749 lines
25 KiB
JavaScript
749 lines
25 KiB
JavaScript
//=============================================================================
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// MOG_ActorPictureCM.js
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc (v1.0) Apresenta a imagem do personagem durante a seleção de comandos.
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* @author Moghunter
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* @url https://mogplugins.wordpress.com
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*
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* @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Slide Speed
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição da velocidade de deslize.
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* @default 10
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*
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* @param
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*
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* @param -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Bust Visible
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @text Visible
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* @type boolean
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* @desc Ativar a imagem do personagem.
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* @default true
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*
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* @param Bust X-Axis
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* @text X-Axis
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição da posição X-axis da imagem.
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* @default 608
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*
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* @param Bust Y-Axis
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* @text Y-Axis
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição da posição Y-axis da imagem.
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* @default 624
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*
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* @param Bust Slide X
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* @text Slide Animation X
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição de deslize X-Axis.
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* @default -150
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*
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* @param Bust Slide Y
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* @text Slide Animation Y
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição de deslize Y-Axis.
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* @default 0
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*
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* @param Breath Effect
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* @text Breath Animation
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* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
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* @type boolean
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* @desc Ativar respiração de respiração.
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* @default false
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*
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* @param
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*
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* @param -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Face Visible
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* @text Visible
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @type boolean
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* @desc Ativar a imagem da Face.
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* @default true
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*
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* @param Face X-Axis
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* @text X-Axis
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição da posição X-axis da imagem.
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* @default 570
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*
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* @param Face Y-Axis
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* @text Y-Axis
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição da posição Y-axis da imagem.
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* @default 0
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*
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* @param Face Slide X
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* @text Slide Animation X
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição de deslize X-Axis.
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* @default 150
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*
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* @param Face Slide Y
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* @text Slide Animation Y
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc Definição de deslize Y-Axis.
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* @default 0
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*
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* @command ActorPicture_setFileName
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* @desc Mudar o gráfico do personagem.
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* @text FileName (Bust)
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*
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* @arg id
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* @desc Definição da ID do personagem
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* @text Id
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* @default 1
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* @type number
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* @min 1
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*
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* @arg filename
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* @desc Definição do arquivo de imagem.
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* @text File Name
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* @default Bust_Test
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* @type file
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* @dir img/actor_picture_cm/
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*
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* @arg breath
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* @desc Ativar o efeito de respirar.
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* @text Breath Effect
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* @default false
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* @type boolean
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*
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* @arg visible
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* @desc Apresentar ou ocultar a imagem.
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* @text Visible
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* @default true
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* @type boolean
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*
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* @command ActorPicture_setFileName2
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* @desc Mudar o gráfico do personagem Suport.
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* @text FileName (Sup)
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*
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* @arg id
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* @desc Definição da ID do personagem
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* @text Id
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* @default 1
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* @type number
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* @min 1
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*
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* @arg filename
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* @desc Definição do arquivo de imagem.
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* @text File Name
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* @default Bust_Test2
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* @type file
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* @dir img/actor_picture_cm/
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*
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* @arg visible
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* @desc Apresentar ou ocultar a imagem.
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* @text Visible
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* @default true
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* @type boolean
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*
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* @help
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* =============================================================================
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* +++ MOG - Actor Picture CM (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 a imagem do personagem durante a seleção de comandos.
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*
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* =============================================================================
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* - REQUIRED FILES -
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* =============================================================================
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* As imagens dos personagens devem ser gravadas na pasta. /img/actor_picture_cm/
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* A nomeação dos arquivos devem ser feitas da seguinte forma.
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*
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* Actor_ + ID + _bust.png
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*
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* Exemplo
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*
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* -> Actor_1_bust.png
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* -> Actor_2_bust.png
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* -> Actor_3_bust.png
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*
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* ----------------------------------------------------------------------------
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*
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* Para definir a imagem secundária do personagem nomeie o arquivo da seguinte
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* forma.
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*
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* -> Actor_ ID + _sub.png
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*
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* Exemplo
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*
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* -> Actor_1_sub.png
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* -> Actpr_2_sub.png
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* -> ...
