princess-synergy/www/js/plugins/JsScript33Set.js
2026-02-05 14:03:22 -06:00

165 lines
6.3 KiB
JavaScript

// This plugin was compiled from sapphirescript (v1.0 Beta)
// sapphirescript by Nilo K. - Khas (arcthunder.blogspot.com/p/sapphire-script.html)
if (!(Khas && Khas.Core && Khas.Core.version >= 2.0)) {
var current_plugin = "JsScript33Set";
var missing_plugin = "JsScript32Set";
var missingVersion = 2.0;
alert("Please install " + (missing_plugin) + " v" + (missingVersion) + " in order to use " + (current_plugin) + "");
};
Khas.Graphics = {};
Khas.Graphics.version = 1.1;
/*:
*
* @plugindesc
*
* @author Nilo K. (Khas - arcthunder.blogspot.com)
*
* @help
*/;
Khas.Filters = {};
Khas.Filters.Source = {};
Sprite.prototype.addFilter = function(filter) {
var current_filters = this.filters;
if (current_filters) {
current_filters.push(filter);
this.filters = current_filters;
} else {
this.filters = [filter];
};
};
Sprite.prototype.removeFilter = function(filter) {
var current_filters = this.filters;
current_filters.remove(filter);
if (current_filters.length <= 0) {
this.clearFilters();
} else {
this.filters = current_filters;
};
};
Sprite.prototype.clearFilters = function() {
this.filters = null;
};
Spriteset_Battle.prototype.kg_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
Spriteset_Battle.prototype.kg_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.createLowerLayer = function() {
this.kg_createLowerLayer();
this.initializeKhasGraphics();
};
Spriteset_Battle.prototype.update = function() {
this.kg_update();
this.updateKhasGraphics();
};
Spriteset_Battle.prototype.khasType = function() {
return "battle";
};
Spriteset_Battle.prototype.initializeKhasGraphics = function() {
$khasGraphics.prepareScene(this);
$khasGraphics.newScene();
};
Spriteset_Battle.prototype.updateKhasGraphics = function() {
$khasGraphics.updateScene();
};
Spriteset_Battle.prototype.terminateKhasGraphics = function() {
$khasGraphics.clearScene();
};
Spriteset_Map.prototype.kg_createWeather = Spriteset_Map.prototype.createWeather;
Spriteset_Map.prototype.kg_update = Spriteset_Map.prototype.update;
Spriteset_Map.prototype.createWeather = function() {
this.kg_createWeather();
this.initializeKhasGraphics();
};
Spriteset_Map.prototype.update = function() {
this.kg_update();
this.updateKhasGraphics();
};
Spriteset_Map.prototype.khasType = function() {
return "map";
};
Spriteset_Map.prototype.initializeKhasGraphics = function() {
$khasGraphics.prepareScene(this);
$khasGraphics.newScene();
};
Spriteset_Map.prototype.updateKhasGraphics = function() {
$khasGraphics.updateScene();
};
Spriteset_Map.prototype.terminateKhasGraphics = function() {
$khasGraphics.clearScene();
};
Scene_Battle.prototype.kg_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function() {
this.kg_terminate();
this._spriteset.terminateKhasGraphics();
};
Scene_Map.prototype.kg_terminate = Scene_Map.prototype.terminate;
Scene_Map.prototype.terminate = function() {
this.kg_terminate();
this._spriteset.terminateKhasGraphics();
};
Khas.Filters.Source.VERTEX_GENERAL = "\n\n attribute vec2 aVertexPosition;\n attribute vec2 aTextureCoord;\n \n varying vec2 vTextureCoord;\n \n uniform mat3 projectionMatrix;\n \n void main(void) {\n vTextureCoord = aTextureCoord;\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n }\n";
Khas.Filters.Source.VERTEX_FLIP_Y = "\n\n attribute vec2 aVertexPosition;\n attribute vec2 aTextureCoord;\n\n varying vec2 vTextureCoord;\n varying float flipY;\n\n uniform mat3 projectionMatrix;\n\n void main(void) {\n flipY = projectionMatrix[1][1] < 0.0 ? 1.0 : 0.0;\n vTextureCoord = aTextureCoord;\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n }\n";
function Khas_Filter() { this.initialize.apply(this, arguments); };
Khas_Filter.prototype = Object.create(PIXI.Filter.prototype);
Khas_Filter.prototype.constructor = Khas_Filter;
Khas_Filter.prototype.initialize = function(vertexSource, fragmentSource) {
PIXI.Filter.call(this, vertexSource, fragmentSource);
};
Khas_Filter.prototype.copyUniforms = function(filter) {
for (var uniform in filter.uniforms) {
if (filter.uniforms.hasOwnProperty(uniform) && this.uniforms.hasOwnProperty(uniform)) this.uniforms[uniform] = filter.uniforms[uniform];
};
};
function Khas_Graphics() { this.initialize.apply(this, arguments); };
Khas_Graphics.prototype.initialize = function() {
this._scene = false;
this._cached = false;
};
Khas_Graphics.prototype.prepareScene = function(spriteset) {
this._spriteset = spriteset;
if (!(this._cached)) this.loadResources();
};
Khas_Graphics.prototype.loadResources = function() {
this._cached = true;
};
Khas_Graphics.prototype.newScene = function() {
this._scene = true;
};
Khas_Graphics.prototype.clearScene = function() {
this._scene = false;
this._spriteset = null;
};
Khas_Graphics.prototype.updateScene = function() {
};
$khasGraphics = new Khas_Graphics();
function Khas_Sprite() { this.initialize.apply(this, arguments); };
Khas_Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Khas_Sprite.prototype.constructor = Khas_Sprite;
Khas_Sprite.prototype.initialize = function(texture) {
PIXI.Sprite.call(this, texture);
};
Khas_Sprite.prototype.addFilter = function(filter) {
var current_filters = this.filters;
if (current_filters) {
current_filters.push(filter);
this.filters = current_filters;
} else {
this.filters = [filter];
};
};
Khas_Sprite.prototype.removeFilter = function(filter) {
var current_filters = this.filters;
current_filters.remove(filter);
if (current_filters.length <= 0) {
this.clearFilters();
} else {
this.filters = current_filters;
};
};
Khas_Sprite.prototype.clearFilters = function() {
this.filters = null;
};
Khas_Sprite.prototype._renderWebGL = function(renderer) {
this.prepareRender();
PIXI.Sprite.prototype._renderWebGL.call(this, renderer);
};
Khas_Sprite.prototype.prepareRender = function() {
};