2166 lines
56 KiB
JavaScript
2166 lines
56 KiB
JavaScript
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var RealBattleMode = {
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BATTLESTART: 0,
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BATTLE: 1,
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ACTIONSTART: 2,
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ACTIONEND: 3,
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BATTLEEND: 4,
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IDLE: 5,
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DELAY: 6
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};
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// 解像度が800×600以上の場合において、WIDTHを800にすれば戦闘背景を全て表示できる
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var RealBattleArea = {
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WIDTH: 640,
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HEIGHT: 480
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};
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var RealBattle = defineObject(BaseBattle,
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{
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_parentCoreAttack: null,
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_isBattleLayoutVisible: false,
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_isMotionBaseScroll: false,
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_idleCounter: null,
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_autoScroll: null,
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_uiBattleLayout: null,
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_battleArea: null,
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openBattleCycle: function(coreAttack) {
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this._prepareBattleMemberData(coreAttack);
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this._completeBattleMemberData(coreAttack);
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},
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moveBattleCycle: function() {
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var mode = this.getCycleMode();
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var result = MoveResult.CONTINUE;
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if (mode === RealBattleMode.BATTLESTART) {
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result = this._moveBattleStart();
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}
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else if (mode === RealBattleMode.BATTLE) {
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result = this._moveBattle();
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}
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else if (mode === RealBattleMode.ACTIONSTART) {
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result = this._moveActionStart();
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}
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else if (mode === RealBattleMode.ACTIONEND) {
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result = this._moveActionEnd();
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}
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else if (mode === RealBattleMode.BATTLEEND) {
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result = this._moveBattleEnd();
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}
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else if (mode === RealBattleMode.IDLE) {
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result = this._moveIdle();
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}
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else if (mode === RealBattleMode.DELAY) {
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result = this._moveDelay();
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}
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this._moveAnimation();
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return result;
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},
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drawBattleCycle: function() {
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var mode = this.getCycleMode();
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if (this._isBattleLayoutVisible) {
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this._uiBattleLayout.drawBattleLayout();
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}
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if (mode === RealBattleMode.BATTLESTART) {
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this._drawBattleStart();
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}
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else if (mode === RealBattleMode.ACTIONSTART) {
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this._drawActionStart();
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}
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else if (mode === RealBattleMode.ACTIONEND) {
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this._drawActionEnd();
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}
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else if (mode === RealBattleMode.BATTLEEND) {
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this._drawBattleEnd();
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}
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},
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backBattleCycle: function() {
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this._moveBattlerAnimation();
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this._moveAsyncEffect();
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},
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eraseRoutine: function(alpha) {
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var active = this.getActiveBattler();
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var passive = this.getPassiveBattler();
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if (DamageControl.isLosted(active.getUnit())) {
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active.setColorAlpha(alpha);
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}
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if (DamageControl.isLosted(passive.getUnit())) {
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passive.setColorAlpha(alpha);
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}
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},
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endBattle: function() {
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this._battleTable.endMusic();
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this._uiBattleLayout.endBattleLayout();
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},
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setBattleLayoutVisible: function(isVisible) {
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this._isBattleLayoutVisible = isVisible;
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this._uiBattleLayout.startBattleLayout();
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},
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startExperienceScroll: function(unit) {
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var battler = this._getPlayerBattler(unit);
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this._autoScroll.startScroll(battler.getKeyX());
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},
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getEffectPosFromUnit: function(animeData, unit) {
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var battler = this._getPlayerBattler(unit);
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var pos = battler.getEffectPos(animeData);
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return {
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x: pos.x - this._autoScroll.getScrollX(),
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y: pos.y
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};
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},
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getBattleArea: function() {
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return this._battleArea;
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},
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moveAutoScroll: function() {
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return this._autoScroll.moveAutoScroll();
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},
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doHitAction: function() {
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var order = this._order;
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var isHit = order.isCurrentHit();
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var damageActive = order.getActiveDamage();
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var damagePassive = order.getPassiveDamage();
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var battlerActive = this.getActiveBattler();
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var battlerPassive = this.getPassiveBattler();
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if (isHit) {
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// 攻撃を受ける側のHPを減らし、ダメージをUI表示できるようにする
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this._checkDamage(order.getActiveUnit(), damagePassive, battlerPassive);