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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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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_ActorPictureCM = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_ActorPictureCM');
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Moghunter.actor_slideSpeed = Number(Moghunter.parameters['Slide Speed'] || 10);
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Moghunter.actor_fileName = String(Moghunter.parameters['File Name'] || "Actor_");
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Moghunter.actor_cm1_visible = String(Moghunter.parameters['Face Visible'] || "true");
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Moghunter.actor_cm1_slideX = Number(Moghunter.parameters['Face Slide X'] || 150);
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Moghunter.actor_cm1_slideY = Number(Moghunter.parameters['Face Slide Y'] || 0);
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Moghunter.actor_cm1_x = Number(Moghunter.parameters['Face X-Axis'] || 570);
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Moghunter.actor_cm1_y = Number(Moghunter.parameters['Face Y-Axis'] || 0);
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Moghunter.actor_cm2_visible = String(Moghunter.parameters['Bust Visible'] || "true");
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Moghunter.actor_cm2_slideX = Number(Moghunter.parameters['Bust Slide X'] || -150);
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Moghunter.actor_cm2_slideY = Number(Moghunter.parameters['Bust Slide Y'] || 0);
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Moghunter.actor_cm2_x = Number(Moghunter.parameters['Bust X-Axis'] || 408);
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Moghunter.actor_cm2_y = Number(Moghunter.parameters['Bust Y-Axis'] || 624);
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Moghunter.actor_cm2_breathEffect = String(Moghunter.parameters['Breath Effect'] || "true");
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//=============================================================================
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// ■■■ PluginManager ■■■
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//=============================================================================
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PluginManager.registerCommand('MOG_ActorPictureCM', "ActorPicture_setFileName", data => {
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var id = Number(data.id);
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var fileName = data.filename;
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var visible = String(data.visible) == "true" ? true : false;
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var breath = String(data.breath) == "true" ? true : false;
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for (var i = 0; i < $gameParty.members().length; i++) {
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var actor = $gameParty.members()[i];
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if (actor._actorId === id) {
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if (actor) {
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actor.setBattleBust_1(fileName);
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actor.visbattleBust_1(visible);
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actor.setActorCMbreathEffect(breath)
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};
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};
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};
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});
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PluginManager.registerCommand('MOG_ActorPictureCM', "ActorPicture_setFileName2", data => {
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var id = Number(data.id);
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var fileName = data.filename;
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var visible = String(data.visible) == "true" ? true : false;
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for (var i = 0; i < $gameParty.members().length; i++) {
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var actor = $gameParty.members()[i];
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if (actor._actorId === id) {
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if (actor) {
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actor.setBattleBust_2(fileName);
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actor.visbattleBust_2(visible);
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};
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};
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};
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});
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//=============================================================================
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// ■■■ ImageManager ■■■
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//=============================================================================
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//==============================
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// * Load Actor Pic CM
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//==============================
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ImageManager.loadActorpicCM = function(filename) {
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return this.loadBitmap('img/actor_picture_cm/', filename, 0, true);
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};
