754 lines
No EOL
26 KiB
JavaScript
754 lines
No EOL
26 KiB
JavaScript
//=============================================================================
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// MOG_HPGauge.js
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc (v1.0) Apresenta um medidor de HP do alvo.
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* @author Moghunter
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* @url https://mogplugins.wordpress.com
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*
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* @param Gauge For Actors
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* @desc Apresentar o HP nos aliados .
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* @default true
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* @type boolean
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*
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* @param Gauge For Enemies
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* @desc Apresentar o HP nos inimigos.
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* @default true
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* @type boolean
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*
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* @param Show HP On Selection
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* @desc Apresentar o HP na seleção do alvo.
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* @default true
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* @type boolean
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*
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* @param Fade Duration
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* @desc Definição do tempo para ativar o fade.
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* @default 90
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*
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* @param Slide Animation
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* @desc Ativar animação de deslize.
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* @default true
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* @type boolean
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*
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* @param Show HP Number Actor
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* @desc Apresentar o número de HP para o ator.
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* @default false
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* @type boolean
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*
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* @param Show HP Number Enemy
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* @desc Apresentar o número de HP para o inimigo.
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* @default true
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* @type boolean
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*
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* @param Required to Kill
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* @desc Requer derrotar o inimigo para mostrar o HP.
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* @default false
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* @type boolean
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*
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* @param Actor Layout X-Axis
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* @desc Posição X-Axis do layout.
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* @default 5
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*
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* @param Actor Layout Y-Axis
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* @desc Posição Y-Axis do layout.
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* @default -90
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*
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* @param Actor Meter X-Axis
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* @desc Posição X-Axis do medidor.
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* @default 0
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*
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* @param Actor Meter Y-Axis
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* @desc Posição Y-Axis do medidor.
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* @default 3
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*
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* @param Actor HP Number X-Axis
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* @desc Posição X-Axis do numero de HP.
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* @default -25
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*
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* @param Actor HP Number Y-Axis
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* @desc Posição Y-Axis do numero de HP.
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* @default -22
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*
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* @param Enemy Layout X-Axis
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* @desc Posição X-Axis do layout.
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* @default 0
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*
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* @param Enemy Layout Y-Axis
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* @desc Posição Y-Axis do layout.
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* @default 0
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*
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* @param Enemy Meter X-Axis
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* @desc Posição X-Axis do medidor.
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* @default 8
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*
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* @param Enemy Meter Y-Axis
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* @desc Posição Y-Axis do medidor.
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* @default 10
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*
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* @param Enemy HP Number X-Axis
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* @desc Posição X-Axis do numero de HP.
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* @default -25
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*
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* @param Enemy HP Number Y-Axis
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* @desc Posição Y-Axis do numero de HP.
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* @default -19
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*
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* @help
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* =============================================================================
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* +++ MOG - HP Gauge (v1.0) +++
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* By Moghunter
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* https://mogplugins.wordpress.com
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* =============================================================================
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* Apresenta um medidor de HP do alvo.
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* Serão necessários os arquivos. (img/system/)
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*
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* HPGaugeActor_A.png
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* HPGaugeActor_B.png
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* HPGaugeActor_C.png
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* HPGaugeEnemy_A.png
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* HPGaugeEnemy_B.png
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* HPGaugeEnemy_C.png
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*
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* =============================================================================
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* NOTETAGS
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* =============================================================================
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* Para ocultar o HP do inimigo use a seguinte Tag na caixa de notas
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*
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* Hide HP
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*
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* -----------------------------------------------------------------------------
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* Para ajustar a posição do medidor use a Tag abaixo.
