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

697 lines
19 KiB
JavaScript

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