//============================================================================= // MPP_MapLight.js //============================================================================= // Copyright (c) 2018 - 2022 Mokusei Penguin // Released under the MIT license // http://opensource.org/licenses/mit-license.php //============================================================================= /*: * @target MV MZ * @plugindesc Allows you to set the brightness of the map. * @author Mokusei Penguin * @url * * @help [version 3.3.1] * This plugin is for RPG Maker MV and MZ. * * ▼ Specification * - Only one CharLight and one FrontLight can be added to each character. * - Lights created on events and maps will be reset by changing the map. * - The player's lights will remain even if the map is changed. * * ▼ Plugin command * - In MV, the variable N is referred to by writing v [N] in the item for * inputting a numerical value. * - In MZ, in the item to enter a numerical value, select the text and * write v [N] to refer to the variable N. * - For the color index (c), specify the one set in the plug-in parameter * [Light Colors]. * * 〇 MV / MZ * * 〇 SetCharLight evId r c a / setCharLight * evId : -1:Player, 0:This event, 1..:EventID * r : radius(1 = 1 square) * c : color index(Erase with 0) * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - The light is displayed around the character. * * 〇 SetPosLight x y r c a / setPosLight * x : X coordinate * y : Y coordinate * r : radius(1 = 1 square) * c : color index(Erase with 0) * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - Lights up at the specified coordinates (x, y). * * 〇 SetFrontLight evId r c a / setFrontLight * evId : -1:Player, 0:This event, 1..:EventID * c : color index(Erase with 0) * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - A light is displayed in front of the character. * * 〇 EraseCharLight lId / eraseCharLight * evId : -1:Player, 0:This event, 1..:EventID * - Turns off the lights centered on the character. * * 〇 ErasePosLight x y / erasePosLight * x : X coordinate * y : Y coordinate * - Turns off the light at the specified coordinates (x, y). * * 〇 EraseFrontLight lId / eraseFrontLight * evId : -1:Player, 0:This event, 1..:EventID * - Turns off the light that illuminates the front of the character. * * 〇 SetMapDarkness d / setDarkness * d : Map darkness(Specify from 0-100) * - Change the darkness of the map. * * ▼ Map notes * 〇 * n : Map darkness(Specify from 0-100) * - Specifies the darkness of the map. * - By writing v[n], the value of the nth variable is referenced. * - However, it is only referenced when you switch maps. * * 〇 * X : X coordinate * Y : Y coordinate * r : radius(1 = 1 square) * c : color index * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - Places the light at the specified coordinates (x, y). * * ▼ Annotation of event execution content * 〇 CharLight r c a * r : radius(1 = 1 square) * c : color index * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - Lights are displayed around this event. * - This command applies only to the first annotation of the execution. * * 〇 FrontLight c a * c : color index * a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0) * - Shows the lights that illuminate the front of this event. * - This command applies only to the first annotation of the execution. * * ================================ * Mail : wood_penguin@yahoo.co.jp (@ is half-width) * Blog : http://woodpenguin.blog.fc2.com/ * License : MIT license * * @command setCharLight * @desc * @arg character * @desc -1:Player, 0:This event, 1..:EventID * @type number * @min -1 * @max 999 * @default 0 * @arg radius * @desc 1 = 1 square * @type number * @min 0 * @max 99 * @default 1 * @arg colorIndex * @desc Specified by plug-in parameter [Light Colors] / 0:erase * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @desc 0-100 * @type number * @min 0 * @max 100 * @default 0 * * @command setPosLight * @desc * @arg x * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg y * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg radius * @desc 1 = 1 square * @type number * @min 0 * @max 99 * @default 1 * @arg colorIndex * @desc Specified by plug-in parameter [Light Colors] / 0:erase * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @desc 0-100 * @type number * @min 0 * @max 100 * @default 0 * * @command setFrontLight * @desc * @arg character * @desc -1:Player, 0:This event, 1..:EventID * @type number * @min -1 * @max 999 * @default 0 * @arg colorIndex * @desc Specified by plug-in parameter [Light Colors] / 0:erase * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @desc 0-100 * @type number * @min 0 * @max 100 * @default 0 * * @command eraseCharLight * @desc * @arg character * @desc -1:Player, 0:This event, 1..:EventID * @type number * @min -1 * @max 999 * @default 0 * * @command erasePosLight * @desc * @arg x * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg y * @desc * @type number * @min -9999 * @max 9999 * @default 0 * * @command eraseFrontLight * @desc * @arg character * @desc -1:Player, 0:This event, 1..:EventID * @type number * @min -1 * @max 999 * @default 0 * * @command setDarkness * @desc * @arg darkness * @desc * @type number * @min 0 * @max 100 * @default 100 * * * @param Light Colors * @desc * @type string[] * @default ["255,255,255","192,128,64","32,32,32","192,192,192"] * * @param Front Light * @desc * @type struct * @default {"Radius":"6","Angle":"90","Oy":"4","Turn Duration":"24"} * * @param Darkness Size * @desc Resolution per tile * @type number * @min 1 * @max 48 * @default 3 * * @param Additive Alpha * @desc The opacity of the layer that displays the color of the light in addition. 0:none, 100:max * @type number * @min 0 * @max 100 * @default 0 * */ /*~struct~FrontLight: * @param Radius * @desc * @type number * @min 1 * @max 99 * @default 6 * * @param Angle * @desc * @type number * @min 1 * @max 180 * @default 90 * * @param Oy * @desc * @type number * @min -9999 * @max 9999 * @default 4 * * @param Turn Duration * @desc * @type number * @min 0 * @max 999 * @default 24 * */ /*:ja * @target MV MZ * @plugindesc マップの明るさを設定できるようにします。 * @author 木星ペンギン * @url * * @help [version 3.3.1] * このプラグインはRPGツクールMVおよびMZ用です。 * * ▼ 仕様 * - キャラクター一人に対して付加できる灯りは、キャラ灯りと前方灯りそれぞれ * 1つまでです。 * - イベントやマップ上に作成した灯りは、マップ切り替えでリセットされます。 * - プレイヤーの灯りはマップ移動しても維持されます。 * * ▼ プラグインコマンド * - MVでは数値を入力する項目で v[N] と記述することで変数N番を参照します。 * - MZでは数値を入力する項目で、テキストを選択して v[N] と記述することで * 変数N番を参照します。 * - 色番号(c)はプラグインパラメータ[Light Colors]で設定したものを指定してください。 * * 〇 MV / MZ * * 〇 SetCharLight evId r c a / キャラ灯り設定 * evId : イベントID(-1:プレイヤー, 0:このイベント) * r : 半径(1で1マス分) * c : 色番号(0で消去) * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - キャラクターを中心に灯りを表示します。 * * 〇 SetPosLight x y r c a / マップ灯り設定 * x : X座標 * y : Y座標 * r : 半径(1で1マス分) * c : 色番号(0で消去) * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - 指定した座標(x,y)に灯り表示します。 * * 〇 SetFrontLight evId r c a / 前方灯り設定 * evId : イベントID(-1:プレイヤー, 0:このイベント) * c : 色番号(0で消去) * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - キャラクターの前方に灯りを表示します。 * * 〇 EraseCharLight lId / キャラ灯り消去 * evId : イベントID(-1:プレイヤー, 0:このイベント) * - キャラクターを中心とした灯りを消去します。 * * 〇 ErasePosLight x y / マップ灯り消去 * x : X座標 * y : Y座標 * - 指定した座標(x,y)の灯りを消去します。 * * 〇 EraseFrontLight lId / 前方灯り消去 * evId : イベントID(-1:プレイヤー, 0:このイベント) * - キャラクターの前方を照らす灯りを消去します。 * * 〇 SetMapDarkness d / マップ暗さ設定 * d : マップの暗さ(0~100で指定) * - マップの暗さを変更します。 * * ▼ マップのメモ * 〇 * n : マップの暗さ(0~100で指定) * - マップの暗さを指定します。 * - v[n] と記述することでn番の変数の値を参照します。 * - ただし、参照されるのはマップの切り替えを行ったときのみです。 * * 〇 * X : X座標 * Y : Y座標 * r : 半径(1で1マス分) * c : 色番号 * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - 指定した座標(x,y)に灯りを配置します。 * * ▼ イベントの実行内容の注釈 * 〇 灯り r c a * r : 半径(1で1マス分) * c : 色番号 * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - このイベントを中心に灯りを表示します。 * - このコマンドは実行内容の最初の注釈のみ適用されます。 * * 〇 前方灯り c a * c : 色番号 * a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0) * - このイベントの前方を照らす灯りを表示します。 * - このコマンドは実行内容の最初の注釈のみ適用されます。 * * ================================ * Mail : wood_penguin@yahoo.co.jp (@は半角) * Blog : http://woodpenguin.blog.fc2.com/ * License : MIT license * * @command setCharLight * @text キャラ灯り設定 * @desc * @arg character * @text 対象キャラクター * @desc -1:プレイヤー, 0:このイベント, 1..:イベントID * @type number * @min -1 * @max 999 * @default 0 * @arg radius * @text 半径 * @desc 1 = 1マス * @type number * @min 0 * @max 99 * @default 1 * @arg colorIndex * @text 色番号 * @desc プラグインパラメータ[Light Colors]で指定 / 0:消去 * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @text 明滅の振れ幅 * @desc 0~100 * @type number * @min 0 * @max 100 * @default 0 * * @command setPosLight * @text マップ灯り設定 * @desc * @arg x * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg y * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg radius * @text 半径 * @desc 1 = 1マス * @type number * @min 0 * @max 99 * @default 1 * @arg colorIndex * @text 色番号 * @desc プラグインパラメータ[Light Colors]で指定 / 0:消去 * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @text 