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*
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* Hp Gauge Offset: X:Y
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*
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* Exemplo
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*
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* Hp Gauge Offset: 130:40
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*
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_HPGauge = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_HPGauge');
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Moghunter.hpgauge_actors = String(Moghunter.parameters['Gauge For Actors'] || "true");
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Moghunter.hpgauge_enemies = String(Moghunter.parameters['Gauge For Enemies'] || "true");
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Moghunter.hpgauge_selection = String(Moghunter.parameters['Show HP On Selection'] || "true");
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Moghunter.hpgauge_slide = String(Moghunter.parameters['Slide Animation'] || "true");
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Moghunter.hpgauge_showNumberActor = String(Moghunter.parameters['Show HP Number Actor'] || "false");
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Moghunter.hpgauge_showNumberEnemy = String(Moghunter.parameters['Show HP Number Enemy'] || "true");
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Moghunter.hpgauge_NumberAfter = String(Moghunter.parameters['Required to Kill'] || "false");
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Moghunter.hpgauge_a_x = Number(Moghunter.parameters['Enemy Layout X-Axis'] || 0);
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Moghunter.hpgauge_a_y = Number(Moghunter.parameters['Enemy Layout Y-Axis'] || 0);
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Moghunter.hpgauge_b_x = Number(Moghunter.parameters['Enemy Meter X-Axis'] || 8);
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Moghunter.hpgauge_b_y = Number(Moghunter.parameters['Enemy Meter Y-Axis'] || 10);
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Moghunter.hpgauge_c_x = Number(Moghunter.parameters['Enemy HP Number X-Axis'] || -30);
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Moghunter.hpgauge_c_y = Number(Moghunter.parameters['Enemy HP Number Y-Axis'] || -19);
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Moghunter.hpgauge_a_xa = Number(Moghunter.parameters['Actor Layout X-Axis'] || 5);
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Moghunter.hpgauge_a_ya = Number(Moghunter.parameters['Actor Layout Y-Axis'] || -90);
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Moghunter.hpgauge_b_xa = Number(Moghunter.parameters['Actor Meter X-Axis'] || 0);
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Moghunter.hpgauge_b_ya = Number(Moghunter.parameters['Actor Meter Y-Axis'] || 3);
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Moghunter.hpgauge_c_xa = Number(Moghunter.parameters['Actor HP Number X-Axis'] || -25);
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Moghunter.hpgauge_c_ya = Number(Moghunter.parameters['Actor HP Number Y-Axis'] || -19);
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Moghunter.hpgauge_duration = Number(Moghunter.parameters['Fade Duration'] || 90);
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//=============================================================================
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// ■■■ Game_Temp ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Initialize
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//==============================
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var _mog_hpgauge_temp_initialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function() {
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_mog_hpgauge_temp_initialize.call(this);
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this._hpGauge = [true,false];
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};
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//=============================================================================
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// ■■■ Game_System ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Initialize
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//==============================
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var _mog_hpgauge_sys_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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_mog_hpgauge_sys_initialize.call(this);
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this._hpGaugeEDef = [];
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};
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//=============================================================================
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// ■■■ BattleManager ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ processVictory
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//==============================
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var _mog_hpGauge_processVictory = BattleManager.processVictory;
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BattleManager.processVictory = function() {
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$gameTemp._hpGauge[0] = false;
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_mog_hpGauge_processVictory.call(this);
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};
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//==============================
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// ♦ ALIAS ♦ processAbort
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//==============================
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var _mog_hpGauge_processAbort = BattleManager.processAbort;
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BattleManager.processAbort = function() {
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$gameTemp._hpGauge[0] = false;
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_mog_hpGauge_processAbort.call(this);
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};
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//==============================
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// ♦ ALIAS ♦ processDefeat
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//==============================
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var _mog_hpGauge_processDefeat = BattleManager.processDefeat;
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BattleManager.processDefeat = function() {
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$gameTemp._hpGauge[0] = false;
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_mog_hpGauge_processDefeat.call(this);
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};
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//=============================================================================
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// ■■■ Game Battler Base ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Die
