var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError( "Class extends value " + String(b) + " is not a constructor or null" ); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __()); }; })(); Game_CharacterBase.prototype.rotation = function () { return 0; }; Game_Event.prototype.rotation = function () { if (!this.page()) { return 0; } var list = this.page().list; if (list.length == 0) { return 0; } var firstEvent = list[0]; if (firstEvent.code != 108) { return 0; } if (firstEvent.parameters[0] == "rotation") { return 90 * (Math.PI / 180); } return 0; }; var _Game_Event_screenX = Game_Event.prototype.screenX; Game_Event.prototype.screenX = function () { if (this.rotation() > 0) { return _Game_Event_screenX.call(this) - 20; } return _Game_Event_screenX.call(this); }; var _Game_Event_screenY = Game_Event.prototype.screenY; Game_Event.prototype.screenY = function () { if (this.rotation() > 0) { return _Game_Event_screenY.call(this) - 20; } return _Game_Event_screenY.call(this); }; var Game_Player2 = /** @class */ (function (_super) { __extends(Game_Player2, _super); function Game_Player2() { return (_super !== null && _super.apply(this, arguments)) || this; } Game_Player2.prototype.mainActorId = function () { return 8; }; Game_Player2.prototype.mainActor = function () { return $gameActors.actor(this.mainActorId()); }; Game_Player2.prototype.centerY = function () { if ($gameSwitches.value(211)) { return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0 - 1; } else { return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0; } }; Game_Player2.prototype.screenX = function () { var offset = 0; return _super.prototype.screenX.call(this) + offset; }; Game_Player2.prototype.rotation = function () { if ($gameSystem.isInPersonSexAnime()) { return 0; } if ($gameSystem.isEroSexAnime()) { return 90 * (Math.PI / 180); } return 0; }; return Game_Player2; })(Game_Player); Game_Map.prototype.displayX = function () { var x = this._displayX; if (false) { return x - 10; } return x; };