princess-synergy/www/js/plugins/JsScript188Set.js
2026-02-05 14:03:22 -06:00

460 lines
20 KiB
JavaScript

// (C) 2015 Triacontane
// http://opensource.org/licenses/mit-license.php
// 1.5.5 2019/02/13 コマンド「PA_SET_CELL」において0番(最初のセル)に対する指定が機能しない問題を修正
// [Blog] : https://triacontane.blogspot.jp/
// [Twitter]: https://twitter.com/triacontane/
// [GitHub] : https://github.com/triacontane/
/*:
* @plugindesc
* @author トリアコンタン
*
* @param 最初のセルに戻る
* @desc ループしないアニメーションの終了後、最初のセルに戻ります。無効にすると最後のセルで止まります。
* @default true
* @type boolean
*
* @help
*/
(function() {
'use strict';
var pluginName = 'JsScript188Set';
var settings = {
/* maxCellAnimation:セル数の最大値 */
maxCellAnimation: 200
};
var getParamString = function(paramNames) {
if (!Array.isArray(paramNames)) paramNames = [paramNames];
for (var i = 0; i < paramNames.length; i++) {
var name = PluginManager.parameters(pluginName)[paramNames[i]];
if (name) return name;
}
return '';
};
var getParamBoolean = function(paramNames) {
var value = getParamString(paramNames);
return value.toUpperCase() === 'ON' || value.toUpperCase() === 'TRUE';
};
var getCommandName = function(command) {
return (command || '').toUpperCase();
};
var getArgArrayString = function(args, upperFlg) {
var values = getArgString(args, upperFlg);
return (values || '').split(',');
};
var getArgArrayNumber = function(args, min, max) {
if (!args) {
return [];
}
var values = getArgArrayString(args.substring(1, args.length - 1), false);
if (arguments.length < 2) min = -Infinity;
if (arguments.length < 3) max = Infinity;
for (var i = 0; i < values.length; i++) values[i] = (parseInt(values[i], 10) || 0).clamp(min, max);
return values;
};
var getArgString = function(arg, upperFlg) {
arg = convertEscapeCharacters(arg);
return upperFlg ? arg.toUpperCase() : arg;
};
var getArgNumber = function(arg, min, max) {
if (arguments.length < 2) min = -Infinity;
if (arguments.length < 3) max = Infinity;
return (parseInt(convertEscapeCharacters(arg), 10) || 0).clamp(min, max);
};
var convertEscapeCharacters = function(text) {
if (text == null) text = '';
var window = SceneManager._scene._windowLayer.children[0];
return window ? window.convertEscapeCharacters(text) : text;
};
var param = {};
param.returnToFirstCell = getParamBoolean(['ReturnToFirstCell', '最初のセルに戻る']);
var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
this.pluginCommandPictureAnimation(command, args);
};
Game_Interpreter.prototype.pluginCommandPictureAnimation = function(command, args) {
var pictureNum, animationType, picture, cellNumber, frameNumber, direction, fadeDuration, wait, customArray;
switch (getCommandName(command)) {
case 'PA_INIT' :
case 'ピクチャのアニメーション準備':
cellNumber = getArgNumber(args[0], 1, settings.maxCellAnimation);
frameNumber = getArgNumber(args[1], 1, 9999);
direction = getArgString(args[2], true) || '縦';
fadeDuration = getArgNumber(args[3], 0, 9999) || 0;
$gameScreen.setPicturesAnimation(cellNumber, frameNumber, direction, fadeDuration);
break;
case 'PA_SOUND' :
case 'ピクチャのアニメーション効果音予約':
cellNumber = getArgNumber(args[0], 1, settings.maxCellAnimation);
this.reservePaSound(cellNumber);
break;
case 'PA_START' :
case 'ピクチャのアニメーション開始':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
animationType = getArgNumber(args[1], 1, 3);
customArray = getArgArrayNumber(args[2], 1, settings.maxCellAnimation);
picture = $gameScreen.picture(pictureNum);
if (picture) picture.startAnimationFrame(animationType, false, customArray);
break;
case 'PA_START_LOOP' :
case 'ピクチャのループアニメーション開始':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
animationType = getArgNumber(args[1], 1, 3);
customArray = getArgArrayNumber(args[2], 1, settings.maxCellAnimation);
picture = $gameScreen.picture(pictureNum);
if (picture) picture.startAnimationFrame(animationType, true, customArray);
break;
case 'PA_STOP' :
case 'ピクチャのアニメーション終了':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
