alter-egoism/js/plugins/survivor_battle_map.js
2025-11-01 14:17:42 -05:00

533 lines
15 KiB
JavaScript

function Scene_Survive_Battle_Map() {
this.initialize(...arguments);
}
Scene_Survive_Battle_Map.prototype = Object.create(Scene_Message.prototype);
Scene_Survive_Battle_Map.prototype.constructor = Scene_Survive_Battle_Map;
Scene_Survive_Battle_Map.prototype.initialize = function () {
Scene_Message.prototype.initialize.call(this);
this._waitCount = 0;
this._encounterEffectDuration = 0;
this._mapLoaded = false;
this._touchCount = 0;
this._menuEnabled = false;
SURVIVOR_DATA.WeaponList = [];
SURVIVOR_DATA.MobList = [];
$gameTemp.SURVIVOR_player_data = {
level: 1,
death_count: 0,
maxhp: SURVIVOR_CONST.PLAYER_BASE_HP,
nowhp: SURVIVOR_CONST.PLAYER_BASE_HP,
damage_cool: 0,
disp_damages: [], // {value:num, duration: num}
damage_count: 0, //次何番のsprite使ってダメージ表示するか
now_exp: 0,
collect_range: 1,
atk_power: 1,
atk_rate: 1,
atk_speed: 1,
atk_num: 0,
atk_range: 1,
st_hp: 1,
dm_resist: 1,
st_rec: 1,
st_exp: 1,
st_money: 1,
st_life: 1,
recover_cool: 60,
weapon_level: [], //{id: string, level: number}
ability_level: [],
game_end: false
};
SURVIVOR_DATA.refreshPlayerState();
// maxhpを反映
$gameTemp.SURVIVOR_player_data.nowhp = $gameTemp.SURVIVOR_player_data.maxhp;
var ary = {
for: { id: "fire", level: 1 },
alice: { id: "maryoku_gun", level: 1 },
hazu: { id: "oboro", level: 1 },
aika: { id: "houou_soutou", level: 1 },
cla: { id: "sword", level: 1 }
};
$gameTemp.SURVIVOR_player_data.weapon_level.push(ary[$gameTemp.survivor_ac]);
$gameTemp.SURVIVOR_next_exp = function (level) {
if (level < 21) {
return level * 10 - 5;
} else if (level < 41) {
return (level - 20) * 13 + 195;
} else {
return (level - 40) * 16 + 455;
}
};
};
Scene_Survive_Battle_Map.prototype.createPowerUpWindow = function () {
const wx = 0;
const wy = 0;
const ww = 640;
const wh = 640;
const rect = new Rectangle(wx, wy, ww, wh);
this._PowerUpWindow = new Window_power_up_list(rect);
this.addWindow(this._PowerUpWindow);
};
Scene_Survive_Battle_Map.prototype.create = function () {
Scene_Message.prototype.create.call(this);
this._transfer = $gamePlayer.isTransferring();
this._lastMapWasNull = !$dataMap;
if (this._transfer) {
DataManager.loadMapData($gamePlayer.newMapId());
this.onTransfer();
} else {
DataManager.loadMapData($gameMap.mapId());
}
};
Scene_Survive_Battle_Map.prototype.isReady = function () {
if (!this._mapLoaded && DataManager.isMapLoaded()) {
this.onMapLoaded();
this._mapLoaded = true;
}
return this._mapLoaded && Scene_Message.prototype.isReady.call(this);
};
Scene_Survive_Battle_Map.prototype.onMapLoaded = function () {
if (this._transfer) {
$gamePlayer.performTransfer();
}
this.createDisplayObjects();
};
Scene_Survive_Battle_Map.prototype.onTransfer = function () {
ImageManager.clear();
EffectManager.clear();
};
Scene_Survive_Battle_Map.prototype.start = function () {
Scene_Message.prototype.start.call(this);
SceneManager.clearStack();
if (this._transfer) {
this.fadeInForTransfer();
this.onTransferEnd();
} else if (this.needsFadeIn()) {
this.startFadeIn(this.fadeSpeed(), false);
}
this.menuCalling = false;
if (this._spriteset._timerSprite) {
this._spriteset._timerSprite.updatePosition = function () {
this.x = (Graphics.width - SURVIVOR_CONST.RIGHT_MARGIN - this.bitmap.width) / 2;
this.y = 40;
};
}
// 10秒のアタックモード
$gameTemp.timerStart = 5 * 60;
$gameTimer.start(5 * 60 * 60);
};
Scene_Survive_Battle_Map.prototype.onTransferEnd = function () {
this._mapNameWindow.open();
$gameMap.autoplay();
if (this.shouldAutosave()) {
this.requestAutosave();
}
};
Scene_Survive_Battle_Map.prototype.shouldAutosave = function () {
