white-thirst/www/js/plugins/smoothscroll.js
2024-11-28 12:18:46 -06:00

136 lines
4.4 KiB
JavaScript
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//=============================================================================
// 滑らかカメラの移動プラグインです。
// smoothscroll.js
// Copyright (c) 2018 村人A
//=============================================================================
/*:ja
* @plugindesc カメラの移動を滑らかにするプラグインです。
* @author 村人A
*
* @help
*
* なめらかスクロールonの後にはカメラがプレイヤーを追う速さの数値を入れてください。
* 1で通常のスピードです。0.02くらいがいい感じのスクロールになります。
* イベントコマンドでスクロールをする場合は一度なめらかスクロールをoffにしてください。
*
* プラグインコマンド例:
* なめらかスライドon 0.02 # なめらかスライドon カメラの速さを0.02に
* なめらかスライドoff # なめらかスライドoff
*/
(function () {
villaA_scrollSpeed = 1;
villaA_mapscroll = false;
villaA_smoothScrolling = false;
var _Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
if (command === "なめらかスライドon") {
villaA_smoothScrolling = true;
villaA_scrollSpeed = args[0];
}
if (command === "なめらかスライドoff") {
villaA_smoothScrolling = false;
villaA_scrollSpeed = 1;
}
};
Game_Map.prototype.player_scrollDown = function (distance) {
if (this.isLoopVertical()) {
this._displayY += distance;
this._displayY %= $dataMap.height;
if (this._parallaxLoopY) {
this._parallaxY += distance;
}
} else if (this.height() >= this.screenTileY()) {
var lastY = this._displayY;
this._displayY = Math.min(
this._displayY + distance * villaA_scrollSpeed,
this.height() - this.screenTileY()
);
this._parallaxY += this._displayY - lastY;
}
};
Game_Map.prototype.player_scrollLeft = function (distance) {
if (this.isLoopHorizontal()) {
this._displayX += $dataMap.width - distance;
this._displayX %= $dataMap.width;
if (this._parallaxLoopX) {
this._parallaxX -= distance;
}
} else if (this.width() >= this.screenTileX()) {
var lastX = this._displayX;
this._displayX = Math.max(
this._displayX - distance * villaA_scrollSpeed,
0
);
this._parallaxX += this._displayX - lastX;
}
};
Game_Map.prototype.player_scrollRight = function (distance) {
if (this.isLoopHorizontal()) {
this._displayX += distance;
this._displayX %= $dataMap.width;
if (this._parallaxLoopX) {
this._parallaxX += distance;
}
} else if (this.width() >= this.screenTileX()) {
var lastX = this._displayX;
this._displayX = Math.min(
this._displayX + distance * villaA_scrollSpeed,
this.width() - this.screenTileX()
);
this._parallaxX += this._displayX - lastX;
}
};
Game_Map.prototype.player_scrollUp = function (distance) {
if (this.isLoopVertical()) {
this._displayY += $dataMap.height - distance;
this._displayY %= $dataMap.height;
if (this._parallaxLoopY) {
this._parallaxY -= distance;
}
} else if (this.height() >= this.screenTileY()) {
var lastY = this._displayY;
this._displayY = Math.max(
this._displayY - distance * villaA_scrollSpeed,
0
);
this._parallaxY += this._displayY - lastY;
}
};
Game_Player.prototype.updateScroll = function (lastScrolledX, lastScrolledY) {
var villaA_roundingNum = 0;
var x1 = lastScrolledX;
var y1 = lastScrolledY;
if (villaA_smoothScrolling) {
villaA_roundingNum = 0.5;
x1 = 8;
y1 = 6;
}
var x2 = this.scrolledX();
var y2 = this.scrolledY();
if (y2 - villaA_roundingNum > y1 && y2 > this.centerY()) {
$gameMap.player_scrollDown(y2 - y1);
}
if (x2 + villaA_roundingNum < x1 && x2 < this.centerX()) {
$gameMap.player_scrollLeft(x1 - x2);
}
if (x2 - villaA_roundingNum > x1 && x2 > this.centerX()) {
$gameMap.player_scrollRight(x2 - x1);
}
if (y2 + villaA_roundingNum < y1 && y2 < this.centerY()) {
$gameMap.player_scrollUp(y1 - y2);
}
};
})();