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//==============================
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var _mog_hpgauge_gbattlerbase_die = Game_BattlerBase.prototype.die;
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Game_BattlerBase.prototype.die = function() {
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_mog_hpgauge_gbattlerbase_die.call(this);
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if (this._enemyId && this.isEnemy()) {$gameSystem._hpGaugeEDef[this._enemyId] = true};
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};
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//=============================================================================
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// ■■■ Game Battler ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ init Members
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//==============================
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var _mog_hpgauge_gbat_initMembers = Game_Battler.prototype.initMembers;
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Game_Battler.prototype.initMembers = function() {
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_mog_hpgauge_gbat_initMembers.call(this);
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this._ehpgauge = [false,0,0,false,false];
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};
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//==============================
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// * check HP Gauge Notes
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//==============================
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Game_Battler.prototype.checkHPGaugeNotes = function() {
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this.notetags().forEach(function(note) {
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if (note == "Hide HP") {this._ehpgauge[0] = false};
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var note_data = note.split(': ')
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if (note_data[0].toLowerCase() == "hp gauge offset"){
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var par = note_data[1].split(':');
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this._ehpgauge[1] = Number(par[0]);
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this._ehpgauge[2] = Number(par[1]);
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};
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},this);
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};
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//==============================
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// * Notetags
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//==============================
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Game_Battler.prototype.notetags = function() {
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if (this.isEnemy()) {return this.enemy().note.split(/[\r\n]+/)};
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if (this.isActor()) {return this.actor().note.split(/[\r\n]+/)};
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};
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//=============================================================================
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// ■■■ Game_Actor ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Setup
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//==============================
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var _mog_hp_gauge_gactor_setup = Game_Actor.prototype.setup;
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Game_Actor.prototype.setup = function(actorId) {
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_mog_hp_gauge_gactor_setup.call(this,actorId);
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if (String(Moghunter.hpgauge_actors) === "true") {this._ehpgauge[0] = true};
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this.checkHPGaugeNotes();
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};
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//=============================================================================
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// ■■■ Game_Enemy ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Setup
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//==============================
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var _mog_hpgauge_genemy_setup = Game_Enemy.prototype.setup;
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Game_Enemy.prototype.setup = function(enemyId, x, y) {
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_mog_hpgauge_genemy_setup.call(this,enemyId, x, y);
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if (String(Moghunter.hpgauge_enemies) === "true") {this._ehpgauge[0] = true};
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this.checkHPGaugeNotes();
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};
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//=============================================================================
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// ■■■ Game Action ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Apply
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//==============================
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var _mog_hpgauge_gaction_apply = Game_Action.prototype.apply;
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Game_Action.prototype.apply = function(target) {
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_mog_hpgauge_gaction_apply.call(this,target);
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if (target) {
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if (this.isHpRecover()) {
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target._ehpgauge[4] = true;
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} else if (this.item() && this.item().damage.type === 5) {
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target._ehpgauge[4] = true;
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var subj = this.subject();
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if (subj) {subj._ehpgauge[4] = true};
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};
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};
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};
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//=============================================================================
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// ■■■ Spriteset_Battle ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Create Lower Layer
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//==============================
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var _mog_hpGauge_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
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Spriteset_Battle.prototype.createLowerLayer = function() {
