//============================================================================= // MOG_MenuCursor.js //============================================================================= /*: * @target MZ * @plugindesc (v1.0) Adiciona um cursor animado no menu de comando. * @author Moghunter * @url https://mogplugins.wordpress.com * * @param -> GENERAL * @desc * * @param FileName * @parent -> GENERAL * @text File Name * @desc Definição do nome do arquivo de imagem. * @type file * @dir img/menus/ * @default Cursor_A * * @param X-Axis Offset * @parent -> GENERAL * @text X-Axis Offset * @desc Definição X-axis do cursor. * @default 15 * * @param Y-Axis Offset * @parent -> GENERAL * @text Y-Axis Offset * @desc Definição Y-axis do cursor. * @default 0 * * @param Show Selection * @parent -> GENERAL * @text Show Selection * @desc Apresentar a seleção padrão do cursor. * @type boolean * @default true * * @param Show Selection All * @parent -> GENERAL * @text Show Selection All * @desc Apresentar a seleção padrão do cursor. * @type boolean * @default true * * @param Move Animation * @parent -> GENERAL * @text Slide Animation * @desc Ativar a animação de deslize (Slide). * @type boolean * @default true * * @param Move Speed % * @parent -> GENERAL * @text Slide Speed % * @desc Definição da velocidade do cursor. (30% -> 1000%) * @type number * @min 30 * @max 1000 * @default 100 * * @param Align * @parent -> GENERAL * @desc Definição do alinhamento do cursor. * @text Align * @type select * @default Left * @option Left * @value Left * @option Center * @value Center * @option Right * @value Right * * @param Animation Speed % * @parent -> GENERAL * @text Animated (Speed %) * @desc Definição da velocidade do cursor animado. (30% -> 500%) * @type number * @min 30 * @max 500 * @default 100 * * @param ----------------------- * @desc * * @param -> WAVE ANIMATION * @desc * * @param Wave Horizontal * @parent -> WAVE ANIMATION * @text Horizontal Wave * @desc Ativar a animação na horizontal. * @type boolean * @default true * * @param Wave Vertical * @parent -> WAVE ANIMATION * @text Vertical Wave * @desc Ativar a animação na vertical. * @type boolean * @default false * * @param Wave Range * @parent -> WAVE ANIMATION * @text Range * @desc Definição do espaço da animação. (5 -> 50) * @type number * @min 5 * @max 50 * @default 15 * * @param Wave Speed % * @parent -> WAVE ANIMATION * @text Speed % * @desc Definição da velocidade de animação. (30% -> 400%) * @type number * @min 30 * @max 400 * @default 100 * * @param ------------------------ * @desc * * @param -> ROTATION ANIMATION * @desc * * @param Rotation Animation * @parent -> ROTATION ANIMATION * @text Rotation Animation * @desc Ativar a animação de rotação. * @type boolean * @default false * * @param Rotation Speed % * @parent -> ROTATION ANIMATION * @text Speed % * @desc Definição da velocidade de rotação. (30% -> 1000%) * @type number * @min 30 * @max 1000 * @default 100 * * @param ------------------------- * @desc * * @param -> PARTICLES * @desc * * @param Particles * @parent -> PARTICLES * @text Particle Effects * @desc Ativar partículas no cursor. * @type boolean * @default true * * @param Par File Name * @parent -> PARTICLES * @text File Name * @desc Definição do nome do arquivo de imagem. * @type file * @dir img/menus/ * @default Cursor_Par01 * * @param Par Number of Particles * @parent -> PARTICLES * @text Number of Particles * @desc Definição da quantidade de partículas. (5 -> 300) * @type number * @min 5 * @max 300 * @default 30 * * @param Par X-Axis Offset * @parent -> PARTICLES * @text X-Axis Offset * @desc Definição X-axis Offset das partículas. * @default 0 * * @param Par Y-Axis Offset * @parent -> PARTICLES * @text Y-Axis Offset * @desc Definição X-axis Offset das partículas. * @default 0 * * @param Par SX-Axis * @parent -> PARTICLES * @text X-Axis Speed * @desc Definição da velocidade das partículas na horizontal. * @default -1 * * @param Par SY-Axis * @parent -> PARTICLES * @text Y-Axis Speed * @desc Definição da velocidade das partículas na vertical. * @default -2 * * @command MenuCursorGeneral * @desc Configuração do cursor de commando. * @text General * * @arg fileName * @text File Name * @desc Definição do nome do arquivo de imagem. * @type file * @dir img/menus/ * @default Cursor_A * * @arg x * @text X-Axis Offset * @desc Definição X-axis do cursor. * @default 15 * * @arg y * @text Y-Axis Offset * @desc Definição Y-axis do cursor. * @default 0 * * @arg slide * @text Slide Animation * @desc Ativar a animação de deslize (Slide). * @type boolean * @default true * * @arg moveSpeed * @text Slide Speed % * @desc Definição da velocidade do cursor. (30% -> 1000%) * @type number * @min 30 * @max 1000 * @default 100 * * @arg align * @desc Definição do alinhamento do cursor. * @text Align * @type select * @default Left * @option Left * @value Left * @option