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// 攻撃をする側のHPを減らし、ダメージをUI表示できるようにする。
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// 通常、攻撃をする側にダメージ、もしくは回復が行われることはないため、
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// このif文は原則実行されない。
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if (damageActive !== 0) {
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this._checkDamage(order.getPassiveUnit(), damageActive, battlerActive);
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}
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battlerPassive = this.getPassiveBattler();
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// 相手が待機である場合は、これによって待機が終了する
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battlerPassive.setDamageState();
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}
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else {
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battlerPassive = this.getPassiveBattler();
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this._uiBattleLayout.showAvoidAnime(battlerPassive);
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// 攻撃が命中しなかったため、相手を回避にする
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battlerPassive.setAvoidState();
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}
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return isHit;
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},
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setMotionBaseScroll: function(isMotionBaseScroll) {
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this._isMotionBaseScroll = isMotionBaseScroll;
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},
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getAutoScroll: function() {
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return this._autoScroll;
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},
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forceAutoScroll: function(x) {
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if (this._autoScroll.isApproach()) {
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this._endScrollAction();
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}
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else {
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// 接近していない場合は相手に向かってスクロール
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this._autoScroll.startScroll(x);
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this.changeCycleMode(RealBattleMode.DELAY);
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}
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},
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getNextBattler: function(isActive) {
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var unit;
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// 一時的に次のオーダーに進める
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if (!this._order.nextOrder()) {
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return null;
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}
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if (isActive) {
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unit = this._order.getActiveUnit();
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}
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else {
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unit = this._order.getPassiveUnit();
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}
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// 進めたオーダーを戻す
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this._order.prevOrder();
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if (unit === this._battlerRight.getUnit())
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return this._battlerRight;
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return this._battlerLeft;
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},
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_prepareBattleMemberData: function(coreAttack) {
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this._parentCoreAttack = coreAttack;
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this._attackFlow = this._parentCoreAttack.getAttackFlow();
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this._order = this._attackFlow.getAttackOrder();
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this._attackInfo = this._attackFlow.getAttackInfo();
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this._battleTable = createObject(RealBattleTable);
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this._isMotionBaseScroll = false;
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this._effectArray = [];
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this._idleCounter = createObject(IdleCounter);
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this._autoScroll = createObject(RealAutoScroll);
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this._battleTransition = createObject(BattleTransition);
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this._uiBattleLayout = createObject(UIBattleLayout);
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this._createBattleArea();
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},
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_completeBattleMemberData: function(coreAttack) {
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this._createBattler();
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this._autoScroll.setScrollX(this.getActiveBattler().getFocusX());
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this._uiBattleLayout.setBattlerAndParent(this._battlerRight, this._battlerLeft, this);
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this._battleTable.setBattleObject(this);
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this._battleTable.enterBattleStart();
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this.changeCycleMode(RealBattleMode.BATTLESTART);
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},
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_createBattler: function() {
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var unitSrc = this._attackInfo.unitSrc;
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var unitDest = this._attackInfo.unitDest;
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var isRight = Miscellaneous.isUnitSrcPriority(unitSrc, unitDest);
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var versusType = this._getVersusType(unitSrc, unitDest);
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// this._battlerRightが自軍を基に作成される点が重要(自軍は常に右側に表示したいため)
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if (isRight) {
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// こちらが実行される場合、unitSrcが自軍でunitDestが敵軍になっている
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this._battlerRight = createObject(this._getBattlerObject(unitSrc));
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this._battlerLeft = createObject(this._getBattlerObject(unitDest));
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this._setBattlerData(this._battlerRight, unitSrc, true, true, versusType);
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this._setBattlerData(this._battlerLeft, unitDest, false, false, versusType);
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}
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else {
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// こちらが実行される場合、unitDestが自軍でunitSrcが敵軍になっている
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this._battlerRight = createObject(this._getBattlerObject(unitDest));
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this._battlerLeft = createObject(this._getBattlerObject(unitSrc));
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this._setBattlerData(this._battlerRight, unitDest, false, true, versusType);
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this._setBattlerData(this._battlerLeft, unitSrc, true, false, versusType);
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}
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},
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_setBattlerData: function(battler, unit, isSrc, isRight, versusType) {
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var motionId, pos;
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var animeData = BattlerChecker.findBattleAnimeFromUnit(unit);
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var motionParam = StructureBuilder.buildMotionParam();
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var order = this.getAttackOrder();
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var attackInfo = this.getAttackInfo();
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if (unit === attackInfo.unitSrc) {
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motionId = order.getWaitIdSrc();
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}
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else {
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motionId = order.getWaitIdDest();
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}
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motionParam.animeData = animeData;
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motionParam.unit = unit;
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motionParam.isRight = isRight;
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motionParam.motionColorIndex = Miscellaneous.getMotionColorIndex(unit);
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motionParam.motionId = motionId;
