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

400 lines
11 KiB
JavaScript

var sviv_Sprite_Character_initialize = Sprite_Character.prototype.initialize;
Sprite_Character.prototype.initialize = function (character) {
sviv_Sprite_Character_initialize.call(this, character);
if (SceneManager._scene.constructor.name === "Scene_Survive_Battle_Map") {
if (this._character.constructor.name == "Game_Player") {
var sp = new Sprite_Gauge_H();
sp.y = -70;
this.addChild(sp);
// 最大5まで重なって出る
for (var i = 0; i < SURVIVOR_CONST.PLAYER_DAMAGE_SPRITES; i++) {
var sp = new Sprite_CBRPlayerDamage(i);
this._damage = sp;
this.addChild(sp);
}
}
}
};
//HPゲージ
function Sprite_Gauge_H() {
this.initialize(...arguments);
}
Sprite_Gauge_H.prototype = Object.create(Sprite.prototype);
Sprite_Gauge_H.prototype.constructor = Sprite_Gauge_H;
Sprite_Gauge_H.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.createBitmap();
this.anchor.x = 0.5;
this.anchor.y = 0;
this.setup();
};
Sprite_Gauge_H.prototype.createBitmap = function () {
const width = this.bitmapWidth();
const height = this.bitmapHeight();
this.bitmap = new Bitmap(width, height);
};
Sprite_Gauge_H.prototype.bitmapWidth = function () {
return 96;
};
Sprite_Gauge_H.prototype.bitmapHeight = function () {
return 32;
};
Sprite_Gauge_H.prototype.gaugeHeight = function () {
return 12;
};
Sprite_Gauge_H.prototype.gaugeX = function () {
return 0;
};
Sprite_Gauge_H.prototype.setup = function () {
this._value = null;
this._maxValue = null;
this.updateBitmap();
};
Sprite_Gauge_H.prototype.update = function () {
Sprite.prototype.update.call(this);
this.updateBitmap();
};
Sprite_Gauge_H.prototype.updateBitmap = function () {
if (this._value != this.currentValue()) {
this._value = this.currentValue();
this._maxValue = this.currentMaxValue();
this.redraw();
}
};
Sprite_Gauge_H.prototype.currentValue = function () {
return $gameTemp.SURVIVOR_player_data.nowhp;
};
Sprite_Gauge_H.prototype.currentMaxValue = function () {
return $gameTemp.SURVIVOR_player_data.maxhp;
};
Sprite_Gauge_H.prototype.gaugeBackColor = function () {
return ColorManager.gaugeBackColor();
};
Sprite_Gauge_H.prototype.gaugeColor1 = function () {
return ColorManager.hpGaugeColor1();
};
Sprite_Gauge_H.prototype.redraw = function () {
this.bitmap.clear();
const currentValue = this.currentValue();
if (!isNaN(currentValue)) {
this.drawGauge();
}
};
Sprite_Gauge_H.prototype.drawGauge = function () {
const gaugewidth = this.bitmapWidth();
const gaugeHeight = this.gaugeHeight();
this.drawGaugeRect(0, 0, gaugewidth, gaugeHeight);
};
Sprite_Gauge_H.prototype.drawGaugeRect = function (x, y, width, height) {
const rate = this.gaugeRate();
const fillW = Math.floor((width - 2) * rate);
const fillH = height - 2;
const color0 = this.gaugeBackColor();
const color1 = this.gaugeColor1();
this.bitmap.fillRect(x, y, width, height, color0);
this.bitmap.gradientFillRect(x + 1, y + 1, fillW, fillH, color1, color1);
};
Sprite_Gauge_H.prototype.gaugeRate = function () {
const value = this._value;
const maxValue = this._maxValue;
return maxValue > 0 ? value / maxValue : 0;
};
//経験値ゲージ
//HPゲージ
function Sprite_Gauge_K() {
this.initialize(...arguments);
}
Sprite_Gauge_K.prototype = Object.create(Sprite.prototype);
Sprite_Gauge_K.prototype.constructor = Sprite_Gauge_K;
Sprite_Gauge_K.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.createBitmap();
this.anchor.x = 0.5;
this.anchor.y = 0;
this.setup();
};
Sprite_Gauge_K.prototype.createBitmap = function () {
const width = this.bitmapWidth();
const height = this.bitmapHeight();
this.bitmap = new Bitmap(width, height);
};
Sprite_Gauge_K.prototype.bitmapWidth = function () {
return Graphics.width - SURVIVOR_CONST.RIGHT_MARGIN - 40;
};
Sprite_Gauge_K.prototype.bitmapHeight = function () {
return 48;
};
Sprite_Gauge_K.prototype.gaugeHeight = function () {
return 24;
};
Sprite_Gauge_K.prototype.gaugeX = function () {
return 0;
};
Sprite_Gauge_K.prototype.setup = function () {
this._value = null;
this._maxValue = null;
this.updateBitmap();
};
Sprite_Gauge_K.prototype.update = function () {