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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 _alias_mog_actorcm_temp_initialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function() {
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_alias_mog_actorcm_temp_initialize.call(this);
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this._actorCmData = [false,false,true];
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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 _alias_mog_actorcm_sys_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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_alias_mog_actorcm_sys_initialize.call(this);
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this._actorCmOffSet = [true,0,0];
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};
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//=============================================================================
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// ■■■ Game Interpreter ■■■
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//=============================================================================
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//==============================
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// * PluginCommand
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//==============================
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var _mog_actorCM_gint_pluginCommand = Game_Interpreter.prototype.pluginCommand
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_mog_actorCM_gint_pluginCommand.call(this,command, args)
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if (command === "actorCM_fileName") {this.setActorCM(args)};
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if (command === "actorCM_breathEffect") {this.setActorBreathEffect(args)};
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return true;
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};
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//==============================
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// * Set Actor CM
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//==============================
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Game_Interpreter.prototype.setActorCM = function(args) {
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var id = Number(args[1]);
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var fileName = String(args[3]);
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for (var i = 0; i < $gameParty.members().length; i++) {
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var actor = $gameParty.members()[i];
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if (actor._actorId === id) {
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if (actor) {actor.setActorCMNAme(fileName)};
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};
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};
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};
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//==============================
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// * Set Actor Breath Effect
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//==============================
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Game_Interpreter.prototype.setActorBreathEffect = function(args) {
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var id = Number(args[1]);
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var enable = String(args[3]) == "true" ? true : false;
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for (var i = 0; i < $gameParty.members().length; i++) {
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var actor = $gameParty.members()[i];
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if (actor._actorId === id) {
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if (actor) {actor.setActorCMbreathEffect(enable)};
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};
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};
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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 ♦ Initialize
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//==============================
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var _mog_actorcm_gactor_initMembers = Game_Actor.prototype.initMembers;
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Game_Actor.prototype.initMembers = function() {
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_mog_actorcm_gactor_initMembers.call(this);
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var breathEffect = String(Moghunter.actor_cm2_breathEffect) == "true" ? true : false;
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this._actorCMData = ["",0,0,breathEffect,"",true,true];
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};
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//==============================
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// ♦ ALIAS ♦ Setup
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//==============================
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var _mog_actorcm_gactor_setup = Game_Actor.prototype.setup;
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Game_Actor.prototype.setup = function(actorId) {
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_mog_actorcm_gactor_setup.call(this,actorId);
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this._actorCMData[0] = "Actor_" + this._actorId + "_bust";
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this._actorCMData[4] = "Actor_" + this._actorId + "_sup";
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};
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//==============================