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motionParam.versusType = versusType;
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pos = BattlerPosChecker.getRealInitialPos(motionParam, isSrc, order);
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motionParam.x = pos.x;
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motionParam.y = pos.y;
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battler.setupRealBattler(motionParam, isSrc, this);
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},
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_createBattleArea: function() {
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this._battleArea = {};
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this._battleArea.x = 0;
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this._battleArea.y = 0;
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this._battleArea.width = RealBattleArea.WIDTH;
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this._battleArea.height = RealBattleArea.HEIGHT;
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},
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_getVersusType: function(unitSrc, unitDest) {
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var versusType;
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var animeSrc = BattlerChecker.findBattleAnimeFromUnit(unitSrc);
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var animeDest = BattlerChecker.findBattleAnimeFromUnit(unitDest);
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var srcSize = animeSrc.getSize();
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var destSize = animeDest.getSize();
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var s = 0;
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var m = 1;
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if (srcSize === s) {
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if (destSize === s) {
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versusType = VersusType.SS;
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}
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else if (destSize === m) {
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versusType = VersusType.SM;
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}
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else {
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versusType = VersusType.SL;
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}
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}
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else if (srcSize === m) {
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if (destSize === s) {
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versusType = VersusType.SM;
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}
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else if (destSize === m) {
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versusType = VersusType.MM;
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}
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else {
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versusType = VersusType.ML;
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}
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}
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else {
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if (destSize === s) {
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versusType = VersusType.SL;
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}
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else if (destSize === m) {
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versusType = VersusType.ML;
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}
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else {
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versusType = VersusType.LL;
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}
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}
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return versusType;
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},
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_getBattlerObject: function(unit) {
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var object;
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var attackTemplateType = BattlerChecker.findAttackTemplateTypeFromUnit(unit);
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var isDirectAttack = this._attackInfo.isDirectAttack;
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if (attackTemplateType === AttackTemplateType.FIGHTER) {
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if (this._attackInfo.checkMagicWeaponAttack(unit)) {
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object = MagicWeaponAttackBattler;
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}
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else {
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if (isDirectAttack) {
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object = DirectBattler;
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}
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else {
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object = IndirectBattler;
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}
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}
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}
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else if (attackTemplateType === AttackTemplateType.ARCHER) {
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object = IndirectBattler;
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}
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else {
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object = MagicBattler;
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}
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return object;
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},
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_moveBattleStart: function() {
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if (this._battleTable.moveBattleStart() !== MoveResult.CONTINUE) {
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if (!this._attackFlow.validBattle()) {
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// 戦闘を開始できない場合は、直ちに終了する
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this._processModeBattleEnd();
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return MoveResult.CONTINUE;
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}
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this._processModeActionStart();
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}
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return MoveResult.CONTINUE;
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},
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_moveBattle: function() {
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this._checkBattleContinue();
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return MoveResult.CONTINUE;
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},
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_moveActionStart: function() {
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if (this._battleTable.moveActionStart() !== MoveResult.CONTINUE) {
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this._changeBattle();
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this.changeCycleMode(RealBattleMode.BATTLE);
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}
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return MoveResult.CONTINUE;
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},
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_moveActionEnd: function() {
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if (this._battleTable.moveActionEnd() !== MoveResult.CONTINUE) {
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this._checkNextAttack();
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}
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return MoveResult.CONTINUE;
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},
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_moveBattleEnd: function() {
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if (this._battleTable.moveBattleEnd() !== MoveResult.CONTINUE) {
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this.endBattle();
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return MoveResult.END;
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}
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return MoveResult.CONTINUE;
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},
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_moveIdle: function() {
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var nextmode;
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if (this._idleCounter.moveIdleCounter() !== MoveResult.CONTINUE) {
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nextmode = this._idleCounter.getNextMode();
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if (nextmode === RealBattleMode.BATTLE) {
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this._changeBattle();
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}
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this.changeCycleMode(nextmode);
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}
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return MoveResult.CONTINUE;