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_mog_hpGauge_createLowerLayer.call(this);
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this.create_HPGauge();
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};
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//==============================
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// * Create HP Gauge
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//==============================
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Spriteset_Battle.prototype.create_HPGauge = function() {
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this.createHPField();
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this.createHPSprites()
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};
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//==============================
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// * Create EHP Field
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//==============================
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Spriteset_Battle.prototype.createHPField = function() {
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this._hpField = new Sprite();
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this._hpField.z = 100;
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this.addChild(this._hpField);
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};
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//==============================
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// * Create HP Sprites
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//==============================
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Spriteset_Battle.prototype.createHPSprites = function() {
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$gameTemp._hpGauge[0] = true;
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this._HPSprites = [];
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this.createHPSpritesActor();
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this.createHPSpritesEnemy();
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};
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//==============================
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// * create H PSprites Actor
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//==============================
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Spriteset_Battle.prototype.createHPSpritesActor = function() {
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if (String(Moghunter.hpgauge_actors) != "true") {return};
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for (var i = 0; i < this._actorSprites.length; i++) {
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this._HPSprites[i] = new HPGaugeSprite(this._actorSprites[i],0);
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this._hpField.addChild(this._HPSprites[i]);
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};
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};
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//==============================
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// * create H PSprites Enemy
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//==============================
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Spriteset_Battle.prototype.createHPSpritesEnemy = function() {
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if (String(Moghunter.hpgauge_enemies) != "true") {return};
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for (var i = 0; i < this._enemySprites.length; i++) {
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this._HPSprites[i] = new HPGaugeSprite(this._enemySprites[i],1);
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this._hpField.addChild(this._HPSprites[i]);
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};
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};
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//==============================
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// * remove HP Sprites
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//==============================
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Spriteset_Battle.prototype.removeHPSprites = function() {
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if (!this._HPSprites) {return};
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for (var i = 0; i < this._HPSprites.length; i++) {
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this._hpField.removeChild(this._HPSprites[i]);
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};
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};
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//=============================================================================
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// ■■■ HP Gauge Sprite ■■■
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//=============================================================================
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function HPGaugeSprite() {
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this.initialize.apply(this, arguments);
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};
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HPGaugeSprite.prototype = Object.create(Sprite.prototype);
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HPGaugeSprite.prototype.constructor = HPGaugeSprite;
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//==============================
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// * Initialize
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//==============================
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HPGaugeSprite.prototype.initialize = function(sprite,type) {
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Sprite.prototype.initialize.call(this);
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this._sprite = sprite;
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this._slideX = 0;
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this._duration = 0;
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this.opacity = 0;
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this.type = type;
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this.z = 100;
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this._xf = ((Graphics.width - Graphics.boxWidth) / 2);
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this._yf = ((Graphics.height - Graphics.boxHeight) / 2);
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this._slideA = String(Moghunter.hpgauge_slide) === "true" ? true : false;
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this._selectionHP = String(Moghunter.hpgauge_selection) === "true" ? true : false;
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if (type === 0) {
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this._showHPNumber = String(Moghunter.hpgauge_showNumberActor) === "true" ? true : false;
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} else {