picture = $gameScreen.picture(pictureNum);
if (picture) picture.stopAnimationFrame(false);
break;
case 'PA_STOP_FORCE' :
case 'ピクチャのアニメーション強制終了':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
picture = $gameScreen.picture(pictureNum);
if (picture) picture.stopAnimationFrame(true);
break;
case 'PA_SET_CELL' :
case 'ピクチャのアニメーションセル設定':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
cellNumber = getArgNumber(args[1], 0, settings.maxCellAnimation);
wait = getArgString(args[2]);
picture = $gameScreen.picture(pictureNum);
if (picture) {
if (wait === 'ウェイトあり' || wait.toUpperCase() === 'WAIT') this.wait(picture._fadeDuration);
picture.cell = cellNumber;
}
break;
case 'PA_PROG_CELL' :
case 'ピクチャのアニメーションセル進行':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
wait = getArgString(args[1]);
picture = $gameScreen.picture(pictureNum);
if (picture) {
if (wait === 'ウェイトあり' || wait.toUpperCase() === 'WAIT') this.wait(picture._fadeDuration);
picture.addCellCount();
}
break;
case 'PA_SET_VARIABLE' :
case 'ピクチャのアニメーションセル変数の設定':
pictureNum = getArgNumber(args[0], 1, $gameScreen.maxPictures());
picture = $gameScreen.picture(pictureNum);
if (picture) picture.linkToVariable(getArgNumber(args[1]));
break;
}
};
Game_Interpreter.prototype.reservePaSound = function(cellNumber) {
this._paSoundFrame = cellNumber;
};
var _Game_Interpreter_command250 = Game_Interpreter.prototype.command250;
Game_Interpreter.prototype.command250 = function() {
if (this._paSoundFrame) {
var se = this._params[0];
AudioManager.loadStaticSe(se);
$gameScreen.addPaSound(se, this._paSoundFrame);
this._paSoundFrame = null;
return true;
}
return _Game_Interpreter_command250.apply(this, arguments);
};
Game_Screen.prototype.setPicturesAnimation = function(cellNumber, frameNumber, direction, fadeDuration) {
this._paCellNumber = cellNumber;
this._paFrameNumber = frameNumber;
this._paDirection = direction;
this._paFadeDuration = fadeDuration;
};
Game_Screen.prototype.addPaSound = function(sound, frame) {
if (!this._paSounds) this._paSounds = [];
this._paSounds[frame] = sound;
};
Game_Screen.prototype.clearPicturesAnimation = function() {
this._paCellNumber = 1;
this._paFrameNumber = 1;
this._paDirection = '';
this._paFadeDuration = 0;
this._paSounds = null;
};
var _Game_Screen_showPicture = Game_Screen.prototype.showPicture;
Game_Screen.prototype.showPicture = function(pictureId, name, origin, x, y,
scaleX, scaleY, opacity, blendMode) {
_Game_Screen_showPicture.apply(this, arguments);
var realPictureId = this.realPictureId(pictureId);
if (this._paCellNumber > 1) {
this._pictures[realPictureId].setAnimationFrameInit(
this._paCellNumber, this._paFrameNumber, this._paDirection, this._paFadeDuration, this._paSounds);
this.clearPicturesAnimation();
}
};
Game_Screen.prototype.isActivePicture = function(picture) {
var realId = this._pictures.indexOf(picture);
return realId > this.maxPictures() === $gameParty.inBattle();
};
var _Game_Picture_initialize = Game_Picture.prototype.initialize;
Game_Picture.prototype.initialize = function() {
_Game_Picture_initialize.call(this);
this.initAnimationFrameInfo();
};
Game_Picture.prototype.initAnimationFrameInfo = function() {
this._cellNumber = 1;
this._frameNumber = 1;
this._cellCount = 0;
this._frameCount = 0;
this._animationType = 0;
this._customArray = null;
this._loopFlg = false;
this._direction = '';
this._fadeDuration = 0;
this._fadeDurationCount = 0;
this._prevCellCount = 0;
this._animationFlg = false;
this._linkedVariable = 0;
this._cellSes = [];
};
Game_Picture.prototype.direction = function() {
return this._direction;
};
Game_Picture.prototype.cellNumber = function() {
return this._cellNumber;
};
Game_Picture.prototype.prevCellCount = function() {
return this._prevCellCount;
};
Game_Picture.prototype.isMulti = function() {
var dir = this.direction();
return dir === '連番' || dir === 'N';
};
/**
* The cellCount of the Game_Picture (0 to cellNumber).
