white-thirst/www/js/plugins/MoreCharacterFrames.js
2025-01-07 13:09:58 -06:00

149 lines
5.2 KiB
JavaScript

//=============================================================================
// More Character Frames
// by Shaz
// Last Updated: 2015.09.21
//=============================================================================
/*:
* @plugindesc Allows more than 3 Frames
* @author Shaz
*
* @help This plugin does not provide plugin commands.
*
* Add [D L R U] to your character sheet name (with $ prefix) to specify haw
* many frames in each direction (Down, Left, Right, Up).
* Spritesheets with this added to the file name will use a looping frame
* animation rather than the back-and-forth default animation.
*
* The first frame should be the idle/still pose.
*
* eg. $Ralph [8 8 8 8].png
* is a character sheet consisting of 4 rows with 8 frames per row.
* Animation will go from frame 1 to 8 then start at 1 again.
*/
/*:ja
* @plugindesc キャラクターの3フレーム以上のアニメーションを可能にします。
* @author Shaz
*
* @help このプラグインは、プラグインコマンドを含みません。
*
* キャラクターシート名に、$ + [下 左 右 上]の数値を追記することで、
* それぞれの方向にフレーム数を指定することができます。
* ファイル名にこの数値が追記されたスプライトシートは、
* デフォルトの行ったり来たりのアニメーションの代わりに、
* こちらのループアニメを優先して使用します。
*
* 最初のフレームは待機のポーズである必要があります。
*
* 例) $Ralph [8 8 8 8].png
* 8フレーム x 4方向を指定したキャラクターシートです。
* 1から8のアニメーションが再生され、再度1から繰り返されます。
*/
(function () {
ImageManager.isMultiFrameCharacter = function (filename) {
var frames = filename.match(/\[(\d+)\s+(\d+)\s+(\d+)\s+(\d+)\]/);
return frames && frames.length === 5;
};
ImageManager.getCharacterFrameCount = function (filename) {
var frames = filename.match(/\[(\d+)\s+(\d+)\s+(\d+)\s+(\d+)\]/);
if (!frames) {
return [3, 3, 3, 3];
} else {
return frames.splice(1, 4);
}
};
var _Game_CharacterBase_initMembers =
Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.initMembers = function () {
_Game_CharacterBase_initMembers.call(this);
this._isMultiFrame = false;
this._frames = [3, 3, 3, 3];
};
var _Game_CharacterBase_maxPattern = Game_CharacterBase.prototype.maxPattern;
Game_CharacterBase.prototype.maxPattern = function () {
if (!this._isMultiFrame) {
return _Game_CharacterBase_maxPattern.call(this);
} else {
return this._frames[this._direction / 2 - 1];
}
};
var _Game_CharacterBase_pattern = Game_CharacterBase.prototype.pattern;
Game_CharacterBase.prototype.pattern = function () {
if (!this._isMultiFrame) {
return _Game_CharacterBase_pattern.call(this);
} else {
return this._pattern < this._frames[this._direction / 2 - 1]
? this._pattern
: 0;
}
};
var _Game_CharacterBase_isOriginalPattern =
Game_CharacterBase.prototype.isOriginalPattern;
Game_CharacterBase.prototype.isOriginalPattern = function () {
if (!this._isMultiFrame) {
return _Game_CharacterBase_isOriginalPattern.call(this);
} else {
return this.pattern() === 0;
}
};
var _Game_CharacterBase_resetPattern =
Game_CharacterBase.prototype.resetPattern;
Game_CharacterBase.prototype.resetPattern = function () {
if (!this._isMultiFrame) {
_Game_CharacterBase_resetPattern.call(this);
} else {
this.setPattern(0);
}
};
var _Game_CharacterBase_setImage = Game_CharacterBase.prototype.setImage;
Game_CharacterBase.prototype.setImage = function (
characterName,
characterIndex
) {
_Game_CharacterBase_setImage.call(this, characterName, characterIndex);
this._isMultiFrame = ImageManager.isMultiFrameCharacter(characterName);
this._frames = ImageManager.getCharacterFrameCount(characterName);
};
var _Game_CharacterBase_setTileImage =
Game_CharacterBase.prototype.setTileImage;
Game_CharacterBase.prototype.setTileImage = function (tileId) {
_Game_CharacterBase_setTileImage.call(this, tileId);
this._isMultiFrame = false;
this._frames = [3, 3, 3, 3];
};
Game_CharacterBase.prototype.isMultiFrame = function () {
return this._isMultiFrame;
};
Game_CharacterBase.prototype.getDirectionFrames = function () {
return this._frames[this._direction / 2 - 1];
};
var _Game_Event_initMembers = Game_Event.prototype.initMembers;
Game_Event.prototype.initMembers = function () {
_Game_Event_initMembers.call(this);
if (this._isMultiFrame) {
this._originalPattern = 0;
}
};
var _Sprite_Character_patternWidth = Sprite_Character.prototype.patternWidth;
Sprite_Character.prototype.patternWidth = function () {
if (!this._character.isMultiFrame()) {
return _Sprite_Character_patternWidth.call(this);
} else {
return this.bitmap.width / this._character.getDirectionFrames();
}
};
})();