1802 lines
55 KiB
JavaScript
1802 lines
55 KiB
JavaScript
//=============================================================================
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// SAN_AnalogMove.js
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//=============================================================================
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// Copyright (c) 2015-2018 Sanshiro
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// Released under the MIT license
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// http://opensource.org/licenses/mit-license.php
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//=============================================================================
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/*:
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* @plugindesc アナログムーブ 3.1.5
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* パーティキャラクターの移動をドット移動に変更します。
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* @author サンシロ https://twitter.com/rev2nym
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*
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* @help
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* ■概要
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* パーティキャラクターの移動をタイルによらないドット移動に変更します。
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* 方向キー操作、タッチ操作に対応します。
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*
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* ■アナログスティック入力
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* アナログスティックによる任意方向への移動や速度調節に対応するためには
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* プラグイン「アナログスティック(SAN_AnalogStick.js)」を導入してください。
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*
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* ■利用規約
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* MITライセンスのもと、商用利用、改変、再配布が可能です。
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* ただし冒頭のコメントは削除や改変をしないでください。
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*
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* これを利用したことによるいかなる損害にも作者は責任を負いません。
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* サポートは期待しないでください><。
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*/
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var Imported = Imported || {};
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Imported.SAN_AnalogMove = true;
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var Sanshiro = Sanshiro || {};
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Sanshiro.AnalogMove = Sanshiro.AnalogMove || {};
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Sanshiro.AnalogMove.version = '3.1.5';
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(function () {
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'use strict';
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//-----------------------------------------------------------------------------
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// Vector
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//
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// ベクトル
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function Vector() {
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this.initialize.apply(this, arguments);
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}
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// 許容誤差定数
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Vector.errMargin = Math.pow(0.5, 16);
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// ラジアンディグリー変換
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Vector.radToDeg = function (rad) {
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return (180 / Math.PI) * rad;
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};
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// ディグリーラジアン変換
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Vector.degToRad = function (deg) {
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return (Math.PI / 180) * deg;
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};
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// ラジアン正規化
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Vector.normRad = function (rad) {
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return Math.atan2(Math.sin(rad), Math.cos(rad));
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};
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// 直交座標によるベクトルの生成
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Vector.rect = function (x, y) {
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var vec = new Vector();
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vec.setRect(x, y);
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return vec;
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};
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// 極座標によるベクトルの生成
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Vector.polar = function (len, dir) {
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var vec = new Vector();
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vec.setPolar(len, dir);
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return vec;
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};
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// 全座標によるベクトルの生成
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Vector.create = function (x, y, len, dir) {
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var vec = new Vector();
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vec._x = x;
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vec._y = y;
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vec._len = len;
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vec._dir = dir;
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return vec;
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};
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// オブジェクト初期化
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Vector.prototype.initialize = function () {
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this._x = 0.0;
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this._y = 0.0;
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this._len = 0.0;
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this._dir = 0.0;
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};
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// 直交座標のリフレッシュ
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Vector.prototype.refreshRect = function () {
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this._x = this._len * Math.cos(this._dir);
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this._y = this._len * Math.sin(this._dir);
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this.refreshPolar();
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};
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// 極座標のリフレッシュ
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Vector.prototype.refreshPolar = function () {
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this._len = Math.sqrt(Math.pow(this._x, 2) + Math.pow(this._y, 2));
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if (this._len !== 0.0 || this._dir === undefined) {
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this._dir = Math.atan2(this._y, this._x);
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}
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};
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// X成分
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Vector.prototype.x = function () {
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return this._x;
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};
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// Y成分
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Vector.prototype.y = function () {
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return this._y;
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};
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// 長さ2乗
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Vector.prototype.lenSq = function () {
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return Math.pow(this._len, 2);
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};
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// 長さ
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Vector.prototype.len = function () {
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return this._len;
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};
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// 角度ラジアン
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Vector.prototype.dir = function () {
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return this._dir;
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};
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// 直交座標の設定
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Vector.prototype.setRect = function (x, y) {
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this._x = x;
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this._y = y;
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this.refreshPolar();
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};
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// X成分の設定
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Vector.prototype.setX = function (x) {
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this._x = x;
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this.refreshPolar();
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};
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// Y成分の設定
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Vector.prototype.setY = function (y) {
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this._y = y;
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this.refreshPolar();
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};
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// 極座標の設定
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Vector.prototype.setPolar = function (len, dir) {
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this._len = len;
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this._dir = dir;
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this.refreshRect();
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};
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// 長さの設定
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Vector.prototype.setLen = function (len) {
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this._len = len;
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this.refreshRect();
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};
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// 角度ラジアンの設定
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Vector.prototype.setDir = function (dir) {
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this._dir = dir;
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this.refreshRect();
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};
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// 加算ベクトル
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Vector.prototype.add = function (vec) {
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return Vector.rect(this.x() + vec.x(), this.y() + vec.y());
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};
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// 加算ベクトル(ループマップ考慮)
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Vector.prototype.add2 = function (vec) {
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return Vector.rect(
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$gameMap.roundX(this.x() + vec.x()),
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$gameMap.roundY(this.y() + vec.y())
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);
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};
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// 減算ベクトル
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Vector.prototype.sub = function (vec) {
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return Vector.rect(this.x() - vec.x(), this.y() - vec.y());
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};
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// 減算ベクトル(ループマップ考慮)
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Vector.prototype.sub2 = function (vec) {
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return Vector.rect(
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$gameMap.deltaX(this.x(), vec.x()),
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$gameMap.deltaY(this.y(), vec.y())
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);
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};
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// 乗算ベクトル
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Vector.prototype.mul = function (mul) {
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return Vector.rect(mul * this.x(), mul * this.y());
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};
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// 除算ベクトル
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Vector.prototype.div = function (div) {
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return this.mul(1.0 / div);
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};
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// 正規化ベクトル
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Vector.prototype.norm = function () {
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return (this.len() === 0.0 ?
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Vector.polar(1.0, this.dir()) :
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this.mul(1.0 / this.len())
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);
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};
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// 長さ指定ベクトル
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Vector.prototype.scl = function (scl) {
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return (this.len() === 0.0 ?
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Vector.polar(scl, this.dir()) :
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this.mul(scl / this.len())
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);
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};
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// 逆ベクトル
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Vector.prototype.inv = function () {
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return (this.len() === 0.0 ?
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Vector.polar(0.0, this.dir() + Math.PI) :
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Vector.rect(-this.x(), -this.y())
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);
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};
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// 法線ベクトル
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Vector.prototype.perp = function () {
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return (this.len() === 0.0 ?