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},
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_moveDelay: function() {
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// 画面がスクロール中であり、このときにモーションは動かない
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if (this._autoScroll.moveAutoScroll() !== MoveResult.CONTINUE) {
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this._endScrollAction();
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}
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return MoveResult.CONTINUE;
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},
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_moveAnimation: function() {
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this._moveEffect();
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this._uiBattleLayout.moveBattleLayout();
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this._moveBattlerAnimation();
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// スクロール値が変更されるのは、2つのパターンがある。
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// 1つはmoveAutoScrollによる変更。
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// これは相手の視点になっているのをこちらの視点に戻すためなどに使用する。
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// もう1つは、モーションの現在位置に応じて変更。
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// これは移動や投てき、投射などが挙げられる。
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// 後者の場合は、setScrollXを呼び出すことでスクロール値を明示的に設定する。
|
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// ただし、自動モードが有効になっている場合は、moveAutoScrollによるスクロールを優先するべきであるため、
|
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// その際には変更しない。
|
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if (this._isMotionBaseScroll) {
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this._autoScroll.setScrollX(this.getActiveBattler().getFocusX());
|
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}
|
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|
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return MoveResult.CONTINUE;
|
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},
|
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|
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_moveBattlerAnimation: function() {
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if (this._isBattleLayoutVisible) {
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this._battlerRight.moveBattler();
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this._battlerLeft.moveBattler();
|
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}
|
||
},
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||
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_drawBattleStart: function() {
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this._battleTable.drawBattleStart();
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||
},
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||
|
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_drawActionStart: function() {
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this._battleTable.drawActionStart();
|
||
},
|
||
|
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_drawActionEnd: function() {
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this._battleTable.drawActionEnd();
|
||
},
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||
|
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_drawBattleEnd: function() {
|
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this._battleTable.drawBattleEnd();
|
||
},
|
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|
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_endScrollAction: function() {
|
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this._processModeActionStart();
|
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},
|
||
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_checkBattleContinue: function() {
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var isRightLast = this._battlerRight.isActionLast();
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||
var isLeftLast = this._battlerLeft.isActionLast();
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||
// 2つのバトラーの動作が停止し、同期エフェクトが終了しており、さらにUI(ゲージなど)がアニメーションしていない場合
|
||
if (isRightLast && isLeftLast && this._isSyncEffectLast() && this._uiBattleLayout.isUIMoveLast()) {
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this._processModeActionEnd();
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}
|
||
|
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return true;
|
||
},
|
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|
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_checkNextAttack : function() {
|
||
var result, battler;
|
||
var battlerPrev = this.getActiveBattler();
|
||
|
||
this._attackFlow.executeAttackPocess();
|
||
|
||
result = this._attackFlow.checkNextAttack();
|
||
if (result === AttackFlowResult.DEATH) {
|
||
battler = this.getActiveBattler();
|
||
if (DamageControl.isLosted(battler.getUnit())) {
|
||
battler.lostBattler();
|
||
}
|
||
|
||
battler = this.getPassiveBattler();
|
||
if (DamageControl.isLosted(battler.getUnit())) {
|
||
battler.lostBattler();
|
||
}
|
||
}
|
||
else if (result === AttackFlowResult.CONTINUE) {
|
||
battler = this.getActiveBattler();
|
||
|
||
// battlerとbattlerPrevが同一である場合、前回と今回で攻撃するユニットが同一であることを示す
|
||
if (!battler.checkForceScroll(battler === battlerPrev)) {
|
||
this._processModeActionStart();
|
||
}
|
||
|
||
// 戦闘を続ける
|
||
return true;
|
||
}
|
||
|
||
this._processModeBattleEnd();
|
||
|
||
return false;
|
||
},
|
||
|
||
_checkDamage: function(unit, damage, battler) {
|
||
var order = this._order;
|
||
var isCritical = order.isCurrentCritical();
|
||
var isFinish = order.isCurrentFinish();
|
||
|
||
if (damage >= 0) {
|
||
if (damage !== 0 || root.queryAnime('realnodamage') === null) {
|
||
WeaponEffectControl.playDamageSound(unit, isCritical, isFinish);
|
||
}
|
||
}
|
||
|
||
this._uiBattleLayout.setDamage(battler, damage, isCritical, isFinish);
|
||
},
|
||
|
||
_getPlayerBattler: function(unit) {
|
||
var battler = this.getActiveBattler();
|
||
|
||
if (battler.getUnit() !== unit) {
|
||
battler = this.getPassiveBattler();
|
||
}
|
||
|
||
return battler;
|
||
},
|
||
|
||
_processModeActionStart: function() {
|
||
if (this._battleTable.enterActionStart() === EnterResult.NOTENTER) {
|
||
this._changeBattle();
|
||
this.changeCycleMode(RealBattleMode.BATTLE);
|
||
}
|
||
else {
|
||
this.changeCycleMode(RealBattleMode.ACTIONSTART);
|
||
}
|
||
},
|
||
|
||
_processModeActionEnd: function() {
|
||
if (this._battleTable.enterActionEnd() === EnterResult.NOTENTER) {
|
||
this._checkNextAttack();
|
||
}
|
||
else {
|
||
this.changeCycleMode(RealBattleMode.ACTIONEND);
|
||
}
|
||
},
|
||
|
||
_processModeBattleEnd: function() {
|
||
this._battleTable.enterBattleEnd();
|
||
this.changeCycleMode(RealBattleMode.BATTLEEND);
|
||
},
|
||
|
||
_changeBattle: function() {
|
||
var battler = this.getActiveBattler();
|
||
|
||
battler.startBattler();
|
||
|
||
// モーションが動き始めるためtrue
|
||
this._isMotionBaseScroll = true;
|
||
}
|
||
}
|
||
);
|
||
|
||
var BaseBattler = defineObject(BaseObject,
|
||
{
|
||
_unit: null,
|
||
_isSrc: false,
|
||
_motion: null,
|
||
_isPollingState: false,
|
||
_pollingCounter: null,
|
||
_isWaitForDamage: false,
|
||
_realBattle: null,
|
||
_isWaitLoopZone: false,
|
||
_loopFrameIndex: 0,
|
||
|
||
setupRealBattler: function(motionParam, isSrc, realBattle) {
|
||
this._unit = motionParam.unit;
|
||
this._isSrc = isSrc;
|
||
this._motion = createObject(AnimeMotion);
|
||
this._realBattle = realBattle;
|
||
|
||
this._motion.setMotionParam(motionParam);
|
||
this._setWapon();
|
||
|
||
this._isWaitLoopZone = this._checkNewFrame();
|
||
},
|
||
|
||
getUnit: function() {
|
||
return this._unit;
|
||
},
|
||
|
||
moveBattler: function() {
|
||
var motionCategoryType;
|
||
var motion = this._motion;
|
||
|
||
// 意図的に待機する場合
|
||
if (!this._checkPollingState()) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
// フレームに設定された表示期間の数だけカウントする
|
||
if (motion.moveMotion() !== MoveResult.CONTINUE) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
motionCategoryType = this.getMotionCategoryType();
|
||
if (motionCategoryType === MotionCategoryType.NORMAL) {
|
||
this.moveNormal();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.APPROACH) {
|
||
this.moveApproach();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.ATTACK) {
|
||
this.moveAttack();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.AVOID) {
|
||
this.moveAvoidOrDamage();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.THROW || motionCategoryType === MotionCategoryType.SHOOT) {
|
||
this.moveThrow();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.MAGIC || motionCategoryType === MotionCategoryType.MAGICATTACK) {
|
||
this.moveMagic();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.DAMAGE) {
|
||
this.moveAvoidOrDamage();
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveNormal: function() {
|
||
if (this._checkLoopZone()) {
|
||
this._isWaitLoopZone = true;
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveApproach: function() {
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveAttack: function() {
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveAvoidOrDamage: function() {
|
||
var unit, motionId, motionCategoryType, isAttack, order;
|
||
|
||
if (this._checkLoopZone()) {
|
||
// 一時的に次のオーダーに進める
|
||
order = this._realBattle.getAttackOrder();
|
||
if (order.nextOrder()) {
|
||
unit = order.getActiveUnit();
|
||
motionId = order.getActiveMotionId();
|
