magical-girls-runa-and-nanami/js/plugins/AdjustPictureGraphical.js
2026-02-28 12:33:13 -06:00

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//=============================================================================
// AdjustPictureGraphical.js
// ----------------------------------------------------------------------------
// (C)2020 Triacontane
// This plugin is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
// ----------------------------------------------------------------------------
// Version
// 1.0.1 2020/09/12 マップIDを指定するとエラーになる問題を修正
// 1.0.0 2020/03/14 MV版から流用作成
// ----------------------------------------------------------------------------
// [Blog] : https://triacontane.blogspot.jp/
// [Twitter]: https://twitter.com/triacontane/
// [GitHub] : https://github.com/triacontane/
//=============================================================================
/*:
* @plugindesc Plugin that adjust picture to graphical
* @author triacontane
* @target MZ
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/AdjustPictureGraphical.js
*
* @param GridSize
* @desc View grid line
* @default 48
* @type number
*
* @param TestMapId
* @desc Event test map id
* @default -1
* @type number
* @min -1
*
* @help Plugin that adjust picture to graphical.
* Drag and drop on test screen.
* this is support plugin. No impact for game.
* Start for Event Test(Ctrl+R)
*
* Caution!
* When you set status 'on' this plugin at Plugin Manager,
* you have to save project(Ctrl+S) before test
*
* This plugin is released under the MIT License.
*/
/*:ja
* @plugindesc ピクチャのグラフィカルな位置調整プラグイン。
* @author トリアコンタン
* @target MZ
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/AdjustPictureGraphical.js
*
* @param GridSize
* @text グリッドサイズ
* @desc ピクチャ調整中に指定サイズでグリッドを表示します。0を指定すると非表示になります。
* @default 48
* @type number
*
* @param TestMapId
* @text テストマップID
* @desc 任意のマップをイベントテストの舞台に設定できます。
* @default -1
* @type number
* @min -1
*
* @help イベントコマンドのテスト時に、ピクチャの表示位置を
* ドラッグ&ドロップで微調整できます。
* 左上のタイトルバーに選択したピクチャの座標が表示されるので
* テスト画面を表示させつつ、ピクチャの座標を調整してください。
* なお、イベントコマンドのテスト以外では機能しません。
* イベントコマンドのテストは、イベントエディタからイベントコマンドを
* 選択して右クリック→テストCtrl+Rで実行できます。
*
* 注意!
* プラグインマネージャーから当プラグインを有効にしたら、
* テストを行う前に「プロジェクトの保存」Ctrl+Sを行ってください。
*
* このプラグインにはプラグインコマンドはありません。
*
* 利用規約:
* 作者に無断で改変、再配布が可能で、利用形態商用、18禁利用等
* についても制限はありません。
* このプラグインはもうあなたのものです。
*/
(() => {
'use strict';
// イベントテスト時以外は一切の機能を無効
if (!DataManager.isEventTest())return;
const script = document.currentScript;
const param = PluginManagerEx.createParameter(script);
//=============================================================================
// Input
// [c]を追加定義します。
//=============================================================================
Input.keyMapper[67] = 'copy';
//=============================================================================
// DataManager
// テスト用マップの読み込みを追加定義します。
//=============================================================================
const _DataManager_setupEventTest = DataManager.setupEventTest;
DataManager.setupEventTest = function() {
_DataManager_setupEventTest.call(this);
if (param.TestMapId > 0) {
$gamePlayer.reserveTransfer(param.TestMapId, 8, 6);
}
};
//=============================================================================
// Game_Picture
// ピクチャを掴んだ場合に移動を中断します。
//=============================================================================
Game_Picture.prototype.resetMove = function(x, y) {
this._x = x;
this._y = y;
this._duration = 0;
};
//=============================================================================
// Game_Screen
// 最後に選択したピクチャの座標を保存します。
//=============================================================================
const _Game_Screen_initialize = Game_Screen.prototype.initialize;
Game_Screen.prototype.initialize = function() {
_Game_Screen_initialize.call(this);
this._lastPictureX = null;
this._lastPictureY = null;
this._copyCount = 0;
this._infoPicture = '';
this._infoHelp = 'Shift:ウィンドウ表示切替 Ctrl+マウス:グリッドにスナップ Ctrl+C:座標コピー ';
this._infoCopy = '';
this._documentTitle = '';
};
const _Game_Screen_updatePictures = Game_Screen.prototype.updatePictures;
Game_Screen.prototype.updatePictures = function() {
_Game_Screen_updatePictures.call(this);
if (Utils.isNwjs() && Input.isPressed('control') && Input.isTriggered('copy')) {
if (this._lastPictureX == null || this._lastPictureY == null) return;
const clipboard = nw.Clipboard.get();
let copyValue = '';
if (this._copyCount % 2 === 0) {
copyValue = this._lastPictureX.toString();
this._infoCopy = ' X座標[' + copyValue + ']をコピーしました。';
} else {
copyValue = this._lastPictureY.toString();
this._infoCopy = ' Y座標[' + copyValue + ']をコピーしました。';
}
clipboard.set(copyValue, 'text');
this._copyCount++;
}
const docTitle = this._infoHelp + this._infoPicture + this._infoCopy;
if (docTitle !== this._documentTitle) {
document.title = docTitle;
this._documentTitle = docTitle;
}
};
//=============================================================================
// Scene_Map
// テストイベント時の特別な処理
//=============================================================================
const _Scene_Map_update = Scene_Map.prototype.update;
Scene_Map.prototype.update = function() {
if (!$gameMap.isEventRunning()) this.updateEventTest();