Center * @value Center * @option Right * @value Right * * @arg animeSpeed * @text Animated (Speed %) * @desc Definição da velocidade do cursor animado. (30% -> 500%) * @type number * @min 30 * @max 500 * @default 100 * * @command MenuCursorWave * @desc Configuração do efeito wave. * @text Wave Effect * * @arg horzWave * @text Horizontal Mode * @desc Ativar a animação na horizontal. * @type boolean * @default true * * @arg vertWave * @text Vertical Mode * @desc Ativar a animação na vertical. * @type boolean * @default false * * @arg waveRange * @text Range * @desc Definição do espaço da animação. (5 -> 50) * @type number * @min 5 * @max 50 * @default 15 * * @arg waveSpeed * @text Speed % * @desc Definição da velocidade de animação. (30% -> 400%) * @type number * @min 30 * @max 400 * @default 100 * * @command MenuCursorRotation * @desc Configuração do efeito de rotação. * @text Rotation Effect * * @arg rotation * @text Rotation Animation * @desc Ativar a animação de rotação. * @type boolean * @default false * * @arg rotationSpeed * @text Speed % * @desc Definição da velocidade de rotação. (30% -> 1000%) * @type number * @min 30 * @max 1000 * @default 100 * * @command MenuCursorParticles * @desc Configuração das Partículas * @text Particle Effect * * @arg parEnable * @text Particle Effect * @desc Ativar partículas no cursor. * @type boolean * @default true * * @arg parFileName * @text File Name * @desc Definição do nome do arquivo de imagem. * @type file * @dir img/menus/ * @default Particles * * @arg parPower * @text Number of Particles * @desc Definição da quantidade de partículas. (10 -> 300) * @type number * @min 5 * @max 300 * @default 30 * * @arg parX_Offset * @text X-Axis Offset * @desc Definição X-axis Offset das partículas. * @default 0 * * @arg parY_Offset * @text Y-Axis Offset * @desc Definição X-axis Offset das partículas. * @default 0 * * @arg parSX * @text X-Axis Speed * @desc Definição da velocidade das partículas na horizontal. * @default -1 * * @arg parSY * @text Y-Axis Speed * @desc Definição da velocidade das partículas na vertical. * @default -2 * * @help * ============================================================================= * ♦♦♦ MOG - Menu Cursor ♦♦♦ * Author - Moghunter * Version - 1.0 * Updated - 2020/10/18 * https://mogplugins.wordpress.com * ============================================================================= * Adiciona um cursor animado no menu de comando. * * ============================================================================= * ■ IMAGENS * ============================================================================= * Crie uma pasta com o nome de: * * /img/menus/ * * E grave as imagens do seu cursor nesta pasta. * * ============================================================================= * ■ ANIMATED CURSOR * ============================================================================= * Para animar o cursor nomeie o cursor da imagem da seguinte forma. * * FILE_NAME(X).png * * X - Numero de frames. * * * Cursor(5).png * */ (() => { //============================================================================= // ** PLUGIN PARAMETERS //============================================================================= var Imported = Imported || {}; Imported.MOG_MenuCursor = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters("MOG_MenuCursor"); Moghunter.menuCursor_fileName = String( Moghunter.parameters["FileName"] || "Cursor" ); Moghunter.menuCursor_x = Number(Moghunter.parameters["X-Axis Offset"] || 15); Moghunter.menuCursor_y = Number(Moghunter.parameters["Y-Axis Offset"] || 0); Moghunter.menuCursor_showRect = String( Moghunter.parameters["Show Selection"] || true ); Moghunter.menuCursor_showRectAll = String( Moghunter.parameters["Show Selection All"] || true ); Moghunter.menuCursor_slide = String( Moghunter.parameters["Move Animation"] || true ); Moghunter.menuCursor_speed = Number( Moghunter.parameters["Move Speed %"] || 100 ); Moghunter.menuCursor_align = String(Moghunter.parameters["Align"] || "Left"); Moghunter.menuCursor_waveX = String( Moghunter.parameters["Wave Horizontal"] || true ); Moghunter.menuCursor_waveY = String( Moghunter.parameters["Wave Vertical"] || false ); Moghunter.menuCursor_waveR = Number(Moghunter.parameters["Wave Range"] || 15); Moghunter.menuCursor_waveS = Number( Moghunter.parameters["Wave Speed %"] || 100 ); Moghunter.menuCursor_animationSpeed = Number( Moghunter.parameters["Animation Speed %"] || 100 ); Moghunter.menuCursor_rotated = String( Moghunter.parameters["Rotation Animation"] || true ); Moghunter.menuCursor_rotationSpeed = Number( Moghunter.parameters["Rotation Speed %"] || 100 ); Moghunter.menuCursor_parEnable = String( Moghunter.parameters["Particles"] || true ); Moghunter.menuCursor_parFileName = String( Moghunter.parameters["Par File Name"] || "Particles" ); Moghunter.menuCursor_parPower = Number( Moghunter.parameters["Par Number of Particles"] || 30 ); Moghunter.menuCursor_parX = Number( Moghunter.parameters["Par X-Axis Offset"] || 0 ); Moghunter.menuCursor_parY = Number( Moghunter.parameters["Par Y-Axis Offset"] || 0 ); Moghunter.menuCursor_parSX = Number( Moghunter.parameters["Par SX-Axis"] || -1 ); Moghunter.menuCursor_parSY = Number( Moghunter.parameters["Par SY-Axis"] || -2 ); //============================================================================= // ■■■ PluginManager ■■■ //============================================================================= //============================== // * General Command //============================== PluginManager.registerCommand( "MOG_MenuCursor", "MenuCursorGeneral", (data) => { const fileName = String(data.fileName); const x = Number(data.x); const y = Number(data.y); const slide = String(data.slide) == "true" ? true : false; const align = $gameSystem.getCursorMenuAlign(String(data.align)); const moveSpeed = Number(data.moveSpeed); const animeSpeed = Number(data.animeSpeed); const frames = fileName.match(/(F(\d+\.*\d*))/i); $gameSystem._menuCursorData.x = x; $gameSystem._menuCursorData.y = y; $gameSystem._menuCursorData.fileName = fileName; $gameSystem._menuCursorData.slide = slide; $gameSystem._menuCursorData.speed = Math.min( Math.max(moveSpeed, 30), 1000 ); $gameSystem._menuCursorData.animated = frames && frames[2] > 1 ? true : false; $gameSystem._menuCursorData.align = Number(align); $gameSystem._menuCursorData.maxFrames = !$gameSystem._menuCursorData .animated ? 1 : frames[2]; $gameSystem._menuCursorData.animationSpeed = Math.min( Math.max(animeSpeed, 30), 500 ); $gameTemp._menuCursor.needRefresh = true; } ); //============================== // * Wave Command //============================== PluginManager.registerCommand("MOG_MenuCursor", "MenuCursorWave", (data) => { const horzWave = String(data.horzWave) == "true" ? true : false; const vertWave = String(data.vertWave) == "true" ? true : false; const waveRange = Number(data.waveRange); const waveSpeed = Number(data.waveSpeed); $gameSystem._menuCursorData.waveX = horzWave; $gameSystem._menuCursorData.waveY = vertWave; $gameSystem._menuCursorData.waveR = Math.min(Math.max(waveRange, 5), 50); $gameSystem._menuCursorData.waveS = Math.min(Math.max(waveSpeed, 30), 400); $gameTemp._menuCursor.needRefresh = true; }); //============================== // * Particles Command //============================== PluginManager.registerCommand( "MOG_MenuCursor", "MenuCursorParticles", (data) => { const parEnable = String(data.parEnable) == "true" ? true : false; const parFileName = String(data.parFileName); const parPower = Number(data.parPower); const parX_Offset = Number(data.parX_Offset); const parY_Offset = Number(data.parY_Offset); const parSX = Number(data.parSX); const parSY = Number(data.parSY); $gameSystem._menuCursorData.particles.enabled = parEnable; $gameSystem._menuCursorData.particles.fileName = parFileName; $gameSystem._menuCursorData.particles.power = Math.min( Math.max(parPower, 5), 300 ); $gameSystem._menuCursorData.particles.x = parX_Offset; $gameSystem._menuCursorData.particles.y = parY_Offset; $gameSystem._menuCursorData.particles.sx = parSX; $gameSystem._menuCursorData.particles.sy = parSY; $gameTemp._menuCursor.needRefresh2 = true; } ); //============================== // * Rotation Command //============================== PluginManager.registerCommand( "MOG_MenuCursor", "MenuCursorRotation", (data) => { const rotation = String(data.rotation) == "true" ? true : false; const rotationSpeed = Number(data.rotationSpeed); $gameSystem._menuCursorData.rotated = String(rotation) == "true" ? true : false; $gameSystem._menuCursorData.rotationSpeed = Math.min( Math.max(rotationSpeed, 30), 1000 ); $gameTemp._menuCursor.needRefresh = true; } ); //============================================================================= // ■■■ ImageManager ■■■ //============================================================================= //============================== // * Menus //============================== ImageManager.loadMenus = function (filename) { return this.loadBitmap("img/menus/", filename); }; //============================================================================= // ■■■ Game_System ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== const _mog_MenuCursor_gSystem_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { _mog_MenuCursor_gSystem_initialize.call(this); this.setMenuCursorData(); }; //============================== // * get Cursor Menu Align //============================== Game_System.prototype.getCursorMenuAlign = function (align) { if (align == "Center") { return 1; } else if (align == "Right") { return 2; } return 0; }; //============================== // * set Menu Cursor Data //============================== Game_System.prototype.setMenuCursorData = function () { this._menuCursorData = {}; this._menuCursorData.x = Moghunter.menuCursor_x; this._menuCursorData.y = Moghunter.menuCursor_y; this._menuCursorData.visible = true; this._menuCursorData.fileName = String(Moghunter.menuCursor_fileName); this._menuCursorData.slide = String(Moghunter.menuCursor_slide) == "true" ? true : false; this._menuCursorData.align = this.getCursorMenuAlign( String(Moghunter.menuCursor_align) ); const frames = this._menuCursorData.fileName.match(/(F(\d+\.