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// * battle Bust 1
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//==============================
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Game_Actor.prototype.battleBust_1 = function() {
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return String(this._actorCMData[0]);
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};
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//==============================
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// * battle Bust 2
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//==============================
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Game_Actor.prototype.battleBust_2 = function() {
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return String(this._actorCMData[4]);
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};
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//==============================
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// * set Battle bust 1
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//==============================
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Game_Actor.prototype.setBattleBust_1 = function(filename) {
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this._actorCMData[0] = filename;
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};
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//==============================
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// * vis Battle bust 1
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//==============================
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Game_Actor.prototype.visbattleBust_1 = function(visible) {
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this._actorCMData[5] = visible;
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};
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//==============================
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// * set Battle bust 2
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//==============================
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Game_Actor.prototype.setBattleBust_2 = function(filename) {
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this._actorCMData[4] = filename;
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};
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//==============================
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// * vis Battle bust 2
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//==============================
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Game_Actor.prototype.visbattleBust_2 = function(visible) {
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this._actorCMData[6] = visible;
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};
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//==============================
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// * set Actor CM Breath Effect
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//==============================
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Game_Actor.prototype.setActorCMbreathEffect = function(enable) {
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this._actorCMData[3] = enable;
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};
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//=============================================================================
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// ■■■ Scene Base ■■■
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//=============================================================================
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//==============================
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// ** create Hud Field
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//==============================
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Scene_Base.prototype.createHudField = function() {
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this._hudField = new Sprite();
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this._hudField.z = 10;
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this.addChild(this._hudField);
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};
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//==============================
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// ** sort MZ
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//==============================
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Scene_Base.prototype.sortMz = function() {
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this._hudField.children.sort((a, b) => a.z - b.z);
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};
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//=============================================================================
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// ■■■ Scene Battle ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ create Spriteset
|
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//==============================
|
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var _mog_actorPicCM_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
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Scene_Battle.prototype.createSpriteset = function() {
|
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_mog_actorPicCM_sbattle_createSpriteset.call(this);
|
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if (!this._hudField) {this.createHudField()};
|
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this.createActorCM();
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this.sortMz();