return !this._lastMapWasNull;
};
Scene_Survive_Battle_Map.prototype.update = function () {
Scene_Message.prototype.update.call(this);
this.updateDestination();
this.updateMenuButton();
this.updateMapNameWindow();
this.updateMainMultiply();
if (this.isSceneChangeOk()) {
this.updateScene();
} else if (SceneManager.isNextScene(Scene_Battle)) {
this.updateEncounterEffect();
}
this.updateWaitCount();
};
Scene_Survive_Battle_Map.prototype.updateMainMultiply = function () {
if (this.isFastForward()) {
this.cancelMessageWait();
this.updateMain();
}
this.updateMain();
};
Scene_Survive_Battle_Map.prototype.updateMain = function () {
$gameMap.update(this.isActive());
$gamePlayer.update(this.isPlayerActive());
$gameTimer.update(this.isActive());
$gameScreen.update();
};
Scene_Survive_Battle_Map.prototype.isPlayerActive = function () {
return this.isActive() && !this.isFading();
};
Scene_Survive_Battle_Map.prototype.isFastForward = function () {
return $gameMap.isEventRunning() && !SceneManager.isSceneChanging() && (Input.isLongPressed("ok") || TouchInput.isLongPressed());
};
Scene_Survive_Battle_Map.prototype.stop = function () {
Scene_Message.prototype.stop.call(this);
$gamePlayer.straighten();
this._mapNameWindow.close();
if (this.needsSlowFadeOut()) {
this.startFadeOut(this.slowFadeSpeed(), false);
} else if (SceneManager.isNextScene(Scene_Survive_Battle_Map)) {
this.fadeOutForTransfer();
} else if (SceneManager.isNextScene(Scene_Battle)) {
this.launchBattle();
}
};
Scene_Survive_Battle_Map.prototype.isBusy = function () {
return this.isMessageWindowClosing() || this._waitCount > 0 || this._encounterEffectDuration > 0 || Scene_Message.prototype.isBusy.call(this);
};
Scene_Survive_Battle_Map.prototype.terminate = function () {
Scene_Message.prototype.terminate.call(this);
if (!SceneManager.isNextScene(Scene_Battle)) {
this._spriteset.update();
this._mapNameWindow.hide();
this.hideMenuButton();
SceneManager.snapForBackground();
}
$gameScreen.clearZoom();
};
Scene_Survive_Battle_Map.prototype.needsFadeIn = function () {
return SceneManager.isPreviousScene(Scene_Battle) || SceneManager.isPreviousScene(Scene_Load);
};
Scene_Survive_Battle_Map.prototype.needsSlowFadeOut = function () {
return SceneManager.isNextScene(Scene_Title) || SceneManager.isNextScene(Scene_Gameover);
};
Scene_Survive_Battle_Map.prototype.updateWaitCount = function () {
if (this._waitCount > 0) {
this._waitCount--;
return true;
}
return false;
};
Scene_Survive_Battle_Map.prototype.updateDestination = function () {
if (this.isMapTouchOk()) {
this.processMapTouch();
} else {
$gameTemp.clearDestination();
this._touchCount = 0;
}
};
Scene_Survive_Battle_Map.prototype.updateMenuButton = function () {
if (this._menuButton) {
const menuEnabled = this.isMenuEnabled();
if (menuEnabled === this._menuEnabled) {
this._menuButton.visible = this._menuEnabled;
} else {
this._menuEnabled = menuEnabled;
}
}
};
Scene_Survive_Battle_Map.prototype.hideMenuButton = function () {
if (this._menuButton) {
this._menuButton.visible = false;
this._menuEnabled = false;
}
};
Scene_Survive_Battle_Map.prototype.updateMapNameWindow = function () {
if ($gameMessage.isBusy()) {
this._mapNameWindow.close();
}
};
Scene_Survive_Battle_Map.prototype.isMenuEnabled = function () {
return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning();
};
Scene_Survive_Battle_Map.prototype.isMapTouchOk = function () {
return this.isActive() && $gamePlayer.canMove();
};
Scene_Survive_Battle_Map.prototype.processMapTouch = function () {
if (TouchInput.isTriggered() || this._touchCount > 0) {
if (TouchInput.isPressed() && !this.isAnyButtonPressed()) {
