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

83 lines
2.4 KiB
JavaScript

function Sprite_Keiken() {
this.initialize(...arguments);
}
Sprite_Keiken.prototype = Object.create(Sprite.prototype);
Sprite_Keiken.prototype.constructor = Sprite_Keiken;
Sprite_Keiken.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.anchor.x = 0.5;
this.anchor.y = 0.5;
this.scale.x = 0.3;
this.scale.y = 0.3;
this.speed = 0;
this.disX = $gameMap._parallaxX;
this.disY = $gameMap._parallaxY;
this.setCharacterBitmap();
};
//場所移動するだけでいいや
Sprite_Keiken.prototype.update = function () {
if (this.death) {
return;
}
Sprite.prototype.update.call(this);
this.x -= ($gameMap._parallaxX - this.disX) * 48;
this.disX = $gameMap._parallaxX;
this.y -= ($gameMap._parallaxY - this.disY) * 48;
this.disY = $gameMap._parallaxY;
if (!this.speed) {
var kyori =
(this.x - (Graphics.boxWidth - SURVIVOR_CONST.RIGHT_MARGIN) / 2) * (this.x - (Graphics.boxWidth - SURVIVOR_CONST.RIGHT_MARGIN) / 2);
kyori += (this.y - Graphics.boxHeight / 2) * (this.y - Graphics.boxHeight / 2);
kyori = Math.sqrt(kyori);
//プレイヤーが接触したら
if (kyori < $gameTemp.SURVIVOR_player_data.collect_range) {
this.speed = -8;
}
} else {
//atan2使うと微妙に遅いからx^2 + y^2 = r^2 、y=kxを使ってspeed(移動させたい距離r)として動かしたいxとyの大きさを導く
var sa_x = this.x - (Graphics.boxWidth - SURVIVOR_CONST.RIGHT_MARGIN) / 2;
var sa_y = this.y - Graphics.boxHeight / 2;
if (this.speed < 0) {
sa_x *= -1;
sa_y *= -1;
}
var k = sa_y / sa_x;
var x = Math.sqrt((this.speed * this.speed) / (1 + k * k));
//xを基に導くけど2乗してるから+-どっちかわからん
if (0 < sa_x) {
x = -x;
}
var y = k * x;
//xかyどちらかが中央超えたら削除
if (sa_x * (sa_x + x) < 0 || sa_y * (sa_y + y) < 0) {
//this.visible = false;
this.death = true;
this.speed = 0;
survivorState.keikenDel.push(this.spriteId);
if (!survivorState.se_cool) {
AudioManager.playSe({ name: "Item1", volume: 20, pitch: 150, pan: 0 });
survivorState.se_cool = 5;
}
}
this.x += x;
this.y += y;
this.speed += 0.2;
}
};
Sprite_Keiken.prototype.setCharacterBitmap = function () {
this.bitmap = ImageManager.loadCharacter("!Door2");
this.setFrame(48 * 3, 48 * 2, 48, 48);
};