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this._showHPNumber = String(Moghunter.hpgauge_showNumberEnemy) === "true" ? true : false;
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};
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this._IDA = type === 0 ? true : this.enemyIDA();
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if (type === 1 && String(Moghunter.hpgauge_NumberAfter) != "true") {this._IDA = true};
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this._data = [0,0,0,0,0];
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this.loadBitmaps();
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};
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//==============================
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// * Battler
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//==============================
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HPGaugeSprite.prototype.battler = function() {
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return this._sprite._battler;
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};
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//==============================
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// * Load Bitmaps
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//==============================
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HPGaugeSprite.prototype.loadBitmaps = function() {
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if (this.type === 0) {
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this._layImg = ImageManager.loadSystem("HPGaugeActor_A");
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this._meterImg = ImageManager.loadSystem("HPGaugeActor_B");
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this._numberImg = ImageManager.loadSystem("HPGaugeActor_C");
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} else {
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this._layImg = ImageManager.loadSystem("HPGaugeEnemy_A");
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this._meterImg = ImageManager.loadSystem("HPGaugeEnemy_B");
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this._numberImg = ImageManager.loadSystem("HPGaugeEnemy_C");
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};
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};
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//==============================
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// * createSprites
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//==============================
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HPGaugeSprite.prototype.createSprites = function() {
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this.createLayout();
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this.createMeter();
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if (this._showHPNumber) {this.createNumber()};
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};
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//==============================
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// * Create Layout
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//==============================
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HPGaugeSprite.prototype.createLayout = function() {
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this._layout = new Sprite(this._layImg);
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if (this.type === 0) {
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this._layout.x = Moghunter.hpgauge_a_xa - this._layImg.width / 2;
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this._layout.y = Moghunter.hpgauge_a_ya - this._layImg.height / 2;
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} else {
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this._layout.x = Moghunter.hpgauge_a_x - this._layImg.width / 2;
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this._layout.y = Moghunter.hpgauge_a_y - this._layImg.height / 2;
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};
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this.addChild(this._layout);
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};
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//==============================
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// * Create Gauge
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//==============================
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HPGaugeSprite.prototype.createMeter = function() {
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this._meter = [];
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for (var i = 0; i < 2; i++) {
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this._meter[i] = new Sprite(this._meterImg);
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this._meter[i].value1 = this.battler().hp;
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this._meter[i].value2 = this.battler().mhp;
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this._meter[i].ds = 0;
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this._meter[i].w = this._meterImg.width;
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this._meter[i].h = this._meterImg.height / 2;
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if (this.type === 0) {
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this._meter[i].x = Moghunter.hpgauge_a_xa + Moghunter.hpgauge_b_xa - this._meterImg.width / 2;
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this._meter[i].y = Moghunter.hpgauge_a_ya + Moghunter.hpgauge_b_ya - this._meterImg.height / 2;
|
||
} else {
|
||
this._meter[i].x = Moghunter.hpgauge_a_x + Moghunter.hpgauge_b_x - this._meterImg.width / 2;
|
||
this._meter[i].y = Moghunter.hpgauge_a_y + Moghunter.hpgauge_b_y - this._meterImg.height / 2;
|
||
};
|
||
this.addChild(this._meter[i]);
|
||
};
|
||
this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
|
||
this.refreshMeter(this._meter[1],this.battler().hp,this.battler().mhp,0);
|
||
this.updateMeter();
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Blue Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.needRefreshBlueMeter = function() {
|
||
if (this.battler()._ehpgauge[4]) {return true};
|
||
if (this._meter[1].value1 != this.battler().hp) {return true};
|
||
if (this._meter[1].value2 != this.battler().mhp) {return true};
|
||
return false
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Blue Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.refreshBlueMeter = function() {
|
||
this.battler()._ehpgauge[4] = false;
|
||
this._meter[1].value1 = this.battler().hp;
|
||
this._meter[1].value2 = this.battler().mhp;
|
||
if (!$gameTemp._hpGauge[0]) {return};
|
||
this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
|
||
this.refreshMeter(this._meter[1],this.battler().hp,this.battler().mhp,0);
|
||
this.prepareSlide();
|
||
};
|
||
|
||
//==============================
|
||
// * prepare Slide
|
||
//==============================
|
||
HPGaugeSprite.prototype.prepareSlide = function() {
|
||
if (this.opacity < 100 || this._slideX > 0) {
|
||
this._slideX = this._slideA ? -50 : -0.01;