|
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};
|
||
|
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//==============================
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// * Create Actor CM
|
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//==============================
|
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Scene_Battle.prototype.createActorCM = function() {
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this.actorPictureCM = new Actor_CMPicture();
|
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this.actorPictureCM.z = 3;
|
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this._hudField.addChild(this.actorPictureCM);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Update
|
||
//==============================
|
||
var _alias_mog_actorcm_scbat_update = Scene_Battle.prototype.update;
|
||
Scene_Battle.prototype.update = function() {
|
||
_alias_mog_actorcm_scbat_update.call(this);
|
||
$gameTemp._actorCmData[0] = this.sprite_actor_cm_visible();
|
||
};
|
||
|
||
//==============================
|
||
// * Sprite Actor CM Visible
|
||
//==============================
|
||
Scene_Battle.prototype.sprite_actor_cm_visible = function() {
|
||
if (!BattleManager.actor()) {return false};
|
||
if (this._actorWindow.active) {return false};
|
||
if (this._enemyWindow.active) {return false};
|
||
if (this._partyCommandWindow.active) {return false};
|
||
if ($gameMessage.isBusy()) {return false};
|
||
if (!BattleManager.isInputting()) {return false};
|
||
return true;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Actor_CMPicture ■■■
|
||
//=============================================================================
|
||
function Actor_CMPicture() {
|
||
this.initialize.apply(this, arguments);
|
||
};
|
||
|
||
Actor_CMPicture.prototype = Object.create(Sprite.prototype);
|
||
Actor_CMPicture.prototype.constructor = Actor_CMPicture;
|
||
|
||
//==============================
|
||
// * Initialize
|
||
//==============================
|
||
Actor_CMPicture.prototype.initialize = function() {
|
||
Sprite.prototype.initialize.call(this);
|
||
this._actor = null;
|
||
this._CmName = null;
|
||
this._breahEffect = false;
|
||
$gameTemp._actorCmData = [false,false,true];
|
||
this._cm1 = String(Moghunter.actor_cm1_visible) === "true" ? true : false;
|
||
this._cm2 = String(Moghunter.actor_cm2_visible) === "true" ? true : false;
|
||
this._xf = 816 - Graphics.width;
|
||
this._yf = 624 - Graphics.height;
|
||
this._sldSpd = Math.min(Math.max(Moghunter.actor_slideSpeed,1),999);
|
||
if (this._cm1) {this.createCM1()};
|
||
if (this._cm2) {this.createCM2()};
|
||
};
|
||
|
||
//==============================
|
||
// * is Visible
|
||
//==============================
|
||
Actor_CMPicture.prototype.isVisible = function() {
|
||
if (!$gameSystem._actorCmOffSet[0]) {return false};
|
||
if (!$gameTemp._actorCmData[2]) {return false};
|
||
return $gameTemp._actorCmData[0];
|
||
};
|
||
|
||
//==============================
|
||
// * create CM1
|
||
//==============================
|
||
Actor_CMPicture.prototype.createCM1 = function() {
|
||
this._supSprite = new Sprite();
|
||
this._supSprite.visible = false;
|
||
this._supSpriteData = null;
|
||
this.addChild(this._supSprite);
|
||
};
|
||
|
||
//==============================
|
||
// * create CM2
|
||
//==============================
|
||
Actor_CMPicture.prototype.createCM2 = function() {
|
||
this._bust = new Sprite();
|
||
this._bust.anchor.x = 0.5;
|
||
this._bust.anchor.y = 1.0;
|
||
this._bust.visible = false;
|
||
this._bustData = null;
|
||
this.addChild(this._bust);
|
||
};
|
||
|
||
//==============================
|
||
// * Hide Sprites
|
||
//==============================
|
||
Actor_CMPicture.prototype.hideSprites = function() {
|
||
if (this._supSprite) {this._supSprite.visible = false};
|
||
if (this._bust) {this._bust.visible = false};
|
||
};
|
||
|
||
//==============================
|
||
// * move To
|
||
//==============================
|
||
Actor_CMPicture.prototype.moveto = function(value,real_value) {
|
||
if (value == real_value) {return value};
|
||
var dnspeed = 2 + (Math.abs(value - real_value) / this._sldSpd);
|
||
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);
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Actor
|
||
//==============================
|
||
Actor_CMPicture.prototype.refreshActor = function() {
|
||
this._actor = BattleManager.actor();
|
||
if (this._actor) {this.refreshSprites()};
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Bitmap CM1
|
||
//==============================
|
||
Actor_CMPicture.prototype.refreshBitmapCM1 = function() {
|
||
var fileName = !this._actor._actorCMData[6] ? "" : this._actor.battleBust_2();
|
||
this._supSprite.bitmap = ImageManager.loadActorpicCM(fileName);
|
||
this._supSprite.visible = false;
|
||
this._supSpriteData = null;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Bitmap CM2
|
||
//==============================
|
||
Actor_CMPicture.prototype.refreshBitmapCM2 = function() {
|
||
var fileName = !this._actor._actorCMData[5] ? "" : this._actor.battleBust_1();
|
||
this._bust.bitmap = ImageManager.loadActorpicCM(fileName);
|
||
this._bust.visible = false;
|
||
this._bust.zoom = {}
|
||
this._bust.zoom.speed = 0.0004;
|
||
this._bust.zoom.maxScale = 0.008;
|
||
this._bust.zoom.phase = 0;
|
||
this._bust.zoom.y = 0;
|
||
this._breahEffect = false;
|
||
this._bustData = null;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Sprites
|
||
//==============================
|
||
Actor_CMPicture.prototype.refreshSprites = function() {
|
||
this._CmName = this._actor ? this._actor.battleBust_1() : null;
|
||
if (this._supSprite) {this.refreshBitmapCM1()};
|
||
if (this._bust) {this.refreshBitmapCM2()};