*\d*))/i); this._menuCursorData.speed = Math.min( Math.max(Moghunter.menuCursor_speed, 30), 1000 ); this._menuCursorData.waveX = String(Moghunter.menuCursor_waveX) == "true" ? true : false; this._menuCursorData.waveY = String(Moghunter.menuCursor_waveY) == "true" ? true : false; this._menuCursorData.waveR = Math.min( Math.max(Moghunter.menuCursor_waveR, 5), 50 ); this._menuCursorData.waveS = Math.min( Math.max(Moghunter.menuCursor_waveS, 30), 400 ); this._menuCursorData.animated = frames && frames[2] > 1 ? true : false; this._menuCursorData.maxFrames = !this._menuCursorData.animated ? 1 : frames[2]; this._menuCursorData.animationSpeed = Math.min( Math.max(Moghunter.menuCursor_animationSpeed, 30), 500 ); this._menuCursorData.rotated = String(Moghunter.menuCursor_rotated) == "true" ? true : false; this._menuCursorData.rotationSpeed = Math.min( Math.max(Moghunter.menuCursor_rotationSpeed, 30), 1000 ); this._menuCursorData.showRect = String(Moghunter.menuCursor_showRect) == "true" ? true : false; this._menuCursorData.showRectAll = String(Moghunter.menuCursor_showRectAll) == "true" ? true : false; this._menuCursorData.particles = {}; this._menuCursorData.particles.enabled = String(Moghunter.menuCursor_parEnable) == "true" ? true : false; this._menuCursorData.particles.fileName = String( Moghunter.menuCursor_parFileName ); this._menuCursorData.particles.power = Math.min( Math.max(Moghunter.menuCursor_parPower, 5), 300 ); this._menuCursorData.particles.x = Moghunter.menuCursor_parX; this._menuCursorData.particles.y = Moghunter.menuCursor_parY; this._menuCursorData.particles.sx = Moghunter.menuCursor_parSX; this._menuCursorData.particles.sy = Moghunter.menuCursor_parSY; }; //============================================================================= // ■■■ Game_Temp ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== const _mog_MenuCursor_gTemp_initialize = Game_Temp.prototype.initialize; Game_Temp.prototype.initialize = function () { _mog_MenuCursor_gTemp_initialize.call(this); this.setupCursorMenuInitial(); }; //============================== // * menu Cursor C //============================== Game_Temp.prototype.setupCursorMenuInitial = function () { this._menuCursor = {}; this.menuCursorClear(); this._menuCursor.x2 = this._menuCursor.x; this._menuCursor.y2 = this._menuCursor.y; this._menuCursor.w = 0; this._menuCursor.h = 0; this._menuCursor.visible = false; this._menuCursor.visible2 = false; this._menuCursor.opacity = 0; this._menuCursor.needRefresh = false; this._menuCursor.needRefresh2 = false; }; //============================== // * menu Cursor Clear //============================== Game_Temp.prototype.menuCursorClear = function () { this._menuCursor.x = -100; this._menuCursor.y = -100; }; //============================================================================= // ■■■ Scene Base ■■■ //============================================================================= //============================== // * create Sprite Field //============================== Scene_Base.prototype.createSpriteField3 = function () { this._spriteField3 = new Sprite(); this._spriteField3.z = 100; this.addChild(this._spriteField3); }; //============================== // * sort Sprite Field //============================== Scene_Base.prototype.sortSpriteField = function () { if (this._spriteField1) { this._spriteField1.children.sort((a, b) => a.z - b.z); } if (this._spriteField2) { this._spriteField2.children.sort((a, b) => a.z - b.z); } if (this._spriteField3) { this._spriteField3.children.sort((a, b) => a.z - b.z); } }; //============================== // * create Menu Cursor //============================== Scene_Base.prototype.createMenuCursor = function () { $gameTemp.setupCursorMenuInitial(); this._spriteCursor = new SpriteMenuCursor(); this._spriteCursor.z = 501; this._spriteField3.addChild(this._spriteCursor); this.sortSpriteField(); }; //============================== // * create Menu Cursor //============================== Scene_Base.prototype.createMenuCursorParticles = function () { this._spriteCursorParticles = new SpriteMenuCursorParticles(); this._spriteCursorParticles.z = 500; this._spriteField3.addChild(this._spriteCursorParticles); this.sortSpriteField(); }; //============================== // ♦ ALIAS ♦ Update //============================== const _mog_menuCursor_scnBase_update = Scene_Base.prototype.update; Scene_Base.prototype.update = function () { _mog_menuCursor_scnBase_update.call(this); if (!this._spriteField3) { this.createSpriteField3(); } if ( $gameSystem._menuCursorData.particles.enabled && !this._spriteCursorParticles ) { this.createMenuCursorParticles(); } if (!this._spriteCursor) { this.createMenuCursor(); } }; //============================== // ♦ ALIAS ♦ Update Children //============================== const _mog_menuCursor_scnBase_updateChildren = Scene_Base.prototype.updateChildren; Scene_Base.prototype.updateChildren = function () { $gameTemp.menuCursorClear(); _mog_menuCursor_scnBase_updateChildren.call(this); }; //============================================================================= // ■■■ Window Selecable ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== const _mog_MenuCursor_Window_Selectable_update = Window_Selectable.prototype.update; Window_Selectable.prototype.update = function () { _mog_MenuCursor_Window_Selectable_update.call(this); if (this.isMenuCursorVisible()) { this.setMenuCursorData(); } }; //============================== // * is Menu Cursor Visible //============================== Window_Selectable.prototype.isMenuCursorVisible = function () { if (!this.isOpenAndActive()) { return false; } if (this._index < 0) { return false; } return true; }; //============================== // * set Menu Cursor Data //============================== Window_Selectable.prototype.setMenuCursorData = function () { const rect = this.itemRect(this.index()); $gameTemp._menuCursor.rectX = rect.x; $gameTemp._menuCursor.rectX = rect.y; if ($gameSystem._menuCursorData.align == 1) { var x = !this._cursorAll ? rect.x + rect.width / 2 : this.width / 2; var y = rect.y; } else if ($gameSystem._menuCursorData.align == 2) { var x = rect.x + rect.width; var y = !this._cursorAll ? rect.y + rect.height / 2 : this.height / 2; } else { var x = rect.x; var y = !this._cursorAll ? rect.y + rect.height / 2 : this.height / 2; } if (rect.x >= 0 && rect.y >= 0) { $gameTemp._menuCursor.x = x + this.x - this.origin.x; $gameTemp._menuCursor.y = y + this.y - this.origin.y; } $gameTemp._menuCursor.visible2 = this.checkCursorVis(rect); }; //============================== // * checkCursorVis //============================== Window_Selectable.prototype.checkCursorVis = function (rect) { if ($gameTemp._menuCursor.x < this.x) { return false; } if ($gameTemp._menuCursor.y < this.y) { return false; } if ($gameTemp._menuCursor.x > Graphics.width) { return false; } if ($gameTemp._menuCursor.y > Graphics.height) { return false; } if (rect.width <= 0) { return false; } if (rect.height <= 0) { return false; } return true; }; //============================== // ♦ ALIAS ♦ Refresh Cursor //============================== const _mog_menuCursor_winSel_refreshCursor = Window_Selectable.prototype.refreshCursor; Window_Selectable.prototype.refreshCursor = function () { _mog_menuCursor_winSel_refreshCursor.call(this); if (this._cursorAll) { if (!$gameSystem._menuCursorData.showRectAll) { this.setCursorRect(0, 0, 0, 0); } } else if (this.index() >= 0) { if (!$gameSystem._menuCursorData.showRect) { this.setCursorRect(0, 0, 0, 0); } } }; //============================================================================= // ■■■ SpriteMenuCursorParticles ■■■ //============================================================================= function SpriteMenuCursorParticles() { this.initialize.apply(this, arguments); } SpriteMenuCursorParticles.prototype = Object.create(Sprite.prototype); SpriteMenuCursorParticles.prototype.constructor = SpriteMenuCursorParticles; //============================== // ♦♦ Initialize //============================== SpriteMenuCursorParticles.prototype.initialize = function () { Sprite.prototype.initialize.call(this); this.createParticles(); }; //============================== // * File Name //============================== SpriteMenuCursorParticles.prototype.fileName = function () { return String($gameSystem._menuCursorData.particles.fileName); }; //============================== // * Particles Max //============================== SpriteMenuCursorParticles.prototype.particlesMax = function () { return $gameSystem._menuCursorData.particles.power; }; //============================== // * SX //============================== SpriteMenuCursorParticles.prototype.sx = function () { return $gameSystem._menuCursorData.particles.sx; }; //============================== // * SY //============================== SpriteMenuCursorParticles.prototype.sy = function () { return $gameSystem._menuCursorData.particles.sy; }; //============================== // * Remove Particles //============================== SpriteMenuCursorParticles.prototype.removeParticles = function () { for (var i = 0; i < this._particles.length; i++) { this.removeChild(this._particles[i]); } }; //============================== // * create