*
* @property cellCount
* @type Number
*/
Object.defineProperty(Game_Picture.prototype, 'cell', {
get: function() {
if (this._linkedVariable > 0) {
return $gameVariables.value(this._linkedVariable) % this._cellNumber;
}
switch (this._animationType) {
case 3:
return (this._customArray[this._cellCount] - 1).clamp(0, this._cellNumber - 1);
case 2:
return this._cellNumber - 1 - Math.abs(this._cellCount - (this._cellNumber - 1));
case 1:
return this._cellCount;
default:
return this._cellCount;
}
},
set: function(value) {
var newCellCount = value % this.getCellNumber();
if (this._cellCount !== newCellCount) {
this._prevCellCount = this.cell;
this._fadeDurationCount = this._fadeDuration;
}
this._cellCount = newCellCount;
}
});
Game_Picture.prototype.getCellNumber = function() {
switch (this._animationType) {
case 3:
return this._customArray.length;
case 2:
return (this._cellNumber - 1) * 2;
case 1:
return this._cellNumber;
default:
return this._cellNumber;
}
};
var _Game_Picture_update = Game_Picture.prototype.update;
Game_Picture.prototype.update = function() {
_Game_Picture_update.call(this);
if (this.isFading()) {
this.updateFading();
} else if (this.hasAnimationFrame() && this.isActive()) {
this.updateAnimationFrame();
}
};
Game_Picture.prototype.linkToVariable = function(variableNumber) {
this._linkedVariable = variableNumber.clamp(1, $dataSystem.variables.length);
};
Game_Picture.prototype.updateAnimationFrame = function() {
this._frameCount = (this._frameCount + 1) % this._frameNumber;
if (this._frameCount === 0) {
this.addCellCount();
this.playCellSe();
if (this.isEndFirstLoop() && !this._loopFlg) {
this._animationFlg = false;
}
}
};
Game_Picture.prototype.isEndFirstLoop = function() {
return this._cellCount === (param.returnToFirstCell ? 0 : this.getCellNumber() - 1);
};
Game_Picture.prototype.updateFading = function() {
this._fadeDurationCount--;
};
Game_Picture.prototype.prevCellOpacity = function() {
if (this._fadeDuration === 0) return 0;
return this.opacity() / this._fadeDuration * this._fadeDurationCount;
};
Game_Picture.prototype.addCellCount = function() {
this.cell = this._cellCount + 1;
};
Game_Picture.prototype.playCellSe = function() {
var se = this._cellSes[this.cell + 1];
if (se) {
AudioManager.playSe(se);
}
};
Game_Picture.prototype.setAnimationFrameInit = function(cellNumber, frameNumber, direction, fadeDuration, cellSes) {
this._cellNumber = cellNumber;
this._frameNumber = frameNumber;
this._frameCount = 0;
this._cellCount = 0;
this._direction = direction;
this._fadeDuration = fadeDuration;
this._cellSes = cellSes || [];
};
Game_Picture.prototype.startAnimationFrame = function(animationType, loopFlg, customArray) {
this._animationType = animationType;
this._customArray = customArray;
this._animationFlg = true;
this._loopFlg = loopFlg;
if (this._cellNumber <= this._cellCount) {
this._cellCount = this._cellNumber - 1;
}
this.playCellSe();
};
Game_Picture.prototype.stopAnimationFrame = function(forceFlg) {
this._loopFlg = false;
if (forceFlg) {
this._animationFlg = false;
}
};
Game_Picture.prototype.hasAnimationFrame = function() {
return this._animationFlg;
};
Game_Picture.prototype.isFading = function() {
return this._fadeDurationCount !== 0;
};
Game_Picture.prototype.isNeedFade = function() {
return this._fadeDuration !== 0;
};
Game_Picture.prototype.isActive = function() {
return $gameScreen.isActivePicture(this);
