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