||
motionCategoryType = this._motion.getAnimeData().getMotionCategoryType(motionId);
|
||
isAttack = motionCategoryType === MotionCategoryType.ATTACK || motionCategoryType === MotionCategoryType.BOW || motionCategoryType === MotionCategoryType.MAGIC;
|
||
|
||
// 回避またはダメージ受けのユニットが次に攻撃を行う場合は、一時的に何もしない状態にする。
|
||
// これがない場合、待機から攻撃への切り替わりが視覚的に速く感じる。
|
||
if (unit === this._unit && isAttack) {
|
||
this._isPollingState = true;
|
||
this._pollingCounter = createObject(CycleCounter);
|
||
this._pollingCounter.setCounterInfo(4);
|
||
}
|
||
|
||
// 進めたオーダーを戻す
|
||
order.prevOrder();
|
||
}
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveThrow: function() {
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveMagic: function() {
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
drawBattler: function(xScroll, yScroll) {
|
||
this._motion.drawMotion(xScroll, yScroll);
|
||
},
|
||
|
||
drawScreenColor: function() {
|
||
var color = this._motion.getScreenColor();
|
||
var alpha = this._motion.getScreenAlpha();
|
||
|
||
root.getGraphicsManager().fillRange(0, 0, root.getGameAreaWidth(), root.getGameAreaHeight(), color, alpha);
|
||
},
|
||
|
||
getScreenEffectRangeType: function() {
|
||
return this._motion.getScreenEffectRangeType();
|
||
},
|
||
|
||
checkForceScroll: function(isContinuous) {
|
||
return false;
|
||
},
|
||
|
||
startBattler: function() {
|
||
this.setAttackState();
|
||
},
|
||
|
||
isActionLast: function() {
|
||
// 何もしない状態である場合は、モーションが終了したとみなさない
|
||
if (this._isPollingState) {
|
||
return false;
|
||
}
|
||
|
||
if (this._motion.isLoopMode()) {
|
||
return true;
|
||
}
|
||
|
||
// 待機のモーションタイプはループするため、isLastFrameで終了判定はできない。
|
||
if (this.getMotionCategoryType() === MotionCategoryType.NORMAL) {
|
||
if (this._isWaitForDamage) {
|
||
// ダメージによる待機では終了
|
||
return true;
|
||
}
|
||
else {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return this._motion.isLastFrame();
|
||
},
|
||
|
||
isLoopZone: function() {
|
||
return this._isWaitLoopZone;
|
||
},
|
||
|
||
getAttackMotionId: function() {
|
||
return this._realBattle.getAttackOrder().getActiveMotionId();
|
||
},
|
||
|
||
getPassiveMotionId: function() {
|
||
return this._realBattle.getAttackOrder().getPassiveMotionId();
|
||
},
|
||
|
||
getMotionCategoryType: function() {
|
||
var motionId = this._motion.getMotionId();
|
||
|
||
return this._motion.getAnimeData().getMotionCategoryType(motionId);
|
||
},
|
||
|
||
setAttackState: function() {
|
||
var motionId = this.getAttackMotionId();
|
||
|
||
this._motion.setMotionId(motionId);
|
||
this._checkNewFrame();
|
||
},
|
||
|
||
setAvoidState: function() {
|
||
var avoidId = this.getPassiveMotionId();
|
||
|
||
this._motion.setMotionId(avoidId);
|
||
this._checkNewFrame();
|
||
},
|
||
|
||
setDamageState: function() {
|
||
var damageId = this.getPassiveMotionId();
|
||
|
||
if (damageId === -1) {
|
||
// ダメージ受けが設定されていない場合はモーションはそのままになる
|
||
this._isWaitForDamage = true;
|
||
}
|
||
else {
|
||
this._motion.setMotionId(damageId);
|
||
}
|
||
|
||
this._checkNewFrame();
|
||
},
|
||
|
||
// 視点が合わさっているスプライトのx座標を取得する
|
||
getFocusX: function() {
|
||
return this._motion.getFocusX();
|
||
},
|
||
|
||
// キースプライトの移動後のx座標を取得する
|
||
getKeyX: function() {
|
||
return this._motion.getKeyX();
|
||
},
|
||
|
||
getKeyY: function() {
|
||
return this._motion.getKeyY();
|
||
},
|
||
|
||
getEffectPos: function(anime) {
|
||
var isRight = this._realBattle.getBattler(true) === this;
|
||
return this._motion.getEffectPos(anime, isRight);
|
||
},
|
||
|
||
lostBattler: function() {
|
||
},
|
||
|
||
isSrc: function() {
|
||
return this._isSrc;
|
||
},
|
||
|
||
setColorAlpha: function(alpha) {
|
||
this._motion.setColorAlpha(alpha);
|
||
},
|
||
|
||
getAnimeMotion: function() {
|
||
return this._motion;
|
||
},
|
||
|
||
_setWapon: function() {
|
||
var weapon = BattlerChecker.getRealBattleWeapon(this._unit);
|
||
|
||
// 装備武器が魔法でない場合は、武器を表示するようにする
|
||
if (weapon !== null && weapon.getWeaponCategoryType() !== AttackTemplateType.MARGE) {
|
||
this._motion.setWeapon(weapon);
|
||
}
|
||
},
|
||
|
||
_checkPollingState: function() {
|
||
if (this._isPollingState) {
|
||
if (this._pollingCounter.moveCycleCounter() !== MoveResult.CONTINUE) {
|
||
this._isPollingState = false;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
},
|
||
|
||
_checkLoopZone: function() {
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLoopMode()) {
|
||
if (motion.isLoopEndFrame()) {
|
||
motion.setFrameIndex(this._loopFrameIndex, true);
|
||
return false;
|
||
}
|
||
}
|
||
else if (motion.isLastFrame()) {
|
||
return false;
|
||
}
|
||
|
||
motion.nextFrame();
|
||
|
||
return this._checkNewFrame();
|
||
},
|
||
|
||
_checkNewFrame: function() {
|
||
var isEnd = false;
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLoopStartFrame()) {
|
||
isEnd = true;
|
||
this._loopFrameIndex = motion.getFrameIndex();
|
||
motion.setLoopMode(true);
|
||
}
|
||
else if (motion.isLastFrame()) {
|
||
isEnd = true;
|
||
}
|
||
|
||
return isEnd;
|
||
}
|
||
}
|
||
);
|
||
|
||
// 戦士系のモーションの動作
|
||
var DirectBattler = defineObject(BaseBattler,
|
||
{
|
||
moveApproach: function() {
|
||
var motionId, moveId;
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLastFrame()) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
motion.nextFrame();
|
||
|
||
if (motion.isLastFrame()) {
|
||
motionId = motion.getMotionId();
|
||
moveId = this._realBattle.getAttackOrder().getMoveId();
|
||
|
||
// 移動が完了したため攻撃に入る
|
||
if (motionId === moveId) {
|
||
this._realBattle.getAutoScroll().setNear(true);
|
||
this.setAttackState();
|
||
}
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
moveAttack: function() {
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLastFrame()) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
if (motion.isAttackHitFrame()) {
|
||
this._realBattle.doHitAction();
|
||
}
|
||
|
||
this._checkLoopZone();
|
||
|
||
if (this._isNextHit()) {
|
||
WeaponEffectControl.playSound(this._unit, WeaponEffectSound.WEAPONWAVE);
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
getAttackMotionId: function() {
|
||
// ユニットが既に相手と接近しているかを調べる
|
||
if (this._realBattle.getAutoScroll().isApproach()) {
|
||
// 接近している場合は、攻撃IDを返す
|
||
return this._realBattle.getAttackOrder().getActiveMotionId();
|
||
}
|
||
else {
|
||
// 接近していない場合は、接近するために移動IDを返す
|
||
return this._realBattle.getAttackOrder().getMoveId();
|
||
}
|
||
},
|
||
|
||
_isNextHit: function() {
|
||
var isNextHit;
|
||
var index = this._motion.getFrameIndex();
|
||
|
||
if (index + 1 === this._motion.getFrameCount()) {
|
||
return false;
|
||
}
|
||
|
||
// 次のフレームの情報が欲しいため、意図的にフレームを進める
|
||
this._motion.setFrameIndex(index + 1, false);
|
||
|
||
isNextHit = this._motion.isAttackHitFrame();
|
||
|
||
// フレームを戻す
|
||
this._motion.setFrameIndex(index, false);
|
||
|
||
return isNextHit;
|
||
}
|
||
}
|
||
);
|
||
|
||
// 武器を投げる戦士系、及び弓兵系のモーションの動作
|
||
var IndirectBattler = defineObject(BaseBattler,
|
||
{
|
||
_isThrowState: false,
|
||
|
||
moveThrow: function() {
|
||
var isHit, motionCategoryType;
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLastFrame()) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
if (motion.isAttackHitFrame()) {
|
||
isHit = this._realBattle.doHitAction();
|
||
|
||
if (isHit) {
|
||
// 投てきと投射は命中したら武器を一時的に非表示にする
|
||
motion.hideThrowWeapon();
|
||
}
|
||
}
|
||
else if (motion.isThrowStartFrame()) {
|
||
motionCategoryType = this.getMotionCategoryType();
|
||
|
||
if (motionCategoryType === MotionCategoryType.THROW) {
|
||
this._playThrowSound();
|
||
}
|
||
else if (motionCategoryType === MotionCategoryType.SHOOT) {
|
||
this._playShootSound();
|
||
}
|
||
|
||
// 投げ状態を記録することで、武器に視点が移るようにする
|
||
this._isThrowState = true;
|
||
}
|
||
|
||
if (this._checkLoopZone()) {
|
||
// フレームが終了したため、武器を非表示にする
|
||
motion.hideThrowWeapon();
|
||
|
||
// 投げ状態を解除する
|
||
this._isThrowState = false;
|
||
|
||
this._realBattle.setMotionBaseScroll(false);
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
checkForceScroll: function(isContinuous) {
|
||
var motion = this._motion;
|
||
|
||
// 同じユニットが連続して攻撃する場合
|
||
if (isContinuous) {
|
||
// 矢を放ったことで、視点が相手側になっている。
|
||
// それをこちら側に戻すために、スクロールの命令を出す。
|
||
// スクロールが終了すれば、startBattlerが呼ばれる。
|
||
this._realBattle.forceAutoScroll(motion.getKeyX(), 0);
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
},
|
||
|
||
_playThrowSound: function() {
|
||
WeaponEffectControl.playSound(this._unit, WeaponEffectSound.WEAPONTHROW);
|
||
},
|
||
|
||
_playShootSound: function() {
|
||
WeaponEffectControl.playSound(this._unit, WeaponEffectSound.SHOOTARROW);
|
||
}
|
||
}
|
||
);
|
||
|
||
var MagicBattlerType = {
|
||
NORMAL: 0,
|
||
INVOCATION: 1,
|
||
MAGIC: 2,
|
||
SCROLL: 3
|
||
};
|
||
|
||
// 魔法系のモーションの動作
|
||
var MagicBattler = defineObject(BaseBattler,
|
||
{
|
||
_invocationEffect: null,
|
||
_magicEffect: null,
|
||
_isLast: false,
|
||
|
||
setAttackState: function() {
|
||
var motionId = this.getAttackMotionId();
|
||
|
||
this._motion.setMotionId(motionId);
|
||
|
||
this._invocationEffect = null;
|
||
this._magicEffect = null;
|
||
this._loopFrameIndex = 0;
|
||
this._isLast = false;
|
||
|
||
if (this._motion.isMagicLoopStartFrame()) {
|
||
this._startLoop();
|
||
}
|
||
else {
|
||
this.changeCycleMode(MagicBattlerType.NORMAL);
|
||
}
|
||
},
|
||
|
||
moveBattler: function() {
|
||
if (this.getCycleMode() === MagicBattlerType.SCROLL) {
|
||
if (this._realBattle.getAutoScroll().moveAutoScroll() !== MoveResult.CONTINUE) {
|
||
this._createMagicEffect();
|
||
this.changeCycleMode(MagicBattlerType.MAGIC);
|
||
}
|
||
}
|
||
|
||