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Vector.polar(0.0, this.dir() + Math.PI / 2.0) :
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Vector.rect(-this.y(), this.x())
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);
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};
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// 回転ベクトル
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Vector.prototype.rot = function (rot) {
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return Vector.polar(this.len(), this.dir() + rot);
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};
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// 複製ベクトル
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Vector.prototype.clone = function () {
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return Vector.create(this.x(), this.y(), this.len(), this.dir());
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};
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// 内積
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Vector.prototype.dot = function (vec) {
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return this.x() * vec.x() + this.y() * vec.y();
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};
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// 外積
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Vector.prototype.cross = function (vec) {
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return this.x() * vec.y() - this.y() * vec.x();
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};
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// cos
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Vector.prototype.cos = function (vec) {
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return this.norm().dot(vec.norm());
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};
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// sin
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Vector.prototype.sin = function (vec) {
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return this.norm().cross(vec.norm());
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};
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// tan
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Vector.prototype.tan = function (vec) {
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return this.sin(vec) / this.cos(vec);
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};
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// 垂直判定
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Vector.prototype.isVert = function (vec) {
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return Math.abs(this.cos(vec)) <= Vector.errMargin;
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};
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// 平行判定
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Vector.prototype.isPara = function (vec) {
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return Math.abs(this.sin(vec)) <= Vector.errMargin;
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};
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// 鋭角判定
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Vector.prototype.isSharp = function (vec) {
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return this.dot(vec) > 0.0;
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};
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// 等価判定
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Vector.prototype.equals = function (vec) {
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return (
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this.len() === vec.len() &&
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this.dir() === vec.dir()
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);
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};
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// デバッグ用表示
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Vector.prototype.disp = function () {
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console.log("x : " + this.x());
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console.log("y : " + this.y());
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console.log("len : " + this.len());
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console.log("dir : " + this.dir());
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};
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//-----------------------------------------------------------------------------
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// CharacterMover
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//
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// キャラクタームーバー
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function CharacterMover() {
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this.initialize.apply(this, arguments);
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}
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// ラジアン方向を8方向に変換
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CharacterMover.radToDir8 = function (radian) {
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var piDiv8 = Math.PI / 8.0;
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return (
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radian < piDiv8 * -7.0 ? 4 :
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radian < piDiv8 * -5.0 ? 7 :
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radian < piDiv8 * -3.0 ? 8 :
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radian < piDiv8 * -1.0 ? 9 :
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radian < piDiv8 * 1.0 ? 6 :
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radian < piDiv8 * 3.0 ? 3 :
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radian < piDiv8 * 5.0 ? 2 :
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radian < piDiv8 * 7.0 ? 1 :
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4
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);
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};
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// 8方向をラジアン方向に変換
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CharacterMover.dir8ToRad = function (dir8) {
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var x = (dir8 % 3 === 0 ? 1.0 : (dir8 % 3 === 1 ? -1.0 : 0.0));
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var y = (dir8 / 3 <= 1 ? 1.0 : (dir8 / 3 > 2 ? -1.0 : 0.0));
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return Math.atan2(y, x);
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};
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// ラジアン方向を4方向に変換
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CharacterMover.radToDir4 = function (radian) {
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var piDiv4 = Math.PI / 4.0;
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return (
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radian < piDiv4 * -3.0 ? 4 :
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radian < piDiv4 * -1.0 ? 8 :
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radian < piDiv4 * 1.0 ? 6 :
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radian < piDiv4 * 3.0 ? 2 :
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4
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);
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};
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// 4方向をラジアン方向に変換
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CharacterMover.dir4ToRad = function (dir4) {