_Scene_Map_update.call(this);
};
Scene_Map.prototype.updateEventTest = function() {
this._spriteset.checkDragPictures();
if (Input.isTriggered('shift')) {
if (!this._messageWindow.isOpen()) {
this._messageWindow.open();
} else {
this._messageWindow.close();
}
}
};
Scene_Map.prototype.isMapTouchOk = function() {
return false;
};
//=============================================================================
// Spriteset_Base
// 配下のピクチャから掴んでいるものを探します。
//=============================================================================
Spriteset_Base.prototype.checkDragPictures = function() {
this._pictureContainer.children.reverse().some(function(picture) {
return picture.checkDrag && picture.checkDrag();
}, this);
this._pictureContainer.children.reverse();
};
const _Spriteset_Base_createLowerLayer = Spriteset_Base.prototype.createLowerLayer;
Spriteset_Base.prototype.createLowerLayer = function() {
_Spriteset_Base_createLowerLayer.call(this);
this.createGridSprite();
};
Spriteset_Base.prototype.createGridSprite = function() {
const size = param.GridSize;
if (size === 0) {
return;
}
this._gridSprite = new Sprite();
this._gridSprite.setFrame(0, 0, this.width, this.height);
const bitmap = new Bitmap(this.width, this.height);
for(let x = 0; x < this.width; x += size) {
bitmap.fillRect(x, 0, 1, this.height, 'rgba(255,255,255,1.0)');
}
for(let y = 0; y < this.height; y += size) {
bitmap.fillRect(0, y, this.width, 1, 'rgba(255,255,255,1.0)');
}
this._gridSprite.bitmap = bitmap;
this.addChild(this._gridSprite);
};
//=============================================================================
// Sprite_Picture
// テストイベント時にピクチャを掴みます。
//=============================================================================
const _Sprite_Picture_initialize = Sprite_Picture.prototype.initialize;
Sprite_Picture.prototype.initialize = function(pictureId) {
_Sprite_Picture_initialize.call(this, pictureId);
this._holding = false;
this._dx = 0;
this._dy = 0;
};
Sprite_Picture.prototype.checkDrag = function() {
const picture = this.picture();
if (picture != null) {
if (this.updateDragMove()) {
const result = 'PictureNum:[' + this._pictureId + '] X:[' + this.x + '] Y:[' + this.y + ']';
$gameScreen._lastPictureX = this.x;
$gameScreen._lastPictureY = this.y;
$gameScreen._infoPicture = result;
$gameScreen._infoCopy = '';
if (!this._holding) console.log(result);
picture.resetMove(this.x, this.y);
return true;
}
}
return false;
};
Sprite_Picture.prototype.updateDragMove = function() {
if (this.isTriggered() || (this._holding && TouchInput.isPressed())) {
if (!this._holding) this.hold();
let x = TouchInput.x - this._dx;
let y = TouchInput.y - this._dy;
if (Input.isPressed('control')) {
const size = param.GridSize;
if (size !== 0) {
x % size > size / 2 ? x += size - x % size : x -= x % size;
y % size > size / 2 ? y += size - y % size : y -= y % size;
}
}
this.move(x, y);
return true;
} else if (this._holding) {
this.release();
return true;
}
return false;
};
Sprite_Picture.prototype.hold = function() {
this._holding = true;
this._dx = TouchInput.x - this.x;
this._dy = TouchInput.y - this.y;
this.setBlendColor([255,255,255,192]);
};
Sprite_Picture.prototype.release = function() {
this._holding = false;
this.setBlendColor([0,0,0,0]);
};
//=============================================================================
// Sprite_Picture
// タッチ操作を可能にする共通部分
//=============================================================================
Sprite_Picture.prototype.screenWidth = function() {
return (this.width || 0) * this.scale.x;
};
Sprite_Picture.prototype.screenHeight = function() {
return (this.height || 0) * this.scale.y;
};
Sprite_Picture.prototype.screenX = function() {
return (this.x || 0) - this.anchor.x * this.screenWidth();
};
Sprite_Picture.prototype.screenY = function() {
return (this.y || 0) - this.anchor.y * this.screenHeight();
};
Sprite_Picture.prototype.minX = function() {
const width = this.screenWidth();
return Math.min(this.screenX(), this.screenX() + width);
};
Sprite_Picture.prototype.minY = function() {
const height = this.screenHeight();
return Math.min(this.screenY(), this.screenY() + height);
};
Sprite_Picture.prototype.maxX = function() {
const width = this.screenWidth();
return Math.max(this.screenX(), this.screenX() + width);
};
Sprite_Picture.prototype.maxY = function() {
const height = this.screenHeight();
return Math.max(this.screenY(), this.screenY() + height);
};
Sprite_Picture.prototype.isTouchPosInRect = function () {
const dx = TouchInput.x - this.x;
const dy = TouchInput.y - this.y;
const sin = Math.sin(-this.rotation);
const cos = Math.cos(-this.rotation);
const rx = this.x + Math.floor(dx * cos + dy * -sin);
const ry = this.y + Math.floor(dx * sin + dy * cos);
return (rx >= this.minX() && rx <= this.maxX() &&
ry >= this.minY() && ry <= this.maxY());
};
Sprite_Picture.prototype.isTouchable = function() {
return this.bitmap != null && this.visible && this.scale.x !== 0 && this.scale.y !== 0;
};
Sprite_Picture.prototype.isTriggered = function() {
return this.isTouchEvent(TouchInput.isTriggered);
};
Sprite_Picture.prototype.isTouchEvent = function(triggerFunc) {
return this.isTouchable() && triggerFunc.call(TouchInput) && this.isTouchPosInRect();
};
})();