[1] = 0;
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}
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}
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};
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//==============================
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// * Update Float Effect
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//==============================
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Game_Picture.prototype.updateFloatEffect = function () {
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if (this._duration > 0) {
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return;
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}
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if (this._floatEffect[1] === 0) {
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this._floatEffect[3] -= this._floatEffect[5];
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if (this._floatEffect[3] <= -this._floatEffect[4]) {
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this._floatEffect[1] = 1;
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}
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} else {
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this._floatEffect[3] += this._floatEffect[5];
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if (this._floatEffect[3] >= 0) {
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this._floatEffect[1] = 0;
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}
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}
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};
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//==============================
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// * Update Shake
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//==============================
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Game_Picture.prototype.updateShake = function () {
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this._shake[1]--;
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this._shake[2] = Math.random() * this._shake[4];
|
|
this._shake[3] = Math.random() * this._shake[4];
|
|
if (this._shake[1] <= 0) {
|
|
if (this._shake[0]) {
|
|
this._shake[1] = 20;
|
|
} else {
|
|
this._shake[2] = 0;
|
|
this._shake[3] = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * Update Shake
|
|
//==============================
|
|
Game_Picture.prototype.updateShake2 = function () {
|
|
this._shake2[6]++;
|
|
if (this._shake2[6] < 3) {
|
|
return;
|
|
}
|
|
this._shake2[6] = 0;
|
|
this._shake2[1]--;
|
|
this._shake2[2] = Math.random() * this._shake2[4];
|
|
this._shake2[3] = Math.random() * this._shake2[4];
|
|
var r = Math.randomInt(2);
|
|
this._shake2[5] = r === 1 ? Math.randomInt(5) : -Math.randomInt(5);
|
|
if (this._shake2[1] <= 0) {
|
|
if (this._shake2[0]) {
|
|
this._shake2[1] = 20;
|
|
} else {
|
|
this._shake2[2] = 0;
|
|
this._shake2[3] = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * Update Picture Pos Effct
|
|
//==============================
|
|
Game_Picture.prototype.updatePicPosEfct = function () {
|
|
if (this._positionData[0] === 1) {
|
|
this._position[0] = $gamePlayer.screenX();
|
|
this._position[1] = $gamePlayer.screenY();
|
|
} else if (this._positionData[0] === 2) {
|
|
var event = $gameMap.events()[this._positionData[4] - 1];
|
|
if (event && !event._erased && this._positionData[5] === $gameMap._mapId) {
|
|
this._position[0] = event.screenX();
|
|
this._position[1] = event.screenY();
|
|
} else {
|
|
this._position[0] = $gamePlayer.screenX();
|
|
this._position[1] = $gamePlayer.screenY();
|
|
}
|
|
} else {
|
|
this._position[0] = -$gameMap.pictFX();
|
|
this._position[1] = -$gameMap.pictFY();
|
|
}
|
|
this._x = this.picX();
|
|
this._y = this.picY();
|
|
};
|
|
|
|
//=============================================================================
|
|
// ** Sprite Picture
|
|
//=============================================================================
|
|
|
|
//==============================
|
|
// * Update Bitmap
|
|
//==============================
|
|
var _mog_picefc_sprpic_updateBitmap = Sprite_Picture.prototype.updateBitmap;
|
|
Sprite_Picture.prototype.updateBitmap = function () {
|
|
_mog_picefc_sprpic_updateBitmap.call(this);
|
|
if (this.picture() && this.picture()._animeData[0]) {
|
|
this.updateFrames(this.picture());
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * Update Frames
|
|
//==============================
|
|
Sprite_Picture.prototype.updateFrames = function (picture) {
|
|
if (!this.bitmap.isReady()) {
|
|
this.visible = false;
|
|
return;
|
|
}
|
|
this.visible = true;
|
|
if (!this._picFrames) {
|
|
this.setPicFrames(picture);
|
|
}
|
|
picture._animeData[2]++;
|
|
if (picture._animeData[2] < picture._animeData[4]) {
|
|
return;
|
|
}
|
|
picture._animeData[2] = 0;
|
|
this.setFrame(
|
|
picture._animeData[3] * this._picFrames[3],
|
|
0,
|
|
this._picFrames[3],
|
|
this._picFrames[4]
|
|
);
|
|
picture._animeData[3]++;
|
|
if (picture._animeData[3] >= this._picFrames[0]) {
|
|
picture._animeData[3] = 0;
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * set PicFrames
|
|
//==============================
|
|
Sprite_Picture.prototype.setPicFrames = function (picture) {
|
|
var w = this.bitmap.width / picture._animeData[1];
|
|
var h = this.bitmap.height;
|
|
this._picFrames = [picture._animeData[1], 0, 0, w, h];
|
|
this.setFrame(
|
|
picture._animeData[3] * this._picFrames[3],
|
|
0,
|
|
this._picFrames[3],
|
|
this._picFrames[4]
|
|
);
|
|
};
|
|
|
|
//==============================
|
|
// * Update Origin
|
|
//==============================
|
|
var _mog_picefc_sprpic_updateOther = Sprite_Picture.prototype.updateOther;
|
|
Sprite_Picture.prototype.updateOther = function () {
|
|
_mog_picefc_sprpic_updateOther.call(this);
|
|
this.updatePicEffect();
|
|
};
|
|
|
|
//==============================
|
|
// * Update Pic Effect
|
|
//==============================
|
|
Sprite_Picture.prototype.updatePicEffect = function () {
|
|
if (this.picture()._breathEffect[0]) {
|
|
this.anchor.x = 0.5;
|
|
this.anchor.y = 1;
|
|
this.y += this.height / 2;
|
|
}
|
|
if (this.picture()._positionData[0] === 0) {
|
|
this.x += this.picture()._shake[2] + this.picture()._shake2[2];
|
|
this.y += this.picture()._shake[3] + this.picture()._shake2[3];
|
|
if (this.picture()._floatEffect[0]) {
|
|
this.y += this.picture()._floatEffect[3];
|
|
}
|
|
}
|
|
};
|