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return this.dir8ToRad(dir4);
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};
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// 8方向を4方向に変換
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CharacterMover.dir8ToDir4 = function (dir8, dir4) {
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return (
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dir8 % 2 === 0 ? dir8 :
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dir8 === 7 ? (dir4 === 6 ? 8 : 4) :
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dir8 === 9 ? (dir4 === 2 ? 6 : 8) :
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dir8 === 3 ? (dir4 === 4 ? 2 : 6) :
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dir8 === 1 ? (dir4 === 8 ? 4 : 2) :
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2
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);
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};
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// オブジェクト初期化
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CharacterMover.prototype.initialize = function (character) {
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this.initVectors(character);
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this.initflags();
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};
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// 各ベクトルの初期化
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CharacterMover.prototype.initVectors = function (character) {
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this._posVec = character.posVec(); // 位置ベクトル
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this._velVec = character.dirVec(); // 速度ベクトル
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this._tarPosVec = null; // 目標位置ベクトル
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this._tarDirVec = character.dirVec(); // 目標進行方位
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this._lasPosVec = character.posVec(); // 前回位置ベクトル
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};
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// 各フラグの初期化
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CharacterMover.prototype.initflags = function () {
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this._through = false;
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};
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// 位置ベクトル
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CharacterMover.prototype.posVec = function () {
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return this._posVec;
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};
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// 位置ベクトルの設定
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CharacterMover.prototype.setPosVec = function (posVec) {
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return this._posVec = posVec;
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};
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// 速度ベクトル
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CharacterMover.prototype.velVec = function () {
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return this._velVec;
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};
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// 速度ベクトルの設定
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CharacterMover.prototype.setVelVec = function (velVec) {
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return this._velVec = velVec;
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};
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// キャラクター
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CharacterMover.prototype.character = function () {
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return $gamePlayer;
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};
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// フレーム間移動距離
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CharacterMover.prototype.dpf = function () {
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return this.character().distancePerFrame();
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};
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// すり抜け判定
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CharacterMover.prototype.isThrough = function () {
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return this._through;
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};
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// ダッシュ判定
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CharacterMover.prototype.isDashing = function () {
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return this.character().isDashing();
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};
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// 移動後位置ベクトル
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CharacterMover.prototype.movPosVec = function () {
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return this._posVec.add2(this._velVec);
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};
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// 正面位置ベクトル
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CharacterMover.prototype.froPosVec = function () {
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return this._posVec.add2(Vector.polar(1.0, this._velVec.dir()));
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};
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// フレーム更新
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CharacterMover.prototype.update = function () {
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this.updateLastPosition();
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this.updateTargetPosition();
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this.updateVelocity();
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this.updatePosition();
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this.updateThrough();
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this.updateCharacter();
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};
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// 前回位置の更新
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CharacterMover.prototype.updateLastPosition = function () {
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this._posVec = this.character().posVec();
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this._lasPosVec = this._posVec.clone();
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};
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// 目標方向の更新
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CharacterMover.prototype.updateTargetPosition = function () {
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this._tarPosVec = null;
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};
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// 方向の更新
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CharacterMover.prototype.updateVelocity = function () {
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var velVecLen = 0.0;
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var velVecDir = this._velVec.dir();
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if (!!this._tarPosVec) {
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var relPosVec = this._tarPosVec.sub2(this._posVec);
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velVecLen = Math.min(this.dpf(), relPosVec.len());
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velVecDir = relPosVec.dir();
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}