Particles //============================== SpriteMenuCursorParticles.prototype.createParticles = function () { if (this._particles) { this.removeParticles(); } this._particles = []; const img = ImageManager.loadMenus(this.fileName()); for (var i = 0; i < this.particlesMax(); i++) { this._particles[i] = new Sprite(img); this._particles[i].z = i; this._particles[i].blendType = 1; this._particles[i].anchor.x = 0.5; this._particles[i].anchor.y = 0.5; this._particles[i].sx = [0, this.sx()]; this._particles[i].sy = [0, this.sy()]; this._particles[i].rt = [0, Number(0)]; this._particles[i].int = true; this._particles[i].duration = 60; this.addChild(this._particles[i]); this.refreshParticles(this._particles[i]); } }; //============================== // * refresh Particles //============================== SpriteMenuCursorParticles.prototype.refreshParticles = function (sprite) { if (sprite.sx[1] != 0) { var r = 0.7 + Math.abs(Math.random() * sprite.sx[1]); sprite.sx[0] = sprite.sx[1] > 0 ? r : -r; } if (sprite.sy[1] != 0) { var r = 0.7 + Math.abs(Math.random() * sprite.sy[1]); sprite.sy[0] = sprite.sy[1] > 0 ? r : -r; } if (sprite.rt[1] != 0) { var r = 0.03 + Math.abs(Math.random() * sprite.rt[1]); sprite.rt[0] = sprite.rt[1] > 0 ? r : -r; } var r = Math.randomInt(360) * 0.01; sprite.rotation = r; var pz = Math.random() * 0.5 * 1; sprite.scale = new PIXI.Point(0.5 + Number(pz), 0.5 + Number(pz)); sprite.opacity = 0; sprite.duration = 5 + Math.randomInt(20); sprite.visible = true; this.setPosition(sprite); if (sprite.int) { this.setInitial(sprite); } }; //============================== // * set Position //============================== SpriteMenuCursorParticles.prototype.setInitial = function (sprite) { sprite.int = false; sprite.visible = false; sprite.opacity = 30 + Math.randomInt(170); sprite.duration = 0; }; //============================== // * set Position //============================== SpriteMenuCursorParticles.prototype.setPosition = function (sprite) { const x = $gameTemp._menuCursor.x2 + $gameSystem._menuCursorData.particles.x; const y = $gameTemp._menuCursor.y2 + $gameSystem._menuCursorData.particles.y; const w = $gameTemp._menuCursor.w; const h = $gameTemp._menuCursor.h; sprite.x = x - w / 2 + Math.randomInt(w); sprite.y = y - h / 2 + Math.randomInt(h); }; //============================== // * Need Refresh //============================== SpriteMenuCursorParticles.prototype.needRefresh = function (sprite) { if (sprite.duration > 0) { return false; } if (sprite.opacity > 0) { return false; } return true; }; //============================== // * update Move //============================== SpriteMenuCursorParticles.prototype.updateMove = function (sprite) { sprite.x += sprite.sx[0]; sprite.y += sprite.sy[0]; sprite.rotation += sprite.rt[0]; if (sprite.duration > 0) { sprite.opacity += 15; sprite.duration--; } else { sprite.opacity -= 15; } }; //============================== // * update Particles //============================== SpriteMenuCursorParticles.prototype.updateParticles = function () { for (var i = 0; i < this._particles.length; i++) { this.updateMove(this._particles[i]); if (this.needRefresh(this._particles[i])) { this.refreshParticles(this._particles[i]); } } }; //============================== // * is Visible //============================== SpriteMenuCursorParticles.prototype.isVisible = function () { if (!$gameSystem._menuCursorData.particles.enabled) { return false; } return $gameTemp._menuCursor.visible; }; //============================== // * update Other //============================== SpriteMenuCursorParticles.prototype.updateOther = function () { this.visible = this.isVisible(); this.opacity = $gameTemp._menuCursor.opacity; }; //============================== // * refreshBase //============================== SpriteMenuCursorParticles.prototype.refreshBase = function () { $gameTemp._menuCursor.needRefresh2 = false; this.createParticles(); }; //============================== // * needRefreshBase //============================== SpriteMenuCursorParticles.prototype.needRefreshBase = function () { return $gameTemp._menuCursor.needRefresh2; }; //============================== // ♦♦ Update //============================== SpriteMenuCursorParticles.prototype.update = function () { Sprite.prototype.update.call(this); if (this.needRefreshBase()) { this.refreshBase(); } this.updateParticles(); this.updateOther(); }; //============================================================================= // ■■■ SpriteMenuCursor ■■■ //============================================================================= function SpriteMenuCursor() { this.initialize.apply(this, arguments); } SpriteMenuCursor.prototype = Object.create(Sprite.prototype); SpriteMenuCursor.prototype.constructor = SpriteMenuCursor; //============================== // ♦♦ Initialize //============================== SpriteMenuCursor.prototype.initialize = function () { Sprite.prototype.initialize.call(this); this._waitData = true; this._cw = this.width; this._ch = this.height; this._ax = this.align() == 2 ? this._cw : 0; this._xOffset = this.align() == 2 ? -$gameSystem._menuCursorData.x : $gameSystem._menuCursorData.x; this._yOffset = $gameSystem._menuCursorData.y; this.opacity = 0; this._screenX = (Graphics.width - Graphics.boxWidth) / 2; this._screenY = (Graphics.height - Graphics.boxHeight) / 2; this.setWaveData(); this.setAnimationData(); this.setRotationData(); this.createCursor(); }; //============================== // * set wave Data //============================== SpriteMenuCursor.prototype.setWaveData = function () { this._wave = {}; this._wave.horz = $gameSystem._menuCursorData.waveX; this._wave.vert = $gameSystem._menuCursorData.waveY; this._wave.x = 0; this._wave.y = 0; this._wave.t = 0; this._wave.mx = $gameSystem._menuCursorData.waveR; this._wave.speed1 = $gameSystem._menuCursorData.waveS / 100; this._wave.speed2 = 0; this._wave.speed3 = 3; this._wave.phase = 0; }; //============================== // * set Animation Data //============================== SpriteMenuCursor.prototype.setAnimationData = function () { this._anime = {}; this._anime.frameIndex = 0; this._anime.maxFrame = $gameSystem._menuCursorData.maxFrames; this._anime.speed1 = $gameSystem._menuCursorData.animationSpeed / 100; this._anime.speed2 = 0; this._anime.speed3 = 5; }; //============================== // * set Rotation Data //============================== SpriteMenuCursor.prototype.setRotationData = function () { this._rotation = {}; const speed = (0.02 * $gameSystem._menuCursorData.rotationSpeed) / 100; this._rotation.speed = speed; }; //============================== // * update Rotation //============================== SpriteMenuCursor.prototype.updateRotation = function () { this._spriteCursor.rotation += this._rotation.speed; }; //============================== // * refresh Frame //============================== SpriteMenuCursor.prototype.refreshFrame = function () { this._anime.frameIndex++; if (this._anime.frameIndex >= this._anime.maxFrame) { this._anime.frameIndex = 0; } const cw = this._cw * this._anime.frameIndex; this._spriteCursor.setFrame(cw, 0, this._cw, this._ch); }; //============================== // * update Animated //============================== SpriteMenuCursor.prototype.updateAnimated = function () { this._anime.speed2 += this._anime.speed1; if (this._anime.speed2 > this._anime.speed3) { this._anime.speed2 = 0; this.refreshFrame(); } }; //============================== // * Get Data //============================== SpriteMenuCursor.prototype.getData = function () { this._waitData = false; this._cw = this._spriteCursor.bitmap.width / this.maxFrames(); this._ch = this._spriteCursor.bitmap.height; this._ax = this.align() == 2 ? this._cw : 0; this._xOffset = this.align() == 2 ? -$gameSystem._menuCursorData.x : $gameSystem._menuCursorData.x; this._yOffset = $gameSystem._menuCursorData.y; if (this.isAnimated()) { this.refreshFrame(); } else { this._spriteCursor.setFrame(0, 0, this._cw, this._ch); } }; //============================== // * create Cursor //============================== SpriteMenuCursor.prototype.cursorName = function () { return String($gameSystem._menuCursorData.fileName); }; //============================== // * move Speed //============================== SpriteMenuCursor.prototype.moveSpeed = function () { return $gameSystem._menuCursorData.speed; }; //============================== // * is Animated //============================== SpriteMenuCursor.prototype.isAnimated = function () { return $gameSystem._menuCursorData.animated; }; //============================== // * is Slide //============================== SpriteMenuCursor.prototype.isSlide = function () { return $gameSystem._menuCursorData.slide; }; //============================== // * is Rotated //============================== SpriteMenuCursor.prototype.isRotated = function () { return $gameSystem._menuCursorData.rotated; }; //============================== // * Align //============================== SpriteMenuCursor.prototype.align = function () { return $gameSystem._menuCursorData.align; }; //============================== // * create Cursor //============================== SpriteMenuCursor.prototype.createCursor = function () { this._spriteCursor = new Sprite(); this.refreshCursorBitmap(); this._spriteCursor.z = 500; this.addChild(this._spriteCursor); }; //============================== // * refresh Cursor Bitmap //============================== SpriteMenuCursor.prototype.refreshCursorBitmap = function () { this._spriteCursor.bitmap = ImageManager.loadMenus(this.cursorName()); this._spriteCursor.anchor.x = 0.5; this._spriteCursor.anchor.y = 0.5; }; //============================== // * move