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Actor
|
||
//==============================
|
||
Actor_CMPicture.prototype.needRefreshActor = function() {
|
||
if ($gameTemp._actorCmData[1]) {return true};
|
||
if (BattleManager.actor() != this._actor) {return true};
|
||
if (this._actor && this._CmName != this._actor.battleBust_1())
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * get Data CM1
|
||
//==============================
|
||
Actor_CMPicture.prototype.getDataCM1 = function() {
|
||
this._supSpriteData = [this._supSprite.bitmap.width,this._supSprite.bitmap.height,
|
||
Moghunter.actor_cm1_x,Moghunter.actor_cm1_y,0,0,true,
|
||
Moghunter.actor_cm1_slideX,Moghunter.actor_cm1_slideY
|
||
];
|
||
this._supSprite.visible = this._actor._actorCMData[6];
|
||
this._supSprite.opacity = 0;
|
||
this._supSprite.x = this._supSpriteData[6] ? this._supSpriteData[2] + this._supSpriteData[7] : this._supSpriteData[2];
|
||
this._supSprite.y = this._supSpriteData[6] ? this._supSpriteData[3] + this._supSpriteData[8] : this._supSpriteData[3];
|
||
};
|
||
|
||
//==============================
|
||
// * Update CM1
|
||
//==============================
|
||
Actor_CMPicture.prototype.updateCM1 = function() {
|
||
if (!this.isVisible()) {
|
||
this._supSpriteData[4] = this._supSpriteData[2] + this._supSpriteData[7];
|
||
this._supSpriteData[5] = this._supSpriteData[3] + this._supSpriteData[8];
|
||
this._supSprite.opacity -= 15;
|
||
} else {
|
||
this._supSpriteData[4] = this._supSpriteData[2];
|
||
this._supSpriteData[5] = this._supSpriteData[3];
|
||
this._supSprite.opacity += 15;
|
||
};
|
||
this._supSprite.x = this.moveto(this._supSprite.x,this._supSpriteData[4]);
|
||
this._supSprite.y = this.moveto(this._supSprite.y,this._supSpriteData[5]);
|
||
};
|
||
|
||
//==============================
|
||
// * need Get Data 1
|
||
//==============================
|
||
Actor_CMPicture.prototype.needGetData1 = function() {
|
||
if (!this._supSprite) {return false};
|
||
if (this._supSpriteData) {return false};
|
||
if (!this._supSprite.bitmap) {return false};
|
||
if (!this._supSprite.bitmap.isReady()) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * get Data CM2
|
||
//==============================
|
||
Actor_CMPicture.prototype.getDataCM2 = function() {
|
||
this._bustData = [this._bust.bitmap.width,this._bust.bitmap.height,
|
||
Moghunter.actor_cm2_x,Moghunter.actor_cm2_y,0,0,true,
|
||
Moghunter.actor_cm2_slideX,Moghunter.actor_cm2_slideY,
|
||
0,0,0];
|
||
this._bust.visible = this._actor._actorCMData[5];
|
||
this._bust.opacity = 0;
|
||
this._bustData[2] = Moghunter.actor_cm2_x;
|
||
this._bustData[3] = Moghunter.actor_cm2_y;
|
||
this._bust.x = this._bustData[6] ? this._bustData[2] + this._bustData[7] : this._bustData[2];
|
||
this._bust.y = this._bustData[6] ? this._bustData[3] + this._bustData[8] : this._bustData[3];
|
||
this._breahEffect = this._actor._actorCMData[3];
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Frame
|
||
//==============================
|
||
Actor_CMPicture.prototype.refreshFrame = function(sprite,index) {
|
||
var cw = this._eyesData.cw;
|
||
var ch = this._eyesData.ch;
|
||
var fr = cw * index;
|
||
sprite.setFrame(fr,0,cw,ch)
|
||
};
|
||
|
||
//==============================
|
||
// * breathSpeed
|
||
//==============================
|
||
Actor_CMPicture.prototype.breathSpeed = function() {
|
||
return 0.000225;
|
||
};
|
||
|
||
//==============================
|
||
// * Update CM2
|
||
//==============================
|
||
Actor_CMPicture.prototype.updateCM2 = function() {
|
||
if (!this.isVisible()) {
|
||
this._bustData[4] = this._bustData[2] + this._bustData[7];
|
||
this._bustData[5] = this._bustData[3] + this._bustData[8];
|
||
this._bust.opacity -= 15;
|
||
} else {
|
||
this._bustData[4] = this._bustData[2];
|
||
this._bustData[5] = this._bustData[3];
|
||
this._bust.opacity += 15;
|
||
};
|
||
this._bust.x = this.moveto(this._bust.x,this._bustData[4]);
|
||
this._bust.y = this.moveto(this._bust.y,this._bustData[5]);
|
||
if (this._breahEffect && this._bust.opacity > 0) {this.updateBreathEffect()};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Breath Effect
|
||
//==============================
|
||
Actor_CMPicture.prototype.updateBreathEffect = function() {
|
||
this._bust.zoom.speed = this.breathSpeed();
|
||
if (this._bust.zoom.phase === 0) {
|
||
this._bust.zoom.y += this._bust.zoom.speed
|
||
if (this._bust.zoom.y >= this._bust.zoom.maxScale) {
|
||
this._bust.zoom.y = this._bust.zoom.maxScale;
|
||
this._bust.zoom.phase = 1;
|
||
};
|
||
} else {
|
||
this._bust.zoom.y -= this._bust.zoom.speed
|
||
if (this._bust.zoom.y <= 0) {
|
||
this._bust.zoom.y = 0;
|
||
this._bust.zoom.phase = 0;
|
||
};
|
||
};
|
||
this._bust.scale.y = 1.00 + this._bust.zoom.y;
|
||
};
|
||
|
||
//==============================
|
||
// * update Other
|
||
//==============================
|
||
Actor_CMPicture.prototype.updateOther = function() {
|
||
this.x = -this._xf;
|
||
this.y = -this._yf;
|
||
};
|
||
|
||
//==============================
|
||
// * need Get Data 2
|
||
//==============================
|
||
Actor_CMPicture.prototype.needGetData2 = function() {
|
||
if (!this._bust) {return false};
|
||
if (this._bustData) {return false};
|
||
if (!this._bust.bitmap) {return false};
|
||
if (!this._bust.bitmap.isReady()) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * Update
|
||
//==============================
|
||
Actor_CMPicture.prototype.update = function() {
|
||
Sprite.prototype.update.call(this);
|
||
if (this.needRefreshActor()) {this.refreshActor()};
|
||
if (this.needGetData1()) {this.getDataCM1()};
|
||
if (this.needGetData2()) {this.getDataCM2()};
|
||
if (this._supSpriteData ) {this.updateCM1()};
|
||
if (this._bustData) {this.updateCM2()};
|
||
this.updateOther();
|
||
};
|