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this._velVec = Vector.polar(velVecLen, velVecDir);
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};
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// 位置の更新
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CharacterMover.prototype.updatePosition = function () {
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var orgVelVec = this._velVec.clone();
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var splVelVecs = this.splitedVelocityVectors();
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splVelVecs.forEach(
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function (splVelVec) {
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this._velVec = splVelVec;
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this.checkColliding();
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this._posVec = this.movPosVec();
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}, this
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);
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this._velVec = orgVelVec;
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};
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// 分割速度ベクトル
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CharacterMover.prototype.splitedVelocityVectors = function () {
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var velVec = this._velVec.clone();
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var velVecDir = this._velVec.dir();
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var splLen = 1.0 / 16.0;
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var splVelVecs = [];
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while (velVec.len() > 0.0) {
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var splVelVeclen = Math.min(velVec.len(), splLen);
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var splVelVec = Vector.polar(splVelVeclen, velVecDir);
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splVelVecs.push(splVelVec);
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velVec.setLen(Math.max(0.0, velVec.len() - splVelVeclen));
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}
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return splVelVecs;
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};
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// 衝突確認
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CharacterMover.prototype.checkColliding = function () {
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this.checkCollidingTile();
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this.checkCollidingCharacter();
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this.checkCollidingTile();
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};
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// 衝突キャラクター
|
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CharacterMover.prototype.collidingCharacters = function () {
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var characters = [];
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if (!this.isThrough()) {
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characters = $gameMap.allCharacters().filter(
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function (character) {
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return this.isCollidingCharacter(character);
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}, this
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);
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}
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return characters;
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};
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// 衝突キャラクター
|
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CharacterMover.prototype.isCollidingCharacter = function (character) {
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return (
|
|
!this.isThrough() &&
|
|
!character.isThrough() &&
|
|
this.isCollidingDistanceCharacter(character) &&
|
|
character !== this.character()
|
|
);
|
|
};
|
|
|
|
// 衝突マージン距離
|
|
CharacterMover.prototype.collideMargin = function () {
|
|
return this._velVec.len() / 2.0;
|
|
};
|
|
|
|
// 衝突距離キャラクター判定
|
|
CharacterMover.prototype.isCollidingDistanceCharacter = function (character) {
|
|
var chaPosVec = character.posVec();
|
|
var relPosVec1 = chaPosVec.sub2(this._posVec);
|
|
var relPosVec2 = chaPosVec.sub2(this.movPosVec());
|
|
return (
|
|
relPosVec1.cos(this._velVec) > Math.cos(Math.PI * 3.0 / 4.0) &&
|
|
relPosVec2.len() < 1.0 - this.collideMargin()
|
|
);
|
|
};
|
|
|
|
// タイルとの衝突確認
|
|
CharacterMover.prototype.checkCollidingTile = function () {
|
|
if (this.isThrough() || this._velVec.len() === 0.0) {
|
|
return;
|
|
}
|
|
this.checkCollidingCorners();
|
|
this.checkCollidingHorzEdges();
|
|
this.checkCollidingVertEdges();
|
|
};
|
|
|
|
// 各コーナーとの衝突確認
|
|
CharacterMover.prototype.checkCollidingCorners = function () {
|
|
var cornerDirections = [3, 1, 7, 9];
|
|
cornerDirections.forEach(
|
|
function (d) {
|
|
this.checkCollidingCorner(d);
|
|
}, this
|
|
);
|
|
};
|
|
|
|
// コーナーとの衝突確認
|
|
CharacterMover.prototype.checkCollidingCorner = function (d) {
|
|
var x = Math.floor(this.movPosVec().x());
|
|
var y = Math.floor(this.movPosVec().y());
|
|
var offsetVec = this.offsetVecWithDir8(d);
|
|
var movPosVec2 = this.movPosVec().add2(offsetVec);
|
|
var x2 = Math.floor(movPosVec2.x());
|
|
var y2 = Math.floor(movPosVec2.y());
|
|
if (x !== x2 && y !== y2) {
|
|
var corPosVec = this.character().cornerPos(x, y, d);
|
|
if (!corPosVec) {
|
|
return;
|
|
}
|
|
var relPosVec = corPosVec.sub2(this.movPosVec());
|
|
if (relPosVec.len() < 0.5 - this.collideMargin()) {
|
|
this._velVec = this.evadingVelVec(corPosVec);
|
|
if (this.collidingCharacters().length !== 0) {
|
|
this._velVec = Vector.polar(0.0, 0.0);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// 8方向によるオフセットベクトル
|
|
CharacterMover.prototype.offsetVecWithDir8 = function (dir8) {
|
|
var dir = CharacterMover.dir8ToRad(dir8);
|
|
var len = 0.75;
|
|
var offsetVec = Vector.polar(len, dir);
|
|
return offsetVec;
|
|
};
|
|
|
|
// 各水平エッジとの衝突確認
|
|
CharacterMover.prototype.checkCollidingHorzEdges = function () {
|
|
if (this._velVec.x() === 0.0) {
|
|
return;
|
|
}
|
|
var d = (this._velVec.x() < 0.0 ? 4 : 6);
|
|
var x = Math.floor(this.movPosVec().x());
|
|
var y = Math.floor(this.movPosVec().y());
|
|
var edgPosVec = this.character().edgePos(x, y, d);
|
|
if (!edgPosVec) {
|
|
return;
|
|
}
|
|
if (Math.abs(edgPosVec.x() - this.movPosVec().x()) < 0.5) {
|
|
this._velVec.setX(0.0);
|
|
this._posVec.setX(Math.floor(this._posVec.x()) + 0.5);
|
|
}
|
|
};
|
|
|
|
// 各垂直エッジとの衝突確認
|
|
CharacterMover.prototype.checkCollidingVertEdges = function () {
|
|
if (this._velVec.y() === 0.0) {
|
|
return;
|
|
}
|
|
var d = (this._velVec.y() < 0.0 ? 8 : 2);
|
|
var x = Math.floor(this.movPosVec().x());
|
|
var y = Math.floor(this.movPosVec().y());
|
|
var edgPosVec = this.character().edgePos(x, y, d);
|
|
if (!edgPosVec) {
|
|
return;
|
|
}
|
|
if (Math.abs(edgPosVec.y() - this.movPosVec().y()) < 0.5) {
|
|
this._velVec.setY(0.0);
|
|
this._posVec.setY(Math.floor(this._posVec.y()) + 0.5);
|
|
}
|
|
};
|
|
|
|
// キャラクターとの衝突確認
|
|
CharacterMover.prototype.checkCollidingCharacter = function () {
|
|
if (this.isThrough() || this._velVec.len() === 0.0) {
|
|
return;
|
|
}
|
|
var collidingCharacters = this.collidingCharacters();
|
|
if (collidingCharacters.length > 1) {
|
|
this._velVec = Vector.polar(0.0, 0.0);
|
|
} else if (collidingCharacters.length > 0) {
|
|
var character = collidingCharacters[0];
|
|