if (this._touchCount === 0 || this._touchCount >= 15) {
this.onMapTouch();
}
this._touchCount++;
} else {
this._touchCount = 0;
}
}
};
Scene_Survive_Battle_Map.prototype.isAnyButtonPressed = function () {
return this._menuButton && this._menuButton.isPressed();
};
Scene_Survive_Battle_Map.prototype.onMapTouch = function () {
const x = $gameMap.canvasToMapX(TouchInput.x);
const y = $gameMap.canvasToMapY(TouchInput.y);
$gameTemp.setDestination(x, y);
};
Scene_Survive_Battle_Map.prototype.isSceneChangeOk = function () {
return this.isActive() && !$gameMessage.isBusy();
};
Scene_Survive_Battle_Map.prototype.updateScene = function () {
this.checkGameover();
if (!SceneManager.isSceneChanging()) {
this.updateTransferPlayer();
}
if (!SceneManager.isSceneChanging()) {
this.updateEncounter();
}
if (!SceneManager.isSceneChanging()) {
this.updateCallMenu();
}
if (!SceneManager.isSceneChanging()) {
this.updateCallDebug();
}
};
Scene_Survive_Battle_Map.prototype.createDisplayObjects = function () {
this.createSpriteset();
this.createWindowLayer();
this.createAllWindows();
this.createButtons();
};
Scene_Survive_Battle_Map.prototype.createSpriteset = function () {
this._spriteset = new Spriteset_survivorMap();
this.addChild(this._spriteset);
this._spriteset.update();
};
Scene_Survive_Battle_Map.prototype.createAllWindows = function () {
this.createMapNameWindow();
Scene_Message.prototype.createAllWindows.call(this);
this._messageWindow.startInput = function () {
if ($gameMessage.isChoice()) {
this._choiceListWindow.start();
return true;
} else if ($gameMessage.isNumberInput()) {
// 5ならレベルアップウィンドウ、4ならキャンセルウィンドウ
if ($gameMessage._numInputVariableId === 5) {
this._numberInputWindow.start();
} else {
this._cancelWindow.start();
}
return true;
} else if ($gameMessage.isItemChoice()) {
this._eventItemWindow.start();
return true;
} else {
return false;
}
};
this._messageWindow.isAnySubWindowActive = function () {
return this._choiceListWindow.active || this._numberInputWindow.active || this._eventItemWindow.active || this._cancelWindow.active;
};
};
Scene_Survive_Battle_Map.prototype.associateWindows = function () {
this._messageWindow.setCancelWindow = function (cancelWindow) {
this._cancelWindow = cancelWindow;
};
const messageWindow = this._messageWindow;
messageWindow.setGoldWindow(this._goldWindow);
messageWindow.setNameBoxWindow(this._nameBoxWindow);
messageWindow.setChoiceListWindow(this._choiceListWindow);
messageWindow.setNumberInputWindow(this._numberInputWindow);
messageWindow.setCancelWindow(this._cancelWindow);
messageWindow.setEventItemWindow(this._eventItemWindow);
this._nameBoxWindow.setMessageWindow(messageWindow);
this._choiceListWindow.setMessageWindow(messageWindow);
this._numberInputWindow.setMessageWindow(messageWindow);
this._cancelWindow.setMessageWindow(messageWindow);
this._eventItemWindow.setMessageWindow(messageWindow);
};
Scene_Survive_Battle_Map.prototype.createMapNameWindow = function () {
const rect = this.mapNameWindowRect();
this._mapNameWindow = new Window_MapName(rect);
this.addWindow(this._mapNameWindow);
};
Scene_Survive_Battle_Map.prototype.mapNameWindowRect = function () {
const wx = 0;
const wy = 0;
const ww = 360;
const wh = this.calcWindowHeight(1, false);
return new Rectangle(wx, wy, ww, wh);
};
Scene_Survive_Battle_Map.prototype.createButtons = function () {
if (ConfigManager.touchUI) {
this.createMenuButton();
}
};
Scene_Survive_Battle_Map.prototype.createMenuButton = function () {
this._menuButton = new Sprite_Button("menu");
this._menuButton.x = Graphics.boxWidth - this._menuButton.width - 4;
this._menuButton.y = this.buttonY();