};
var _Sprite_Picture_initialize = Sprite_Picture.prototype.initialize;
Sprite_Picture.prototype.initialize = function(pictureId) {
this._prevSprite = null;
_Sprite_Picture_initialize.apply(this, arguments);
};
var _Sprite_Picture_update = Sprite_Picture.prototype.update;
Sprite_Picture.prototype.update = function() {
_Sprite_Picture_update.apply(this, arguments);
var picture = this.picture();
if (picture && picture.name()) {
if (picture.isMulti() && !this._bitmaps) {
this.loadAnimationBitmap();
}
if (this.isBitmapReady()) {
this.updateAnimationFrame(this, picture.cell);
if (picture.isNeedFade()) this.updateFading();
}
}
};
var _Sprite_Picture_updateBitmap = Sprite_Picture.prototype.updateBitmap;
Sprite_Picture.prototype.updateBitmap = function() {
_Sprite_Picture_updateBitmap.apply(this, arguments);
if (!this.picture()) {
this._bitmaps = null;
if (this._prevSprite) {
this._prevSprite.bitmap = null;
}
}
};
Sprite_Picture.prototype.updateFading = function() {
if (!this._prevSprite) {
this.makePrevSprite();
}
if (!this._prevSprite.bitmap) {
this.makePrevBitmap();
}
var picture = this.picture();
if (picture.isFading()) {
this._prevSprite.visible = true;
this.updateAnimationFrame(this._prevSprite, picture.prevCellCount());
this._prevSprite.opacity = picture.prevCellOpacity();
} else {
this._prevSprite.visible = false;
}
};
Sprite_Picture.prototype.updateAnimationFrame = function(sprite, cellCount) {
switch (this.picture().direction()) {
case '連番':
case 'N':
sprite.bitmap = this._bitmaps[cellCount];
sprite.setFrame(0, 0, sprite.bitmap.width, sprite.bitmap.height);
break;
case '縦':
case 'V':
var height = sprite.bitmap.height / this.picture().cellNumber();
var y = cellCount * height;
sprite.setFrame(0, y, sprite.bitmap.width, height);
break;
case '横':
case 'H':
var width = sprite.bitmap.width / this.picture().cellNumber();
var x = cellCount * width;
sprite.setFrame(x, 0, width, sprite.bitmap.height);
break;
default:
sprite.setFrame(0, 0, this.bitmap.width, this.bitmap.height);
}
};
var _Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap;
Sprite_Picture.prototype.loadBitmap = function() {
_Sprite_Picture_loadBitmap.apply(this, arguments);
this._bitmapReady = false;
this._bitmaps = null;
if (this._prevSprite) {
this._prevSprite.visible = false;
}
};
Sprite_Picture.prototype.loadAnimationBitmap = function() {
var cellNumber = this.picture().cellNumber();
var cellDigit = cellNumber.toString().length;
this._bitmaps = [this.bitmap];
for (var i = 1; i < cellNumber; i++) {
var filename = this._pictureName.substr(0, this._pictureName.length - cellDigit) + i.padZero(cellDigit);
this._bitmaps[i] = ImageManager.loadPicture(filename);
}
this._bitmapReady = false;
};
Sprite_Picture.prototype.makePrevSprite = function() {
this._prevSprite = new Sprite();
this._prevSprite.visible = false;
this.addChild(this._prevSprite);
};
Sprite_Picture.prototype.makePrevBitmap = function() {
this._prevSprite.bitmap = this.bitmap;
this._prevSprite.anchor.x = this.anchor.x;
this._prevSprite.anchor.y = this.anchor.y;
};
Sprite_Picture.prototype.isBitmapReady = function() {
if (!this.bitmap) return false;
if (this._bitmapReady) return true;
var result;
if (this.picture().isMulti()) {
result = this._bitmaps.every(function(bitmap) {
return bitmap.isReady();
});
} else {
result = this.bitmap.isReady();
}
this._bitmapReady = result;
return result;
};
})();