this._velVec = this.evadingVelVec(character.posVec());
|
|
}
|
|
};
|
|
|
|
// 指定位置ベクトルを避ける速度ベクトル
|
|
CharacterMover.prototype.evadingVelVec = function (posVec) {
|
|
var relPosVec = posVec.sub2(this._posVec);
|
|
var evaVelVecLen = relPosVec.norm().cross(this._velVec);
|
|
var evaVelVec = relPosVec.perp().scl(evaVelVecLen);
|
|
return evaVelVec;
|
|
};
|
|
|
|
// すり抜けの更新
|
|
CharacterMover.prototype.updateThrough = function () {
|
|
this._through = this.character().isThrough();
|
|
};
|
|
|
|
// キャラクターの更新
|
|
CharacterMover.prototype.updateCharacter = function () {
|
|
this.character().setPosVec(this._posVec);
|
|
this.character().setDirVec(this._velVec);
|
|
};
|
|
|
|
// 移動中判定
|
|
CharacterMover.prototype.isMoving = function () {
|
|
return this._lasPosVec.sub2(this._posVec).len() > 1.0 / 256.0;
|
|
};
|
|
|
|
// フレーム間移動距離
|
|
CharacterMover.prototype.distanceMoved = function () {
|
|
return this._lasPosVec.sub2(this._posVec).len();
|
|
};
|
|
|
|
// 衝突し得るイベント
|
|
CharacterMover.prototype.isCollidableEvent = function (character) {
|
|
return false;
|
|
};
|
|
|
|
// 衝突し得る乗り物
|
|
CharacterMover.prototype.isCollidableVehicle = function (character) {
|
|
return false;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// PlayerMover
|
|
//
|
|
// プレイヤームーバー
|
|
|
|
function PlayerMover() {
|
|
this.initialize.apply(this, arguments);
|
|
}
|
|
|
|
PlayerMover.prototype = Object.create(CharacterMover.prototype);
|
|
PlayerMover.prototype.constructor = PlayerMover;
|
|
|
|
// オブジェクト初期化
|
|
PlayerMover.prototype.initialize = function (character) {
|
|
CharacterMover.prototype.initialize.call(this, character);
|
|
this._collidingEventIds = []; // 接触イベントIDリスト
|
|
this._encounterCount = 0.0; // エンカウント歩数
|
|
};
|
|
|
|
// キャラクター
|
|
PlayerMover.prototype.character = function () {
|
|
return $gamePlayer;
|
|
};
|
|
|
|
// 接触イベントIDリスト
|
|
PlayerMover.prototype.collidingEventIds = function () {
|
|
return this._collidingEventIds;
|
|
};
|
|
|
|
// フレーム更新
|
|
PlayerMover.prototype.update = function () {
|
|
this.updateCollidingEventIds();
|
|
CharacterMover.prototype.update.call(this);
|
|
};
|
|
|
|
// 接触イベントIDリストの更新
|
|
PlayerMover.prototype.updateCollidingEventIds = function () {
|
|
this._collidingEventIds = [];
|
|
};
|
|
|
|
// 目標位置の更新
|
|
PlayerMover.prototype.updateTargetPosition = function () {
|
|
if ($gameTemp.isDestinationValid()) {
|
|
this._tarPosVec = Vector.rect(
|
|
$gameTemp.destinationX() + 0.5,
|
|
$gameTemp.destinationY() + 0.5
|
|
);
|
|
if (this._tarPosVec.sub2(this._posVec).len() < 1.0 / 96.0) {
|
|
this.clearTargetPosition();
|
|
}
|
|
}
|
|
};
|
|
|
|
// 目標位置のクリア
|
|
PlayerMover.prototype.clearTargetPosition = function () {
|
|
this._tarPosVec = null;
|
|
};
|
|
|
|
// 速度の更新
|
|
PlayerMover.prototype.updateVelocity = function () {
|
|
if (this.isInputed()) {
|
|
$gameTemp.clearDestination();
|
|
this.clearTargetPosition();
|
|
this.updateVelocityByInput();
|
|
} else {
|
|
CharacterMover.prototype.updateVelocity.call(this);
|
|
}
|
|
};
|
|
|
|
// 速度の更新
|
|
PlayerMover.prototype.updateVelocityByInput = function () {
|
|
var velVecLen = 0.0;
|
|
var velVecDir = 0.0;
|
|
if (!!this.analogStick() && !!this.analogStick().tilt) {
|
|
velVecLen = this.analogStick().tilt * this.dpf();
|
|
velVecDir = this.analogStick().dir;
|
|
} else if (Input.dir8 !== 0) {
|
|
velVecLen = this.dpf();
|
|
velVecDir = CharacterMover.dir8ToRad(Input.dir8);
|
|
}
|
|
this._velVec = Vector.polar(velVecLen, velVecDir);
|
|
};
|
|
|
|
// 入力有無判定
|
|
PlayerMover.prototype.isInputed = function () {
|
|
return (
|
|
(!!this.analogStick() && this.analogStick().tilt !== 0.0) ||
|
|
Input.dir8 !== 0
|
|
);
|
|
};
|
|
|
|
// アナログスティック入力値
|
|
PlayerMover.prototype.analogStick = function () {
|
|
if (Imported.SAN_AnalogStick) {
|
|
return Input.leftStick;
|
|
}
|
|
return undefined;
|
|
};
|
|
|
|
// 衝突キャラクター
|
|
PlayerMover.prototype.collidingCharacters = function () {
|
|
var characters = CharacterMover.prototype.collidingCharacters.call(this);
|
|
var events = characters.filter(
|
|
function (character) {
|
|
return character instanceof Game_Event;
|
|
}
|
|
);
|
|
var eventIds = events.map(
|
|
function (event) {
|
|
return event.eventId();
|
|
}
|
|
);
|
|
this._collidingEventIds = this._collidingEventIds.concat(eventIds);
|
|
this._collidingEventIds = this._collidingEventIds.filter(
|
|
function (eventId, index, eventIds) {
|
|
return eventIds.indexOf(eventId) === index;
|
|
}
|
|
);
|
|
return characters;
|
|
};
|
|
|
|
// 衝突キャラクター
|
|
PlayerMover.prototype.isCollidingCharacter = function (character) {
|
|
return (
|
|
!this.isThrough() &&
|
|
!character.isThrough() &&
|
|
character !== this.character() &&
|
|
this.isCollidableCharacter(character) &&
|
|
this.isCollidingDistanceCharacter(character)
|
|
);
|
|
};
|
|
|
|
// 衝突し得るキャラクター
|
|
PlayerMover.prototype.isCollidableCharacter = function (character) {
|
|
return (
|
|
this.isCollidableEvent(character) ||
|
|
this.isCollidableVehicle(character)
|
|
);
|
|
};
|
|
|
|
// 衝突し得るイベント
|
|
PlayerMover.prototype.isCollidableEvent = function (character) {
|
|
return (
|
|
character instanceof Game_Event &&
|
|
character.isNormalPriority()
|
|
);
|
|
};
|
|
|
|
// 衝突し得る乗り物
|
|
PlayerMover.prototype.isCollidableVehicle = function (character) {
|
|
return (
|
|
character instanceof Game_Vehicle &&
|
|
(
|
|
(this.character().isInBoat() && character.isShip()) ||
|
|
(this.character().isInShip() && character.isBoat())
|
|
)
|
|
);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FollowerMover
|
|
//
|
|
// フォロワームーバー
|
|
|
|
function FollowerMover() {
|
|
this.initialize.apply(this, arguments);
|
|
}
|
|
|
|
FollowerMover.prototype = Object.create(CharacterMover.prototype);
|
|
FollowerMover.prototype.constructor = FollowerMover;
|
|
|
|
// オブジェクト初期化
|
|
FollowerMover.prototype.initialize = function (character) {
|
|
this._followerIndex = character.followerIndex();
|
|
CharacterMover.prototype.initialize.call(this, character);
|
|
};
|
|
|
|
// キャラクター
|
|
FollowerMover.prototype.character = function () {
|
|
return $gamePlayer.followers().follower(this._followerIndex);
|
|
};
|
|
|
|
// フレーム間移動距離
|
|
FollowerMover.prototype.dpf = function () {
|
|
var dpfCoef = (
|
|
$gamePlayer.areFollowersGathering() ? 1.0 :
|
|
!this._tarPosVec ? 1.0 :
|
|
Math.pow(this._tarPosVec.sub2(this._posVec).len() * 2.0, 2)
|
|
);
|
|
dpfCoef = Math.max(1.0 / 4.0, Math.min(dpfCoef, 2.0));
|
|
return CharacterMover.prototype.dpf.call(this) * dpfCoef;
|
|
};
|
|
|
|
// すり抜けの更新
|
|
FollowerMover.prototype.updateThrough = function () {
|
|
if ($gamePlayer.isThrough()) {
|
|
this._through = true;
|
|
} else if (!this._tarPosVec) {
|
|
this._through = false;
|
|
} else if (this._through) {
|
|
this._through = this._tarPosVec.sub2(this._posVec).len() > 0.125;
|
|
} else {
|
|
this._through = this._tarPosVec.sub2(this._posVec).len() > 2.000;
|
|
}
|
|
};
|
|
|
|
// 目標位置の更新
|
|
FollowerMover.prototype.updateTargetPosition = function () {
|
|
var precedingCharacter = this.character().precedingCharacter();
|
|
var preChaPosVec = precedingCharacter.posVec();
|
|
var relPosVec = preChaPosVec.sub2(this._posVec);
|
|
this._tarPosVec = (
|
|
$gamePlayer.areFollowersGathering() ? preChaPosVec :
|
|
relPosVec.len() > 1.0 ? preChaPosVec.sub2(relPosVec.scl(1.0)) :
|
|
null
|
|
);
|
|
};
|
|
|
|
// 位置の更新
|
|
FollowerMover.prototype.updatePosition = function () {
|
|
if (!this.character().isVisible()) {
|
|
this._posVec = $gamePlayer.posVec();
|
|
return;
|
|
}
|
|
CharacterMover.prototype.updatePosition.call(this);
|
|
};
|
|
|
|
// キャラクターの更新
|
|
FollowerMover.prototype.updateCharacter = function () {
|
|
var precedingCharacter = this.character().precedingCharacter();