Sprite.prototype.update.call(this);
this.updateBitmap();
};
Sprite_Gauge_K.prototype.updateBitmap = function () {
if (this._value != this.currentValue()) {
this._value = this.currentValue();
this._maxValue = this.currentMaxValue();
this.redraw();
}
};
Sprite_Gauge_K.prototype.currentValue = function () {
// return this.currentMaxValue() - $gameActors.actor(1).nextRequiredExp();
return $gameTemp.SURVIVOR_player_data.now_exp;
};
Sprite_Gauge_K.prototype.currentMaxValue = function () {
// var ac = $gameActors.actor(1);
// return ac.expForLevel(ac._level + 1) - ac.expForLevel(ac._level);
return $gameTemp.SURVIVOR_next_exp($gameTemp.SURVIVOR_player_data.level);
};
Sprite_Gauge_K.prototype.gaugeBackColor = function () {
return ColorManager.gaugeBackColor();
};
Sprite_Gauge_K.prototype.gaugeColor1 = function () {
return "#a32424ff";
};
Sprite_Gauge_K.prototype.gaugeColor2 = function () {
return "#f73839";
};
Sprite_Gauge_K.prototype.redraw = function () {
this.bitmap.clear();
const currentValue = this.currentValue();
if (!isNaN(currentValue)) {
this.drawGauge();
}
};
Sprite_Gauge_K.prototype.drawGauge = function () {
const gaugewidth = this.bitmapWidth();
const gaugeHeight = this.gaugeHeight();
this.drawGaugeRect(0, 0, gaugewidth, gaugeHeight);
};
Sprite_Gauge_K.prototype.drawGaugeRect = function (x, y, width, height) {
const rate = this.gaugeRate();
const fillW = Math.floor((width - 2) * rate);
const fillH = height - 2;
const color0 = this.gaugeBackColor();
const color1 = this.gaugeColor1();
const color2 = this.gaugeColor2();
this.bitmap.fillRect(x, y, width, height, color0);
this.bitmap.gradientFillRect(x + 1, y + 1, fillW, fillH, color1, color2);
};
Sprite_Gauge_K.prototype.gaugeRate = function () {
const value = this._value;
const maxValue = this._maxValue;
return maxValue > 0 ? value / maxValue : 0;
};
// #################### 経験値 ######################
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 / 2) * (this.x - Graphics.boxWidth / 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 / 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);
};
function Sprite_CBRPlayerDamage() {
this.initialize(...arguments);
}
Sprite_CBRPlayerDamage.prototype = Object.create(Sprite.prototype);
Sprite_CBRPlayerDamage.prototype.constructor = Sprite_CBRPlayerDamage;
Sprite_CBRPlayerDamage.prototype.initialize = function (index) {
Sprite.prototype.initialize.call(this);
this.index = index;
this.anchor.x = 0.5;
this.visible = false;
this._damages = [];
this.duration = 0;
this.create();
};
Sprite_CBRPlayerDamage.prototype.create = function () {
//まぁ最大で3桁でしょ
for (var i = 0; i < 3; i++) {
var sp = new Sprite();
sp.bitmap = ImageManager.loadSystem("Damage");
sp.x = 12 * i;
sp.scale.x = 1;
sp.scale.y = 1;
this._damages.push(sp);
this.addChild(sp);
}
};
Sprite_CBRPlayerDamage.prototype.setFrame = function (dm) {
if (dm < 10) {
this.x = -12 * 2.5;
this._damages[0].visible = false;
this._damages[1].visible = false;
this._damages[2].setFrame(12 * dm, 0, 12, 16);
} else if (dm < 100) {
this.x = -12 * 2;
var temp = Math.floor(dm / 10);
this._damages[0].visible = false;
this._damages[1].visible = true;
this._damages[1].setFrame(12 * temp, 0, 12, 16);
this._damages[2].setFrame(12 * Math.floor(dm - temp * 10), 0, 12, 16);
} else {
this.x = -12 * 1.5;
var temp = Math.floor(dm / 100);
this._damages[0].setFrame(12 * temp, 0, 12, 16);
dm -= temp * 100;
var temp = Math.floor(dm / 10);
this._damages[1].setFrame(12 * temp, 0, 12, 16);
this._damages[2].setFrame(12 * Math.floor(dm - temp * 10), 0, 12, 16);
}
};
Sprite_CBRPlayerDamage.prototype.update = function () {
Sprite.prototype.update.call(this);
// var d = $gameTemp.SURVIVOR_player_data.disp_damages[this.index];
// if (d && d.visible) {
// //最初の時
// if (d.duration == SURVIVOR_CONST.DAMAGE_DURATION) {
// this.setFrame(d.dm);
// this.visible = true;
// }
// this.y = -Math.sin((3.14 / SURVIVOR_CONST.DAMAGE_DURATION) * (SURVIVOR_CONST.DAMAGE_DURATION - d.duration)) * SURVIVOR_CONST.DAMAGE_DURATION;
// d.duration--;
// if (d.duration < 0) {
// this.visible = false;
// }
// } else {
this.visible = false;
// }
};