return BaseBattler.moveBattler.call(this);
|
||
},
|
||
|
||
moveMagic: function() {
|
||
var mode = this.getCycleMode();
|
||
var motion = this._motion;
|
||
|
||
if (motion.isLastFrame()) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
if (mode === MagicBattlerType.NORMAL) {
|
||
// 魔法を開始するフレームに入った場合
|
||
if (this._motion.isMagicLoopStartFrame()) {
|
||
this._startLoop();
|
||
}
|
||
}
|
||
else if (mode === MagicBattlerType.INVOCATION) {
|
||
// 発動エフェクトが終了したかを調べる
|
||
if (this._invocationEffect !== null && this._invocationEffect.isEffectLast()) {
|
||
this._invocationEffect = null;
|
||
this._startMagic();
|
||
}
|
||
}
|
||
else if (mode === MagicBattlerType.MAGIC) {
|
||
// 魔法のエフェクトが終了したかを調べる
|
||
if (this._magicEffect !== null && this._magicEffect.isEffectLast()) {
|
||
this._magicEffect = null;
|
||
|
||
// これがなければ相手に視点が移る。
|
||
// setFocusMotion(getPassiveMotion());で視点をこちらにすればよいように思えるが、
|
||
// こちらが弓である場合は矢に視点が合うことになり、上手くいかない。
|
||
this._realBattle.setMotionBaseScroll(false);
|
||
|
||
// 終了フラグを立てることで、ループするのを防ぐ
|
||
this._isLast = true;
|
||
}
|
||
}
|
||
|
||
if (this._motion.isMagicLoopEndFrame() && !this._isLast) {
|
||
// ループ開始に戻る
|
||
motion.setFrameIndex(this._loopFrameIndex, true);
|
||
}
|
||
else {
|
||
this._checkLoopZone();
|
||
}
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
getFocusX: function() {
|
||
var motion = this._motion;
|
||
|
||
if (this._magicEffect === null) {
|
||
return motion.getFocusX();
|
||
}
|
||
else {
|
||
// エフェクトが発動されている場合は、それに視点を合わせる
|
||
return this._magicEffect.getEffectX();
|
||
}
|
||
},
|
||
|
||
checkForceScroll: function(isContinuous) {
|
||
var motion = this._motion;
|
||
|
||
// 同じユニットが連続して攻撃する場合
|
||
if (isContinuous) {
|
||
// スクロールの命令を出すことで、視点を攻撃者の方へ戻す。
|
||
// スクロールが終了すれば、startBattlerが呼ばれる。
|
||
this._realBattle.forceAutoScroll(motion.getKeyX());
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
},
|
||
|
||
_startLoop: function() {
|
||
this._loopFrameIndex = this._motion.getFrameIndex();
|
||
|
||
this._createInvocationEffect();
|
||
if (this._invocationEffect === null) {
|
||
// 即座に魔法を発動
|
||
this._startMagic();
|
||
}
|
||
else {
|
||
this.changeCycleMode(MagicBattlerType.INVOCATION);
|
||
}
|
||
},
|
||
|
||
_startMagic: function() {
|
||
if (this._realBattle.getAutoScroll().isApproach()) {
|
||
this._createMagicEffect();
|
||
this.changeCycleMode(MagicBattlerType.MAGIC);
|
||
}
|
||
else {
|
||
// 接近していない場合は相手に向かってスクロール
|
||
this._realBattle.getAutoScroll().startScroll(this._realBattle.getPassiveBattler().getKeyX());
|
||
|
||
// 魔法発動のエフェクトが終了したから、実際に魔法を使用することになるが、
|
||
// その前にスクロールの命令を出すことで、視点をターゲットの方へ移動させる。
|
||
this.changeCycleMode(MagicBattlerType.SCROLL);
|
||
}
|
||
},
|
||
|
||
_createInvocationEffect: function() {
|
||
var isRight, dx, pos;
|
||
var anime = this._getInvocationAnime();
|
||
var weapon = BattlerChecker.getRealBattleWeapon(this._unit);
|
||
var cls = BattlerChecker.getRealBattleClass(this._unit, weapon);
|
||
var clsAnime = cls.getClassAnime(weapon.getWeaponCategoryType());
|
||
|
||
if (anime === null || clsAnime.isInvocationDisabled(this._motion.getMotionId())) {
|
||
return;
|
||
}
|
||
|
||
isRight = this === this._realBattle.getBattler(true);
|
||
dx = 50;
|
||
pos = this.getEffectPos(anime);
|
||
|
||
if (isRight) {
|
||
dx *= -1;
|
||
}
|
||
|
||
// this._magicEffectや_invocationEffectのmove呼び出しは、RealBattleによって行われる
|
||
this._invocationEffect = this._realBattle.createEffect(anime, pos.x + dx, pos.y + 10, isRight, false);
|
||
},
|
||
|
||
_createMagicEffect: function() {
|
||
var battler = this._realBattle.getPassiveBattler();
|
||
var isRight = battler === this._realBattle.getBattler(true);
|
||
var anime = this._getMagicAnime();
|
||
var pos = battler.getEffectPos(anime);
|
||
|
||
// 魔法を発動させる
|
||
this._magicEffect = this._realBattle.createEffect(anime, pos.x, pos.y, isRight, true);
|
||
},
|
||
|
||
_getInvocationAnime: function() {
|
||
return WeaponEffectControl.getAnime(this._unit, WeaponEffectAnime.MAGICINVOCATION);
|
||
},
|
||
|
||
_getMagicAnime: function() {
|
||
var weapon = BattlerChecker.getRealBattleWeapon(this._realBattle.getActiveBattler().getUnit());
|
||
|
||
return weapon.getMagicAnime();
|
||
}
|
||
}
|
||
);
|
||
|
||
var MagicWeaponAttackBattler = defineObject(MagicBattler,
|
||
{
|
||
_getMagicAnime: function() {
|
||
return WeaponEffectControl.getAnime(this._unit, WeaponEffectAnime.MAGICWEAPON);
|
||
}
|
||
}
|
||
);
|
||
|
||
// リアル戦闘時に表示されるエフェクトは、DynamicAnimeではなく、RealEffectを使用する
|
||
var RealEffect = defineObject(BaseCustomEffect,
|
||
{
|
||
_motion: null,
|
||
_isHitCheck: false,
|
||
_realBattle: null,
|
||
_isEasy: false,
|
||
|
||
setupRealEffect: function(anime, x, y, isRight, realBattle) {
|
||
var motionParam;
|
||
|
||
this._realBattle = realBattle;
|
||
|
||
if (anime === null) {
|
||
return null;
|
||
}
|
||
|
||
motionParam = StructureBuilder.buildMotionParam();
|
||
motionParam.animeData = anime;
|
||
motionParam.x = x;
|
||
motionParam.y = y;
|
||
motionParam.isRight = isRight;
|
||
motionParam.motionId = 0;
|
||
|
||
this._motion = createObject(AnimeMotion);
|
||
this._motion.setMotionParam(motionParam);
|
||
|
||
return this._motion;
|
||
},
|
||
|
||
setHitCheck: function(isHitCheck) {
|
||
this._isHitCheck = isHitCheck;
|
||
},
|
||
|
||
setEasyFlag: function(isEasy) {
|
||
this._isEasy = isEasy;
|
||
},
|
||
|
||
moveEffect: function() {
|
||
if (this._motion.moveMotion() !== MoveResult.CONTINUE) {
|
||
return MoveResult.CONTINUE;
|
||
}
|
||
|
||
if (this._motion.isAttackHitFrame() && this._isHitCheck) {
|
||
this._realBattle.doHitAction();
|
||
}
|
||
|
||
this._motion.nextFrame();
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
drawEffect: function(xScroll, yScroll, isFront) {
|
||
var anime;
|
||
|
||
if (this._motion === null) {
|
||
return;
|
||
}
|
||
|
||
if (this._isEasy) {
|
||
this._motion.drawMotion(0, 0);
|
||
}
|
||
else {
|
||
anime = this._motion.getAnimeData();
|
||
if (isFront && !anime.isFrontDisplayable()) {
|
||
return;
|
||
}
|
||
|
||
this._motion.drawMotion(xScroll, yScroll);
|
||
}
|
||
},
|
||
|
||
endEffect: function() {
|
||
this._motion = null;
|
||
},
|
||
|
||
isEffectLast: function() {
|
||
if (this._motion === null) {
|
||
return true;
|
||
}
|
||
|
||
return this._motion.isLastFrame();
|
||
},
|
||
|
||
getEffectX: function() {
|
||
return this._motion.getKeyX();
|
||
},
|
||
|
||
getEffectY: function() {
|
||
return this._motion.getKeyY();
|
||
},
|
||
|
||
getScreenEffectRangeType: function() {
|
||
return this._motion.getScreenEffectRangeType();
|
||
},
|
||
|
||
drawScreenColor: function() {
|
||
var color = this._motion.getScreenColor();
|
||
var alpha = this._motion.getScreenAlpha();
|
||
|
||
root.getGraphicsManager().fillRange(0, 0, root.getGameAreaWidth(), root.getGameAreaHeight(), color, alpha);
|
||
}
|
||
}
|
||
);
|
||
|
||
var RealAutoScroll = defineObject(BaseObject,
|
||
{
|
||
_dx: 0,
|
||
_xGoal: 0,
|
||
_xScroll: 0,
|
||
_isAutoStart: false,
|
||
_isApproach: false,
|
||
_counter: null,
|
||
|
||
startScroll: function(xGoal) {
|
||
var dx = this._getScrollPixel();
|
||
|
||
this._counter = createObject(CycleCounter);
|
||
this._counter.setCounterInfo(0);
|
||
|
||
this._xGoal = this._calculateScrollValue(xGoal);
|
||
if (this._xScroll < this._xGoal) {
|
||
this._dx = dx;
|
||
}
|
||
else {
|
||
this._dx = dx * -1;
|
||
}
|
||
|
||
this._isAutoStart = true;
|
||
},
|
||
|
||
moveAutoScroll: function() {
|
||
var result = MoveResult.CONTINUE;
|
||
|
||
if (!this._isAutoStart) {
|
||
return MoveResult.END;
|
||
}
|
||
|
||
if (this._counter.moveCycleCounter() !== MoveResult.CONTINUE) {
|
||
this._xScroll += this._dx;
|
||
|
||
if (this._dx > 0) {
|
||
// 右方向への自動スクロールである場合は、次の処理を調べる
|
||
if (this._xScroll >= this._xGoal) {
|
||
this._xScroll = this._xGoal;
|
||
result = MoveResult.END;
|
||
}
|
||
}
|
||
else {
|
||
// 左方向への自動スクロールである場合は、次の処理を調べる
|
||
if (this._xScroll <= this._xGoal) {
|
||
this._xScroll = this._xGoal;
|
||
result = MoveResult.END;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (result === MoveResult.END) {
|
||
this._isAutoStart = false;
|
||
}
|
||
|
||
return result;
|
||
},
|
||
|
||
setScrollX: function(x) {
|
||
if (this._isAutoStart) {
|
||
return;
|
||
}
|
||
|
||
// 既に接近済みの場合は、現在のスクロール値で固定される
|
||
if (this._isApproach) {
|
||
return;
|
||
}
|
||
|
||
this._xScroll = this._calculateScrollValue(x);
|
||
},
|
||
|
||
getScrollX: function() {
|
||
if (root.getAnimePreference().isFixedFocus()) {
|
||
return Math.floor((GraphicsFormat.BATTLEBACK_WIDTH - RealBattleArea.WIDTH) / 2);
|
||
}
|
||
else {
|
||
return this._xScroll;
|
||
}
|
||
},
|
||
|
||
isApproach: function() {
|
||
if (root.getAnimePreference().isMoveMotionDisabled()) {
|
||
// 移動モーションをスキップする場合は、常に接近しているものとみなす
|
||
return true;
|
||
}
|
||
|
||
return this._isApproach;
|
||
},
|
||
|
||
setNear: function(isApproach) {
|
||
this._isApproach = isApproach;
|
||
},
|
||
|
||
_calculateScrollValue: function(x) {
|
||
var xScroll;
|
||
var xBattleWidth = GraphicsFormat.BATTLEBACK_WIDTH;
|
||
var xAreaWidth = RealBattleArea.WIDTH;
|
||
var xCenter = Math.floor(xAreaWidth / 2);
|
||
|
||
if (xAreaWidth > xBattleWidth) {
|
||
return 0;
|
||
}
|
||
|
||
if (x - xCenter <= 0) {
|
||
xScroll = 0;
|
||
}
|
||
else if (x + xCenter >= xBattleWidth) {
|
||
xScroll = xBattleWidth - xAreaWidth;
|
||
}
|
||
else {
|
||
xScroll = x - xCenter;
|
||
}
|
||
|
||
return xScroll;
|
||
},
|
||
|
||
_getScrollPixel: function() {
|
||
return 15;
|
||
}
|
||
}
|
||
);
|
||
|
||
var UIBattleLayout = defineObject(BaseObject,
|
||
{
|
||
_realBattle: null,
|
||
_battlerRight: null,
|