|
|
var preChaPosVec = precedingCharacter.posVec();
|
|
var relPosVec = preChaPosVec.sub2(this._posVec);
|
|
this.character().setPosVec(this._posVec);
|
|
this.character().setDirVec(relPosVec);
|
|
};
|
|
|
|
// 衝突キャラクター
|
|
FollowerMover.prototype.isCollidingCharacter = function (character) {
|
|
return (
|
|
!this.isThrough() &&
|
|
!character.isThrough() &&
|
|
character !== this.character() &&
|
|
this.isCollidableCharacter(character) &&
|
|
this.isCollidingDistanceCharacter(character)
|
|
);
|
|
};
|
|
|
|
// 衝突し得るイベント
|
|
FollowerMover.prototype.isCollidableCharacter = function (character) {
|
|
return PlayerMover.prototype.isCollidableEvent.call(this, character);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_CharacterBase
|
|
//
|
|
// キャラクターベース
|
|
|
|
// ムーバーの初期化
|
|
Game_CharacterBase.prototype.initMover = function () {
|
|
return;
|
|
};
|
|
|
|
// ムーバー
|
|
Game_CharacterBase.prototype.mover = function () {
|
|
return undefined;
|
|
};
|
|
|
|
// ムーバー存在判定
|
|
Game_CharacterBase.prototype.hasMover = function () {
|
|
return !!this._mover;
|
|
};
|
|
|
|
// ムーバーのリフレッシュ
|
|
Game_CharacterBase.prototype.refreshMover = function () {
|
|
this._mover.setPosVec(this.posVec());
|
|
this._mover.setVelVec(this.dirVec());
|
|
};
|
|
|
|
// 位置ベクトル
|
|
Game_CharacterBase.prototype.posVec = function () {
|
|
return Vector.rect(this._realX + 0.5, this._realY + 0.5);
|
|
};
|
|
|
|
// 位置ベクトルの設定
|
|
Game_CharacterBase.prototype.setPosVec = function (posVec) {
|
|
this._realX = posVec.x() - 0.5;
|
|
this._realY = posVec.y() - 0.5;
|
|
this._x = Math.round(this._realX);
|
|
this._y = Math.round(this._realY);
|
|
};
|
|
|
|
// 方向ベクトル
|
|
Game_CharacterBase.prototype.dirVec = function () {
|
|
return Vector.polar(0.0, CharacterMover.dir8ToRad(this.direction()));
|
|
};
|
|
|
|
// 方向ベクトルの設定
|
|
Game_CharacterBase.prototype.setDirVec = function (dirVec) {
|
|
this.setDirection(CharacterMover.radToDir4(dirVec.dir()));
|
|
};
|
|
|
|
// フレーム更新
|
|
var _Game_CharacterBase_update =
|
|
Game_CharacterBase.prototype.update;
|
|
Game_CharacterBase.prototype.update = function () {
|
|
if (this.canAnalogMove()) {
|
|
this.updateAnalogMove();
|
|
return;
|
|
}
|
|
_Game_CharacterBase_update.call(this);
|
|
};
|
|
|
|
// アナログムーブ可能判定
|
|
Game_CharacterBase.prototype.canAnalogMove = function () {
|
|
return false;
|
|
};
|
|
|
|
// アナログムーブ可能判定
|
|
Game_CharacterBase.prototype.updateAnalogMove = function () {
|
|
this.updateMover();
|
|
if (!this.isMoving()) {
|
|
this.updateStop();
|
|
} else {
|
|
this.resetStopCount();
|
|
}
|
|
this.updateAnimation();
|
|
this.updateBushDepth();
|
|
this.updateDirectionByLadder();
|
|
};
|
|
|
|
// 茂み深さの更新
|
|
Game_CharacterBase.prototype.updateBushDepth = function () {
|
|
this._bushDepth = this.needsBushDepth() ? 12 : 0;
|
|
};
|
|
|
|
// 茂み深さ必要判定
|
|
Game_CharacterBase.prototype.needsBushDepth = function () {
|
|
return (
|
|
this.isNormalPriority() &&
|
|
!this.isObjectCharacter() &&
|
|
this.isOnBush() &&
|
|
!this.isJumping()
|
|
);
|
|
};
|
|
|
|
// 梯子による向きの更新
|
|
Game_CharacterBase.prototype.updateDirectionByLadder = function () {
|
|
if (this.isOnLadder()) {
|
|
this.setDirection(8);
|
|
}
|
|
};
|
|
|
|
// ムーバーの更新
|
|
Game_CharacterBase.prototype.updateMover = function () {
|
|
this._mover.update();
|
|
};
|
|
|
|
// 座標の設定
|
|
var _Game_CharacterBase_setPosition =
|
|
Game_CharacterBase.prototype.setPosition;
|
|
Game_CharacterBase.prototype.setPosition = function (x, y) {
|
|
_Game_CharacterBase_setPosition.call(this, x, y);
|
|
if (this.hasMover()) {
|
|
this.refreshMover();
|
|
}
|
|
};
|
|
|
|
// 座標のコピー
|
|
var _Game_CharacterBase_copyPosition =
|
|
Game_CharacterBase.prototype.copyPosition;
|
|
Game_CharacterBase.prototype.copyPosition = function (character) {
|
|
_Game_CharacterBase_copyPosition.call(this, character);
|
|
if (this.hasMover()) {
|
|
this.refreshMover();
|
|
}
|
|
};
|
|
|
|
// 向きの設定
|
|
var _Game_CharacterBase_setDirection =
|
|
Game_CharacterBase.prototype.setDirection;
|
|
Game_CharacterBase.prototype.setDirection = function (d) {
|
|
_Game_CharacterBase_setDirection.call(this, d);
|
|
if (this.hasMover()) {
|
|
this.refreshMover();
|
|
}
|
|
};
|
|
|
|
// エッジ判定
|
|
Game_CharacterBase.prototype.isEdge = function (x, y, d) {
|
|
var x2 = $gameMap.roundXWithDirection(x, d);
|
|
var y2 = $gameMap.roundYWithDirection(y, d);
|
|
var d2 = this.reverseDir(d);
|
|
if ($gameMap.isValid(x2, y2)) {
|
|
if (!this.isThrough()) {
|
|
return (
|
|
!this.isMapPassable(x, y, d) ||
|
|
!this.isMapPassable(x2, y2, d2)
|
|
);
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
// エッジ位置ベクトル
|
|
Game_CharacterBase.prototype.edgePos = function (x, y, d) {
|
|
if (this.isEdge(x, y, d)) {
|
|
return (
|
|
d === 6 ? Vector.rect(x + 1.0, y + 0.5) :
|
|
d === 2 ? Vector.rect(x + 0.5, y + 1.0) :
|
|
d === 4 ? Vector.rect(x, y + 0.5) :
|
|
d === 8 ? Vector.rect(x + 0.5, y) :
|
|
null
|
|
);
|
|
}
|
|
return null;
|
|
};
|
|
|
|
// コーナー判定
|
|
Game_CharacterBase.prototype.isCorner = function (x, y, d) {
|
|
var hD = this.horizontalDirection(d);
|
|
var vD = this.varticalDirection(d);
|
|
var oX = $gameMap.roundXWithDirection(x, hD);
|
|
var oY = $gameMap.roundYWithDirection(y, vD);
|
|
return (
|
|
!this.isEdge(x, y, hD) &&
|
|
!this.isEdge(x, y, vD) &&
|
|
this.isEdge(x, oY, hD) &&
|
|
this.isEdge(oX, y, vD)
|
|
);
|
|
};
|
|
|
|
// 水平方向
|
|
Game_CharacterBase.prototype.horizontalDirection = function (d) {
|
|
var modD = d % 3;
|
|
return (
|
|
modD === 0 ? 6 :
|
|
modD === 1 ? 4 :
|
|
5
|
|
);
|
|
};
|
|
|
|
// 垂直方向
|
|
Game_CharacterBase.prototype.varticalDirection = function (d) {
|
|
var quoD = Math.ceil(d / 3);
|
|
return (
|
|
quoD === 1 ? 2 :
|
|
quoD === 3 ? 8 :
|
|
5
|
|
);
|
|
};
|
|
|
|
// コーナー座標
|
|
Game_CharacterBase.prototype.cornerPos = function (x, y, d) {
|
|
if (this.isCorner(x, y, d)) {
|
|
return (
|
|
d === 3 ? Vector.rect(x + 1.0, y + 1.0) :
|
|
d === 1 ? Vector.rect(x, y + 1.0) :
|
|
d === 7 ? Vector.rect(x, y) :
|
|
d === 9 ? Vector.rect(x + 1.0, y) :
|
|
null
|
|
);
|
|
}
|
|
return null;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Characetr
|
|
//
|
|
// キャラクター
|
|
|
|
// 移動コマンドコードリスト
|
|
Game_Character.moveRouteCommmandCodes = [
|
|
Game_Character.ROUTE_MOVE_DOWN,
|
|
Game_Character.ROUTE_MOVE_LEFT,
|
|
Game_Character.ROUTE_MOVE_RIGHT,
|
|
Game_Character.ROUTE_MOVE_UP,
|
|
Game_Character.ROUTE_MOVE_LOWER_L,
|
|
Game_Character.ROUTE_MOVE_LOWER_R,
|
|
Game_Character.ROUTE_MOVE_UPPER_L,
|
|
Game_Character.ROUTE_MOVE_UPPER_R,
|
|
Game_Character.ROUTE_MOVE_RANDOM,
|
|
Game_Character.ROUTE_MOVE_TOWARD,
|
|
Game_Character.ROUTE_MOVE_AWAY,
|
|
Game_Character.ROUTE_MOVE_FORWARD,
|
|
Game_Character.ROUTE_MOVE_BACKWARD
|
|
];
|
|
|
|
// メンバー変数の初期化
|
|
var _Game_Character_initMembers =
|
|
Game_Character.prototype.initMembers
|
|
Game_Character.prototype.initMembers = function () {
|
|
_Game_Character_initMembers.call(this);
|
|
this._processingRouteCommand = null;
|
|
};
|
|
|
|
// 移動ルートコマンド判定
|
|
Game_Character.prototype.isMoveRouteCommand = function (command) {
|
|
if (!command) {
|
|
return false;
|
|
}
|
|
var code = command.code;
|
|
return Game_Character.moveRouteCommmandCodes.indexOf(code) !== -1;
|
|
};
|
|
|
|
// 現在ルートコマンド
|
|
Game_Character.prototype.nextRouteCommand = function () {
|
|
var command = this._moveRoute.list[this._moveRouteIndex] || null;
|
|
return command;
|
|
};
|
|
|
|
// 処理中ルートコマンド
|
|
Game_Character.prototype.processingRouteCommand = function () {
|
|
return this._processingRouteCommand
|
|
};
|
|
|
|
// ルートコマンドの処理
|
|
var _Game_Character_processMoveCommand =
|
|
Game_Character.prototype.processMoveCommand;
|
|