明滅の振れ幅 * @desc 0~100 * @type number * @min 0 * @max 100 * @default 0 * * @command setFrontLight * @text 前方灯り設定 * @desc * @arg character * @text 対象キャラクター * @desc -1:プレイヤー, 0:このイベント, 1..:イベントID * @type number * @min -1 * @max 999 * @default 0 * @arg colorIndex * @text 色番号 * @desc プラグインパラメータ[Light Colors]で指定 / 0:消去 * @type number * @min 0 * @max 99 * @default 1 * @arg amplitude * @text 明滅の振れ幅 * @desc 0~100 * @type number * @min 0 * @max 100 * @default 0 * * @command eraseCharLight * @text キャラ灯り消去 * @desc * @arg character * @text 対象キャラクター * @desc -1:プレイヤー, 0:このイベント, 1..:イベントID * @type number * @min -1 * @max 999 * @default 0 * * @command erasePosLight * @text マップ灯り消去 * @desc * @arg x * @desc * @type number * @min -9999 * @max 9999 * @default 0 * @arg y * @desc * @type number * @min -9999 * @max 9999 * @default 0 * * @command eraseFrontLight * @text 前方灯り消去 * @desc * @arg character * @text 対象キャラクター * @desc -1:プレイヤー, 0:このイベント, 1..:イベントID * @type number * @min -1 * @max 999 * @default 0 * * @command setDarkness * @text マップ暗さ設定 * @desc * @arg darkness * @desc * @type number * @min 0 * @max 100 * @default 100 * * * @param Light Colors * @text 灯りの色の配列 * @desc * @type string[] * @default ["255,255,255","192,128,64","32,32,32","192,192,192"] * * @param Front Light * @text 前方灯りパラメータ * @desc * @type struct * @default {"Radius":"6","Angle":"90","Oy":"4","Turn Duration":"24"} * * @param Darkness Size * @text 暗さの解像度 * @desc 1タイル当たりの解像度 * @type number * @min 1 * @max 48 * @default 3 * * @param Additive Alpha * @text 色加算アルファ値 * @desc 灯りの色を加算で表示するレイヤーの不透明率。 * 0:なし, 100:最大 * @type number * @min 0 * @max 100 * @default 0 * */ /*~struct~FrontLight:ja * @param Radius * @text 距離 * @desc * @type number * @min 1 * @max 99 * @default 6 * * @param Angle * @text 角度 * @desc * @type number * @min 1 * @max 180 * @default 90 * * @param Oy * @text 原点Y * @desc * @type number * @min -9999 * @max 9999 * @default 4 * * @param Turn Duration * @text 回転時間 * @desc * @type number * @min 0 * @max 999 * @default 24 * */ (() => { 'use strict'; const pluginName = 'MPP_MapLight'; // Plugin Parameters const parameters = PluginManager.parameters(pluginName); const paramReplace = (key, value) => { try { return JSON.parse(value); } catch (e) { return value; } }; const param_LightColors = JSON.parse(parameters['Light Colors']); const param_FrontLight = JSON.parse(parameters['Front Light'], paramReplace); const param_DarknessSize = Number(parameters['Darkness Size'] || 3); const param_AdditiveAlpha = Number(parameters['Additive Alpha'] || 0); // Dealing with other plugins const _importedPlugin = (...names) => { return names.some(name => PluginManager._scripts.includes(name)); }; const __base = (obj, prop) => { if (obj.hasOwnProperty(prop)) { return obj[prop]; } else { const proto = Object.getPrototypeOf(obj); return function () { return proto[prop].apply(this, arguments); }; } }; function math_clamp(x, min, max) { return Math.max(Math.min(x, max), min); }; //----------------------------------------------------------------------------- // Bitmap if (!Bitmap.prototype.destroy) { Bitmap.prototype.destroy = function() { if (this._baseTexture) { this._baseTexture.destroy(); this.__baseTexture = null; } this._destroyCanvas(); }; Bitmap.prototype._destroyCanvas = function() { if (this._canvas) { this._canvas.width = 0; this._canvas.height = 0; this.__canvas = null; } }; } Bitmap.prototype.mppBlur = function(level) { const { canvas, context, width:w, height:h } = this; const tempCanvas = document.createElement('canvas'); const tempContext = tempCanvas.getContext('2d'); tempCanvas.width = w + 2; tempCanvas.height = h + 2; for (let i = 0; i < level; i++) { tempContext.clearRect(0, 0, w + 2, h + 2); tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h); tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1); tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h); tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1); tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h); tempContext.drawImage(canvas, 0, 0, 1, 1, 0, 0, 1, 1); tempContext.drawImage(canvas, w - 1, 0, 1, 1, w + 1, 0, 1, 1); tempContext.drawImage(canvas, 0, h - 1, 1, 1, 0, h + 1, 1, 1); tempContext.drawImage(canvas, w - 1, h - 1, 1, 1, w + 1, h + 1, 1, 1); context.save(); context.clearRect(0, 0, w, h); context.globalCompositeOperation = 'lighter'; context.globalAlpha = 1 / 9; for (let y = 0; y < 3; y++) { for (let x = 0; x < 