this._menuButton.visible = false;
this.addWindow(this._menuButton);
};
Scene_Survive_Battle_Map.prototype.updateTransferPlayer = function () {
if ($gamePlayer.isTransferring()) {
SceneManager.goto(Scene_Survive_Battle_Map);
}
};
Scene_Survive_Battle_Map.prototype.updateEncounter = function () {
if ($gamePlayer.executeEncounter()) {
SceneManager.push(Scene_Battle);
}
};
Scene_Survive_Battle_Map.prototype.updateCallMenu = function () {
if (this.isMenuEnabled()) {
if (this.isMenuCalled()) {
this.menuCalling = true;
}
if (this.menuCalling && !$gamePlayer.isMoving() && 0 < $gameTimer._frames && !$gameTemp.SURVIVOR_player_data.game_end) {
this.callMenu();
}
} else {
this.menuCalling = false;
}
};
Scene_Survive_Battle_Map.prototype.isMenuCalled = function () {
return Input.isTriggered("menu") || TouchInput.isCancelled();
};
Scene_Survive_Battle_Map.prototype.callMenu = function () {
SoundManager.playOk();
this.menuCalling = false;
$gameMessage.setNumberInput(4, 3); // 5ならレベルアップウィンドウ、4ならキャンセルウィンドウ
// SceneManager.push(Scene_Menu);
// Window_MenuCommand.initCommandPosition();
// $gameTemp.clearDestination();
// this._mapNameWindow.hide();
// this._waitCount = 2;
};
Scene_Survive_Battle_Map.prototype.updateCallDebug = function () {
if (this.isDebugCalled()) {
SceneManager.push(Scene_Debug);
}
};
Scene_Survive_Battle_Map.prototype.isDebugCalled = function () {
return Input.isTriggered("debug") && $gameTemp.isPlaytest();
};
Scene_Survive_Battle_Map.prototype.fadeInForTransfer = function () {
const fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0:
case 1:
this.startFadeIn(this.fadeSpeed(), fadeType === 1);
break;
}
};
Scene_Survive_Battle_Map.prototype.fadeOutForTransfer = function () {
const fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0:
case 1:
this.startFadeOut(this.fadeSpeed(), fadeType === 1);
break;
}
};
Scene_Survive_Battle_Map.prototype.launchBattle = function () {
BattleManager.saveBgmAndBgs();
this.stopAudioOnBattleStart();
SoundManager.playBattleStart();
this.startEncounterEffect();
this._mapNameWindow.hide();
};
Scene_Survive_Battle_Map.prototype.stopAudioOnBattleStart = function () {
if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) {
AudioManager.stopBgm();
}
AudioManager.stopBgs();
AudioManager.stopMe();
AudioManager.stopSe();
};
Scene_Survive_Battle_Map.prototype.startEncounterEffect = function () {
this._spriteset.hideCharacters();
this._encounterEffectDuration = this.encounterEffectSpeed();
};
Scene_Survive_Battle_Map.prototype.updateEncounterEffect = function () {
if (this._encounterEffectDuration > 0) {
this._encounterEffectDuration--;
const speed = this.encounterEffectSpeed();
const n = speed - this._encounterEffectDuration;
const p = n / speed;
const q = ((p - 1) * 20 * p + 5) * p + 1;
const zoomX = $gamePlayer.screenX();
const zoomY = $gamePlayer.screenY() - 24;
if (n === 2) {
$gameScreen.setZoom(zoomX, zoomY, 1);
this.snapForBattleBackground();
this.startFlashForEncounter(speed / 2);
}
$gameScreen.setZoom(zoomX, zoomY, q);
if (n === Math.floor(speed / 6)) {
this.startFlashForEncounter(speed / 2);
}
if (n === Math.floor(speed / 2)) {
BattleManager.playBattleBgm();
this.startFadeOut(this.fadeSpeed());
}
}
};
Scene_Survive_Battle_Map.prototype.snapForBattleBackground = function () {
this._windowLayer.visible = false;
SceneManager.snapForBackground();
this._windowLayer.visible = true;
};
Scene_Survive_Battle_Map.prototype.startFlashForEncounter = function (duration) {
const color = [255, 255, 255, 255];
$gameScreen.startFlash(color, duration);
};
Scene_Survive_Battle_Map.prototype.encounterEffectSpeed = function () {
return 60;
};