Game_Character.prototype.processMoveCommand = function (command) {
|
|
_Game_Character_processMoveCommand.call(this, command);
|
|
this._processingRouteCommand = command;
|
|
};
|
|
|
|
// ルート終了処理
|
|
var _Game_Character_processRouteEnd =
|
|
Game_Character.prototype.processRouteEnd;
|
|
Game_Character.prototype.processRouteEnd = function () {
|
|
_Game_Character_processRouteEnd.call(this);
|
|
this._processingRouteCommand = null;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Player
|
|
//
|
|
// プレイヤー
|
|
|
|
// オブジェクト初期化
|
|
var _Game_Player_initialize =
|
|
Game_Player.prototype.initialize;
|
|
Game_Player.prototype.initialize = function () {
|
|
_Game_Player_initialize.call(this);
|
|
this.initMover();
|
|
};
|
|
|
|
// メンバー変数の初期化
|
|
var _Game_Player_initMembers =
|
|
Game_Player.prototype.initMembers;
|
|
Game_Player.prototype.initMembers = function () {
|
|
_Game_Player_initMembers.call(this);
|
|
this._moveDefault = false;
|
|
};
|
|
|
|
// ムーバーの初期化
|
|
Game_Player.prototype.initMover = function () {
|
|
this._mover = new PlayerMover(this);
|
|
this._ignoringEventIds = [];
|
|
this._stepDistance = 0.0;
|
|
};
|
|
|
|
// ムーバー
|
|
Game_Player.prototype.mover = function () {
|
|
return this._mover;
|
|
};
|
|
|
|
// すり抜け判定
|
|
var _Game_Player_isThrough =
|
|
Game_Player.prototype.isThrough;
|
|
Game_Player.prototype.isThrough = function () {
|
|
if (this.hasMover()) {
|
|
return (
|
|
this._vehicleGettingOn ||
|
|
this._vehicleGettingOff ||
|
|
_Game_Player_isThrough.call(this)
|
|
);
|
|
}
|
|
return _Game_Player_isThrough.call(this);
|
|
};
|
|
|
|
// 移動中判定
|
|
var _Game_Player_isMoving =
|
|
Game_Player.prototype.isMoving;
|
|
Game_Player.prototype.isMoving = function () {
|
|
if (!SceneManager.isSceneActive()) {
|
|
return false;
|
|
} else if (this.shouleMoveDefault()) {
|
|
return _Game_Player_isMoving.call(this);
|
|
} else if (this.canAnalogMove()) {
|
|
return this._mover.isMoving();
|
|
}
|
|
return false;
|
|
};
|
|
|
|
// デフォルト移動判定
|
|
Game_Player.prototype.shouleMoveDefault = function () {
|
|
return (
|
|
this._moveDefault ||
|
|
this._vehicleGettingOn ||
|
|
this._vehicleGettingOff
|
|
);
|
|
};
|
|
|
|
// フレーム更新
|
|
var _Game_Player_update =
|
|
Game_Player.prototype.update;
|
|
Game_Player.prototype.update = function (sceneActive) {
|
|
if (this.canAnalogMove()) {
|
|
var lastScrolledX = this.scrolledX();
|
|
var lastScrolledY = this.scrolledY();
|
|
this.updateAnalogDashing();
|
|
Game_Character.prototype.update.call(this);
|
|
this.updateScroll(lastScrolledX, lastScrolledY);
|
|
this.updateSteps();
|
|
this.updateVehicle();
|
|
this.updateFollowers();
|
|
this.updateAction();
|
|
this.updateDistination();
|
|
this.updateIgnoringEventIds();
|
|
return;
|
|
}
|
|
if (this.hasMover()) {
|
|
this.updateDistination();
|
|
}
|
|
_Game_Player_update.call(this, sceneActive);
|
|
};
|
|
|
|
// アナログムーブ時のダッシュ判定の更新
|
|
Game_Player.prototype.updateAnalogDashing = function () {
|
|
this._dashing = (
|
|
this.canMove() &&
|
|
!this.isInVehicle() &&
|
|
!$gameMap.isDashDisabled() && (
|
|
this.isDashButtonPressed() ||
|
|
$gameTemp.isDestinationValid()
|
|
)
|
|
);
|
|
};
|
|
|
|
// 移動の更新
|
|
var _Game_Player_updateMove =
|
|
Game_Player.prototype.updateMove;
|
|
Game_Player.prototype.updateMove = function () {
|
|
if (this.shouleMoveDefault()) {
|
|
_Game_Player_updateMove.call(this);
|
|
this._moveDefault = this.isMoving();
|
|
}
|
|
};
|
|
|
|
// 乗り物下乗の更新
|
|
var _Game_Player_updateVehicleGetOff =
|
|
Game_Player.prototype.updateVehicleGetOff;
|
|
Game_Player.prototype.updateVehicleGetOff = function () {
|
|
if (this.hasMover() && this.isMoving()) {
|
|
return;
|
|
}
|
|
_Game_Player_updateVehicleGetOff.call(this);
|
|
};
|
|
|
|
// ステップの更新
|
|
Game_Player.prototype.updateSteps = function () {
|
|
this._stepDistance += this._mover.distanceMoved();
|
|
if (this._stepDistance > 1.0) {
|
|
this._stepDistance -= 1.0;
|
|
if (this.canEncounter()) {
|
|
this._encounterCount -= this.encounterProgressValue();
|
|
}
|
|
this.increaseSteps();
|
|
$gameParty.onPlayerWalk();
|
|
}
|
|
};
|
|
|
|
// フォロワーズの更新
|
|
Game_Player.prototype.updateFollowers = function () {
|
|
this._followers.update();
|
|
};
|
|
|
|
// アクションの更新
|
|
Game_Player.prototype.updateAction = function () {
|
|
if (!$gameMap.isEventRunning()) {
|
|
if (this.isMoving()) {
|
|
this.checkEventTriggerHere([1, 2]);
|
|
if ($gameMap.setupStartingEvent()) {
|
|
return;
|
|
}
|
|
}
|
|
this.checkEventTriggerTouchFront(5);
|
|
if ($gameMap.setupStartingEvent()) {
|
|
return;
|
|
}
|
|
this.triggerAction();
|
|
}
|
|
};
|
|
|
|
// 目標座標の更新
|
|
Game_Player.prototype.updateDistination = function () {
|
|
if (!this.canMove() || !this.isMoving()) {
|
|
if ($gameTemp.isDestinationValid()) {
|
|
$gameTemp.clearDestination();
|
|
}
|
|
if (this.hasMover()) {
|
|
this._mover.clearTargetPosition();
|
|
}
|
|
}
|
|
};
|
|
|
|
// タッチによるイベント起動の確認
|
|
var _Game_Player_triggerTouchAction =
|
|
Game_Player.prototype.triggerTouchAction;
|
|
Game_Player.prototype.triggerTouchAction = function () {
|
|
if (this.canAnalogMove()) {
|
|
if ($gameTemp.isDestinationValid()) {
|
|
var froPosVec = this._mover.froPosVec();
|
|
var x1 = this._x;
|
|
var y1 = this._y;
|
|
var x2 = Math.floor(froPosVec.x());
|
|
var y2 = Math.floor(froPosVec.y());
|
|
var destX = $gameTemp.destinationX();
|
|
var destY = $gameTemp.destinationY();
|
|
if (destX === x1 && destY === y1) {
|
|
return this.triggerTouchActionD1(x1, y1);
|
|
} else if (destX === x2 && destY === y2) {
|
|
return this.triggerTouchActionD2(x2, y2);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return _Game_Player_triggerTouchAction.call(this);
|
|
};
|
|
|
|
// 隣接タイルのイベント起動確認
|
|
var _Game_Player_checkEventTriggerThere =
|
|
Game_Player.prototype.checkEventTriggerThere;
|
|
Game_Player.prototype.checkEventTriggerThere = function (triggers) {
|
|
if (this.canAnalogMove()) {
|
|
if (this.canStartLocalEvents()) {
|
|
var froPosVec = this._mover.froPosVec();
|
|
var x2 = Math.floor(froPosVec.x());
|
|
var y2 = Math.floor(froPosVec.y());
|
|
this.startMapEvent(x2, y2, triggers, true);
|
|
}
|
|
return;
|
|
}
|
|
_Game_Player_checkEventTriggerThere.call(this, triggers);
|
|
};
|
|
|
|
// 正面タイルのイベント起動確認
|
|
var _Game_Player_checkEventTriggerTouchFront =
|
|
Game_Player.prototype.checkEventTriggerTouchFront;
|
|
Game_Player.prototype.checkEventTriggerTouchFront = function (d) {
|
|
if (this.canAnalogMove()) {
|
|
if (this.canStartLocalEvents()) {
|
|
this.startCollidingMapEvents();
|
|
}
|
|
return;
|
|
}
|
|
_Game_Player_checkEventTriggerTouchFront.call(this, d);
|
|
};
|
|
|
|
// 接触イベントの開始
|
|
Game_Player.prototype.startCollidingMapEvents = function () {
|
|
if (!$gameMap.isEventRunning()) {
|
|
var eventIds = this._mover.collidingEventIds();
|
|
var events = eventIds.map(
|
|
function (eventId) {
|
|
return $gameMap.event(eventId);
|
|
}
|
|
);
|
|
events.forEach(
|
|
function (event) {
|
|
if (event.isCollideTriggerEvent() &&
|
|
event.isNormalPriority()) {
|
|
event.start();
|
|
}
|
|
}
|
|
);
|
|
}
|
|
};
|
|
|
|
// 無視イベントIDリストの更新
|
|
Game_Player.prototype.updateIgnoringEventIds = function () {
|
|
this._ignoringEventIds = this._ignoringEventIds.filter(
|
|
function (eventId) {
|
|
var event = $gameMap.event(eventId);
|
|
return event.posNt(this._x, this._y);
|
|
}, this
|
|
);
|
|
};
|
|
|
|
// 無視イベントIDの追加
|
|
Game_Player.prototype.addIgnoringEventId = function (eventId) {
|
|
if (!this.isIgnoringEventId(eventId)) {
|
|
this._ignoringEventIds.push(eventId);
|
|
}
|
|
};
|
|
|
|
// 無視イベントID判定
|
|
Game_Player.prototype.isIgnoringEventId = function (eventId) {
|
|
return this._ignoringEventIds.indexOf(eventId) !== -1;
|
|
};
|
|