3; x++) { context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h); } } context.restore(); } tempCanvas.width = 0; tempCanvas.height = 0; this._baseTexture.update(); }; //------------------------------------------------------------------------- // Tilemap const _Tilemap_destroy = __base(Tilemap.prototype, 'destroy'); Tilemap.prototype.destroy = function() { this.destroyDarknessBitmap(); _Tilemap_destroy.apply(this, arguments); }; Tilemap.prototype.destroyDarknessBitmap = function() { if (this._darknessLayer.bitmap) { this._darknessLayer.bitmap.destroy(); } if (this._additiveLayer && this._additiveLayer.bitmap) { this._additiveLayer.bitmap.destroy(); } }; const _Tilemap__createLayers = Tilemap.prototype._createLayers; Tilemap.prototype._createLayers = function() { _Tilemap__createLayers.apply(this, arguments); this._createDarknessLayer(); }; Tilemap.prototype._createDarknessLayer = function() { if (this._darknessLayer) { this.destroyDarknessBitmap(); this.createDarknessBitmap(); } else { this._darknessLayer = new DarknessLayer(); this._darknessLayer.z = 9; this.addChild(this._darknessLayer); if (param_AdditiveAlpha > 0) { this._additiveLayer = new AdditiveLayer(); this._additiveLayer.z = 9.1; this.addChild(this._additiveLayer); } } }; Tilemap.prototype.createDarknessBitmap = function() { const size = param_DarknessSize; const widthWithMatgin = this.width + this._margin * 2; const heightWithMatgin = this.height + this._margin * 2; const tileCols = Math.ceil(widthWithMatgin / this._tileWidth) + 1; const tileRows = Math.ceil(heightWithMatgin / this._tileHeight) + 1; const scaleX = this._tileWidth / size; const scaleY = this._tileHeight / size; const bitmap = new Bitmap(tileCols * size, tileRows * size); bitmap.smooth = true; this._darknessLayer.bitmap = bitmap; this._darknessLayer.scale.set(scaleX, scaleY); if (this._additiveLayer) { const bitmap2 = new Bitmap(tileCols * size, tileRows * size); bitmap2.smooth = true; this._additiveLayer.bitmap = bitmap2; this._additiveLayer.scale.set(scaleX, scaleY); } }; const _Tilemap_updateTransform = Tilemap.prototype.updateTransform; Tilemap.prototype.updateTransform = function() { const ox = Math.ceil(this.origin.x); const oy = Math.ceil(this.origin.y); const startX = Math.floor((ox - this._margin) / this._tileWidth); const startY = Math.floor((oy - this._margin) / this._tileHeight); const mx = startX * this._tileWidth - ox; const my = startY * this._tileHeight - oy; this._moveDarkness(mx, my); _Tilemap_updateTransform.apply(this, arguments); if (this._darknessLayer.bitmap && this._darknessLayer.opacity > 0) { this._paintDarknessLayer(startX, startY); } }; Tilemap.prototype._moveDarkness = function(x, y) { this._darknessLayer.move(x, y); this._darknessLayer.opacity = $gameMap.darknessOpacity(); if (this._additiveLayer) { this._additiveLayer.move(x, y); this._additiveLayer.opacity = ( $gameMap.darknessOpacity() * param_AdditiveAlpha / 100 ); } }; Tilemap.prototype._paintDarknessLayer = function(startX, startY) { const sx = startX - this.origin.x / this._tileWidth; const sy = startY - this.origin.y / this._tileHeight; this._darknessLayer.clear(); this._paintDarkness(); this._paintDarknessAllLight(this._darknessLayer, sx, sy); if (this._additiveLayer) { this._additiveLayer.clear(); this._paintDarknessAllLight(this._additiveLayer, sx, sy); } }; Tilemap.prototype._paintDarknessAllLight = function(layer, sx, sy) { for (const light of $gameMap.allMapLights()) { layer.paintMapLidht(light, sx, sy); } }; Tilemap.prototype._paintDarkness = function() { this._darknessLayer.fillAll('black'); }; //------------------------------------------------------------------------- // ShaderTilemap if (Utils.RPGMAKER_NAME === 'MV') { const _ShaderTilemap_updateTransform = ShaderTilemap.prototype.updateTransform; ShaderTilemap.prototype.updateTransform = function() { const ox = this.roundPixels ? Math.floor(this.origin.x) : this.origin.x; const oy = this.roundPixels ? Math.floor(this.origin.y) : this.origin.y; const startX = Math.floor((ox - this._margin) / this._tileWidth); const startY = Math.floor((oy - this._margin) / this._tileHeight); this._moveDarkness(startX * this._tileWidth - ox, startY * this._tileHeight - oy); _ShaderTilemap_updateTransform.apply(this, arguments); if (this._darknessLayer.opacity > 0) { this._paintDarknessLayer(startX, startY); } }; const _ShaderTilemap__createLayers = ShaderTilemap.prototype._createLayers; ShaderTilemap.prototype._createLayers = function() { _ShaderTilemap__createLayers.apply(this, arguments); this._createDarknessLayer(); }; } //----------------------------------------------------------------------------- // DarknessLayer function DarknessLayer() { this.initialize(...arguments); } if (_importedPlugin('MPP_MapLight_Op2')) { window.DarknessLayer = DarknessLayer; } DarknessLayer.prototype = Object.create(Sprite.prototype); DarknessLayer.prototype.constructor = DarknessLayer; DarknessLayer._frontBitmaps = {}; DarknessLayer.createFrontBitmap = function(rgb) { const dict = this._frontBitmaps; if (!dict[rgb]) { const { Radius: radius = 6, Angle: angle = 90 } = param_FrontLight; const r = radius * 4; const bitmap = new Bitmap(r * 2 + 4, r + 4); const context = bitmap.context; context.save(); const startAngle = (90 - angle / 2) / 180 * Math.PI; const endAngle = (90 + angle / 2) / 180 * Math.PI; context.beginPath(); context.moveTo(r + 2, 2); context.arc(r + 2, 2, r, startAngle, endAngle); context.closePath(); const grad = context.createRadialGradient(r + 2, 2, 0, r + 2, 2, r); grad.addColorStop(0, `rgba(${rgb},1)`); grad.addColorStop(1, `rgba(${rgb},0)`); context.fillStyle = grad; context.fill(); context.restore(); bitmap.mppBlur(2); dict[rgb] = bitmap; } return dict[rgb]; }; DarknessLayer.destroyFrontBitmap = function() { for (const bitmap of Object.values(this._frontBitmaps)) { bitmap.destroy(); } this._frontBitmaps = {}; }; DarknessLayer.prototype.initialize = function() { Sprite.prototype.initialize.call(this); this.blendMode = 2; }; DarknessLayer.prototype.destroy = function() { DarknessLayer.destroyFrontBitmap(); if (this.bitmap) { this.bitmap.destroy(); } Sprite.prototype.destroy.call(this); }; DarknessLayer.prototype.clear = function() { this.bitmap.clear(); }; DarknessLayer.prototype.fillAll = function(color) { this.bitmap.fillAll(color); }; DarknessLayer.prototype.paintMapLidht = function(mapLight, sx, sy) { if (mapLight.isValid()) { const dx = mapLight.scrolledX() - sx + 0.5; const dy = mapLight.scrolledY() - sy + 0.4; const alpha = mapLight.opacity / 255; const rgb = mapLight.rgb(); if (mapLight.isFront()) { this._paintFrontLidht(dx, dy, rgb, mapLight.angle, alpha); } else { this._paintNormalMapLidht(dx, dy, rgb, mapLight.radius, alpha); } } }; DarknessLayer.prototype._paintFrontLidht = function(x, y, rgb, angle, alpha) { const frontBitmap = DarknessLayer.createFrontBitmap(rgb); const size = param_DarknessSize; const bitmap = this.bitmap; const context = bitmap.context; const { width:sw, height:sh } = frontBitmap; const dx = -sw / 2 * size / 4; const dy = -param_FrontLight.Oy * size / 4; const dw = sw * size / 4; const dh = sh * size / 4; // MVで size = 4, angle = 0 の場合、他の値の小数点以下が無視されるため、その対処 if (size === 4 && Utils.RPGMAKER_NAME === 'MV') angle = angle || 0.1; context.save(); context.translate(x * size, y * size); context.rotate(angle * Math.PI / 180); context.globalAlpha = alpha; bitmap.blt(frontBitmap, 0, 0, sw, sh, dx, dy, dw, dh); context.restore(); }; DarknessLayer.prototype._paintNormalMapLidht = function(x, y, rgb, r, alpha) { const size = param_DarknessSize; const dx = x * size; const dy = y * size; const dr = r * size; const bitmap = this.bitmap; const context = bitmap.context; const grad = context.createRadialGradient(dx, dy, 0, dx, dy, dr); grad.addColorStop(0, `rgba(${rgb},1)`); grad.addColorStop(1, `rgba(${rgb},0)`); context.globalAlpha = alpha; bitmap.drawCircle(dx, dy, dr, grad); context.globalAlpha = 1; }; //----------------------------------------------------------------------------- // AdditiveLayer function AdditiveLayer() { this.initialize(...arguments); } AdditiveLayer.prototype = Object.create(DarknessLayer.prototype); AdditiveLayer.prototype.constructor = AdditiveLayer; AdditiveLayer.prototype.initialize = function() { DarknessLayer.prototype.initialize.call(this); this.blendMode = 1; }; AdditiveLayer.prototype.destroy = function() { if (this.bitmap) { this.bitmap.destroy(); } Sprite.prototype.destroy.call(this); }; //----------------------------------------------------------------------------- // Game_MapLight function Game_MapLight() { this.initialize.apply(this, arguments); } window.Game_MapLight = Game_MapLight; Object.defineProperties(Game_MapLight.prototype, { colorIndex: { get() { return this._colorIndex; }, configurable: true }, radius: { get() { return this._radius; }, configurable: true }, opacity: { get() { return this._opacity; }, configurable: true }, angle: { get() { return this._angle; }, configurable: true } }); Game_MapLight.prototype.initialize = function() { this._eventId = 0; this._x = 0; this._y = 0; this._colorIndex = 0; this._radius = 0; this._targetRadius = 0; this._isFront = false; this._opacity = 0; this._targetOpacity = 0; this._amplitude = 0; this._moveDuration = 0; this._angle = 0; this._subjectDirection = 0; this._angleDuration = 0; }; Game_MapLight.prototype.subject = function() { if (this._eventId < 0) { return $gamePlayer; } else if (this._eventId > 0) { return $gameMap.event(this._eventId); } return null; }; Game_MapLight.prototype.rgb = function() { return this._colorIndex > 0 ? param_LightColors[this._colorIndex - 1] : null; }; Game_MapLight.prototype.isFront = function() { return this._isFront; }; Game_MapLight.prototype.isValid = function() { return ( (this._radius > 0 || this._isFront) && this._opacity > 0 && this.rgb() ); }; Game_MapLight.prototype.setCharLight = function( eventId, radius, colorIndex, amplitude ) { this._isFront = false; this._eventId = eventId; this._targetRadius = radius; this._colorIndex = colorIndex; this._targetOpacity = 255; this._amplitude = amplitude; this._moveDuration = 16; this._subjectDirection = 0; this._angleDuration = 0; }; Game_MapLight.prototype.setPosLight = function( x, y, radius, colorIndex, amplitude ) { this._isFront = false; this._x = x; this._y = y; this._targetRadius = radius; this._colorIndex = colorIndex; this._targetOpacity = 255; this._amplitude = amplitude; this._moveDuration = 16; this._eventId = 0; this._subjectDirection = 0; this._angleDuration = 0; }; Game_MapLight.prototype.setFrontLight = function( eventId, colorIndex, amplitude ) { this._isFront = true; this._eventId = eventId; this._colorIndex = colorIndex; this._targetOpacity = 255; this._amplitude = amplitude; this._moveDuration = 16; const subject = this.subject(); this._angle = this.directionAngle(subject); this._subjectDirection = subject ? subject.direction() : 0; this._angleDuration = 0; this._radius = 0; }; Game_MapLight.prototype.skip = function() { this._radius = this._targetRadius; this._opacity = this._targetOpacity; this.setupAmplitude(); }; Game_MapLight.prototype.setupAmplitude = function() { if (this._targetOpacity > 0 && this._amplitude > 0) { this._targetOpacity = 255 - Math.randomInt(255 * this._amplitude / 100); this._moveDuration = 8; } else { this._moveDuration = 0; } }; Game_MapLight.prototype.update = function() { this.updateMove(); this.updateAngle(); }; Game_MapLight.prototype.updateMove = function() { if (this._moveDuration > 0) { const d = this._moveDuration--; this._radius = (this._radius * (d - 1) + this._targetRadius) / d; this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d; if (this._moveDuration === 0) this.setupAmplitude(); } }; Game_MapLight.prototype.updateAngle = function() { if (this._isFront) { const subject = this.subject(); if (subject) { if (this._subjectDirection !== subject.direction()) { this._subjectDirection = subject.direction(); this.startAngle(subject); } if (this._angleDuration > 0) { const d = this._angleDuration--; const target = this.targetAngle(subject); const max = d * (d + 1) / 2; this._angle += (target - this._angle) * d / max; this._angle = (this._angle + 360) % 360; } } } }; Game_MapLight.prototype.startAngle = function(subject) { this._angleDuration = param_FrontLight['Turn Duration'] || 0; if (this._angleDuration === 0) { this._angle = this.directionAngle(subject); } }; Game_MapLight.prototype.targetAngle = function(subject) { let result = this.directionAngle(subject); const sa = this._angle - result; if (Math.abs(sa) > Math.abs(sa - 360)) result += 360; if (Math.abs(sa) > Math.abs(sa + 360)) result -= 360; return result; }; Game_MapLight.prototype.directionAngle = function(subject) { if (subject) { switch (subject.direction()) { case 2: return 0; case 4: return 90; case 6: return 270; case 8: return 180; case 1: return 45; case 3: return 315; case 7: return 135; case 9: return 225; } } return 0; }; Game_MapLight.prototype.scrolledX = function() { const subject = this.subject(); return subject ? subject.scrolledX() : $gameMap.adjustX(this._x); }; Game_MapLight.prototype.scrolledY = function() { const subject = this.subject(); return subject ? subject.scrolledY() : $gameMap.adjustY(this._y); }; //------------------------------------------------------------------------- // Game_Map const _Game_Map_setup = Game_Map.prototype.setup; Game_Map.prototype.setup = function(mapId) { this._mapLights = {}; _Game_Map_setup.apply(this, arguments); this._darkness = 0; if (mapId > 0) { this.setupMapLightCommand(); } }; Game_Map.prototype.setupMapLightCommand = function() { for (const [name, param] of Object.entries($dataMap.meta)) { const match = /^PosLight\s+(\d+)\s*,\s*(\d+)\s*$/.exec(name); if (match) { const x = +match[1]; const y = +match[2]; const data = param.split(',').map(Number); this.setPosLight(x, y, ...data); } else if (name === 'Darkness') { this._darkness = math_clamp(PluginManager.mppValue(param), 0, 100); } } for (const light of Object.values(this._mapLights)) { light.skip(); } }; Game_Map.prototype.darknessOpacity = function() { return 255 * this._darkness / 100; }; Game_Map.prototype.setDarkness = function(opacity) { this._darkness = math_clamp(opacity, 0, 100); }; Game_Map.prototype.allMapLights = function() { return [ ...Object.values(this._mapLights), ...$gamePlayer.allMapLights() ] }; Game_Map.prototype.getMapLight = function(key) { const dict = this._mapLights; if (!dict[key]) { dict[key] = new Game_MapLight(); } return dict[key]; }; Game_Map.prototype.setCharLight = function(eventId, r = 0, c = 0, a = 0) { this.getMapLight(`char${eventId}`).setCharLight(eventId, r, c, a); }; Game_Map.prototype.setPosLight = function(x, y, r = 0, c = 0, a = 0) { this.getMapLight(`pos${x},${y}`).setPosLight(x, y, r, c, a); }; Game_Map.prototype.setFrontLight = function(eventId, c = 0, a = 0) { this.getMapLight(`front${eventId}`).setFrontLight(eventId, c, a); }; Game_Map.prototype.eraseCharLight = function(eventId) { this.eraseLight(`char${eventId}`); }; Game_Map.prototype.erasePosLight = function(x, y) { this.eraseLight(`pos${x},${y}`); }; Game_Map.prototype.eraseFrontLight = function(eventId) { this.eraseLight(`front${eventId}`); }; Game_Map.prototype.eraseLight = function(key) { delete this._mapLights[key]; }; const _Game_Map_update = Game_Map.prototype.update; Game_Map.prototype.update = function(sceneActive) { _Game_Map_update.apply(this, arguments); for (const light of this.allMapLights()) { light.update(); } }; //------------------------------------------------------------------------- // Game_Event const _Game_Event_clearPageSettings = Game_Event.prototype.clearPageSettings; Game_Event.prototype.clearPageSettings = function() { _Game_Event_clearPageSettings.apply(this, arguments); this.clearCharLight(); this.clearFrontLight(); }; Game_Event.prototype.clearCharLight = function() { $gameMap.eraseCharLight(this.eventId()); }; Game_Event.prototype.clearFrontLight = function() { $gameMap.eraseFrontLight(this.eventId()); }; Game_Event.prototype.startCharLight = function(r = 0, c = 0, a = 0) { $gameMap.setCharLight(this.eventId(), r, c, a); }; Game_Event.prototype.startFrontLight = function(c = 0, a = 0) { $gameMap.setFrontLight(this.eventId(), c, a); }; const _Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings; Game_Event.prototype.setupPageSettings = function() { _Game_Event_setupPageSettings.apply(this, arguments); if (!this.setupCharLight()) { this.clearCharLight(); } if (!this.setupFrontLight()) { this.clearFrontLight(); } }; Game_Event.prototype.setupCharLight = function() { const comment = this.getCommentCommand('CharLight', '灯り'); if (comment) { const [_, ...args] = comment.split(' '); this.startCharLight(...args.map(Number)); return true; } return false; }; Game_Event.prototype.setupFrontLight = function() { const comment = this.getCommentCommand('FrontLight', '前方灯り'); if (comment) { const [_, ...args] = comment.split(' '); this.startFrontLight(...args.map(Number)); return true; } return false; }; Game_Event.prototype.getCommentCommand = function(...commandNames) { for (const evCom of this.list()) { if (evCom.code === 108 || evCom.code === 408) { const comment = evCom.parameters[0]; if (commandNames.some(name => comment.startsWith(name))) { return comment; } } else { return null; } } return null; }; //------------------------------------------------------------------------- // Game_Player const _Game_Player_initMembers = Game_Player.prototype.initMembers; Game_Player.prototype.initMembers = function() { _Game_Player_initMembers.apply(this, arguments); this._charLight = null; this._frontLight = null; }; Game_Player.prototype.allMapLights = function() { return [this._charLight, this._frontLight].filter(Boolean); }; Game_Player.prototype.clearCharLight = function() { this._charLight = null; }; Game_Player.prototype.clearFrontLight = function() { this._frontLight = null; }; Game_Player.prototype.startCharLight = function(r = 0, c = 0, a = 0) { if (!this._charLight) { this._charLight = new Game_MapLight(); } this._charLight.setCharLight(-1, r, c, a); }; Game_Player.prototype.startFrontLight = function(c = 0, a = 0) { if (!this._frontLight) { this._frontLight = new Game_MapLight(); } this._frontLight.setFrontLight(-1, c, a); }; //------------------------------------------------------------------------- // Game_Interpreter const _mzCommands = { SetCharLight: { name:'setCharLight', keys:['character', 'radius', 'colorIndex', 'amplitude'] }, SetPosLight: { name:'setPosLight', keys:['x', 'y', 'radius', 'colorIndex', 'amplitude'] }, SetFrontLight: { name:'setFrontLight', keys:['character', 'colorIndex', 'amplitude'] }, EraseCharLight: { name:'eraseCharLight', keys:['character'] }, ErasePosLight: { name:'erasePosLight', keys:['x', 'y'] }, EraseFrontLight: { name:'eraseFrontLight', keys:['character'] }, SetMapDarkness: { name:'setDarkness', keys:['darkness'] } }; Object.assign(_mzCommands, { 'キャラ灯り設定': _mzCommands.SetCharLight, 'マップ灯り設定': _mzCommands.SetPosLight, '前方灯り設定': _mzCommands.SetFrontLight, 'キャラ灯り消去': _mzCommands.EraseCharLight, 'マップ灯り消去': _mzCommands.ErasePosLight, '前方灯り消去': _mzCommands.EraseFrontLight, 'マップ暗さ設定': _mzCommands.SetMapDarkness }); const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { _Game_Interpreter_pluginCommand.apply(this, arguments); const mzCommand = _mzCommands[command]; if (mzCommand) { const args2 = Object.assign( {}, ...mzCommand.keys.map((k, i) => ({ [k]: args[i] })) ); PluginManager.callCommand(this, pluginName, mzCommand.name, args2); } }; //------------------------------------------------------------------------- // PluginManager PluginManager._commands = PluginManager._commands || {}; if (!PluginManager.registerCommand) { PluginManager.registerCommand = function(pluginName, commandName, func) { const key = pluginName + ":" + commandName; this._commands[key] = func; }; } if (!PluginManager.callCommand) { PluginManager.callCommand = function(self, pluginName, commandName, args) { const key = pluginName + ":" + commandName; const func = this._commands[key]; if (typeof func === "function") { func.bind(self)(args); } }; } PluginManager.registerCommand(pluginName, 'setCharLight', function(args) { const character = this.character(PluginManager.mppValue(args.character)); const r = PluginManager.mppValue(args.radius); const c = PluginManager.mppValue(args.colorIndex); const a = PluginManager.mppValue(args.amplitude || '0'); if (character) { character.startCharLight(r, c, a); } }); PluginManager.registerCommand(pluginName, 'setPosLight', args => { const x = PluginManager.mppValue(args.x); const y = PluginManager.mppValue(args.y); const r = PluginManager.mppValue(args.radius); const c = PluginManager.mppValue(args.colorIndex); const a = PluginManager.mppValue(args.amplitude || '0'); $gameMap.setPosLight(x, y, r, c, a); }); PluginManager.registerCommand(pluginName, 'setFrontLight', function(args) { const character = this.character(PluginManager.mppValue(args.character)); const c = PluginManager.mppValue(args.colorIndex); const a = PluginManager.mppValue(args.amplitude || '0'); if (character) { character.startFrontLight(c, a); } }); PluginManager.registerCommand(pluginName, 'eraseCharLight', function(args) { const character = this.character(PluginManager.mppValue(args.character)); if (character) { character.clearCharLight(); } }); PluginManager.registerCommand(pluginName, 'erasePosLight', args => { const x = PluginManager.mppValue(args.x); const y = PluginManager.mppValue(args.y); $gameMap.erasePosLight(x, y); }); PluginManager.registerCommand(pluginName, 'eraseFrontLight', function(args) { const character = this.character(PluginManager.mppValue(args.character)); if (character) { character.clearFrontLight(); } }); PluginManager.registerCommand(pluginName, 'setDarkness', args => { const darkness = PluginManager.mppValue(args.darkness); $gameMap.setDarkness(darkness); }); PluginManager.mppValue = function(value) { const match = /^V\[(\d+)\]$/i.exec(value); return match ? $gameVariables.value(+match[1]) : +value; }; //------------------------------------------------------------------------- // Spriteset_Map const _Spriteset_Map_createTilemap = Spriteset_Map.prototype.createTilemap; Spriteset_Map.prototype.createTilemap = function() { _Spriteset_Map_createTilemap.apply(this, arguments); this._tilemap.createDarknessBitmap(); }; })();