|
||
this.opacity = 0;
|
||
};
|
||
this._duration = Math.min(Math.max(Moghunter.hpgauge_duration,1),999);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Dif
|
||
//==============================
|
||
HPGaugeSprite.prototype.update_dif = function(value,real_value,speed,type) {
|
||
if (value == real_value) {return value};
|
||
var mr = type === 0 ? 1 : 0.1;
|
||
var dnspeed = mr + (Math.abs(value - real_value) / speed);
|
||
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};
|
||
};
|
||
if (type === 0) {
|
||
return Math.floor(value);
|
||
} else {
|
||
return value;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Red Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.needRefreshRedMeter = function() {
|
||
if (this._meter[0].value1 != this.battler().hp) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Red Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.refreshRedMeter = function() {
|
||
this._meter[0].value1 = this.update_dif(this._meter[0].value1,this.battler().hp, 60,1);
|
||
this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateMeter = function() {
|
||
if (this.needRefreshRedMeter()) {this.refreshRedMeter()};
|
||
if (this.needRefreshBlueMeter()) {this.refreshBlueMeter()};
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Meter
|
||
//==============================
|
||
HPGaugeSprite.prototype.refreshMeter = function(sprite,value1,value2,h) {
|
||
var wd = value1 * sprite.w / value2
|
||
sprite.setFrame(0,sprite.h * h,wd,sprite.h);
|
||
};
|
||
|
||
//==============================
|
||
// * create Number
|
||
//==============================
|
||
HPGaugeSprite.prototype.createNumber = function() {
|
||
this._hp_number = [];
|
||
this._numberData = [this.battler().hp - 1,this._numberImg.width / 11,this._numberImg.height]
|
||
for (var i = 0; i < 6; i++) {
|
||
this._hp_number[i] = new Sprite(this._numberImg);
|
||
this._hp_number[i].visible = false;
|
||
if (this.type === 0) {
|
||
this._hp_number[i].x = Moghunter.hpgauge_a_xa + Moghunter.hpgauge_c_xa;
|
||
this._hp_number[i].y = Moghunter.hpgauge_a_ya + Moghunter.hpgauge_c_ya;
|
||
} else {
|
||
this._hp_number[i].x = Moghunter.hpgauge_a_x + Moghunter.hpgauge_c_x;
|
||
this._hp_number[i].y = Moghunter.hpgauge_a_y + Moghunter.hpgauge_c_y;
|
||
};
|
||
this._hp_number[i].org = [this._hp_number[i].x,this._hp_number[i].y];
|
||
this.addChild(this._hp_number[i]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * update Number
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateNumber = function() {
|
||
if (this._numberData[0] != this.battler().hp) {this.refreshNumber()};
|
||
};
|
||
|
||
//==============================
|
||
// * enemy IDA
|
||
//==============================
|
||
HPGaugeSprite.prototype.enemyIDA = function() {
|
||
if (this.battler().isActor()) {return true};
|
||
return $gameSystem._hpGaugeEDef[this.battler()._enemyId];
|
||
};
|
||
|
||
//==============================
|
||
// * ID available
|
||
//==============================
|
||
HPGaugeSprite.prototype.idIsAvailable = function() {
|
||
return this._IDA;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Number
|
||
//==============================
|
||
HPGaugeSprite.prototype.refreshNumber = function() {
|
||
this._numberData[0] = this.update_dif(this._numberData[0],this.battler().hp, 40,0);
|
||
var w = this._numberData[1];
|
||
var h = this._numberData[2];
|
||
var number = Math.abs(this._numberData[0]).toString().split("");
|
||
for (var i = 0; i < this._hp_number.length; i++) {
|
||
this._hp_number[i].visible = false;
|
||
if (this.idIsAvailable()) {
|
||
if (i < number.length) {
|
||
var n = Number(number[i]);
|
||
this._hp_number[i].setFrame(n * w, 0, w, h);
|
||
this._hp_number[i].visible = true;
|
||
this._hp_number[i].x = this._hp_number[i].org[0] + (w * i);
|
||
};
|
||
} else {
|
||
if (i === 0) {
|
||
this._hp_number[0].setFrame(10 * w, 0, w, h);
|
||
this._hp_number[0].visible = true;
|
||
this._hp_number[0].x = this._hp_number[0].org[0] + (w * 2);
|
||
};
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Is Visible
|
||
//==============================
|
||
HPGaugeSprite.prototype.isVisible = function() {
|
||
if (!this.battler()) {return false};
|
||
if (this.battler().isHidden()) {return false};
|
||
if (!this.battler()._ehpgauge[0]) {return false};
|
||
if (Imported.MOG_BossHP) {
|
||
if (this.battler()._bosshp_meter) {return false};
|
||
};
|
||
if (this.type === 0 && !$gameSystem.isSideView()) {
|
||
return false;
|
||
};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * force Visible
|
||
//==============================
|
||
HPGaugeSprite.prototype.forceVisible = function() {
|
||
if (this.battler()._ehpgauge[3]) {return true};
|
||
if (this._selectionHP && this.battler().isSelected() && !this.battler().isDead()) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * pos X
|
||
//==============================
|
||
HPGaugeSprite.prototype.posX = function() {
|
||
var xs = this.forceVisible() ? 0 : this._slideX;
|
||
return this._sprite.x + xs + this.battler()._ehpgauge[1] + this._xf;
|
||
};
|
||
|
||
//==============================
|
||
// * pos Y
|
||
//==============================
|
||
HPGaugeSprite.prototype.posY = function() {
|
||
return this._sprite.y + this.battler()._ehpgauge[2] + this._yf;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Slide
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateSlide = function() {
|
||
this._slideX += 2;
|
||
this.opacity += 10;
|
||
if (this._slideX >= 0) {
|
||
this._slideX = 0;
|
||
this.opacity = 255;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Fade
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateFade = function() {
|
||
if (this._slideA) {this._slideX += 2};
|
||
this.opacity -= 10;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Slide
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateAnimation = function() {
|
||
if (this._slideX < 0) {this.updateSlide();return};
|
||
if (this._duration > 0) {this._duration--;return};
|
||
if (this.opacity > 0) {this.updateFade()};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Force Visible
|
||
//==============================
|
||
HPGaugeSprite.prototype.updateForceVisible = function() {
|
||
this.opacity = 255;
|
||
this._duration = 0;
|
||
this._slideX = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Position
|
||
//==============================
|
||
HPGaugeSprite.prototype.updatePosition = function() {
|
||
if (this.forceVisible()) {
|
||
this.updateForceVisible();
|
||
} else {
|
||
this.updateAnimation();
|
||
};
|
||
this.x = this.posX();
|
||
this.y = this.posY();
|
||
if (Imported.MOG_BattlerMotion) {this.x -= Math.abs(this._sprite._battler._bmotion.damage.x)};
|
||
};
|
||
|
||
//==============================
|
||
// * Update
|
||
//==============================
|
||
HPGaugeSprite.prototype.update = function() {
|
||
Sprite.prototype.update.call(this);
|
||
this.visible = this.isVisible();
|
||
if (!this.battler()) {return};
|
||
if (!this._layout && this._meterImg.isReady()) {this.createSprites()};
|
||
if (this._meter) {this.updateMeter()};
|
||
if (this._hp_number) {this.updateNumber()};
|
||
this.updatePosition();
|
||
}; |