|
|
// デフォルト移動確認
|
|
Game_Player.prototype.checkMoveDefault = function () {
|
|
if (this.isMoveRouteCommand(this.nextRouteCommand()) ||
|
|
this.isMoveRouteCommand(this.processingRouteCommand())) {
|
|
this._moveDefault = true;
|
|
this._followers.forEach(
|
|
function (follower) {
|
|
follower.checkMoveDefault();
|
|
}
|
|
);
|
|
}
|
|
};
|
|
|
|
// 移動ルートの強制
|
|
var _Game_Player_forceMoveRoute =
|
|
Game_Player.prototype.forceMoveRoute;
|
|
Game_Player.prototype.forceMoveRoute = function (moveRoute) {
|
|
_Game_Player_forceMoveRoute.call(this, moveRoute);
|
|
this.checkMoveDefault();
|
|
};
|
|
|
|
// 移動ルートインデックスの進行
|
|
var _Game_Player_advanceMoveRouteIndex =
|
|
Game_Player.prototype.advanceMoveRouteIndex;
|
|
Game_Player.prototype.advanceMoveRouteIndex = function () {
|
|
_Game_Player_advanceMoveRouteIndex.call(this);
|
|
if (!!this._moveRoute) {
|
|
this.checkMoveDefault();
|
|
}
|
|
};
|
|
|
|
// 場所移動の実行
|
|
var _Game_Player_performTransfer =
|
|
Game_Player.prototype.performTransfer;
|
|
Game_Player.prototype.performTransfer = function () {
|
|
if (this.isTransferring()) {
|
|
if (this._newMapId !== $gameMap.mapId() ||
|
|
this._needsMapReload) {
|
|
this._ignoringEventIds = [];
|
|
}
|
|
}
|
|
_Game_Player_performTransfer.call(this);
|
|
$gameMap.eventsXy(this._x, this._y).forEach(
|
|
function (event) {
|
|
this.addIgnoringEventId(event.eventId());
|
|
}, this
|
|
);
|
|
};
|
|
|
|
// アナログムーブ可能判定
|
|
Game_Player.prototype.canAnalogMove = function () {
|
|
return (
|
|
SceneManager.isSceneActive() &&
|
|
this.hasMover() &&
|
|
this.canMove() &&
|
|
!this.isJumping() &&
|
|
!this.isMoveRouteForcing() &&
|
|
!this.shouleMoveDefault()
|
|
);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Follower
|
|
//
|
|
// フォロワー
|
|
|
|
// オブジェクト初期化
|
|
var _Game_Follower_initialize =
|
|
Game_Follower.prototype.initialize;
|
|
Game_Follower.prototype.initialize = function (memberIndex) {
|
|
_Game_Follower_initialize.call(this, memberIndex);
|
|
this.initMover();
|
|
};
|
|
|
|
// メンバー変数の初期化
|
|
var _Game_Follower_initMembers =
|
|
Game_Follower.prototype.initMembers;
|
|
Game_Follower.prototype.initMembers = function () {
|
|
_Game_Follower_initMembers.call(this);
|
|
this._moveDefault = false;
|
|
};
|
|
|
|
// ムーバーの初期化
|
|
Game_Follower.prototype.initMover = function () {
|
|
this._mover = new FollowerMover(this);
|
|
};
|
|
|
|
// ムーバー
|
|
Game_Follower.prototype.mover = function () {
|
|
return this._mover;
|
|
};
|
|
|
|
// すり抜け判定
|
|
var _Game_Follower_isThrough =
|
|
Game_Follower.prototype.isThrough;
|
|
Game_Follower.prototype.isThrough = function () {
|
|
if (this.canAnalogMove()) {
|
|
return (
|
|
!this.isVisible() ||
|
|
$gamePlayer.isThrough()
|
|
);
|
|
}
|
|
return _Game_Follower_isThrough.call(this)
|
|
};
|
|
|
|
// フォロワーインデックス
|
|
Game_Follower.prototype.followerIndex = function () {
|
|
return this._memberIndex - 1;
|
|
};
|
|
|
|
// 移動中判定
|
|
var _Game_Follower_isMoving =
|
|
Game_Follower.prototype.isMoving;
|
|
Game_Follower.prototype.isMoving = function () {
|
|
if (!SceneManager.isSceneActive()) {
|
|
return false;
|
|
} else if (this.shouleMoveDefault()) {
|
|
return _Game_Follower_isMoving.call(this);
|
|
} else if (this.canAnalogMove()) {
|
|
return this._mover.isMoving();
|
|
}
|
|
return false;
|
|
};
|
|
|
|
// 実移動速度
|
|
Game_Follower.prototype.realMoveSpeed = function () {
|
|
return this._moveSpeed;
|
|
};
|
|
|
|
// ダッシュ中判定
|
|
Game_Follower.prototype.isDashing = function () {
|
|
return $gamePlayer.isDashing();
|
|
};
|
|
|
|
// デフォルト移動判定
|
|
Game_Follower.prototype.shouleMoveDefault = function () {
|
|
return this._moveDefault;
|
|
};
|
|
|
|
// フレーム更新
|
|
var _Game_Follower_update =
|
|
Game_Follower.prototype.update;
|
|
Game_Follower.prototype.update = function () {
|
|
_Game_Follower_update.call(this);
|
|
if (this.shouleMoveDefault()) {
|
|
this.checkMoveDefault();
|
|
}
|
|
};
|
|
|
|
// 移動の更新
|
|
var _Game_Follower_updateMove =
|
|
Game_Follower.prototype.updateMove;
|
|
Game_Follower.prototype.updateMove = function () {
|
|
if (this.shouleMoveDefault()) {
|
|
_Game_Follower_updateMove.call(this);
|
|
this._moveDefault = this.isMoving();
|
|
}
|
|
};
|
|
|
|
// 隊列内の前のキャラクター
|
|
Game_Follower.prototype.precedingCharacter = function () {
|
|
return (this.followerIndex() > 0 ?
|
|
$gamePlayer.followers().follower(this.followerIndex() - 1) :
|
|
$gamePlayer
|
|
);
|
|
};
|
|
|
|
// デフォルト移動確認
|
|
Game_Follower.prototype.checkMoveDefault = function () {
|
|
this._moveDefault = $gamePlayer.shouleMoveDefault();
|
|
};
|
|
|
|
// 移動可能判定
|
|
Game_Follower.prototype.canMove = function () {
|
|
return $gamePlayer.canMove();
|
|
};
|
|
|
|
// アナログムーブ可能判定
|
|
Game_Follower.prototype.canAnalogMove = function () {
|
|
return (
|
|
this.hasMover() &&
|
|
!this.shouleMoveDefault() && (
|
|
$gamePlayer.canAnalogMove() ||
|
|
$gamePlayer.areFollowersGathering()
|
|
)
|
|
);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Followers
|
|
//
|
|
// フォロワーズ
|
|
|
|
// フォロワーリスト
|
|
Game_Followers.prototype.followers = function () {
|
|
return this._data;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Event
|
|
//
|
|
// イベント
|
|
|
|
// イベントの開始
|
|
var _Game_Event_start =
|
|
Game_Event.prototype.start;
|
|
Game_Event.prototype.start = function () {
|
|
if ($gamePlayer.isIgnoringEventId(this._eventId)) {
|
|
return;
|
|
}
|
|
_Game_Event_start.call(this);
|
|
if (this.shouldIgnore()) {
|
|
$gamePlayer.addIgnoringEventId(this._eventId);
|
|
}
|
|
};
|
|
|
|
// 無視判定
|
|
Game_Event.prototype.shouldIgnore = function () {
|
|
return (
|
|
this.isCollideTriggerEvent() &&
|
|
$gamePlayer.posNt(this._x, this._y)
|
|
);
|
|
};
|
|
|
|
// 接触トリガー判定
|
|
Game_Event.prototype.isCollideTriggerEvent = function () {
|
|
var collideTriggers = [1, 2];
|
|
return this.isTriggerIn(collideTriggers);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Game_Map
|
|
//
|
|
// マップ
|
|
|
|
// 全てのキャラクター
|
|
Game_Map.prototype.allCharacters = function () {
|
|
var characters = [].concat(
|
|
$gamePlayer,
|
|
$gamePlayer.followers().followers(),
|
|
$gameMap.events(),
|
|
$gameMap.vehicles()
|
|
);
|
|
return characters;
|
|
};
|
|
|
|
// パーティーキャラクター
|
|
Game_Map.prototype.partyCharacters = function () {
|
|
var characters = [].concat(
|
|
$gamePlayer,
|
|
$gamePlayer.followers().followers()
|
|
);
|
|
return characters;
|
|
};
|
|
|
|
// ムーバーの初期化
|
|
Game_Map.prototype.initCharacterMovers = function () {
|
|
$gameMap.partyCharacters().forEach(
|
|
function (character) {
|
|
character.initMover();
|
|
}
|
|
);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Scene_Map
|
|
//
|
|
// マップシーン
|
|
|
|
// マップロード完了処理
|
|
var _Scene_Map_onMapLoaded =
|
|
Scene_Map.prototype.onMapLoaded;
|
|
Scene_Map.prototype.onMapLoaded = function () {
|
|
$gameMap.initCharacterMovers();
|
|
_Scene_Map_onMapLoaded.call(this);
|
|
};
|
|
|
|
// メニュー呼び出し可能判定
|
|
var _Scene_Map_updateCallMenu =
|
|
Scene_Map.prototype.updateCallMenu;
|
|
Scene_Map.prototype.updateCallMenu = function () {
|
|
if ($gamePlayer.canAnalogMove()) {
|
|
if (this.isMenuCalled() && this.isMenuEnabled()) {
|
|
this.callMenu();
|
|
}
|
|
return;
|
|
}
|
|
_Scene_Map_updateCallMenu.call(this);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// SceneManager
|
|
//
|
|
// シーンマネージャー
|
|
|
|
// シーンアクティブ判定
|
|
SceneManager.isSceneActive = function () {
|
|
return !!this._scene.isActive && this._scene.isActive();
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// window
|
|
//
|
|
// グローバル領域
|
|
|
|
// オブジェクト登録
|
|
window.Vector = Vector;
|
|
window.CharacterMover = CharacterMover;
|
|
window.PlayerMover = PlayerMover;
|
|
window.FollowerMover = FollowerMover;
|
|
|
|
})();
|