||
_battlerLeft: null,
|
||
_gaugeRight: null,
|
||
_gaugeLeft: null,
|
||
_itemRight: null,
|
||
_itemLeft: null,
|
||
_statusRight: null,
|
||
_statusLeft: null,
|
||
_scrollBackground: null,
|
||
_isMoveEnd: false,
|
||
_battleContainer: null,
|
||
|
||
setBattlerAndParent: function (battlerRight, battlerLeft, realBattle) {
|
||
var unit, targetUnit;
|
||
|
||
this._realBattle = realBattle;
|
||
this._battlerRight = battlerRight;
|
||
this._battlerLeft = battlerLeft;
|
||
|
||
this._gaugeRight = createObject(GaugeBar);
|
||
this._gaugeLeft = createObject(GaugeBar);
|
||
|
||
if (battlerRight.isSrc()) {
|
||
unit = battlerRight.getUnit();
|
||
targetUnit = battlerLeft.getUnit();
|
||
|
||
this._gaugeRight.setGaugeInfo(unit.getHp(), ParamBonus.getMhp(unit), 1);
|
||
this._gaugeLeft.setGaugeInfo(targetUnit.getHp(), ParamBonus.getMhp(targetUnit), 1);
|
||
|
||
this._itemRight = BattlerChecker.getRealBattleWeapon(unit);
|
||
this._itemLeft = BattlerChecker.getRealBattleWeapon(targetUnit);
|
||
}
|
||
else {
|
||
unit = battlerLeft.getUnit();
|
||
targetUnit = battlerRight.getUnit();
|
||
|
||
this._gaugeRight.setGaugeInfo(targetUnit.getHp(), ParamBonus.getMhp(targetUnit), 1);
|
||
this._gaugeLeft.setGaugeInfo(unit.getHp(), ParamBonus.getMhp(unit), 1);
|
||
|
||
this._itemRight = BattlerChecker.getRealBattleWeapon(targetUnit);
|
||
this._itemLeft = BattlerChecker.getRealBattleWeapon(unit);
|
||
}
|
||
|
||
this._gaugeLeft.setPartsCount(14);
|
||
this._gaugeRight.setPartsCount(14);
|
||
|
||
this._statusRight = this._getAttackStatus(unit, targetUnit, battlerRight.isSrc());
|
||
this._statusLeft = this._getAttackStatus(unit, targetUnit, battlerLeft.isSrc());
|
||
|
||
this._scrollBackground = createObject(ScrollBackground);
|
||
|
||
this._createBattleContainer(realBattle);
|
||
|
||
this._isMoveEnd = false;
|
||
},
|
||
|
||
moveBattleLayout: function() {
|
||
var isLastRight = this._gaugeRight.moveGaugeBar() !== MoveResult.CONTINUE;
|
||
var isLastLeft = this._gaugeLeft.moveGaugeBar() !== MoveResult.CONTINUE;
|
||
|
||
if (isLastRight && isLastLeft) {
|
||
this._isMoveEnd = true;
|
||
}
|
||
else {
|
||
this._isMoveEnd = false;
|
||
}
|
||
|
||
this._scrollBackground.moveScrollBackground();
|
||
|
||
return MoveResult.CONTINUE;
|
||
},
|
||
|
||
drawBattleLayout: function() {
|
||
this._battleContainer.pushBattleContainer();
|
||
|
||
this._drawMain();
|
||
|
||
this._battleContainer.popBattleContainer();
|
||
},
|
||
|
||
startBattleLayout: function() {
|
||
if (root.getAnimePreference().isFixedFocus()) {
|
||
this._scrollBackground.startScrollBackground(this._getBackgroundImage());
|
||
}
|
||
|
||
this._battleContainer.startBattleContainer();
|
||
},
|
||
|
||
endBattleLayout: function() {
|
||
this._battleContainer.endBattleContainer();
|
||
},
|
||
|
||
isUIMoveLast: function() {
|
||
return this._isMoveEnd;
|
||
},
|
||
|
||
setDamage: function(battler, damage, isCritical, isFinish) {
|
||
var gauge;
|
||
|
||
if (battler === this._battlerRight) {
|
||
gauge = this._gaugeRight;
|
||
}
|
||
else {
|
||
gauge = this._gaugeLeft;
|
||
}
|
||
|
||
if (damage >= 0) {
|
||
gauge.startMove(damage * -1);
|
||
this._showDamageAnime(battler, isCritical, isFinish);
|
||
}
|
||
else {
|
||
// damageがマイナスである場合は、回復を行うべきことを意味する。
|
||
// ただし、startMoveは常に正の数を要求するから-1かける。
|
||
gauge.startMove(damage * -1);
|
||
this._showRecoveryAnime(battler);
|
||
}
|
||
},
|
||
|
||
showAvoidAnime: function(battler) {
|
||
this._showAvoidAnime(battler);
|
||
},
|
||
|
||
_drawMain: function() {
|
||
var battler;
|
||
var rightUnit = this._battlerRight.getUnit();
|
||
var leftUnit = this._battlerLeft.getUnit();
|
||
var xScroll = this._realBattle.getAutoScroll().getScrollX();
|
||
var yScroll = 0;
|
||
|
||
this._drawBackground(xScroll, yScroll);
|
||
|
||
this._drawColor(EffectRangeType.MAP);
|
||
|
||
battler = this._realBattle.getActiveBattler();
|
||
if (battler === this._battlerRight) {
|
||
this._drawBattler(xScroll, yScroll, this._battlerLeft, true);
|
||
this._drawColor(EffectRangeType.MAPANDCHAR);
|
||
this._drawBattler(xScroll, yScroll, this._battlerRight, true);
|
||
}
|
||
else {
|
||
this._drawBattler(xScroll, yScroll, this._battlerRight, true);
|
||
this._drawColor(EffectRangeType.MAPANDCHAR);
|
||
this._drawBattler(xScroll, yScroll, this._battlerLeft, true);
|
||
}
|
||
|
||
this._drawColor(EffectRangeType.ALL);
|
||
|
||
this._drawEffect(xScroll, yScroll, false);
|
||
|
||
this._drawFrame(true);
|
||
this._drawFrame(false);
|
||
|
||
this._drawNameArea(rightUnit, true);
|
||
this._drawNameArea(leftUnit, false);
|
||
|
||
this._drawWeaponArea(rightUnit, true);
|
||
this._drawWeaponArea(leftUnit, false);
|
||
|
||
this._drawFaceArea(rightUnit, true);
|
||
this._drawFaceArea(leftUnit, false);
|
||
|
||
this._drawInfoArea(rightUnit, true);
|
||
this._drawInfoArea(leftUnit, false);
|
||
|
||
this._drawHpArea(rightUnit, true);
|
||
this._drawHpArea(leftUnit, false);
|
||
|
||
this._drawEffect(xScroll, yScroll, true);
|
||
},
|
||
|
||
_drawBackground: function(xScroll, yScroll) {
|
||
var pic;
|
||
|
||
if (this._scrollBackground.isScrollable()) {
|
||
this._scrollBackground.drawScrollBackground();
|
||
}
|
||
else {
|
||
pic = this._getBackgroundImage();
|
||
if (pic !== null) {
|
||
pic.drawParts(0, 0, xScroll, yScroll, this._getBattleAreaWidth(), this._getBattleAreaHeight());
|
||
}
|
||
else {
|
||
root.getGraphicsManager().fill(0x0);
|
||
}
|
||
}
|
||
},
|
||
|
||
_drawColor: function(rangeType) {
|
||
var motion, battler;
|
||
var effectArray = this._realBattle.getEffectArray();
|
||
|
||
battler = this._realBattle.getActiveBattler();
|
||
if (battler.getScreenEffectRangeType() === rangeType) {
|
||
battler.drawScreenColor();
|
||
}
|
||
|
||
battler = this._realBattle.getPassiveBattler();
|
||
if (battler.getScreenEffectRangeType() === rangeType) {
|
||
battler.drawScreenColor();
|
||
}
|
||
|
||
if (effectArray.length > 0) {
|
||
motion = effectArray[0];
|
||
if (motion.getScreenEffectRangeType() === rangeType) {
|
||
motion.drawScreenColor();
|
||
}
|
||
}
|
||
},
|
||
|
||
_drawFrame: function(isTop) {
|
||
var x, y, graphicsHandle;
|
||
var dx = this._getIntervalX();
|
||
|
||
if (isTop) {
|
||
this._drawLifeGadget(339 + dx, 0, this._battlerRight);
|
||
this._drawLifeGadget(220 + dx, 0, this._battlerLeft);
|
||
|
||
x = dx;
|
||
y = 0;
|
||
graphicsHandle = this._getTopGraphicsHandle();
|
||
}
|
||
else {
|
||
x = dx;
|
||
y = 367;
|
||
graphicsHandle = this._getBottomGraphicsHandle();
|
||
}
|
||
|
||
if (graphicsHandle !== null) {
|
||
GraphicsRenderer.drawImage(x, y, graphicsHandle, GraphicsType.PICTURE);
|
||
}
|
||
},
|
||
|
||
_drawLifeGadget: function(x, y, battler) {
|
||
var handle = root.queryGraphicsHandle('battlecrystal');
|
||
var pic = GraphicsRenderer.getGraphics(handle, GraphicsType.PICTURE);
|
||
var dx = 0;
|
||
var type = battler.getUnit().getUnitType();
|
||
|
||
if (type === UnitType.PLAYER) {
|
||
dx = 0;
|
||
}
|
||
else if (type === UnitType.ENEMY) {
|
||
dx = 84;
|
||
}
|
||
else {
|
||
dx = 168;
|
||
}
|
||
|
||
if (pic !== null) {
|
||
pic.drawStretchParts(x, y, 84, 84, dx, 0, 84, 84);
|
||
}
|
||
},
|
||
|
||
_drawNameArea: function(unit, isRight) {
|
||
var x, y, range;
|
||
var text = unit.getName();
|
||
var color = ColorValue.DEFAULT;
|
||
var font = TextRenderer.getDefaultFont();
|
||
var dx = this._getIntervalX();
|
||
|
||
if (isRight) {
|
||
x = 330 + dx;
|
||
y = 385;
|
||
}
|
||
else {
|
||
x = 115 + dx;
|
||
y = 385;
|
||
}
|
||
|
||
range = createRangeObject(x, y, 185, 25);
|
||
TextRenderer.drawRangeText(range, TextFormat.CENTER, text, -1, color, font);
|
||
},
|
||
|
||
_drawWeaponArea: function (unit, isRight) {
|
||
var x, y, width, height, item, text;
|
||
var color = ColorValue.DEFAULT;
|
||
var font = TextRenderer.getDefaultFont();
|
||
var dx = this._getIntervalX();
|
||
|
||
if (isRight) {
|
||
item = this._itemRight;
|
||
}
|
||
else {
|
||
item = this._itemLeft;
|
||
}
|
||
|
||
if (item === null) {
|
||
return;
|
||
}
|
||
|
||
text = item.getName();
|
||
width = TextRenderer.getTextWidth(text, font) + GraphicsFormat.ICON_WIDTH;
|
||
height = 25;
|
||
|
||
if (isRight) {
|
||
x = 330 + dx;
|
||
y = 417;
|
||
|
||
}
|
||
else {
|
||
x = 115 + dx;
|
||
y = 417;
|
||
}
|
||
|
||
x += (185 - width) / 2;
|
||
y = Math.floor((y + (y + height)) / 2);
|
||
|
||
if (item !== null) {
|
||
ItemRenderer.drawItem(x, y, item, color, font, false);
|
||
}
|
||
},
|
||
|
||
_drawFaceArea: function(unit, isRight) {
|
||
var x, y;
|
||
var dx = 20 + this._getIntervalX();
|
||
var isReverse = false;
|
||
|
||
if (isRight) {
|
||
x = this._getBattleAreaWidth() - GraphicsFormat.FACE_WIDTH - dx;
|
||
}
|
||
else {
|
||
x = 0 + dx;
|
||
isReverse = true;
|
||
}
|
||
|
||
y = (0 + this._getBattleAreaHeight()) - GraphicsFormat.FACE_HEIGHT - 15;
|
||
|
||
ContentRenderer.drawUnitFace(x, y, unit, isReverse, 255);
|
||
},
|
||
|
||
_drawInfoArea: function(unit, isRight) {
|
||
var x, y, arr;
|
||
var dx = 10 + this._getIntervalX();
|
||
var color = ColorValue.KEYWORD;
|
||
var font = TextRenderer.getDefaultFont();
|
||
|
||
if (isRight) {
|
||
x = this._getBattleAreaWidth() - 205 - dx;
|
||
arr = this._statusRight;
|
||
}
|
||
else {
|
||
x = dx;
|
||
arr = this._statusLeft;
|
||
}
|
||
|
||
y = 65;
|
||
StatusRenderer.drawAttackStatus(x, y, arr, color, font, 15);
|
||
},
|
||
|
||
_drawHpArea: function(unit, isRight) {
|
||
var x, gauge, hp, xNumber, yNumber;
|
||
var y = 40;
|
||
var dx = 70 + this._getIntervalX();
|
||
var dyNumber = 12;
|
||
var pic = root.queryUI('battle_gauge');
|
||
|
||
if (isRight) {
|
||