Menu Cursor //============================== SpriteMenuCursor.prototype.moveMenuCursor = function (value, real_value) { if (value == real_value) { return value; } var dnspeed = ((5 + Math.abs(value - real_value) / 10) * this.moveSpeed()) / 100; if (value > real_value) { value -= dnspeed; if (value < real_value) { value = real_value; } } else if (value < real_value) { value += dnspeed; if (value > real_value) { value = real_value; } } return Math.floor(value); }; //============================== // * needSlideCursor //============================== SpriteMenuCursor.prototype.needSlideCursor = function () { if ($gameTemp._menuCursor.x > 0) { return true; } if ($gameTemp._menuCursor.y > 0) { return true; } return false; }; //============================== // * maxFrames //============================== SpriteMenuCursor.prototype.maxFrames = function () { return this._anime.maxFrame; }; //============================== // * cwidth //============================== SpriteMenuCursor.prototype.cwidth = function () { return this._spriteCursor.bitmap.width / this.maxFrames() / 4; }; //============================== // * cheight //============================== SpriteMenuCursor.prototype.cheight = function () { return this._spriteCursor.bitmap.height / 4; }; //============================== // * pos X //============================== SpriteMenuCursor.prototype.posX = function () { return ( $gameTemp._menuCursor.x + this._xOffset + this._screenX + this._wave.x - this.cwidth() + this._ax ); }; //============================== // * pos Y //============================== SpriteMenuCursor.prototype.posY = function () { return ( $gameTemp._menuCursor.y + this._yOffset + this._screenY + this._wave.y + this.cheight() ); }; //============================== // * update Position //============================== SpriteMenuCursor.prototype.updatePosition = function () { if (this.isSlide()) { this._spriteCursor.x = this.moveMenuCursor( this._spriteCursor.x, this.posX() ); this._spriteCursor.y = this.moveMenuCursor( this._spriteCursor.y, this.posY() ); } else { this._spriteCursor.x = this.posX(); this._spriteCursor.y = this.posY(); } }; //============================== // * update wave //============================== SpriteMenuCursor.prototype.updateWave = function () { this._wave.speed2 += this._wave.speed1; if (this._wave.speed2 > this._wave.speed3) { this._wave.speed2 = 0; if (this._wave.phase == 0) { this._wave.t++; if (this._wave.t > this._wave.mx) { this._wave.t = this._wave.mx; this._wave.phase = 1; } } else { this._wave.t--; if (this._wave.t <= 0) { this._wave.t = 0; this._wave.phase = 0; } } } if (this._wave.horz) { this._wave.x = this._wave.t - this._wave.mx; } if (this._wave.vert) { this._wave.y = this._wave.t - this._wave.mx; } }; //============================== // * update Position //============================== SpriteMenuCursor.prototype.spriteFade = function (value) { this.opacity += value; }; //============================== // * refresh Cursor //============================== SpriteMenuCursor.prototype.refreshCursor = function () { $gameTemp._menuCursor.needRefresh = false; this._waitData = true; this.setWaveData(); this.setAnimationData(); this.setRotationData(); this.refreshCursorBitmap(); this._spriteCursor.rotation = 0; this.opacity = 0; }; //============================== // * need Refresh Cursor //============================== SpriteMenuCursor.prototype.needRefreshCursor = function () { return $gameTemp._menuCursor.needRefresh; }; //============================== // * isVisible //============================== SpriteMenuCursor.prototype.isVisible = function () { return $gameTemp._menuCursor.visible2; }; //============================== // * update Cursor //============================== SpriteMenuCursor.prototype.updateCursor = function () { this.visible = this.isVisible(); if (this.needSlideCursor()) { this.updateWave(); if (this.isAnimated()) { this.updateAnimated(); } if (this.isRotated()) { this.updateRotation(); } this.updatePosition(); this.spriteFade(25); } else { this.spriteFade(-55); } this.updateOther(); }; //============================== // * update Other //============================== SpriteMenuCursor.prototype.updateOther = function () { $gameTemp._menuCursor.x2 = this._spriteCursor.x; $gameTemp._menuCursor.y2 = this._spriteCursor.y; $gameTemp._menuCursor.w = this._cw; $gameTemp._menuCursor.h = this._ch; $gameTemp._menuCursor.visible = this.visible; $gameTemp._menuCursor.opacity = this.opacity; }; //============================== // ♦♦ update //============================== SpriteMenuCursor.prototype.update = function () { Sprite.prototype.update.call(this); this.visible = false; if (this.needRefreshCursor()) { this.refreshCursor(); } if (this._waitData) { if (this._spriteCursor.bitmap.isReady()) { this.getData(); } return; } this.updateCursor(); }; })();