x = this._getBattleAreaWidth() - this._gaugeRight.getGaugeWidth() - dx;
|
||
gauge = this._gaugeRight;
|
||
hp = this._gaugeRight.getBalancer().getCurrentValue();
|
||
|
||
xNumber = 380 + this._getIntervalX();
|
||
yNumber = y - dyNumber;
|
||
|
||
}
|
||
else {
|
||
x = dx;
|
||
gauge = this._gaugeLeft;
|
||
hp = this._gaugeLeft.getBalancer().getCurrentValue();
|
||
|
||
xNumber = 260 + this._getIntervalX();
|
||
yNumber = y - dyNumber;
|
||
}
|
||
|
||
gauge.drawGaugeBar(x, y, pic);
|
||
|
||
NumberRenderer.drawAttackNumberCenter(xNumber, yNumber, hp);
|
||
},
|
||
|
||
_drawBattler: function(xScroll, yScroll, battler, isRight) {
|
||
battler.drawBattler(xScroll, yScroll);
|
||
},
|
||
|
||
_drawEffect: function(xScroll, yScroll, isFront) {
|
||
var i, effect;
|
||
var effectArray = this._realBattle.getEffectArray();
|
||
var count = effectArray.length;
|
||
|
||
for (i = 0; i < count; i++) {
|
||
effect = effectArray[i];
|
||
effect.drawEffect(xScroll, yScroll, isFront);
|
||
}
|
||
},
|
||
|
||
_getIntervalX: function() {
|
||
return Math.floor((RealBattleArea.WIDTH - 640) / 2);
|
||
},
|
||
|
||
_getAttackStatus: function(unit, targetUnit, isSrc) {
|
||
var arr, isCounterattack;
|
||
|
||
if (isSrc) {
|
||
arr = AttackChecker.getAttackStatusInternal(unit, BattlerChecker.getRealBattleWeapon(unit), targetUnit);
|
||
}
|
||
else {
|
||
isCounterattack = this._realBattle.getAttackInfo().isCounterattack;
|
||
if (isCounterattack) {
|
||
arr = AttackChecker.getAttackStatusInternal(targetUnit, BattlerChecker.getRealBattleWeapon(targetUnit), unit);
|
||
}
|
||
else {
|
||
arr = AttackChecker.getNonStatus();
|
||
}
|
||
}
|
||
|
||
return arr;
|
||
},
|
||
|
||
_showDamageAnime: function(battler, isCritical, isFinish) {
|
||
var pos, effect;
|
||
var anime = null;
|
||
var isRight = battler === this._realBattle.getBattler(true);
|
||
var isNoDamage = this._realBattle.getAttackOrder().getPassiveDamage() === 0;
|
||
|
||
anime = WeaponEffectControl.getDamageAnime(this._realBattle.getActiveBattler().getUnit(), isCritical, true);
|
||
if (anime !== null) {
|
||
pos = battler.getEffectPos(anime);
|
||
effect = this._realBattle.createEffect(anime, pos.x, pos.y, isRight, false);
|
||
effect.setAsync(this._isDamageEffectAsync());
|
||
}
|
||
|
||
if (isNoDamage) {
|
||
anime = root.queryAnime('realnodamage');
|
||
}
|
||
else if (isCritical) {
|
||
anime = root.queryAnime('realcriticalhit');
|
||
}
|
||
else {
|
||
anime = null;
|
||
}
|
||
|
||
if (anime !== null) {
|
||
pos = battler.getEffectPos(anime);
|
||
effect = this._realBattle.createEffect(anime, pos.x, pos.y + this._getTextAnimeOffsetY(), isRight, false);
|
||
effect.setAsync(true);
|
||
}
|
||
|
||
if (!isNoDamage && this._isDamagePopupDisplayable()) {
|
||
this._showDamagePopup(battler, this._realBattle.getAttackOrder().getPassiveFullDamage(), isCritical);
|
||
}
|
||
},
|
||
|
||
_isDamageEffectAsync: function() {
|
||
// 武器エフェクトを設定している場合は、ここでtrueを返すとテンポがよくなる
|
||
return false;
|
||
},
|
||
|
||
_isDamagePopupDisplayable: function() {
|
||
return EnvironmentControl.isDamagePopup();
|
||
},
|
||
|
||
_showDamagePopup: function(battler, damage, isCritical) {
|
||
var effect = createObject(DamagePopupEffect);
|
||
var pos = battler.getAnimeMotion().getCenterPos(DamagePopup.WIDTH, DamagePopup.HEIGHT);
|
||
var dy = 18;
|
||
|
||
effect.setPos(pos.x, pos.y + dy, damage);
|
||
effect.setCritical(isCritical);
|
||
effect.setAsync(true);
|
||
|
||
this._realBattle.pushCustomEffect(effect);
|
||
},
|
||
|
||
_showRecoveryAnime: function(battler) {
|
||
var anime = root.queryAnime('realrecovery');
|
||
var pos = battler.getEffectPos(anime);
|
||
var isRight = battler === this._realBattle.getBattler(true);
|
||
|
||
this._realBattle.createEffect(anime, pos.x, pos.y, isRight, false);
|
||
},
|
||
|
||
_showAvoidAnime: function(battler) {
|
||
var anime = root.queryAnime('realavoid');
|
||
var pos = battler.getEffectPos(anime);
|
||
var isRight = battler === this._realBattle.getBattler(true);
|
||
|
||
this._realBattle.createEffect(anime, pos.x, pos.y + this._getTextAnimeOffsetY(), isRight, false);
|
||
},
|
||
|
||
_getTextAnimeOffsetY: function() {
|
||
return -32;
|
||
},
|
||
|
||
_getLifeGadget: function(battler) {
|
||
var gadget;
|
||
var type = battler.getUnit().getUnitType();
|
||
|
||
if (type === UnitType.PLAYER) {
|
||
gadget = root.queryUI('battleplayer_gadget');
|
||
}
|
||
else if (type === UnitType.ENEMY) {
|
||
gadget = root.queryUI('battleenemy_gadget');
|
||
}
|
||
else {
|
||
gadget = root.queryUI('battlepartner_gadget');
|
||
}
|
||
|
||
return gadget;
|
||
},
|
||
|
||
_getBackgroundImage: function() {
|
||
var mapInfo = root.getCurrentSession().getCurrentMapInfo();
|
||
var pic = mapInfo.getFixedBackgroundImage();
|
||
|
||
if (pic === null) {
|
||
pic = this._realBattle.getAttackInfo().picBackground;
|
||
}
|
||
|
||
return pic;
|
||
},
|
||
|
||
_getBattleAreaWidth: function() {
|
||
return this._realBattle.getBattleArea().width;
|
||
},
|
||
|
||
_getBattleAreaHeight: function() {
|
||
return this._realBattle.getBattleArea().height;
|
||
},
|
||
|
||
_getTopGraphicsHandle: function() {
|
||
return root.queryGraphicsHandle('battletop');
|
||
},
|
||
|
||
_getBottomGraphicsHandle: function() {
|
||
return root.queryGraphicsHandle('battlebottom');
|
||
},
|
||
|
||
_createBattleContainer: function(realBattle) {
|
||
if (DataConfig.isHighResolution()) {
|
||
if (EnvironmentControl.isRealBattleScaling()) {
|
||
this._battleContainer = createObject(ScalingBattleContainer);
|
||
}
|
||
else {
|
||
this._battleContainer = createObject(ClipingBattleContainer);
|
||
}
|
||
}
|
||
else {
|
||
this._battleContainer = createObject(BaseBattleContainer);
|
||
}
|
||
|
||
this._battleContainer.setBattleObject(realBattle);
|
||
}
|
||
}
|
||
);
|
||
|
||
var BaseBattleContainer = defineObject(BaseObject,
|
||
{
|
||
_realBattle: null,
|
||
|
||
setBattleObject: function(realBattle) {
|
||
this._realBattle = realBattle;
|
||
},
|
||
|
||
startBattleContainer: function() {
|
||
},
|
||
|
||
pushBattleContainer: function() {
|
||
},
|
||
|
||
popBattleContainer: function() {
|
||
},
|
||
|
||
endBattleContainer: function() {
|
||
},
|
||
|
||
_getBattleAreaWidth: function() {
|
||
return this._realBattle.getBattleArea().width;
|
||
},
|
||
|
||
_getBattleAreaHeight: function() {
|
||
return this._realBattle.getBattleArea().height;
|
||
}
|
||
}
|
||
);
|
||
|
||
var ClipingBattleContainer = defineObject(BaseBattleContainer,
|
||
{
|
||
_battleClippingArea: null,
|
||
_safeClipping: null,
|
||
|
||
startBattleContainer: function() {
|
||
var x = (root.getGameAreaWidth() - this._getBattleAreaWidth()) / 2;
|
||
var y = (root.getGameAreaHeight() - this._getBattleAreaHeight()) / 2;
|
||
|
||
this._realBattle.getBattleArea().x = x;
|
||
this._realBattle.getBattleArea().y = y;
|
||
|
||
if (x > 0 || y > 0) {
|
||
x += root.getViewportX();
|
||
y += root.getViewportY();
|
||
this._battleClippingArea = root.getGraphicsManager().createClippingArea(x, y, this._getBattleAreaWidth(), this._getBattleAreaHeight());
|
||
|
||
this._safeClipping = createObject(SafeClipping);
|
||
|
||
this._changeMapState(false);
|
||
}
|
||
},
|
||
|
||
pushBattleContainer: function() {
|
||
var x = LayoutControl.getCenterX(-1, this._getBattleAreaWidth());
|
||
var y = LayoutControl.getCenterY(-1, this._getBattleAreaHeight());
|
||
|
||
if (x > 0 || y > 0) {
|
||
root.getGraphicsManager().fillRange(0, 0, root.getGameAreaWidth(), root.getGameAreaHeight(), 0, 128);
|
||
|
||
// 描画の基準位置が原点(0, 0)ではなく、x, yになる
|
||
this._safeClipping.saveClipping(this._battleClippingArea);
|
||
}
|
||
},
|
||
|
||
popBattleContainer: function() {
|
||
var x = LayoutControl.getCenterX(-1, this._getBattleAreaWidth());
|
||
var y = LayoutControl.getCenterY(-1, this._getBattleAreaHeight());
|
||
|
||
if (x > 0 || y > 0) {
|
||
this._safeClipping.restoreClipping();
|
||
}
|
||
},
|
||
|
||
endBattleContainer: function() {
|
||
var x = LayoutControl.getCenterX(-1, this._getBattleAreaWidth());
|
||
var y = LayoutControl.getCenterY(-1, this._getBattleAreaHeight());
|
||
|
||
if (x > 0 || y > 0) {
|
||
this._changeMapState(true);
|
||
}
|
||
},
|
||
|
||
_changeMapState: function(isEnabled) {
|
||
// マップが描画されることになるが、アニメーションは無効にする
|
||
root.getCurrentSession().setMapState(MapStateType.ANIMEUNIT, isEnabled);
|
||
root.getCurrentSession().setMapState(MapStateType.ANIMEMAP, isEnabled);
|
||
}
|
||
}
|
||
);
|
||
|
||
var ScalingBattleContainer = defineObject(BaseBattleContainer,
|
||
{
|
||
_picCache: null,
|
||
|
||
startBattleContainer: function() {
|
||
this._picCache = root.getGraphicsManager().createCacheGraphics(this._getBattleAreaWidth(), this._getBattleAreaHeight());
|
||
this._changeMapState(false);
|
||
},
|
||
|
||
pushBattleContainer: function() {
|
||
root.getGraphicsManager().enableMapClipping(false);
|
||
|
||
root.getGraphicsManager().setRenderCache(this._picCache);
|
||
},
|
||
|
||
popBattleContainer: function() {
|
||
root.getGraphicsManager().resetRenderCache();
|
||
this._picCache.drawStretchParts(0, 0, root.getGameAreaWidth(), root.getGameAreaHeight(), 0, 0, this._getBattleAreaWidth(), this._getBattleAreaHeight());
|
||
|
||
root.getGraphicsManager().enableMapClipping(true);
|
||
},
|
||
|
||
endBattleContainer: function() {
|
||
this._changeMapState(true);
|
||
},
|
||
|
||
_changeMapState: function(isEnabled) {
|
||
// 戦闘背景がGameAreaを完全に覆い隠し、マップが描画される必要がないから、
|
||
// マップの描画とユニットの描画を無効にする。
|
||
root.getCurrentSession().setMapState(MapStateType.DRAWUNIT, isEnabled);
|
||
root.getCurrentSession().setMapState(MapStateType.DRAWMAP, isEnabled);
|
||
}
|
||
}
|
||
);
|